Pitch and Yaw - 3.02
Pitch and Yaw - 3.02
Pitch and Yaw - 3.02
Boarders and
Black Flags.
Contents
Boarders and Black Flags.................................................................................
Short Timers.....................................................................................................
What This Is......................................................................................................
What You’ll Need..............................................................................................
Core Rules........................................................................................................
Tests..............................................................................................................
Harsh Mistress...............................................................................................
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Service.......................................................................................................
Sewing Sails...............................................................................................
Scenarios.........................................................................................................
Boarding Action.............................................................................................
Hot Chase......................................................................................................
Precious Cartography....................................................................................
Treasure Raid................................................................................................
Terror on the Sea..........................................................................................
Counter Action...............................................................................................
Crew Manifests................................................................................................
Sea Queens.....................................................................................................
Fleet Ability...................................................................................................
Captain: Red Rose.........................................................................................
Captain: Polly Anna.......................................................................................
Crew Section: Riggers...................................................................................
Crew Section: Duelistas.................................................................................
Crew Section: Companions............................................................................
Dead Seas.......................................................................................................
Fleet Ability...................................................................................................
Captain: Sawtooth.........................................................................................
Captain: Charybdis........................................................................................
Crew Section: Skelliwags...............................................................................
Crew Section: Rapskullions...........................................................................
Crew Section: Rotten Roustabouts................................................................
Trillians............................................................................................................
Fleet Ability...................................................................................................
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Short Timers.
It had been eight months at sea since Billy had been press
ganged onto the Formidable, the ship of pirate hunter Admiral
Jack McGowan, eight months of terrible food and crushing
boredom interspersed by beatings and finally the chance was
coming to work out some frustration. Billy didn’t know much,
but he knew fighting, he knew it was about the man across
from you. He tracked the faces of those on the deck of the
pirate sloop across the ship’s rail as the boarding hooks bit and
the line drew taut, choosing his target. Finally, the distance
narrowed enough to jump the gap. The deck seemed to slope
more than he’d expected, but it didn’t seem too significant an
issue, he kept his eyes on his target and braced to land.
Calico Jack felt the ship lurch as the lines grew taut. They’d
taken a hole that was just above the water line, with that lean
and the swell that was rising they’d be taking in water. He
leaned over and grabbed the nearby rail, looked up and saw a
young man with a fighter’s eyes sailing over the edge of the
deck towards him.
The ship lurched, Billy’s legs went from under him as he landed
and he displayed all the dignity of a cat on an icy pond as he
scrabbled desperately for purchase, skidding across the sloping
deck. Jack watched the young man plummet into the sea,
never to be seen again. First timers were short timers, it’s not
about the man across from you out here, it's about the footing
under you.
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Core Rules.
Models representing player’s crew are designated “Crew”,
individuals being “Crew members”, Crew members include
Captains and Sailors. Models representing all other features are
designated “Furniture”. Crew and Furniture are “Stuff”.
Crew members have:
Footing: The likelihood of maintaining stability on the
constantly shifting surface of a ship’s deck, the higher the
better.
Focus: The ability to strike accurately with a ranged
attack, the higher the better.
Speed: The number of times a model can move when
running.
Crew members and Furniture that is not “Anchored” have:
Brute: The ability to strike accurately with a close
combat attack, or defend against one, the higher the
better.
Size: Designates base size, the damage stuff will do
during an impact and how far it will shove and be
shoved.
o 1 – Up to 1” x 1” base size.
o 2-3 – Over 1” x 1”, up to 3” by 3”.
When taking actions, Crew Members gain +1 Size for each
point of friendly Size in base contact.
Furniture has:
Stability: This will designate if it moves when shoved or if
the ship’s deck pitches or yaws, Anchored, Stable or
Unstable.
Crew are:
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Stable if standing.
Unstable if knocked down.
During the pitch and yaw phase or when shoved:
Anchored stuff never moves.
Stable stuff sometimes moves.
Unstable stuff always moves.
