Piratenbucht
(Pirate’s Cove)
Translation provided by Oxcat Games, LLC. (www.oxcat.com)
Preparation
• Lay out the game board
• Shuffle the Tavern Cards and place them on Tavern Island
• Shuffle the Pirate Cards and place 12 face down on each of the five numbered
islands: Tavern (1), Hull (2), Sail (3), Cannon (4), and Crew island (5)
• Place the gold and treasure tokens on Treasure Island
• Place Blackbeard’s black ship on Treasure Island (1). If there are only 3
players, place his second black ship on Cannon Island (4)
• Each player should have:
o A
ship in their favorite color
o A ship status card to match the ship
o Four setting rings that match the ship card
o A fame marker of the same color
o A Captain’s Wheel
o 9 pieces of gold
o A Tavern Card (drawn from the top of the stack on Tavern
Island)
• Each player should place their fame marker in the first spot of the fame
track along the outside of the game board.
• Each player then places their setting rings on the second lowest circle of
their ship status card. (The circle with a small ship in it.)
The Ship Status Card
The ship status card represents the current state of your ship in four important
areas:
• Hull - How much treasure the ship can carry.
• Sails – How fast your ship is (faster ships shoot first)
• Cannons – How many dice you can fight with.
• Crew
– How many men you have to man your cannons.
The area
at the bottom is the hold, storage for treasure and gold.
The
setting rings show the strength of each area on the ship. In the beginning they
should all be placed on the next to lowest number, the one with the small black
ship in it. The number inside the ring shows the strength of that particular
ship feature.
The hull
number is how much treasure the ship can carry. There is no limit to the amount
of gold it can carry.
The sail
number represents the speed of the ship. The fastest ship in a battle gets the
first opportunity to fire cannons or flee.
Important:
The lower of the cannon and crew numbers represent the number of dice you get to
shoot with in a fight. If you have 3 cannons, but only 2 crew, you can shoot 2
dice and vice versa. You have to have a cannon for every man and a man for every
cannon. The cost of an upgrade or repair is listed on the line between each
circle.
Example:
To upgrade your hull from a 5 to a 6 costs 1 gold piece. To upgrade from 5 to 7
would cost 3 gold pieces
(1 + 2).
Playing the Game
Each player takes the role of a Pirate, who is at the beginning of his or her infamous
career. The ultimate goal of each player is to be the most famous pirate in
the world. A pirate attains fame by bragging about his incredible feats, burying
treasure and winning
fights.
The game
is played in 12 rounds. Each round has 6 phases:
1. Pirate Cards are revealed and ships navigate
2. Action cards are played
3. Battles are fought and won
4. Islands are plundered
5. Special island functions are executed
6. Blackbeard sails
At the
end of 12 rounds, the pirate with the most fame is the winner.
Blackbeard’s
Pirating Tips:
In the beginning you’d be wise to steer clear of my ships. Your puny ship is
no match for my cannons!
Phase 1. Pirate Cards are revealed and ships navigate
For each of the five islands, turn over the top Pirate Card. Listed on each card
are the rewards for capturing that island during the current round.
Example:
Sail Island (3) has a reward of:
• No fame
• 2 gold pieces
• 5 treasures, and
• 1 Tavern Card
Each
player has a Captain’s Wheel with the symbols of the six islands.
Using
their wheel, each player secretly decides where their ship will sail to next.
Each
island has something to offer besides the rewards on the Pirate Cards.
Hull,
Sail, Crew and Cannon islands let you upgrade that section of a ship as many
levels as can be afforded.
Tavern
Island lets a player buy up to 3 Tavern Cards for 2 pieces of gold each, which
are useful in their own right.
Treasure
Island lets the pirate bury treasure for fame, bury gold for fame, or upgrade
one area of your ship up to 2 levels for the normal cost. Each buried treasure
increases a pirate’s fame by 1 point. For every 3 pieces of gold a pirate
buries, he receives 1 point of fame.
Once
everyone has decided, all wheels are revealed at the same time and ships are
moved immediately to their destinations.
Blackbeard’s Pirating Tips
If you plan on tipping off the Royal Navy as to the whereabouts of a rival
pirate, carefully
consider the strength of that pirate’s ship. The navy ships are quick to respond,
but up against a strong ship or ships they may cause more fame than harm.
