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Wizkids Pirates CSG Singles Ocean's Edge cards


Wizkids Pirates CSG Singles Ocean's Edge cards
Wizkids Pirates CSG Singles Ocean's Edge cards
Wizkids Pirates CSG Singles Ocean's Edge cards
Wizkids Pirates CSG Singles Ocean's Edge cards


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Seller Store jmeyers385
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Location: Longmont, Colorado
Ships to: US,
Item: 274730363379

All returns accepted:ReturnsNotAccepted
Set:At Ocean’s Edge
Card Size:Standard
Card Name:Pirates
Material:Plastic
Card Condition:Brand New
Graded:No
Manufacturer:WizKids
Language:English
Game:Pirates Constructible Strategy Game

Brand new Wizkids Pirates cards from the At Ocean’s Edge Set. All cards are unpunched (except for a few special ships that were assembled by manufacturer and shown in picture – these will be shipped unassembled). Cards from other sets are available in additional listings. Please message if you have any questions. Card descriptions below. Divine Dragon 001 Rare “Junk. This ship gets +1 to her cannon rolls against any non-Cursed ship.” Lechim Namod 002 Rare “Sea Monster. Once per turn, you may reroll any die roll you make for this sea monster; you must use the second die roll result.” Maman Brigitte 003 Uncommon “Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.” Juggernaut 004 Uncommon “Schooner. This ship gets +1 to her boarding rolls.” Maxehebel 005 Rare “Sea Monster. After this sea monster resolves a shoot action, it may move as a free action.” Brachyura 006 Uncommon “Titan. This titan ignores the first hit it takes each turn as long as it has all of its segments.” Guinee 007 Uncommon “Once per turn, one crew or ship within “S” of this ship cannot use its ability that turn.” Lilu 008 Common “This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.” Nightmare 009 Common “Schooner. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.” Death Wind 010 Common “Junk. Once per turn, this ship may randomly take one treasure from any ship she touches.” Jikininki 012 Common “If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.” Nosso Lar 013 Uncommon “This ship cannot be shot at by ships within “S” of her.” Squalo 014 Uncommon “Sea Monster, Fear.” Sea Rat 015 Common “Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.” Davy Jones 016 Rare “Limit. Once per turn, roll a d6. On a 1-4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.” Wraith 017 Rare “Fear. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.” Firepot Specialist 021 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” Deliverance 022 Rare “This ship gets +1 to her cannon rolls against the Cursed.” Seleucis 023 Rare “Sea Monster. Give this monster a move action, but do not move it. Move any other sea monster instead.” Pioneer 024 Uncommon “English crew may use their abilities on this ship.” Neptune’s Hoard 025 Uncommon “Schooner. If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.” Raninoidea 026 Uncommon “Titan. This titan eliminates two masts with one hit.” Morgawr 027 Uncommon “Sea Monster. You may give this sea monster a shoot action to make one die breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the Firepot Specialist rules.” Black Mongoose 028 Uncommon “This ship gets +1 to her cannon rolls against English ships.” HMS Rickets 029 Common “This ship gets +1 to her cannon rolls against any non-Pirate ship.” Lady Newport 030 Common “Once per turn, this ship may move “S” after unloading cargo.” Just Wind 031 Common ”This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.” Cat’s Claw 032 Common “If this ship has a Captain crew, she gets +1 to her cannon rolls.” Triton’s Bane 033 Uncommon “Ramming cannot eliminate this ship’s masts.” Teach 034 Uncommon “Sea Monster. If this sea monster succeeds at a boarding party, it may eliminate all of the other ship’s crew.” Queen of Cups 035 Rare “When this ship hits an enemy ship, you may also eliminate one cargo from that ship.” Proud Tortoise 036 Rare “Turtle Ship. This ship gets +1 to her cannon rolls against the Cursed.” Jack Hawkins 037 Rare “This ship may move and shoot using the same move action. This ship gets +1 to her boarding rolls.” Calico Cat 038 Rare “Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. This ship gets +1 to her cannon rolls against any non-Pirate ship.” Crimson Angel 039 Rare “Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against any non-Pirate ship.” Shap’ng Tsai 040 Rare “This ship gets +1 to her boarding rolls against the Cursed. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.” Firepot Specialist (Pirate) 043 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S:” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” HMS Grand Temple 044 Rare “Junk. Pirate crew may use their abilities on this ship.” HMS Victoria 045 Rare “This ship gets +1 to her cannon rolls against Pirate ships.” Lusca 046 Rare “Sea Monster. This sea monster gets +1 to its boarding rolls. If it succeeds at a boarding party, it also eliminates a mast.” HMS Dunlap 047 Uncommon “Schooner. When touching a Pirate ship, this ship may load as much of that ship’s treasure as she can carry.” HMS Clear Wind 049 Common “Junk. