was the fact that it could fill fast and press the offensive quickly. Seas The five Seas were always the same. They came with each starter box and were placed in a specific order. Seas had no specific abilities other than forming a game space for ships to move and for being the target of cards. Each captain has a specific starting sea which was usually chosen as a result of the storylines. New players often wondered where the other two seas which are not represented with cards were. The answer lies in the setting of the world of Théah. The 6th sea is protected by a wall of flame and thus difficult to access, and the 7th sea is a mythical place and very hard to find. Neither of these two 'extra' seas played any major role in the card game. Deck construction Players make many choices when designing a deck. They must keep in mind both the captain's and ship's abilities, the faction's strengths and weaknesses, and the strategy they want to use. Even with the same Captain and Ship, it is possible to make completely different deck types. Restrictions A player must first choose a captain. The captain determines the faction. A player must choose a ship of the same faction as the captain, or an unaligned ship. The deck may not be less than 60 cards including captain and ship. A deck may not have more than 3 copies of a single card. Strategies There are many different concepts for a deck and many different ways to achieve them, depending mainly on the faction and secondarily on the ship. For example, the Castilians were mainly a boarding faction (which means they liked to attack in mêlée) but with the right construction it was possible to attack without boarding (by making ramming attacks and limited cannon). The original Castillian ship was a hulking galley but in later expansions they got a small fast ship that allowed them to perform a tactic which some called 'speed boarding'. Some sample deck foci are: 'Atomic Cannon': These decks focused on sinking the opponent's ship with one big cannon attack. They usually had many adventures and actions to evade boardings. 'Plinging': These decks focused on producing many small attacks, slowly forcing the opponent to tack all their cards, rendering them unable to take action against you. This was mainly achieved with