Phase 2: Action cards are played
Starting on the lowest numbered island the ship with the most fame may play an
action card or pass. Then the ship with second highest fame may play an action
card or pass. If there is a tie for fame, 2 dice are thrown to decide who goes
first. Once all ships on that island have played a card, the next island’s
ships may go continuing on to Treasure Island. It then repeats starting at the
beginning. A player who has previously passed is allowed to play a card when
their turn comes around again.
Each
Action card that is played takes effect immediately. Most are discarded after
their use. Five are placed on the Ship Status Card and have a lasting effect,
these are: Reinforcement, Quicksilver Sails, Veteran Crew, Six Gun
Salute and Carryall Hull. If a ship area that is protected by one of
these cards is hit, the card takes the first two hits. With the first hit the
card is turned upside down. If it receives a second hit in the same fight, it is
immediately discarded and its effect is cancelled. If no more cards are on this
area, then the appropriate setting ring is shifted down one space for each hit.
A turned
card can be repaired for free in Phase 5,
except for Reinforcement, which costs 2 pieces of gold to repair. A
player may decide not to pay for this repair, in which case the card stays
turned and is destroyed on the next hit to that area of the ship in any
subsequent battles.
This
phase ends when all players decide to pass.
If the
Royal Navy card is played, the card is placed on the island where the player
wants them to fight. It is not discarded until after it has fought in Phase
3.
Phase 3: Battles are Fought and Won
If you are alone on an island with a Pirate Card, you may plunder that island
immediately and take the rewards listed on the card.
If there
is more than one ship (including Blackbeard and/or the Royal Navy) on islands 1
through 5, there will be a fight. Battles are resolved starting with Tavern
Island (1) and continuing in order to Crew Island (5).
If
either the Royal Navy or Blackbeard are involved in a battle, all other players
on the island must fight them first or flee. Only after they are destroyed are
battles between players resolved.
Note:
Rival
pirates have a gentleman’s agreement not to fight on Treasure Island.
Blackbeard is no gentleman and therefore shoots at anyone else he finds there.
The location of Treasure Island is only known to pirates and therefore the Royal
Navy can not be sent there.
Battles
between players
A battle is played out in combat rounds. For each round, each player in order of
his or her sail speed decides whether to fight or flee. The player with the
fastest ship goes first.
Example:
Three ships have arrived on Sail Island. Andrés setting ring is on a 6.
Beatrice’s ring is on a 5 and Carsten’s ring is on an 8. Therefore, Carsten
has the fastest ship. The sequence in the first combat round will be Carsten,
André, and then Beatrice.
Sometimes
fleeing is the right thing to do, but be aware that faster ships may fire before
a slower ship has a chance to get away. If a player decides to flee, they sail
their ship to Pirate’s Cove immediately.
If a
player decides to fight, they must decide and proclaim loudly whose ship and
which area of that ship they want to attack. If there are several opponents, the
player can pick only one. Only after announcing their intentions may a player
roll their dice. If they forget to announce, the roll is invalid and must be
re-thrown. Determine the number of dice to roll by looking at the cannon and
crew areas. The lower of the two numbers is the number of dice to roll. A ship
needs crew to
man the
cannons and a cannon for every crewman. If a ship has the Six Gun Salute card,
then it will always roll 6 dice. If it has the Veteran Crew card, then it
can fire as many cannons as it has.
Example:
Andrés cannon area shows the number of 2, and his crew area shows the number of
4; he will fight with 2 dice. For Beatrice both setting rings show the number of
3; she will roll 3 dice. Carsten has a 5 in the cannon area and a 3 in the crew
area; he will shoot 3 dice. The
player rolls all of his dice to attack. Each roll of 5 or 6 is a hit. With each
hit, the ship attacked must move the appropriate setting ring down one level. If
there is an action card there, it will absorb up to 2 hits before the ring is
moved.
Example:
Carsten decided to attack André’s sails. He rolled his 3 dice for a 6, a 5
and a 3. Therefore, he hit André twice. André then moves his sail area setting
ring down 2 circles, one for each hit, to a value of 4.
After
all players on the current island have performed their action in order, the
first combat round is over. Damage to areas of the ships may change the number
of dice a player can roll or even the battle order. If sails are damaged, a ship
will not be as fast as it was when the round began. Therefore, with each new
combat round, the firing order must be checked. The fastest ship always goes
first.
Example:
Carsten’s sail area is set on 9. Beatrice’s is on 7.