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.” HMS King John 050 Common ”When this ship hits another ship, you choose which mast is eliminated.” HMS Galway 051 Uncommon “When this ship carries no cargo, she gets +S to her base move.” HMS Sea Phoenix 052 Common “Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.” HMS Snipe 053 Rare “If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.” Lord Thomas Gunn 054 Rare “This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. – Link (Jun Suong)” Firepot Specialist (England) 058 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S:” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” El Acorazado 059 Rare “This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.” La Resolucion 060 Uncommon “This ship gets +1 to her cannon rolls against any non-Spanish ship.” El Toro 061 Uncommon “Titan, Fear.” Salte El Tiburon 062 Uncommon “Schooner. Crew of any nationality may use their abilities on this ship.” La Cordoba 063 Uncommon “One of this ship’s treasures is worth +1 gold when she docs at your home island.” La Mezquita 064 Common “After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.” La Reconquistador 066 Common “Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.” El Algerciras 067 Uncommon “This ship may never load the last treasure from an island.” Santa Lucia 068 Rare “This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.” Victor De Alva 069 Rare “This ship may move and shoot using the same move action. As part of a move action, this ship may initiate a boarding party against a ship up to ‘S’ away from her, without having to ram. The boarded ship may not use any boarding bonuses.” Firepot Specialist 071 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll on ed6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” Le Gaule 072 Rare “This ship gets _1 to her boarding rolls against the Cursed. AS part of a move action, this ship may initiate a boarding party against a ship up to “S” away from her, without having to ram. The boarded ship may not use any boarding bonuses.” Le Bonaparte 073 Uncommon “Schooner. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.” Le Musarde 074 Uncommon “If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.” L’Auguste 075 Common “This ship gets +1 to her cannon rolls against English ships.” La Bonne Chance 076 Common “Junk. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.” L’Afrique 077 Common “This ship gets +1 to her cannon rolls against Pirate ships.” La Moulin Rouge 078 Uncommon “This ship gets +1 to her boarding rolls.” Carcharodon 079 Uncommon “Sea Monster. If this sea monster succeeds at a boarding party, it may eliminate all of the other ship’s crew.” Le Coeur Du Lion 080 Rare “This ship cannot shoot when she carries treasure.” Floating Stone 081 Rare “Turtle Ship. Pirate crew may use their abilities on this ship.” Jordan Dumas 082 Rare “Crew of any nationality may use their abilities on this ship. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.” Firepot Specialist (France) 085 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S:” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” USS Constitution 086 Rare “This ship gets +1 to her cannon rolls against Pirate ships.” USS Kentucky 087 Uncommon “Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.” USS Oregon 088 Uncommon “Schooner. Once per turn, this ship may move S after loading treasure.” Champ 089 Uncommon “Sea Monster. If this sea monster succeeds at a boarding party, it also eliminates on mast.” USS Atlanta 090 Common “When touching a Pirate ship, this ship may load as much of that ship’s treasure as she can carry.” USS Georgetown 091 Common “Schooner. Long-range cannons cannot hit this ship.” USS James Madison 092 Common “This ship gets +1 to her boarding rolls.” USS Aaron Burr 093 Uncommon “If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.” USS Sea Tiger 094 Common “Junk. When this ship is docked at your home island, you may eliminate one treasure. It becomes a 3 die cannon that can be eliminated only when the sip sinks.” USS Plymouth Rock 095 Rare “If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.” Captain Montana Mays 096 Rare “Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship’s crew cannot be eliminated unless she sinks.” – Links to All American Ships Firepot Specialist (America) 098 Uncommon “Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within “S:” of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.” Message in a Bottle (Unique Treasure) 099 Rare “Immediately dock this ship at the wild island with the fewest treasure coins on it. If there is a tie, your opponent chooses which tied island this ship docks at.” Dead Man’s Chest (Unique Treasure) 100 Rare “This ship can shoot at submerged ships within S of her.” Driftwood (Unique Treasure) 101 Rare “Load this treasure face down. You may reveal it any time a crew on this hip would be eliminated. Place that crew on the nearest wild island instead. Remove Driftwood from the game.” Claw Cannon (Unique Treasure) 102 Rare “One of this ship’s cannons becomes a claw cannon (you choose which). When you give this ship a shoot action, you can fire all your other cannons as normal or you can fire the Claw Cannon only. If the Claw Cannon hits, eliminate a mast as normal and then place the target ship next to this ship; you can immediately initiate a boarding party. Neither ship is rammed.” Homing Beacon (Unique Treasure) 103 Rare “Load this treasure face down. You may reveal it when you give this ship a move action and can draw a straight line (that does not cross a