FAQ/Strategy Guide by TStodden

Version: 1.000 | Updated: 05/02/11 | Printable Version

Yo! Ho! Ho!  Puzzle Pirates
The Unofficial Omnibus
by T. Stodden, Ludologist

Version 1.000 -- Silver Edition (May 2, 2011 - Present)
NOTICE & DISCLAIMER: The game that is being written here is an actively evolving
online massively multiplayer game.  Therefore, information in this guide may
become incorrect, dated or no longer relevant as this guide ages.  While most
information will be updated to include relevant data, the guide will be updated
as long as the author remains interested in Puzzle Pirates.

Please visit the Puzzle Pirates website (http://www.puzzlepirates.com) for the
most up-to-date information with the game.

Other writers MAY choice to rewrite this guide or make their own guide AFTER
this author has retired from the game without requesting permission.  Please
read Section E for Copyright & Licensing information.

0) Table of Contents

Quick Tip: You can jump to the action you want by copying & pasting the TOC
entry in the Find prompt.  Hit CTRL + F to pull up the Find prompt.

 <<< Part I : Introduction >>>

1) Introduction to Puzzle Pirates
2) Signing up for Adventure
     2.1) Creating your Pirate
     2.2) Creating your Account
3) The Laws of the Seas
     3.1) Social Laws
     3.2) Crew Laws
     3.3) Currency Laws

 <<< Part II : Puzzle, Games, & Crews >>>
 4) Sailing Puzzles
     4.1) Bilging
     4.2) Carpentry
     4.3) Sailing / Rigging
          4.3.1) Sailing
          4.3.2) Rigging
     4.4) Gunning
     4.5) Navigation
          4.5.1) Standard Navigation
          4.5.2) Battle Navigation
     4.6) Treasure Hauling
5) Crafting Puzzles
     5.1) Blacksmithing
     5.2) Alchemistry
     5.3) Shipwrighting
     5.4) Distilling
     5.5) Foraging
     5.6) Weaving
6) Social Puzzles / Games
     6.1) Rumble
     6.2) Swordplay
     6.3) Drinking
     6.4) Treasure Drop
     6.5) Hearts
     6.6) Spades
     6.7) Poker
7) Crews

 <<< Part III: Village Life >>>

8) Islands
9) Buildings
10) Clothing
     10.1) Footwear
     10.2) Pants & Skirts
     10.3) Shirts
     10.4) Headgear
     10.5) Special Holiday Items
11) Weapons
     11.1) Swords
     11.2) Bludgeons
     11.3) Mugs [INCOMPLETE]
12) Commodities [INCOMPLETE]
13) Decay & Consumption

 <<< Part IV: Sailing Voyages >>>

14) Pillaging
15) Expeditions
     15.1) Treasure Treks
     15.2) Merchant Catch
     15.3) Shipwrecks
     15.4) Viking Defense
16) Flotillas
17) Blockades
18) Atlantis Voyages
19) Cursed Isles
20) Foraging
21) Alternative Voyages

 <<< Part V: Advanced Pirating >>>

22) Puzzle Workings on the Ship
     22.1) Damage Level to Bilge Performance
     22.2) Water Level to Sailing Performance
23) Ship Tips
     23.1) Pre-Voyage Tips
     23.2) Pre-Launch Tips
     23.3) At Sea Tips
     23.4) League Points
     23.5) When to Attack, When to Evade
     23.6) Post Battle Check-list
     23.7) Notes about Server Reboots
     23.8) Post-Voyage Checklist
     23.9) Tips for Enjoyable (& Profitable) Voyages
24) Badges
25) Ships
26) FAQ's for the Potentially Hopeless
27) Chat Commands
     27.1) Chat-based commands
     27.2) Informational Commands
     27.3) Status Commands
     27.4) Game Issue Commands
     27.5) Miscellaneous Commands
     27.6) Greeter Commands [INCOMPLETE]
28) Game Jargon
29) Pirate Lingo
     29.1) Expressions
     29.2) Important Pirate Words
     29.3) People Words
     29.4) Objects
     29.5) Action Words

 <<< Part VI: THE APPENDIX >>>

A) About the Author...
B) Acknowledgments
C) Suggested Viewing
D) A Brief History of the Guide
E) Copyright Information & Licensing
F) The Final Word

<<< ================================ PART I ================================ >>>
                                ~ Introduction ~

     Welcome ye landlubber to Puzzle Pirates!  Before you hop on the account
(NO, not your actual account... The account of the high seas), you greenies will
want to read this section so you can learn the ropes to avoid becoming a
blackspotted jackanape.  So take notes from your fellow messdeck here & get a
hang of things you scurvy sprogs!

<<< ======================================================================== >>>

1) Introduction to Puzzle Pirates
Welcome the high seas of Puzzle Pirates, where you can become a reputable pirate
of the seven seas without having to risk losing life or limbs (well, SOME limbs)
during your adventures.  Instead, you flex you mental muscles doing puzzles.

Before you can enjoy the game, please be aware of the following system

* 500 MHz processor
* 128 - 256 MB's of RAM
* Java Runtime Environment (available at http://www.java.com)
* A Decent Video Card -- A basic video card with 8-16 MB's of RAM should do
* ~500 MB's of Hard Drive space for the game client
* Most recent version of your preferred internet browser

To put this bluntly...

* Mac OS X users should be OK (although Apple has discontinued Java support)
* PC users running Windows Vista or 7 will have no problems...
     * Windows Experience Index of 3.0 is more than enough.
     * Netbook users may have some visual issues.
* PC users running Windows 98, Me or XP could have problems.
     * These OS's are no long officially supported, due to age.
* Linux users running the most recent version SHOULD be OK.

Tablets (like the iPad, Tab & Xoom) are NOT SUPPORTED at this time... & probably
SHOULDN'T be used for this game anyways, unless you like to be "Silent Bob".

Low-end systems may incur some graphical glitches while playing.  These are
more annoying to the player & may drive you a bit crazy.  Having a discrete
video card on your computer is suggested to prevent this.

Puzzle Pirates runes completely on Java, which makes the game completely OS
independent & even browser independent.  However, the game is geared towards a
2-button mouse interface.

2) Signing up for Adventure
One fairly unique deal with Puzzle Pirates is that they allow you to create a
pirate & try the game out without any commitments.  However, once you get hooked
on the game, you can then register your own account (with a separate username &

2.1) Creating your Pirate
Typically, before you get on the servers, Three Rings wants you to create the
initial look of the pirate you want to play.  On existing accounts, you can do
this in the game, but new accounts generally do this in your browser.

Pretty much here's where you get to select your gender, skin tone, hairstyle &
color as well as initial wardrobe.  While I will admit that your initial choices
for clothes will be limited (mostly rags, as you are a newbie), you'll be able
to improve your looks once you start getting a fair amount PoE's & Doubloons
into your wallet to spend at the tailors.

This is where you'll also create the name for your pirate.  This can be a little
restrictive as you can only use letters & can only be one-word, but this is
mostly to keep things simple & with the pirating world.  Please be aware that
your pirate's name needs to be unique to the server (aka Ocean) that you'll be
playing on.

If you wanted a name like "Sailor Moon" or "Long John Silver", the game will
only accept it as "Sailormoon" & "Longjohnsilver"... assuming nobody else has
taken the name.

2.2) Creating Your Account
Once that you're hooked on the game & want to make your pirate a permanent
fixture in that Ocean, it's time to create your account!  To make this simple on
you, just click on the "Ye" tab on the right side of the game window & click on
"Save my Pirate" to pull up the account registration form in your preferred
browser.  There's pretty much 2 options you have here.

A) Fill out the user registration form. -- Just punch in your desired username
(there's less restrictions here, but still need to be unique for the game), a
password, your birthdate (for COPPA reasons) & e-mail address (optional, but
HIGHLY SUGGESTED for account recovery purposes).

B) Connect with your Facebook account. -- This glosses over the registration
process using your Facebook details to login.  HOWEVER, you'll need to use the
Puzzle Pirate's Facebook application to automate the login process.

For those who aren't sure which way to go, I suggest registering your account
normally first... this way, you can log into the game directly without having to
slosh through Facebook.  You can always do the Facebook link-up with an existing
account later.

Please be aware that the pirate you created with your account is specifically
dedicated to the Ocean you were playing on.  When logging out, you'll need to
note the Ocean that you were playing on so you can log back onto that Ocean
later... without having to check each ocean separately.

Three Rings typically places new users on their Doubloon Oceans to help easy
players into the game.

3) The Laws of the High Seas
If you've been socially inept online...  There's always some rules that
everybody MUST abide in order to prevent getting into trouble.  The laws of
Puzzle Pirates are typically broken up into three sections & are fairly easy to

3.1) Social Laws
As with social areas, there are always a few rules in order to prevent chaos &
mayhem from exploding (with the resulting exodus from the game).  While these
may be considered "Common Knowledge" (which may not be as "common" as what most
people believe)...  I'll spell them out for you, just to be on the safe side.

     1) SWEARING IS HEAVILY DISCOURAGED in the majority of areas.

          This is a family-friendly game.  Since it's fairly difficult to know
          the age of any particular player without getting social awkward or
          creepy...  You should be on your best behavior in public places.

          The game does have a swear censors in place that will highlight the
          offending words (which is an in-game warning) that would get censored
          out (depending on the player's censor setting) if sent.  It's best NOT
          to push your luck on this.

          The laws of swearing is a little more lenient in private areas like
          your house (but NOT your boat(s), as your crewmates can board without
          your asking)... but you should still keep a civil tongue just to avoid
          The Stickenbaums from reporting you.

          Players who consistently break this rule may get reported, placed on
          ignored lists, draw negative attention of the Ringers & potentially
          get your user account (not just the pirate) BANNED from the game.

     2) Avoid Spamming at Inns & other public places

          Just like swearing, players who spam in public places like Inns (which
          are major social hubs) will annoy other players in large amounts... so
          it's discouraged as well.

          Spamming is considered a wide-area message for goods or services (that
          you want to buy or sell) at a moderately consistent rate without any
          regards to who may want to hear about it.  Generally, other players
          will likely consider you as spamming if you repeat the same message
          (or similar) 3 times in a row over a 3-5 minute span.

          Players are permitted to make transactions & transaction wishes within
          the Inn & other places, you should pace yourself in order to reduce
          the annoyance you're causing to others within these places.  There are
          others who are trying to do the same thing AS WELL AS social with
          fellow players in the Inn or the available parlor games.

          Violators risk getting planked (ejected) from the Inn, added to ignore
          lists, get reported, receive NEGATIVE ATTENTION from The Ringers &
          possibly banned from the game.

     3) "Small Chat" is encouraged before requesting a challenge OR a trade.

          This is more of a courtesy detail than a law, "small chat" is a bit
          helpful as it keeps things a little lighter than the dry & cut deal of
          issuing a challenge or trade request.  Hashing out details with the
          player you're interested in dealing with (including challenges) makes
          the actual request run a bit smoother.

          "Small Chat" also helps to separate the bots from actual humans since
          humans tend to be social & respond better to off-the-cuff remarks.
          Those who avoid "Small Chat" MAY be bots.


          Let's just face it...  Beggars ARE LAME for multiple reasons...

               A) They annoy the heck out of everybody!

               B) You're practically stating that you're too lazy to work for
                    the funds needed to buy the item(s) you want.

               C) There a HIGH RISK OF BEING SCAMMED!

               D) You risk getting reported as a spammer!

          If you beg others for stuff, you're wasting everybody's time &
          bandwidth with your spamming messages... time that you could be using
          to actually EARN your own PoE to buy the stuff that you want

          Instead of begging, just actually go on some voyages & earn the funds
          to buy the items you want.  There's pretty much two options here.

          1) Sail with the Navy -- While the pay is relatively low & dependent
               on your skills in the games (higher rating = higher pay), it's
               steady work (as you can ALWAYS do this by yourself), you get paid
               while practicing the games & you can earn some free items as you
               progress in the navy ranks.

          2) Go on a Voyage with a crew -- While the pay on voyages can be a bit
               inconsistent & the number of available voyages depends largely on
               the number of players on the Ocean at that time, the pay can be
               greatly better by comparison...  especially if you're on a crew
               that's having a good battle run (Winning more times than losing).

          While there are some options NOT noted here, they typically require
          you to have funds OR badges on hand to do stuff... which typically
          kills it as a viable option.


          This is just a common sense law that you should know by heart if you
          ever been online for some time.  If you give your user & password to
          somebody (even to a friend in real life), they can easily hijack your
          account & either keep it as their own OR strip every pirate on every
          ocean of everything (& I DO MEAN EVERYTHING) they have!

          Unless you want to be a victim here...  just don't give this type of
          information to ANYBODY, include those are actual administrators!
          The Ringers (the guys with Blue Names) will NEVER (& repeat, NEVER)
          ask for your login information because they don't need it in order to
          access your account!

          Anybody who claims to be an administrator & DOESN'T have a blue name
          should be reported for scamming.

          In the event that you need to give others access to items / locations
          within the game, you should use in-game measures to handle the item in
          question.  While there are still risk of getting scammed using in-game
          measures, the risk is far less (as some activities may be logged) as a

3.2) Crew Laws
When participating in a pirate crew, either as a jobber (temporary) OR as a
full-time crew member, there are a few thing that you'll need to be aware of if
you want to stay employed & in good standing with the crew.

     1) NEVER, EVER, ANNOY THE CAPTAIN (including the CO & XO) OF THE SHIP!!!

          In the laws of the high seas, the captain of the ship is THE SUPREME
          ship's captain must be at least an officer in their crew (w/ badge, on
          the Doubloon Oceans) & is most likely the owner of the ship (assuming
          that the ship is NOT UNLOCKED).

          The captain is charged with managing the entire ship, including the
          crew, in order to have a successful voyage.  Therefore, it's extremely
          bad for you to annoy them.  Annoying the captain will increase the
          risk of you getting slapped with a voyage fine (noted as a "-" in the
          booty split) OR getting planked, which nullifies any rights you have
          at the booty split.

          On some ships, typically mid & large-class ships (but it can occur on
          small-class ships as well), you may have multiple crew members (which
          may be higher-ranking than the owner) may be on the ship.  They may
          use the terms CO (Commanding Officer) & XO (Executive Officer) instead
          of "Captain".  Both officers may exchange voyage duties (especially on
          unlocked ships) for some reason.  HOWEVER, when these terms are used,
          the XO's commands typically carry more weight than the CO since the XO
          is funding the voyage on the ship.

     2) Check the crew's articles before applying to be a full member with any
          crew you wish to join.

          The articles of each pirate crew will typically contain rules that
          full members will need to abide by when you join up.  Typical rules
          listed here are voyage decorum (Permission to Board, Permission to
          Leave, ect.), requirements for specific ranks, ect.

          Jobbers are not required to fully comply with the rules listed within
          the crew's articles, but they should be observed as much as possible.
          The one major exception is the boarding permission as the game will
          automatically take you aboard the voyaging ship upon accepting the
          captain's offer... so the permission is implied.

     3) Try to follow the captain's (CO's / XO's) orders as much as possible.

          During your voyages across the seas, the captain may issue orders on
          the ship in order to address the needs of the ship.  These typically
          come in three methods: Informal Requests, General Orders & Direct

          * Informal Requests -- These requests are usually noted within the
               ship's chat.  These requests are typically causal & may not be a
               major priority... unless they carry the threat of planking.
               This is typical on small ships.

          * General Orders -- These orders usually follow a ship whistle & will
               generally be listed as "Need [MORE / LESS] pirates on [POST]".
               General Orders may not apply to you, but should be followed as
               they typically help the needs of the ship.  This is typical on
               mid & large-class ships, when there's a lot of players around.

          * Direct Orders -- These orders will follow a ship whistle & will be
               be noted as "The captain orders you to do [POST]".  Direct Orders
               are specifically direct to you & should be followed immediately
               to avoid annoying the captain.

               Some posts on the ship (like Gunning & Navigation) will require a
               direct order by the captain for jobbers to perform.

          Orders are only issued when specific needs of the ship have to be
          addressed.  Failing to follow orders will annoy the captain & may get
          you planked for insubordination.

     4) Avoid idling on the ship.

          When you sign up for a voyage, you're not getting paid just to be a
          model for the ship's masthead!  You're obligated to the captain of the
          ship to perform a job & you will need to be doing something productive
          to the ship's crew if you're going to get paid.

          Once you select an open post, make sure that you're actually playing
          that puzzle game & doing a fair job at it.  Idling on a puzzle will
          hurt your job performance & those who consistently getting a "booched"
          rating will either need to buckle down to improve your performance
          rating OR quickly find another open post on the ship.  Booching any
          post is VERY BAD for ship moral & will typically incur some penalty
          for the ship.

          If you don't shape up (& stop getting "Booched"), you're going to get
          planked... mostly on the conspiracy of sabotage.  Getting a Poor
          rating on Job performance is undesirable, but at least it shows you're
          making an effort to help the ship.

          The ONLY PERSON that is permitted to idle on the ship is the captain
          (CO / XO) as they have the monumental task of managing the entire ship
          as well as keeping an eye out for other ships to attack.  These tasks
          are typically easier to do if they're not tied up at a post, but a
          good captain knows when they can idle & when they need to pitch in for
          the needs of the ship.

     5) Check the Booty Distribution BEFORE signing on with a crew.

          When a crew posts a job offer for a voyage, it's noted HOW the crew
          splits up the booty obtained at the end of the voyage.  This is noted
          clearly in the voyage listings & there's 9 ways that booty can be
          divided amongst the voyaging crew.

          * (A) Even -- EVERYBODY get 1 Share / Battle, regardless of rank.

          * (B) Rank's Privilege -- Officers receive a slightly higher share
               than non-officers under this structure.

               * 2 Shares / Battle for Cabin Persons
               * 3 Shares / Battle for Pirates & Jobbers
               * 4 Shares / Battle for the Rest of the crew

          * (C) Jobber's Delight -- Jobbers are given an incentive to job with
               the crew using this structure.

               * 5 Shares / Battle for Jobbers
               * 3 Shares / Battle for Cabin Persons
               * 4 Shares / Battle for the Rest of the crew

          * (D) Crew Loyalty -- Pirates are given an incentive to voyage with
               their own crew instead of jobbing.

               * 4 Shares / Battle for Jobbers & Cabin Persons
               * 5 Shares / Battle for the Rest of the crew

          * (E) Promotion Pays -- This pay scale is a more detailed version of
               the Rank's Privilege scale, which pays those with higher rank
               within the crew more than lower-ranked members.

               *  5 Shares / Battle for Jobbers
               *  6 Shares / Battle for Cabin Persons
               *  7 Shares / Battle for Pirates
               *  8 Shares / Battle for Officers & Fleet Officers
               *  9 Shares / Battle for Senior Officers
               * 10 Shares / Battle for Captains

          * (F) Officer's Club -- This pay scale is similar to Promotion Pays,
               but it treats Jobbers as Pirates for pay.

               *  5 Shares / Battle for Cabin Persons
               *  7 Shares / Battle for Jobbers & Pirates
               *  8 Shares / Battle for Officers & Fleet Officers
               *  9 Shares / Battle for Senior Officers
               * 10 Shares / Battle for Captains

          * (G) Jobber's Bane -- This pay scale is slanted against Jobbers &
               Cabin Persons to encourage crew members to become pirates.

               * 1 Share  / Battle for Jobbers & Cabin Persons
               * 2 Shares / Battle for the Rest of the crew

          * (H) Trader Shares -- This pay scale is geared more towards the lower
               ranking members of the crew than officers

               * 4 Shares / Battle for Jobbers & Cabin Persons
               * 5 Shares / Battle for Pirates
               * 2 Shares / Battle for the Rest of the crew

          * (I) The Cruel Shelf -- This is the harshest pay scale as it heavily
               pays it's own members over jobbers & especially those who are
               higher ranked within the crew on this pay scale.

               *  5 Shares / Battle for Jobbers
               * 10 Shares / Battle for Cabin Persons
               * 12 Shares / Battle for Pirates
               * 15 Shares / Battle for Officers
               * 20 Shares / Battle for the Rest of the crew

          Please be aware that booty splitting is based on TOTAL number of
          "Battle Shares" & the crew's restocking fee is taken out of the booty
          BEFORE the funds are divided amongst the crew.

          FOR EXAMPLE, You, as a jobber, join a voyage with 3 others (a Pirate,
          an Officer & a Senior Officer).  Your voyage included 5 battles, no
          expeditions, no changes in crew & 10,000 PoE in the Booty Chest.  The
          crew has a 20% restocking policy...  so that leaves 8,000 PoE to split
          amongst the crew.  (This example is a bit unrealistic in terms of
          funds, but it's just to show things off).

          Assuming there's no bonuses or penalties, here's how the numbers
          stack up for each pay scale...

|                |  A  |  B  |  C  |  D  |  E  |  F  |  G  |  H  |  I  |
| Jobber         |   5 |  15 |  25 |  20 |  25 |  35 |   5 |  20 |  25 |
| Pirate         |   5 |  15 |  20 |  25 |  35 |  35 |  10 |  25 |  60 |
| Officer        |   5 |  20 |  20 |  25 |  40 |  40 |  10 |  10 |  75 |
| Senior Officer |   5 |  20 |  20 |  25 |  45 |  45 |  10 |  10 | 100 |
| Total Shares   |  20 |  70 |  85 |  95 | 145 | 155 |  35 |  65 | 260 |
| PoE / Share*   | 400 | 114 |  94 |  84 |  55 |  51 | 228 | 123 |  30 |
| * = Values rounded down to the next PoE, for mathematical simplicity |

          Under the "Even" (A) scale... (400 PoE / Share)
               * Everybody gets 5 shares = 2000 PoE

          Under "Rank's Privilege" (B) scale... (~114 PoE / Share)
               *      You get 15 shares = 1714 PoE
               * Officers get 20 shares = 2285 PoE

          Under "Jobber's Delight" (C) scale... (~94 PoE / Share)
               *            You get  25 shares = 2352 PoE
               * Everybody else gets 20 shares = 1882 PoE

          Under "The Cruel Shelf" (I) scale... (~30 PoE / Share)
               *            You get   25 shares =  769 PoE
               *         Pirate gets  60 shares = 1846 PoE
               *        Officer gets  75 shares = 2307 PoE
               * Senior Officer gets 100 shares = 3076 PoE

          This should give you an idea on why choosing a good crew to work with
          is important for your fiscal success.  If you're going to be a Jobber,
          "Jobber's Delight", "Trader Shares" & "Even" would be the desired pay

          If you're venturing with your own crew, "Even" would be a good option,
          but other scales have their ups & downs.

          Please be aware that the officer splitting up the booty (usually the
          captain of the ship) reserves the right to awards bonuses (+'s) &
          penalties (-'s) to anybody they choose.  HOWEVER, the dividing officer
          can only award 1 + or - to each person who participated in the voyage,
          but they can inflict as many -'s as they wish upon themselves.

          Each + / - affects the battle count for the each affected person &
          will affect the number of shares & the PoE / Share numbers, which the
          game will automatically recalculate.

          Using the previous example, the crew you did the previous voyage with
          the even pay scale.  The Senior Officer (the CO the voyage) gives you
          a bonus for excellent work in a battle while the Pirate gets a penalty
          for being away on a battle & Senior Officer wants to be generous by
          taking 2 penalties.  The new figures would be...

          *            You get  6 Shares = 2666 PoE (+666 PoE)
          *         Pirate gets 4 Shares = 1777 PoE (-223 PoE)
          *        Officer gets 5 Shares = 2222 PoE (+222 PoE)
          * Senior Officer gets 3 Shares = 1333 PoE (-667 PoE)
                      Total of 18 Shares @ ~444 PoE / Share

          In this example, the number of shares decreased by 10% (-2 shares),
          but the PoE per share increased by ~11% (+44 PoE / share).

          If you think the Senior Officer (as CO) is screwing themselves out of
          money, remember that the person who owns or runs the ship gets access
          to the Restocking Reserve.  Since ships that have good voyages (like
          in the example), it's likely that the CO will only have to use a small
          fraction of the reserve to top off the ship's stocks... meaning that
          they can pocket the rest & come out on top.

          DON'T FORGET that everybody gets half of the spoils from each battle
          WON, which is paid IMMEDIATELY to the voyaging crew based on the pay
          scale.  This means that you'll get some PoE, even if you don't join
          the voyage mid-way or leave early.

          In our example, that means that everybody received a total of 2,000
          PoE during the voyage (w/ 2,000 PoE in the Restocking Reserve).

          DON'T WORRY ABOUT ALL THESE FIGURES HERE.  The game will do all the
          calculations for booty & spoil shares for you.  The examples are just
          to show how the game handles this stuff... so you know what to look
          out for.  Just be aware that everybody who participated in the voyage
          to the end will get to vote on the booty distribution, so you'll know
          exactly what everybody is getting.  The booty only gets distributed
          when the majority of active voyage members agree to it.

     6) ALWAYS try to do your best, especially in multiplayer battles!

          Multiplayer battles are a group effort where you have to eliminate all
          the players of the rival team BEFORE your team gets eliminated.
          Please be aware that your fellow players (on BOTH SIDES) can see the
          current condition of EVERYBODY'S PLAYFIELDS (although they cannot see
          the exact tiles) with EVERY PIECE PLAYED.  Therefore, it does become
          very apparent who put up a good fight & who committed suicide.

          Those who commit suicide will likely get slapped with a penalty.

          Inversely, if you manage to pull out a miracle & defeat a rival crew
          single-handedly (like a 1-vs-5 deal), you'll likely get rewarded with
          a bonus.

3.3) Currency Laws
The Doubloon Oceans (the "Free" servers) on Puzzle Pirates runs on a two
currency system: Pieces of Eight (PoE) & Doubloons.

Pieces of Eight (PoE) is the standard game currency that is utilized on ALL

Doubloons (Dubs or D) is the "Premium" currency that's used on the Doubloon
Oceans ONLY in the conjunction with PoE to buy certain items...  typically mid &
high-level items like ships & badges.

With currency, you will need to be aware of the following laws:

     * Players may buy & sell Doubloons using the in-game marketplace at ANY
          PRICE that they deem fair. -- This allows players on the Doubloon
          Oceans to trade Doubloons for PoE & vice versa.  While there is a
          small transaction fee of 2% incurred, it allows players to buy
          Doubloons without spending any actual money & those who actually have
          Doubloons to pick up PoE quickly.

     * Doubloon Exchange prices are in CONSTANT FLUX & WILL GREATLY VARY on a
          lot of variables...  The Ocean you play on, events within the ocean,
          new items, the time of the year (summer / winter / ect.) & the number
          of active players on the Ocean, ect.  This means that you buy now MAY
          become more valuable in the future...  but can also mean that they
          become less valuable as well.

     * Doubloons are attached to your user account, NOT your pirate's account.
          -- Since Doubloons are a premium currency, they're attached to your
          account...  you can use them on ANY PIRATE within your account.  ONLY
          PoE is specifically tied to each pirate.


          Raising funds to buy Doubloons on a Ocean with a lower PoE-Dub rate is
          discouraged as well since you'll likely be tapping their Doubloon
          supply & will likely inflate their own exchange rate...  besides, you
          would be forced to stick to low-end stuff to make it reasonably
          profitable for you.

     * Doubloons can be purchased with real funds. -- Because it's a premium
          game currency, the makers of Puzzle Pirates will allow you to buy a
          package of Doubloons for a set price.  The "per Doubloon" rate will
          vary between $.25 / D down to $.20 / D, depending on the package you

          * $ 2.95 =  12 Doubloons ( $.25  / D)
          * $ 9.95 =  42 Doubloons (~$.238 / D)
          * $19.95 =  90 Doubloons (~$.222 / D)
          * $49.95 = 240 Doubloons (~$.208 / D)
          * $99.95 = 500 Doubloons ( $.20  / D)

          Prices stated here are for the credit card purchases.  PayPal & the
          many other payment options that Three Rings permit for purchases may
          incur higher prices due to different transaction fees imposed by those

          In order to protect their players, either from fraud or from excessive
          spending from a fiscally irresponsible player from racking up a large
          bill, Three Rings imposes a $100 / mo. spending limit on all players
          by default.  This limit can be increased, but typically requires extra
          paperwork to prove that you're the actual person making the purchases.

     * You can buy access to the Subscription Oceans through Doubloons -- This
          method is called a "Coin-scription" since you paying the subscription
          fee with Doubloons instead buying subscription time directly.

          The current Coin-scription rate is 42 Dubs / month (which matches the
          $9.95 level).  While this option is still available, Coin-scriptions
          are discouraged for other methods, but it's still supported for those
          who cannot purchase subscription time through normal methods.

<<< =============================== PART  II =============================== >>>
                           ~ Puzzle, Games, & Crews ~

     Now that you're up to speed with the Laws of the Seven Seas, it's now time
to actually venture in the core of the game.  While this section will mostly
benefit greenies, veterans can likely pick a few pointers from this section as
well.  You'll learn the games that your fellow pirates will be playing as well
as finding other games that you can play offline to help hone your skills.  Feel
free to develop your own tactics & strategies here, but this section should get
you on the right foot...  assuming you're willing to read.
<<< ======================================================================== >>>

4) Sailing Puzzles
This is the CORE of Puzzle Pirates as each ship contains various puzzles (or
"Posts") with a minimum of 1 post for each type of puzzle.  Each post on the
ship is designed to help the ship function over four major sectors of the ship,
which makes up the majority of gameplay.

Please be aware that there are some requirements with some puzzles that you will
need to take care of (with the proper badge) before you can take a specific post
on the ship.  This section is to help players learn these puzzle games.

For more information about how each of the major sectors affect the ship, please
see Section 21 on the intricate workings.

4.1) Bilging
Puzzle Difficulty: Easy

Similar Games to practice on:
     * Panel de Pon (various Platforms)
     * Tetris Attack (SNES / GBY)
     * Pokémon Puzzle League (N64 / GBC)
     * Dr. Mario & Puzzle League (GBA) -- Puzzle League
     * Puzzle Planet League (DS)
     * Crack Attack (PC)

     * Mouse / Arrow Keys: Move Cursor
     * Left Click / Space / Enter: Swap Pieces

Bilging (or "Bilge Pumping") is pretty much one of the easiest puzzle games on
the ship.  If you've played any of the similar games noted, you've pretty much
got the gist of this game.  However, there are a few unique changes to tailor
the game to Puzzle Pirates.

     1) The playfield is ALWAYS FULL -- Unlike the other games, where you lose
          the game if the pieces reach the top of the playfield.  Bilging will
          always have the playfield full of pieces.

     2) There's no time limit...  per se -- Unlike the other games, you are NOT
          requires to constantly make moves to keep the stack from reaching the
          top of the playfield (which eventually means Game Over).  HOWEVER,
          this doesn't mean that you can just sit on your ass & do nothing.

     3) Pieces "float" upwards on the board -- Bilge Pumping does the "reverse
          gravity" idea, so pieces will float up from the bottom of the screen
          when pieces are cleared instead of dropping downward.

The object of the game is to swap pieces HORIZONTALLY (Not vertically or any
other way) in order to line up 3 or more pieces in a horizontal or vertical line
to clear the pieces.  As you progress through the game, you'll start seeing new
things introduced to the game that will help & hinder your progress.

* Level 4 through 7 -- The game will start adding new pieces to the playfield &
     will max out when you're playing with all 7 pieces.

* Blowfish (Lv 4 onward) -- These are generally good critters as they allow you
     remove all the pieces in a one-block radius of the blowfish (3x3 area,
     centered on the Blowfish) when activated.  They can be helpful when you
     have problems finding good moves.

* Crabs (Lv 5 onward) -- These annoying, stubborn creatures will refuse to move
     from the column they're in, blocking what would be consider good moves.
     However, they seem to like the water & will leave the playfield once they
     get above the waterline.

* Jellyfish (Lv 6 onward) -- These fish are consider dangerous to your pieces
     (which is a GOOD THING for you) as they will remove ALL instances of a
     piece that you try to swap with it.  They can be considered a godsend when
     you're totally stumped as they'll stimulate the board.

As you play the game, you'll notice that some pieces are under water.  This is
the "Water Line" & will reflect the ship's water meter.  When the water meter is
empty, only the water line will only cover the bottom 3 lines.  When the water
meter is maxed out (& the ship is waterlogged), only the top 3 lines will remain
dry.  Though you can move swap pieces while they're underwater, it takes more
time to do so compared to moving pieces above water... so it's generally not
recommended, when possible.

In the lower-right corner of the game window is your performance indicator,
which is a water pump.  The better your performance, the faster the pump will
move.  When it turns gold, you're in the "Excellent" range (giving 200% to the
bilge efforts).  If you can make the pump sparkle, you're in the "Incredible"
range (giving 300% to bilge efforts).  The bilge efforts are affected by the
ship's damage rating, which negatively affects the bilging efforts.

During Flotilla & Blockade events, you'll see special tokens appear on the
pieces while you play.  In order collect these tokens (& help the ship), is to
line up the token halves together.  You are NOT REQUIRED to clear the pieces
that the token halves are on to collect them...  but it's preferred.

Tips for Success:
     * Shoot for a high "Clear-Swap" ratio. -- While you may not be able to make
          a good move every time.  The more pieces you can clear with less swaps
          generally results in a good rating.

     * Try for combos & chains, if you can pull them off in 3 swaps. -- Most of
          the great players try to set up combos & chains to clear a lot of
          pieces on the board.  HOWEVER, spending too many swaps will damage
          your "Clear-Swap" ratio & may hurt you more in the long run.  If you
          can do it within 3 swaps, go for it.  Otherwise, just try to scrape
          something together.

     * Don't waste too much time trying to find easy clears. -- While it's nice
          to clear pieces with one swap, if you can't find them easily... look
          for an easy 2-swap clear & so on.  Since your performance rating will
          decrease over time, it's best to keep things moving.

4.2) Carpentry
Puzzle Difficulty: Moderate

Similar Games to practice on:
     * Tetris (various platforms)
     * Blokus
     * Pentaminos
     * Jigsaw Puzzles

     * Mouse / Arrow keys: Move Piece
     * Left-Click / Enter: Select / Place Piece
     * Right-Click / Z: Flip piece
     * Mouse Wheel / X / C: Rotate Piece

Carpentry is a little hard, but a vital post as you try to patch up the various
holes in the ship that tend to occur (either naturally or inflicted by others)
during your voyages.  The object is to fit the various pieces that you're given
into the holes you're provided with as little overlap as possible.

The controls are fairly easy, but you may want to have a few fingers on your
left hand around the Z / X / C keys to help flip & rotate the pieces into place.

All the pieces you'll be given are 5-piece units as shown (in crappy ASCII art).

XXXXX - I block               XXX  - Z/S block         XXX - P block
          (or "BAR")            XX       ("Little")     XX

  X                           XXX                         X
 XXX - + Block                 X  - T Block              XX  - M/W/E/3 Block
  X    ("Little T")            X      ("Big T")         XX

  X                            XX                      XX
 XXXX - R Block               XX  - F Block             X  - Z/S Block
                               X                        XX   ("Big")

 X X - C Block                XXXX - L/J Block        O - Putty
 XXX                          X                         (Up to 5 squares)

You'll have 3 pieces in your toolbox to select from & place in each hole.  A new
piece will appear where the old piece was.  This does give you some flexibility
when you're trying to patch up the various holes & allows you to hold onto a
piece (like putty) to use when needed.

