BLACKBEARD: The Golden Age of Piracy: Condensed Rules
BLACKBEARD: The Golden Age of Piracy: Condensed Rules
BLACKBEARD: The Golden Age of Piracy: Condensed Rules
Condensed Rules
Objective Setup
Earn the most VPs. These come from: 1. Pirate Displays to Players
1. Net Worth of a retired Pirate obtained by In‐Port • 5 or 4 Player Game: 2 each
conversion of Booty (Doubloons) taken after looting • 3 Player Game: 3 each
Merchant Ships or successfully attacking Ports • 2 Player Game: 4 each
2. Notoriety of retired, eliminated and surviving 2. Determine Player Order
Pirates obtained by: • Roll 1d6: highest becomes Player A, then
• Looting Merchant Ships clockwise around table. Take corresponding
• Torturing Hostages Pirate ID chits.
• Successful Port attack
3. 4 Event cards face down to each player
• Successful Port sack
• No “Play Immediately” cards (reshuffle into
• Defeating a King’s Commissioner in battle
pack if dealt)
• Defeating a Warship in battle
4. Place 8 Pro‐Pirate Governors in ports by means of
• Surviving an Oust Attempt by a King’s
d66 rolls
Commissioner
5. Players dealt or choose Pirate Cards
3. Being eliminated by a King’s Commissioner (Pirate • 5 or 4 Player Game: 2 each
Player)
• 3 Player Game: 3 each
4. Using a King’s Commissioner to eliminate a Pirate
• 2 Player Game: 4 each
(Anti‐Pirate Player)
5. Being defeated by a Pirate after attacking with a 6. Players deploy Pirates into any Sea Areas (even if
King’s Commissioner already occupied)
6. Using a Warship to damage a Pirate • One Pirate deployment per player mandatory
• Additional Pirates may be deployed if desired
Score VPs immediately after they occur (up to total # of Pirate Cards in hand at start of
game)
If a Pirate is eliminated (other than by a King’s • Place ID marker on corresponding Pirate Card
Commissioner) or is still alive at game end: and select a ship type (Sloop or Schooner) for
• He receives 1VP per Notoriety Point… each Pirate deployed. Place Combat, Speed, and
• But receives 0VP for Net Worth (better to Retire Loyalty chits on display at color‐coded levels
if possible) (Loyalty on 7 in all cases).
7. Place Merchant Ships
• Randomly draw 8 chits: place face down at ports
using d66 procedure.
8. Form draw pools for remaining chits:
• The 9 King’s Commissioners (KC)
• The 15 Hostages
• The 16 Anti‐Pirate Governors
• The 15 Warships
9. Determine game length and carry out Player Turns
until game end
• Standard: until General Pardon is played for the
3rd time
• Long: go through Event Deck x2, adding General
Pardon after 1st run
1
Thee Pirate Pllayer Turnn Piratee Actions
Crew
w Loyalty reduuced by 1 on each Pirate P
Player’s Ship PA1: Move
that has Scurvy
Pirates may move frrom:
Pirate Player drawws Event Card ds until 4 are iin hand Sea Area to Se
S ea Area
• Resolve anyy “Play Immeediately” card ds and draw • A player’s Pirate may n never enter (o or stay in)
replacemen nt a Sea Areea that contaains that playyer’s own
• Note that Pirate
P Cards are considered separate King’s Commmissioner
from the player’s Event Card hand Sea Area to P
S ort
wer than 5 Meerchant Shipss on board
If few • Not into a port conttaining an Anti‐Pirate
A
• Increase nu umber to 6 by adding faace‐down to Governor unless in po ossession of Letter of
ports using d66 procedu ure Marque fo or that nationnality
Pirate Player playss Event Cardss • Not into destroyed Port
• At least 1 caard per turn • Instant reccovery from SScurvy
• All 4 in‐hannd cards may be played bu ut only 1 can Port to Sea Ar
P rea
be used forr Actions • A player’s Pirate mayy never leavee a port if
• Event mustt be carried o out first if an “Event AND the adjoinning Sea Area contains thaat player’s
Actions” card is played. own King’ss Commission ner
• This counts as the Pirate Playeer’s Actions Sea Area to a
S djoining Trannsit Box
Card Transit Box to
T o adjoining Seea Area
• The Piraate Player may use the Event
E for his Any number of Pirattes allowed in n any Sea Areea, Transit
KC Box, orr Port