Crew may be Knocked Down, represent this by laying its
model on its side. When a model is knocked down its
controlling player chooses the placement and alignment of the
knocked down model, its new position must at least partially
overlap its previous one and it may not change direction or
alignment until it is stood up again. Knocked down crew can
only attempt knocked down actions, the usual being to stand
up. When a model is stood up it is placed back on its base in a
position and facing chosen by its controlling player, its new
position must again at least partially overlap its previous one.
Bases:
All models have a designated base:
o In the case of standing crew, the base is the
circular, square or otherwise shaped attached base
keeping it upright.
o In the case of knocked down crew, the entire
footprint of the model counts as its base.
o In the case of furniture or other models without a
base the base is considered to be the footprint of
the model.
Two models are in “base contact”, or contact, if their
bases are touching, or as close as is practicable.
Losing Sailors:
If Crew or Furniture ever overlap or move over the edge
of the Deck they are lost at sea and removed from play.
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Tests.
If asked to make a “Statistic” Test during a crew’s activation,
roll a D6 and add the crew’s named statistic, a 7 or more is a
success, 6 or less is a failure.
If asked to make an Opposed “Statistic” Test during a crew’s
activation a target will be named, players roll a D6 for each
crew they control that is involved and adds its named statistic,
the highest total is a success, any lower are failures. In the
advent of furniture being a target of an opposed test, the
opponent rolls for the furniture.
During any test the following modifiers apply:
-1 to all rolls for each enemy crew within one inch of the active
crew, other than the target.
+1 to all rolls for each friendly crew within one inch of the
active crew.
The steps for a Check or Test are:
Roll dice.
Lie (See below).
Apply modifiers.
Resolve dice.
Apply results.
Harsh Mistress.
If there is ever a debate or disagreement about the
interpretation of the rules, ranges or anything else, the
interpretation that results in the most crew being crushed,
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keeps his feet. Good for Rose, had she challenged Jack would
still have stayed standing and Rose would have lost a dice.
Had Jack seen nothing but ones and twos remaining and Rose
had accepted the claim it, then Jack would still have had his
three and passed the footing test, but if Rose had challenged
then Jack would have been stuck with his original one, fallen
flat on his face, and lost an additional dice.
At certain points players may be asked to Lie Honestly (such as
for determining the sea level during the pitch and yaw phase),
if so, players indicate, select and resolve a lying dice as if
accepted, in this case no claims or judgements are made. If a
player has no lying dice remaining or chooses not to select one,
they will act as though they selected a dice with a value of 0.
It’s time to determine the sea level during the Pitch and Yaw
phase, Jack reaches under his cup and selects a three. Rose
has no dice remaining under her cup and so clearly doesn’t
select one. Jack reveals his three, and the White Caps level of
movement is chosen. Now Jack just has to pick a direction.
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The Game.
1. Choose a fleet.
2. Create a crew.
3. Determine a scenario.
4. Determine first boarder.
5. First Game:
a. Set up the scenario.
b. Play.
c. Determine booty for the first game, swap boarder
and host.
6. Second Game:
a. Set up the scenario.
b. Play.
c. Determine booty for the second game.
7. Determine the final victor.
edge is Aft. Place the ship’s compass next to the playing area
with its Forward and Aft arrows parallel to the playing area’s
long edges and the Forward arrow pointing in the direction of
the Forward edge. The host places the following furniture:
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Then follow the Clearing the Decks and Prepare for Boarding
sections of your chosen scenario.
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Footing Tests.
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Lying Phase.
In the Lying Phase players roll their Lying Dice. Then each
player will Lie Honestly, highest number chooses which player
has initiative. In the case of a draw, the boarder has initiative.
Reinforcements Phase.
In the Reinforcement Phase, if a player is not “Quartered” (see
“Quarter Asked, Quarter Given”, below) they may activate and
return any number of removed crew to the table, touching the
table edge they set up on if the boarder, or an unsearched
piece of vital area furniture if the host. The crew cannot
activate again this round.
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Rules of Movement.