Putty is the special "Wild Card" piece that allows you to fill in any hole of
any shape that is 5 square units or smaller.  If the hole you're trying to fill
is larger than 5 square units, you will not be able to use the putty until you
shrink that area down.

During normal gameplay, you'll have around 4 holes to work on at the same time.
The typical exception to the 4-hole deal is when you're near the end of your
level bar.  HOWEVER, you must multitask to some level as you'll need to make
some progress on each hole to prevent the holes from getting larger.  The game
will warn you in two ways.

     * If you haven't placed ANY PIECES in the hole, the outline of the hole
     will start flashing red & the flashing will increase in frequency when
     ignored.  If you don't place a piece in the flash hole within 3 pieces,
     that hole will increase by 1 piece after you place the 3rd piece elsewhere.
     This extra square unit in the hole typically makes it impossible to fill in
     the hole without any overlaps.

     * If you have pieces in the hole, one of the pieces (typically the last one
     placed) will start to shake when ignored.  If you don't place a piece in
     that hole within 2 pieces, the shaking piece will fly off after you place
     the 2nd piece elsewhere...  causing you to lose progress.

As you finish patching the holes, you'll get a judgement based on how well all
the pieces fit.  Here's a rough list of judgements...

     * Masterpiece -- Perfect fit with NO overlap.
     * Craftsmanship -- Little overlap, but great work.
     * Fair Job -- Some overlap, but otherwise an OK patch job.
     * Sloppy Work -- A little too much overlap to be a good patch job.
     * Pig's Breakfast -- WAY TOO MUCH OVERLAP!  Like you're not even trying!

Masterpiece judgements can be stacked as a streak.  It'll get noted as
"Masterpiece^##" (replace ## with the streak number) & is consider a HIGH MARK
in this game.  A long (& preferably unbroken) streak of masterpiece judgements
will quickly skyrocket your performance rating.  The streak is broken if you get
a non-masterpiece judgement or a piece flies out of a hole.

To the right of the toolbox is your "Performance Rating Hammer".  The better
your current rating is, the faster the hammer moves.  As with Bilging, when the
hammer is gold, you're in the "Excellent" range.  When you see gold sparks,
you're in the "Incredible" range.

During Flotillas & Blockade events, you'll see special tokens ingrained on the
pieces.  To collect these tokens, you just have to put all 4 token pieces
together (amongst 2-4 pieces) that matches the token pattern (as a +, X or O)
AND finish the hole with at least Fair or better judgement.  If you're work is
too sloppy, you'll see a "No Bonus" note on it.

Carpentry is one of the most critical posts on a ship as it affects PRACTICALLY
EVERYTHING on the ship.  During Flotillas & High-Risk ventures (where sinking is
a real threat), you need to keep the red damage meter from maxing out... as that
would result in the sinking of the ship.

Tips for Success:
     * Try to plan out your piece placement -- Having an idea on what pieces you
          need to fill in a hole will help you avoid overlaps.

     * You can "nudge" the last piece you place, if you missed your mark --
          If something happened & you placement of the last piece was just a
          hair off, you can pick that piece up & move only ONE SPACE in any
          direction.  You can't rotate the piece, but it does allow you to fix
          small mistakes.

     * Pay less attention to holes where you're forced to overlap -- If you know
          that you can't get a masterpiece judgement on a hole, shift your focus
          on the remaining holes & use that hole as your "scrapehole"...  use
          pieces that you don't want to use on the other holes on it.

     * Remember to pay attention to ALL HOLES -- Ignoring a hole too long is
          hazardous to your ship's health & your performance rating.

     * Save putty for emergencies -- As putty will take the shape of ANY HOLE
          that is 5 square units or smaller, it can become an indispensable tool
          to avoid wrecking a masterpiece streak.

     * Don't waste too much time making your moves! -- Like the other games,
          time is a factor for your progress rating.  Since Bilge, Sails & the
          overall health of the ship rides on the performance of this game, you
          can't lallygag on this & expect to score well.

4.3) Sailing & Rigging
The Sailing & Rigging posts generally consider the "Sails" section of the ship
as either task will assist with the sails & the speed of the ship.

Rigging was added in April, 2009 to help break the task into 2 equally important
tasks to give pirates something a little different to play.  There are typically
more sailing & rigging posts on the ship than any other post on the ship as the
captain of the ship needs speed to catch other ships & move tokens during ship

The Ship's speed is indicated by the Yellow gauge & your Sailing / Rigging
efforts are negatively affected in part by the ship's water level.  The higher
ship's speed is, the faster you reach each league point in the voyage.  Just to
give you an idea here.

When the ship's wind gauge is empty, it takes you 5 minutes to reach the next
league point.  When the wind gauge is full, it takes yous only 1-2 minutes to
reach the next league point.

4.3.1) Sailing
Puzzle Difficulty: Moderate

Similar Games to practice on:
     * Dr. Mario (Various Platforms)
     * Puyo Puyo (Various Platforms)

     * Left / Right: Move Piece
     * Up / Down: Rotate Piece
     * Space Bar: Drops Piece

Sailing is the more difficult of the forced time element in the game, but it's
not that hard to get the hang of.  The object of sailing is to fill the sails
with the appropriate combination of "Wind Orbs" that slowly drops as a pair from
the top of the playfield.  The "Wind Orbs" come in 3 colors (White, Blue & Gold)
& are always dropped in a linked pair.  These pairs can be broken when one of
the two orbs are cleared from the board, which will drop the remain orb in
respect to gravity & any obstacles in it's way.

When you complete all the sails on the playfield, you'll clear the board & start
a new one.  HOWEVER, when you make a bad drop (which EVERYBODY, even the best
sailors will do from time to time), you just line up 4 orbs of the same color in
a horizontal or vertical line to clear them.

The sails on the board will follow one of these patterns:

 O     O 
O       O     OO     O       O       O     O
 O     O      OO      O     O       OO     OO      OO
O       O     OO     O       O     OOO     OOO     OO
--     --     --     --     --     ---     ---     --

Each sail contains a spar on the bottom, which is placed to help you fill up
the sail's pattern with the appropriate colors without having to build a stack
of orbs to reach them.  HOWEVER, these spars also become a hazard as they remain
on the playfield after that sail is completed.

On later levels you'll see "Wind Blocks", which is an addition hazard that you
have to deal with.  However, you can clear these by using them in a line of
similarly colored Wind Orbs.

In the Upper-right corner of the game window is a little ship that serves as you
performance indicator.  The better your performance, the higher the sail on the
ship is.  As with the other posts, Gold Sails = Excellent Performance &
Sparkling Sails = Incredible Performance.

During Flotillas & Blockades, you'll notice specialty tokens on the wind orbs as
the fall on the playfield.  In order to collect these tokens, you just have to
match 2 of the same token together when you clear the line or sail.

Tips for Success:
     * Shoot for a Bottom-up attack plan -- the sails on the lower part of the
          playfield are harder to clear, especially as your spend time on the
          board as the lower part of the playfield can get littered with junk

     * Try keeping the center of the playfield open near the top -- This is
          where the wind orbs drop into the playfield, so you need to keep this
          area cleared in order to avoid booching the board & incurring a small
          performance penalty.

     * Shoot for chains when possible -- While setting up chains can be a little
          difficult, they can quickly boost your performance rating by clearing
          a chain of wind orbs & sails.  Keep clearing chains to skyrocket your
          performance rating.

4.3.2) Rigging
Puzzle Difficulty: Moderately Easy

Similar Games to practice on:
     * Chuzzle (PC, Various Platforms)

     * Left-click & drag : Move piece along a line.

Rigging is the relatively easier alternative to sailing as you pull on the ropes
along the sails to clear tiles from the hexagonal playfield.  The object of the
game is to get 3 or more of the same tile touching each other on the highlighted
pulley to clear them from the board & help propel the ship.

With each move you make, the highlighted pulley rotates clockwise around the 6
pulleys located on the edge of the playfield.  In order to clear tiles from the
board, you must get the tiles lined up with that highlighted pulley.  You are
NOT requires to place the tiles in a straight line, but they do have to be
touching each other to be cleared.

When you select a tile you want to move, you'll have 3 lines of movement to
choose from.  All the tiles along that line will wrap around, so if you're move
the line up & down, the tile on the top will move to the bottom of the line &
vice versa.  Please bear this in mind when making your moves as you might be
able to get an extra tile in the group from the wraparound.

If you're having second thought on a move, just move your cursor back to the
line's starting point (which is highlighted on the playfield) & release the left
mouse button.  As you didn't move any pieces, it won't count as a move.

With each tile you clear from the playfield, you'll add 1 coil of rope to the
rope meter at the bottom of the game window.  This meter maxes out with 20
coils, which clears the meter & adds a wild card tile to the playfield.

HOWEVER, if you fail to clear any tiles within 3 moves, you'll lose 5 coils of
rope.  The game will warn you when you make 2 non-clearing moves with a warning
tone, a shaking pulley & 5 coils of rope shaking in the rope meter.

Rigging includes some specialty tiles that you can strive to pick up.

     * Wild Card (Rainbow Ball) -- This is created when you fill the rope meter
          with 20 coils.  It can be used to help extend a line of tiles.

     * Splice (two-tone knot) -- This is created when you make clear a line of
          tiles that touch another pulley.  This specialty tile can help you
          extend a line of cleared tiles by provide an option to change the
          line of tiles being used.

          For example, if you have a blue-white splice tile, you can clear a
          line of blue tiles on one side of the splice & white tiles on the
          other side with the splice tile between them.

     * Gaffer (Hook Tile) -- This is created when you actually clear a line of
          tiles that surrounds a different tile (or tiles).  The gaffer tile
          allows you to clear ALL the tiles around this specialty tile, without
          any regards of the color.

Just like sailing, the upper-right corner contains a sailboat performance
indicator.  Gold Sails = Excellent, Sparkling Sails = Incredible.

When you're in a flotilla or blockade, you'll see specialty tokens on the
playfield.  In order to redeem these tokens, you have to clear a tile with the
same token on the NEXT MOVE to earn it.  While you can clear MULTIPLE tokens on
one move, this only expands your ability to redeem each of the DIFFERENT TOKENS
on the next move.  Clearing two or more of the same token in one move WILL NOT
REDEEM the token as you MUST clear another token on the next move to redeem it.

Tips for Success:
     * Keep an eye on the highlighted pulley -- You can only clear tiles with
          currently highlighted pulley.

     * Don't be afraid to make a non-clearing move -- There will be a few times
          when you won't have the tiles together to clear on the current pulley,
          just try to set things up for the next pulley.  This can help you
          clear even more tiles.

     * Shoot for moves that make gaffs & splice tiles -- While these moves are
          hard to pull off, these specialty tiles can help you clear even more

4.4) Gunning
Puzzle Difficulty: Hard

     * Pirate Rank of higher (Crew Ships ONLY)
          * Pirate Badge or higher required on Doubloon Oceans
     * Captain's Order (Non-Crew Ships ONLY)
          * Pirate Badge or higher required on Doubloon Oceans

Similar Games to practice on:
     * Chu Chu Rocket (various platforms)

     * Mouse / arrow keys: Move cursor
     * Mouse Wheel -- Rotate direction of Arrow Tile
          * W - Change arrow direction to up
          * A - Change arrow direction to left
          * S - Change arrow direction to down
          * D - Change arrow direction to right
     * Left Click: Place Arrow Tile

Gunning is one of the most difficult puzzles on the ship that has to be handled
& therefore is typically restricted to more experienced pirates & crew members.
Less experienced players should practice gunning on navy ships to learn the
ropes of this game.

The object of the game is to load the 4 cannons on the playfield by directing
the items roaming around the deck into the cannons.  You'll have 2 of each item:

* Gun Powder -- Used to fire the cannon
* Packing Paper -- Used to separate the powder from the projectile
* Cannon Ball -- The projectile to fire out of the cannon
* Water Bucket -- Used to flush out the cannon.

When left unattended, the items will move in a straight line until it hits an
obstacle.  Once it hits an obstacle, it'll try to turn clockwise (to the right)
when possible.  The items will only turn left if it can't turn right & will only
go backwards if it can't move any other way.

You are armed with 3 arrow tiles to help direct the movement of the items.
After you have 3 arrow tiles on the playfield, the next arrow tile you place
will replace the oldest tile on the playfield.  HOWEVER, change the direction of
an existing will not cause you to lose tiles on the playfield, NOR will it
affect the order the placed tiles.

In order to properly load the cannons, you must place the items in a specific

          Gun Powder ----> Packing Paper ----> Cannon Ball
             ^---- Water Bucket <---- Fire Cannon <---+

Once a cannon is loaded, it'll be marked as "Ready" & you won't be able to see
the inside.  Once fired, the inside of the cannon will be visible again, but 
you will need to flush the cannon out before you can reload it.  In the event
that you mess up the order of the items, just flush the cannon out & restart.

Gunning is mostly a battlefront puzzle as once all the cannons on the ship are
filled, you'll have to wait until they're fired by the captain of the ship.  On
larger ships, where there are more gunning posts, you might be able to load more
cannons at a different post.

The exception to this is when you're not voyaging with a crew, which is...

     A) Practicing Gunning with the Navy
     B) Participating in a Viking Defense expedition.

In these cases, once all 4 cannons are loaded, they're fired immediately.

At the bottom of the playfield is the speed meter, which serves a dual purpose:

     A) Allows you to manage the pace of the items on the playfield (slider).
     B) Gives you a rough measure of your performance.

As you properly load the cannons, the speed meter increases.  Whenever you make
a mistake or jettison items, the speed meter decreases.  By default, the speed
slider is on the far left side (slowest).  More experienced players can increase
the speed of the items to load the guns.  HOWEVER, the slider cannot go higher
than the length of the meter.  If you max out the slider & make mistakes, the
slider with go down with the speed meter... but it won't go up when you're doing

Tips for Success:
     * All items want to move around the board in a clockwise fashion naturally
          -- Try to arrange a track around the board to help keep the items
          moving & avoid traffic jams.

4.5) Navigation
Navigation is one of the posts that is so important on the ship, that there's
only ONE.  As a result, it's usually reserved for the captain of the ship to
perform.  However, it can be delegated to another officer within the crew if

The Navigation post is broken up into 2 separate parts:
     * Standard Navigation
     * Battle Navigation

Doing well on both sections can really help the welfare of the ship AND help
yourself as well.

4.5.1) Standard Navigation
Puzzle Difficulty: Moderately Hard

     * Officer Rank or higher (Owned or Unlocked crew ships)
          * Officer's Badge (or higher) required on Doubloon Oceans
     * Captain's Order at Pirate Rank (All other ships)
          * Pirate's Badge (or higher) required on Doubloon Oceans

Similar Games to practice on:

     * Left / Right: Rotate Selected Ring
     * Up / Down: Change Selected Ring
     * Space: Drops Star

The object in "Standard" Navigation is to match the constellation pattern shown
on the playfield's wheel with the stars falling onto the three navigation rings,
each contains 8 slots.  While you cannot control the falling stars, you CAN
control the rings themselves.  Please be aware that gravity applies towards the
center of the wheel, so the stars will ALWAYS drop to an open slot on the inner

As there are a limited number of slots on the wheel, you have to line up 3 or
more stars in a line to clear them.  You can clear the stars on a single ring or
more frequently across all 3 rings.  The one key thing to avoid is not to let
ANY STARS land outside the outermost ring, which forces you to booch the board.

In the upper-right corner of the game window is a group of four stars that
serves as your performance indicator.  The faster these stars spin amongst each
other, the better you're doing.  If they look like shooting stars, you're in the
Incredible range.

Doing well in Navigation is very critical for two reasons:

     1) Navigation performance acts like an amplifier for the ship (mostly the
          sails), which can help you greatly & make the ship run faster.

     2) Allows the navigator to memorize the league point(s) -- This is a very
          important & beneficial to players since it allows you to chart courses
          on ships without requiring sea charts.

          While this does require you to obtain at least a "Fine" rating in
          order to pick up "memory credits", the better you perform, the faster
          you can memorize the league points & the less money you have to invest
          in sea charts.

HOWEVER, Booching the game is very bad as it'll force the ship to do a turnabout
& ANNOUNCE your booching to the entire ship.  While the ship's direction can be
corrected, the embarrassment is something you'll have to deal with for the
duration of the voyage.

Tips for Success:
     * Remember the spacial relationship of the stars in the constellation.
          -- While it can get a bit difficult when you're rotating the rings,
          knowing how far one star is from another will help you match the

     * Complete the constellation pattern on the inner rings FIRST -- Since you
          have to deal with gravity here, it's harder to complete the pattern on
          the inner rings than the outer rings.

     * Practice with the Navy! -- This is one puzzle game that you should NOT
          attempt on a typical voyage.  At least with the Navy, you won't suffer
          any embarrassment for booching, you get paid for your practice (albeit
          small) & you can memorize the league points within the archipelago.

4.5.2) Battle Navigation
Puzzle Difficulty: Hard - Very Hard

     * Officer Rank or higher within the crew. (Owned or Unlocked ships)
          * Officer Badge or higher required on Doubloon Oceans
          * Jobbers are NOT PERMITTED to work this puzzle.

Similar Games to practice on:
     * Robo Rally (Board Game)

Battle Navigation is an entirely different puzzle than the "Standard" navigation
since there's another ship (hopefully a computer & NOT another crew) trying to
do the same thing against your ship...  hence why the difficulty level is one of
the highest on the ship.  Additionally, EVERYBODY ON YOUR SHIP will know what
you're actually doing, as it's shown in the small ship window... so only those
who own the ship or an officer in the crew (on the unlocked ship) can take the
helm during Battle Navigation.

In Battle Navigation, you have a set amount of time per round to issue commands
for your ship AT THE SAME TIME as your opponent.  You'll be able to issue up to
4 movement commands (3 on larger ships) as well as firing your cannons OR your
grappling hook.  There about 3 core things you need to do.

     A) Attack -- This is when you want to go on the offensive.  You try to get
          the other ship within firing range so you can inflict damage.
          HOWEVER, you need to remember that you can be withing firing range of
          the other ship as well.

     B) Evade -- The defensive aspect of Battle Navigation.  Where you try to
          move your ship to keep it out of firing range of your opponent.  this
          is typically mixed in with attacks.  This is usually helpful to give
          your gunners time to reload the cannons.

     C) Board -- Once you've damaged your opponent enough (or get tired of
          fighting), you come to the final approach to your opponent's ship &
          fire a grappling hook to start the final multiplayer battle game.

While it takes a group effort to obtain the movement & gun tokens (from sailing,
rigging & gunning), it ultimately depends on the battle navigator to perform
well to give your team the advantage on the multiplayer battle game.

On the battlefield, there's wind icons that will affect the movement of your
ship.  At the end of each move, the ship will move one square in the direction
of the wind.  In the cases of whirlpools, you'll move in a clockwise fashion.
Battle navigation ends when one ship boards another OR you choose to disengage
after a set number of turns (where no ship has taken damage).

During special voyages (Flotillas, Blockades, ect.), there are special "Safety
Zones" where ships can enter & leave these battle boards.  Ships within these
areas cannot attack other ships NOR be attack while within these zones.

Tips for Success:
     * PRACTICE WITH THE NAVY! -- Selecting the "Battle Brigands with the Navy"
          mission allows you to practice Battle Navigation with no risks to your
          wallet as the Navy will provide everything for the ship (so there's
          NO COST to you).  As you win the battles, you'll get a share of the
          booty won.

     * Consider apprenticing with fellow officer -- While it does carry a bit of
          a fiscal risk (costing up up to 10,000 PoE on a disastrous voyage),
          a more experienced officer can assist you on deciding what moves to

     * Avoid ramming into the other ship -- Ramming does 1/2-point of damage to
          each ship (assuming they're in the same size class) & can potentially
          mess up your planned moves.

     * Anticipate your opponent's moves -- While it can be difficult to figure
          out, if you can anticipate where your opponent's ship will be, you can
          plan your moves to counter & get the advantage.

4.6) Treasure Hauling
Puzzle Difficulty: Easy

     A) Your ship is in a special battle event
          * Flotilla
          * Sinking Blockades
          * Atlantis Battles
     B) You're participating in a Shipwreck Expedition

     * You're near a recently sunken ship

Similar Games to practice on:
     * Panel de Pon (various Platforms)
     * Tetris Attack (SNES / GBY)
     * Pokémon Puzzle League (N64 / GBC)
     * Dr. Mario & Puzzle League (GBA) -- Puzzle League
     * Puzzle Planet League (DS)
     * Crack Attack (PC)

     * Mouse / Arrow Keys: Move Cursor
     * Left Click / Space / Enter: Swap Pieces

Treasure Hauling is nearly identical to Bilging, but there's two differences
with this game:

     1) The game's playfield is 8x8.

     2) You can only swap pieces vertically instead of horizontally.

The object of the game is to line up 3 or more coins in a straight line to clear
them from the playfield.  The coins get hauled further up until no extra coins
get matched.  During your run on the treasure haul, you'll likely run into two
"Power Gems" that can help you clear coins from the playfield & even trigger
some combos & chains.  Click on a gem will trigger it's effects & if another gem
is in the line of fire, it'll trigger as well.

     * Rubies (Red) -- Clears all coins in the same row & column of the gem...
          In a + Pattern.

     * Emeralds (Green) -- Clears all coins diagonally from it...
          In an X Pattern.

Please be aware that this post is only available for a LIMITED TIME as you need
to be near a sunken ship & they don't stick around for long.

During Atlantis battles, treasure chests will sporadically appear in your
playfield.  Pretty much clear all the coins above the chest in order to claim it
& the contents of the chest, which typically contains more PoE.  Players will
typically keep a ruby on the top row of the playfield to help the last few coins
that may prevent the chest from being cleared.

Tips for Success:
     * Focus more on speed than combos -- Time is of the essence with treasure
          hauling, so you need to make as many good moves as you can.  If you
          can pick up a combo or a chain along the way, more power to you... but
          it's not critical for getting a good performance rating.

     * Try to align gems for a chain reaction -- This is a fairly easy way to
          clear a lot of coins from the playfield.

5) Crafting Puzzles
Crafting Puzzles are a group of puzzles for landlubbers & allow you to create
items for sale.  With the exception of Thursday, there's one crafting puzzle
that's available for all players each day, but you need to pick up a Labor Badge
OR a Deluxe Labor Badge on Doubloon Oceans in order to keep playing any
particular puzzle beyond the designated day & get constant pay.

Labor Badges allow you to generate labor for stall each day.  Each time you play
a game, you generate one hour of labor for the orders of the stall that you're
working for.  Please be aware of the following limits:

     1) You cannot produce more labor than what your badge permits.
          * Labor Badges limits you to 24 labor hours / day.
          * Deluxe Labor Badges limits you to 72 labor hours / day.
          * Subscription Oceans have a limit of 24 labor hours / day.

     2) You cannot produce more labor than the work limits of the stall you're
          working at, due to labor restrictions of that stall.

     3) You can only produce labor ONLY for working orders that are pending.
          If there's no orders...  there's no labor needed.

     4) Your labor hours may be downgraded, as needed, to fill work orders --
          Even if you produced expert labor, you may only get paid the basic
          rate if there's no need for expert labor on orders.

You are paid an hourly rate for your labor, based on the quality of the work
that you provide.  You are REQUIRED to login to the game every 10 days in order
to retain your job(s).  Failing to do so will have your account marked as
inactive & you will quit all the jobs you're working on.

If the stall has maxed out on OFFLINE LABOR OR you have maxed out your labor
badge for the day (if you're on a doubloon ocean), you will only be able to
practice the crafting puzzles.  You won't get able to get any extra pay, but you
can pick up more experience.

IMPORTANT NOTE: Labor Badges (required on Doubloon Oceans) are the ONLY badges
that run on CALENDAR DAYS, NOT LOGIN DAYS!  The main reason is that you'll get
paid for the labor you produce.  Unless you plan to play at least once every 10
days (preferably EVERY DAY), you most likely will not want to unwrap your labor
badges (assuming you buy wrapped badges) until you're ready to work.

5.1) Blacksmithing
NOTE: Free Access on Sunday

Puzzle Difficulty: Moderate / Moderately Hard

Similar Games to practice on:
     * "Peg" or "Golf" solitaire (the NON-card version)

     * Mouse / Arrow keys: Move Cursor
     * Left Click / Enter: Confirm Move

This puzzle actually requires some thought as the object of the game is to clear
as many squares from the playfield as possible fore you run out of moves.  You
can start from any square, but your subsequent moves will be restricted based on
the last square you hit shows.  This is where critical analysis of the board
will help you out.

The playfield is 3 layers thick & you'll run into the following squares.

* 1 - You may strike a square that is 1 square  away from it.
* 2 - You may strike a square that is 2 squares away from it.
* 3 - You may strike a square that is 3 squares away from it.
* 4 - You may strike a square that is 4 squares away from it. (Lv 4 onward)

On the number squares, you may go in any of the 8 directions.  As you proceed
through the puzzle, you'll start running in chess squares at Lv 2, which act
similarly to their actual chess piece & does restrict your movements.

* Bishop - You may strike any square on the edge of the playfield that's located
               in a diagonal line from it.

* Rook - You may strike any square on the edge of the playfield that's located
          in a horizontal OR vertical line from it.

* Knight - You may strike any square that's located 1 square horizontally or
               vertically & 2 squares the other direction from it.  Think of the
               "L" pattern for this.

* Queen - You may strike any square on the edge of the playfield that's located
               in a straight line in ANY DIRECTION from it. (Lv 3 onward)

Finally, when you get to Lv 4 in the puzzle, you'll find the "Rum Jug" square,
which will replace the last piece hammered on the top & middle layers of the
playfield.  The "Rum Jug" square acts as a wild card & allows you to strike ANY
SQUARE on the board, making it a highly desirable square to obtain.

Please be aware that each individual square on the playfield can only be struck
3 times during the game.  Once you hit the square a third time, that square is
completed & no longer available on the playfield.  When you can no longer make
any moves OR (more desirably) complete the board, the game ends & you'll be
ranked on how many strikes you left.

| Message                      | Strikes Made | Strikes Left |
| Maybe use that one as a club |   Under 78   |    Over 30   |
| A Hefty Blade                |   78 -  91   |    30 - 17   |
| Finely Balanced              |   92 - 101   |    16 - 7    |
| Keen Edge                    |  102 - 107   |     6 - 1    |
| A Masterpiece!               | Exactly 108  |     NONE!    |

The metal you're working on will improve as you reach the better ranks.

Tips for Success:
     * Try to clear each layer before proceeding to the next. -- This will help
          you to prevent creating holes in the playfield early & reduce the risk
          of a premature ending.

     * Avoid clearing the edges early -- The chess pieces (except the knight)
          require edge pieces to clear.

     * Shoot for Chains & sets -- Chains are when you hit the same piece on the
          board in a row.  Sets are special sequences (like 1-2-3-4).  Getting
          these help score you bonus points

5.2) Alchemistry
NOTE: Free Access on Wednesdays

Puzzle Difficulty: Moderately Easy / Moderate

Similar Games to practice on:
     * Talismania (PC / Web)
     * Rocket Mania (PC / Web)

     * Mouse / Arrow keys: Move Cursor
     * Left Click / S: Rotate pieces Counter-clockwise
     * Right Click / D: Rotate pieces Clockwise
     * Spacebar: Confirm "Fill"

Alchemistry is a fairly simple, but challenge puzzle where you try to fill the
bottles at the bottom with the right color of liquid at the top by manipulating
the pipes in-between.  You have to fill the bottles with the right liquid or
they will shatter.

In the lower-right corner of the game window is a mouse on a conveyor belt with
a number next to it.  That number is the turn limit & you must manipulate the
pipes to fill at least one bottle before it runs out.  The turn limit decreases
time you rotate a pipe in the playfield.  HOWEVER, the turn limit only decreased
when you rotate a new pipe.  You can rotate the same pipe as much as you like
without hurting your turn limit (as you've already spent the turn rotating it).
In fact, there will be times that you'll need to rotate a pipe as two or three
times to complete a desired connection.

You'll need to fill as many bottles with the right color as possible before you
run out of turns.  Then the counter is under 10 some of the bottles will start
to shake as a warning.  When the counter hits zero, one of those bottles will
shatter.  When you hit the "Fill" button, all the liquids from the bulbs at the
top will fill all the bottles you have routed with that specific color.  The
bottles that receive the right color will be cleared while the bottles that get
the wrong color will shatter.

Originally, you'll have to deal with just primary colors (Red, Yellow & Blue)...
but you'll eventually run into bottles that require secondary colors.  In order
to fill these bottles, you have to join the two colors together within the pipes
to make that color.  Please be aware that when mixing colors, ALL THE PIPES that
are connected to the two color bulbs will be mixed TOGETHER.  You can't use a
splitting pipe to separate the primary color from the pipes that are mixing the
secondary color.  Each of the primary colors will contain 2 bulbs, so you have
to route the primary color with the other bulb.

For those who need a elementary refresher course (as "Are You Smarter Than a 5th
Grader" has proven that some of us do), here's the color mixing table...

* Red + Blue = Purple
* Red + Yellow = Orange
* Yellow + Blue = Green
* Yellow + Red = Orange
* Blue + Red = Purple
* Blue + Yellow = Green

* Red + Yellow + Blue = Brown (COMPLETELY UNDESIRABLE!)

It bears noting that mixing all three colors will produce Brown, which is a
completely UNDESIRABLE COLOR as NO BOTTLE will require it.  Filling a bottle
with brown will shatter it.

For those who may suffer from some level of colorblindness, each of the colors
are designated with an astrological symbol.

* Red = ??? (Greek letter PSI)
* Yellow = Taurus Symbol (looks like a Y with curls)
* Blue = ??? (looks like a 3

NOTE: The symbol for each color may change & is subject to error.

The secondary colors will contain 2 of these symbols to help you out.

Further plays will eventual give you larger "Striped" Bottles, which require you
to fill them in a specific (bottom-up) order to clear.  While they do take more
time to fill (as they require 2-3 fills to complete), they are worth more.

As you play the game (preferably well), you'll find three special tokens on the
playfield to help you out.

     * Bonus Piece (Gold Coin) -- Routing a color through this pipe when filling
          a bottle will help boost your performance rating.

     * Multifill Piece (Arrow) -- This rare, but valuable piece allows you to
          fill ALL CONSECUTIVE INSTANCES of a color in the bottles... assuming
          you still need that color for a bottle.

     * QuickSilver (Q token) -- This very rare & highly desirable piece, will
          change the source bulbs routed through this pipe into QuickSilver,
          which is a silverish-grey "Wild Card" color.  QuickSilver can be used
          for ANY COLOR a bottle needs... but for scoring (& performance)
          purposes, Quicksilver only counts as a primary color.

          If you route a primary color through this piece, only 1 bulb of that
          color will turn into QuickSilver.  If you route a secondary color
          through this piece, 1 bulb of EACH color will turn into QuickSilver.

One way to really pick up points quickly (& skyrocket your performance rating)
is to use the Quicksilver with a Multifill token to fill ALL the bottles at one

Tips for Success:
     * AVOID BREAKING BOTTLES AT ALL COST! -- Broken bottles remain on the
          bottom of the playfield, rendering those slots unusable for the
          remainder of the game.  If you break all the bottles, you've booched
          the game.

     * Try to fill as many bottles as possible in as few turns as possible --
          Efficiency is a key thing in this game.  The more bottles you can fill
          correctly in each turn, the better your performance rating.

     * Shoot to fill secondary colors & striped bottles -- While they're harder
          to fill, they're worth more points.

5.3) Shipwrighting
NOTE: Free Access on Saturdays

Puzzle Difficulty: Moderately Hard

Similar Games to practice on:

     * Mouse - Move cursor
     * Left Click - Move title (in direction specified by that piece)

Shipwrighting is the game that's used to produce labor for ships & bludgeoning
weapons at the shipyards.  Those that are good with slide puzzles may like the
challenge provided here.  The object is to line up the material pieces into the
pattern that matches on of the pieces at the bottom of the screen.  You'll want
to match up as many of the bottom pieces with the material board by movings as
few pieces as possible.

There are 5 pieces that are available on the board, each moves in a specific

* Cloth -- Cannot be moved by itself, but can be swapped with other pieces
* Iron -- Moves horizontally (left & right) & can be swapped with other pieces
* Wood -- Moves vertically (up & down) & can be swapped with other pieces
* Rope -- Moves diagonally & can be swapped with other pieces
* Gold -- The Mystical "Wild Card", which cannot be moved at all.

At the bottom of the board, you'll have 6 pattern pieces that you need to match
on the material board.  Each piece will contain a specific pattern of 3 - 5
material pieces.

While you're working to match the pattern pieces the water level at the bottom
of the game screen will slowly start to rise.  If the water gets too high, it'll
start carrying away pattern pieces.  On the left side of the screen is a flag,
which serves as your progress indicator.  As you clear patterns, the flag will
rise up the flagpole.  When it reaches the top, you're done.

Tips for Success:
     * Try to set up chains, when possible. -- The more pattern pieces that you
          can clear in a row (each move after the first piece clears MUST clear
          another piece), the larger your chain & the better your performance
          rating will be.

     * Avoid using your biggest pieces to start a chain. -- Chains act as a
          multiplier, so you get more points towards your performance rating if
          you clear them later in your chain than at the beginning.

     * Work fast to avoid pieces getting washed away -- This game is one of the
          few that carries time-pressure, so you have to think relatively fast
          to keep the water away from the pieces.

5.4) Distilling
NOTE: Free Access of Fridays

Game Difficulty: Very Hard / EVIL!!!

Similar Games to practice on:

     * Left click 2 pieces -- Swap pieces
     * Left click & drag -- swap pieces

Distilling is the fine (if not frustrating) art of turning sugar cane into rum.
This is one of the most frustratingly difficulty puzzle games (at least in my
opinion) in Puzzle Pirates.  The object of the game is to line up as many white
sugar pieces in a column on the right side of the playfield to produce as clean
of a rum as you can.

There are 5 different types of balls on the playfield:

* White -- Sugar, the highly desirable piece
* "Burnt White" (light grey) -- Burnt Sugar, Works OK...  not totally desirable.
* Orange -- Spice, works great with EVERYTHING!
* Brown -- Caramelized Sugar or wood...  Undesirable
* Black -- Coal or "Charcoaled" Sugar...  TOTALLY UNWANTED!!!

You can swap the pieces on the playfield where the links are shown, but here are
the rules that all the pieces follow.