game piece, terrain, or other islands) from this ship’s bow to your home island. Immediately dock this ship at your home island. Remove Homing Beacon from the game.” Curse of Davy Jones (Unique Treasure) 104 Rare “Sea dragons, sea monsters, and titans get +1 to their cannon rolls against this ship. Curse of Davy Jones cannot be unloaded from this ship.” Protection from Davy Jones (Unique Treasure) 105 Rare “This ship can move through whirlpools without losing crew, masts, or treasure.” Triton’s Defense (Unique Treasure) 106 Rare “Load this treasure face down. You may reveal it when this ship is attacked by a sea dragon, sea monster, or titan. The attacker’s player must eliminate a segment from the attacker and move it S away from this ship. Remove Triton’s Defense from the game.” Lost (Unique Treasure) 107 Rare “Roll a d6. Place a number of terrain pieces from outside the game on the play area equal to the die roll result. All terrain must be placed at least S from any other terrain or island. Terrain may be placed under ships, sea dragons, sea monsters and titans.” Whirlpool 108 (Unique Treasure) Rare “Immediately move this ship into the nearest whirlpool, and then follow the whirlpool rules for ship placement and damage.” Brachyura 134 Super-Rare “Titan. This titan ignores the first hit it takes each turn as long as it has all its segments.” Squalo 135 Super-Rare “Sea Monster. Fear” Captain (Cursed) 136 Super-Rare “This ship may move and shoot using the same move action.” Skipping Stone 137 Special “Catamaran. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.” HMS Hermes 138 Special “Catamaran. This ship ignores terrain when she is given a move action (islands are not terrain).” Shal-Bala 139 Special “Sea Dragon, Fear.” Angelica 140 Special “Sea Dragon. When this sea dragon hits an enemy ship, you may also eliminate one cargo from that ship.” Ghost Walker 141 Special “Windcatcher. Once per turn, one crew or ship within “S” of this ship cannot use its ability that turn.” Mystic 142 Special “Windcatcher. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.” Last Hope 143 Special “This ship gets +1 to her cannon rolls against any non-Cursed ship.” Jape 144 Special “This ship gets +1 to her boarding rolls.” HMS Burma 145 Special “This ship gets +1 to her cannon rolls against any non-English ship.” USS Seattle 146 Special “This ship gets +1 to her cannon rolls against any non-American ship or fort.” This card is preassembled but has never been played. The ship came preassembled in a sealed box when I purchased it. The description / information cards for the ship are sealed in their original package. Ship will be taken apart before being shipped. No glue or adhesives have been used on the ship, and the ship is in new condition (but was preassembled). All ship pieces are included though will not be put together when shipped. Sea Wind 147 Special “Junk. This ship gets +1 to her cannon rolls for every friendly ship within S of her.” Sea Serpent 148 Special “Junk. After this ship resolves a shoot action, she may move as a free action.” Smokepot Specialist/Chainshot Specialist (America) 149 Special Chainshot Specialist: “Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within white of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move her next turn.” Smokepot Specialist: “Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.” Silver Explorer (America) 150 Special “This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 gold.” Virtuous Wind 151 Special “Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.” Sea Lion 152 Special “Junk. When this ship is docked at your home island, you may eliminate one treasure. It becomes a 3-white cannon that can be eliminated only when the ship sinks.” Smokepot Specialist/Chainshot Specialist (Spain) 153 Special Chainshot Specialist: “Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within white of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move her next turn.” Smokepot Specialist: “Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.” Silver Explorer (Spain) 154 Special “This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 gold.” East Wind 155 Special “Junk. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.” Sea Phoenix 156 Special “Junk. Once per turn, this ship may randomly take one treasure from any ship she touches.” Smokepot Specialist/Chainshot Specialist (France) 157 Special Chainshot Specialist: “Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within white of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move her next turn.” Smokepot Specialist: “Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.” Silver Explorer (France) 158 Special “This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 gold.” Clear Wind 159 Special “Junk. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.” Sea Duck 160 Special “Junk. You may double the range of this ship’s cannons each turn, but you must roll a 6-white to hit.” Smokepot Specialist/Chainshot Specialist (Cursed) 161 Special Chainshot Specialist: “Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within white of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move her next turn.” Smokepot Specialist: “Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.” Silver Explorer (Cursed) 162 Special “This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 gold.”

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