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Gamehelpseasofhavoc

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Seas of Havoc – Quick Reference

Goal: Have the most Infamy when the game ends. You earn it in combat, from Market cards in your deck, and from active upgrades.

Round structure

The game alternates Island Phase → Sea Phase until the game ends.

Island Phase

  1. Send out Skiffs. Starting with the First Player, go clockwise and place 1 Skiff per turn (3 each) until all are placed. Only one Skiff can be on each slot or card.
    • Board slots resolve immediately.
    • Market cards are only claimed when you place a Skiff. You pay for them after all Skiffs are out.
  2. Buy claimed cards in turn order. Pay the cost shown top-left and the card goes straight into your hand.
  3. Clean up. Take back your Skiffs and refill the Market to 5 cards.
Location Effect
Sail Maker / Blacksmith / Bank Gain sails / cannonballs / coins
Capitol Take the First Player token now, plus 1 resource
Trading Post Exchange up to 2 resources
Workshop Pay the cost to activate a ship upgrade, which is permanent and worth Infamy
Deep Cove Scrap up to 2 cards from your hand or discard pile and gain their cost in resources
Flag slots Take a flag. You can use it later (optional)
Market Claim a card. Before placing, you may scrap all unclaimed cards and restock, but then you must claim one of the new cards

Flags (keep them; you may use a flag's action when a card or effect lets you):

  • Red – Shipwright: scrap 1 card and gain its cost
  • Tan – Bosun: draw 1 card
  • Green – Purser: gain 1 resource of your choice
  • Blue – Sailor: take another turn (one more Skiff, or one more card in the Sea Phase)

Sea Phase

  • Starting with the First Player and going clockwise, each player must play 1 card if they have any. Resolve it (or pass, but you still play the card), then discard it.
  • Movement: follow the card's arrows and your ship changes heading as shown. You can pay sails for an extended maneuver, but only if the main maneuver had no collision.
  • Board wraps: ships and shots leaving one edge come back on the opposite edge.
  • Once every hand is empty, everyone draws 4 cards and you go back to the Island Phase. If your deck runs out, shuffle your discard pile to make a new one.

Collisions

  • Your ship stops in the space before the obstacle. You may then pivot 90°.
  • The player who caused the collision discards 1 card (nothing if their hand is empty).
  • Rock: you take a Damage card.
  • Ramming a ship: you score +1 Infamy and the rammed ship takes a Damage card.
  • Whirlpool: forced 90° pivot. Gust: pushed 1 space without changing heading. A gust collision counts as yours, so it can score a ram.

Cannon fire

Fire from either side of your ship, up to the range printed on the card. A shot hits the first thing in its path. If it hits a ship, that ship takes a Damage card and you score:

  • Broadside (hits the ship's side): +2 Infamy
  • Raking shot (hits bow or stern): +3 Infamy

With multiple shots, each one scores separately. You get no Infamy for hitting your own ship.

Shipwrecks

Sail onto a shipwreck to collect it as a booty token. You can hold only 1 at a time. You can use the resources on it anytime you need to spend resources, but you lose the whole booty token.

Game end and scoring

  • The game ends at the end of the Sea Phase in which the Damage deck runs out. Use spare damage cards to finish that phase.
  • Final Infamy = Infamy gained during the game + active upgrades + Market cards you own (deck, hand and discard) − Damage cards.
  • Ties: most resources wins, then fewest Damage cards.