* White & "Burnt" White (light grey) Balls
     * Swaps Upward with Black Balls
     * Swaps Downward with Brown Balls

* Brown Balls
     * Swaps Upward with (Burnt) White Balls
     * Swaps Downward with Black Balls

* Black Balls
     * Swaps Upward with Brown Balls
     * Swaps Downward with other Black Balls

* Orange Balls
     * Cannot be swapped with anything

This game does carry some time pressure.  When the furnace meter (in the lower
right corner of the game window) fills up, the rightmost column gets removed
from the playfield & gets rated.  Most of the time, the column will float up to
the storage vat, where it'll get rated, based on the following:

* All White balls -- Noted as "Crystal Clear" (Highly desirable)
* Mix of White & "Burnt" White balls -- No notes (desirable, but not "Crystal")
* More White than Brown (No Black) balls -- Noted as "Smooooooth!"
* More White than Brown or Black balls -- No notes
* All Brown balls -- No Note (undesirable)
* Equal mix of white & black balls -- Noted as "Blecch!" (highly undesirable)

Orange balls (spice) added to a column will add a "Spicy!" note, but will not
damage the "Crystal Clear" rating.

If there's more black than white balls in the column, it gets rejected & gets
sent through the furnace for further processing.  Please be aware that you'll
get one "Burnt" White ball for every 2 White balls that get rejected in the

As you proceed with the distillation, the storage vat in the upper-right corner
of the game window serves BOTH as your progress & performance meter.  The vat
will change color depending on the number of white & brown / black balls that
go upwards.  The clearer the rum, the better your performance.  Once you have
distilled 12 columns from the furnace, you're done.

Tips for Success:
     * PRACTICE, PRACTICE, PRACTICE! -- This is a difficult game to learn how to
          play well & master.  There are hard rules that you have to follow, so
          you need to get those down to become a master distiller.

     * Shoot for "Crystal Clear" as much as possible! -- "Crystal Clear" is the
          best rating you can get for each column & it starts a combo meter.
          If you can get a chain of 12 "Crystal Clears", you did an incredible
          job & can keep playing until you break the chain.  This "overtime" is
          mostly for bragging rights as it doesn't affect your performance
          rating.  Top distillers are able to do this more than half the time.

5.5) Foraging
Free Access on Tuesdays (Practice ONLY)

Puzzle Difficulty: Moderately Easy / Moderate

     * On an Treasure Hunting Expedition.
     * On a "Cursed Isles" Voyage.
          * Requires Bravery Badge on Doubloon Oceans
     * On a Foraging Voyage.
          * Requires Labor Badge on Doubloon Oceans

Similar Games to practice on:
     * Bejeweled Twist (PC / Various Platforms)

     * Mouse / Arrow Keys: Move Cursor
     * Left Click / X: Rotate Counter-clockwise
     * Right Click / C: Rotate Clockwise

Foraging allows you to search uncolonized islands for fruits & other rarities to
sell in the markets of the colonized islands.  The object of the game is to get
the baskets, crates & chests that appear on the playfield to the bottom (& into
the ship).  For each item that gets added to the ship, you'll spend one hour of

To clear pieces on the board, you rotate a group of 2x2 tiles (either clockwise
OR counter-clockwise) in order to line up 3 or more of the game tile in a
horizontal or vertical line.  The three contains that you'll run into on the
board are...

     * Baskets (1x1 tile): Common items, low-value stuff
          * Foraging: Bananas, Coconuts, Limes, Mangoes, Pineapples.
          * Cursed Isle: Specialty Trinkets

     * Crates (2x2 tiles): Uncommon items, more exotic & valuable stuff.
          * Foraging: Carambolas, Durians, Passion Fruit, Pomegranates, Rambutan
          * Cursed Isles: Specialty Clothes

     * Chests (2x3 tiles): Rare & Valuable items
          * Foraging: Gems & Gold Nuggets
          * Cursed Isles: Specialty Furniture

In Treasure Hunting voyages, all the containers contain PoE.  When practicing,
the contains will be empty.

In order to assist your work, there are some specialty tiles that you can use to
aid in your work to clear the chests.

* Machete: Clears all pieces to the left OR right of the item.
* Shovel: Clears all pieces BELOW the item.
* Monkey: Swaps all pieces in a 5x5 grid (with it in the center).
* Earthquake: Shifts all pieces to the left OR right.
* Ant: Eats pieces that are ahead of it for X number of turns (excluding the
          edge of the playfield & containers).  Ants can be rotated to go where
          you want.  Ants will die when it eats the designated number of tiles
          OR when it runs out of tiles to eat.

Tips for Success:
     * WORK FAST! -- Since you typically have a limited amount of time to play
          this puzzle (except when doing a foraging voyage), you need to work
          fast in order to clear as many containers as possible.

     * Try to keep a machete OR earthquake on the bottom of the playfield, when
          possible -- This can help you clear any containers that might get
          stuck.  Earthquakes aren't as helpful, but they can change the tiles
          underneath the chest to make it easier for you to clear them.

5.6) Weaving
NOTE: Free Access of Mondays

Game Difficulty: Moderate

Similar Games to practice on:
     * Gem Drop (PC / Web)
     * Columns
     * Dr. Mario

     * Left / Right - Move Threads
     * space bar - Batten Down Threads

Weaving is the game that allows you to weave threads into cloth to use in the
creation of clothing.  You're given a set of threads at the top of playfield to
drop on the board in order to clear groups of 4 of more.  You move the threads
across the 10 columns & then use the comb to batten the threads as far as you
can on the playfield.  All the threads in a complete line down the playfield &
will only go as low as the highest column on the playfield.

As you makes groups of 4 or more of the game color thread, you fill up the loom
in the upper-right corner of the game window.  When you complete the bolt of
cloth, you're done!  The game has 6 levels of gameplay...

| Level | # of Colors | # of Pieces | Gaps? | Bonus? | Groups to Clear |
|   1   | 2 (R/Y)     |      2      |   No  |   No   |     5 Groups    |
|   2   | 2 (R/Y)     |    2 - 4    |   No  |   No   |    10 Groups    |
|   3   | 3 (R/Y/B)   |    2 - 4    |   No  |   No   |    15 Groups    |
|   4   | 3 (R/Y/B)   |    2 - 4    |  Yes  |   No   |    15 Groups    |
|   5   | 3 (R/Y/B)   |    2 - 4    |  Yes  |  Yes   |    20 Groups    |
|   6   | 4 (R/Y/G/B) |    2 - 4    |  Yes  |  Yes   |    25 Groups    |

Tips for Success:
     *Try to set up chains, which are worth more points.  When you pull down the
          comb, it keep pulling until all the combos are cleared.

6) Social Puzzle / Games
An MMO game can't be complete without some type of multiplayer games & Puzzle
Pirates has them in spades.  These games are usually available at the various
inns & places (like player houses & ships) that contain parlor tables.  There
are typically 3 types of players for these games.

     * Social Players -- These players just play for fun.  They don't really
          care who they play with, just as long as everybody is having fun.

     * The Gamblers -- These player are trying to pick up some extra PoE by
          placing a wager on the game in hopes they win.  These players will
          try to limit who can play with them.

     * Tournament Players -- These players hang around the tournament board &
          look at the available tournaments in hopes of winning big & have some
          fun.  Since tournaments are funded by other players, the prize pot for
          the tournaments will vary greatly.

While there is usually a game or two that is available to play for free each day
on the Doubloon Oceans, you'll need to have a Parlor Badge (4 Doubloons) if you
want to play a specific game anytime.

Please be aware that these games will NOT contain a puzzle difficulty rating as
you will be typically going against other players of various skill levels, so
the difficulty can vary greatly from extremely easy to infuriatingly hard.

6.1) Rumble
     * Free "Parlor Table" access on Mondays, Thursdays & Saturdays
          on Doubloon Oceans
     * Direct Challenge Requests (Non-Table) Access Available
     * Team Support (Tables / Battles Only)
     * Pirate Battle Game

Similar Games to practice on:
     * Bust-a-Move / Puzzle Bobble (Various Platforms)
     * Snood (PC, GBA)
     * Dynomite (Web, PC)
     * Frozen Bubble (Linux)
     * Phlinx (Web, PC)

     * Mouse: Move Cursor
     * Left-Click / Z: Fire Left Ball
     * Right-Click / X: Fire Right Ball

     * Left-Click: Select Target Opponent (Team)
                 : Select Fellow Teammate to Defend (Team)

If you've played ANY of the games in the practice list, you've got the gist of
the game...  The only difference is that you have 2 shooters (which represents
your hands).  The object is to shoot balls into the playfield in order to match
3 or more of the same color (or symbol, for those who are color-blind) to clear
them from the board.

To throw in a competitive twist, your opponent(s) are doing the same.  In order
to help stack the odds in your favor, you try to clear large numbers of balls &
even drop balls from your playfield.  As the battle progresses, the balls in the
playfield will slowly descend towards your shooters.  However, your opponent can
cause number of balls to fly upwards onto the playfield & even jab balls lower
onto the playfield.  The bludgeoning weapon you have (if any) will change the
specific order of the balls that are sent to your opponent.

In short, just try to outlast your opponent(s) while clearing large number of
balls from your playfield.

6.2) Swordfighting
     * Free "Parlor Table" access on Mondays, Thursdays & Saturdays
          on Doubloon Oceans
     * Direct Challenge Requests (Non-Table) Access Available
     * Team Support (Tables / Battles Only)
     * Pirate Battle Game

Similar Games to practice on:
     * Super Puzzle Fighter (Various Platforms)

     * Left / Right: Move Piece
     * Up / Down: Rotate Piece
     * Space: Drop Piece

     * Left-Click on Mouse: Select Target Opponent (Team)

For those who have played Super Puzzle Fighter, you already have the gist of the
game... but I'll state it anyways.  The object of Swordfighting is to knock out
your opponents by filling their playfield so they cannot clear any blocks.  A
2-block puzzle piece will drop from the top of the playfield for you to place
where you see fit.  You want to place the blocks of the same color (or sword
design, for the colorblind) together, ideally in a solid block, so you can clear
them later with a sword piece.  When the matching sword lands next to a block of
the same color (& design), all the connecting blocks will clear from your board
& send blocks to your opponent.

Clearing individual blocks will only send separate blocks to your opponent while
making larger blocks (like 2x2 or larger) will send larger sword-size blocks.
The blocks that you send to your opponent will typically take 2 pieces before
those blocks will become colored & therefore viable for your opponent to clear.
The exact pattern of the pieces you send to your opponent will depend on the
weapon you've equipped.

6.3) Drinking
Note: Free Access on Sundays & Wednesdays on Doubloon Oceans

Similar Games to practice on:
     * Alchemy (PC, Web)

     * Mouse -- Move cursor
     * Left click - Select / place drink

Drinking is similar to Pop Cap's Alchemy in a multiplayer environment.  Each
player places a drink on the table that matches either in shape of color to the
drinks around the spot while you rally to earn points.  Whenever a row or a
column on the table is completed, it's cleared from the table.

The one catch is that you can't place one of the three drinks available at the
bottom of the playfield, you just down a drink yourself.  HOWEVER, you need to
be aware that if you down three drinks during the game, you'll pass out for a
couple of turns, giving your opponent some free moves.

Players can obtain mugs that they can use to help give them an advantage in this
game, but it's totally optional.

Whoever reaches the target score first wins the game.

6.4) Treasure Drop
NOTE: Free Access on Tuesdays & Fridays on Doubloon Oceans

Similar Games to practice on:
     * Plinko
     * Avalanche (Board Game)
     * Pachinko

     * Mouse - Select Slot
     * Left Click - Drop Coin

Treasure Drop is one of the interesting strategy games where you have to think
ahead if you want to win.  The object of the game is to earn more points than
your rival.  You do this by drop coins from the top of the playfield in hopes of
reaching the bottom.  However, the board is filled with coin trap levers that
catch coins.  However, when a coin hits the lever side of the trap, the lever
switches sides & release the caught coin.  With a well-placed drop, your coin
can create a chain reaction & cause an avalanche of coins to reach the bottom.

You're awarded points for each coin that reaches the bottom of the table during
your turn, but the point value varies.  The further the coin lands from the
center of the table, the more points it's worth...  but those slots are harder
to clear as well.

The game is broken up into 4 scoring rounds.  You'll start the next round when
either player breaks the round's scoring threshold.  Each scoring round changes
the value of the slots.  The game ends when the scoring threshold of the final
round is reached & whoever has the highest score at the end wins.

Those who think this game is all luck are either foolish or have played against
equally weak players.  This game is mostly strategic since you need to think
ahead to really score well.

6.5) Hearts
     * Free Access on Tuesdays & Wednesdays on Doubloon Oceans
     * Requires 4 Players

As the name states, it's just the standard card game that nearly everybody &
their grandmother has played at least once in their lifetime.  In order to save
time, space & brain cells...  I'm not going into details on this, go to the
library & learn how to play this game.

6.6) Spades
     * Free Access on Monday & Thursdays on Doubloon Oceans
     * Requires 4 players

Similar Game(s):
     * Spades

As the name states, it's just the standard card game that nearly everybody &
their grandmother has played at least once in their lifetime.  In order to save
time, space & brain cells...  I'm not going into details on this, go to the
library & learn how to play this game.

6.7) Poker
     * Free Access on Sundays & Fridays on Doubloon Oceans
     * REQUIRES PoE TO PLAY (Minimum of 20 PoE buy-in)
     * Supports up to 10 players per table

Similar Game(s):
     * Texas Hold'em Poker (Card & Various Platforms)

As the name states, it's just a standard card game that nearly everybody & their
grandfather has played (or the very least, watched on TV).  Therefore, to save
space, time & brain cells...  you're better off hitting the library to learn the
game & even play the game with friends in real life (preferably without any
money) to get things down.  Please be aware that the Poker tables here play
Texas Hold'em ONLY.

Each poker table will have a minimum buy-in value, which you must have enough
PoE in your wallet in order to join the current table.  However, you are not
required to use all the PoE on hand for the game & you can buy-in as many times
as you like when you run out of chips, assuming that you can still cover the
minimum buy-in.

Please be warned that players can quickly win & lose a LOT of PoE at the Poker
tables since most of the run on a no-limit system.  Therefore, make sure you
only risk the amount of PoE that you're willing to lose while playing the game.
If you're a player with low impulse controls, consider investing in a treasure
chest for your house (to save PoE by removing it from your wallet) OR using your
ship's hold (assuming you keep it locked) to protect your funds.

There are plenty of players who will be more than happy to take all the money
you risk on the poker tables.

7) Crews
Crews are groups of people who choose to work together in the game for whatever
reason that they desire & composes the greatest part of the Puzzle Pirates
economy.  Each crew will have various members, rules, & ships at their disposal,
so it can be challenging for find a crew that's right for you... if you even
wish to join a crew.

7.1) Crew Ranks
There are 6 full-time & 1 temporary ranks with the crew structure that various
people can occupy.

7.1.1) Jobbing Pirate
Requirements: Must apply for a voyage looking for pirates.  Otherwise, NONE

Jobbing Pirates (or "Jobbers") are TEMPORARY MEMBERS of the crew who have
applied to work with the crew on a specific voyage...  be it exploring Atlantis,
attacking a Flotilla, participating in a blockade, or just basic pillaging.

Jobbers can only perform the basic posts on the ship (Sailing, Rigging, Bilging
& Carpentry) without any orders.  Jobbers can be order to do Gunning & even
Navigation.  Navigation, however, requires that the pirate has an active
Pirate's Badge (or an active subscription) to perform.

Jobbers are typically paid the same rate as Pirates within the crew, but they
typically get the low-end of the pay scale by comparison most of the time.

If the members of the crew are pleased with your performance when the voyage
ends, they may invite you to become a full member of the crew.

7.1.2) Cabin Person

The Cabin Person is the lowest ranking member of the crew & is typically
reserved for new members.  Players who do not have any crew badge (or an active
subscription) are consider to be a Cabin Person, regardless of their assigned

Cabin Persons can only do the basic posts, but they can be ordered to do Gunning
by the ship's captain.

Some crews tend to use the Cabin Person rank as an entry-level spot (mostly on
subscription oceans).  However, most use this rank as a form of punishment.

Cabin Persons are usually the least paid on voyages under most pay scales.

7.1.3) Pirate
Requirement: Pirate's Badge (1 Dub) or Active Subscription

Pirates are the second lowest rank in the crew, but is usually the entry-level
spot on most crews.  Players must meet the requirements in order to obtain the
benefits of this rank.

Pirates can do all the basic posts & Gunning without any orders from the captain
on ships operated by the crew.  Pirates may also do standard navigation as well
upon captain's orders.  In democratic crews, pirates have the ability to bring
up & vote on issues.

Most crews tends to promote newly signed members to Pirate rank since it has all
the powers of the Cabin Person, with a few extras.

Pirates are usually 2nd lowest on most pay scales.

7.1.4) Officer
REQUIREMENT: Officer's Badge (8 Dubs) OR active subscription.

Congratulations!  You're now a member of lower-middle management within the crew
structure!  While Officers are the 3rd lowest (4th highest) rank within the your
crew, this is the rank that gives players a lot more freedom to enjoy the game
as you can now start your own voyages!

Officers are permitted to perform ANY JOB on any of the crew's ships without any
orders & you can perform your own voyages.  While you can use any unlocked ship
available to you within the crew (assuming the owner is OK with it), most crews
prefer that you use your own ship... when you can afford to buy one.  Officers
are permitted to buy rum & cannonballs to stock ships they're planning on using.

Officers also have the right to propose promotions & demotions for any member of
the crew, which causes an issue to be posted...  which also means a vote in
democratic crews.

Please be aware that most crews typically have specific requirements in order to
be promoted to officer rank, mostly because it's possible for new & potentially
irresponsible pirates to abuse their powers (typically by leave borrowed ships
on deserted islands, making it difficult for the owners to retrieve them).
It's typically these irresponsible officers that cause ship owners to lock down
their ships... typically forcing officers to buy their own ship for their own

Those who own a ship will be typically be placed no lower than Officer rank.

Officers usually get a decent pay on the pay scales...  but they typically earn
a lot more on their own voyages.

7.1.5) Fleet Officer
REQUIREMENT: Officer Badge (8 Dubs) or active subscription

Fleet Officers are the 3rd highest rank in the crew & is typically considered
the "Glass Ceiling" within most crews, as you need to be loyal to the crew & get
the attention of Captain (& possibly the Senior Officers) to get beyond this

Fleet Officers retain all the powers of an Officer, but they now can access
everything on unlocked ships & may take bid tickets at the various markets.

Fleet Officers usually get good pay on the pay scales, but typically earn a lot
more on their own voyages.

7.1.6) Senior Officer
Requirement: Senior Officer Badge (10 Dubs) OR active subscription


Senior Officers contains all the rights of Fleet Officers, but you now have the
power to help manage the crew a bit.  Senior Officers can now promote (up to
Fleet Officer), demote (down to Cabin Person) & expel any lower member of the
crew without the permission from the captain within an autocratic system.
Senior Officers also get a voice in oligarchic crews in all issues.
Additionally, Senior Officers are granted tenure with the crew because of the
Captain's trust in that pirate.  Only the Captain(s) of the crew can demote &
expel a senior officer from the crew.

Because of the great powers that are granted with this rank, the captain(s) must
have great trust in you as they're the only one that can give (& take) this rank
to fellow crew members.

Senior Officers are usually the 2nd highest on the pay scales & usually the
highest rank that pirates will ever reach in the majority of autocratic crews.

7.1.7) Captain
REQUIREMENT: Captain's Badge (20 Dubs) or active subscription


Captains are the highest rank in any crew & typically reserved for the founder
of the crew.  However, it is possible for captains to promote other members 
(typically a SO) to this rank as well.  Since captains are the head of the crew,
they do whatever they like...  especially in autocratic crews.  HOWEVER, this is
typically the hardest position within the crew as well since you have to manage
nearly everything.

Captains usually receive the highest pay on the pay scales, but you'll probably
have to start your own crew to reach this.

7.2) Crew Politics
Each crew can be managed under one of the three political systems.  The politics
of the crew CAN be changed under the agreement of the current political system
in use.

In all political systems, dormant members of the crew (including Captain) are
NOT permitted to vote...  but since they're not an active member (as you need to
login every 10 days to remain active), you'll likely miss the voting phases.

7.2.1) Autocratic
Political system similar to Monarchies & Dictatorships.

Under the Autocratic political system, the crew does WHATEVER the Captain wants
without having to clear it with anybody.  The Captain is the only person that's
permitted to promote crew members to Senior Officer OR Captain.  As a result,
no member of the crew can pull off any power plays & "theft" of the crew.

This is the most common form of political system with crews since Captains are
the ones paying the premium to create the crew articles.

7.2.2) Oligarchic
Political system similar to the US Government's Legislative Branch.

Under the Oligarchic political system, power is shared amongst the crew with the
highest ranks.  Captain(s) & Senior Officers are permitted to propose a vote on
issues, which only those within these ranks may vote upon.  Issues that receive
the majority of votes (amongst those who voted) will pass within 3 days.

It is possible for Senior Officers to make a power play & take over the crew
(by getting yourself promoted to Captain, then propose to change the political
system), but it typically requires the consent of the senior crew to pass.

This political system goes into effect automatically when there is no active
Captain within the crew...  either because they left, become dormant OR decide
to promote a dormant member of the crew to Captain.

7.2.3) Democratic
Political system similar to US Government, in general... & many other country
governments as well.

The Democratic system gives all "paying members" (those who are at least Pirate
rank or higher, with an active subscription OR appropriate badge) a voice with
the activities of the crew.  All paying members may post & vote on issues that
are proposed by the crew.  Issues that receive the majority of votes (amongst
those who vote) will pass.

It's possible for any paying member to make a power play & attempt to take over
the crew (by getting yourself promoted to Captain, then propose to change the
political system); HOWEVER, this is very difficult to do so as you have to get
the majority of the voting crew to consent to this.

Please be aware that crews cannot be set to the democratic system by default, so
it requires action by the ruling member(s) of the crew to set it to this.

7.3) Crew Articles
The Crew's Articles are practically the "Cover Letter" of the crew that anybody
can view.  It shows the major details of the crew...  like current members,
Pay Scale, Restocking Reserve, Political system, Rules, Ideals & any public
notices of the crew.  Everybody who is decide to apply for a voyage with a crew
or choose to join a crew can view the articles ahead of time.

When changes are made to the crew's articles, everybody currently in the crew
will be notified.  If the pay scale OR restocking reserve is changed, all ships
on currently voyages will be notified, but the changes will NOT affect the
voyage-in-progress until the voyage is complete & booty is split amongst the
voyaging crew (under the old pay system).

7.4) Crew Management
Members of the crew will see the following buttons within the crew articles,
that can help you manage the crew.

* Leave Crew
     * Available to all members.

     This allows you to leave the crew.  As this is a critical decision (as you
     would be listed as a "Free Lancer" with no rank...  therefore, you will NOT
     be able to run your own voyages), you will be asked to confirm this before
     actually leave the crew.

* Post News
     * Available for Officers & higher.

     This allows officers to post issues for the entire crew to view.  As issues
     are viewable by EVERYBODY, it's important that you only post stuff that is
     important to the crew.

     Stuff that may be considered important are...

          * Special Voyage charts -- Sea Monster & Cursed Isle charts are very
               special & are good for a limited time, so those who may want to
               take these voyages should be aware of them.

          * Special Events planned -- If you doing something like a tournament
               with the crew, participate in a blockade or something.

          * Fund Raising -- While the context may border on spam, if you're
               trying to raise funds for the good of the crew (like purchasing a
               large ship OR prepare for a blockade raid), you'll likely get
               some people of the crew to bite.

The following buttons are visible ONLY to those what can control the crew.  In
an Autocratic Crew, only the Captain will have access to these.

     * Change Articles
          * This allows you to change the articles of the crew, like public &
               private statements, pay scales, restock reserves & political

     * Disband Crew
          * This allows you to PERMANENTLY DISBAND the crew (essentially
               expelling EVERYBODY, including yourself).  While this may not be
               a great option, considering you're wasting the 10 Dubs used to
               create the crew, it's mostly the option of last resort.

     * Merge Crew
          * This allows you to PERMANENTLY MERGE your crew with another crew of
               your choice.  While it may not be a great option for everybody &
               requires the consent of another crew's captain (or governing body
               of the crew), it's the least destructive option available.

               Members of the former crew will be merged into the other crew at
               their current rank.  However, the captain (or governing staff)
               will likely demote all members of the merging crew down to
               Officer Rank... usually to allow ship-holding members to run
               their own voyages without issues.

     * Leave Flag
          * Available for crews signed to a royalty flag
          * This allows a crew to PERMANENTLY LEAVE a royalty flag, but ONLY
               under peaceful terms.  Crews are NOT PERMITTED to leave a royalty
               flag if the flag is at war.

               Royalty members are the ONLY MEMBERS permitted to allow a crew to
               rejoin a previously departed flag.

<<< =============================== PART III =============================== >>>
                                ~ Village Life ~

     Now that you've gotten down the sea-faring part of life within Puzzle
Pirates, this section is dedicated to the land-lubbing part of life...  or when
you're NOT on a voyage or partaking in "shore leave".  Since you cannot live on
the seas forever, you should take the time & find out what's going on with the
islands that you're visiting.
<<< ======================================================================== >>>

8) The Islands
Each ocean contains various islands that ships can sail between them.  Each
island can contain different items (for uncolonized islands) OR shops (for
colonized islands) that it makes you want to travel!

The islands within each ocean are grouped into archipelagos, which is consider
a "nation" (for political reasons).  Each island within the archipelago can be
consider a "state" as well.  The name of all the islands in the game won't be
listed here as the islands vary from ocean to ocean... which would be a big
waste of time, space & author's sanity.

Islands come in about 3 sizes (small, medium, large) & 3 development levels.

* Staff Colonized -- These islands were established & developed by the Dread
     Ringers of the Vilya flag (or essentially the Three Rings staff).  These
     can be considered "Seed Islands" (created for the purpose of starting out
     the ocean) & may not be eligible for blockades.

* Crew Colonized -- These islands have been colonized by either the Three Rings
     staff OR another crew.  These islands are managed by the ruling crew & may
     be developed however the manager governor wishes.  Blockades may be issued
     on these islands in an attempt to take control.  HOWEVER, blockades are
     fairly expensive to attempt & are pretty lengthy events, so only those who
     are committed to explore the greatest venture in the game will want to
     attempt this.

* Uncolonized -- These islands have absolutely NO BUILDINGS on it... the only
     reason the visit an uncolonized island is to pick up knowledge of it for
     your personal sea chart, forage for items OR hit a treasure hunt expo.
     It's possible to colonize SOME of these islands.

9) The Buildings
On each colonized island, there'll be a few buildings that you can explore.
While you may not be able to find all these buildings on the island, you should
know what they are.

9.1) Government Building
Points of Interest:
     * Palace Shop (for Badges or specialty items)
     * Doubloon Exchange
     * Portrait Studio

Each colonized island will always have some type of Government Building on it,
as that's where the colony starts.  Each Government Building (not necessarily
a "Palace") contains the Palace Shop, where you buy your badges on Doubloon
Oceans & some specialty items.  Each building also contains a link to the
Doubloon Exchange on the server, where you can buy & sell Doubloons for PoE.

The Government Building can be consider a "Fort" on a lesser developed island.

Please be aware that only the Governor of the island has the ability to modify
the furniture & the size of this building.

9.2) Real Estate Office
Points of Interest:
     * Adding / Removing Buildings
     * Upgrading / Downgrading Buildings

This is the second most important building on the island, but it's powers are
reserved for the governor.  This building allows the governor to develop the
island as they see fit, using the taxes imposed on businesses (& funds obtained
in voyages).

Staff Colonized islands (those controlled by the Dread Ringers) typically will
NOT have this building on it as they're permanently controlled by the staff.

9.3) Player Housing
Points of Interest:
     * Player Houses

This is where players can call "Home" on the island.  You'll be able to furnish
the rooms, update the house news & control who can enter your house.  This place
will also serve as your "Go Home" spot on the "Ye" tab...  assuming you have a
house on the island you call home.

While an island may contain multiple houses & you can own multiple houses (if
you like), but you can only own ONE HOUSE PER ISLAND.  Therefore, if you want a
larger house, you must sell your old house (at HALF the PoE price) before you
can buy the newer house on that island.  Please be aware that you will need
Doubloons in order to buy houses on Doubloon Oceans (which is non-refundable).

If you want a specific house, the island MUST have the desired house on the
island itself for you to buy one.  If the island doesn't have that type of house
you want, you'll either have to look elsewhere on your ocean for that type of
house... but you'll most likely have to live with whatever is available.  Please
check the pages of the YPPedia (See Section C) to see what islands within your
ocean (& archipelago) have what types of houses you can buy.

The Ringers do give players a free 1-room shack with a bed roll, create & a pet
rate for free as part of a mission.  While players cannot sell their free shack
(as it must be "given back"), they may request a free shack as many times as you
desire (even if you given back your other free shacks before)...  ASSUMING the
island you want to live on has shacks available.

9.4) Bank
Points of Interest:
     * Doubloon Exchange

The Bank is mostly used to give players quick & easy access to the Doubloon
Exchange & as well as quick access to buy Doubloons.  There's really no major
interest in hanging out here except for working on exchange bids.

9.5) The Inn
Points of Interest:
     * Parlor Games
     * Tournament Board
     * Swabbies

The Inn practically serves as the social hub for players, where players can
relax & wind down from lengthy voyages by playing card games or work on their
combat skills.

There's usually a Tournament Board in the pub, where players can see what
tournaments are going on (new & in-progress), participate in & arrange
tournaments.  Please be aware that tournaments typically have an entry fee.

There is no cost in setting up a tournament...  except for providing the prizes.

You will also be aware that you'll need a fair amount of time for tournaments as
the length will vary on the number of players participating & structure.  Unless
you get eliminated from the tournament early, plan to spend about a hour or so
on it.

On Doubloon Oceans, you'll need a Parlor Badge (4 Dubs) in order to play any of
the games that aren't marked "Free to Play" for that specific day.

Finally, you can find swabbies at the inn that you can temporarily recruit for
your ship to cover any empty posts on your ship.  If you feel generous, you can
buy the "old salts" a drink for 10 PoE.  Buying drink can be considered a waste
of money, but you can eventually pick up a reward for your trophy list.

9.6) Tailors
Points of Interest:
     * Clothes Shopping
     * Weaving Puzzle

Unless you like you pirates looking like street urchins, running around in rags,
you'll want to make a stop at the tailors to update your look.  You can choose
to order clothes you want OR visit the shops to see what's available on the

Direct ordering is typically the easiest & gives you the best quality for items,
but there's typically a doubloon cost added & some time delay.  Buying items off
the shop rack can be a faster, but prices are typically inflated to offset the
doubloon costs & the quality of items are slightly lower.

9.7) Blacksmiths
Points of Interest:
     * Sword Shopping (for Swordfighting)
     * Cannonball Shopping
     * Blacksmithing Puzzle

For all things metal, you'll want to visit this place!  You can shop around &
order swords for yourself & cannonballs for the ship(s) you own.

Like the Tailors, you can order swords directly if you want to spend doubloons
OR visit shops & see what's available on the sword racks (with the prices offset
by doubloon rates).  You can typically get cannonballs at a discount by ordering
directly, but it'll generally require some time to receive.

9.8) Apothecary
Points of Interest:
     * Potion Shopping
     * Paintbrushes (for personal painting)
     * Paints, Dyes & Enamel (for shops)
     * Alchemistry Puzzle

This unusual shop contains stuff that's useful for both personal & business use.

There's potions to alter your pirate's appearance, including injury cures &
the mystical whisking potion (for controlled teleportation).  You can pick up
paintbrushes to paint your house OR ship as well as picking up paint, dyes &
enamel for shop stalls.

IMPORTANT NOTE: Please be aware that paint used by the paintbrush is SOLD
SEPARATELY THROUGH the paintbrush itself.  The paint available here is for
COMMERCIAL USE ONLY.  This explains why the the paintbrush is available for
about 20 PoE.

The actual cost for painting a room OR part of the ship will vary based on the
actual color you want to use.  This cost will be disclosed prior to confirming
the change in color.

9.9) Distillery
Points of Interest:
     * Rum Shopping
     * Distillation Puzzle

The main manufacturer of fine Rum & Rum-based products...  the essential fuel
for any crew on the open seas to run on.  You can put in advanced orders for
your ships in an attempt to get a discount, but only if you're willing to wait.

9.10) Shipyard
Points of Interest:
     * Ship Shopping
     * Bludgeon Weapon Shopping (for Rumbles)
     * Sea Charts
     * Shipwrighting Puzzle

This is one of the biggest, most expensive & labor-intensive shops amongst all
the builds on the islands.  This is the place where you can order ships &
bludgeoning weapons (for rumbles).  On the Doubloon Oceans, this is where you
will spend the majority of your Doubloons as it's composed of the majority of
the ship's construction costs (comprising roughly between $5 & $20).

The shipyards on most islands (especially the staff colonized islands) you can
purchase a few sea charts within that archipelago, mostly to so you can take
your ship out on voyages (pillaging) & eventually expand your sea charts
collection, allowing your go further... assuming you haven't memorized any of
the league points.

9.11) Furniture Shop
Points of Interest:
     * Furniture Shopping
     * Mugs Shopping

For those who like to pimp out your house(s) or ship(s) will want to stop by
here.  Items here vary from the decorative to the practical, but it gives the
places you own a personal touch... assuming you have enough space for it.

You can also purchase mugs here to use with the Drinking parlor game.

Please be aware that items ordered here will likely contain Doubloon costs, so
unless you're a fairly successful pirate OR willing to pay for Doubloons out of
your own pocket...  you might want to skip this place for now.

9.12) Commodities Market
Points of Interest:
     * Buying / Selling Commodities

This is the core building where players buy & sell items that players may need
to run their ships OR shops.  For Officers, market access is pretty much limited
to buying ship supplies (like rum & cannonballs) & selling unneeded commodities
(like fruits & lumber) that you pick up during your pillaging voyages.

Fleet Officers & higher ranking players can expand their gameplay options by
picking up & fulfilling bid tickets.  Bid Tickets are item contracts that shops
issue in order to secure commodities they want or need.

Shop owners can use the marketplace to buy supplies for their stalls as well.

Items purchased in the marketplace are done IMMEDIATELY, while selling items is
based on what shops want & are willing to pay.

<<< Author's Note >>>
Due to requirements in the game to fully utilize the commodities market, I am
unable to fully elaborate on this place at this time.  It is very likely that
more research is required at this time to better explain this building...
<<<  // End Note  >>>

9.13) Notice Board
Points of Interest:
     * Keeps you up-to-date with current events (in game)
     * Contains Notices of Active Voyages looking for Jobbers.

The Notice Board (also available on the "Ye" tab) is the first thing that loads
up in the main window whenever you log in & is usually located next to the dock
on all inhabited islands.

Not only does the notice board helps you keep tabs of current & upcoming events,
you can find voyages that other players are doing & are looking for other
players to job with them.  You'll have to check the details of each voyage that
is listed as each voyage has different challenges & each crew has different pay
scales & restocking reserves.

