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Skallywaggs Harbor Rules

That's house rules for you landlubbers!

Now we know for a certainty that any pirate worthy of the blood soaked rag he flys likes to 'bend' rules a bit to suit his nature and his needs! We're all for that! To that end here are a few game variations and rule options you might want to try.

If you develop a harbor rule that you and your cohorts enjoy we'd love to hear from you. Drop a note in a bottle and send it to us at info@skallywaggs.com

Cut & Run:
For those times when properly weighing anchor just takes too long! The first player to successfully build the required number of Crew wins instantly. This robs the game of its competitive tooth and nail end game, but leads to much faster play. It also forces new strategies. In a Cut & Run game holding onto a couple of offensive cards to stop the lead player can backfire if she unexpectedly completes her crew.

Schooner Crew:
Smaller ships need smaller crews. Reduce the number of pirates needed to sail down to 8 for two player games, to 5 for three player games and to 4 for a four player game. A Schooner Crew game is fast playing while preserving the final round of cutthroat skullduggery.

Beggar's Draw:
If it weren't for bad luck he'd have no luck at all! If a player has a hand of three cards or less he can, by sacrificing his turn, draw three cards instead of the regular two. This option is void if you have Pirates in your crew that allow you to draw extra cards.

Pirate Town:
The town you're in is positively overrun with Pirates! As a result the law enforcement is stretched a bit thin. Either remove one Crackdown card from play, or have a Crackdown only result in the loss of only one crew member (instead of the usual two).

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