are the much more common form of action cards. They can only be played on specific triggers such as an augment to a cannon attack, or suffering hits instead of a boarding attack. All decks employed action cards, and usually the more aggressive decks employed a greater number. Action cards' boarding attack could either be a Dagger or a Slash. Attachments Attachment cards are default enhancing cards for your other cards (the other being adventures). After the player pays the cost, he chooses an appropriate card to attach it to. Usual targets for attachments were: Crew: Attachments ranged from pistols and earrings, to parrots and spells. Ship: Ship attachments usually modified the ship in some way, such as a treasure hold, better sails, figureheads (usually specific to factions) etc. Some ship attachments had the drawback that they took up crew space. Sea: Sea attachments usually were ports, monsters, and allies you could employ. These often required a specific sea. Usually attachments had some kind of trait that classified it, such as Item, Henchman, Pet, Swordsman School, etc. For example, a pistol would be an Item while Rum Runners would be an Ally. These traits were used to specify targets for other cards. In later sets requirements for attachments became more frequent. Those requirements ranged from a skill level (Cannon 4), to the alliance to a faction (e.g. Crimson Rogers), to the existence of a trait (Villainous), or a trait at a specific level (e.g. Porte 2). Due to the speed of attachments, they usually had a much lower reward/cost ratio than adventures. Attachment cards' boarding attack was a Club. Adventures This is the second type of card a crew could attach. Adventures are the usual stuff of Hollywood pirate or naval adventure films: ancient relics, captured damsels, sea monsters, etc. These cards were almost exclusively completed by the use of the adventuring skill and were defined by the following: Seas away: Adventures did not automatically attach to a crew, but rather to a sea. When played, an adventure was placed a number of seas away from your ship (usually 1 to 3). To complete an adventure, your ship had to be on the same sea as the Adventure. This served as a balance factor for the more powerful or cheap adventures by forcing you to sail to the target sea to get it (something not always easy when opponents were