12 Realms: Ghost Galleon
BGG rating
5.9

Expansion for 12 Realms

12 Realms: Ghost Galleon

2015

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.

  • 4–5 players
  • 90 min
  • 10+
  • Complexity 3.0/5

Rules assistant for 12 Realms: Ghost Galleon

What would you like to know?

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.

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About the 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.

Questions and answers

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.