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	<title>Gamehelpseasofhavoc - Revision history</title>
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	<updated>2026-10-04T13:36:38Z</updated>
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		<title>Sumpfork: Initial</title>
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		<updated>2026-10-02T17:46:59Z</updated>

		<summary type="html">&lt;p&gt;Initial&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Seas of Havoc – Quick Reference =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goal:&amp;#039;&amp;#039;&amp;#039; Have the most &amp;#039;&amp;#039;&amp;#039;Infamy&amp;#039;&amp;#039;&amp;#039; when the game ends. You earn it in combat, from Market cards in your deck, and from active upgrades.&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
The game alternates &amp;#039;&amp;#039;&amp;#039;Island Phase → Sea Phase&amp;#039;&amp;#039;&amp;#039; until the game ends.&lt;br /&gt;
&lt;br /&gt;
== Island Phase ==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Send out Skiffs.&amp;#039;&amp;#039;&amp;#039; Starting with the First Player, go clockwise and place &amp;#039;&amp;#039;&amp;#039;1 Skiff per turn&amp;#039;&amp;#039;&amp;#039; (3 each) until all are placed. Only one Skiff can be on each slot or card.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Board slots&amp;#039;&amp;#039;&amp;#039; resolve &amp;#039;&amp;#039;&amp;#039;immediately&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Market cards&amp;#039;&amp;#039;&amp;#039; are only &amp;#039;&amp;#039;claimed&amp;#039;&amp;#039; when you place a Skiff. You pay for them after all Skiffs are out.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Buy claimed cards&amp;#039;&amp;#039;&amp;#039; in turn order. Pay the cost shown top-left and the card goes &amp;#039;&amp;#039;&amp;#039;straight into your hand&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Clean up.&amp;#039;&amp;#039;&amp;#039; Take back your Skiffs and refill the Market to 5 cards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Location !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Sail Maker / Blacksmith / Bank || Gain sails / cannonballs / coins&lt;br /&gt;
|-&lt;br /&gt;
| Capitol || Take the &amp;#039;&amp;#039;&amp;#039;First Player token&amp;#039;&amp;#039;&amp;#039; now, plus 1 resource&lt;br /&gt;
|-&lt;br /&gt;
| Trading Post || Exchange up to 2 resources&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Pay the cost to &amp;#039;&amp;#039;&amp;#039;activate a ship upgrade&amp;#039;&amp;#039;&amp;#039;, which is permanent and worth Infamy&lt;br /&gt;
|-&lt;br /&gt;
| Deep Cove || Scrap up to 2 cards from your hand or discard pile and gain their cost in resources&lt;br /&gt;
|-&lt;br /&gt;
| Flag slots || Take a flag. You can use it later (optional)&lt;br /&gt;
|-&lt;br /&gt;
| Market || Claim a card. &amp;#039;&amp;#039;Before&amp;#039;&amp;#039; placing, you may scrap all unclaimed cards and restock, but then you must claim one of the new cards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Flags&amp;#039;&amp;#039;&amp;#039; (keep them; you may use a flag&amp;#039;s action when a card or effect lets you):&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Red – Shipwright:&amp;#039;&amp;#039;&amp;#039; scrap 1 card and gain its cost&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tan – Bosun:&amp;#039;&amp;#039;&amp;#039; draw 1 card&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Green – Purser:&amp;#039;&amp;#039;&amp;#039; gain 1 resource of your choice&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blue – Sailor:&amp;#039;&amp;#039;&amp;#039; take another turn (one more Skiff, or one more card in the Sea Phase)&lt;br /&gt;
&lt;br /&gt;
== Sea Phase ==&lt;br /&gt;
* Starting with the First Player and going clockwise, each player &amp;#039;&amp;#039;&amp;#039;must play 1 card&amp;#039;&amp;#039;&amp;#039; if they have any. Resolve it (or pass, but you still play the card), then discard it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Movement:&amp;#039;&amp;#039;&amp;#039; follow the card&amp;#039;s arrows and your ship changes heading as shown. You can pay sails for an &amp;#039;&amp;#039;&amp;#039;extended maneuver&amp;#039;&amp;#039;&amp;#039;, but only if the main maneuver had &amp;#039;&amp;#039;&amp;#039;no collision&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Board wraps:&amp;#039;&amp;#039;&amp;#039; ships and shots leaving one edge come back on the opposite edge.&lt;br /&gt;
* Once every hand is empty, everyone &amp;#039;&amp;#039;&amp;#039;draws 4 cards&amp;#039;&amp;#039;&amp;#039; and you go back to the Island Phase. If your deck runs out, shuffle your discard pile to make a new one.&lt;br /&gt;
&lt;br /&gt;
=== Collisions ===&lt;br /&gt;
* Your ship stops in the space &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; the obstacle. You may then pivot 90°.&lt;br /&gt;
* The player who caused the collision &amp;#039;&amp;#039;&amp;#039;discards 1 card&amp;#039;&amp;#039;&amp;#039; (nothing if their hand is empty).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rock:&amp;#039;&amp;#039;&amp;#039; you take a Damage card.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ramming a ship:&amp;#039;&amp;#039;&amp;#039; you score &amp;#039;&amp;#039;&amp;#039;+1 Infamy&amp;#039;&amp;#039;&amp;#039; and the rammed ship takes a Damage card.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Whirlpool:&amp;#039;&amp;#039;&amp;#039; forced 90° pivot. &amp;#039;&amp;#039;&amp;#039;Gust:&amp;#039;&amp;#039;&amp;#039; pushed 1 space without changing heading. A gust collision counts as yours, so it can score a ram.&lt;br /&gt;
&lt;br /&gt;
=== Cannon fire ===&lt;br /&gt;
Fire from either side of your ship, up to the range printed on the card. A shot hits the &amp;#039;&amp;#039;&amp;#039;first thing in its path&amp;#039;&amp;#039;&amp;#039;. If it hits a ship, that ship takes a Damage card and you score:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Broadside&amp;#039;&amp;#039;&amp;#039; (hits the ship&amp;#039;s side): &amp;#039;&amp;#039;&amp;#039;+2 Infamy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Raking shot&amp;#039;&amp;#039;&amp;#039; (hits bow or stern): &amp;#039;&amp;#039;&amp;#039;+3 Infamy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
With multiple shots, each one scores separately. You get no Infamy for hitting your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Shipwrecks ===&lt;br /&gt;
Sail onto a shipwreck to collect it as a booty token. You can hold &amp;#039;&amp;#039;&amp;#039;only 1&amp;#039;&amp;#039;&amp;#039; at a time. You can use the resources on it anytime you need to spend resources, but you lose the whole booty token.&lt;br /&gt;
&lt;br /&gt;
== Game end and scoring ==&lt;br /&gt;
* The game ends &amp;#039;&amp;#039;&amp;#039;at the end of the Sea Phase in which the Damage deck runs out&amp;#039;&amp;#039;&amp;#039;. Use spare damage cards to finish that phase.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Final Infamy&amp;#039;&amp;#039;&amp;#039; = Infamy gained during the game + active upgrades + Market cards you own (deck, hand and discard) − Damage cards.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ties:&amp;#039;&amp;#039;&amp;#039; most resources wins, then fewest Damage cards.&lt;/div&gt;</summary>
		<author><name>Sumpfork</name></author>
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