9.14) Dock
Points of Interest:
     * View ships available to board
     * Locate ships of the crew
     * Ferries to other islands (colonized ONLY)

The dock varies in appearance from just a boat (on uncolonized islands) to a
fully featured boardwalk (on colonized islands).  This is where you go & see
what ships are currently available on the island & what ships you can board.
Inhabited islands within an archipelago will typically include ferries that you
can take between them (usually for free).  Please be aware that you will NOT be
able to board any ships that are NOT owned by your crew (permanent or jobbing).
Additionally, you won't be able to sail on a ship unless your an officer & have
access to a ship...  either with an unlocked ship OR a personally owned ship.

When you're in a crew, you can click on "Where's my vessels" to see what ALL the
ships within your crew are currently located... assuming they're NOT in use for
a voyage.

For ships that you actually own (you have the deed(s) for them), the ship's icon
will be highlighted in blue.  It's a bit harder to notice as they have added
special variations (or "classes"), which add extra color shades.  However, you
can refer to the deeds you have (in the "Booty" tab) to help you remember the
names of the ships that you own.

10 Clothing
Let's just face human fact here...  everybody likes to appear successful & even
fashionable (to some reason) when possible.  While you can choose to look like a
poor stowaway in the game, most players prefer to spend some of their funds to
look respectable to others.

Please be aware that when you order clothes at the tailors, you'll be asked what
color(s) you want.  While you can preview the look of the item, the exact color
scheme you want WILL AFFECT THE PRICE of the item.  Therefore, you will need to
be aware of the following facts.

     * Black, Gold & Purple colors are EXTREMELY EXPENSIVE!
          These colors are mostly "Pirate Royalty" colors, which tends have high
          costs for the materials as well as high desire amongst players.  As a
          result, these colors will typically have a greatly higher price (up to
          10x the price of other colors).

     * Tan is usually the cheapest option
          Tan tends to be the "default color" for most things (like ships &
          buildings).  As the color seems to be in an abundance & somewhat
          undesirable by players, you can typically get a good discount by
          selecting tan over other colors.

Ordering items will typically have an ETA on how long it will take for the items
you order will be ready for pick up & most clothing items on Doubloon Oceans
will contain a Doubloon Price as a "Delivery Fee" (which is NON-NEGOTIABLE).

If you don't want to deal with Doubloons for items, you can visit the individual
shops & see what items they available available "on the rack".  The Quality on
the items on the rack will vary greatly (Shoot for "New" & avoid "Old") & will
vary in price.  Most shop owners tend to set prices higher to match the overall
cost of the item with Doubloons (converted to a comparable PoE value) on
Doubloon Oceans.

Subscription Oceans don't deal with Doubloons, but you'll need an active
subscription before you can purchase (or use) many of the items within the game.

10.1) Footwear
You want to walk around in comfort right?  Your pirate will spend practically
every waking moment on their feet.  Unless you like to go around barefoot (with
all that wood that you can pick up splinters on), why not treat your feet with
some footwear?

| Item                    | Gender | Order Price | Decay Rate | Restrictions   |
|                         |        |  PoE  | Dub |(Login Days)|    on Ordering |
| Boots                   | Unisex |  ~300 |   2 |   60 Days  |                |
| Buckled Shoes           | Unisex | ~xxxx |   3 |   80 Days  |                |
| Boots with Gaiters      |  Male  |  ~xxx |   3 |   80 Days  |                |
| Curled Slippers         | Female |  ~xxx |   3 |   45 Days  |                |
| Curled Boots            |  Male  |  ~xxx |   2 |   80 Days  |                |
| Fancy Boots             | Unisex | ~xxxx |   5 |   90 Days  |                |

* Boots (M/F)
     * These are just a simple pair of boots (of your color) that covers &
          protects you feet.

* Buckled Shoes (M/F)
     * These are more frequently see on more "high class" player or governors
          than standard players.  This shoe is typically accompanied by tights.

* Boots with Gaiters (M)
     * These are a step-up from regular boots as they have gaiters (an extra
          covering for the legs), which add a little more style & color to the
     * These tend to look more like "high boots" (that go to the knee).

* Curled Slippers (F)
     * These are a simple shoe with a curled tip that the ladies can wear.
     * It's about as close as they can get to "high heels" in this game.

* Curled Boots (M)
     * A variation on the boot design that has a curled tip.
     * While it's more for an Arabian flair, it can be mistaken for "elf boots".

* Fancy Boots (M / F)
     * This style of boot is a little flash knee-high boot with a little flair
          on the top.
     * This style of boot has been worn by Jack Sparrow (Pirates of the
          Caribbean) & Guybrush Threepwood (Tales of Monkey Island).

10.2) Pants & Skirts
Nobody wants to see your unmentionables in public & wearing rags around your
waist seems to be a bit of a fashion faux pas.  It helps to keep something on
to make you look somewhat representable.

| Item                    | Gender | Order Price | Decay Rate | Restrictions   |
|                         |        |  PoE  | Dub |(Login Days)|    on Ordering |
| Rag Pants (colored)     |  Male  | ..... | ... |  ~30 Days  | CAN'T ORDER!   |
| Rag Skirt (colored)     | Female | ..... | ... |  ~30 Days  | CAN'T ORDER!   |
| Rag Pants (faded)       |  Male  | ..... | ... |  Infinite* | CAN'T ORDER!   |
| Rag Skirt (faded)       | Female | ..... | ... |  Infinite* | CAN'T ORDER!   |
| Patched Pants           | Unisex |  ~xxx |   0 |  ~30 Days  |                |
| Striped Knickers        | Unisex |  ~xxx |   0 |   30 Days  |                |
| Pants                   |  Male  |  ~xxx |   2 |   30 Days  |                |
| Plain Knickers          | Female |  ~xxx |   2 |  ~30 Days  |                |
| Loose Pants w/ Sash     |  Male  |  ~xxx |   5 |   25 Days  |                |
| Bloomers                | Female |  ~xxx |  12 |   30 Days  |                |
| Flare Pants             | Female |  ~xxx |   5 |   60 Days  |                |
| Pantaloons              |  Male  |  ~xxx |   5 |   60 Days  |                |
| Kilt                    |  Male  | ~xxxx |  10 |   60 Days  |                |
| Short Dress Bottom      | Female |  ~xxx |   3 |   30 Days  |                |
| Long Dress Bottom       | Female |  ~xxx |   x |   60 Days  |                |
| Gown                    | Female |  ~xxx |  10 |   90 Days  |                |
| Wrap                    | Female |  ~xxx |   2 |   90 Days  |                |
| * -- until a replacement bottom is obtained & worn.                          |

* Rag Pants (M) / Rag Skirt (F)
     * This is the default item that you'll wear around your waist when you have
          no other piece of clothing to wear.
     * For the next 30 login days, the rags will match the same color as the
          item you previously worn (before it fell apart from wear).
     * After 30 login days, the rags will become faded & will lose their color.
     * Faded Rag Pants (M) / Skirt (F) will remain in your inventory
          indefinitely until you replace the item with something newer, at which
          point you can safely discard it.

* Patched Pants (M / F)
     * These are a worn pair of pants that have been partially revived with some
          patches.  They may not be totally appealing, but they're cheap.

* Striped Knickers (M / F)
     * These are essentially a fair of white pants with colored stripes.
          They're pretty basic, but their good for the working pirate.

* Pants (M) / Plain Knickers (F)
     * It's a pair of PANTS!...  IN A SOLID COLOR!!! (//cue the sarcasm)
     * While the ladies version are considered "Knickers", they have a similar

* Loose Pants w/ Sash
     * For the guys who like the "baggy" or relaxed look, these are the pants
          for you.  However, this type of look tends to wear faster.

* Bloomers
     * These are a baggy, somewhat ruffled pair of pants for the ladies to wear.
          However, this type of look tends to wear faster.

* Flare Pants
     * Essentially "Bell Bottoms" for the ladies.

* Pantaloons
     * These are puffy pants (around the thigh) that some men around the
          Renaissance wear.

* Kilt
     * For the men of Scottish decent (or wish to look Scottish).  Since this
          item requires black cloth, it's consider an expensive item.

* Short Dress Bottom
     * It's a simple "mini" skirt for the ladies.

* Long Dress Bottom
     * This is the standard "full-length" skirt that most civilized ladies would
          wear casually.

* Gown
     * This is the elegant variation of the full-length skirt for the ladies in
          a more formal occasion.

* Wrap
     * This a deceptively simple skirt (possibly of Arabian style) that's
          comprised of layers of cloth that are wrapped around the lady's body.

10.3 Shirts
Shirts...  love 'em or hate 'em, but the law of the ocean states that you must
wear one (of something that qualifies as such).

| Item                    | Gender | Order Price | Decay Rate | Restrictions   |
|                         |        |  PoE  | Dub |(Login Days)|    on Ordering |
| Rag Shirt (colored)     | Unisex | ..... | ... |  ~30 Days  | CAN'T ORDER!   |
| Rag Shirt (faded)       | Unisex | ..... | ... |  Infinite* | CAN'T ORDER!   |
| Striped Shirt           | Unisex |  ~xxx |   0 |   30 Days  |                |
| Striped Shirt w/ Vest   | Unisex |  ~xxx |   2 |   60 Days  |                |
| Plain Shirt             | Unisex |  ~xxx |   0 |   30 Days  |                |
| Shirt w/ Sash           |  Male  |  ~500 |   1 |   30 Days  |                |
| Shirt w/ Belt           | Female |  ~xxx |   1 |   30 Days  |                |
| Shirt w/ Cape           |  Male  |  ~xxx |   4 |   90 Days  |                |
| Frilly Shirt w/ Sash    |  Male  |  ~xxx |   2 |   60 Days  |                |
|                         | Female | ..... | ... |   30 Days  |                |
| Midriff Blouse w/ Scarf | Female |  ~xxx |  12 |   30 Days  |                |
| Vest w/ Sash            |  Male  |  ~xxx |   5 |   60 Days  |                |
| Vest w/ Scarf           | Female |  ~xxx |   5 |   80 Days  |                |
| Jerkin                  |  Male  |  ~xxx |   5 |   60 Days  |                |
| Belt & Bracers          |  Male  |  ~xxx |  10 |   60 Days  |                |
| Apron                   | Unisex |  ~xxx |   3 |   60 Days  |                |
| Captain's Jacket        | Unisex |  ~xxx |   9 |   90 Days  | CAPTAINS ONLY! |
| Swashbuckler's Jacket   |  Male  |  ~xxx |   9 |   90 Days  |                |
| Buccaneer Jacket        | Female |  ~xxx |   9 |   90 Days  |                |
| Bandolier Jacket        |  Male  |  ~xxx |   9 |   90 Days  |                |
| Chainmail               | Unisex |  ~xxx |   5 |   60 Days  |                |
| Conquistador Armor      |  Male  |  ~xxx |   5 |   90 Days  |                |
| Dress Top               | Female |  ~xxx |   3 |   60 Days  |                |
| Corset                  | Female |  ~xxx |   9 |   90 Days  |                |
| Bodice                  | Female |  ~xxx |   5 |   60 Days  |                |
| Tudor Bodice            | Female |  ~xxx |   3 |   90 Days  |                |
| Tabard                  | Female |  ~xxx |   9 |   90 Days  |                |
| * -- until a replacement bottom is obtained & worn.                          |

* Rag Shirt (M / F)
     * This is the default item that you'll wear around your waist when you have
          no other piece of clothing to wear.
     * For the next 30 login days, the rags will match the same color as the
          item you previously worn (before it fell apart from wear).
     * After 30 login days, the rags will become faded & will lose their color.
     * Faded Rag Shirts will remain in your inventory indefinitely until you
          replace the item with something newer, at which point you can safely
          discard it.

* Striped Shirt (M / F)
     * This is essentially a white shirt that has colored stripes & is the
          cheapest shirt available in the game.

* Striped Shirt w/ Vest (M / F)
     * This is a step up from the striped shirt as it includes a vest that you
          wear on top of it.

* Plain Shirt (M / F)
     * It's a plain, solid color shirt.  A little more expensive than striped
          shirts, but it's a good basic shirt for the working-class pirate.

* Shirt w/ Sash (M) & Shirt w/ Belt (F)
     * This is a small step-up from the plain shirt as it includes a little
          extra to place around your waist.
     * Men get a sash & Ladies get a sash, but it's essentially the same item.

* Shirt w/ Cape (M)
     * While it's a bit more fanciful than a plain shirt, it comes with a waist
          length cap that works well in formal occasions as well as life on the
          open seas.

* Frilly Shirt w/ Sash (M / F)
     * It's a ruffled shirt that contains a sash with it.
     * Due to differences in look & materials used, the decay rate is different
          between the male & female versions.

* Midriff Blouse w/ Scarf (F)
     * This is probably the closest the ladies get to the "bikini look" in this
          game...  which may account for the high doubloon cost.

* Belt & Bracers (M)
     * This is pretty much the ONLY OPTION that guys have to go shirtless...
          which may account for the high doubloon cost.

* Vest W/ Sash (M)
     * This is a combo look that gives you a plain shirt with a vest & sash.

* Vest w/ Scarf (F)
     * This classy look for ladies sports a closed vest with a scarf around the
          neck.  Something that Pirate Hunter Morgan LaFlay (Tales of Monkey
          Island) would ware.

* Jerkin (M)
     * This is a more formal look that contains a ruffled shirt with vest, but
          still works well on the open seas.

* Apron (M / F)
     * For the working pirates what want to look like they run a shop on an
          island somewhere.  Comes with a plain shirt.

* Captain's Jacket (M / F)
     * Purchase RESTRICTED to players of Captain's Rank
     * This is a knee-length jacket with a frilly shirt that shows your status
          amongst others that you are a captain of a crew.

* Swashbuckler's Jacket (M)
     * This is the jacket for the successful male pirate who wants to look like
          a captain without being able to purchase the Captain's Jacket.

* Buccaneer Jacket (F)
     * This is the jacket for the successful female pirate who wants to look
          like a captain without being able to purchase the Captain's Jacket.
          It contains a bold white trim that works well in a lady's figure.

* Bandolier Jacket (M)
     * This jacket is for the pirate who likes to have a military (or even a
          "gun ho") look.

* Chainmail (M / F)
     * For pirate who wants to mix armor with fashion with this flexible &
          breathable shirt of linked chains.
     * DISCLAIMER: Costume Piece ONLY.  Provides no defensive capabilities!

* Conquistador Armor (M)
     * For those male pirate who wishes to have that Spanish look with this
          plate mail armor with puffy forearms.
     * DISCLAIMER: Costume Piece ONLY.  Provides no defensive capabilities!

* Dress Top (F)
     * For the lady who wants to complete their dress look, this is the top that
          you'll want for the more formal occasions.

* Corset (F)
     * This top is for more casual occasions, this fitted top can help charm the
          males with your looks.

* Bodice (F)
     * The Bodice is a bit more of a conservative look with a form-fitting vest
          & a long sleeved shirt.

* Tudor Bodice (F)
     * This is a more fanciful variation on the bodice that with a different
          looking vest that's well suited for swordplay.

* Tabard (F)
     * The Tabard is a tunic, similar to the musketeers.

10.4) Headgear
People like to compliment their appearance with a good hat or piece of headgear.
While this is a completely OPTIONAL ITEM for pirates, most like to customize
their look with something.

| Item                    | Gender | Order Price | Decay Rate | Restrictions   |
|                         |        |  PoE  | Dub |(Login Days)|    on Ordering |
| Bandana                 | Unisex |  ~150 |   0 |   30 Days  |                |
| Scarf                   | Female |  ~xxx |   2 |   60 Days  |                |
| Conquistador Helmet     |  Male  |  ~xxx |   7 |   60 Days  |                |
| Diving Helmet           | Unisex | ~xxxx |  20 |  100 Days  |                |
| Feathered Hat           |  Male  |  ~xxx |   5 |   90 Days  |                |
|                         | Female |  ~xxx |   3 |   30 Days  |                |
| Fez                     |  Male  |  ~xxx |   4 |   40 Days  |                |
| Laurels                 | Female |  ~xxx |   5 |   30 Days  |                |
| Ornate Headdress        | Female |  ~xxx |   8 |   30 Days  |                |
| Muffin Hat              | Female |  ~xxx |   5 |   60 Days  |                |
| Musketeer Hat           |  Male  |  ~xxx |   5 |   90 Days  |                |
| Wide-brimmed Hat        | Female |  ~xxx |   5 |   60 Days  |                |
| Sleeping Hat            | Unisex |  ~xxx |   2 |   30 Days  |                |
| Tricorne Hat            | Unisex |  ~xxx |   7 |   60 Days  |                |
| Turban                  |  Male  |  ~xxx |   3 |   60 Days  |                |
| Overlord Helmet         |  Male  | ~xxxx |  12 |   60 Days  |                |
| Valkyrie Helmet         | Female | ~xxxx |  12 |   60 Days  |                |
| Viking Helmet           | Unisex |  ~xxx |   5 |   60 Days  |                |
| Veil                    | Female |  ~xxx |   1 |   30 Days  |                |
| Wig                     | Unisex |  ~xxx |   8 |   60 Days  |                |
| Savvy Hat               | Unisex | ..... | ... |  INFINITE  | CAN'T ORDER!*  |
| Captain's Hat           | Unisex | ~xxxx |  10 |   90 Days  | CAPTAINS ONLY! |
| Crown                   |  Male  | ~xxxx |  10 |   90 Days  | ROYALTY ONLY!  |
| Tiara                   | Female | ~xxxx |  10 |   90 Days  | ROYALTY ONLY!  |
| Atlantean Helmet        | Unisex | ..... | ... |   30 Days  | CAN'T ORDER!** |
| Enlightened Mask        | Unisex | ..... | ... |   30 Days  | CAN'T ORDER!** |
| High Enlightened Mask   | Unisex | ..... | ... |   30 Days  | CAN'T ORDER!** |
| * -- This was a special item for the Boxed Version of the game.              |
| ** -- This item is part of a special voyage's booty.                         |

* Bandana (M / F)
     * This is a simple, but cheap covering to cover your head with with a color
          of your choice

* Scarf (F)
     * This simple scarf is a step up to the regular bandana that can help hold
          back the flowing hair of the ladies.

* Conquistador Helmet (M)
     * To help complete the Spanish look for the guys, this iron helmet contains
          a feather in it to make you look like you're searching for El Dorado.
     * DISCLAIMER: Costume Piece ONLY.  Provides no defensive capabilities!

* Diving Helmet (M / F)
     * Scared of sinking OR planning on becoming a member of the 20,000 Leagues
          (under the sea) Club?  Then you might want to pick this little number
          up.  HOWEVER, this is one of the most expensive hat within the game as
          it contains a 20 Dub delivery fee on Doubloon Oceans

* Feathered Hat (M / F)
     * This is a stylish hat that contains a feather in it.
     * The Female version of this hat is cheaper as it contains less materials &
          doesn't have as much detail.  Therefore, the decay rate on the female
          version is much lower than the male version.

* Fez (M)
     * For the guys who want to show an Arabian flair & believe that brimmed
          hats are overrated.

* Laurels (F)
     * For the ladies that wish to have the look of a bride or a fair maiden of
          the seas, it's a hairband that's decorated with flowers.

* Ornate Headdress (F)
     * For the ladies that want to go more native or "tribal" than traditional
          with this headdress.

* Muffin Hat (F)
     * This is a puffy (bonnet-like) hat that contains a feather in it.  While
          it could be passed off to men in medieval times, it's restricted to
          the ladies only.

* Musketeer Hat (M)
     * This is the hat most male pirates enjoy wearing to show off their success
          as a pirate.  It's a broad-brimmed hat that contains a feather in it &
          looks similarly to those worn in the movies.

* Wide-brimmed Hat (F)
     *This is the female's version of the Musketeer Hat.  It may not be as fancy
          as the Musketeer hat, but still very stylish.

* Sleeping Hat (M / F)
     * This low-hung, cone-shaped hat is for those who want to look that they
          just got out of bed... or want to look like Link from The Legend of
          Zelda.  However, such a low-hanging hat tends to suffer from heavy
          wear & tear.

* Tricorne Hat (M / F)
     * Just like the old colonial times (in the US), it's a rimmed hat that
          contains 3 raised sides to create this hat's look.

* Turban (M)
     * Another Arabian headdress, which is primarily worn around India.

* Overlord Helmet (M)
     * For the successful Viking raider who want to show it.  The male version
          contains horns on the side.

* Valkyrie Helmet (F)
     * This is the lady's version of the Overlord Helmet.  Instead of horns, the
          lady's version contains wings.  Not suggested for large (& potentially
          overweight) ladies...  unless you're an opera singer.

* Viking Helmet (M / F)
     * This is for the viking on a budget.  This fur-lined, iron skull cap helps
          to give you the look of a mid-level raider on the high seas.

* Veil (F)
     * Another Arabian inspiration, it's for the ladies that wish to entice the
          guys with a little mystery.

* Wig (M / F)
     * This is similar a powdered wig, for those who want to look their best
          amongst royalty & members of "high society".  It's a little snooty for
          most people's taste.

* Savvy Hat (M / F)
     * NOTICE: This is a special item from the Puzzle Pirates: Box Edition (&
          Starter Pack).  It's NOT AVAILABLE in any in-game market.
     * The Savvy Hat is similar to the Tricorne Hat that includes a pony tail,
          so it's suitable for everybody.

* Captain's Hat (M / F)
     * NOTICE: This item can only be ordered by Captains.
     * This is a hat that's emblazoned with the Jolly Roger to show everybody
          that you are the captain of a crew.

* Crown (M)
     * NOTICE: This item can only be ordered by Flag Royalty.
     * All Hail the Pirate (Flag) King!  This crown will show everybody that you
          are a pirate to reckon with.

* Tiara (F)
     * NOTICE: This item can only be ordered by Flag Royalty.
     * God save the (Pirate Flag) Queen!  This is the ladies equivalence to the

* Atlantean Helmet (M / F)
     * NOTICE: This item can only be obtained through Atlantis Battle Voyages.
     * The Atlantean Helmet is a lost treasure that looks similar to a Roman (or
          Spartan) battle helm that's typically in an Aqua color.

* Enlightened Mask (M / F)
     * NOTICE: This item can only be obtained through Cursed Isles Voyages.
     * This is a tribal mask recovered from the Cursed Isles that strike fear
          upon the opponents who look at it.  Could be cursed as well...

* High Enlightened Mask (M / F)
     * NOTICE: This item can only be obtained through Cursed Isles Voyages.
     * This is a tribal mask recovered from the high chieftain of the Cursed
          Isles & command respect amongst those who look upon it.  It could be
          cursed for all I know as well...

10.5) Special Holiday Items
The makers of Puzzle Pirates like to celebrate the holidays, just like everybody
else.  Puzzle Pirates releases special holiday items within the Palace Shoppe
that players can purchase.  These items are only available for a few days & most
items last only for a few days, excluding the collectible items.

These items typically carry doubloon costs on Doubloon Oceans.  However, since
most of the items change with each year, only the major holidays & events that
have been celebrated before are noted.

10.5.1) Collectibles
These are the following holiday items that are collectible & will remain long
after the holiday is over.

* Easter Eggs -- Available during Easter Season (March - April)

10.5.2) Masks
These are special items that you can wear to celebrate various holidays.

* Funny Glasses -- April Fool's Day
     * Good for 1 Calendar Day
* Laurels of Triumph -- Available during Olympics
     * Good for 10 Calendar Days
* Halloween Masks -- Available around Halloween
     * Good for 15 Calendar Days
* Christmas Headgear -- Available around Christmas
     * Good for 15 Calendar Days

11) Weapons
As with all multiplayer games, there is usually some special items that you can
utilize to help tip the scales of battle in your favor.  The weapons listed here
will give your opponents a different pattern of sprinkles for them to deal with.

Like everything else in the game, there's plenty of options & costs available...
especially based on the colors you choose for your weapons.

11.1) Swords
Swords are a necessary item for swordplay, so you'll ALWAYS have some type of
sword on hand.  Each sword has it's own attack pattern, which can make it harder
(or in some cases, EASIER) for others to counter.

Swords (like the cutlass) that have asymmetric attack patterns CAN be "reserved"
(mirrored image) by having a blue, green OR purple guard.  Otherwise, the colors
of the hilt & guard will only affect the colors of your "Battle Dot".  Having
that said, there may be some restrictions on color choices.

| Item                                              | Order Price | Decay Rate |
|                                                   |  PoE  | Dub |(Login Days)|
| Stick                                             | ..... | ... |  INFINITE* |
| Backsword**                                       | ..... | ... |  INFINITE  |
| Foil                                              | ~2500 |   0 |   30 Days  |
| Dirk                                              | ~xxxx |   3 |   30 Days  |
| Short Sword                                       | ~xxxx |   3 |   30 Days  |
| Stiletto                                          | ~xxxx |   3 |   30 Days  |
| Cutlass                                           | ~5000 |   3 |   60 Days  |
| Poniard                                           | ~xxxx |   5 |   60 Days  |
| Rapier                                            | ~xxxx |   7 |   60 Days  |
| Long Sword                                        | ~xxxx |   9 |   60 Days  |
| Falchion                                          | ~xxxx |   7 |   90 Days  |
| Saber                                             | ~xxxx |   7 |   90 Days  |
| Skull Dagger                                      | ~xxxx |   9 |   90 Days  |
| Cleaver                                           | ~xxxx |  12 |   90 Days  |
| Scimitar                                          | ~xxxx |  12 |   90 Days  |
| Katana                                            | ~xxxx |  xx |   xx Days  |
| Dadao                                             | ~xxxx |  xx |   xx Days  |
| * -- until a replacement bottom is obtained & equipped.                      |
| ** -- Item is only available in the Puzzle Pirates: Box Edition              |

For the Attack pattern of each sword, I'll be using the first letter of each
color that is used:

R = Red                              G = Green
B = Blue                             Y = Yellow

Please be aware that the patterns shown are for the STANDARD attack patterns.

* Stick
     * NOTICE: This weapon CANNOT be purchased & will NOT decay until you equip
          another sword.
     * The stick is the default weapon provided to everybody who does NOT have
          a sword in their equipment.  It is also considered one of the weakest
          swords in the game because of it's very organized attack pattern, but
          some expert swordsmen choose to use it for that challenge.
     * Attack Pattern

* Backsword
     * NOTICE: This weapon is available ONLY in Puzzle Pirates: Box Edition &
          does NOT decay.
     * The Backsword is a special weapon that was primarily designed to helpful
          against the computer opponents.  However, it usefulness seems to be a
          bit limited against human competitors.
     * Attack Pattern

* Foil
     * The Foil is the basic sword that all new pirates are given.  While the
          attack pattern is pretty basic & fairly easy to counter...  It's at
          least better than a stick & OK for a low-end "Budget" sword, as it
          contains no Doubloons in it's price.
     * Attack Pattern

* Dirk
     * A short dagger that can cause some frustrations amongst those who must go
          against this weapon.  It's consider the best choice amongst the swords
          of the low-end spectrum.
     * Attack Pattern

* Short Sword
     * This sword is geared to fight opponents with only one hand (figuratively
          speaking).  This sword is consider a good choice for those who prefer
          the low-end swords, but the attack pattern is a mix between the stick
          & the foil.
     *Attack Pattern

* Stiletto
     * This low-end dagger can leave some opponents a bit dazed & confused from
          the damage.  The attack pattern is a bit symmetrical, but carries
          enough chaos to challenge opposing players.
     * Attack Pattern

* Cutlass
     * The Cutlass is a fair entry-level sword in the mid-range class of weapons
          to cut your foes down to size.  While the cost is similar to most of
          the low-end weapons, the cutlass lasts twice as long, making it an
          cost-effective option.
     * Attack Pattern

* Poniard
     * The Poniard is consider a mystery amongst the mid-range weapons as it
          seems to be a mixed bag with players.  Those who are experienced with
          the weapon can really do some damage.  HOWEVER, it's a weapon that
          experienced player can quickly defeat with some of it's stick-like
          attack pattern.
     * Attack Pattern

* Rapier
     * The Rapier is one of the swords typically used in swordplay.  It's a bit
          pricier than other mid-range weapons, but the attack pattern can be a
          challenge for those who oppose you.
     * Attack Pattern

* Long Sword
     * This two-handed sword can help inflict heavy blows to your opponents.
          While the sword is most expensive in the mid-class weapons, it is one
          weapon that is hard to counter.
     * Attack Pattern

* Falchion
     * The Falchion is considered one of the best swords in the high-end range
          of weapons amongst players.  This weapons somewhat symmetrical attack
          pattern doesn't give players much room for counterattacks & it's low
          doubloon cost makes it an excellent choice.
     * Attack Pattern

* Saber
     * The Saber is the alternative in the high-end swords that can be dangerous
          amongst those performing a lot of sprinkles & a little luck in the
          reserve configuration.  The attack pattern have colors a bit more
          together, which can give opponents an opening for counterattacks...
          but the prince is similar to the Falchion.
     * Attack Pattern

* Skull Dagger
     * The Skull Dagger is considered to be one of the most dangerous high-end
          weapons available in the game, but it doesn't seem to be one of the
          preferred weapons amongst players.  It's attack pattern is similar to
          the Poniard, but the colors are a bit more broken up.
     * Attack Pattern

* Cleaver
     * The Cleaver can hack & slash opponents in pieces.  One of the most
          expensive weapons, the attack pattern is asymmetrically & seems to be
          a little heavy with one color.  It doesn't seem like one weapon that
          gets selected by players.
     * Attack Pattern

* Scimitar
     * The Scimitar is the high-end sword of Arabian flair that most players of
          the high-end weapons tends to use.  While there are two color lines in
          the attack pattern, it does seem to be a challenging sword to face.
     * Attack Pattern

* Katana
     * Attack Pattern [INCOMPLETE]

* Dadao
     * Attack Pattern [INCOMPLETE]

11.2) Bludgeons
In Rumbles, players can equip a weapon (if they desire) to help them defeat
their opponents by changing the attack pattern sent.  Unlike Swordfighting, you
are NOT REQUIRED (nor originally provided) any bludgeoning weapon.

Just like swords, the color of bludgeoning weapons will affect the exact attack
pattern.. but color choices may be restricted on items as well.

| Item                                              | Order Price | Decay Rate |
|                                                   |  PoE  | Dub |(Login Days)|
| Bare Fists                                        | ..... | ... |  INFINITE* |
| Hook**                                            | ..... | ... |  INFINITE* |
| Fish***                                           | ..... | ... |    5 Days  |
| Broken Bottle****                                 | ..... | ... |    9 Days  |
| Skeleton Bone****                                 | ..... | ... |   30 Days  |
| Gaff                                              | ~1000 |   0 |   30 Days  |
| Rope Coils                                        |  ~800 |   1 |   30 Days  |
| Belaying Pin                                      | ~xxxx |   3 |   30 Days  |
| Brass Knuckles                                    | ~xxxx |   3 |   30 Days  |
| Cane                                              | ~xxxx |   5 |   60 Days  |
| Leather Gloves                                    | ~xxxx |   5 |   60 Days  |
| Chain                                             | ~xxxx |   6 |   60 Days  |
| Blackjack                                         | ~xxxx |   7 |   90 Days  |
| Gauntlets                                         | ~xxxx |   9 |   90 Days  |
| Skull Rings                                       | ~xxxx |   9 |   90 Days  |
| Hammer                                            | ~xxxx |  12 |   90 Days  |
| * -- This is the default weapon for all players & can ONLY be replaced by    |
|          equipping another weapon.                                           |
| ** -- This weapon is obtained through a "Sinking Injury".  This weapon can   |
|          be removed through the usage of a injury-curing potion.             |
| *** -- This weapon is obtained by surviving a sinking ship on a voyage.      |
| **** -- This weapon is obtained by through combat on special voyages.        |

Attack patterns will use the first letter of each color used.  HOWEVER, normal
balls are noted in upper-case while "Bruised" balls (balls that players cannot
clear immediately) are noted in lower-case.

A/a = Aqua (light blue)          B/b = Blue          O/o = Orange
R/r = Red                        Y/y = Yellow

* Bare Fists
     * NOTICE: This the default for MOST players without a weapon equipped.
     * For those who choose NOT to use a bludgeoning weapon (or can't afford a
          weapon), this is what you get.  The attack pattern is very basic & can
          be easily countered... but it seems to be a popular choice amongst
          beginners & expert players who want a challenge.
     * Attack Pattern


* Hook
     * NOTICE: This the default for players who suffered a sinking injury where
          they lost a hand.  This weapon can be removed by using an injury
          curing potion.
     * The Hook is a small variation on the Bare Hands that contains a small
          shift in color in the attack pattern few modifications on the right
          side.  Comparing the attack pattern amongst other weapons, the hook
          appears to be a permanent version of the gaff.
     * Attack Pattern


* Fish
     * NOTICE: Fish can only be obtained from surviving a sinking ship.
     * A natural byproduct from sinking ships in high-risk voyages, Fish have a
          slightly unpredictable attack pattern.  HOWEVER, since fish are a
          natural weapon (considering they were once alive & NOT preserved),
          they have a very short lifespan as a bludgeoning weapon.
     * Attack Pattern
          BAAY YOOR


* Broken Bottle
     * NOTICE: This item can only be obtained in Atlantis Voyages.
     * This bludgeon is a byproduct created in the battle against Atlantis.
          While the attack pattern is a bit organized, the holes within the
          pattern can make it tricky for opponents.  As this weapon was received
          as a damaged item, the lifespan of the weapon is greatly reduced.
     * Attack Pattern
          Y YRBBO O
          O OBAAY Y


* Skeleton Bone
     * Notice: This item can only be obtained through Atlantis Voyages OR from
          A Skellie Fray
     * Obtained from the bones of a long defeated foe (hopefully), this weapon
          can be a force to reckon with as the attack pattern is a bit chaotic.
          As it lasts as long as the low-end bludgeoning weapons, it's probably
          the best weapon you can obtain for "free".
     * Attack Pattern


* Gaff
     * The Gaff, which is commonly used on ships for sails & to transport fish
          (in the modern world), is essentially a hook on a stick.  While the
          attack pattern isn't the greatest, it's one of the cheapest bludgeon
          weapons in the game.  It is noted that the gaff has a similar pattern
          to the hook, but you can choose the colors on the stick (which affects
          the attack pattern).
     * Attack Pattern


* Rope Coils
     * Rope Coils is a bludgeoning weapon that you practically wrap around your
          own fists (like a primitive boxing glove) at most players of the
          low-end weapon users like.  While the attack pattern can be countered
          with a good triangular base (to line up the colors), it's better than
          bare fists.
     * Attack Pattern


* Belaying Pin
     * This large wooden dowel is typically used to hold things on the ship, but
          it can be used in rumbles to belay your opponent's attacks & their
          counterattacks.  While colors are connected, they're in unusual lines
          to make it difficult to counter.
     * Attack Pattern


* Brass Knuckles
     * A simple piece of metal that is fitted over the knuckles of the wearer to
          add a little more damage to your offense.  While the center of the
          attack pattern is fairly easy to counter, the outer sections are bit
          harder to deal with.
     * Attack Pattern


* Cane
     * The cane is useful to help older & injured pirates to walk about, it is
          also useful to club your opponents with.  The attack pattern is a bit
          asymmetrical, but nothing that would be consider detrimental.
     * Attack Pattern


* Leather Gloves
     * These simple, but sturdy leather gloves are useful to protect your hands
          on the ship, but also help keep your hands clean from the various body
          fluids flying from your opponents.  The attack pattern seems to be an
          inverse of the Rope Coils, but it would be a pattern that would be a
          challenge to counter.  While most players tend to skip the mid-range
          bludgeoning weapons, this would likely be a good choice.
     * Attack Pattern


* Chain
     * This iron chain can wrap your opponents in pain.  However, discriminating
          players would notice that the chain tends to have a flaw in it's
          attack pattern that would give opponents a fair opportunity to get a
          counterattack in.
     * Attack Pattern


* Blackjack
     * The Blackjack is a small club that contains a small iron bar (or pipe)
          that's covered in leather, with a flexible handle that's designed to
          really hurt your opponents.  This is the most popular choice of
          bludgeoning weapons for high-end users, probably because is the most
          cost-effective.  While there are a few sections that could be easy to
          counter, the bruised balls in the attack pattern makes it harder for
          opponents to clear.
     * Attack Pattern


* Gauntlets
     * These are heavier combat gloves that are reinforced with small iron
          plates to inflict more damage on your opponents.  While the attack
          pattern is decent, it doesn't include any bruised balls & costs 2 Dubs
     * Attack Pattern


* Skull Rings
     * The pairs of iron rings are nothing to laugh at since they can definitely
          leave an "impression" on the unsuspecting victim(s) who have to go
          up against them.  While the center of the attack pattern contains a
          small weakness, the bruised balls help to reduce the impact of any
     * Attack Pattern


* Hammer
     * The most expensive bludgeoning weapon available, the hammer can really
          inflict the bruised balls to your opponent.  HOWEVER, the attack
          pattern could be counter fairly easy with the right combination of 3
     * Attack Pattern


11.3) Mugs
Mugs are a special item that you can equip to give yourself an advantage when
playing the drinking game against other players.  While mugs are more for those
who frequently play the game, they're totally optional equipment.