To Move a model, place the movement widget in contact with
the model with its arrow pointing to the centre of the model’s
base then slide the model along the Line O’ Movement with its
base centred on the line stopping when:
1. Its controller chooses.
2. It comes into contact with another model.
3. No part of the model’s base is overlapping the widget.
A Shove is a special kind of move. To Shove a model, follow
the rules for moving a model except that the model cannot be
stopped by choice. If a shove move would result in a crew
overlapping or passing the edge of the deck, stable crew stop
when they reach the edge, then take a footing test.
If a model would move multiple times, resolve each move
following the rules above, then make a new move as many
times as is required.
Impacts.
Whenever stuff moving due to a shove move contacts other
stuff it immediately stops moving and suffers an Impact, with
the following results:
If stuff with higher size is moved into a crew member with
lower size, the smaller crew member is crushed.
Any crew in an impact that was not crushed takes a
footing test.
Then, if the moving stuff is of a higher size than the stuff it
impacted, complete any remaining movement, moving all
contacted stuff as a single model.
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Move Phase.
When a crew member is activated during the Move phase it
may be designated to Walk, Run or Ready as standard, there
may be other options available on a model’s profile.
To Walk, Move the crew’s model once.
To Run, Move the crew’s model up to once for each point
of Speed on its profile. For each move take a Footing
Test.
To Make Ready, do not move the crew’s model, place a
Ready token next to it.
A Knocked Down crew may Stand Up.
To Stand Up, stand the crew’s model up.
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Rules of Attack.
During an attack the active crew is the attacker and must
select a weapon and name a number of targets. Targets must
be:
Within the range (listed as R) of the weapon.
Not part of the attacker’s crew.
If a weapon lists a number for its range, then make an opposed
Focus test to attack, if successful the target suffers the Effects
of the weapon.
If a weapon lists its range as – then it is a close combat attack
and may only target models in base contact. When making a
close combat attack make an opposed Brute test to attack, if
successful the target suffers the Effects of the weapon.
Some standard Effects are:
Back X – Shove the target directly away from the attacker
X times.
o X will sometimes be listed as “Weight Difference”
(or WD), in that case, subtract the target’s size
from the attacker’s size to a minimum of zero, then
add one to get X.
Stagger – The target takes a footing test.
Down – The target is Knocked Down.
If multiple effects are listed, resolve them each entirely in turn.
If a weapon has the Pulse special rule all models within range
are targets of the attack, roll separately for each.
Within.
A model is within range of another if the distance between any
part of their two bases is equal to or less than the range in
inches.
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Attack Phase.
When a model is activated during the Attack phase it may
attack with a single weapon. All crew have as weapons Push,
Trip and Barge, though they may have others.
Weapon R Effect Special
Push - Back WD
Trip - Stagger
Barge - Back WD; Down Readied
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Special Phase.
When a crew is activated during the special phase it may be
designated to Search as standard, there may be other options
available on a crew’s profile.
Search: If within one inch of a vital area piece of furniture
and further than one inch from any enemy crew, the
closest piece of vital area furniture is Searched, place a
searched token on it.
Once all crew in play have had a chance to activate in each
phase move to the Pitch and Yaw phase.
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Quarter Asked,
Quarter Given.
During play keep a tally of how many of the boarder’s crew
members are removed (returning crew during reinforcements
does not remove it from this tally and crew may be counted
twice or more if removed after returning). A force is
“Quartered” if either:
They have a captain removed.
They are the host and all vital area furniture is searched.
They are the boarder and the tally of removed models
equals or exceeds the number of models they started
with.
Whenever a crew is removed players may ask for “Quarter”
starting with the player who most recently activated a model,
their opponent may refuse unless they are “Quartered” in
which case they must accept.
After the game ends each player scores 1 point for each of the
following:
Each opposing Captain removed.
If the opposing side was wiped out.
If “Quarter” was offered and you chose to accept.
If “Quarter” was offered and your opponent was forced to
accept.
In addition, each Scenario will have its own “Booty” section
outlining additional ways to score. If this was the first game of
the match swap boarder and host and reset the game, the
player with the most points after both games, wins.
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Ongoing Tales.