• Any Action may be repeeated in the same Player
2 Movee Actions requ
uired to movee if Speed < 0
0
Turn
• Actions maay be split ammongst all Pirrate Player’s PA2: Fiind Merchant SShip
Pirates
• Diamond iccon allows #Actions=Initia
# ative Rating Roll 1d6 + Pirate Ab bility Rating ((+1 if Merchaant Ship is
of Pirate (caannot split) face upp)
• Success if res
S ult > 7
• Turn Merchan
T nt Ship face u
up if successfuul
Thee Anti-Pirrate Playerrs’ Turn May go o on to Loot tthe ship as next Action (even if this
Anti‐‐Pirate (AP) A
Actions can bee played by o
other players is on th
he next turn)
durin
ng Pirate Playyer’s Action Ph
hase
PA3: Looot Merchant SShip
Only 1 AP Action
n per non‐Pirrate Player during Pirate
Playe
er’s Turn If foundd by a Pirate,, a Merchant Ship may be looted by
that Pirrate as his very next Action, even if thiss is on the
No AAP Action can be repeated
d during any ssingle Pirate next turn
Actio
on
Roll 1d
d6 + Merchaant Ship Carggo Rating (= Adjusted
No AP
A Action allowed if Piraate Player is drawing or Roll)
deplo
oying a new P
Pirate • Cross
C refereence on Meerchant Cargo Table
a
against Regio n
The AAP Players caan use their K KCs to React ((i.e. attempt
• This gives # of
T f Doubloons tthat could bee looted
to In
ntercept and Attack) during some Pirrate Actions
(onlyy 1 KC can React per Actio on but no resttriction on # If Pirate
e takes Doubloons:
of diifferent KCs that can React througho
out a Pirate • Put into 1 ho
P ld of Pirate ship. If all hold
ds already
Playeer’s Turn) f
full, then Pirate must empty
e a hold before
loading looted d Doubloons
Crew Loyalty
C reduced by 1 1 if the Adjussted Roll ≤
3
3 (Mutiny che eck)
Crew Loyalty
C increased byy 1 if the Adjusted Roll
≥
≥ 8
2
• Draw Hostage chit and either:
Ransom (may bring Doubloons later): put chit
on Pirate Display together with attack token
of corresponding port nationality
Torture: Roll 1d6.
Result > Cruelty rating:
• Add Information Value of Hostage onto
Port Grid (makes attacks on that port
easier later)
• Crew Loyalty increased by 1
• Gain Notoriety Points = Hostage Value PA5: In-Port Activities
Rating
Result ≤ Cruelty rating: ALL of these can be done for only 1 Action TOTAL.
• Crew Loyalty still increased by 1 Any/all must be done in the following order:
• Gain Notoriety Points = Hostage Value 1. Ransom Hostages. Only possible in:
Rating • Pro‐Pirate ports
• Return Hostage to pool • Anti‐Pirate ports if appropriate Letter of Marque
is held.
If Pirate refuses to take Doubloons:
• Safe Havens
• Crew Loyalty reduced by 1 (Mutiny check)
• Neutral ports of same nationality as Hostage
Gain Notoriety Points regardless of decision to take
Never possible in Arab (green), Portuguese (white), or
Doubloons
Pirate (black) ports
• Roll 1d6 + Merchant Ship Cargo Rating
Remove Merchant Ship from board and put into pool Doubloons received = 2d6 x (Value Rating of Hostage) x
(or temporarily place on Pirate card if Pirate plans to 10. Add to any hold (no need to empty a hold first)
Convert as his next Action)
Return Hostage to pool
Voluntary D&R may be declared
• Crew Loyalty increases 1 point 2. Convert Doubloons to Net Worth. Only possible in:
• Pro‐Pirate ports. 1:1
PA4: Convert Merchant Ship
• Anti‐Pirate ports if appropriate Letter of Marque
If a Pirate wishes to convert a Merchant Ship, this is held. 1:1
Action must be done by that Pirate immediately after • Neutral ports. 2:1 (1:1 if appropriate Letter of
the corresponding Looting Action (even if this is on the Marque is held)
next turn) • Safe Havens. 1:1 + 10% (round up)
• Only red, blue, and green Merchants can be • Pirate ports. 1:1 (invokes involuntary D&R and
converted (i.e. only sloops, schooners, and Crew Loyalty increase of 3 points)
brigantines) Empty as many holds as desired
Pirate simply moves his ship‐type marker on the Pirate
3. Refit. Only possible in:
Display
• Pro‐Pirate ports. Remove 1d6/2 Damage (Speed
• Combat and Speed settings are set to maximum
and/or Combat). Round up.
