Brand new Wizkids Pirates cards from the Mysterious Islands Set. All cards are unpunched. Cards from other sets are available in additional listings. Please message if you have any questions. Card descriptions below.
Nautilus
(16 points) #001 Rare
“Mercenary, Submarine. Two hits from the
same shoot action are required to eliminate one of this ship’s hull pieces.”
Terror
(16 points) #002
Rare
“Fear, Mercenary, Submarine”
Hephaestus
(14 points) #003
Rare
From Wizkids Pirates of the
Mysterious Islands
“Mercenary, Submarine. This ship ignores the first hit she takes
each turn as long as she has all of her hull pieces.”
This card is brand new, never punched. This card
comes from a smoke-free home. I will ship only within the United States
and will ship the next business day after payment is received.
I
do offer combined shipping discounts on Wizkids Pirates items if you buy 5 or
more. If you buy between 5 to 25 pirates card auctions, they will be sent
Priority for a total of $5 shipping for the full 25 auctions. If you buy more
than 25 pirates card auctions, shipping will be Priority for $10 total. In
order to qualify for the combined shipping discount, please wait to pay for the
items until all your bids have ended. Then request an invoice and I will update
your invoice to show the combined shipping discount so you can pay for all the
items in one transaction. Check out my other listings as I often sell a lot of
the Wizkids Pirates cards separately as well as in large lots.
Fathom
(12 points) #004 Rare
“Mercenary, Submarine. If this ship
shoots at a ship that was previously shot at by another ship this turn, she
gets +1 to her cannon rolls against that ship this turn.”
Barracuda
(12 points) #005 Rare
“Mercenary, Submarine. If submerged,
this ship can ram another ship (then move away) and then initiate a boarding
party against that ship.”
Mobilis (11 points) #006 Rare
“Mercenary,
Submarine. Once per turn, one crew or ship within “S” of this ship cannot
use its ability that turn.”
Devil
Ray (10 points) #007 Rare
“Mercenary, Submarine. When submerged,
this ship gets +L to her base move.”
Brave
Selkirk (11 points) #008 Rare
“Mercenary, Submarine. Once per turn, if
this ship carries treasure and is within S of an enemy ship, you may randomly
trade one treasure with that ship.”
Forward (15 points) #009 Uncommon
“Mercenary. This ship gets +1 to her
cannon rolls against any ship.”
Santa Molina (11 points) #010 Uncommon
“Mercenary. Schooner. Once per turn when
this ship hits an enemy ship, also eliminate on crew from that ship.”
Meropis (14 points) #011 Uncommon
“Mercenary. After this ship resolves a
shoot action, she may move as a free action.”
Hare’s Luck (9 points) #012 Uncommon
“Mercenary. After looking at treasure on
a wild island, you may trade any one treasure from that island for a random
treasure on any other wild island. This ship must load the traded treasure.”
Bosun’s
Bane (10 points) #016 Rare
“Mercenary. This ship cannot be shot at
by ships within S of her.”
Count
Gustov (6 points) #017 Rare
“Ex-patriot. Once per turn, roll a d6.
On a 5 or 6, this ship may be given an extra action.”
Herr Fuchs (6 points) #018 Rare
“Ex-patriot. This ship may move and
shoot using the same move action. Once per turn, one of this ship’s cannons may
shoot again if it misses.”
Eileen
Brigid O’Brien (6 points) #019 Rare
“Ex-patriot. This ship may move and
shoot using the same move action. This ship gets +1 to her cannon rolls against
English ships.”
Captain
Nemo (8 points) #020 Rare
“Ex-patriot. If this ship wins a
boarding party, she may capture the crew with the highest point cost instead of
eliminating it. A captive becomes assigned to this ship, takes up no cargo
space, and can use its abilities. The captive cannot leave this ship unless the
ship sinks.”
Firepot Specialist (Mercenary – 2 points) #027 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
Prussian Crown (16 points) #028 Rare
“This
ship can shoot at submerged ships within “S” of her.”
Coleoptera (12 points) #029 Rare
“Submarine. This ship gets +1 to her
cannon rolls against Mercenary ships.”