Due to lack of interest in the Drinking game.  The Author of this guide has not
bothered to look into mugs at this time.  This section may be expanded in the
<<< // END NOTE >>>

12) Commodities
Commodities, as the name states, are the items that the shops need to create the
items that they sell.


13) Decay & Consumption
Before you start knocking down the doors of Three Rings in the heat of a Raging
Mob, you should at least try to understand WHY items within Puzzle Pirates have
Decay & Consumption mechanisms.

These mechanisms are designed to preserve the ocean economies.  As the items you
own decay, they will eventually turn to dust & require you to buy a replacement.
This allows the shops to keep refreshing their stocks, which refreshes the
commodities market to make the items & keeps the whole ocean running.

If stuff never decayed or consumed, there would likely be a flood of items on
all of the oceans, which would heavily devalue all items.  This would make shops
unprofitable as there would be a lack of demand for items, which would cause a
chain reaction as the commodities markets would be flooded with items that
nobody is interested in buying (or could afford due to the losses from the
devalued items).  As all the shops would stop producing labor, the supply of
items would likely start dropping as newer players start picking up items, which
would likely cause hyper-inflation across the board.

This would make ALL in-game currency (PoE AND Doubloons) useless.  Doubloon
exchange rates would be so obscene that it would be practically impossible for
players to enjoy the game without spending their own funds on Doubloons... which
would eventually cause the entire game to become undesirable to play & kill it.

Having that said, there are some items within the game that NEVER decays nor can
be consumed through normal use.

* Ships (& their related Deeds)
* Player Houses (& Deeds)
* Pets
* Trinkets
* Boxed Edition items
     * Backsword
     * Savvy Hat
* Bid Tickets
* Commodities (only consumed when made into items)
* Portraits
* Special Furniture
* Sticks
* Colorless Rags

Furniture that you purchase in the game does not decay through normal means.
Furniture only decays when you move them OR remove them from a room within a
player's house OR ship.  If you want to keep your furniture in near-pristine
condition, just never move the items once you placed them in the desired spot
within your house (or ship).

Ships do not decay, mostly because they're a critical item within the game &
they're expensive to build (especially on Doubloon Oceans).  Ships, however, CAN
BE DESTROYED.  In certain voyages that are classified as "HIGH RISK", ships that
are used can be sunk IF the damage meter is maxed out.  When this happens, the
ENTIRE CONTENTS of the ship (including the ship's hold & any furniture placed in
the ship) as well as the ship's deed are destroyed.  The crew of the now sunken
ship are transported to the nearest island from the place the ship was sunk.
It is possible for pirates that were on that ship to sustain injuries.

While some players may not like this mechanism in the game, it's a necessary
evil in the game that keeps the whole economy in check as it completes the cycle
of life...  much like reality itself.

<<< =============================== PART  IV =============================== >>>
                              ~ Sailing  Voyages ~

     Voyages are the heart of the game as it's the major income system for crews
& pirates.  There are various ways to do a voyage, so this section covers the
gist of various voyages that you could partake in.
<<< ======================================================================== >>>

14) Pillaging
Pillaging is the simplest & most common voyage that is partaken by crews.  This
is were crews set a course to another island somewhere in hopes to running into
various ships to attack & hopefully plunder.

The law of the high seas is that everybody (including yourself) is fair game &
to the victor goes the spoils...  which means that if you ship loses, you'll
lose some of the stuff on your ship.  However, your ship will gain stuff when
you win.  Typically "Good" pillaging voyages (or "Pillies" as typically called)
will have a lot more wins than losses.

While good pillies typically benefit everybody who participated, the pirate who
runs the pilly comes out on top as the ship will have minimal restocking
requirements & can pocket the majority of the restocking reserve.  As a result,
the person running the ship can make up to 4 TIMES the pay of the voyaging
pirates...  even if the pay scale is against the officer & they take penalties!

Pillies are typically broken into about 5-6 phases.

     1) Seek -- This is when your ship is looking for other ships to attack.
          This is where you try to find a ship that looks good to attack.

     2) Attack -- The Attack phase is when your ship is in a sea battle.
          You try to damage the other ship as much as possible, while sustaining
          as little damage to your own ship before you grapple each other.

     3) Battle -- Once the ships are grappled, the main event takes place!
          This is where you face the crew of the other ship.  Whoever wins gets
          to plunder stuff from their opponent.

     4) Post-Battle Assessment -- This is where you assess the condition of your
          ship (& time) to see what needs to be done to get back to "Battle
          Ready" condition & back to the "Seek" Phase.

     5) Expeditions (Optional) -- After winning a battle, you obtain information
          about a special expedition that you may partake in completing to get
          more PoE... with limited risk to your ship.  Unless the captain is
          pressed for time OR the ship is running low on supplies, most captains
          will try to do these.

     6) Post-Voyage Assessment -- When the pilly is over & the ship is back in
          port, you split the booty (assuming a good run) & restock the ship to
          desired levels.

15) Expeditions
During your pillies, a member of the defeated crew (of brigands or barbarians,
NOT another crew) might leak information about a special expedition (or "expo")
that your crew can partake in.

Expeditions are randomly earned & MUST be completed BEFORE the voyage ends.
Once the booty chest is paid out, all pending expos are lost!

There are roughly 4 types of Expeditions that are available:
     * Treasure Trek
     * Merchant Catches
     * Shipwrecks
     * Island Defense

15.1) Treasure Treks
Difficulty: Moderately Easy

Treasure Treks are one of the easy expeditions as you travel to a special, tiny
island (that's not typically found on sea charts & only visible to the crew when
your ship has this expo).  As nobody else (other than the crew that gave you the
expo) knows about it, you can take your time & sail to it along your way to 
another island en-route.

Once you reach the island destination, your entire crew disembarks the ship
(don't worry, your ship act like you've ported on the island) to go searching
for the treasure.  Once you find the treasure spot (as the location of it does
vary with the island), you'll start the Foraging game to dig for treasure.  Once
you start the Foraging game, you'll have a limited amount of time to dig up as
many chests as you can.  Once all the treasure is found (or everybody's time is
up on the game), you take your newly found treasure to the booty chest.

15.2) Merchant Catch
Difficulty: Hard

Merchant Catch is, as the name states, a race to catch a loaded merchant ship
that's in transit & is ripe for plundering.  HOWEVER, the catch is that you have
to catch the ship BEFORE it reaches it's port.

This expo runs very similar to a standard pilly, but there's a guaranteed large
payout for the ship if you win.

15.3) Shipwrecks
Difficulty: Easy

Similar to Treasure Treks, Shipwreck Expos is where you sail to a sunken ship
instead of a tiny, previously undisclosed island.  This sunken ship was loaded
with treasure when it went under, making it a ripe for hauling.

When you reach the sunken ship, your entire crew heads to the hold to play the
Treasure Haul game.  While there is a time limit for the players, once they
start, but all you have to do is make as many matches as you can to pull up the
PoE's.  All the PoE collected will go into the booty chest.

While your ship may pick up a little water while you're actually doing this
expo, you don't have to worry about other ships attacking & trying to sink you,
which can happen in other voyages.

15.4) Island Defense
Difficulty: Moderate

The Island Defense expedition is a relatively new expo where your crew gets word
of a viking raid on a tiny island & the island's governor is seeking pirates to
defend them.  This expedition is a two-parter.

The first part is the Viking Defense, where the entire crew plays the Gunnery
game in order to weaken the Viking's offensive line.  Every time you fill all
the cannons on the board, they'll immediately fire at the Viking ship.  This is
a timed event as it'll end once the Viking ship reaches the port.

The second part is the Confrontation, where the crew actually fights the Viking
Raiders, which is the critical part of the expedition.  If your ship's crew wins
the battle, the Governor of the island will pay your ship handsomely (which goes
into the booty chest) & you may pick up a small trinket.

16) Flotillas

     * Flotillas typically run in 10-minute blocks (with a 1-minute break in
          between).  Make sure you have about 30 minutes planned.

     * Flotillas typically require a fair number of pirates, so expect larger
          ships to be used & plan on waiting for a while as the captain tries to
          obtain enough pirates for an attack run.

Flotillas are typically a special event where a computerized crew (The Brigand
King) blocks a specific route between islands.  The object of the Flotilla is to
sink the opposing ships (decreasing the Brigand's fleet) & loot the sunken ships
while trying to keep your own ship afloat.  Flotillas typically last as long as
there is an opposing ship on the battle map.

When the damage meter on your ship maxes out, your ship is considered sunk.  ALL
to the nearest island.  If it was a Sinking Flotilla, the ship will be lost as
well.  In Non-Sinking Flotillas, the ship will return to the island as well, but
will be in a "crippled" state (temporarily unsuitable for additional voyages)
for the moment.

It is CRITICAL for the ship's captain (/CO/XO) to keep track of the ship's
condition (including the number of pirates on the ship) & decide when it's in
the ship's best interest to flee from battle, then either recruit more pirates
OR port the ship.

17) Blockades

     * Blockades are PvP EVENTS! -- You are playing against OTHER PLAYERS!

     * Blockades are lengthy! -- Blockade rounds last 45 minutes (broken into
          4 10-minute blocks w/ 1 minute break in-between) & requires one side
          to win 2 rounds.  PLAN ACCORDINGLY!

     * Ships can only enter Blockades between rounds -- To prevent one side from
          constantly cycling in new ships during a round, sides have to wait for
          for the start of the next round before they can bring in any desired

     * Blockades typically use large ships that require many pirates -- As the
          crews / flags participating are trying the best to win the Blockade,
          they want to bring in as much muscle into the battle as possible &
          will try to launch ships into the Blockade as soon as the ships are
          filled.  HOWEVER, due to entry restrictions, be prepared to wait.

     * Blockades ARE EXPENSIVE TO PARTICIPATE IN! -- It takes somewhere along
          the lines of 250,000 PoE OR MORE in the crew's "War Chest" to pay the
          pirates who in on the cause.  Pirates are typically paid around 1,000
          PoE per 10-minute block (actual payment is based on your performance),
          regardless of the ship's status...  so it can be profitable for those
          who job for one of the crews / flags.

     * Blockades are listed on the notice board (under the events tab) -- This
          is to notify all pirates who are interested in participating, which
          includes the starting time.

Blockades are special events where one crew, or more commonly a crew flag, tries
to take over an island to become the governing authority.  The crew / flag that
controls the island have the power to develop the island however they see fit.

While participating in a Blockade & developing an island are the most expensive
activities in the game, they're also the biggest & ultimately most rewarding
aspect of the game as the governing group can leave their mark on the ocean.

A fair number of blockade events are considered SINKING BLOCKADES...  which is
the common type of blockade for unclaimed islands.  BE WARNED THAT YOUR SHIP
Therefore, crews & flags should NOT attempt to participate in a blockade unless
they're willing to accept ship losses & can afford to develop the island, should
you win the blockade.

18) Atlantis Voyages
NOTE: This Voyage is consider a "Sea Monster Hunt" within the game.

     1) THIS IS A SINKING VOYAGE! -- You can lose your ship if the damage meter
          maxes out in battle.

     2) A special chart is required to partake in this voyage. -- These charts
          can be obtained through pillies OR purchased from other players.
          These charts are only good for 8 CALENDAR DAYS.

     3) ALL PIRATES ARE REQUIRED TO OWN A BRAVERY BADGE (or active subscription)
          -- This is a very special, "High Risk" voyage... so only those who can
          prove their bravery may apply.

Atlantis Voyages are special voyages where you take on the Atlantean Army that
has an outpost somewhere in your ocean.  Those who partake in this voyage are
trying to cripple their outpost in order to protect the islands in the ocean.

The Atlantis Battle Board will contain a few changes...

     1) Treasure Haul will be available through various blocks of the battle
          board.  2x2 chests will appear in the game's playfield, which players
          strive to collect by clearing all the coins above it.

     2) Atlantean Dragoons will periodically board the ship & challenge players
          to a swordfight.  Players must fight the Dragoons in order to maintain
          control over the ship.  Dragoons must be defeated before they'll leave
          the ship.

          The Aqua Trident will appear in the Swordfighting game.

     3) MULTIPLE Sea Monsters will be post around the battle board.  They will
          try to trap & even sink ships.

     4) Citadels will periodically appear on the battle board, which ships can
          attempt to board & attack for treasure.  All pirates join in the
          swordfight (as a team) with the special piece.

The majority of this voyage is directed towards the ship's captain (/CO/XO) as
they have to use their battle navigation skills to keep the ship relatively safe
as they try to attack the Atlantean Outpost while the crew works furiously to
power & protect the ship while picking up treasure.

18.1) Atlantis Treasure
There are various items that can be obtained from treasure chests that are
exclusive ONLY to Atlantean Voyages.  These are awarded to pirates who performed
well during the voyage.

Here's the following items you can pick up.

* Clothing (Gender Neutral)
     * Atlantean Helmet (Head)
     * Atlantean / White Feathered Hat (Head)
     * Atlantean / Blue Captain's Jacket (Body)
     * Aqua / Atlantean Pair of Flared Pants (Waist)
     * Atlantean / Navy Pair of Fancy Boots (Feet)
* Furniture
     * Anglerfish Statue
     * Archelon Model
     * Atlantean Amphora
     * Atlantean Armor
     * Atlantean Octopus Statue
     * Atlantean Princess Statue
     * Atlantean Seal
     * Atlantean Statue
     * Broken Atlantean Amphora
     * Crossed Tridents
     * Gorgonyx Model
     * Triketos Model
* Trinkets
     * Archelon Egg
     * Atlantean Band
     * Atlantean Brooch
     * Atlantean Totem
     * Broken Trident Tine
     * Engraved Atlantean Band
     * Inscribed Shell
     * Atlantean Clam Shell
     * Atlantean Knobby Coral
     * Atlantean Spiky Coral
     * Atlantean Starfish
     * Sand Dollar
* Pets / Familiars
     * Pet crab called "Karkinos"
          * Available in Blue, Navy, Aqua OR Atlantean
          * Contain Gold, Silver OR Bronze Filigree.
     * Familiar seahorse called "Ippolito" in one of 6 colors:
          * Black               * Navy
          * White               * Aqua
          * Blue               * Atlantean

18.2) Injuries
If your ship sinks while on the battle board during this voyage, it's possible
for members on the ship to get a starfish stuck to their face, as a special
Atlantean injury.  This starfish injury is mostly a cosmetic deal, which is
mostly visible when you commission a portrait.

The starfish can be removed from your pirate with an injury curing potion.

19) Cursed Isles
     1) THIS IS A SINKING VOYAGE! -- You can lose your ship if the damage meter
          maxes out in battle.

     2) A special chart is required to partake in this voyage. -- These charts
          can be obtained through pillies OR purchased from other players.
          These charts are only good for 8 CALENDAR DAYS.

     3) ALL PIRATES ARE REQUIRED TO OWN A BRAVERY BADGE (or active subscription)
          -- This is a very special, "High Risk" voyage... so only those who can
          prove their bravery may apply.

The Cursed Isles is a multi-stage voyage that ships of any size can partake in.
Ships voyage to the much rumored & often feared "Cursed Isles", where evil
cultists reside & try to take over the world through strange & convoluted ways.

19.1) The Battle Board
When you reach the area where the Cursed Isles are located, you'll enter a very
special "Cursed Battle Board" (commonly referred to as "The Gauntlet"), where
you have to navigate your way to the small island.  There are a fair number of
changes to the battle board, which are...

     1) The board is MUCH DARKER than normal (wrapped in the cloak of cursed

     2) There's patches of green fog, which you must avoid AS MUCH AS POSSIBLE
          since it damages the well-being of the entire ship...  which includes
          reducing the crew's production levels AND causes the ship to take
          damage (which is VERY BAD).

     3) There are cursed COUNTER-CLOCKWISE Whirlpools (noted with a green tint)
          in addition to the normal CLOCKWISE Whirlpools.

     4) No Treasure Hauling opportunities are available -- Considering the ships
          you are sinking are teaming with the undead...  you probably don't
          want to haul something unwanted onto your ship.

     5) There are "Rafts of the Undead" on the battle board. -- They carry no
          offensive capabilities, but their crew will try to board your ship to
          distract your crew by challenging them.

     6) A special "Cursed Tokens" is available to help eliminate unwanted guests
          from your ship.

The captain (/CO/XO) needs to be on their top game to navigate past the battle
board's hazards to reach the cursed island.  The most dangerous ship are the
"Rafts of the Undead", as they'll try to reach your ship & forcefully board it.
Players must deal with these "unwelcomed guests" by defeating them in a rumble,
either as solos OR team efforts.

The "Cursed Tokens" are a special token that can be obtained to help turn the
tides against the "unwanted guests" & come in two flavors:

     * Silver Cursed Token -- Removes 2 "Guests" from the ship.
     * Golden Cursed Token -- Removes ~5 "Guests" & Gives ~4 Thralls (Helpers).
          * Limit 1 Thrall per pirate in the crew.
          * Thralls are tied to individual pirates.
          * Thralls stay until they're defeated OR you depart the battle board.

19.2) Island Raid
Once you reach the Island's harbor, your party will be "greeted" by a welcoming
committee of zombies, which should be fairly easy to defeat.

After defeating the "Welcoming Committee", the entire crew will be sent into the
foraging minigame in search of treasure to take from the island.  This is a
timed event as the islanders are regrouping for another attack.  Each attack
phase will cycle between cultists (swordfighting) & zombies (rumbles).  It is
up to the captain (/CO/XO) to decide whether to risk fighting the group & stay
on the island longer OR flee, taking everything you found so far.

The longer your crew stays on the island, the larger the islander's group
becomes & the harder it is to defeat them.  If you lose the fight against the
islander's, you'll lose half the treasures obtained from the last round & you
are forced off the island.  However, if you win, all the treasures obtained are
secured & you get take another foraging round.

Foraging performance is based on how many "Chest Points" you obtain during that

* Bone Boxes (1x1) are worth 1 CP
* Fetish Boxes (2x2) are worth 2 CP's
* Cursed Chests (2x3) are worth 3 CP's

| Foraging Score | Performance Rating |
|   0 -  2 CP's  |       Asleep       |
|   3 -  5 CP's  |     Lethargic      |
|   6 -  8 CP's  |       Steady       |
|   9 - 11 CP's  |       Brisk        |
|  12 - 14 CP's  |       Swift        |
|    15+ CP's    |      Frenetic      |

Once you make it safely back into port, your crew will split up all the treasure
that you've collected.

19.3) Cursed Treasure
* Clothing (Gender-Neutral)
     * Enlightened mask (head)
     * High Enlightened mask (head)
     * Indigo / Magenta (Cursed) Feathered Hat (Head)
     * Purple / Indigo (Cursed) Bandolier Jacket (Body)
     * Indigo / Red (Cursed) Loose Pants with Sash (Waist)
     * Purple / Indigo (Cursed) Buckle Shoes (Feet)
* Furniture
     * Crossed Spears (Brown)
     * Fancy Crossed Spears (Green)
     * Jarred Homunculus
     * Necromancer's Table (red)
     * Vargas Statue
     * Indigo / Indigo (cursed) crest tapestry
* Trinkets
     * Beaded Fetish
     * Cursed Effigy
     * Dried Homunculus
     * Hemlock
     * Powdered Lizard Tail
     * Shrunken Head
     * Spell Scrap
     * Talon Fetish
* Cursed Chalice (Mug)

The Cursed Chalice allows you to earn 30 extra points when chugging, but you get
drunk faster, & does not require adjacent piece placement when used in the
Drinking parlor game.  It also allows you to drink from it & temporarily colors
your face similar to the Cultist for the current session.

20) Foraging
NOTE: Requires Labor Badge (or active subscription) to partake.

Foraging is more of a labor-based voyage as you take your ship to an uncolonized
island in order to pick up fruit & other valuables, which the ship's captain
will pay you based on what you dig up, to sell at the markets of the colonized

The hard parts of this type of voyage are...

1) The ship needs to have the funds in the ship's hold to pay the pirates who
     do the foraging, since payments are on a per-item basis.

2) The ship needs to have the space in the hold to carry the items foraged from
     the island.  Larger ships (Cutters, Merchant Brigs, ect.) are typically
     used for this type of voyage.

3) The captain of the ship will want to enlist pirates to protect the ship while
     transporting everything foraged so far.  Foraging ships want to move as
     fast as possible in order to avoid getting attacked & losing their goods.
     This is typically done by paying pirates some PoE for league completed,
     which comes out of the ship's hold.

It's a bit tricky to properly budget such voyages, but a good forager can clean
up if they can obtain the items the captain wants & the ship's captain can do
well if they know where to sell their foraged bounty.

21) Alternative Voyages
Despite all the possible voyages already disclosed, there are some lesser
voyage options that aren't greatly used by captains.  They're listed here in
order to complete the listings.

* Greeter Pillaging -- This is a pilly geared towards the greenies as a way for
     them to get introduced to the game.

* Swabbie Transport Ship -- You hire swabbies (at a designated rate per league)
     to sail on your ship as you transport them from one island to another.

* Evasion -- This is where you elect to higher jobbers (at a specified rate per
     league) to get move the ship as fast as possible & to protect the ship from
     potential attackers... This is the most commonly used option of the lesser
     voyages, mostly used to move ships across the oceans.

<<< ================================ PART V ================================ >>>
                             ~ Advanced  Pirating ~

     This part of the guide is geared towards those who have a fair grasp of the
the game & could use some insight into the inner workings.  
<<< ======================================================================== >>>

22) Puzzle Workings on the Ship
You may be wondering "Why are we doing these puzzles" during your voyages.
Besides keeping shipmates occupied during transit, they actually provide some
valuable functions with the ship's performance.  Here's the rough hierarchy of
performance in the basic ship posts...

Carpentry -[ AFFECTS ]-> Bilging -[ AFFECTS ]-> Sailing -[ AFFECTS ]-> Voyage.

Bit too much to take in?  Here's the longer explanation of this hierarchy.

Carpentry is the most critical of the posts on the ship.  As the ship receives
damage from various sources (cannonballs, battle collisions & normal wear & tear
during transportation), it's the carpenter's job to keep the ship in one piece.
As the more damaged the ship is (as noted by the red damage meter in the ship's
gauges), more water gets into the ship & negatively affects Bilging.

Bilging is next chain in the voyage hierarchy.  As the ship takes on water due
to damage & the typical micro-leaks that occur (as these are wooden ships that
are being sailed), it's the bilger's job to expel that water as fast as they
can.  As the ship takes on more water (as noted by the blue water meter in the
ship's gauges), the heavy the ship is & negatively affects Sails.

Sailing (which is know broken up into Sails & Rigging) is the final chain in
the voyage hierarchy.  It's the sailor's job to manipulate the sails & the
sailing rig to capture the wind & keep the ship moving (which is noted by the
yellow speed meter in the ship's gauges).  HOWEVER, the sailors can only work
as well as the bilgers can, which in turn can only work as well as the
carpenters on the ship...  so everything is related.

In the duty system, one person producing "Fine" work on a small ship (as larger
ships require more people) is enough to "stabilize" the related gauge (maintain
the current status, doesn't increase or decrease) on the ship's gauges.
However, it typically requires better performance in general & possibly more
pirates on a post to get the gauges towards their ideal conditions (max speed,
no damage, no water).  Here's a table of the various performance ratings that
you can get for each job on the ship.

|            |               |            Comparison Chart (in x*)           |
|   Rating   | Work Produced |                                               |
|            |               |   B   |   P   |   F   |   G   |   E   |   I   |
| Booched    |    0% (0.0x)  | ..... | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| Poor       |   50% (0.5x)  | ..... | 1.000 | 0.500 | 0.333 | 0.250 | 0.167 |
| Fine       |  100% (1.0x)  | ..... | 2.000 | 1.000 | 0.667 | 0.500 | 0.333 |
| Good       |  150% (1.5x)  | ..... | 3.000 | 1.500 | 1.000 | 0.750 | 0.500 |
| Excellent  |  200% (2.0x)  | ..... | 4.000 | 2.000 | 1 1/3 | 1.000 | 0.667 | 
| Incredible |  300% (3.0x)  | ..... | 6.000 | 3.000 | 2.000 | 1.500 | 1.000 |
| * - Numbers are rounded off, where needed.                                 |
|                                                                            |
| ..... denotes no number available due to "Divide by Zero" error.           |
|                                                                            |
| "Learning" is not listed as it's only noted when a greenie is learning the |
|     that task.  The exact performance rating is unknown to players.        |

Based on this table, you can run the rough figures your yourself to see how much
"work" is being placed in a task.  So, if you have one pirate producing fair
work & another producing excellent work, the total work output would be 300%
BEFORE any bonuses (like good Navigation) or penalties (like high damage or
water levels... & possibly poor Navigation) are thrown into the mix.

The next sections go into details about the relationships of the various posts.

22.1) Damage Level to Bilge Performance
For those who wonder, the Damage to Bilge Performance ratio is a direct, inverse
ratio.  Meaning that Bilge Performance decreases as the ship's damage increases
& vice versa.

|   Damage %   | Bilging Performance | Times Work Required |
|    0.000 %   |      100.000 %      |       1.000 x       | <- NO DAMAGE
|    5.000 %   |       95.000 %      |      ~1.053 x       |
|   10.000 %   |       90.000 %      |      ~1.111 x       |
|   15.000 %   |       85.000 %      |      ~1.176 x       |
|   20.000 %   |       80.000 %      |       1.250 x       |
|   25.000 %   |       75.000 %      |      ~1.333 x       | <- 1/4 Damage
|   30.000 %   |       70.000 %      |      ~1.429 x       |
|  ~33.333 %   |      ~66.667 %      |       1.500 x       | <- 1/3 Damage
|   35.000 %   |       65.000 %      |      ~1.538 x       |
|   40.000 %   |       60.000 %      |      ~1.667 x       |
|   45.000 %   |       55.000 %      |      ~1.818 x       |
|   50.000 %   |       50.000 %      |       2.000 x       | <- 1/2 Damage
|   55.000 %   |       45.000 %      |      ~2.222 x       |
|   60.000 %   |       40.000 %      |       2.500 x       |
|   65.000 %   |       35.000 %      |      ~2.857 x       |
|  ~66.667 %   |      ~33.333 %      |       3.000 x       | <- 2/3 Damage
|   70.000 %   |       30.000 %      |      ~3.333 x       |
|   75.000 %   |       25.000 %      |       4.000 x       | <- 3/4 Damage
|   80.000 %   |       20.000 %      |       5.000 x       |
|   85.000 %   |       15.000 %      |      ~6.667 x       |
|   90.000 %   |       10.000 %      |      10.000 x       |
|   95.000 %   |        5.000 %      |      20.000 x       |
|  100.000 %   |        0.000 %      |      ...... x       | <- MAX DAMAGE
| ....... = cannot calculate due to Dividing by Zero       |

While this table is pretty much informational overkill, the important levels are
noted on the right side as they're the ones that are easiest to estimate.

As you can see, as the damage increases, the amount of work required to maintain
the ship's water level greatly increases.  As it gets above 2/3 Damage, the
amount of work required gets so high that it can become an exercise in futility.

Using a Sloop for an example (as it's the smallest ship in the game), there's
are only 2 bilge pumps on the ship.  So if the ship is at 1/3 Damage, it will
take 1 pirate to maintain a "Good" performance rating to maintain the ship's
water level (to obtain the 1.500 work requirement).  As the damage increases to
1/2 Damage, it'll takes 1 pirate with an "Excellent" rating OR 2 pirates with at
least a "Fair" rating (or "Poor + Good") to get the needed 2.000 work
requirement to maintain the water level.  If the damage meter increases to 2/3
damage, you will need one pirate with an "Incredible" rating (which is extremely
difficult to obtain & maintain) OR 2 pirates getting "Good" rating (or "Fair +
Excellent") to get the needed 3.000 work requirement... which is about as much
as you can realistically demand from your fellow pirates.

Here's how to calculate your ship's "bilge futility point"...

[1 / (# of Bilge Slots) x 1.5] x 100 

This will give you a percentage of damage your ship can before the bilgers,
giving "good" performance, becomes futile.

* For Small ships (like Sloop), this is around ~66.667% (2/3) Damage.
     * Resume Bilging when Damage is under 50% (1/2).

* For Mid-sized ships (like War Brig), this is around ~83.333% (5/6) Damage.
     * Resume Bilging when Damage is under 75% (3/4).

* For Large ships (like War Frigate), this is around ~94.444% (17/18) Damage.
     * Resume Bilging when Damage is under 91.667% (1/12).
     * Due to a small window, captains will likely keep pirates on Bilge.

22.2) Water Level to Sailing Performance
The Water Level to Sailing Performance is reduced proportionally inverse ratio.
As the Water Level increases, the Sailing Performance decreases.  HOWEVER, as
sails are a critical item on a ship, it never becomes futile when the ship's
water meter is maxed out.

The ratio here is 1 - (( [WATER %] * 2) / 3)

|   Water  %   | Sailing Performance | Times Work Required |
|    0.000 %   |      100.000 %      |       1.000 x       | <- NO WATER
|    5.000 %   |      ~96.667 %      |      ~1.034 x       |
|   10.000 %   |      ~93.333 %      |      ~1.071 x       |
|   15.000 %   |       90.000 %      |      ~1.111 x       |
|   20.000 %   |      ~86.667 %      |      ~1.154 x       |
|   25.000 %   |      ~83.333 %      |       1.200 x       | <- 1/4 Water
|   30.000 %   |       80.000 %      |       1.250 x       |
|  ~33.333 %   |      ~77.778 %      |      ~1.286 x       | <- 1/3 Water
|   35.000 %   |      ~76.667 %      |      ~1.304 x       |
|   40.000 %   |      ~73.333 %      |      ~1.364 x       |
|   45.000 %   |       70.000 %      |      ~1.429 x       |
|   50.000 %   |      ~66.667 %      |       1.500 x       | <- 1/2 Water
|   55.000 %   |      ~63.333 %      |      ~1.579 x       |
|   60.000 %   |       60.000 %      |      ~1.667 x       |
|   65.000 %   |      ~56.667 %      |      ~1.765 x       |
|  ~66.667 %   |      ~55.555 %      |      ~1.800 x       | <- 2/3 Water
|   70.000 %   |      ~53.333 %      |       1.875 x       |
|   75.000 %   |       50.000 %      |       2.000 x       | <- 3/4 Water
|   80.000 %   |      ~46.667 %      |      ~2.143 x       |
|   85.000 %   |      ~43.333 %      |      ~2.308 x       |
|   90.000 %   |       40.000 %      |       2.500 x       |
|   95.000 %   |      ~36.667 %      |      ~2.727 x       |
|  100.000 %   |      ~33.333 %      |       3.000 x       |

Again, this table (like the one before) is for those who love informational
overkill.  Just like the other table, the important levels are noted on the
right side as they're the ones that are easiest to estimate.

On small ships, like sloops, 1 pirate producing "Fine" work SHOULD be able to
maintain the ship's speed under ideal conditions while it would take 3 pirates
producing "Fine" work when the ship is waterlogged.  HOWEVER, since the ship's
load (which is an untracked variable here) produces drag on the ship & will
require a bit more work to move.  Just to state the obvious here, you'll need
more work to move a ship that has a maxed out hold than a ship that is empty.

23) Ship Tips
For those who like to take ships out for a spin, I thought I should give you
some pointers before you start sailing on the open seas to avoid problems with
your crew.

Please be aware that you should dedicate at least an hour (preferably 2 hours)
to run a voyage.

23.1) Pre-Voyage Tips
Before you actually take a ship out (either one you own OR a one that is
available for crew use), you will want to take care of this checklist.

1) Make sure you're at least an officer (or higher rank) within your crew.
     -- If you're not an officer, you can't operate a ship on your own.
2) Make sure you have an Officer's Badge (or higher) OR an active subscription.
     -- In order to take advantage of your rank, you need to cover this.
3) Make sure you have charts you can use from the island you're at. -- If you
     want to take a ship out, you need to know where you're going... which means
     that you need sea charts to go from the island you're at to the island you
     want to sail to.
4) Check your Crew's Articles about usage rules. -- Unlocked ships noted in the
     crew's articles are typically OK to use without asking.
5) Check the Ship's Officer Board for usage rules. -- Owners of unlocked ships
     will have some rules (typically where to leave the boat & restocking) that
     pirates will have to comply with in order to keep the ship unlocked.
6) Find a boat that's not heavily damaged. -- Heavily Damaged ships are ones
     that were used recently by other pirates.  The damage will be repaired over
     time when docked, so look for another ship.
7) Make sure you're fiscally capable of restocking the ship. -- If your voyage
     goes bad, you're on the hook for restocking the ship to the owner's levels.
8) Make sure the ocean is NOT SCHEDULED FOR A REBOOT. -- Getting caught away
     from a port during a reboot is VERY BAD.