• All other markers remain in place
• Anti‐Pirate ports if appropriate Letter of Marque
• Doubloons in excess holds are lost (if converting
is held. Remove 1d6/2 Damage (Speed and/or
to a smaller ship)
Combat).
• Crew Loyalty increased by 1 if new ship is bigger
• Neutral ports. Remove 1d6/2 Damage. (Speed
(more holds)
and/or Combat)
• Crew Loyalty decreased by 1 if new ship is
• Safe Havens. Remove (1d6/2 + 2) Damage.
smaller (fewer holds) (Mutiny check)
(Speed and/or Combat)
• Pirate ports. Remove ALL Damage hits (Speed
and Combat)
Never possible in Arab (green) ports
Multiple Actions may be used to continue Refit
3
4. Buy Safe Have en • Doubloonss looted = 100 x sum of (Port Value)
ort can only be a Safe Haaven for 1 Pirate at any
A po x d6. May put into 1 ho old of Pirate ship. If all
given
n time holds already full, then
n Pirate mustt empty a
hold beforre loading
A Pirate can have as many Safe
e Havens as d
desired • Gain Notoriety = 2 x (Po ort Value)
Safe Haven can b be bought only in Pro‐Piraate port that • Crew Loyaalty increased by 1
is nott a Safe Haveen for anotherr Pirate. • Ship sufferrs 1 Combat D Damage
• Bribe Governor: costs (1 1d6 x 100) Net Worth • Pirate auto omatically en nters port
• Pirate need d not proceed once cosst has been Attack Total ≤
A ≤ Defense Tottal
calculated • Ship suffeers (Defense Total ‐ Attaack Total)
• If bribe paiid, note Safe
e Haven locattion on Port Combat Daamage
Grid • Pirate stayys in Sea Zone e
• Add corressponding “Go overnor Brib bed” chit to PA7: Saack Port
Pirate Display whether bribe paid orr not. Pirate
may not atttempt to brribe this Govvernor again If a Piraate attacks a port it may be sacked by tthat Pirate
for the restt of the game. as his vvery next Action (even if th
his is on the n
next turn)
Safe Haven statuss ends if: 5. Pirate rolls 1d6 ++ (Cruelty Rating)
• Pirate attaccks the port Success if res
S ult > Port Deffense Rating:
• Port becom mes Neutral • Gain Noto oriety Pointss = 3 x (Po
ort Value
• Anti‐Pirate Governor takkes over port Rating)
• Pirate retirees or dies • Crew Loyaalty increased by 1
5. Ennter Involunttary D&R or D Declare Volun ntary D&R • Pirate placced in Sea Areea
Involuntary if: • Undergo in nvoluntary D& &R
• Pirate con nverted Dou ubloons to Net Worth • Port destroyed and useless . Plaace “Port
earlier in th
his Action Destroyed d” chit on port
p and remmove any
• Needs 2 D& &R Recovery Actions to clear
c in port resident G
Governor from m game
(see D&R Recovery) Failed if resul
F t ≤ Port Defense Rating:
Volunntary if: • Wasted Acction
• Pirate decid des to take tthis Action ass part of the • Pirate stayys in port an
nd must leavve and re‐
current In‐PPort Activitiess Action enter to saack again
• Needs 1 D& &R Recoveryy Action to clear
c in port
(see D&R Recovery)
Creww Loyalty incre eased by 3 pooints in a Pirate port.