Thirty Tyrants (13 points) #030 Uncommon
“Broadsides
Attack”
Xiamen’s Claws (13 points) #031 Uncommon
“This
ship gets +1 to her boarding rolls. She gets +2 if her opponent is a
submarine.”
Sunrise Fire (12 points) #032 Uncommon
“Schooner. Once per turn, if this ship
is within “S” of an island, you may mark that island as explored without
docking at it. The island becomes unexplored in regards to all other players.”
Nancy Nox (12 points) #033 Uncommon
“If
this ship wins a boarding party, she may take as much treasure from the other
ship.”
Devil’s Pay (4 points) #034 Uncommon
“This
ship cannot shoot when she carries treasure.”
Smiling
Jim (7 points) #038 Rare
“Once
per turn, if this ship carries treasure and is within S of an enemy ship, you
may randomly trade one treasure with that ship.”
Hammersmith
(6 points) #039 Rare
“This
ship gets +1 to her boarding rolls against Mercenary ships. As part of a move
action, this ship may initiate a boarding party against a ship up to S away
from her, without having to ram. The boarded ship may not use any boarding
bonuses.”
Benito De Soto (9 points) #040 Rare
“This
ship may move and shoot using the same move action. After this ship resolves a
shoot action, she may move as a free action.”
Firepot Specialist (Pirate – 2 points) #044 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
HMS Pacificum (15 points) #045 Rare
“This
ship gets +1 to her boarding rolls. She gets +2 if her opponent is a
submarine.”
HMS Gallows (16 points) #046 Uncommon
“This
ship gets +1 to her cannon rolls against any ship.”
HMS Zephyr (15 points) #047 Uncommon
“Schooner. After this ship resolves a
shoot action, she may move as a free action.”
HMS Iron Prince (10 points) #048 Uncommon
“Ramming
cannot eliminate this ship’s masts.”
____________________________________________________________________________________
HMS Empress of India (11 points) #049 Uncommon
“If
this ship shoots at a ship that was previously shot at by another ship this
turn, she gets +1 to her cannon rolls against that ship this turn.”
HMS Challenger (9 points) #050 Uncommon
“This
ship can shoot at submerged ships within “S” of her.”
HMS
Bletchley (9 points) #055 Rare
“Long
range cannons cannot hit this ship.”
Hermoine
Gold (7 points) #056 Rare
“This
ship may move and shoot using the same move action. This ship gets +1 to her
cannon rolls against any non-English ship.”
Firepot
Specialist (England – 2 points) #057 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
La
Manila (13 points) #058 Rare
“Ramming
cannot eliminate this ship’s masts.”
El Galeon De Gibraltar (14 points) #059 Uncommon
“This
ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a
submarine.”
El Corazon Dorado (13 points) #060 Uncommon
“Schooner. Once per turn, you may reroll
any die roll you make for this ship; you must use the second die roll result.”
La Colera (12 points) #061 Uncommon
“Broadsides Attack”
El Villalobos (7 points) #062 Uncommon
“On
the turn this ship is pinned, eliminate one crew and one mast from the rammed
ship.”
La
Ebro (7 points) #068 Rare
“This
ship ignores terrain when she is given a move action (islands are not
terrain).”
Luis
Zuan (7 points) #069 Rare
“This
ship may move and shoot using the same move action. This ship gets +1 to her
cannon rolls against any non-Spanish ship.”
Firepot Specialist (Spain – 2 points) #072 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
L’Aube (15 points) #073 Rare
“This
ship gets +1 to her cannon rolls against any ship.”
La Martinette (12 points) #074 Uncommon
“Crew
of any nationality may use their abilities on this ship.”
Le Flamberge (12 points) #075 Uncommon
“Schooner. This ship’s crew cannot be
eliminated unless she sinks.”
Le Descharges (13 points) #076 Uncommon
“If
this ship wins a boarding party, she may take as much treasure from the other ship
as she wants, up to her available cargo space.”
Le Vercingetorix (8 points) #077 Uncommon
“Ramming
cannot eliminate this ship’s masts.”
La
Crete Argentee (14 points) #083 Rare
“Friendly
ships within S of this ship get +1 to their cannon rolls.”
Ned
Lands (6 points) #084 Rare
“This
ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a
sea monster or submarine.”