If you cannot clear this checklist... you probably shouldn't take an unlocked
ship out until you can.  If you own your ship, you can pretty much ignore the
majority of this checklist, except items 1, 2, 3 & 8...  as these are critical
items.  Item 3 may be covered as some ships will contain SOME sea charts to use
with the ship.  Item 8 is something that may be unexpected, but if you're aware
of a reboot, don't start a voyage until the ocean is rebooted.

23.2) Pre-Launch Tips
Once you have found a ship to use, there's a few things you should do BEFORE you
set sail.

1) Get Permission from the ship's owner...  just in case.
2) Board the ship & take the wheel for a brief moment.  You don't have to play
     the navigation game (you can leave after you hop in), but it gives you
     access to the ship's controls.
3) Check the Officer Board for desired restocking levels, if listed.
4) Inspect the hold & take pre-launch inventory.
     4.1) Check for Valuable Commodities.  If there's any, consider using a
          different ship OR try to transfer the items to another ship at the
          same port...  best to let the owner do this for you.
     4.2) Check Rum & Cannonball supplies.  Post a notice on the Officer Board
          IF the numbers are BELOW the desired levels.  Otherwise, make a note
          of levels.
     4.3) Buy any supplies you may need.
5) Notify your crew of your planned voyage & the ship being used. -- It's good
     form to give your crew first shot at board the ship for the voyage.
6) Post a Job Offer on the Notice Board. -- This will post your voyage on the
     ocean's Notice Board, where anybody can apply.  If you don't have enough
     pirates on the ship, you'll receive some swabbies to help you out.
7) Assign stations to shipmates & swabbies on the ship.
     Note: Swabbies require direct orders to take a station.

Once you reach the end of this list, you're ready to set sail!  Just hit the
"Sail" button (as it'll automatically deport the ship) & off you go!

Ideally, you should have at least 5 pirates (regardless of ship size) to cover
the basics on the ship before you sail.  However, you can still pick up pirates
while you're on the open seas... especially as pirates leave your ship for
whatever reason they may have (but it's consider good form to warn the captain
a few minutes before your departure).

Captains who are confident in their battle skills... or just impatient can sail
with less than 5 pirates, but they will have a disadvantage in the team battles.

When you have less than the minimum number of pirates to cover the basics (there
is a minimum of 4 pirates for small ships), swabbies will come aboard to help
you out.

23.3) At Sea Tips
Once you're out at sea, it's your duty to make sure that everybody is doing
their job properly, keep track of the ship's "Sunrise Gauges" & look out for
potential ships to attack.  Please note that some pirates (especially greenies)
will need some extra explanation & encouragement to do jobs that need to be
done.  Swabbies that are lazing (usually because a pirate bumps them off
their previous post) will require a direct order to another post.  Don't feel
bad for ordering Swabbies around, they're just brainless NPC's.

Pirates normally try to comply with orders on the ship, but they're only human &
may need a little "assistance" to direct them to a post.  But there are a few
ways to do this.

     A) All-Purpose Request -- This is the most generic order captains give to
          pirates, pretty much this request just tells everybody to take a post
          that they prefer.  The captain doesn't really care what the crew does,
          just as long as every post is covered... this is usually issued when
          starting a voyage & the captain doesn't want to push players to a post
          they don't want to do.

          Example: "... Please take any open post you like."

     B) General Requests -- These are general requests that captains give when
          they need somebody on a specific post, but don't care who does it.
          Such requests are made when there's a gap in posts.

          Example: "Could somebody please get on Carp?"

     C) General Orders -- These are OFFICIAL orders (which follows a whistle)
          that the captain issues to address needs of the ship...  It typically
          states that more OR less pirates are needed on a specific post.

          Example: "The Captain orders more pirates on Sails."

     D) Direct Orders -- These are OFFICIAL orders (which follows a whistle)
          that the captains issues to a specific pirate on the ship to tell them
          what post they should be doing.  Swabbies only understand this type of
          order, so don't hesitate to use this on them.

          Please be aware that Gunning & Navigation posts require direct orders
          in order for jobbers to do these posts.

          Example: "The Captain orders you to do Bilge."

     E) Direct Demand -- This is where you tell the pirate exactly what you want
          them to do.  This is usually done to scold uncooperative pirates as
          they typically follow a plank threat.

          Example: "Please get on sails or I'll be forced to plank you."

The general order for post priorities are typically...
     1) Carpentry
     2) Sailing
     3) Bilging
     4) Gunning
     5) Navigation

HOWEVER, priorities can vary depending on the ship's condition.  Things can be
shuffled around to address more important things on the ship.

Here's a few common conditions for the ship.

23.3.1) "Fair Winds" (Ideal)
This is the best condition that you obtain & is typically the condition of the
ship when you take it out of the port at the start of your voyage.  The ship has
no damage & practically no bilge water.  You're pretty much ready to take on
whatever comes in your way.

Post Priorities are...
     1) 1st Carpenter
     2) 1st Sailor
     3) 1st Bilger
     4) (1st) Gunner (until maxed guns), then any open post.
     5) 2nd Sailor
     6) Officer in Crow's nest, doing long-range radar
     7) 3rd Sailor
     8) All other open posts
     9) Navigator

It's is possible to have a pirate alternate between carpentry & bilge, but it
can be a bit too demanding on a single pirate.  It's better to have pirates
dedicate their efforts on one post than swapping between two.

Gunning may get bumped up on the priority list at the start of a voyage so that
they're ready by the first battle.  Bilging may get bumped down (for Gunning)
during the sea battle phase as well when you don't have a dedicated gunner.

23.3.2) "Dire Straits" (Heavily Damaged)
This is the most undesirable condition you can get your ship into as you're
nearly dead in the water & can become "easy prey" to other ships.  In this case,
you need to address the damage to the ship first before you try any bilging.

Post Priorities are:
      1) 1st & 2nd Carpenters
      2) (1st) Gunner (until maxed guns), then any open post.
      3) 1st Sailor
      4) 1st & 2nd Bilgers
      5) 2nd Sailor
      6) Officer in Crow's Nest, doing long-range radar
      7) All Remaining Carpentry posts
      8) All Remaining Bilging posts
      9) All Remaining Sailing posts
     10) Navigator

You'll want to get your best carpenters (minimum of 2) on the job to get the
ship's damage level to a point where the bilgers can make some headway on it
(See Section 22.1 for suggested levels for each size class).

Gunning becomes a priority as you're going to be moving slowly & will likely
become easy prey for other ships...  so you'll want to be able to defend

Sailing gets dropped on on the priorities list as your sailors will have to put
in roughly 3 times more work (at max water) to produce the same results when the
ship was in ideal conditions... so it's better to redistribute the sailors to
other posts in order to get the ship back in fighting condition.

23.3.3) "High Waters"
The ship is "recovering" under this condition, but still has a way to get back
to full fighting condition.  Damage levels are under control & you only have to
address the water level on the ship.

Post Priorities are:
     1) 1st Carpenter
     2) 1st & 2nd Bilger
     3) (1st) Gunner (until maxed guns), then any open post.
     4) 1st Sailor
     5) All Remaining Bilging OR Carpentry posts
     6) Officer in Crow's Nest, doing long-range radar
     7) All Remaining Sailing posts
     8) Navigator

While carpentry is still the top post, the damage level is under control that
you may only need one pirate on it for now. Bilgers are in demand to make short
work of the high water level.  Sailors are still a lower priority since the high
water level is dampening their efforts.

While you're no longer "easy prey", there may still be some ships that go after
you.  Therefore, guns are still a high priority... just in case.

23.3.4) "Battle Stations" (Sea Battle)
When you're in a standard sea battle ONLY, you may want to focus a bit more on
the sails to pick up more move tokens & a pirate handling the guns to you can
fire on your opponent.  However, you can't completely ignore the other posts on
the ship.

Post Priorities are:
     0) Navigator (for the battle) -- Unavailable for jobbers.
     1) 1st Sailor
     2) (1st) Gunner, subsequent gunners (on larger ships) may take other open
          posts when their guns are filled.  1st Gunner may remain on standby.
     3) 1st Carpenter
     4) 1st Bilger
     5) All Remaining Sailing posts
     6) All Remaining Carpentry posts
     7) All Remaining Bilging posts

Sailing is critical as the ship needs to generate movement tokens so the battle
navigator (typically the captain of the ship, but may be another officer within
the crew) can move the ship.  Gunning becomes important as well since the battle
navigator will want to be able to fire the cannons to damage their opponent's
ship to get the advantage on the team battle.

23.3.5) "Sheets to the Winds" (Evasion)
When you're tired of pillaging or need to get off the ocean for some reason, you
want to get the ship going as fast as you can, regardless of current conditions.

Post Priorities are:
     1) 1st & 2nd SAILORS
     2) 1st Carpenter
     3) 1st Bilger
     4) All Remaining Sailing posts
     5) All Remaining Carpentry posts
     6) All Remaining Bilging posts
     7) Officer in Crow's Nest, doing long-range radar
     8) Navigator

In this condition, Gunning is not a priority as you're not planning on getting
into any more battles as you want to get into your desired port.  While you want
to get the ship going as fast as you can, you need at least one pirate doing
carpentry & bilging to prevent the damage & water levels from degrading further.

If there's 2 pirates on each post, the captain of the ship (or a fellow officer
in the crew) may go in the crow's nest to do long-range radar in order to keep
an eye out for ships that may attack you so you can evade them (even if it means
issuing turnabouts).

23.4) League Points
While traveling between islands, there are a number of league points that are
between them.  These are primarily checkpoints along the way & are used to help
break the voyage up.  A duty report is shown to all pirates on a post to see
how everybody is doing.  There are a few useful things that can be done during
this league point stops.

* Check crew performance & possibly reassign duties.
* Sit & wait for an unwanted aggressor to pass.
* Sit & wait for a wanted target to catch up to you.
* Rechart your course, in case you need to change your destination.
* Turn back on course without losing speed.
* Take a VERY SHORT BREAK (no more than a minute or two)
* Pick up more jobbers

Please be aware that league points ARE NOT PORTS!  Ships idling at league points
will continue to take on bilge water, so waiting too long at a league point will
cause you get into "High Waters" as well as annoy your fellow pirates.

If you're going in the opposite direction of your charted course, you'll be
returned to your original charted direction without any loss of speed.  It's
generally faster to sail back to a league point & take off in the right
direction from there than issuing a "Turn About" order, which incurs a speed
penalty with each use.

DO NOT LEAVE YOUR COMPUTER without announcing the quick break to the crew, so
they know about the break without upsetting them & limit it to about 2 minutes
or less.  Avoid using the restroom (beyond a quick pee break) or eat anything
that requires both hands while on the ship.  You should wait until you've ported
the ship on an island (preferably a colonized one).

Breaking this rule will likely cause your the crew members to hate you & hurt
the public reputation of the crew & flag.  You could get demoted or even ejected
from the crew for leaving ships in the middle of the ocean.  Wars have been
declared between flags & crew over much less stuff.

23.5) When to Attack, When to Evade
The success of pillies are typically judgement calls between opponents who want
to attack & when you should attack.  While the decision is ultimately up to you,
the captain of the ship, here's some information you to consider.

23.5.1) When to Attack
For those who are running small ships, the ones you'll want to go after will
typically depend on the general skill level of the pirates you take.  Ideally,
you'll want to go after the following...

* Green OR Yellow <Brigands>
* Green OR Yellow <Barbarians>
* Green OR Yellow <Merchants>

For mid-class ships & those who are experienced in battle, that want to
challenge themselves...

* Yellow, Orange & Red <Brigands>
* Yellow, Orange & Red <Barbarians>
* Yellow, Orange & Red <Merchants>

You can ignore these suggestions, but you're doing so at your own risk to moral
& your wallet.

23.5.1) When to Evade
There will be some times when it's better NOT to go after a ship OR try to evade
another ship... typically because your ship isn't ready OR the battle puts you
at a disadvantage.


Your ship is considered "Damaged" when any of the following applies:
     * Your ship's damage meter is over 25%
     * Your ship's water meter is over 25%
     * You need more than one person on bilge or carpentry when there's less
          than 3 pirates on sails.

You should also avoid attacking when you don't have any cannons loaded since it
makes it difficult to gain the advantage when you can't damage your opponent.

Additionally, you should avoid attacking the following ships:
     * Ships that have a color ring outside your desired range.
          -- These may be harder than what you're looking for.
     * Ships that contain a crew OR flag name.
          -- This will cause an unprovoked PvP battle, which may start a war &
          typically yield undesirable rewards.
     * Ships with names too good to be true.
          -- Custom-named ships are usually reserved for successful pirates &
          crews who are willing to pay the high price to rechristen a ship.
     * <Independent> Ships -- These are typically navy ships that contain mostly
          greenies & those who are practicing the various posts, including
          battle navigation.  These yield disappoint rewards as well.
     * ANY Ship with the "Dread Ringers" as the crew name OR "Vilya" as the flag
          name. -- These ships are operated by the staff of Three Rings (the
          makers of the game).  Only the bravest & most reckless pirates dare
          to go up against them.

23.5.3) Player vs Player (PvP) Battles
Player vs Player battles (noted as PvP) are frequently unprofitable battles for
a few reasons...

     * The voyaging crew may not have won many battles, making the battle
          fiscally unrewarding.
     * Green ships may be full of experienced "Alternative" Players, who are
          looking for easy targets.
     * Some Larger Ships may be in operation by a single pirate, who is trying
          to shuttle the ship to another island (typically done to prepare a
          ship for larger events, like blockades & flotillas) & may be running
          on minimal supplies.
     * Your opponents are trying to achieve the same things as you.

If you're engaged in a PvP Battle by accident, you will want to contact the
captain of the other ship to disengage as soon as you can.  You can find out
who is running the ship with the "/vwho <SHIP>" command, as their name will be
listed in parenthesis after the ship's name.  ALTERNATIVELY, you can use the
"/who" command to see all the ships out & who's running them.

Then use the "/tell <PLAYER>" command with a friendly request to disengage in
battle.  If your opponent asks you to disengage near the beginning of a fight,
it's polite to honor such requests.  When such a request is made, neither ship
should make ANY MOVES to avoid spooking your opponent & breaking the agreement.

Both sides can see if any moves are planned by the white bar above each ship &
if your opponent can strike at you & starts placing moves, then it can be safe
to assume the disengage request as done as a ruse to disarm you.  Try to take
the appropriate evasive actions, or take them on if you feel like it.

If either side breaks the disengage request, they may report it to their crew,
give your crew a bad reputation & potentially start a war.

23.6) Post Battle Check-list
When you finish a battle, you should do the following:

1) Check to see what item(s) were won OR lost from the battle.
2) Check the ship's condition & redistribute the crew as needed
3) Check that your Job Offer is still posted, assuming you haven't maxed out
     the ship.
4) Double-check the ship's supplies

If the ship is low on necessary ship supplies (cannonballs & rum), you should
consider making a port call IMMEDIATELY so you can restock the ship & maybe end
the voyage.

If your ship runs out of cannonballs, you won't be able to load the cannons for
battle...  making it difficult to gain the battle advantage.

If your ship runs out of rum, things will become VERY DIFFICULT for your crew
on multiple levels.
     * Overall ship performance will slowly decrease, forcing pirates to work
          better to produce the same level of work with rum.
     * The Swordfighting playfield drops to 4 columns, as the 2 outer columns
          will be filled with rum jugs (that can't be broken).
     * Accuracy during rumbles will decrease, making it hard to aim shots.
     * General moral will plummet.

In the event that your crew wins a battle & loot some rum, it'll temporarily
stabilize the crew.  The rum will help the crew recover for a moment... until
the supply runs out.

For those who are running their own ship OR borrowing an unlocked ship as a
fleet officer (or higher), you may want to consider removing any PoE in the
ship's hold in order to protect those funds from potential loss during the
voyage.  HOWEVER, such transactions are noted in the ship's logs & you will need
to return those funds when the pilly ends (preferably BEFORE the booty split).

Your job offer will automatically be taken down when the ship is at maximum
capacity (which varies by ship).  If your ship is no longer maxed out, you will
want to repost the job offer so you can recruit more pirates.

23.7) Notes about Server Reboots
When a reboot is scheduled, everybody currently on the ocean will receive a
server warning message stating "The server will be rebooted in <TIME LEFT>."
When you see this notice, END YOUR VOYAGE AS SOON AS POSSIBLE!!!


After the server is completely rebooted, you may restart your voyage... or at
least restock the ship you were using.

a result)!

23.8) Post-Voyage Checklist
Once your voyage is over for whatever reason you need necessary, just port your
ship on a colonized island & start on the post-voyage.  If you're borrowing an
unlocked ship, you should return the ship to the island you started from...
unless noted by the ship's owner.

Please remain vigilant against other ships as you can be attacked before you
reach the port...  it an unwanted thing, but it can happen.  Otherwise, prepare
the ship for "Sheets to the Wind" condition.

When you're ready to put your ship in port, just hit the "Port" button when you
reach your destination island.  Unless it's an emergency (like a server reboot),
you should avoid porting on an uncolonized island as there's no marketplace to
help you restock the ship.

Once you're in the port, please complete this checklist.

1) Thank the crew for their work. -- While it's unnecessary, it's considered
     good form to thank the pirates who sailed with you for the past hour or so.

2) Check the Booty Chest for non-ship commodities & sell them, if possible. --
     Commodities within the Booty Chest are items that the crew obtained during
     your voyage, so it's only fitting that you sell them.  While only the owner
     of the Ship OR a crew member that's at least a Fleet Officer can sell these
     commodities, it does add PoE to the Booty Chest.

     If you're unable to sell them, consider adding some PoE from your own
     wallet to cover the PoE that could have been earned from the sales.

3) Split the Booty with the crew. -- This is the time to provide bonuses &
     penalties to members that warrant it.  If you had a good voyage, consider
     giving yourself a few penalties so that everybody else gets a few more PoE.

4) Invite Jobbers to the crew, if the crew policies permit it... & if Jobbers
     want to join your crew.  Greenies will typically ask about this.

5) Restock the ship, using the restocking reserves obtained from the booty chest
     & any funds on hand (if necessary). -- You should get the ship's supplies
     to the owner's desired levels (if any), even if you have to use your own
     funds if the restocking reserves doesn't cover everything.

6) Transfer any valuable commodities BACK to the ship, if you transfered
     anything before your voyage. -- Try to leave the ship with the same stuff
     that it originally had.

7) Make notes on the Officer's Board if there's ANYTHING wrong with the ship...
     mostly if you can't restock the ship to desired levels as the ship's
     condition will eventually be reset to 0 (in damage, water, speed & guns).

When restocking the ship, you should do some comparison shopping for rum if the
owner of the ship permits substitutions.  The main reason to do this is that the
costs for the three qualities of rum will vary between island markets & prices
between them may not be in alignment.  Here's the rule of thumb when comparing

     * Rum is  100 proof.  You need  6 barrels for comparison purposes.
     * Grog is  60 proof.  You need 10 barrels for comparison purposes.
     * Swill is 40 proof.  You need 15 barrels for comparison purposes.

     In short...  6 Rum = 10 Grog = 15 Swill

An alternative measures are...

     * 5 Grog  = 3 Rum
     * 5 Swill = 2 Rum
     * 1 Grog + 1 Swill = 1 Rum

To put this into practice, the market prices in our example are...

     * Rum   -- 59 PoE / Barrel -> 59 x  6 = 354 PoE / group
     * Grog  -- 33 PoE / Barrel -> 33 x 10 = 330 PoE / group [BEST BUY]
     * Swill -- 23 PoE / Barrel -> 25 x 15 = 345 PoE / group

     * Grog + Swill -- 56 PoE / unit -> 56 x 6 = 336 PoE / group

In our example, Grog has the lowest price in the market comparison & should be
the primary purchase.  Using the Grog + Swill option would still save you some
money over Rum, but not as much.

Unless you're making a trade run with some bulky commodities (like wood & hemp),
you probably won't run into storage problems since sloops (the smallest ship in
the game) can store over 10,000 barrels.  However, most ship owners typically
don't ask for any more than 100 barrels of Rum, which would be equal to 250
barrels of Swill, on the most commonly used ships for voyages / pillies.

In the event that you have a surplus after restocking the ship to the owner's
desired levels (if any), you're typically permitted to pocket the surplus as a
bonus for a well completed pillage.  HOWEVER, you may want to check with the
Crew's Articles & the Officer Board on the ship to see what should be done with

23.9) Tips for Enjoyable (& Profitable) Voyages
As a pirate who has experienced the complete range of voyages, including some
very disastrous voyages (a few on my own ship), there's a few things that you
probably want to know in order to keep things enjoyable (& hopefully profitable)
when you sail the open seas.

1) Make sure you have a "Disaster Fund" or "Insurance", in case your voyage goes
     SERIOUSLY WRONG for some reason.

     I know it's one thing that nobody really want to think about, but when you
     start your own voyage, you should have enough money set aside (either in
     your own wallet OR in a chest you have in your house) to cover all the
     ship supplies, in case your voyage goes badly.  Here's a guideline to use
     when setting up your own "Disaster Fund".

     * Small Ships (like Sloops)      require   5,000 PoE for supplies.
     * Medium Ships (like War Brigs)  require ~15,000 PoE for supplies.
     * Large Ships (like War Frigate) require ~45,000 PoE for supplies.

     If you own multiple ships, you probably want to reserve enough funds to
     cover all of them... but you should hold onto enough to cover the largest
     ship in your fleet.

     In the event that you permit your ship(s) to do high-risk voyages, you
     might want to try to insure your ships by holding enough funds (including
     doubloons, if you're on a Doubloon Ocean) to cover the cost of replacing
     the ship... or at the very least, cover the cost of replacing your largest

2) Do NOT make excessive demands for excellence.

     When you go on a voyage, unless you restrict your voyage to fellow crew
     members, you'll RARELY have any say in the quality of pirates that job for
     you.  While you want your shipmates to do well, you shouldn't demand them
     to do any more than what you can do on the ship.

     This holds ESPECIALLY TRUE with Greenies, as they're new to the game & they
     are trying to learn the puzzle games.  All you can do is ask everybody to
     do their best & ask them not to booch up.

3) Try to maintain a positive attitude on your voyage, even when things go bad.

     Ship moral is one thing that can't really be measured, but it's one thing
     that can help keep pirates on the ship & make the voyage enjoyable.  While
     a string of losses can be demoralizing, it's important to keep a positive
     attitude as you're more likely to turn things around.

     It's also helpful to praise your shipmates when you win a battle ("Great
     Job Everybody!") & console them when you lose ("Nice Try Everybody, we'll
     get them next time.")

4) Avoid playing the "Blame Game" when things go wrong.

     The "Blame Game" is one of the wrong things you can do when a voyage goes
     wrong!  It's very demoralizing & will likely cause pirates to junk ship as
     well as incur more losses.

     There are a lot of variables that can contribute to a battle loss.  You
     could have hired better jobbers, a shipmate could have a better weapon,
     a greenie could do better at a station, you could have done better during
     battle navigation...  the list could go on practically forever.

     If a pirate tries to blame themselves for a loss & asks you to forgive
     them, it's best to tell them it's OK, accept their apology (even if it's
     not their fault) & kindly ask them to resume their duties.  The best way a
     pirate can make up for their battle shortcoming is to remain productive on
     the ship.

     In the event that you absolutely have to blame somebody, it's better to
     blame yourself, as the voyage coordinator, than anybody else... even if
     it's just bad luck.  The hazards of pillying is yours & it doesn't hurt the
     feeling of your shipmates.

5) Try to keep everybody on the ship busy, INCLUDING YOURSELF!

     While you (as the captain) have the right to laze on your own ship during
     your voyage to do radar (within the Crow's nest), I find that it's better
     for crew morale if you participate on one of the ship's posts...  this is
     important when you're running on a skeleton crew (under 5 pirates), when
     everybody's input is important.

     For those who tend to laze a bit, you should try to prod them a couple of
     times.  Usually with a kind request first before issuing direct orders.
     Those who don't follow orders after a couple of prods will have to be
     planked as they're not contributing to the ship.

     A fair prodding system is a rule of three... which goes like this:

          1) Ask the lazing pirate to take an open post.
          2) Give them a direct order to a post, threaten a penalty.
          3) Penalize Pirate, Give another direct order & threaten to plank.
          4) Plank Pirate

     If a pirate needs to go away for a moment, you should try to be flexible
     enough to allow them to...  assuming you can cope with the temporary loss
     in performance.  I typically prod players that go away for a moment to
     hurry back.

6) Let the auto-targeting system do it's job when it comes to potential targets.

     While the auto-targeting system may allow some ships to pass you, the
     system will only go after ships that are within your desired voyage range.
     It also allows you to avoid other player ships when you didn't select the
     "PvP" option.

     HOWEVER, a good captain will know when to disable auto-targeting so you can
     avoid battles when your ship isn't in battle-ready condition.

     There are a FEW PIRATES (at least one within the crew I'm with) that choose
     NOT to utilize auto-targeting on voyages & choose to fight ships as they
     see fit.  This should only be done by experienced pirates as you can get
     yourself into trouble by attacking the wrong ship.

7) Try to encourage pirates to stay until AFTER the booty split is completed,
     UNLESS they tell you in advance.

     While it can be a bit unfair, it's a fairly common practice to penalize
     pirates who leave a ship in mid-voyage as it makes it's harder to keep
     things going consistently.  Additionally, pirates to jump ship lose their
     voice in the booty split, so they can't object to the penalty.

     HOWEVER, pirates that give advanced notice of their departure (typically
     no later than 10 minutes prior to departure) shouldn't get penalized as
     they're giving you some notice that they will be leaving & they want you to
     be aware of this.

8) Don't be afraid to share voyage duties with a fellow officer.

     While it may be a little confusing to have a fellow officer on the ship,
     it can be helpful to split duties up & can increase the odds of having a
     successful voyage.  It can also keep a voyage going on unlocked ships if
     you OR your fellow officer gets disconnected for some reason & helps you to
     avoid committing the cardinal sin of abandoning a ship at sea.

     When you have a fellow officer on an unlocked ship (even your own), you
     should try to set up a working hierarchy.  The person who originates the
     voyage should be considered as the XO & the other officer as the CO.
     This way, you know who's in control.

     OFFICER, WHEN POSSIBLE!  You can cover for your fellow officer as needed,
     but you should always yield the ship's command to the XO when possible to
     avoid inter-crew fights.

9) Try to complete all the expeditions you can BEFORE porting for a booty split.

     Expeditions are only good for the current voyage.  Therefore any incomplete
     expos will vanish from your ship once you split the booty.  It's within the
     crew's best interest to complete as many of them as possible, but doing so
     will take more time as you have to travel around more to reach them.

     If you're pressed for time or supplies, you may skip the expos... but doing
     so will likely disappoint your crew.


     When you finish a voyage, you'll need to port your ship on an inhabited
     island so that you can properly restock it.  While it's best to port the
     ship on an island within your home archipelago that has ferry access (it's
     easier to return to the ship), any inhabited island should do.

     In certain emergencies (like an impending server reboot OR when you're
     critically short on time), you should port on the nearest island, set foot
     on that island (as it will register that island on your map).  If you don't
     have a whisking potion on hand (which costs 1 Dub for 9 uses), you should
     hit "Set as Home" so you can quickly return to the island that you ported
     the ship.

     Setting foot on an island is the requirement for the whisking potion as you
     need to register that island on your world chart before you you can ever
     whisk yourself there.

24) Badges
On the Doubloon Oceans, pirates will need to own various badges to gain access
to games, jobs & rank privileges within the game.  Badges are purchased at the
Palace Shoppe (available on all islands with a government build & as a button on
the notice board) for doubloons & come in 2 varieties: Wrapped & Unwrapped.

Wrapped Badges allow you to save the abilities granted by that badge until you
need them... similar to pre-purchases.  Since Wrapped Badges are remain unused
until unwrapped, they can be used in trades with other pirates.  While you can
buy as many wrapped badges as you like (& afford), there's no premiums on them.
Players who try to be fiscally responsible try to keep at least one wrapped rank
badge on hand.

Unwrapped Badges give you the abilities that they grant immediately.  HOWEVER,
once you purchase them, you cannot trade them & you cannot buy another unwrapped
badge of that type.  In the cases of rank badges, you cannot purchased unwrapped
badges of lower rank... but you can trade-in your current badge for a higher
ranking badge.

When upgrading rank badges, the value of your current badge is pro-rated based
on the age of the badge.  If your badge is less than 3 login days old, you'll
likely get the full trade-in value.  HOWEVER, if your badge only has 3 login
days left...  you'll only get a trade-in value of 1 Doubloon.

24.1) Parlor Badge
Cost: 5 Doubloons for 30 login days

The Parlor Badge are for those who like to spend a lot of time at the inns
(either socially OR as a professional gambler).  This badge gives you access to
ALL the parlor games to play as much as you like.

24.2) Labor Badge
     * Standard (24 hours):  5 Doubloons for 30 CALENDAR Days
     * Deluxe   (72 hours): 15 Doubloons for 30 CALENDAR Days

The Labor Badge gives you unrestricted access to all the labor games & allows
you to produce a certain number of OFFLINE LABOR each day as well as producing
expert level labor, which is required to complete high-end orders.

Pirates with the Labor Badge can also apply for Foraging Voyages as well.

The amount of labor you can produce each day depends on the type of Labor Badge
you purchase.  The standard badge allows you to produce 24 hours of work.  The
deluxe badge allows you to produce up to 72 hours (or 3 days) of work per day,
but costs 3 times more.

The Labor badge is the ONLY badge that runs on CALENDAR DAYS, since you'll be
able to produce labor, even when your offline.  HOWEVER, you still need to login
every 10 days (or more) to keep your job(s) on the ocean.

24.3) Bravery Badge
Cost: 5 Doubloons for 30 Login Days

The Bravery Badge permits pirates to partake in high-risk voyages that only the
bravest pirates can participate in (by buying this badge).  If you want to visit
the Cursed Isles OR take on Atlantis...  you'll need one of these.

24.4) Pirate Badge
Cost: 1 Doubloon for 30 Login Days

The Pirate's Badge allows pirates to fulfill their rank in the crew as a pirate
& allows access to Gunning on crew ships without a direct order.  Pirates can
also access Gunning & Navigation games on navy ships during those specific
missions as well.

24.5) Officer's Badge
Cost: 8 Doubloons for 30 Login Days

The Officer's Badge allows you to fulfill your rank in the crew as an Officer OR
a Fleet Officer.  If grants all the privileges of the pirate's badge & grants
you access to Navigation (& Battle Navigation) on your own ship as well as your
crew's unlocked ships.

Pirates with the Officer's Badge are permitted to start voyages with ships
(either owned or unlocked for crew use).  HOWEVER, Officers are NOT PERMITTED to
access the ship's hold (beyond restocking purposes) NOR modify charts being held
on unlocked ships... while Fleet Officers may.


24.6) Senior Officer's Badge
Cost: 10 Doubloons for 30 Login Days

The Senior Officer's Badge allows you to fulfill your rank as a senior officer
in the crew.  It grants all the privileges of the officer's badge & permits
senior officers to promote & demote crew members (within an autocratic crew)
WITHOUT the captain's permission.

24.7)Captain's Badge
Cost: 20 Doubloons for 30 Login Days

IMPORTANT NOTE: Pirates wishing to start up their own crew are required to pay
     an ADDITION 10 DOUBLOONS to draft up the Crew's articles, on top of the
     purchase of the Captain's Badge.

The Captain's Badge allows you to fulfill your rank as Captain of the crew,
which is the highest position within the crew.  It grants all the privileges of
the senior officer's badge & allows you to manage the entire crew as you see

25) Ships
You really can't go anywhere in the game without boarding a ship for a voyage.
This is one of the more obtainable dreams within the game as it's a mark of a
pirate's success (or at least their wallet, especially on the Doubloon Oceans)
as officers & crews can't partake in voyages without having an available ship.

Ships are one of the biggest investments a pirate can make for their crew as it
increases the crew's armada... for the duration of that pirate's stay within the

While they are many different types of ships, each with a different cost, please
be aware that you are making a long-term investment here.  It takes a lot of
materials & a lot of labor to produce them.  This means that it can take between
a few hours to a month or longer for the shop to complete the order

it'll take up to a few months before
you can take the deed & set sail on ALL NEW ORDERS.  HOWEVER, some shipbuilding
stalls may be working on a ship already & therefore, you could have your ship a
lot sooner than anticipated.

Here's the compressed list of ships you could purchase.

| Ship Name        | Ship   | Crew  Capacity |   Ship Cost*   | Required Time* |
|                  |  Class |  Posts / Full  |    PoE   | Dub | for New Orders |
| Sloop            | Small  |     8 /   7    |  ~10,000 |  20 |   10 -  20 hrs |
| Cutter           | Small  |    13 /  12    |  ~20,000 |  30 |   16 -  32 hrs |
| Dhow             | Small  |    12 /  12    |  ~22,500 |  32 |   14 -  32 hrs |
| Fanchuan         | Small  |    12 /  12    |  ~xx,xxx |  32 |   17 -  35 hrs |
| Longship         | Medium |    15 /  15    |  ~34,000 |  38 |   21 -  41 hrs |
| Baghlah          | Medium |    18 /  18    |  ~40,000 |  38 |   23 -  48 hrs |
| Junk             | Medium |    18 /  18    |  ~xx,xxx |  38 |   24 -  50 hrs |
| Merchant Brig    | Medium |    23 /  20    |  ~45,000 |  40 |   27 -  55 hrs |
| War Brig         | Medium |    24 /  30    |  ~50,000 |  50 |   30 -  63 hrs |
| Merchant Gallon  | Large  |    43 /  30    |  ~xx,xxx |  60 |   50 - 105 hrs |
| Xebec            | Large  |    38 /  45    |  ~xx,xxx |  55 |   44 -  90 hrs |
| War Frigate      | Large  |    55 /  75    | ~107,500 |  75 |   58 - 121 hrs |
| Grand Frigate    | Grand  |    77 / 159    | ~xxx,xxx | 100 |  105 - 219 hrs |
| * Price Estimate is for STANDARD CLASS ship.  Special & limited edition      |
|          class ships have greatly higher costs across the board.             |
| * PoE costs will vary between islands & shops, so shop around!               |
| * Time required on new ship orders are estimated based on OPTIMAL Shop       |
|          conditions for labor & supplies.                                    |

25.1) Sloop
Size Class: Small
Crew Capacity: 7 pirates / 8 posts
Hold Capacity: 13,500 Kg / 20,250 L
Resale Value (Dub Oceans): ~65,000 - 75,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     3 Sailing     2 Carpentry
     2 Bilging        1 Gun

Battle Stats:
     * 4 Move tokens / turn
     * 4 Small cannons
     * 1 Cannon shot / side / move

Blockade Stats:
     * 1 Block diameter of influence
     * 3 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 6.000 / 10.000 Small  Cannon Balls
     * 4.000 / ~6.667 Medium Cannon Balls
     * 3.000 /  5.000 Large  Cannon Balls

The Sloop is the smallest, but cheapest ship in the entire game.  It's the
easiest ship to operate, since you can solo the ship (w/ swabbies) while keeping
everything in check... making it THE "Starter Ship" for all ship-buying pirates.
Most pirates tend to mass a fair number of sloops (around 3 or more) in their
fleet because of they're easy to use.