Creww Loyalty incre eased by 1 pooint in a non‐Pirate port.
not attack desstroyed ports or Pirate porrts
Cann
1. Atttacker place
es nationalityy chit of porrt on Pirate
Display
• All ports off that nationaality are now
w Anti‐Pirate PA8: D&R
D Recovery
to him (eveen Safe Haven ns)
Must be in port
• Any Letter o of Marque off that nationaality is lost
2. Pllace Port Attaacked chit on port Decrease D&R statuus by 1
3. Rooll 1d6 + (Ship Combat Raating) + (Ability Rating) + • Remove chit i
R if D&R was vo oluntary
(H
Hostage Information) • Flip
F chit if D&&R was involuntary and this
t is 1st
4. Opponent rolls 1d6 + (Portt Defense Rating) [2d6 + D
D&R Recovery y Action played on that Pirate
(P
Port Defense Rating) if port has Port A Attacked chit • Remove
R chit if D&R was involuntary aand this is
onn it] 2
2st D&R Reco overy Action p played on thaat Pirate
Attack Totaal > Defense TTotal
4
PA9: Booty Grab PA11: Draw and/or Deploy New Pirate
Must be in same port as an opponent’s Pirate May only have the following maxima at any one time
undergoing D&R • 5/4 Player Game: 3 Pirate Cards in‐hand and 2
Pirates in play
1. Target player calculates (1d6 + Ability Rating) • 3 Player Game: 3 Pirate Cards in‐hand and 3
2. Grabbing player calculates (1d6 + Ability Rating + 1) Pirates in play
• Result = (grabbing player total ‐ target player • 2 Player Game: 4 Pirate Cards in‐hand and 4
total) Pirates in play
If result > 0: Grab (1d6 + result) × (targets
Note that these cards are considered separate from
doubloons) / 10
the Event Card hand
• Grabber increases 1 hold, target decreases
hold(s) by same total PA12: Form Pirate Alliance
If result < 0: Grabber loses 2 Crew Loyalty Points.
(Mutiny check) Possible if player has several Pirates in same port
If result = 0: Duel.
1. Each Pirate rolls (Duel Rating) x d6 Only 2 of a player’s Pirates can form an Alliance at any
2. Highest total wins one time
3. Winner can take over any/all victim’s They must stay together at all times if alliance is to be
possessions (except Net Worth); even his maintained
ship
• Movement and actions taken together as one
4. Losing Pirate dies
• Alliance Combat Rating = highest individual
5. Tied Duel can be re‐fought if both players
value +1
agree. Otherwise action ends.
• Alliance Speed Rating = lowest individual value
• Alliance Loyalty Rating = lowest individual value
• Alliance Pirate Rating = either individual value
(player choice)
Split the following evenly between the two Allied
Pirates as they arise:
• Doubloons (Pirate with higher Leadership gets
any remainder)
• Net Worth (Pirate with higher Leadership gets
PA10: Retire any remainder)
• Combat Damage (player assigns any remainder)
Used to maximize VPs from a Pirate’s Net Worth
Both Allied Pirates
Possible in: • Suffer any Speed Damage incurred
• Pro‐Pirate ports. • Have Crew Loyalty increments added or
• No cost if appropriate Letter of Marque is subtracted as they arise
held, else • Suffer any Scurvy outbreak
• Requires a bribe of (d66 x 100) of Pirate’s Player assigns Refit points between Allied Pirates
Net Worth.
• If declined, Crew Loyalty reduced by 1 No Letters of Marque can be obtained or used by the
(Mutiny check) Alliance
• Add corresponding “Governor Bribed” chit to
Pirate Display whether bribe paid or not Alliance broken:
• Anti‐Pirate ports if appropriate Letter of Marque • Voluntarily