Carsten is therefore faster than Beatrice and in the first combat round is
allowed to fire first.
He rolls and misses.
Beatrice fires against his sail area and strikes 3 hits. Carsten then moves the
setting ring down 3 spaces for a value of 6.
In the next round, Beatrice can shoot first because her ship is faster than
Carsten’s.
If any
ship receives so much damage that the setting ring for an area goes below the
lowest level, this ship is considered crippled. A crippled ship can no longer
fight and is dangerously close to being lost. To save his ship and his crew, the
captain must immediately sail his ship to Pirate’s Cove for rest and repair.
Keep in mind that it is possible that a slower ship may be crippled before its
captain has a chance to fight.
If a
ship is crippled, every other ship on the island gets 1 point of fame.
If a
ship flees after shots have been fired, every other ship on the island gets 1
point of fame. Sabotage does not count as a shot fired.
Combat
continues until there is only one ship on the island.
Example:
André, Beatrice, Carsten and Daniel are battling over Sail Island.
Daniel is the fastest one. He decides to flee immediately. André, Beatrice and
Carsten do not receive a point of fame, since no one had hit
Daniel’s ship yet.
André is the second fastest one. He shoots at Beatrice’s hull area and lands
a hit.
Beatrice is the third-fastest and decides to flee.
André and Carsten receive immediately one point of fame and move their markers
accordingly.
Afterwards André and Carsten fight each other so for a long time, until one of
them flees or its ship is destroyed in an area. The winner receives a point of
fame.
Use
of combat cards
In order to improve one’s chances in a fight, a player may play combat cards
during a battle. Some these cards change the conditions for a whole battle,
others only for a single dice throw. Before the first combat round all players
on the island are asked whether they want to play a combat card. The fastest
ship goes first, after him the players in the order of their sail area values.
Anyone who does not want to play a card simply passes. Playing of combat cards
continues in a circle until everyone on the island passes. If a player passes,
he may decide to play a combat card the next time his turn comes around.
If a
player wants to play a combat card, he plays the card face up and reads it out
loud. Once everyone has passed, the combat may begin.
During
combat, each player may also play a combat card just before rolling his dice.
These cards only affect the current battle.
Example:
Daniel and Beatrice are together on Crew Island. Before the fight begins, they
may play combat cards.
Daniel is faster than Beatrice. Therefore he may play a card first.
Daniel plays the smoke screen card, which means that Beatrice can only hit him
with sixes for this battle.
Then Beatrice plays the Sabotage card against Daniel’s cannon area. This means
that Daniel immediately receives a hit on his cannons.
As a result Daniel must move the setting ring in his cannon area down by one.
Now the Sabotage card is put in the discard pile.
The smoke screen card remains in effect for the rest of the battle.
Now the actual fight begins. Daniel
begins, since he is faster than Beatrice. At the end of the battle each played
combat card is put on the discard pile. This applies also to cards that were
played but never used. This might happen if the opponent ran away before it
could be used, or the player had to
go to Pirate’s Cove, before he could use the card. The effect of the various
combat cards is described in detail on the information overview page.
Blackbeard’s Pirating Tips
Pirate’s Cove is a safe haven for us all. Like a great watering hole, no
fighting is allowed
there…ever.
Phase 4: The Islands are Plundered
After all battles are completed, there should be only one ship on each island,
except for Treasure Island (6) and Pirate’s Cove.
The
remaining ship on each island plunders that island and receives the booty listed
on the Pirate Card for that island.
The
pirate flag shows the number of fame points awarded.
The gold
coin shows the number of gold pieces.
The
treasure chest shows the number of treasures.
The
Tavern Card shows the number of Tavern Cards awarded.
Example:
The card above awards no points of fame, 2 gold pieces, 5 treasures and 1 Tavern
Card.
Tavern Cards are taken from the top of the stack on Tavern Island (1).
After all islands are plundered, return the used Pirate Cards on each island to
the game box.
If
there is no gold or treasure on Treasure Island, then no one will receive their
gold or treasures until someone empties their hold or buries treasure.
Phase 5: Special Island Functions
After all the islands are plundered, each island has a special function that may
be executed by the player on that island.
Also,
any action cards that were damaged (not destroyed) in previous battles may be
turned back around. Quicksilver Sails, Six Gun Salute, Carryall
Hull and Veteran Crew may be turned for free, but Reinforcement costs
2 pieces of gold to repair.