Additional thrilling excitement can be garnered by playing your
games of Boarders and Black Flags as a series of linked
encounters. In this case each player will have their own ship
and crew, which will change to reflect its different experiences
and encounters. These achievements and advancements are
balanced in their effects such that any player may use their
own ship, no matter how mighty or advanced it might be,
without fear of unfairness. However, it will bring some new
rules which could overwhelm less experienced captains and so
they should only be used with the permission of your opponent.
In order to play a series of linked games, obtain a copy of your
own Ship’s log, consisting of a Ship page, found on page XX
and as many Log pages, found on page XX as are needed to
relate your terrifying, daring or heroic adventures. Also, create
a “Spotting Ring” by sticking the spotting ring image on page
XX to some card and cutting it out. These may be photocopied
as needed or printed out from
www.manokentgames.com/boardersandblackflags/files/
Then, create your Ship:
Choose a suitably legendary name for your (ig)noble
vessel write it in the ship’s nameplate.
Decide if your ship is to be a Pinnace, Brigantine or
Frigate.
o The Pinnace is the smallest ship and the Frigate the
largest. Larger ships can hold more cannons, but
require more food to keep their larger crew
working, meaning that they can be slower to reach
full capability. Remember, all choices are balanced,
more cannons are not necessarily an advantage, as
you will see later.
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Ships Clash!
Spotting.
The Host takes the Spotting Ring and holds it one hand span
above the sail image on the boarder’s Ship’s Log, they then
drop it, any images at least partially circled by the ring apply
their special rules to the following game.
Cannon Battle.
Before a boarding action the two rival ships will exchange
cannon fire. The Boarder reduces their amount of gunpowder
by one and rolls one dice for each cannon their ship has,
adding up the results, if a ship has no gunpowder remaining,
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they cannot roll any more dice. Then each player rolls a dice
and adds +1 if their ship is a Brigantine or +2 if it’s a Pinnace,
the winner decides if there will be another round of firing. Once
firing ends check the total damage from all cannon fire:
Total Result
0-40 No Effect.
41-60 Smoke and Chaos – Reduce all ranges by D6,
rolled at the start of the game.
61-80 Holed - +1 to the dice chosen in the Pitch and
Yaw phase.
81-100 Listing - +2 to the dice chosen in the Pitch and
Yaw phase, if the Lower edge is the edge the
Boarder deployed on at the start of the game.
101-120 Sinking - +2 to the dice chosen in the Pitch and
Yaw phase.
121-140 Sinking, Fast - +3 to the dice chosen in the Pitch
and Yaw phase.
141-160 Fires – All Vital Area Furniture makes a R 3, Pulse,
Back 1 attack with Focus 6 at the end of each
turn.
161+ Fire and Explosion – All Vital Area Furniture makes
a R 3, Pulse, Back 2, Stagger attack with Focus 6
at the end of each turn.
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Service.
Each player may spend gold for the following items and
improvements as many times as they wish. A ship can have up
to as many Cannons as it has crew, but all other items and
improvements can only be fitted to each ship once:
Name Cost Effect
*
Cannon 1 Gain 1 Cannon.
Mast 5 Deploy an additional Mast during set-up.
Crow’s 5 During spotting, you may re-drop the
Nest circle once.
Gunnery 7 Gain 10D6 when boarder during cannon
Drills battle step.
Letter of 5 You may choose to re-roll the dice during
Marque scenario selection once.
Commissio 5 You may alter the dice during scenario
n selection by +/– 1.
Swivel 5 At the start of each round during the
Guns game, roll an additional cannon dice and
increase the total damage accordingly.
*In gold.
Sewing Sails.
Each log has a list of daring acts. When you achieve one of
them during a game, tick them off in pencil. At the end of the
match, you may select one to keep, then erase them, draw its
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Scenarios.
Boarding Action.
Through the smoke of cannon’s thunder, they draw close, until
you can see each wide-eyed stare, each set of gritted teeth.
This isn’t just typical high seas robbery, they’re after
something particular, something precious, something you can’t
let them take.
Clearing the Decks.
The Host selects one piece of Vital Area Furniture and secretly
notes it. It will become relevant when scoring the game, and
should be kept secret until the end of the game.
Prepare for Boarding.
The Host places all of their crew models anywhere on the ship’s
deck.