Sloops are commonly used in pillaging as pirates can quickly pick up jobbers
quickly & can be soloed by a pirate.  HOWEVER, Sloops have very limited use for
blockades due to the ship's weak range of influence & low battle durability (as
most blockades use medium & large-class ships).  "High Risk" Voyages may have
longevity problems since a larger ship could sink this ship in one turn.

While it can take as little as 10 - 20 hours for a shipbuilding stall to build
a new sloop, but it typically takes around a week.

25.2) Cutter
Size Class: Small
Crew Capacity: 12 pirates / 13 posts
Hold Capacity: 40,500 Kg / 60,750 L
Resale Value (Dub Oceans): ~95,000 - 115,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     5 Sailing     4 Carpentry
     2 Bilging        2 Guns

Battle Stats:
     * 4 Move tokens / turn
     * 8 Small cannons
     * 1 Cannon shot / side / move

Blockade Stats:
     * 2 Blocks diameter of influence
     * 4 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 7.500 / 12.500 Small  Cannon Balls
     * 5.000 / ~8.333 Medium Cannon Balls
     * 3.750 /  6.250 Large  Cannon Balls

Originally called the "Large Sloop", the Cutter is essentially a larger version
of the sloop.  The ship's hold is 3-times larger & supports about double the
crew, making it a good choice as a starter trade ship.

For Blockades, it's slightly better than the sloop since it has a larger range
of influence, but still a bit too weak for major use.  This ship may fair well
on "high risk" voyages since it can survive (albeit, heavily crippled) a turn of
double-cannon fire from MOST medium-class ships.

While it can take as little as 16 - 32 hours for a shipbuilding stall to build
a new cutter, but it typically takes around a 1.0 - 1.5 weeks.

25.3) Dhow
Size Class: Small
Crew Capacity: 12 pirates / 12 posts
Hold Capacity: 13,500 Kg / 20,250 L
Resale Value (Dub Oceans): ~115,000 - 125,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     5 Sailing     3 Carpentry
     2 Bilging        1 Gun

Battle Stats:
     * 4 Move tokens / turn
     * 4 Medium cannons
     * 1 Cannon shot / side / move

Blockade Stats:
     * 2 Blocks diameter of influence
     * 4 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 7.500 / 12.500 Small  Cannon Balls
     * 5.000 / ~8.333 Medium Cannon Balls
     * 3.750 /  6.250 Large  Cannon Balls

The Dhow, a traditional Arabian sailing vessel (commonly used around the Arabian
Peninsula, India & Eastern Africa), was introduce into the game by Azarbar the
Great.  The Dhow has storage capacity of a Sloop, the crew capacity similar to a
Cutter & cannons of most mid-class ships.  As a result, some pirates may 
misjudge this ship in battle.

Just like the Cutter, the Dhow has very limited use in blockades... but it's
medium cannons can surprise some of the mid-class ships that are typically used
& may be suitable when it's difficult to obtain enough pirates for war brigs.

While it can take as little as 14 - 32 hours for a shipbuilding stall to build
a new Dhow, but it typically takes around a 1.0 - 1.5 weeks.

25.4) Fanchuan
Size Class: Small
Crew Capacity: 12 pirates / 12 posts
Hold Capacity: 13,500 Kg / 20,250 L
Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE]

     1 Navigation     5 Sailing     3 Carpentry
     2 Bilging        1 Gun

Battle Stats:
     * 4 Move tokens / turn
     * 4 Large cannons
     * 1 Cannon shot / side / move

Blockade Stats:
     * 2 Blocks diameter of influence
     * 4 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 7.500 / 12.500 Small  Cannon Balls
     * 5.000 / ~8.333 Medium Cannon Balls
     * 3.750 /  6.250 Large  Cannon Balls

Background information about the Fanchuan is unknown at this time...  but is
considered to be of Chinese origin & possibly a "Small Junk".

The Fanchuan is similar to the Dhow in statistics, BUT it has large cannons...
giving this small ship a BIG bite, making it easy to cripple any small ship in
one turn for combat.

Just like other small ships, the Fanchuan has very limited use in blockades...
but it's large cannons can totally surprise some of the mid-class ships that are
typically used & may be suitable when it's difficult to obtain enough pirates
for war brigs.

While it can take as little as 17 - 35 hours for a shipbuilding stall to build
a new Fanchuan, but it typically takes around a 1.5 - 4 weeks.

25.5) Longship
Size Class: Medium
Crew Capacity: 15 pirates / 15 posts
Hold Capacity: 13,500 Kg / 20,250 L
Resale Value (Dub Oceans): ~140,000 - 150,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     5 Sailing     3 Carpentry
     3 Bilging        3 Guns

Battle Stats:
     *  4 Move tokens / turn
     * 12 Small cannons
     *  2 Cannon shot / side / move

Blockade Stats:
     * 2 Blocks diameter of influence
     * 5 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 9.000 / 15.000 Small  Cannon Balls
     * 6.000 / 10.000 Medium Cannon Balls
     * 4.750 /  7.500 Large  Cannon Balls

The Longship is a Norse ship that was commonly used by Vikings & Saxons for
coastal raids during Middle Ages (or Medieval Times) as well as long-distance
trading & commerce voyages.  Thankfully, nobody needs to stroke oars.

This is first of the mid-class ships.  Despite this classification, it tends to
have the same stats as the small ships on everything except for capabilities in
battle... which is a bit higher.  While it can't sink any of the small ships
with it small cannons, it can cripple them in battle in one turn with it's
double-shot ability.

In Blockades, the Longship does have a few good qualities, but not enough to
make it a viable option with it's limited influence & usage of small cannons.
It can survive attacks from all but the large-class ship, it would be heavily

While it can take as little as 21 - 41 hours for a shipbuilding stall to build
a new Longboat, but it typically takes around a 1.5 - 4 weeks.

25.6) Baghlah
Size Class: Medium
Crew Capacity: 18 pirates / 18 posts
Hold Capacity: 18,000 Kg / 27,000 L
Resale Value (Dub Oceans): ~150,000 - 160,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     6 Sailing     4 Carpentry
     4 Bilging        3 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 12 Medium cannons
     *  2 Cannon shot / side / move

Blockade Stats:
     * 4 Blocks diameter of influence
     * 6 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 12.000 /  19.000 Small  Cannon Balls
     *  8.000 / ~13.333 Medium Cannon Balls
     *  6.000 /  10.000 Large  Cannon Balls

The Baghlah is a larger-scale version of the Dhow with an extra sail & bigger
guns.  This can be consider the first "decent" mid-class ship, even though it's
typically overlooked by players for more traditional ships.

In Blockades & High-Risk Voyages, it has enough firepower to heavily cripple
small ships & even sink Sloops in one turn while managing to survive a similar
attack by larger ships, although it would cripple this ship.

While it can take as little as 23 - 48 hours for a shipbuilding stall to build
a new Baghlah, but it typically takes around a 1.5 - 4 weeks.

25.7) Merchant Brig
Size Class: Medium
Crew Capacity: 24 pirates / 20 posts
Hold Capacity: 90,000 Kg / 135,000 L
Resale Value (Dub Oceans): ~145,000 - 160,000 PoE (@ 2,500 PoE / Dub)

     1 Navigation     6 Sailing     9 Carpentry
     6 Bilging        2 Guns

Battle Stats:
     * 3 Move tokens / turn
     * 8 Medium cannons
     * 1 Cannon shot / side / move

Blockade Stats:
     * 4 Blocks diameter of influence
     * 7 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 12.000 /  19.000 Small  Cannon Balls
     *  8.000 / ~13.333 Medium Cannon Balls
     *  6.000 /  10.000 Large  Cannon Balls

The Merchant Brig is main entry into mid-class trade ship, sporting DOUBLE the
size of the Cutter in practically every aspect.

For Blockades & High-Risk Voyages as it can survive 1 turn of double-fire from
the large ships (albeit crippled), which makes it a fair option... but most
pirates prefer the War Brig over this for it's greater firepower.

While it can take as little as 27 - 55 hours for a shipbuilding stall to build
a new Merchant Brig, but it typically takes around a 1.5 - 4 weeks.

25.8) Junk
Size Class: Medium
Crew Capacity: 18 pirates / 18 posts
Hold Capacity: 18,000 Kg / 27,000 L
Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE]

     1 Navigation     6 Sailing     4 Carpentry
     4 Bilging        3 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 12 Large cannons
     *  1 Cannon shot / side / move

Blockade Stats:
     * 4 Blocks diameter of influence
     * 6 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 15.000 /  25.000 Small  Cannon Balls
     * 10.000 / ~16.667 Medium Cannon Balls
     *  7.500 /  12.500 Large  Cannon Balls

The Junk is a traditional Chinese sailing vessel that has some efficient ideas
that were later incorporated into western ships.

The Junk is a bit better in blockades & high-risk voyages compared with the
Merchant Brig, but you sacrifice 2 crew members & considerable hold space.
While it can only fire 4 guns per turn, the larger guns help counter this.  This
ship can also withstand the damage from 1 turn of large double-fire, 2 turns of
medium double-fire, OR 3 turns of small double-fire (while crippling & eventual
sinking of the ship). 

While it can take as little as 24 - 50 hours for a shipbuilding stall to build
a new Junk, but it typically takes around a 1.5 - 4 weeks.

25.9) War Brig
Size Class: Medium
Crew Capacity: 30 pirates / 24 posts
Hold Capacity: 54,000 Kg / 81,000 L
Resale Value (Dub Oceans): ~175,000 - 185,000 PoE (@ 2500 PoE / Dub)

     1 Navigation     9 Sailing     6 Carpentry
     4 Bilging        4 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 16 Medium cannons
     *  2 Cannon shots / side / move

Blockade Stats:
     * 6 Blocks diameter of influence
     * 8 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 15.000 /  25.000 Small  Cannon Balls
     * 10.000 / ~16.667 Medium Cannon Balls
     *  7.500 /  12.500 Large  Cannon Balls

The War Brig is the mid-class ship of choice for large-scale pillaging,
blockades & high-risk voyages.  It's a very comparable ship as it contains just
the right balance of costs, crew & firepower.

While it can take as little as 30 - 63 hours for a shipbuilding stall to build
a new War Brig, but it typically takes around a 2 - 6 weeks.

25.10) Merchant Galleon
Size Class: Large
Crew Capacity: 30 pirates / 41 posts
Hold Capacity: 270,000 Kg / 405,000 L
Resale Value (Dub Oceans): UNAVAILABLE... [INCOMPLETE]

     1 Navigation     9 Sailing     14 Carpentry
     14 Bilging       3 Gun

Battle Stats:
     *  3 Move tokens / turn
     * 12 Large cannons
     *  1 Cannon shot / side / move

Blockade Stats:
     *  6 Blocks diameter of influence
     * 13 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 18.000 / 30.000 Small  Cannon Balls
     * 12.000 / 19.000 Medium Cannon Balls
     *  9.000 / 15.000 Large  Cannon Balls

The Merchant Galleon is the large-class ship that is primarily designed to be a
trade ship, with it's large (2nd largest in the game) hold.  Strangely, there's
more posts on the ship than the number of pirates that are permitted to run it.

While it can survive a turn of double-fire from all ships, making it a viable
choice for all voyages with a moderate crew, the lack of double-fire support
does limit it's power in battle-heavy voyages like blockades.

While it can take as little as 50 - 105 hours (~2.083 - 4.250 days) for a
shipbuilding stall to build a new Merchant Galleon, but it typically takes
around 3 - 8.5 weeks.

25.10) Xebec
Size Class: Large
Crew Capacity: 45 pirates / 38 posts
Hold Capacity: 121,500 Kg / 182,250 L
Resale Value (Dub Oceans): UNAVAILABLE... [INCOMPLETE]

     1 Navigation     14 Sailing     9 Carpentry
     8 Bilging         6 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 24 Medium cannons
     *  2 Cannon shot / side / move

Blockade Stats:
     *  6 Blocks diameter of influence
     * 12 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 21.000 /  35.000 Small  Cannon Balls
     * 14.000 / ~22.333 Medium Cannon Balls
     * 10.500 /  17.500 Large  Cannon Balls

The Xebec is the largest of the Arabian-inspired ship.  The ship's battle stats
are decent for Blockades & High-Risk Voyages, but it's medium cannons make it a
bit undesirable as the large-class ships typically have large cannons to make
quick work against opponents.

While it can take as little as 44 - 90 hours (~1.833 - 3.750 days) for a
shipbuilding stall to build a new Xebec, but it typically takes around 3 - 8

25.11) War Frigate
Size Class: Large
Crew Capacity: 75 pirates / 55 posts
Hold Capacity: 216,500 Kg / 324,000 L
Resale Value (Dub Oceans): ~300,000 - 325,000 PoE (@ 2500 PoE / Dub)

      1 Navigation     18 Sailing     18 Carpentry
     12 Bilging         6 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 24 Large cannons
     *  2 Cannon shot / side / move

Blockade Stats:
     *  8 Blocks diameter of influence
     * 17 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 30.000 /  50.000 Small  Cannon Balls
     * 20.000 / ~33.333 Medium Cannon Balls
     * 15.000 /  25.000 Large  Cannon Balls

The War Frigate is the ship of choice for blockades & other high-risk voyages
that require a LOT of pirates to participate in.  It's the third largest ship
in the entire game, but second to the number pirates it can carry.  The War
Frigate is preferred as it gives you the maximum firepower with a moderate crew
& cost.

While it can take as little as 58 - 121 hours (~2.417 - ~5.042 days) for a
shipbuilding stall to build a new War Frigate, but it typically takes around
4 - 12 weeks (1 - 3 months).

25.12) Grand Frigate
Size Class: Grand (XL)
Crew Capacity: 159 pirates / 77 posts
Hold Capacity: 540,000 Kg / 810,000 L
Resale Value (Dub Oceans): UNKNOWN... [INCOMPLETE]

      1 Navigation     30 Sailing     24 Carpentry
     16 Bilging         6 Guns

Battle Stats:
     *  3 Move tokens / turn
     * 24 Large cannons
     *  2 Cannon shot / side / move

Blockade Stats:
     * 10 Blocks diameter of influence
     * 29 Pirates required for influence

Max Damage Stats (Combat / Sink):
     * 36.000 / 60.000 Small  Cannon Balls
     * 24.000 / 40.000 Medium Cannon Balls
     * 18.000 / 30.000 Large  Cannon Balls

The Grand Frigate is... well... a BIG ASS BOAT!  It's the largest in the game &
the most expensive ship in the entire game (costing 100 Doubloons for the
STANDARD class...  Much more for the special classes) & has enough crew capacity
to serve as a floating island.

While only the most successful & affluent pirates would ever consider purchasing
such a ship, it's sturdy enough to handle at least 3 full turns of double-large,
5 turns of double-medium OR 7 turns of double-small cannon fire before the ship
is in trouble on blockades & other high-risk voyages.  HOWEVER, due to the high
cost & building requirements, it's very likely that the only the owner of the
ship will take this ship into these high-risk voyages.

While it can take as little as 105 - 219 hours (4.375 - 9.125 days) for a
shipbuilding stall to build a new Grand Frigate, but it typically takes around
8 - 26 weeks (2 - 6 months).

26) FAQ's for the Potentially Hopeless
For those who still have some questions... or didn't bother to look things up
for a simple answer, I hope you find your answer here.  Please be aware that
these questions (& their related answers) are listed in no particular order.

Q.01) Do I need to register to play this game?
A.01) No, but you DO need to register if you want to save your progress within
          the game.

          The main reason why registration isn't required to play is that it
          serves as an active "demo".  If you like the game after playing for a
          while, you'll register.  If not, you can leave without having to worry
          about having your personal details on the Three Rings servers.

Q.02) How many pirates can I have?
A.02) You're permitted to have up to 3 pirates PER OCEAN on your account.  As
          there's 2 subscription servers, 4 Doubloon & 2 international oceans
          publicly available... you have have a total of 24 pirates on your

          I will note that there is 1 private ocean (Ice) that serves as the
          "Beta Ocean" for Three Rings.  There is a separate Japanese Ocean that
          is operated by GungHo Online Entertainment, which operates separately
          from Three Rings... which is available at http://www.puzzlepirates.jp

Q.03) Do I have to pay to play this game?
A.03) No, you can play this game without spending a single cent by playing on
          the Doubloon Oceans.  The majority of the game is available to all
          players for free, but higher-end items & activities requires players
          to obtain Doubloons (the ocean's premium currency).

          The Subscription Oceans require you to have an active subscription
          (of $10 / month) in order to participate in the majority of the

Q.04) Do I have to buy Doubloons with real money?
A.04) Not at all!  On all of the Doubloon Oceans contain a Doubloon Exchange,
          where pirates can buy & sell Doubloons for an agreed amount of PoE.
          This allows pirates to actually buy Doubloons with real money to get
          quick amount of PoE while it allows pirates who choose not to spend
          any money to trade in their hard-earned PoE for Doubloons.

          The Doubloon exchange works on an buyer / seller listing system.
          Pirates place a listing of the number of PoE they're willing to pay
          or receive (less a 2% commission) in exchange for a Doubloon.  All
          listings (to buy or sell Doubloons) require pirates to put up the
          complete amount of funds (PoE for Buyers, Doubloons for Sellers) as
          once a price is agreed upon, the transaction is immediately processed
          by the exchange & is noted in your account history.

          Listings are good for 10 calendar days & can be processed while you
          are offline.  If your listing is completed within this time, you will
          receive a complete refund.  If somebody sells their Doubloons BEFORE
          your listed price, the difference will be refunded...  HOWEVER, the
          pirates who have the highest buying big gets priority in this case.

          Please be aware that the exchange rate is in CONSTANT FLUX!  Meaning
          that the going rate is based on what your fellow pirates are willing
          to buy & sell Doubloons for as well as current events on the ocean.
          It is possible for Doubloon prices to fluctuate at much as 300 - 400
          PoE / Doubloon in a single day (in few cases, a single hour).

Q.05) Since I can just buy Doubloons with real money, can't I just buy my way
          through the game?
A.05) Money isn't everything...  Experience is.  Sure, buying Doubloons with
          real funds & exchanging them for PoE is a quick way to raise funds for
          items, but that's all you can do... quickly pick up stuff instead of
          working hard in the game to earn the funds for the item.

          Sure, you can buy the biggest ships in the game... but without any
          experience in running a ship or going on voyages, those large ships
          are nothing more than expensive floating rocks.  You need a crew to
          help you use those ships & a voyage to sail towards.  It's the voyages
          within the game that gives you the experience.

Q.06) I want to play on a Subscription Ocean... can I get on them for free?
A.06) While you're better off playing on the Doubloon Oceans than getting on
          the Subscription Oceans (where you need an active subscription to do
          most the activities & use items), it is possible to do so in two ways:

          1) By purchasing a "Coin-Scription" with 42 Doubloons -- This is the
               same price as a 1-month subscription.  While it is a depreciated
               purchase method, it's still available for those who cannot buy
               subscription time directly.

               Those who play hard on the Doubloon Oceans can use their PoE to
               buy enough Doubloons to cover this cost.

          2) By receiving a "Gift Subscription" from a subscribing player --
               While it requires the gifting player to have at least one full
               month of subscription time to do this, players can give time to
               other players this way.

Q.07) What's better: Doubloon or Subscription Oceans?
A.07) While it's ultimately up to each pirate to decide...  Most pirates prefer
          the Doubloon Oceans over the Subscription Oceans.

          The Subscription Oceans are considered "prix fixe", as you get full
          access to the game for a specific length a time (typically 1 month)...
          regardless how much you play the game.  You don't have to deal with
          any Doubloons on these oceans.

          The Doubloon Oceans are considered "a la carte", as you get some of
          the game for free & you pay for items you want, like badges & higher
          end items, individually.  While items cost more because of the
          Doubloon costs, items are only used when you log into the game.  So
          when you buy an Officer's Badge, you get to use it for next 30 days
          you log into the game.

          If you want to have the "All Access" deal on a Doubloon Ocean, it'll
          cost you 35 Doubloons for the badges... leaving you 7 Doubloons for
          purchases. HOWEVER, 30 out of the 35 Doubloons you're spending are
          only used on the days you log in... so if you play the game one a
          week, you can make those badges last for 30 weeks (that's 7.5 months)!
          The labor badges last only for 30 calendar days, but it earns you PoE
          for each hour of labor you can provide each day... even when you're

          If you buy just the necessities as an officer, which is the rank that
          most crews give to pirates, you're spending only 8 Doubloons for 30
          login days...  meaning that you can make the 42 Doubloons last for 150
          login days, which can be as little as 5 months OR roughly 3 years if
          you log in once a week.

          In short, if you're going to play the game on a near-daily basis, you
          probably want to play on the Subscription Oceans as you'll be able to
          do everything within the game without any extra cost.  If you're more
          of a casual or infrequent player, the Doubloon Oceans are probably a
          better choice as you only use items when you login.

Q.08) I'm no longer interested in the game...  Can I get a refund on my unused
          subscription time OR my Doubloons?
A.08) Sorry, but once you sink any real money into the game, you CANNOT get a
          refund!  The only time when Three Rings will give you a refund is 
          fraud cases (which is EXTREMELY RARE).

          If you have unused subscription time, PoE or Doubloons that you want
          to get rid of, there's pretty much 2 options...

          A) Give this stuff away, preferably to hearties OR fellow crewmates
               -- While you don't get anything back for doing so, it'll help
               out those who played the game with you.

          B) Consider putting up the items on eBay -- While this is typically
               against the rules of the game, it is possible to sell your
               unwanted items (or unused subscription time) to the highest
               bidder.  While you'll likely get much less than what you paid for
               them, but can get some money back.  Please be aware that all
               Doubloon Transactions are logged by Three Rings.

Q.09) I was looking at placing an order with a ship & the ordering catalog said
          it'll take 3 weeks for delivery...  What's up with that?
A.09) When placing orders in a shop, there's a real-time restriction on the
          creation of items.  Therefore, the time noted by the ordering catalog
          is a working estimate at how long it'll take for that shop to complete
          the item you're ordering.

          The time estimate gives you an idea on how long it'll take for your
          order to be ready for delivery based on the shop's supplies & the
          workforce available for the shop.  This estimate is only off about 1%
          of the time as it's possible for the shop to run out of materials OR
          there's a sudden flux in available labor.

          With this in mind, please be aware that prices can vary between shops
          as well as delivery time.  Typically an item that is ready in a few
          hours from one shop may cost more than an item that'll be ready in a
          few days.  HOWEVER, you may want to avoid shops that don't give you a
          definitive estimate.  If the shop's estimate says "A long time...", it
          can mean at least a few months to complete... probably because their
          work force is split on a couple of orders.

          Ships are typically the items that take the longest to complete as
          they may take up to 4 months to complete an order, depending on the
          size of the shop stall you're ordering from.

Q.10) Why is there a delivery charge on my order in Doubloons?
A.10) On Doubloon Oceans, the delivery charge is a way for Three Rings to keep
          these Oceans operational (& profitable).  While you are NOT REQUIRED
          to have the Doubloons on hand when placing your order (you will need
          the PoE, however), you will need to pay the Doubloons to receive your
          order.  Delivery Fees for items are set by Three Rings & the Doubloons
          used are "sunk" with the purchase (taking them out of the system).

          Shop stalls (like tailors) may have items on racks that you can buy
          without having to pay the Doubloon cost.  HOWEVER, the quality on the
          items can vary greatly & prices are typically adjusted to match the
          relative Doubloon Exchange Rate.  This can cause some items to cost
          MORE than a typical order.

          For example, a pair of green boots may cost around 500 PoE + 2 Dubs
          when ordered, while an in-stock pair may cost around 6000 PoE...

          * Order Cost   : 5,500 PoE = 500 Poe + (2 x 2,500 PoE / Dub)
          * In Stock Cost: 6,000 PoE

          Just remember that Doubloon Prices are always in flux, so that 6,000
          PoE for a pair of boots may seem a bit high one day...  but reasonable
          the next if the exchange rate increases (which typically happens)...
          SO SHOP AROUND!

Q.11) Do I really have to join a crew?
A.11) While it may sound like fun being a lone wolf in the game, you can only
          enjoy everything the game has to offer if you're in a crew.

          While playing the Navy Missions are OK, the pay is typically VERY
          lousy...  making it very difficult to make a living.

          Jobbing for a crew is OK as well, but you're only with the crew for a
          short time... more like a "trial" as it were...  You'll be playing
          with other pirates, but you have no long-term loyalty to the crew.
          You're pretty much just joining their voyage for the money.  However,
          you can earn a good amount of money by participating in Blockades &
          Flotillas (~5,000 PoE / hr).

          The big money lies in becoming an officer within the crew & taking
          ships out on voyages.  While it does require you to perform well on
          the voyages, the voyaging officer can make a lot more money than the
          pirates who sign up for the voyage.

          Finally, if you don't find a crew that you like, you can create your
          own crew...  but it's fairly expensive as you need to own at least 3
          ships (for the crew to use) & it costs 30 Doubloons for the Captain's
          Badge W/ the Crew Articles.

Q.12) Do I have to buy Badges on Doubloon Oceans?
A.12) Unless you want to stay on the bottom rung of the crew forever or not
          interested in playing the non-ship games...  You'll just have to face
          the inevitable face that you'll need to invest in some badges.

          You'll most likely need to invest in a Rank Badge, especially if
          you're an Officer within the crew as it's required to take any ship
          out on a voyage (including your own).

          The Bravery Badges are only required to participate in high-risk
          voyages.  The Parlor & Labor badges are only required if you want
          access to a game more than once (or twice) per week.

Q.13) It's [day of week], but I can't access [game]...  What's going on?
A.13) All the Oceans that are operated by Three Rings run on Pacific Time (which
          is generally UTC-8).  So you have to wait until it's Midnight, Pacific
          Time for the free access listings to change.  Here's a rough list of
          times for most users.

          * Australian Time (UTC+10)           --  6:00 PM
          * Central European Time (CET, UTC+2) -- 10:00 AM
          * Western European Time (WET, UTC+1) --  9:00 AM
          * Greenwich Mean Time (GMT, UTC-0)   --  8:00 AM
          * Eastern Time (ET, UTC-5)           --  3:00 AM
          * Central Time (CT, UTC-6)           --  2:00 AM
          * Mountain Time (MT, UTC-7)          --  1:00 AM
SERVER -> * Pacific Time (PT, UTC-8)           -- 12:00 AM Midnight <- SERVER
          * Alaskan Time (AT, UTC-9)           -- 11:00 PM (-1 day)
          * Hawaiian Time (HT, UTC-10)         -- 10:00 PM (-1 day)


          To help out all players, regardless where they're living in the world,
          you can enter "/info" in the chat prompt to get the exact date & time
          on the ocean.

Q.14) What's the difference between "Login Days" & "Calendar Days"?
A.14) The main difference between "Login" & "Calendar" days is how fast items
          decay & dust.  It's not that hard to understand, once you get the

          Calendar Days are EXACTLY what you think.  The item will decay every
          day since you obtained the item (or unwrap a badge), whether you use
          that item or NOT.  Labor Badges & special voyage maps are the only
          items that specifically use Calendar Days.  Charts stored on ships
          will use Calendar Days as well since these charts are available for
          your crew to use every day.

          Login Days are similar to a "Prepaid Day Pass", which is a bit gentler
          on more casual players.  You obtain an item, you'll be able to use
          that item for certain number of days & ONLY gets used when you log in
          for that day (which Midnight PT as the daily cutoff).  You pretty much
          decide what days to use your items by logging in.  Nearly everything
          (except furniture, houses & ships) use this method.  Standard Charts
          will use Login Days if you are holding them, as only you have access
          to those charts.

          Using Badges as the example, as they last 30 login days...  If you
          only login once a week, the badge will last 30 weeks or roughly 7 1/2

Q.15) A fellow pirate who was trying to sell me something quoted "15K" as the
          price...  What do they mean by that?
A.15) Some pirates like to use shorthand for larger numbers.  This is where
          pinball jargon (the predecessor to video & MMO games) creep in.  It's
          not hard to understand, once you're familiar with the terms.

          K -- From the prefix "Kilo-", which means 1,000
          M -- From the prefix "Mega-", which means 1,000,000

          As previously noted, this type of shorthand was originally used on
          pinball tables to compress information on the table to better fit the
          small lights.  This terminology as it's roots within the metric system
          & has come a commonplace when discussing prices to shorten messages.

          In your case, that "15K" is actually 15,000 PoE.

          Please be aware that some players may use decimals with the prefixes
          as well.  So if somebody says 137.5K or 2.08M, They mean 137,500 &
          2,080,000 respectfully.  Got it now?

Q.16) Why do you have "Similar Games to Practice on" listed by nearly each
          puzzle game?
A.16) While Puzzle Pirates try to give each game their own unique flair, their
          games contain some resemblance to the games listed.  Therefore, logic
          dictates that you can improve your skills if you play one of the games
          on the list.

          Let's say that your Rumble Skills need work, you could practice with
          Snood OR Bust-A-Move offline.

          Need to work on Sails?  Practice on Dr. Mario!

          While the similar games listed aren't 100% perfect analogs, but they
          should help you with the core aspects.  If you can master the similar
          games, you should do very well within Puzzle Pirates.

Q.17) I don't have a credit card or PayPal, can I still buy Doubloons OR
          subscription time another way?
A.17) Three Rings has become VERY FLEXIBLE with payment methods.  While Credit
          Cards & PayPal are the most preferred, there are many other options
          that you can try.

          The easiest is to buy a Three Rings pre-paid card, which is commonly
          found at Target for $10 or $20.  These are valid for any game that
          Three Rings supports.  In the case of Puzzle Pirates, you'll pick up
          42 / 90 Doubloons OR 1 / 2 Months time with the respected card.

          The alternative payment options that aren't listed here will take more
          time to process & will likely cost more money than listed as there are
          higher processing fees charged by the payment companies.

Q.18) The Billing System says that I can't buy any more Doubloons!  What's going
          on here & what can I do?
A.18) As part of Three Rings' security measures, they place a monthly limit on
          the amount of money you can spend on their games.  By default, this
          limit is set at $100 / month.  HOWEVER, you can request for this limit
          to be raised... which reason.

          To raise your buying limit beyond...  say $300 / month (which is more
          that what most sane users would spend), you'll need to fill out an
          authorization form to acknowledge that you're responsible for the
          transactions, include a copy of a photo ID (like a driver's license
          OR a passport) & send it in to Three Rings (either by fax, e-mail or
          snail mail).

          These purchase limits are desired to prevent fraud & abuse... which
          protects you more than inconvenience you.  Unless you spend money on
          other Three Ring games (like Whirled & Spiral Knights) alongside with
          Puzzle Pirates (as they all use the same billing system), you most
          likely will never need to go beyond the default limit.

Q.19) I just saw a note in the chat window that the ship has ran out of rum,
          what's going on here?
A.19) The captain of the ship either underestimated crew requirements for the
          voyage OR forgot to check the ship's hold & they've committed a VERY
          BIG MISTAKE by letting the ship's rum supply go dry.  That note to the
          ship's crew is a warning that VERY BAD THINGS are going to happen with
          the ship & the crew as "Rum Sickness" (which is essentially "alcohol
          withdrawal" symptoms) slowly takes over...  decreasing the performance
          of the crew (regardless how well you perform) & makes team battles
          harder while the ship runs on fumes.

          The ship's captain will need to get their ship to the nearest
          colonized in order to resupply the ship with rum (restoring the crew
          to full power).  In the meantime, prepare for some rough traveling for
          a while until you can reach a colonized island... or temporarily patch
          the problem with a pilly win (as you typically take some rum from the
          losing ship).

Q.20) Why won't the captain allow me to do Guns or Navigation?
A.20) First of all, both Guns & Navigation carry badge requirements... which
          means that only those who have been around & own a rank badge can do
          these...  so GREENIES NEED NOT APPLY!

          Second, both posts require some skill to do them properly.  The ship's
          captain expects the cannons to be loaded at a reasonable pace.  Most
          crews prefer that pirates train with the navy (as there's no risks to
          the ship's supplies & no major time requirements).  On small voyages,
          some captains may allow pirates with reputation levels below Master
          do guns.  However, on high-risk voyages (like blockades), captains may
          only permit those with GrandMaster level or higher to do guns.

          Navigation is the one post that most captains reserve for themselves
          OR a fellow officer within the crew during the voyage... especially as
          only the ship's captain (or a fellow officer on unlocked ships) can
          take the helm.  Since it acts as a amplifier during transport, it is
          only those who can do well on it should attempt it.

          THEREFORE, if you REALLY WANT to do these posts, you should seriously
          consider training with the navy (with a Pirate's Badge or higher) to
          learn & perfect these games to increase your experience & reputation
          as this is the only place you'll have free access to these puzzle
          games without any consequences for failure.

Q.21) I'm marooned on a deserted island!  What should I do?
A.21) First of all...  DON'T PANIC!!!  While you're currently in an undesirable
          position, it's only a temporary position that you can get yourself
          out of.  There's a few options available for you.

          First of all, you can just hit "Go Home" on your "Ye" tab to go back
          to where you designated as your home.  This is typically your own
          house OR the Inn on your preferred island.

          Second option is to use a Swishing Potion.  While Swishing Potions
          cost to buy (~1 Dub + PoE) for 9 uses, it allows you to teleport to
          ANY ISLAND that you've set foot on...  which will include at least one
          colonized island.

          Third option, if you're an officer of higher, check the island's dock
          to see if there's any ships that you own OR unlocked ships within your
          crew that you can use.  If here are no ships available (or you're NOT
          an officer), there may be a ferry to other islands within the current
          archipelago... which typically includes a colonized island.

          Your Final option is to check the notice board & get yourself on the
          next available ship that's running a voyage.  When you sign up for a
          voyage, you'll be teleported to the voyaging ship.  You won't have any
          control on what islands you'll be passing by, but it's fun way to
          explore your ocean!

Q.22) I thought I heard a whistle...  What's going on?
A.22) The captain of the ship has issued a request for pirates to board their
          ship OR they've issued an order on the ship.  When such orders are
          issued, the "Ahoy" tab will pop-up & will immediately show the order.
          These typically follow one of the orders.

          * Boarding Request -- These are request to the crew (including all
               jobbers) that the officer on the ship would like everybody who is
               available to come aboard their ship.

          Example: "<PIRATE> Requests all available hands to board the <SHIP>."

          * General Orders -- These are general requests to help address the
               needs of the ship.  These typically note "More" or "Less" pirates
               are needed for a specific post.

          Example: "<PIRATE> orders <more / less> pirates on <POST>."

          * Direct Orders -- These are order that were specifically sent to you
               by the ship's captain.  They tell you EXACTLY what the captain
               wants you to do.

          Example: "<PIRATE> orders you to perform <POST>."