The
Island Functions
Tavern Island Buy
up to 3 Tavern Cards for 2 pieces of gold each.
Hull Island Upgrade
the ship’s Hull as many levels as chosen and can be afforded.
Sail Island Upgrade
the ship’s Sails as many levels as chosen and can be afforded.
Cannon Island Upgrade
the ship’s Cannons as many levels as chosen and can be afforded.
Crew Island Upgrade
the ship’s Crew as many levels as chosen and can be afforded.
Treasure Island Bury
treasures from the ship’s hold for 1 point of fame each. Bury 3 pieces of gold
from the ship’s hold for 1 point of fame. Upgrade any one area of the ship up
to 2 levels for the normal cost of the upgrade.
Pirate’s Cove Collect
1 Tavern Card and 2 pieces of gold, or 2 Tavern Cards
If an area of the ship has been destroyed in battle,
that player must pay 2 pieces of gold to return that area’s setting ring to
its starting level (the level with the small black ship).
When
upgrading the cost of the upgrade is listed between the circles. The cost of
multiple upgrades is calculated by adding up all the individual costs. No one is
required to upgrade their ship. Each player decides for themselves whether to,
and how much – as long as they can afford it.
Example:
Carsten is on the Sail Island, and he wants to upgrade his sail area from a 7 up
to a 10. This will cost 8 pieces of gold (2+3+3). He then takes eight pieces of
gold from his ship’s hold and puts them on Treasure Island. He then moves his
setting ring accordingly.
Phase 6: Blackbeard Sails
Move Blackbeard’s ship or ships to the next consecutive island. After Treasure
Island (6) his ships return to Tavern Island (1).
After
moving Blackbeard’s ship or ships, all players much check their hull status
and make sure they are not carrying too much treasure. The number on their Hull
status area is the maximum number of treasures their ship can carry. Any extras
must be thrown overboard and returned to Treasure Island (6) without earning any
points of fame. There is no limit to the amount of gold a ship can carry.
Note:
It is possible to carry more than your maximum number of treasures in
your hold if you can upgrade your Hull area sufficiently in Phase
5.
Example:
Daniel has 5 treasures and his hull can hold 5 treasures. During Phase
2 he plays a Secret Stash card and acquires 2 more. Now he has 7 treasures,
two more than his hull can hold. He chose to sail to Hull Island in Phase
1and
upgrades his hull in Phase 5 to a 7 for a cost of 3 pieces of gold. Now, he
doesn’t have to throw any overboard during this phase.
The End of the Game
At the end of the twelfth round, after all of the Pirate Cards are gone from the
islands.
Each
player, starting with the player of least fame, plays out his or her tall-tale
cards and moves their fame marker accordingly. Unburied gold and treasures are
lost opportunities at this point and are worth no points of fame.
The
pirate with the most fame is the winner.
If there
is a tie, the tied players must battle their ships to determine who the most
famous pirate actually is.
Blackbeard’s Pirating Tips
Don’t discount the power a well-told tale has on one’s fame!
Special Combat Situations
Fighting against Blackbeard
The dreaded pirate Blackbeard considers these islands his personal plunder and
has vowed to fire his cannons at any pirate that enters his range. If a player
finds himself on the same island with Blackbeard,
a battle will ensue.
Blackbeard
fights with these properties:
• He always shoots 5 dice
• He always shoots against the hull of his opponent
• It takes 8 hits to defeat him
• His ship’s sails are faster than all sails, except Quicksilver Sails
• His ship is faster than one with Favorable Winds
• He is faster than the Royal Navy
• He never runs away from a fight
If
Blackbeard is fighting against several opponents, he shoots at the pirate with
the most fame first. Then all ships on the island take turns shooting back in
order of descending fame. Blackbeard then fires at the second most famous
pirate. When he has shot at each opposing ship on the island, the first combat
round is over; the second begins in the same way with Blackbeard firing at the
most famous ship first.
Example:
André and Carsten are on Cannon Island with Blackbeard.
First combat round Blackbeard shoots first against André, because he has more
fame.
Then André and Carsten shoot back successively.
Blackbeard then shoots against Carsten, because he is the second most famous.
Then André and Carsten shoot back successively.
This completes the first combat round.
The second combat round runs in the same way.
Combat
continues until either Blackbeard is defeated or all his opponents are defeated.