Once the Host is finished, the Boarder places all their crew
models touching a single long table edge of their choice.
Ignoble End.
This scenario has no additional ending conditions.
Booty.
When counting the Booty, players also score 1 point for:
If they are the Host each unsearched piece of Vital Area
Furniture, +1 for the noted piece.
If they are the Boarder each Searched piece of Vital Area
Furniture, +1 for the noted piece.
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Hot Chase.
They have the wind, but not by much. They’ll need to board us
from the stern and fight the length of the ship. When they do,
they’ll need to slow, and that’s our chance. Just make them pay
for every step they take along our decks.
Clearing the Decks.
The Host selects one piece of Vital Area Furniture and secretly
notes it. It will become relevant when scoring the game, and
should be kept secret until the end of the game.
Prepare for Boarding.
The Host places all of their crew models anywhere on the ship’s
deck.
Once the Host is finished, the Boarder places all their crew
models touching the aft edge.
Ignoble End.
Keep a tally of how many rounds have passed, this Scenario
ends after eight rounds have passed.
Booty.
When counting the Booty, players also score 1 point for:
If they are the Host each unsearched piece of Vital Area
Furniture, +1 for the noted piece.
If they are the Boarder each Searched piece of Vital Area
Furniture, +1 for the noted piece.
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Precious Cartography.
They want our charts, but they can’t copy them in the midst of
battle. If they capture them, as long as they’re reclaimed
before they return to their ship, the day will still be ours.
Clearing the Decks.
The Host selects one piece of Vital Area Furniture and secretly
notes it.
Prepare for Boarding.
The Host places all of their crew models anywhere on the ship’s
deck.
Once the Host is finished, the Boarder places all their crew
models touching a single long table edge of their choice.
If a crew member of the Boarders searches the noted piece of
Vital Area Furniture it should be immediately revealed and the
searching crew member given a searched token. Crew holding
the searched token may take a special action to pass it to a
friendly crew member within 1”. Crew in base contact with a
knocked down crew member may use a special action to take
the searched token from them. If the crew holding the searched
token is removed, place the searched token in the last spot on
the playing area they occupied, any crew touching the token
may take a special action to pick it up.
Ignoble End.
Keep a tally of how many rounds have passed, this Scenario
ends after eight rounds have passed.
Booty.
When counting the Booty, players also score 1 point for:
If they are the Host each unsearched piece of Vital Area
Furniture, +1 for the noted piece.
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Treasure Raid.
They’re after the treasure, our treasure. Kill them all, get it
back.
Clearing the Decks.
This scenario has no additional set-up rules.
Prepare for Boarding.
The Host places all of their crew models anywhere on the ship’s
deck.
Once the Host is finished, the Boarder places all their crew
models touching a single long table edge of their choice.
If a crew member of the Boarders searches a piece of Vital Area
Furniture the searching crew member gains a searched token.
Boarding Crew holding a searched token within 1” of the table
edge they set up touching may take a special action to unload
it, removing it from the game. Host Crew holding a searched
token within 1” of a piece of Vital Area Furniture may take a
special action to remove the searched token from the game.
Crew in base contact with a knocked down crew member may
use a special action to take a searched token from them.
Ignoble End.
Keep a tally of how many rounds have passed, this Scenario
ends after eight rounds have passed, or if five searched tokens
are unloaded.
Booty.
When counting the Booty, players also score 1 point for:
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Counter Action.
They hope to use us as little more than a bridge to crew the
other ship. Make them pay for their hubris.
Clearing the Decks.
This scenario has no additional set-up rules.
Prepare for Boarding.
The Host places all of their crew models anywhere on the ship’s
deck.
Once the Host is finished, the Boarder places all their crew
models touching a single long table edge of their choice.
Boarders within 1” of the table edge opposite the one they set
up touching may take a special action to escape, crew that
escape may not be deployed as reinforcements.
Ignoble End.
This scenario has no additional ending conditions.
Booty.
When counting the Booty, players also score 1 point for:
If they are the Host each point of their tally of removed
Boarders.
If they are the Boarder each crew that escaped.
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Crew Manifests.
