7th Sea Accumulated Rulings
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Most Recent Rulings

Experienced Crew

Editor: I've been asked to leave this ruling at the top of the "new" section for some time, until everyone learns how the new experienced trait works. These questions keep coming up. Additionally, I clarified Erik's comment on the digest, and he gave my clarification approval for this scenario.

Q:  If I have 3 Inils in play and I replace one of them with the experienced Inil, what happens to the other 2 since he is now unique ?
A: Nothing. Unique has to be on both cards for Unique to really be in effect. You can even rehire the non-Exp crew back onto your ship. [EY, digest, 9/5/00]
Editor: 
    In the case of Inil, if you have 3 in play, and the experienced overplays, one Inil is discarded from play. Now, since he is in your discard pile, you 
can cycle him, and then rehire him if he comes back up. 
    In the case of Joern Keitelsson, since his inexperienced version  is also unique, you can only have one of him in play period, and that was what Erik's example was talking about.
    In the case of Inil, you can have 3 inexperienced, and 1 experienced in play at a time.
    Now, remember. You CAN hire experienced crew at full price, without overlying. SOOOO if you could afford the exp. Inil, instead of discarding and waiting for the recycle, simply pay the full cost, and put him on board in ADDITION to the 3 inexperienced ones.

Call to Duty

Card Effects

Panache

Duels

Hits

Wounded

Canceling

Actions

Captains

Clear the Decks

Guns Blazing

The Scarlet Roger

Rabbit's Foot

The Third Switch

Confusion on Deck

Backs to Wall

Inquisitor Bascalle

Barnacle Pete

Rulings on Cards

Actions-----

"...and He Makes Witty Repartee"

"..and One for All"

Again Boys!

Becalmed

Best Served Cold

Betrayal

Blows Up in Your Face

Canister Shot

Carousing

Cat O' Nine Tails

Chain Shot

Challenge To A Duel

Crossing the T

Cut the Ropes

Cutthroats

Direct Hit!

Disarmed!

Dispatching the Scum

Fire the Chase Guns!

Ghouls Sneak on Board

Grape Shot Helpful Advice Hiding in the Reefs

High Seas Boarding

Into the Fray

Last Second Escape

Low on Shot

Major Hull Damage

Man the Bilge Pumps

Minor Hull Damage

Misfire Mutiny No Survivors!

Panache

Purple Heaves

Queen of the Sea

Ramming Speed

Rough Voyage

Shot Across the Bow

Steal Their Wind

Tagging

Take it like a Man The Better Part of Valor

The Great Grey

The Living Storm

The Wrath of Reis

Throw me the Whip

Unexpected Turn of Events

Vodanken

Walk the Plank!

Would Be Traders

Wounded

Adventures-----

Sails Of Wind

Attachments-----

Advanced Swordsmanship

Adventuring Galley

Aldana School

Basic Swordsmanship

Billy Bones

Brenden Stratford

Blockade

Cat O' Nine Tails

Charter (Explorer Letter of Marque)

Fine Galley

Grappling Gun

Hammocks

Jean-Marie Rois-et-Reines

Kalem the Believer

Naval Sanction (Castille Letter of Marque)

Pack 'em In

Pulling Through

Crew-----

Andre Braudel

Andres Donovich

Babette

Bloody Bonnie McGee

Captain Bonnie (captain)

Captain Necros (captain)

Celedoine (exp)

Delaina Darling

Entertainers

Felipe Jose de Granjero 

Gustolph Hirsch

Hernando Ochoa

Jacob Faust

Jillison Brown Jimmy Bass

Kheired-Din (captain)

Maureen Leveque Padre Alfonso

Red Thorfield

Rosamonde du Montaigne

Sabine Montjoy

Samuel Smitts

Torvo Espada

Tyree the Worthless

Ships-----

Corazon del Castille

Fair Weather Friend

Le Predateur des Mers

Strange Skies

The Discovery

Uncharted Course

General Rules Questions-----

Actions

Adventures

Attachments

Chanties

Boarding

Cards that produce boarding attacks

Control Victory

Crew

Crew Maximum

Decks

Discarding

Drawing Cards

Hits

Initiative

Improper Boarding Attacks Magic

Paying a Cost

Producing Skill

Ship Movement

Tacking a Crew

Targeting

Timing

Traits

Uniqueness

Tournament Rules-----

The official tournament rule for a game that goes to time limit is as follows (for those that are curious):

The Seventh Sea (DW)
  1. Finish the current turn.
  2. All seas and sea attachments are removed from play - the players "move to the seventh sea".
  3. New crew, attachments and adventures may not be put into play.
  4. Crew may not tack to absorb hits. (they may still SINK to absorb hits normally)

7th Sea

Sealed Deck

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