Any non-involved player may roll for Blackbeard.
Combat
cards can be used in a fight with Blackbeard, but he does not have any to play
himself. If he is defeated, his ship is simply laid on its side. The next round
of play this ship will be repaired and moved upright to the next island in
sequence.
If a
pirate defeats Blackbeard by herself, she receives 6 points of fame. Two pirates
receive 3 points each. Three pirates receive 2 points each. Four pirates receive
1 point each.
Fighting
against the Royal Navy
Her Majesty has commissioned her Royal Navy to rid these islands of the dreadful
pirates that plague them. They are constantly looking for information on the
whereabouts of threatening ships.
If a
pirate should want to settle a score, without putting his ship at risk, perhaps
an anonymous tip sent to the Royal Navy would suffice.
The
Royal Navy is an action card that can be played during Phase
2. The card can be
played on any island, except Treasure Island. All players who are on the island
with the Royal Navy must fight against it.
The
Royal Navy fights with these properties:
• They always shoot 4 dice.
• They are faster than all sails, except Quicksilver Sails.
• They are faster than ships with Favorable Winds
• They are slower than Blackbeard’s ship
• They can fire at any ship area
• It takes 4 hits to destroy them.
• The Royal Navy does not run away.
The
player who played the card gets to roll for the Royal Navy and decide which ship
and which area of that ship to attack. He can select his opponent at will during
each round of combat. Once the Royal Navy has shot at its target, each ship on
the island gets to fire back in order of their sail speed. The fastest ship gets
to shoot first. Combat continues until all opposing ships are defeated or flee
or the Royal Navy is defeated. At that time the card is placed on the discard
pile.
If the
Royal Navy is defeated, the victorious pirate receives 4 points of fame. If
there are 2 pirates, they each receive 2 points of fame. If there are 3 or 4
pirates, they each receive 1 point of fame.
Combat
cards may be played when fighting the Royal Navy, but it does not have any to
play itself.
Example:
Daniel plays the Royal Navy card on Sail Island, where Beatrice and André have
their ships.
First combat round
Since Daniel played the Royal Navy, he will roll the dice for it. He decides to
shoot first at André’s sail area.
Then, André and Beatrice shoot back.
Beatrice shoots first, because her ship is faster than André’s and gets a
hit. Afterwards, André shoots and scores a hit as well.
Second combat round
This time Daniel decides to shoot at Beatrice’s cannons. He could have shot
again at André, but decided not to.
Beatrice shoots first at the Royal Navy, then André follows.
The battle continues until the Royal Navy is defeated, or both players flee or
are defeated.
Blackbeard
and Royal Navy Fight Together Against One or More Players
It is rare, but it can happen that players will find themselves battling
Blackbeard and the Royal Navy at the same time.
When
this happens, Blackbeard shoots first at the player with the most fame, then the
Royal Navy shoots at the ship of its choice. Then all players shoot back in
order of their sail speed. The fastest ship shoots first. Each player can decide
each combat round whether to shoot at Blackbeard or the Royal Navy, or they can
decide to flee to the safety of Pirate’s Cove.
The
battle continues until both Blackbeard and the Royal Navy are defeated or all
players are defeated or flee. When either one is defeated, combat pauses as fame
points are awarded appropriately. If they are both defeated and there is more
than one ship on the island, normal combat begins between the ships that are
left.
Example:
Two players find themselves on an island with Blackbeard and the Royal Navy.
First combat round
Blackbeard shoots against the player with most points of fame. The Royal Navy
shoots against a selected player.
The player with the fastest sails shoots against Blackbeard or the Royal Navy.
The player with the second fastest sails fires at Blackbeard or the Royal Navy.
Second combat round
Blackbeard attacks the player with the most points of fame. The Royal Navy fires
at a selected player.
The player with the fastest sails shoots against Blackbeard or the Royal Navy.
The player with the second fastest sails decides to flee to Pirate’s Cove.
Combat continues until either both Blackbeard and the Royal Navy are defeated,
or the remaining ship is defeated or flees.
Variant:
Blackbeard’s revenge
For an even more challenging game, try the following variation:
• Blackbeard moves randomly. In Phase 6,
his ship is not moved.
• After the players have sailed their ships to the islands in Phase
1, the player with the
least fame rolls a single die. She then places Blackbeard on the island rolled.