Sea
Queens.
It’s hard to say why or when the
sea dogs of the Cerulean Sea were
conclusively run out of business
by their far more ruthless and
savvy female counterparts.
Whatever the reason, it has very
much happened and now any
pirate flag flown will flutter over a
crew that has nary a Y
chromosome among them.
Position as leader on these crews
is hotly contested leading to acts
of extravagant swash buckling
bravado becoming commonplace.
Moving fast, hitting hard and not
being there when they hit back is
very much the ethos of these
ladies.
Fleet Ability.
Move: Swash Buckling – If within
6” of a mast take a Footing test, if
successful place this Crew Member
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Captain: Red
Rose.
Though the Queens are
known for flinging
themselves through the
rigging with reckless
abandon. When Red is
leading a boarding action,
this recklessness often tips
over into something akin to
non-survivability. Of course,
Rose always lands on her feet, and some suspect that a tactic
which often leaves her one of the few survivors but just as
much loot to be divided up may not be accidental.
Footing Focus Brute Speed Size
6 2 3 3 1
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acts, a process the Duelistas stand both apart from and aloof
of, something accepted because of their sheer, undeniable,
skill.
Models Footing Focus Brute Speed Size
2 4 2 5 3 1
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Dead Seas.
There’s always another desperate body to fill in as an unskilled
deck hand on any ship with ready coin and a lack of questions.
As such, life on the seas is often cheap. When you’re dead
already life isn’t just cheap, it owes you. The skeletal sailors of
the dead seas don’t really fear a great deal, but it should be
remembered that bones don’t float and you don’t know
patience until you’ve walked ashore from the middle of the
ocean.
Fleet Ability.
Set-up: Rigging Catapult –
Place 2 pieces of Deck Debris
during set up after all other
Furniture when Boarder.
Universal Rule: Unlife is Cheap –
This crew may target friendly
crew with attacks.
Captain:
Sawtooth.
Sawtooth was mean in life, got
meaner in death and with each
passing year gets meaner still.
He’s been a long time dead
and at this point is pretty
much a nailed on, copper
bottomed, gold plated, grade A
bastard. It’s not so much that he doesn’t rate the safety of his
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Captain: Charybdis.
How exactly the animated skeletons of the dead seas achieve
their ambulatory status is unknown. A curse, a spell, or sheer
bloody mindedness, whatever keeps them moving around
when they should by all rights fall to pieces is a mystery, but
what does seem clear is that the longer they manage to persist
without being totally dismantled and smashed to shards the
stronger their animating force becomes. The creature known as
Charybdis then must be primordially ancient since the dark
power keeping them together is so great as to be a distinct and
tangible thing in its own right, lashing out with a darkness that
raises and destroys in equal measure.
Footing Focus Brute Speed Siz
e
4 2 4 2 1
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target
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3 2 5 2 3 1
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Trillians.
The Trillians are a mysterious folk, each is equipped with a self-
crafted suit that allows them to walk the land below the seas,
in fact, crafting such a suit is the first entry condition to their
crew. The weighted boots that allow them to traverse the
ocean floor serve them well enough on uneven decks and even
should they be sent
overboard they then
accept waiting in the
depths for later pick up in
the sanguine manner of
the true loner.
Fleet Ability.
Mag Boots – If a Trillian is
standing, they are
Anchored.
Diiiive! – If this Player
selects a 1 during the
Pitch and Yaw phase, it
counts as an Ox-Eye
result.
Captain: Suit
1.
So long has it been since
the Trillian within suit number one sealed themselves beneath
its glass and brass fittings that none of the crew now
remember their name, if they ever knew it at all. They lead
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Captain: Baller.
Uniquely for a Trillian, Baller is gregarious, almost egregiously
gregarious, Baller is always ebullient, blithesome, gladsome
and gay. Given that most Trillians are sufficiently awkward for
it to qualify as a pathology this often means that Baller has to
play his own cheerleader, bellowing merrily as he bowls across
decks in his hand-crafted rolling suit. Really, he’s only looking
to make friends who might be a bit chattier.
Footing Focus Brute Speed Size
3 3 3 2 3
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