Tue Mar 27 00:46:11 UTC 2007 (re-organized Permitted Actions section)
Attacks not incurring a pirate tent:
Exceptions to Usual Rules (sorted by keyword):
Cardinal: Acquiring this card changes religion to Catholic.
Cardinal: War doubles capitalization costs everywhere except for players holding princess, cardinal or knight cards
Cards: All unit cards start at 0.
Character: Character cards start at 1; Santo Domingo starts at 3.
Character: Character cards can only be bid on by original owner, which is free if he has no money.
Deals: Deals involving sale or loan of the starting character, a cardinal, a knighthood or soldiers are all strictly prohibited.
Event: Any Event drawn during or after 1620 ends the game.
Fleet size: Ship building and taking prizes are the only two ways to increase fleet size.
Galleon: No galleons in the shoals north and south of Cuba.
Heathen: (C4a) - bullet 3: Heathen colonies cannot disband soldiers.
Heathen: These colonies start out at level 3 without needing to be capitalized.
Heathen: These colonies may only trade with the Dominican missionary player.
Heathen: These colonies are at war with everyone, i.e. can attack and be attacked by anyone.
Hold: (B5) - bullet 2: a colony or fleet in the size 3 column can hold up to 3 soldiers, plus accept up to 3 profit. The next bullet lists an exception: barques can only carry either soldiers or profit up to their size.
Interdiction: Privateers may not be interdicted unless carrying treasure.
Knight: War doubles capitalization costs everywhere except for players holding princess, cardinal or knight cards
Market demand: Only increases profit level by 1.
Mill: (C5) - Mills double profits of colonies, but only increase profit level by 1. Only colonies with red shields can receive a mill.
Mordida: If both Mordida card slots are full, must disrupt one to make room for a new one.
New: New colonies and fleets start at 1.
Pirate: (C4a) - bullet 3: Pirate fleets cannot disband soldiers.
Pirate: (E2) - bullet: Pirate fleets can only trade with their own nationality or Spanish smuggling ports (red lettering and a corrupt governor card (D4)).
Princess: War doubles capitalization costs everywhere except for players holding princess, cardinal or knight cards
Privateer: Any player, except the treasure player, can look at the pirate deck anytime.
Privateers: Privateers may not be interdicted unless carrying treasure.
Quicksilver fleet: increases silver mine colony profit level by 1.
Red Shield: Only colonies with red shields can receive a mill.
Religious Persecution: permits cross-religion attacks without taking a pirate tent.
16x9: Each colony automatically grows by 1.
Slaver: increases colony profit level by 1.
Stars: (D2): Starred symbols on a Mordida card mean this card is disrupted, i.e. if there is no capitalization shield on it, it leaves the game; otherwise it goes to the Mercenary deck. If not re-purchased, at next chance, leaves game.
Start: Each player starts with 5 pennies.
30 Years War: Cards can attack same nationality as long as opposite religions.
Tiebreakers: In auctions, ties are broken in the following order: 1. Religion; 2. Nationality; 3. High crown number.
War: doubles capitalization costs everywhere except for players holding princess, cardinal or knight cards
War: Units of a nation at war can attack others and can be freely attacked without incurring a pirate tent.
Wisselbank: Card 62 - Wisselbank of Amsterdam: This card pays one gold once per turn for capitalization of another card.
Complete List of Skullduggeries including costs:
"s" next to a cost means card is surrendered when used for this purpose
Card which is Catholic held by Protestant disrupted - 6s/6s
Card which is Dutch held by non-Dutch disrupted - 4s
Card which is Dutch seized if disrupted - 4
Card which is English and disrupted seized - 1
Card which is English disrupted - 6s
Card which is French disrupted - 3s/3s
Card which is French seized if disrupted - 3
Card which is Protestant disrupted - 6s
Card which is Protestant held by Catholic disrupted - 6s
Card which is Protestant seized if disrupted - 4
Card which is disrupted seized - 3
Cards which are French permanently lose their religion - 2
Colony at Arabucu pillaged and sacked - 4
Colony in Cuba or Española pillaged - 4
Colony in Honduras pillaged - 4
Colony in Leewards which is not Spanish pillaged - 4
Colony in Panama pillaged - 4
Colony in Venezuela which is not Spanish pillaged - 4
Colony without soldiers disrupted - 4/4/4s
Fleet becomes quicksilver fleet - 1/1
Fleet becomes slave fleet - 2/2/5/3s
Fleet increased by 1 - 4/4/5/5
Fort in battle destroyed - 2
Heathen card seized - 5
Heathen colony seized - 2/4s
Heathen soldier stolen for own colony - 4s
Immature card or tent Capitalization reduced by 1 year - 2s
Immature card or tent advanced one year - 2s
Mill destroyed - 1s
Mordida held by a Spanish player disrupted - 3s
Mordida of your nationality seized - 6
Mordida which is Catholic disrupted - 5s
Mordida which is Spanish disrupted - 5s
Pirate tent placed on any fleet - 3s
Pirate tent removed - 1/2/1s
Princess seized - 1
Ship lost last year replaced - 1
Skullduggery from another card in play may be performed - 6s
Skullduggery immunity for 1 year - 1/1
Skullduggery nullified once - 5
Treasure tent extra in Cartagena next treasure year - 4s
Truce broken - 2s
Truce established - 2
Truce on all wars - 3
Truce with Spain - 2s
Truce with any nation made or broken - 3/1s/3s
Unit which is British held by non-British disrupted - 1s
Unit which is Catholic a pirate this year - 1
Unit which is Spanish disrupted - 3s
Unit which is disrupted and Protestant seized - 3
War between Catholics and Protestants this year - 1/1/1/1/3