1
Attack restrictions
Your ship may not attack Merchants or other players' ships/buildings unless you use a pirate ability; attacking without one causes you to immediately Turn Pirate
2
Letter of Marque exception
If using this expansion, a Letter of Marque counts as a pirate ability versus Merchants of the opposing Empire and any opposing player's ship with a Bounty
3
Defend your ship
If an opposing ship attacks your ship at an island you control, buildings on the island contribute 1 cube each to defense as normal
4
Defend your fort/garrison
If an opposing ship attacks your fort/garrison, you may choose for your ship to contribute cubes equal to cannons and/or played crew cards; damage is applied to your ship
5
Defend against Raids
If a Pirate ship Raids your port, you may choose to defend; the Pirate must attack your ship first, and winning cancels the Raid
6
Remain a Pirate
You stay a Pirate until the game ends or you are sunk; if sunk, resolve normal effects and revert to Merchant Mode
7
Lose influence ability
You can no longer use the influence cube placement ability on cards or ships
8
Lose Merchant purchases
You can no longer spend cargo to purchase Merchant advancements
9
Gain combat bonus
In any battle, add one extra cube to your cannon for each pirate ability you use from your ship or crew cards
10
Limited island interaction
At islands you control, you may only load/unload cargo, coin, or Prime Cargo; you cannot help defend the island and the island won't help defend your ship
11
Define a Port
A Port is an island with at least 1 permanent cube on it
12
Replace influence ability
Pirates use the "Raid Port" ability instead of "Place Influence Cube"
13
Raid restrictions
You cannot Raid a Port you control, but you can Raid a Port containing one or more of your cubes
14
Destroy fortifications first
If an island is defended by a Fort/Garrison, you must destroy it before Raiding
15
Remove cubes
Use influence abilities on cards and/or ship to remove cubes from the island
16
Bonus cube removal
Remove one additional cube for each pirate ability used from your ship or crew cards; you cannot use the same pirate ability for both a battle and Raid in the same turn
17
Remove non-permanent first
Gain 1 cargo or 1 coin onto your ship for each non-permanent cube removed; remove cubes from bottom to top on the track
18
Remove permanent cubes
If no non-permanent cubes remain, use an influence or pirate ability to remove all permanent cubes present
19
Sack the Port
Once all permanent cubes are removed:
20
Allow resettlement
After an island is Sacked, any non-Pirate player may subsequently place cubes to re-settle it