CA001 Flying Dutchman
|Set :||CA - Pirates of Caribbean (Details)|
|Name :||Flying Dutchman|
|Cannons :||3S 3S 3S 3S 3S (5)|
|Ability :||Eternal. Ghost Ship. If this ship succeeds at a boarding party, she can eliminate all of the other ship's crew.|
|Flavor Text :||“Once you've sworn an oath to the Dutchman, there's no leaving it. Not until your debt is paid.” — “Bootstrap” Bill Turner|
How UDC is calculated :
How SimCost is calculated :
Complete list of keywords this ship is linked to :
When this ship sinks, do not remove it from the game. Instead, place it docked with no masts at your home island; its crew remain onboard but any treasure or other cargo (including equipment) that it carried is treated as if the ship sunk normally. You may repair the ship as normal at your home island. When a sea creature with this keyword is eliminated, do not remove it from the game. Instead, place it docked with no segments at your home island; it may then be given repair actions (like a normal ship) until it leaves your home island.
At the beginning of each of your turns, you may decide if this ship is 'ghostly' or not. A ghostly ship ignores islands, terrain, and other ships when moving, but cannot end a move action with any part physically overlapping an island or another ship. A ghostly ship cannot ram or be rammed, pin or be pinned, board or be boarded, and cannot dock, but it may shoot and be shot at normally. A ghostly ship does not block lines of fire for other ships.