If Blackbeard has 2 ships, then a die is rolled for each ship. The second roll
is repeated until both ships are on different islands.
• In the last play round, round 12, a ship of Blackbeard’s must be placed on
Treasure Island.
• All other rules still apply.
Card Translations: alphabetical
by German
Action Cards
Fliehen
– Flee
Escape from Battle!
Sail your ship to any island without ships or go to Treasure Island.
Herausforderung
– Challenge
Sail your ship to any island where there is at least one opponent.
Except Treasure Island.
Neue
Crew – Veteran Crew
Place on Crew Area. Always fire all your cannons. -2 gold on total upgrade
costs.
1st
hit, turn card. 2nd
hit, remove card.
Neue
Kanonen – Six Gun Salute
Place on Cannon Area. Always roll 6 dice.
1st
hit, turn card. 2nd
hit, remove card.
Neue
Laderaum – Carryall Hull
Place on Hull Area. Can carry an unlimited number of treasures.
1st
hit, turn card. 2nd
hit, remove card.
Neue Segel
– Quicksilver Sails
Place on Sail Area. Faster than Royal Navy, Favorable Winds, and Blackbeard.
1st
hit, turn card. 2nd
hit, remove card.
Royal
Navy
May be placed on any island, except Treasure Island and the island with your
ship.
4 Dice for Attack
4 Hits to Defeat
4 Points of Fame
Verstärkung
– Reinforcement
Place on Any Ship Area. The card is damaged before your ship.
1st
hit, turn card. 2nd
hit, remove card.
Combat Cards
Enterangriff
– Grapple Attack
For the rest of this battle, everyone rolls the number of dice in their crew
area.
A ship with a Veteran Crew rolls 6 dice.
Geheimversteck
– Secret Stash
Receive 5 pieces of gold or 3 treasures from Treasure Island.
Geheimwaffe
– Secret Weapon
For the rest of this battle, use 1 extra die when rolling.
Does not work with Six Gun Salute.
Kartätsche
– Grapeshot Attack
3, 4, 5 and 6 do damage for your next attack only.
Afterwards, your cannons receive 2 hits of damage.
Kartentausch
– Sleight of Hand
Exchange this card for one of your choice in the discard pile.
The new card may be played this round.
Nebelwand
– Smoke Screen
For the rest of this battle you can only be hit by a roll of 6.
Sabotage
An opponent’s ship receives 1 hit of damage in the area of your choice.
Starker
Wind – Favorable Winds
For the rest of this battle your sail area has a bonus of +9.
Never faster than Quicksilver Sails, Bob or the Royal Navy.
Tall-Tale Cards
1 pt.
Ich bin auf einem
Seeungeheuer geritten.
I rode on a sea-monster.
1 pt. Ich
habe im Bauch eines Wals gewohnt.
I have lived in the belly of a whale.
1 pt. Ich
habe mit einem Riesenkraken gerungen.
I wrestled a giant squid.
1 pt. Ich
habe mich mit einem Enterhaken tätowiert.
I tattooed myself with a fishhook.
1 pt. Ich
habe eine Jacke aus Seemannsgarn gestrickt.
I knitted a jacket from sailor yarn.
1 pt. Ich
habe Moby Dick gefangen.
I caught Moby Dick.
1 pt. Ich
habe den Schatz Ihrer Majestät geplündert.
I plundered Her Majesty’s chest.
1 pt. Ich
habe den Fliegenden Holländer versenkt.
I scuttled the Flying Dutchman.
1 pt. Ich
habe Neptuns Dreizack zerbrochen.
I broke Neptune’s trident.
1 pt. Ich
habe mit einer Meerjungfrau getanzt.
I danced with a mermaid.
2 pts. Ich
habe das Ende der Welt gesehen.
I’ve seen the edge of the world.
2 pts. Ich
habe Captain Hooks Holzbein gestohlen.
I stole Captain Hook’s wood leg.
2 pts. Ich
habe das sagenumwobene Atlantis entdeckt.
I found the sunken city of Atlantis.
3 pts. Ich
habe die Royal Navy auf einer Kanonenkugel geentert.
I defeated the Royal Navy in one shot.
3 pts. Ich
bin der Herr der sieben Meere.
I am the master of the seven seas!
4 pts. Ich
bin der gefürchtete Seeräuber Blackbeard.
I am…the dread pirate Blackbeard!
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