|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 choices. 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 get + per Coin token your pirates have plundered. (This does not use them up.)
Although Pirate Ship often gets a reputation among inexperienced players as a powerful card, it is actually very rarely effective, and using it often benefits your opponents more than you.
It was removed from the second edition of Seaside and replaced with Corsair which has a similar attack but is a stronger card, most notably because it cannot relieve the attacked player of unwanted Coppers.
- Players revealing a card like Moat do so before you choose your option.
- If you choose the first option, you get +Coin token on your Pirate Ship mat; the Coin tokens stay there. per
- 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.
Other Rules clarifications
- Coin tokens on your Pirate Ship mat cannot be spent (as the Coin tokens from Dominion: Guilds can be).
The fundamental paradox of Pirate Ship is that in order for its payload to reach a useful amount, you need to play it multiple times, which usually entails playing it early in the game; but if you play it early in the game, you’re very likely to cycle through your opponents’ bad starting cards and trash their Coppers for them, speeding up their progress and removing junk from their decks. Because of how much it helps your opponents, Pirate Ship is very weak in the early game, and it usually takes too long to generate significant if you don't start playing it until the late game. Even disregarding the help it gives your opponents, having a terminal card give you no benefit this turn for on every subsequent play (assuming it hits an opponent’s Treasure) is not a strong effect in the early game, when you typically want to establish deck control rather than begin accumulating payload. Additionally, Pirate Ship’s eventual payoff to opportunity cost ratio is low, as even after two plays it’s at best a terminal silver, or after three plays a terminal Gold, which compares unfavorably to just buying those Treasures instead of Pirate Ship.
The other main weakness of Pirate Ship is that Treasures are very often not the best payload cards on the board, and so a strong deck can often be built of mostly Action cards. This means that Pirate Ship is unlikely either to find a Treasure to trash in the later stages of the game (thus failing to increase its generation) or to be of any threat to your opponents’ payload.
Pirate Ship can be usable in fairly rare scenarios in which multiple of the above generalizations are not true. When Treasures are the only payload, Pirate Ship may actually have a chance to harm your opponents’ economy. Additionally, with a Throne Room variant such as King's Court, it may be possible to play Pirate Ship enough times in the late game for it to generate significant . Similarly, Captain makes it easier to consistently play Pirate Ship many times, while also reducing the amount of terminal space normally needed to do so and providing the flexibility to be played as something other than a terminal stop card, Kingdom permitting. Pirate Ship’s strongest synergy is with Capitalism, which changes almost all payload cards into Treasures. As such, it greatly increases Pirate Ship’s effectiveness as an Attack while also allowing you to play it in the Buy phase, which removes the need for village support.
|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||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 (2017 printing)||July 2017|
|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 (2020 printing)||October 2020|
Other language versions
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.