Guide
The rules a new captain needs, with every figure pulled from the live config. What a monster does next is not in here. It shows you that itself.
Reading a Tell
Everything in the water shows you its next move. What the numbers mean, what they leave out, and why waiting costs you.
Combat Actions
What each button in a fight does, and what it costs. The button shows you the number before you press it.
Range: Far and Close
Combat has exactly two ranges. What each one changes, and why nothing out there has a favourite.
The Chart
One sea, and it deepens. How to read the chart, what lives in each water, and what happens to water you run from.
The Hold
Gold found at sea is not yours until she makes port. What the hold carries, what it costs to carry, and what can take it.
The Voyage Home
Turn for home is one button, and it does not put you home. What the legs cost, and why a leg is a voyage of its own.
Hulls and Upgrades
Three hulls that play three different ways, the moorings that keep them, and what the shipwright charges.
Gates
Two things sit across the chart and collect. What it takes to get past one, what it opens, and what a sloop can get away with.
Sinking and Wrecks
Sinking is a setback, not a wipe. Exactly what it takes, what it leaves you, and how to go and get it back.
Patch Kits and Repair
How Brace is gated, what mends her at sea, and what repairing your hull at port actually costs.
Weight and Ramming
Ram recoil and the flee parting blow both price the size of what you're fighting, and the hold counts.
Fittings
The things you find at sea that change what a ship is good at. Where they come from, and every one of them.
The Harbour Board
A board on the mole, listing what the harbour will pay for. How bounties pay, and when.
The Daily Charter
Same chart, same sea, same ship for everyone today. One voyage, and your career isn't touched.
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