is held • If D&R card played against it (each Pirate then
• Safe Havens suffers effects)
• Neutral ports if appropriate Letter of Marque is • If Mutiny Conspiracy card is played and a Mutiny
held occurs
Gain 2VPs per Notoriety Point
Gain 1VP per 100 Net Worth (ignore fractions)
5
Antti-Pirate Actions
A ─ (APA) APA3: Use a KC too Attack a Piraate Port
An A
AP Action can only be anno ounced by an
n Anti‐Pirate A KC may
m attempt to destroy a a Pirate Portt if in the
Playe
er after the P
Pirate Player h
has announceed his latest adjoining Sea Area
Actio
on May bee used at any time during aa Pirate’s Action
The A
AP Action inte
errupts the cu
urrent Pirate Action 1. KC rolls
r 1d6 + (C
Combat Ratinng). EACH Pirate in the
If a Pirate loses a battle during an AP Action,
A that targget port does the same
Pirate Action endss • ‐2 modifier to
‐ o any Pirate undergoing D& &R
KC Score ≤ AN
K NY Pirate Scorre
Only 1 AP Action can be attemmpted by each h Anti‐Pirate • Attack fails and AP Action ends
Playe
er per Pirate PPlayer Turn KC Score > EV
K VERY Pirate Sccore
• Note, howe ever, that Antti‐Pirate Playe
ers may also • All Pirates forced into aadjoining Sea Area
use their KCs
K to Reactt to some Pirate
P Player • All Pirates suffer 1 Com mbat Damage
Actions (seee later) • port desttroyed and useless (add “Port
APA
A1: Attempt too Deploy a Kinng’s Commissiooner (KC) Destroyed d” chit)
APA4: Use a KC too Oust Pirate from
f Port
1. Ro
oll 3d6
Result < No otoriety Pointts of active Pirate (not in Carried
d out against a Pirate in po ort who announces any
port or Tran nsit) Pirate Action
A hat port (includes Safe
associated with th
• Place raandomly draw wn KC in sam
me Sea Area Haven but not Piratee Port)
as Piratee
• Deployin ng player con ntinues to control the KC 1. Antii‐Pirate Playeer rolls 1d6 + ((Combat Rating of KC)
until it iss eliminated 2. Pirate Player rolls 1d6 + (Combat Ratings of ALL
• The KC is immediate ely available to React to Pirates in the po ort with a ‐2 modifier to aany Pirate
certain P Pirate Actionss undergoing D&R)
KC Score > Pir
K rate Score
Only 1 KC can be ccontrolled byy a player at any one time
• ALL Piratees in port move
m to Sea Area and
Only 1 KC in total can be used for an AP Acction against discontinuue Actions
a Piraate during hiss Player‐Turn KC Score ≤ Pir
K rate Score
• Oust fails and EACH Piirate gains 1 Notoriety
No reestriction on the # of KCs tthat can Reacct during the Point
KC at a time can React to each Pirate
Turn,, but only 1 K Note that
t placem
ment of an Anti‐Pirate Governor
Actio
on automaatically displaaces all Pirates into the Seaa Area
APA
A2: Move a Kiing’s Commissiooner (KC) APA5: Use Any O On-Station Warship
W or Add
A New
Warshipp and Use if D
Desired
Anti‐‐Pirate Playerr moves his KC into Sea Arrea or in/out
of Transit Box This AP
P Action can bbe done durinng a Pirate Plaayer’s:
• Find Merchan
F nt Ship Action
n
KC m
may never enter a port
• Loot Merchan
L nt Ship Action
n
• Convert Merc
C chant Ship Action
• Attack Port A
A ction
New Warships
W can only be added via “Warship
Sightingg” Event Card
ds
Only 1 Warship can be placed in each Sea Area
Pirate m port or Transit Box
may not be atttacked if in p
Once this
t on is announced, the Piraate Player
AP Actio
must decide whetheer to try to Evvade or Battlee
If Pirate decid des to Evade
1 Pirate rollls 1d6 + (SSpeed Ratingg) ‐ 2 if
1.
