|Type(s)||Action - Attack|
|Choose one: +per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat.|
Pirate Ship is an Action-Attack card from Seaside. When you play Pirate Ship, you have two options. You can "attack" other players by making them trash Treasure cards from the top two cards of their deck; if you're successful, your Pirates get a Coin token on your Pirate Ship mat! Alternatively, when you play Pirate Ship, you can choose to exploit the Coins you have and get + per Coin token your pirates have plundered. (This does not use them up.)
Among players who are new to Seaside, Pirate Ship often develops a reputation as very strong; however, on most boards it is not too hard to find a strategy to beat it.
 Official FAQ
- Players revealing a card like Moat do so before you choose your option.
- If you choose the first option, you get + per Coin token on your Pirate Ship mat; the Coin tokens stay there.
- If you choose the second option, each other player reveals the top 2 cards of their deck, trashes a revealed Treasure of your choice, if possible, and discards the rest of their revealed cards.
- Then, if any players did trash a Treasure, you add a Coin token to your Pirate Ship mat (from the supply of tokens).
- You get at most one Coin token per play of Pirate Ship.
- Take a Pirate Ship mat when you first need one.
- Coin tokens on your Pirate Ship mat cannot be spent (as the Coin tokens from Dominion: Guilds can be).
 Other Rules clarifications
 Strategy Article
There isn't a strategy article for Pirate Ship.
Pirate Ship is a card which can be devastatingly strong in certain circumstances, but which is often deceptively weak. Pirate Ship is a very slow card; the attack often benefits opponents by trashing copper, and it provides no benefit until the attack has hit, and usually only becomes worth the cost ofonce it has hit a number of times.
The power of Pirate Ship can vary drastically depending on the number of players; in 3- or 4-player, Pirate Ship has a much lower chance of 'missing' when attacking. Pirate Ship can be powerful if it is played many times per turn such as with Throne Room or King's Court and a good source of +Buy, but is weak if there are good actions which give +Coin. (In that case, the attack of Pirate Ship clears out your opponents' Coppers and is a benefit for them!)
Pirate ship is strongest against big money strategies, and weaker against engines. Big money decks are full of coin, so the attack is likely to hit, and these decks also benefit less from the trashing of copper. Engines, on the other hand, benefit greatly from the trashing of copper.
 Playing against Pirate Ship
Lighthouse offers a hard counter to Pirate Ship, while also boosting early-game economy in the first few rounds where Pirate Ship has the possibility of reducing buying power. If the player goes ahead with the attack, you benefit from having these cards discarded, and the attack is guaranteed to miss. This defense works best when you have an action-rich engine and/or have not trashed your starting Estates.
Virtual can protect against Pirate Ship; Fishing Village is especially beneficial, as it provides roughly equivalent to Silver while helping set up an engine that will benefit hugely from the trashing of Copper. Any of the Peddler variants are also beneficial. Filling your deck with cheap cantrips (Pawn is great as it can provide too) will also make the attacks less likely to hit.
In multiplayer games, if everyone buys Pirate Ship, it is especially important to make sure that your early game economy is not devastated by the trashing of all your Treasures. In the absence of virtual coin or a way to block the attack, it can be beneficial to buy a Pirate Ship yourself so that you'll have some source of virtual. However, if you did not open with Pirate Ship, it's usually too late to catch up in these scenarios — both because you will have fewer chances to play a Pirate Ship, and because with each successful Pirate Ship attack, future Pirate Ships become less likely to hit.
When there are stronger cards or strategies, the best counter to Pirate Ship can be to ignore it. If a curser like Witch or Mountebank is in the Kingdom, Pirate Ship can be a slow distraction, allowing opponents to reach faster and fill your deck with Curses. Discard attacks are also often more powerful than Pirate Ship.
- Opponents playing a big money strategy
- Boards without a good engine strategy and with no stronger attacks
- lack of +Coin on actions
- +Buy for late in the game.
- more than one opponent
- Secret Chamber
- Opponents' engines
- Good sources of virtual coin like Festival or Death Cart, Peddler variants, or any good terminal Silver paired with a Village
- Cheap cantrips and cheap +Buy
 English versions
|Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +per Coin token you’ve taken with Pirate Ships this game.||Seaside 1st Edition||October 2009|
|Choose one: +per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat.||Seaside 2nd Edition||July 2017|
 Other language versions
 Card Art
 Secret Historyper counter." I realized I could graft that onto the Thieving of Pirate Ship and that's what happened. Originally you used trashed treasures to track the value of the Pirate Ships, but near the end it switched to counters, which is slightly simpler, as you might have trashed some 's and 's, but they still just count as here.