
- BGG rank
- BGG #29,755
- BGG rating
- 5.3
Eragra: The Game of Eras and the First Step
- 2–4 players
- 90 min
- Complexity 3.2/5
- 2011

Rules assistance for 12 Realms: Ghost Galleon
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
12 Realms: Ghost Galleon is an expansion for 12 Realms released in 2015 for 4–5 players, 90 minutes per game, and ages 10 and up. It was designed by Michael Andresakis, Alexander Argyropoulos, and Ignazio Corrao and its main mechanics are Point to Point Movement, Area Majority / Influence, and Cooperative Game.
A terrible force was sent to the Bones Island by the Dark Lords: the Flying Dutchman. They decided to recruit the undead pirates to protect the Cursed Treasure of the Skull Cave. The curse of the Flying Dutchman falls upon the Area where it travels, and the Heroes cannot enter there and fight the Invaders. Beware now! Combine your forces with the other Heroes in order to destroy the undead pirates and take back control from the Flying Dutchman! Your mission is to destroy the Black Fortress in each active Realm but first you must take control over the Galleon by destroying the Ghost Galleon's pirates. If the Invasion marker reaches number 20 in an active Realm, then all players lose the game. To take control over the Galleon you must first destroy the 4 pirates. Each one has a question mark (?). Roll the Talent Die to determine the Talent needed to destroy each one. There are town cards and Bonus town cards that allow you to kill all the Invaders in a Realm. The pirates are not affected by ANY Town card except Musket and Pistol! The other way to destroy the Pirates is to move your Hero to the Area where the Galleon has stopped and exploit 1 Swiftness Talent in order to get on board and start the attack. Yes, this Area is Cursed, but if you state that you want to get on board and offer an extra Swiftness as a tribute, then you can enter the ship. When you take control over the Galleon, move your Hero onto it. Now you are Cursed too, and you can never leave the Galleon and as an extension you cannot buy any town cards. In each round, you can move the Galleon 1 Area forward or backward by spending 1 Swiftness Talent. If you have more Swiftness Talents, then you can exploit them to move the Galleon more than once. To destroy a Black Fortress you must exploit 2 random Talents by rolling the Talent die. First, you must move your Galleon to the Area where the Fortress is placed, and then you can attack it.
12 Realms: Ghost Galleon supports 4–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for 12 Realms: Ghost Galleon is 90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 12 Realms: Ghost Galleon for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
12 Realms: Ghost Galleon has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
12 Realms: Ghost Galleon belongs to these categories: Fantasy, Dice, and Adventure. Its main mechanics are Point to Point Movement, Area Majority / Influence, and Cooperative Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 12 Realms: Ghost Galleon are: Michael Andresakis, Alexander Argyropoulos, and Ignazio Corrao. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 12 Realms: Ghost Galleon as an expansion for 12 Realms. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need 12 Realms to use it. Check that your edition of 12 Realms is compatible, as some expansions were revised between editions.