Blackbeard

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Blackbeard is a 1–5 player game simulating the Golden Age of Piracy in the 17th–18th centuries. Players control multiple historical pirates, maneuvering them across a map of the Atlantic and Indian oceans divided into sea areas and ports. Pirates seek merchant ships to loot, attack ports for booty, gain notoriety, and convert plunder into net worth. The game is driven by an event card deck that determines available actions and introduces random events. Anti-pirate players can deploy warships and King’s Commissioners to hinder the active pirate. Victory is determined by accumulating the most Victory Points from pirate notoriety and net worth, ideally retiring pirates after successful careers.

Components

Setup

  1. Lay out the map. Give each player Pirate Displays based on player count (5 players: 2 each; 4 players: 2 each; 3 players: 3 each; 2 players: 4 each).
  2. Each player rolls a die; highest becomes Player A. Player order goes clockwise.
  3. Separate cards into Pirate and Event decks. Remove “Must Play Immediately” events; deal 4 Event Cards to each player, then shuffle those removed cards back in.
  4. Place 8 Pro-Pirate Governors randomly by rolling D66 for port locations.
  5. Deal Pirate Cards to each player (5 players: 2 each; 4 players: 2 each; 3 players: 3 each; 2 players: 4 each). Alternatively, use the optional draft selection.
  6. In player order, each player deploys at least one pirate to any sea area, assigning a Sloop or Schooner as starting ship (Crew Loyalty starts at 7).
  7. Randomly place 8 Merchant Ship counters face-down in port merchant boxes using D66 rolls.
  8. Place Victory Point markers at 0. Place King’s Commissioners, Hostages, Anti-Pirate Governors, and Warships in separate pools.
  9. Choose Standard Game (ends after 3rd General Pardon) or Long Game (play through Event Deck twice).

Turn Structure

The game uses successive Player-Turns (no game-turn). Each Player-Turn has 4 phases:

A. Card Draw Phase

B. Merchant Ship Phase

C. Card Play Phase

D. Change Pirate Players

Actions

Pirate Actions (one per Action point)

Actions from a card may be split among your deployed pirates (unless the card uses a specific pirate’s Initiative Rating).

Anti-Pirate Actions (one per AP player per Player-Turn)

Each non-active player may perform ONE Anti-Pirate action:

KC Reaction (unlimited, not counted as AP action): Any KC in the same or adjacent sea area may attempt to intercept a pirate performing certain actions.

Scoring / Victory Conditions

Special Rules & Edge Cases

Ship Types and Damage

Crew Loyalty

Debauchery & Revelry (D&R)

Cunning

Hostages

Safe Havens

D66 Rolls

Player Reference

Ship Type Combat Speed Holds
Sloop 5 5 2
Schooner 6 3 3
Brigantine 7 1 4
Pirate Action Key Mechanic
Find Merchant 1d6 + Ability ≥ 7
Attack Port 1d6 + Combat + Ability + Info vs. 1d6 + Defense
Sack Port 1d6 + Cruelty > Defense
Warship Escape 1d6 + Ship Speed vs. 1d6 + Warship Speed
Warship Combat 1d6 + Ship Combat + Ability vs. 1d6 + Warship Combat
Port Status Booty Conversion Rate
Safe Haven 110%
Pro-Pirate 100%
Neutral 50%
Pirate Port 100% (auto D&R)