Firepot Specialist (France – 2 points) #085 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
USS
Stephens (20 points) #086 Rare
“This
ship may move and shoot using the same move action. After this ship resolves a
shoot action, she may move as a free action.”
USS Lamon (12 points) #087 Rare
“Submarine. If submerged, this ship can
ram another ship (then move away) and then initiate a boarding party against
that ship.”
USS Eagan (15 points) #088 Uncommon
“This
ship can shoot at submerged ships within “S” of her.”
Grampus (15 points) #089 Uncommon
“Schooner. This ship gets +1 to her
boarding rolls. She gets +2 instead if her opponent is a sea monster.”
USS
Paladin (12 points) #090 Uncommon
“This
ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a
submarine.”
USS Quigley (8 points) #091 Uncommon
“Once
per turn when this ship hits an enemy ship, also eliminate one crew from that
ship.”
Captain
Montana Mays (7 points) #096 Rare
“This
ship gets +1 to her boarding rolls. Once per turn, roll a d6. On a 5 or 6, this
ship may be given an extra action.”
Firepot Specialist (America – 2 points) #098 Uncommon
“Once
per turn when this ship is given a shoot action, one of her cannons may shoot a
firepot at a target within “S:” of her. Declare which cannon will shoot the
firepot before rolling the d6. If it hits, the target’s controller replaces one
of her masts with a fire mast. At the beginning of every turn, roll one d6 for
each fire mast. On a result of 6, remove the fire mast; on a 1-3, the ship’s
controller replaces another of her masts with a fire mast. When a ship has only
fire masts, she must be scuttled on her next turn. When a ship docks at her
home island or a fort, remove all of her fire masts as a free action.”
Bad
Plans (Unique Treasure) #099 Rare
“When
this ship rolls for effect at a mysterious island, subtract 1 from the die roll
result.”
Nemo’s
Charts (Unique Treasure) #100 Rare
“When
this ship rolls for effect at a mysterious island, add 2 to the die roll
result.”
Enemy
of the State (Unique Treasure) #101 Rare
“This
ship gains the Mercenary keyword.”
Luddite’s
Revenge (Unique Treasure) #102 Rare
“The
rank of each of this ship’s cannons is increased by 1. Remove Luddite’s Revenge
from the game when this ship succeeds at a shoot action.”
Metal
Hull (Unique Treasure) #103 Rare
“This
ship’s base move becomes S and enemy ships must roll a 6 to hit her. If this
ship is hit, remove Metal Hull from the game.”
Mines (Unique Treasure) #104 Rare
“Load
this treasure face down. Reveal it when target enemy ship moves within “S” of
this ship. Choose and eliminate one mast from the target at the end of her
move. Remove Mines from the game.”
Power Cannons (Unique Treasure) #105 Rare
“The
range of each of this ship’s cannons becomes 2L. Remove Power Cannons from the
game when this ship succeeds at a shoot action.”
Periscope
(Unique Treasure) #106 Rare
“Load
this treasure face down. Reveal it when this ship is given a move or shoot
action; any one target enemy ship cannot use any crew or ship abilities this
turn. Remove Periscope from the game.”
Screw Engine (Unique Treasure) #107 Rare
“Load
this treasure face down. When this ship is given a move action, you may reveal
Screw Engine; this ship can move twice. Remove Screw Engine from the game.”
Targeting Scope (Unique Treasure) #108 Rare
“Load
this treasure face down. When this ship is given a shoot action, you may reveal
Targeting Scope; one of this ship’s cannons automatically hits an enemy ship
within range. Remove Targeting Scope from the game.”
Cadara
(14 points) #134 Super-Rare
“Sea Monster. This sea monster can
attack submerged submarines.”
Shaihulud
(13 points) #135 Super-Rare
“Sea Monster. This sea monster can
attack submerged submarines.”
Queen
Teresa Pavon (6 points) #136 Super-Rare
“Ex-patriot. This ship may move and
shoot suing the same move action. Once per turn, one of this ship’s cannons may
shoot again if it misses.”
Nemo’s
Plans (Unique Treasure) #137 Super-Rare
“This
treasure can’t be removed from this ship unless she sinks. Any other unique
treasure aboard this ship that would be removed from the game after it is used
remains aboard; it can be reused or continues to function.”