          Boarding requests can be ignored without problems.  General orders
          should be followed & Direct orders need to be followed to avoid
          annoying the captain.  Ignoring orders without a good reason does
          increase the risk of you getting planked.

          One example where you could ignore a direct order would be if all the
          posts are filled.  On a sloop, if one pirate is already on guns & the
          captain orders you to gun, you can tell them that you cannot comply
          since there's no open post for you to fill.

Q.23) Why are the resale prices on ships so high?
A.23) The resale values on ships are primarily listed in PoE & pirates take into
          account the Doubloon cost that was spent when they purchased (or place
          an order for) the ship.  Such values are typically use the current
          exchange rate for that Ocean.

          Ship commodities that are in the ship's hold are typically added to
          the ship's resale value as it makes the ship "Ready to Sail"... which
          is typically a desired thing for potential buyers.

          Please be aware that resale values listed in the guide are for
          STANDARD CLASS SHIPS ONLY!  Special & Limited Edition Class ships
          (like Emerald Class Sloop or Imperial War Brig) will have a greatly
          higher resale value because the ship's cost is a lot higher as well,
          typically DOUBLE the Doubloon Price & 10x the PoE Price than standard.

          FINALLY, the resale values listed here are ONLY A GUIDELINE!  Pirates
          are permitted to quote ANY PRICE on any ship they own when they're
          ready to sell it.  However, the noted values in this guide is what can
          be considered the "Reasonable Range" with the noted exchange rate.

Q.24) My captain spouted something like "4 - 2" or something similar...
          What are they talking about?
A.24) Your captain is keeping a running tally of combat damage of both ships.
          The standard notation is "<Opponent's Damage> - <Your Damage>".  This
          only tracks combat damage (which all ships on the battle board starts
          as zero) & not sinking damage (which you only know your own).

          These tallies will note how many lines your opponent's playfield will
          be reduced for the team battle.  In the above example, your opponent's
          playfield would be reduce 4 lines for swordfighting OR 8 lines in
          rumbles...  while your side would be reduced 2 lines in swordfighting
          OR 4 lines in rumbles.

          This tally typically maxes out at 6, which is the maximum amount of
          damage that can be done to the team battle playfield... which just
          happens to coincide with the sloop's stats.  If either side is using
          a larger ship, these numbers may be higher OR use smaller increments.

          Needless to state, you want the tally to be in your favor before you
          board the other ship for the team battle so your side will have the

Q.25) How do I chat with others WITHOUT leaving my post?
A.25) In order to chat, you need to pause the game (which is essentially lazing)
          by hitting the Escape (ESC) key.  While you're currently lazing at
          your post, you may chat.  Hitting Escape (ESC) again returns you to
          your post.  While lazing, you'll see the current duty report.

          Please be aware that the game keeps going while you're lazing at your
          own post, despite that your game is paused.  This means that your duty
          performance will drop while you're lazing, so it's NOT SUGGESTED to
          laze at your post for too long.  Just laze enough to get your message
          sent & get back to work.  The person at the helm during the sea battle
          phase will be able to chat as they have 35 seconds per turn to issue
          all their commands prior to execution, giving them plenty of time to
          issue indirect orders & battle tallies.

          During Team Battles (Rumbles & Swordfighting), the chat window will
          remain open, but you will not be able to pause the game since you have
          multiple players on BOTH SIDES playing against each other at the same
          time.  Therefore, it's critical to have a relatively safe position
          within the game while you quickly punch out your message.

          During parlor games, you can chat with others (apart from Rumbles &
          Swordfighting) as the games are running on a slower, more sociable
          pace & therefore players may chat while waiting for their next turn.

Q.26) My crew suddenly changed overnight...  What happened here?
A.26) The likely thing that happened while you were offline is that your captain
          (or governing grew, in non-autocratic crews) has entered into a merger
          with another crew.  This occurs when the captain (or governing crew)
          have decided to strike their articles & disband the crew.  HOWEVER, in
          an act of compassion towards the crewmates, they chose to see a crew
          merger so that crewmates would retain their rank in some aspect.

          While most high-ranking crew members will likely get demoted back to
          Officer with the new crew, they will still retain the ability to take
          their ships out on voyages.  It may not be ideal for the incoming crew
          here, but it's better than starting all over with the crew process.

          When a merger occurs, I suggest that you check the articles of the new
          crew in order to check the rules & see if your fellow crewmates (like
          your hearties) are sticking around.  Chances are that your new crew
          will have similar rules & structure that your old crew had.  However,
          if things just don't seem right... it might be time to part ways &
          look for a new crew to join.

Q.27) Why is a word in my chat prompt highlighted?
A.27) Three Rings are kind enough to implement a PRE-CENSOR system in chat.
          While Three Rings let users decide how much censorship is done in the
          chat window for them, the pre-censor system will warn you when a word
          will be censored why highlighting it.  This way, you'll have a chance
          to rephrase your message (or change the word) to something that isn't
          as offensive & trigger the censors.

          The pre-censor system runs on-the-fly, which means that it'll flag
          words as it currently sees them.  When entering the word "assistance",
          the system will highlight the word when you get to "ass", but will
          drop the flag when you get beyond it to "assist".

          Again, if any word you type in gets flagged by their system, you
          should consider changing it.  HOWEVER, Three Rings will not prevent
          you from swearing occasionally on the ocean, but excessive swearing
          will get you in trouble.

Q.A) Hey!  I think you misspelled something!
A.A) That's not really a question, but I'll answer it just the same...
          Most words that you may considered misspelled are typically from game
          jargon, but it can happen with sheer laziness on my part.

          I write my guides using Notepad++ with ASpell for the spell checker.
          Unlike the office suites (like MS Word & Open Office Write), Notepad++
          doesn't spell-check on the fly.  Therefore, it can be very possible
          for me to overlook misspelled words before I run the spell checker (if
          I choose to run it).  I will note that most misspellings are usually
          subtle mistakes that most people will overlook.

          It is very likely that there may be some grammatical errors as well.
          Such errors usually result from through fragmentation (where something
          or someone interrupts my train of thought) OR some type of mental
          oversight.  While I may, on occasion, use the speech plug-in to help
          catch such errors; however, I only use it on small sections as guides
          like this can get very big.

          Finally, for the internationalists (as I know that some players in
          Australia & other English-speaking countries do play the game), I am
          using the AMERICAN STANDARDS here.  What this means is that I some
          word will be contain a slightly different spelling (like "color",
          which can be spelled as "colour" in the "British English" dictionary)
          & I use commas for digit groupings & periods for decimal points, which
          is the complete inverse of the "European Standard".

          While I'll acknowledge the other standards, I haven't grown up with
          them & I'm not bound to use them.  If you don't like this, you are
          more than welcome to write your own guide that's geared towards that
          particular player base.  Otherwise, just deal it.

Q.B) Can I be a heartie OR a crew member?
A.B) You have to find me first!!!  I only consider doing this while I'm in the
          game.  I don't take any requests for these outside the game for a few

          1) We may be playing on different oceans & different pirates. -- Each
               pirate on each ocean has a separate list of hearties & crew.

          2) I may not be enrolled with a crew. -- On some of the oceans, I
               prefer just being a jobber in order to earn PoE to pick up
               Doubloons to use on another ocean (it's a little underhanded, but
               it's a known tactic used by some players).

          3) I only process crew enrollment requests AFTER voyages. -- If you
               want to join the crew, you need to be around when the ship ports.
               I only sign up jobbers while I'm on a voyage & typically use it
               as a probationary trial.  If you leave the ship OR get planked,
               I won't sign you as a full member.  Promotions are a different
               thing altogether.

               Please be aware that this is running under the assumption that I
               am an officer within the crew.

          4) I reserve the right to drop hearties. -- If we have nothing in
               common (as in not talking or doing voyages), there's no reason to
               keep you as a heartie.

Q.C) What's up with the Bronze / Silver / Gold deal with edition?
A.C) This is one of the unique ways I separate myself from other guide writers.
          I use the metal (under the Olympic system) to note the overall status
          of the guide.

          * Bronze Edition = This is a developmental "Alpha Version" of the
               guide, or more typically a "Beta version" when it comes to
               publishing.  There's typically a lot of gaping holes in the guide
               as it's still being written & it very rough around the edges.

          * Silver Edition = This is the "Release Version" of the guide.  While
               it may not be 100% complete, the core information that the most
               readers want is there.  You may still see some errors within the
               guide, but you'll definitely some level of polish.

          * Gold Edition = This is essentially my "Final Version" of the guide.
               Information is complete (at time of publishing, since most MMO's
               tend to evolve & cause information to get dated).  Things are
               highly polished & the errors are nearly non-existent.

27) Chat Commands
While Three Rings has made the chat system as user-friendly as possible, there
are still a few chat commands that are very helpful to know.  Before you start
using these commands in the game, there's a few things you need to know.

     * Angled Brackets (like <PIRATE> ) are REQUIRED FIELDS that you need to
          enter.  The note within the brackets tell you what item you need to
          put in at that point.

          In the cases of numbers, you'll see "###" instead.

     * Square Brackets (like [PIRATE]) are OPTIONAL FIELDS.  You can use the
          command without entering the item, but that command has extra support
          that utilizes it.  Again, the note within the brackets tell you what
          you should enter at that point.

     * "(DEPRECIATED)" notes tell you that this command isn't used as much since
          they're now integrated within the game interface.  You can still use
          the command if you want... but there's no need for it.

     * Some commands include short-hand versions, which you can use to save a
          few keystrokes or are easier to remember.  These have to be unique in
          order for the game to acknowledge them.

With that said...  here are the commands!

27.1) Chat-based commands
* /clear -- clears the chat window of all messages.
* /crew <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to the crew that you're
     currently enrolled with.  These messages are noted in orange.
* /emote <MESSAGE> -- Displays <MESSAGE> as an action.
     * /em <MESSAGE>
     * /e <MESSAGE>
     * /me <MESSAGE>
* /fbroadcast <MESSAGE> -- Sends <MESSAGE> to all members of your flag.  This
     requires you to be a member of Flag Royalty to use.
     * /FB <MESSAGE>
* /fofficer <MESSAGE> -- Sends <MESSAGE> to all officers within your flag.  This
     requires you to be a member of Flag Royalty to use.
     * /fo <MESSAGE>
* /game <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to all pirates playing OR
     watching the parlor game you're in OR viewing.  This is the default channel
     when you're inside a parlor game.
* /house <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to all players with the
     house.  Typically good for larger, multi-room houses.  This is the default
     when you're inside a pirate's house.
* /jcrew <MESSAGE> -- (DEPRECIATED) Sends <MESSAGE> to the crew you're currently
     jobbing with.  Looking similar to crew messages, but the background is in
* /officer <MESSAGE> -- Sends <MESSAGE> to all officers with your crew.  This
     requires you to be an officer of the crew to use.
     * /o <MESSAGE>
* /royalty <MESSAGE> -- Sends <MESSAGE> to all flag royalty within your flag.
     This requires you to be a Royal member of the Flag to use.
* /shout <MESSAGE> -- Tells EVERYBODY in the same channel (or area) <MESSAGE>.
     This enlarges your message within the chat window for improved visibility,
     but frequent usage is discouraged.
* /speak <MESSAGE> -- (DEPRECIATED) tells everybody within your conversation
     circle <MESSAGE>.  This is the default channel when you're not on a ship,
     in a parlor game OR in a pirate's house.
     * /say <MESSAGE>
     directly, so only you & the pirate you're talking to can see it.
* /think <MESSAGE> -- Shows <MESSAGE> as a thought bubble.
* /vessel <MESSAGE> -- (DEPRECIATED) Tells <MESSAGE> to everybody on the ship.
     This is the default channel when you're on a ship.
     * /v <MESSAGE>

27.2) Informational Commands
* /cwho <CREW> -- Shows all online members within <CREW>.
     * /cw <CREW>
* /fwho <FLAG> -- Shows all online members within <FLAG>.
     * /fw <FLAG>
* /gwho -- Shows all Greenies (& Greeters) online.
     * /gw
* /help -- Shows help for chat commands.
     * /
* /info -- Shows the current time on the ocean... which is normally listed in
     Pacific Time, including DST when observed (UTC-8/7).
* /vwho <SHIP> -- Tells you information about <SHIP>, which includes where it's
     located, who's on it & who's running it.
* /who [PIRATE] -- Tells you WHO is online, which is centered around your
     current archipelago OR gives you specific information about a [PIRATE],
     like where they're currently are in the ocean.

IMPORTANT NOTE: When looking up information about a crew, flag, ship OR pirate,
the command will give you information on EVERYTHING that matches your search

For example, if you do "/cwho read", it'll give you information on ALL CREWS
that include "read" somewhere in their name.  In this example, you would get a
hit on "DREAD Ringers", "DREAD Pirates", "IncREADible Voyagers", ect.

27.3) Status Commands
* /away [MESSAGE] -- Turns on your "Away" flag & sends [MESSAGE] to anybody that
     sends you a message.  A similar message will be sent when you're within a
     * /afk [MESSAGE]
* /back -- Turns off the "Away" flag & drops the away message.
* /dnd -- Toggles the "DO NOT DISTURB" flag & will prevent you from receiving
     messages, orders & other requests while on.  You can turn this flag off by
     entering the command again.  This command should only be used when you
     ABSOLUTELY WANT TO BE LEFT ALONE!  Otherwise, you're better using the away
* /mute <PIRATE> -- Adds <PIRATE> to your ignore list.  This pirate will not be
     able to communicate with you.
* /unmute <PIRATE> -- Removes <PIRATE> from your ignore list.

27.4) Game Issue Commands
* /blackspot <PIRATE> -- Tags an unruly or annoying <PIRATE> for your crew.
     This places a "Red Flag" that your fellow officers can see.  This requires
     you to be an officer to use.
* /bug <MESSAGE> -- Reports a bug in the game, attaching <MESSAGE> with the bug
     report to help Three Rings to fix the problem.
* /complain <PLAYER> <REASON> -- Files an abuse report against <PLAYER> for a
     <REASON> you believe is violating the game laws.  This command should only
     be used when you truly believe that a player is breaking the game laws.
     Submitting false reports may get you in trouble.

27.5) Miscellaneous Commands
* /gift <PIRATE> ### -- Gives <PIRATE> ### months of subscription time.  This
     requires you to have enough months of unused subscription time to use this
* /invite <PIRATE> -- Invites <PIRATE> to your house OR ship.  This requires you
     to have control of the house or ship.
* /job <PIRATE> - Invites <PIRATE> to job with your crew.  This requires you to
     be an officer of a crew.
* /pay <PIRATE> ### -- Gives <PIRATE> ### PoE.  This requires you to have enough
     PoE in your wallet to use this command.
* /plank <PIRATE> -- Ejects <PIRATE> from ship or building, typically for unruly
     behavior.  This requires you to have control of the building or ship.
* /print -- Prints out Chat log.
* /tip <PIRATE> ### -- Gives <PIRATE> ### Doubloons.  This requires you to have
     enough Doubloons in your wallet to use this command.

IMPORTANT NOTE: Pirates using the "/gift", "/pay" or "/tip" commands will bring
up a confirmation prompt since you CANNOT UNDO THIS TRANSACTION.  Once you
confirm the transaction, the respected item will be deducted from your account &
given to that Pirate to use as they please.  As these commands don't bring up a
trade prompt with the receiving Pirate, the only way the can refuse these gifts
are if they immediately gift it back.

Pirate will be notified in the chat window when they their send or receive a

27.6) Greeter Commands
* /duty
* /gmute
* /greeter

IMPORTANT NOTE: These commands are reserved for GREETERS ONLY!  Information
about these commands are unknown at this time.

The following chat commands have been retired from the game, but are noted here
for historical reference.

* / eject <PIRATE> -- Ejects <PIRATE> from a building.
     * Length of usage: June 29, 2005 - July 8, 2005
     * This command was appended to "/plank" due to short-hand issues with the
          "/emote" command.

28) Game Jargon
As with all games, there's usually some specialized terms that players develop
special game jargon for stuff that newer players may not understand.  Here are
some terms that you'll likely run into.

* + -- Plus; Bonus awarded in the booty split for exceptional performance.  This
     is enacted on the discretion of the ship's captain.
* - -- Minus; Penalty enacted in the booty split for poor performance OR
     disobeying the captain's orders.  This is enacted by the ship captain's
* Alt -- Short for "Alternative Pirate".
* Booched -- 1) Messed Up / Screwed Up.
             2) Failed.
* Captain -- 1) Owner of the ship for the voyage.
             2) Head of the ship for the voyage (may be called XO)
             3) Head of the crew.
* CI -- Short for "Cursed Isles".
* CO -- Short for "Commanding Officer"
* Commanding Officer -- The pirate that is considered the 2nd in command on a
     voyage & is being permitted to run the ship, despite the owner OR a higher
     ranking crew member being aboard.
* D -- Short for "Doubloons"
* Deed -- Ownership Papers to a ship OR building.  The pirate who holds the deed
     will have complete powers to manage said ship or building.
* Doubloon -- Premium game currency that's used on Doubloon Oceans.
* Doubloon Oceans -- The "Free to Play" servers, which anybody can play on.
* Dubs -- Short for "Doubloons".
* Executive Officer -- The pirate that is considered in charge of the voyage.
     This pirate is typically the owner of the ship OR the pirate who is footing
     the bill of the voyage.
* Expedition -- These are optional side-trips that can be partaken during a
     pillaging voyage.
* Expo -- Short for "Expedition".
* FO -- Short for "Fleet Officer".
* Greenie -- Newbie; Inexperienced Player.  Noted by the "Green" username.
* Greeter -- A player, selected by the OM, to assist Greenies with the game.
     These players are noted by a "Pink" username.
* Heartie -- A Pirate you've chosen to be a friend with on the ocean.
* Jackanape -- Lamer; Jerk; A rude player that may be violating rules.
* Jobber -- A pirate that temporarily joins the crew for a specific voyage.
     Within the crew hierarchy, they're between "Pirate" & "Cabin Person" in
* K -- 1) Short for 1,000 when used with numbers (from the prefix "kilo-")
       2) Short for "OK", when NOT used with numbers.
* Lazer -- A player that is NOT performing a post on a ship.
* Lazing -- The act of NOT performing a post on a ship.
* M -- Short for 1,000,000 when used with numbers (from the prefix "mega-")
* Meme -- Short for "memorization".
* NPP -- Non-Player Pirate, see Swabbies.
* Ocean -- The game server.
* Ocean Master -- Server Administrator OR a noted employee of Three Rings. They
     are noted with a "Blue" username.
* OM -- Short for "Ocean Master".
* Permission to Board -- A formal request to aboard a fellow crew member's ship,
     which some crews enforce on full members of their crew for courtesy
* Permission to Leave -- A formal request to depart a fellow crew member's ship,
     which some crews enforce on full members of their crew for courtesy
* Pieces of Eight -- Standard game currency that's used to buy items.
* Pirate Time -- The time zone that servers use, which corresponds to Pacific
     Time & follows Daylight Savings Time (UTC-8/7).
* Plank -- Forcefully removed from the ship or building by owner of person who
     is authorized by the owner.  Based on the phrase "To Walk the Plank."
* Planky -- Term referring to the bad mood of a pirate in authority who's ready
     to plank others.  This is a blend of the words "Plank" & "Cranky".
* Player vs Player -- A multiplayer term where you are playing against another
     player & NOT a computer opponent.
* PoE -- Short for "Pieces of Eight".
* PT -- Short for "Pirate Time".
* PTB -- Short for "Permission to Board", which some crews Require.
* PTL -- Short for "Permission to Leave", which some crews Require.
* Puzzle Vision -- A condition where a pirate has focused all their attention to
     the puzzle game they're working on, ignoring practically everything else in
     the game window (like chat).
* PvP -- Short for "Player vs Player".
* Restocking Reserve -- A fixed percentage of funds (as determined by the crew's
     articles) reserved from the booty split to help restock the ship after the
     completion of a voyage.
* Ringers -- Employees of Three Rings.
* Rum sickness -- An undesirable condition caused by a ship running out of rum.
* SMH -- Short for "Sea Monster Hunt", which is commonly referred with "Atlantis
     Outpost" Voyages.
* SO -- Short for "Senior Officer"
* Suicide -- Intentionally defeating yourself in a team battle game, which is
     highly noticeable, very shameful & irresponsible to do.
* Swabbies -- An Non-Player Pirate that can temporarily take a post on a ship in
     place of an actual player.  These pirates have a "White" name & typically
     have 2-word names like "Daring Darla" or "Bootstrap Bob".
* XO -- Short for "Executive Officer".

29) Pirate Lingo
Since this IS a pirate-themed game, it should be noted that speaking like a
pirate is encouraged... but not required.  Here's some ACTUAL terms you can use
in the game.

29.1) Expressions
* Ahoy! -- General Greeting, usually used to hail a ship OR a person.
* Arr! / Argh! / Harr! / Yarr! / ect. -- Generic expressions, typically used as
     for simple notes, like "Here Here", ect.
* Avast! -- Stop; Desist.  Typically used as a command.
* Belay -- Order to stop, halt or delay.
* Blimey! -- Frustration expression
* Bucko -- Friend
* "Dead men tell no tales." -- Common expression used to explain why pirates
     leave no survivors.
* Gangway! -- Expression used to clear a passage through a crowded area.
* "...gone to Davy Jones' Locker" -- Deceased.
* "hang the jib" -- To look Ill-Tempered OR Annoyed.  To Pout.
* "Me Hearties" -- Comrades, Boon Companions, Good Fellows; Friend.
     Term of familiar address & fellowship among pirates & sailors.
* "Shiver me timbers!" / "Sink Me!" -- Expression of surprise.
* Smartly -- Quickly.
* "Splice the Mainbrace!" -- To have a drink (or several... hundred... thousand
     or so... I can just keep this little joke going here).
* "Yo-ho-ho" -- Generic, meaningless phrase.

29.2) Important Pirate Words
* Aft -- Rear of the ship (short for "After").
* Aye -- Yes, Affirmative.
* Bilge -- 1) The part of the ship's hull (or bottom) which is the broadest &
     nearly flat, which the ship would rest upon if run aground.
           2) Stupid or nonsensical talk or writing.
* Bilge Pump -- A pump to draw the water from the bilge OR hold of the ship.
* Bilge Water -- Water that collects in the bilge (or bottom of the ship).
* Clap of Thunder -- A Strong Drink.
* Fore -- Front end of the ship (short for "Forward" or "Before").
* Mast -- The tall, vertical spar (sometimes in sections) that rises from the
     keel or deck of the ship to support the sails, the standing & all the
* Me -- My (British reference)
* Mizzenmast - The hindmost mast of the three-masted vessel.
* Poop deck -- The deck forming the roof of a pop OR poop cabin, built on the
     upper deck & extending from the mizzenmast aft.
* Port -- The "Left" side of the ship, when facing the prow.
* Prow -- The "Nose" or front of the ship.
* Rigging -- The arrangement of masts, spars & sails on a ship.
* Spars -- Wooden of metal poles used to support the sails & rigging.
* Starboard -- The "Right" side of the ship, when facing the prow.
* Ye -- You.

29.3) People Words
* Brigand -- An armed thief who typically works in a group.
* Buccaneer -- A robber of the seas, A pirate that's typically in the Caribbean
* Corsair -- A pirate that's typically in the Mediterranean sea (or Barbary
* Hand -- A person who is part of a group OF crew.
* Jack -- 1) A sailor (like a pirate)
          2) A flag on a ship, showing nationality or association to others.
* Jack o' Coins -- Paymaster; Quartermaster.  The person who's paying the bills.
* Jack o' Cups -- First Mate.  Typically a Senior Officer, just under Captain.
* Jack o' Staves -- First Lieutenant.  Typically a Senior Officer.
* Jack o' Swords -- Bosun, Crew Foreman, or "Petty Officer".
* Jack Ketch -- Public Execution; Hangman.
* Jack Tar / Jack Afloat -- Popular casual name for a sailor.
* Lad -- Young Man.
* Landlubber -- Person that works & lives on land; Inexperienced sailor.
* Lass -- Young Lady.
* Matey -- Sociable; Friendly; Another way to address a familiar pirate.
* Messdeck -- Lawyer; Know-it-All (like a Guide Writer).
* On the Account -- Living the life of a pirate.
* Privateers -- A Ship privately owned & crewed, but authorized by a government
     during wartime to attack & capture enemy vessels.
* Scallywag -- A Deceitful, unreliable scoundrel.
* Scurvy --  Vile, Mean, Low, Vulgar, Contemptible.
* Sprogs -- Raw, untrained recruits; Children.
* Squiffy -- Buffoon.
* Sutler -- Supplier.
* Swab -- Sailor, often a lout.

29.4) Objects
* Booty -- Goods or property seized by force or piracy.
* Cat O' Nine Tails -- A whip with nine knotted cords that's used to flog
     offenders as punishment.
* Chantey / Shantey / Shanty -- Song sung by sailors to pace their movements to
     while working on the ship.
* Cutlass -- Short, heavy sword with a curved, single-edged blade.
* Deadlights -- Eyes.
* Doubloons -- Gold coins formerly used in Spain & Spanish America; Premium
     currency used within Puzzle Pirates.
* Grog -- Diluted Rum (typically with water).
* Hempen halter -- Hangman's noose.
* The Hulks -- Old or wrecked ships that are abandoned & used as jails.
* Jolly Roger -- The Pirate's flag, which is typically a black flag with a white
     skull & crossbones.
* Letter of Marque -- A license issued by a governor to a private citizen to
     seize property of another nation.  Typically use to denote your affiliation
     to a country.
* Pieces of Eight -- Silver coins formerly used in Spain & Spanish America;
     Standard currency used within Puzzle Pirates.
* The Plank -- A piece of wood, place on the side of the ship that's primarily
     used to forcefully eject people from the ship.
* Rope's End -- A piece of rope that's primarily used as a form of punishment.
* Six Pounders -- Cannons, typically referring to the weight of the cannonball.

29.5) Action Words
* Black Spotted -- Blackballed, Mark of Death for pirates.
* Careen -- To lean a ship on one side for cleaning, caulking or repairs.
* Chain Shot -- Two cannon balls connected by a chain, formerly used in naval
     warfare for it's destructive capabilities.
* Chase -- To engage in pursuit of a quarry OR a ship being pursued.
* Heave To -- To turn a sailing ship so that its bow heads into the wind & the
     ship lies motionless, except for drifting, in order to meet a storm.
* Hornswaggle -- To Cheat.
* Keelhaul -- To haul under the keel of a ship, by ropes attached to the
     yardarms on each side.  Typically used as punishment.
* Marooned -- To put ashore on a desert island or coast & intentionally
* Overhaul -- To gain upon in a chase, to overtake.
* Run Through -- To stab, preferably to have the sword or knife to go cleanly
     through a person, in order to kill them.
* Scuttle -- 1) To cut open a hole (or holes) in a ship's hull, usually done to
     sink the ship.
             2) To reclaim all items from an abandoned ship.
* Titivate -- To clean up, make shipshape.
* "To be three sheets in the wind" -- Casting out all three sails of a ship,
     causing the ship to shudder & stagger like a drunken sailor.  This increase
     in speed causes the pirates to lose a little control of the ship.
* "Walk the plank" -- To force a person to walk off a plank extended over the
     side of a ship, in order to passively drown them.
* "Weigh Anchor" -- Heave up an anchor in preparation for sailing (Deporting).

<<< =============================== PART  VI =============================== >>>
                                ~ THE APPENDIX ~

     This part of the guide is what most readers don't care about, but it's
stuff that the guide writers include in order to make it complete.  While some
writers tend to slap this garbage near the front (or top) of the guide & force
readers to go through it.  I, on the other hand, shove this junk in the back (or
bottom) of the guide as the majority of readers don't care about this & only
want the useful information that the guides have.  It would be nice if readers
would read (or print) this section, but I'm not offended if it's dropped.
<<< ======================================================================== >>>

A) About the Author...
The author of this guide has been in the field of Ludology since 1985, but did
not start to write guides until 2005 on games that he loved.  The guides that
were available were either poorly written, inaccurate, outdated or a jumbled
mess that was difficult to find...  so he started writing his own.

As of 2008, all of his guides have been released under the Creative Commons
Non-Commercial licenses so that anybody can use the data find within his guides
for whatever purpose they may need... AS LONG as it complies with license that
is used.

For those who wish to including information (like non-spelling errors) OR want
to obtain a license waiver (removing any restrictions the Creative Commons
licenses place) may e-mail the author at TStodden@hotmail.com with the subject
line "Puzzle Pirates FAQ" (or something similar).

Please be aware that the e-mail address listed is an old secondary e-mail
account, so you may wait roughly 4 weeks to receive a reply, if your e-mail
warrants one.  Anybody who sends 3 or more of the same e-mail in this time
period will be reported as a spammer & your e-mail will NOT get any response.

B) Acknowledgments
The author of this guide would like to thank for the follow people, companies &
sites for assistance in creating this guide.

* Three Rings -- The makers of Puzzle Pirates
* YPPedia -- Puzzle Pirates Wiki site, which contains way more information that
     what's included here...  including server histories.  Their site is updated
     with the most up-to-date information about the game.
* Michael Segekihei -- For his guide.  Granted it's fairly outdated, but it does
     contain some useful information to be somewhat helpful.
* The crew of Heaven & Earth -- For putting up with me & making me an Officer.
* Various Guide Hosting Sites
     * Game FAQ's
     * Super Cheats
     * NeoSeeker

C) Suggested Viewing
For more information about Puzzle Pirates, including information that may be
missing out outdated within this guide, please check out the following.

* YPPedia -- http://yppedia.puzzlepirates.com 

D) A Brief History of the Guide
For those who like to see HOW this guide evolved through the revisions, look no
further than here!  In order to save space, this section will occasionally get
abridged to reduce the amount of garbage that most people don't care about.

D.1) Versions 0.100 to 0.600
From Feb. 14, 2009 to June 27, 2009

This was the original run of the guide, originally containing 125 pages of data
(OK...  roughly 120 pages of actual content, as Part VI contains all the boring
crap).  Since the work of Mr. Segekihei was extremely outdated (useful, but it
was still very outdated), I went to work on my own guide to give players a guide
that was more up-to-date.  While this guide was originally planned to be a
"Beginner's Guide", it eventually evolved into the "Unofficial Omnibus".

* [.101] Included Creative Commons By Attribution Non-Commercial License.
* [.102] Added FAQ's, Badges, Social Laws, Game Jargon, Ships & "Free Access"
* [.103] Officially renamed guide from "Beginner's" to "Omnibus"
* [.204] Added 2 new parts to the guide (to 5 parts)
* [.204] Added Islands (WIP), Buildings & "Rum Sickness"
* [.205] Added more Game Jargon, Chat Commands & info on Distilling &
* [.306] Fleshed out Chat Commands, Adding depreciation notes
* [.306] Added more Game Jargon
* [.307] Broke the Chat Commands into categories
* [.308] Added Pirate Terms, Resale Values for Ships & more notes about Ships
* [.400] Changed versions to 4-digit system (previous version was 0.3r8)
* [.400] Added Clothes, Weapons (WIP), Commodities (WIP) & Decay to Part III
* [.402] Modified Acknowledgements to support multiple hosting sites.
* [.402] Additional minor modifications to the guide.
* [.500] Added Part IV: Voyages to guide, pushing other parts down.
* [.500] Added information about Expeditions
* [.500] Added "Expo" to the game Jargon
* [.502] Added Shipwrecks to the Expeditions.
* [.503] Upgraded Guide to Silver Edition.
* [.503] Fleshed out Curse Isles & Atlantis Voyages
* [.600] Added "Voyage Tips"
* [.600] Added some extra Game Jargon & Pirate Lingo.
* [.600] Added "Correction Notes" about booty split with pay scale.

D.2) Version 1.000 -- Silver Edition
March 21, 2011 to May 2, 2011 to Present...

After about an 18-month retirement, I decided to return to the game & my crew to
see what has changed since I last played..  which was a fair amount!  Instead of
attempting to modify the existing guide & piecing in new information, I just
opted to do a complete re-write.  This way, I was able to update everything,
compress data that needs to be kept (but took too much space originally), remove
data that's not of interest to most players & add more stuff where it's needed.

This rewrite has added 1/3 more stuff while only adding 3 pages to the total (a
total of 103 pages) WHILE keeping less than 5% crap (3 pages) in the appendix!

Here's the highlights...
* Updated information on the Crew Pay Scales...
     * Added comparison table (for a 4-player, 5-battle voyage)
     * Improved information about how booty is split.
* Clothing (Section 10) & Weapons (Section 11) greatly overhauled to save space,
     or at least SEEM like it's saving space.
     * Ordering Information compiled in a table.
     * Smaller details on items listed afterwards.
* Ship (Section 25) greatly overhauled to save space by dropping unnecessary
     * Key information compiled into a table.
     * Optimal ship processing times have been corrected.
     * Ship details reduced to main components.
* Added Weaving (Section 5.6)
* Expanded TOC.

E) Copyright Information & Licensing
(c) 2009-2011 TStodden, (c) 2009-2011 NESpresso Multimedia Entertainment
SOME Rights Reserved

This guide is published under the Creative Commons Attribution Non-commercial
License 3.0 (See http://creativecommons.org/licenses/by-nc/3.0/ for details).
In short, you MAY use this guide in part or in whole (preferably not the entire
guide to avoid plagiarism...  unless you're going to host this) WITHOUT HAVING

To take advantage of this license (without e-mailing me), you just have to do
the following:

1) Give me credit for the parts you used from this guide (a note in your
     acknowledgements is all you need).
2) You must provide your guide for free as well (hence the "Non-commercial").
     -- I'm doing this for free, so you can go free as well!  You may charge for
     the storage medium (paper, cd-rom, ect.), but it has to be "at cost"
3) Please e-mail me a note if you're going to use the guide in whole -- It's not
     part of the license, but I like to know where my work is hosted.
4) You are NOT REQUIRED to use the same license, but you still must adhere to
     these conditions.

That's about it!  Again, check the address above for the "human" (simple) &
"legal" (technical & legally binding) terms of the license.  If you bother to
e-mail me (see section A for details), I'll try to send you updates of this
guide when they're ready...  but it's not a guarantee as I normally publish
updates on Game FAQ's first (as it's the public clearinghouse for game guides)
& I might forget about you as I don't update on a regular schedule.

The main reason why I'm releasing my guides under a Creative Commons license as
it makes it easier for others to build on my work without as many legal hurdles
to deal with.  It also means I don't have to monitor the web as heavily for
violators as this license is designed to permit others to distribute this... as
long as they doing for free.  However, it does give me the right to revoke the
license in the future...  but that creates too many legal issues to deal with.

If you don't like the license, you can e-mail me (see Section A for the address)
for non-license permission.  Most requests accepted, but I'll likely place a
commercial provision on such permission (as long I get a cut, I won't object).

Those who wish to translate my guide into other languages are encouraged to
contact me.

F) The Final Word
Ahoy!  This is line 7204...  Ye Scurvy Scalleywag!