clockwise to the next player. Actions can be playing an Action card from one's hand, using a printed ability on a card in play, or performing an action innate to the game like hiring crew, or performing a cannon attack. Once all players pass consecutively, the turn ends. The innate actions all players can perform in 7th Sea are:Moving: By tacking Crew to produce Sailing points to equal or exceed the ship's sailing cost, a player can move his ship to an adjacent sea.Cannon Attack: By producing any number of cannon with a single Crew, a player can inflict that number of hits on a ship in the same sea.Hire Crew: If the ship has not reached its crew maximum, a player can reveal a crew from his hand and then produce equal or more influence than that crew's cost to recruit it.Begin a boarding: By producing sailing equal to the ship's sailing cost, a player can attempt to begin a boarding against a ship in the same sea.Complete an adventure: While in the same sea as one of his own adventures, a player can play all costs and attach the adventure to an appropriate target. Boardings Boarding is considered the most interesting phase of the game. Once begun, the involved ships lock together with their crews engaged in "cinematic mêlée battle". While a player can escape a ship's cannons by running away, the only ways to disengage from boarding are with both players' consent or with a card effect. Accordingly, boarding decks are rewarded for the difficulty of engagement. Boarding occurs within the main phase of the game. During boarding, the rest of the game stops, so players can no longer play acts. Boarding consists of alternating boarding attacks between the two players involved. In turn, each boarding attack includes choosing a crew and sending it forward to attack (i.e. jumping to the other ship and causing some trouble). The defender can choose either to stand and take the hits (equal to the other crew's damage plus swordsman level) or to send someone forward to defend. Each card in the deck has three boarding boxes. The large attack box is first, with two smaller defend boxes below it. Each boarding box has one of the following actions: [C] (Club), [P] (Punch), [D] (Dagger), [S] (Slash), or [T] (Thrust). The attacker starts by playing a card from his hand to