Pirate stories and myths are abundant in popular culture, but many of them hark back to Treasure Island, by Robert Louis Stevenson. While this deck doesn't exclusively take from that book, it's inspired by the story and borrows a character or two from it.
The idea behind the Buried Treasure card was to take what was done with Fortress Walls in the Defenders deck and make it more pirate-like. Pirates are known for finding, hiding, and stealing treasure, so the idea that a pirate could both add might to the card as well as take it away became very interesting. The card went through various names through the design process, but "Buried Treasure" seemed to accurately capture the bi-directional ethos well.
Since there is not one singular pirate worthy of the top card in the deck, it became necessary to dig into pirate lore to get more mythical and monster-like. The Kraken, Davy Jones, and The Flying Dutchman all offered great opportunities to build in game mechanics that hadn't been used before (in the case of the Kraken), and offered interesting risk/reward scenarios.
Lastly, you may wonder how the Deckhands card came to use the Fibonacci sequence as its growth mechanic. The idea came from the notion that as pirate captains sailed from port to port, they would pick up new deckhands to work their ship. So the idea that Deckhands would grow with each move came from that. But how? Doubling was used initially, but that proved to be too powerful. After testing multiple approaches, the Fibonacci sequence offered an interesting scaling progression that worked well. It just had to be capped because a) the card would become to powerful, and b) you can only fit so many pirates on one ship!
The deck symbol is the Jolly Roger flag, the most iconic pirate symbol ever.
Cards with more than 1 copy per deck appear with their number in parentheses (#).
Sisters belong together
Sisters belong together
(3) Gather Pirates at each port
(2) Every Captain needs a Ship
I'm the Captain of this Ship
I'm the Captain of this Ship
(3) The map leads to the gold
Bye-bye valuable card
Stop those instants
I'm the Captain of this Ship
I'm the Captain of this Ship
Stun those conditionals
A little might, a little essence
Big boom might cannon
I'm the Captain of this Ship
I'm the Captain of this Ship
I'm the Captain of your soul
A powerful ship has consequences
You're not going anywhere!
Pirates of the High Seas is a Medium Complexity deck that relies on a combination of moving cards with Ships and treating might like treasure.
Your primary goal is to move your Captains to other battlefields with Ships during the command phase. Your Ships can carry a Captain and either another Pirate or Cannon. Think ahead and be mindful about having open zones to move ships.
After they move, the Pirate Booty ability allows your Captains to exchange their own might with the current might of the
Buried Treasure card on that battlefield. They can either deposit or withdrawal might in the exchange, which gives you flexibility to protect it or move it elsewhere.
The Flying Dutchman is a unique Ship that allows you to accelerate the might growth of your Captains at the expense of an Anchor Token, which means they cannot move again.
An Exchange happens on the new battlefield after the move. There must be a Buried Treasure on the new battlefield. An Exchange can only be done between a Captain and a Buried Treasure.
To transfer Might between battlefields, a Captain must first move to a Battlefield with a Buried Treasure, "withdraw" might, and then next round move to another battlefield with a Buried Treasure and "deposit" it.
If multiple Ship cards are able to move during any command phase, each moves and resolves one at a time.
Only apply enough might for Deckhands to achieve the next Fibonacci number from its current might. Deckhands may exceed 21 might from a Battlefield effect.