Game is played over 5 rounds of 7 phases each. During each phase, each player takes 1 action in player order.
The first player takes all cubes from the current phase’s action circuit space and drops them in the tower.
Place all cubes that fall out on into the middle area of the action circuit.
The color of cubes determine which actions can be taken.
The largest number of cubes of a single color determine how many AP a player gets for any 1 action.
Beginning with the player whose disc is farthest along the special action track (discs on top goes first), each player chooses 1 available action and perform is. Multiple players can select the same action.
Player may instead decide to take gold. Gold = total # of cubes / 3, rounded up. Score 1 VP for each gold in excess of 12.
A player can use fewer AP than allowed.
After everyone has performed an action, move the cubes to their colored spaces and move onto the next phase.
May discard a treasure chest at any time to get 3 gold.
A player may spend any number of gold to increase AP by +1/gold on their turn.
First time chosen, place your ships on any spaces on the frames.
Each AP allows each of your ships to move orthogonally to an adjacent water space.
Each water space can only hold a single ship. Ships do not block other ships from passing through a space.
If a ship ends its movement on an anchor space, player can put a trading post on an adjacent trading post space if it is not occupied. First player to establish a trading post on an island gets 3 VP.
Choose to change player order or take a special action.
Change player order: advance AP number of spaces on the special action track, stacking on top. If you have movements that would take you beyond the end, get 2 gold and lose remaining AP.
Take a special action: Perform the action that your special action disc is on using phase’s AP number.
After ending the phase in which all white cubes a dropped, end the round and do intermediate scoring.
Each player must fire cannons equal to pirate’s strength (sum of all face up pirate tiles) by moving their cannon disc down that many spaces. If a player does not have enough, they drop to 0 and move their VP marker back pirate strength # spaces.
Reveal 1 more pirate marker.
Return all progress tokens from the right half of their area to box. Move all left half markers to the right half. Fill left half.
Return all production tokens to the box then refill spaces.
Remove topmost time marker and return it to the box.