waiting in the middle) Native sea: Most adventures had one specific sea in which it was much easier to complete them. This could range from a single point of adventuring lower for low-end adventures, to several points lower for the more costly ones. Then other adventures were easier to attach to specific crew, such a Villainous, Skeletal or Rose and Cross crew member. Reward: Adventure rewards usually increased a skill by a number of points with a high reward/cost ratio. However, in later expansions, Adventures started giving various effects, such as traits or special abilities. Although Adventures were attached to a Sea, they were only available to the player that attached them (barring other card effects). This was a nice way to "archive" uncompleted adventures without cluttering your hand. However, some cards punished rampant adventure archiving. Adventure Cards' boarding attack was a Thrust. Chanteys Chanteys were introduced later in the life of the game. They signified various global changes in the world of Théah in the form of popular songs used by the populace. Chanteys were similar to actions. However their effects, contrary to action cards, were permanent. They could either affect only the player or an opponent, or it could affect all players. Chanteys worked in a way similar to terrains in Legend of the Five Rings or Omens in Legend of the Burning Sands. That is, only one Chantey could be in effect at any one time. At any time that a Chantey came into play, the former Chantey was discarded. More powerful Chanteys had, instead of a cancel cost, a discard cost that any player could use to get rid of the Chantey. Ships These cards are special in that they are not in the deck but rather start in play, along with your captain. Most ships belonged to a specific faction and could only be used by matching captains. Each ship was defined by its faction, crew maximum, and sailing cost. Crew maximum was used to determine the maximum number of crew you could have on your ship. Ships with a large crew maximum tended to be more powerful in the late game, but more vulnerable at the start. Sailing cost shows how easy a ship is to maneuver. Some action cards didn't use a fixed cost, but relied instead upon a ship's sailing cost (sometimes modified up or down). The advantage of a small ship