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Gamehelpahoy

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Ahoy is played over a series of rounds until someone wins at the end of a round.

In a round, players take one turn at a time, placing 2 dice and taking the associated action. You may also do actions that don't require dice, such as recruiting Crew and handling Cargo. Gold can be spent to adjust dice up or down by 1 per gold, but values do not wrap.

Actions

  • Sail: Move your Flagship 1 or 2 spaces orthogonally. You cannot cross sandbars. If you move off the edge of the map, you get to place a new tile, if any remain
  • Tailwind: Teleport your Flagship directly to any space on the map with matching die to the die you placed on the Tailwind die slot.
  • Cannons: You have loaded cannons, and will initiate/defend in battles
  • Repair: Remove up to 2 damage tokens from any of your die slots.
  • Recruit Crew: Get Crew from the market, if they match the suit of the island you're on by paying the cost (1-2 gold or a die)

Bluefin Squadron only

  • Place a patrol after sail or tailwind. When damaged, it returns to you.
  • Place Stronghold: Remove 2 patrols from an island to place a stronghold.
    • Strongholds always have loaded cannons and add 2 to battles. You can recruit Crew there. Enemies cannot recruit Crew, smuggle or deliver Cargo. When damaged, it returns to you.
  • Bombard: Remove all Comrades from the Island in your Flagship’s region.
  • Order: Move up to 4 different Patrols, each 1 space. They can explore and battle.
  • Deploy: Place 1 Patrol in your Flagship’s space or an adjacent space

Mollusk Union only

  • When you anchor at an Island, you may either place 2 Comrades on the Island or gain 2 Ready Comrades.
  • Play plan card
  • Inspire: Place 1 Comrade each on up to 4 different Islands.
  • Assemble: Place 4 Comrades on the Island in your Flagship’s region
  • Rally: If your Flagship is at an Island, gain 4 Ready Comrades
  • Cutter and Gunship actions

Smuggler only

  • Smuggle: take a card from the Market whose suit matches your Island’s suit. You can only hold 2 Cargo
  • Deliver cargo: deliver cargo to an island matching the Cargo's target. Gain 2 Fame, increase the island's wealth, gain a reward from your board, and secretly pledge the cargo.
  • Full Sail: Move your Flagship up to the value of the die spent
  • Negotiate: At an island, recruit any crew. Remove a Comrade to do this again.

Battles

If you have loaded cannons, when you move into a space with other tokens you attack them. If you move into a space with a figure with loaded cannons, you attack them. If no one has loaded cannons, the no battle happens.

When you take damage, dice squares on your board are blocked and cannot be used until they are repaired.

Battling ends movement.

Bluefin victory

  • Deal 1 damage and steal 1 gold from the defeated player.
  • Deal 2 damage.
  • Mollusk Union Ship: Deal 1 damage and remove 1 Comrade from the Island in the region of battle.

Mollusk victory

  • Deal 1 damage and steal 1 gold from the defeated player.
  • Deal 1 damage and place 1 Comrade on the Island in the region of battle

Smuggler victory

  • Deal 1 damage and move 1 or 2 spaces immediately, ignoring all other battles
  • Deal 1 damage and gain a reward as if you delivered Cargo.

End of round

Bluefin Squadron and Mollusk Union score Fame equal to the region's wealth die if they control the region. Ties go to neither.

Bluefin Squadron gets 1 control per patrol, and 2 per stronghold or flagship. Mollusk Union gets 1 control per Comrade and Union ship. Smuggler's do not affect control.

If the game has not ended, dice are rerolled, first player moves left, and a new round is started. In 2 player, first player increases a region's wealth die. Mollusk Union draws 2 plan cards.

End of game

The game ends at the end of the round if a player has 30 Fame.

Smugglers score pledged Cargo. For each Cargo, the Smuggler gains 1 Fame for each region that the pledged faction controls whose Island matches the Cargo’s top-left suit.

The player with the most Fame wins! On a tie, the tied player with the most gold wins