undergoin ng D&R
2 Warship ro
2. olls 1d6 + (Sp
peed Rating)
6
Warship Score > Pirate Score Interceptions and Attacks can be attempted during a
• Pirate intercepted and Battle follows Pirate Player’s:
immediately • Move Action
Warship Score ≤ Pirate Score • Find Merchant Ship Action
• Pirate successfully Evades but his • Loot Merchant Ship Action
Action is over • Convert Merchant Ship Action
• Any Merchant Ship involved in the • A failed Attack Port Action
Pirate Action is removed from play Once the attempted intercept is announced, the Pirate
(Pirate keeps any Doubloons/Hostage Player must decide whether to try to Evade or Battle
already looted)
If Pirate decides to Battle (or was intercepted by If Pirate decides to Evade:
the Warship): 1. Pirate rolls 1d6 + (Speed Rating) – 2 if
1. Pirate rolls 1d6 + (Combat Rating) + (Ability undergoing D&R
Rating) ‐ 2 if undergoing D&R 2. KC rolls 1d6 + (Speed Rating) – 1 if KC moved
2. Warship rolls 1d6 + (Combat Rating) to intercept
Warship Score ≥ Pirate Score KC Score > Pirate Score
• Pirate Action ends immediately • Pirate intercepted and Battle follows
• Pirate suffers Combat Damage = immediately unless he decides to hand
(Warship Score) ‐ (Pirate Score) over a Letter of Marque (any
• Pirate Crew Loyalty decreased by 1 nationality) and Retire
(Mutiny check) • If Pirate retires, he scores
• AP Player gains VPs = (Warship Score) ‐ 2VPs/Notoriety Point and 1VP/100 Net
(Pirate Score) Worth
Warship Score < Pirate Score KC Score ≤ Pirate Score
• Pirate suffers 1 Combat Damage • Pirate successfully Evades but his
• Pirate gets Notoriety Points = (Warship Action is over unless it was a Move
Combat Rating) Action
• Anti‐Pirate Player earns 1VP (for the • Any Merchant Ship involved in the
damage inflicted) Pirate Action is removed from play
• Warship returned to pool • Pirate keeps any Doubloons/Hostage
• Pirate must proceed with his Action already looted
If Pirate decides to Battle (or was intercepted by
APA6: Play an Anti-Pirate Event Card
the KC):
Follow instructions on Event Card. See Section 17 in 1. Pirate rolls 1d6 + (Combat Rating) + (Ability
the rulebook for specific information on the card. Rating) ‐2 if undergoing D&R
2. KC rolls 1d6 + (Combat Rating)
KC Score > Pirate Score
KC Reaction (Attempt to Intercept and • Pirate eliminated
• Pirate scores 1VP/Notoriety Point
Attack a Pirate) • KC scores half of this total
May be attempted when in the same or an adjacent KC Score ≤ Pirate Score
Sea Area for free
• KC eliminated (remove from game)
• Pirate may not be intercepted and attacked if in
• Pirate gains Notoriety Points = 2 x (KC
port or Transit Box
Combat Rating)
The AP Players can use their KCs to React (i.e. attempt • Pirate’s Crew Loyalty increased by 1
to Intercept and Attack) during some Pirate Actions • Pirate sustains 1 Combat Damage
No restriction on the # of KCs that can React during the • KC gains 1VP (for causing the damage)
Turn, but only 1 KC at a time can React to each Pirate • Pirate may proceed with his Action
Action
7
Muttiny Duel
Can occur due to
t an AP Event, or whenever Crew Each Piirate rolls (Du
uel Rating) x d
d6
Loyalty Rating falls to 0 or is 0 prior to an Acction • Highest total
H wins
• Winner
W can
n take ovver any/all victim’s
1. Ro
oll d6 and commpare with LLeadership Raating p
possessions (e except Net WWorth); even hhis ship
Roll > Leaddership Ratingg: • Losing Pirate
L dies (score 1V
VP/Notorietyy Point)
• Pirate eliminated • Tied Duel can
T n be re‐foughtt if both players agree.
• Score 1V VP/Notoriety Point O
Otherwise act tion ends.
• Deploy n new Pirate to
o take over m
mutinied ship
(reset Crew Loyalty to 6)
Roll = Leaddership Ratingg: Cunniing
• Crew Lo oyalty reducedd by 1
Note that, at any stage of thee game, a Pirate may
Roll < Leaddership Ratingg:
expend nning Points to make a ree‐roll (the
d 1 of his Cun
• No effecct
full # off dice must be re‐rolled)
Pirate
P Actions
A Anti-P
Pirate Actions
A s
PA
A1: Move APA
A1: Attempt to Deploy a KC
PA
A2: Find Merchant
M Shiip A2: Move a KC
APA
PA
A3: Loot Merchant
M Shiip APA
A3: Attack a Pirate Portt w/ KC
PA
A4: Convert Merchantt Ship APA
A4: Oust a Pirate
P from
m Port w/ KC
K
PA
A5: In Portt Activities APA
A5: Deploy and/or
a Use a Warship
1. Ransomm Hostages APA
A6: Play an Anti-Piratee Event
2. Convertt Doubloons too Net Worth
3. Refit KC Reaction
R
4. Buy Saffe Haven • Attempt too Intercept and Attack a Pirat
ate
5. Enter D&R
D
PA
A6: Attack Port
A7: Sack Port
PA
A8: D&R Recovery
PA
PA
A9: Booty Grab
PA
A10: Retiree
PA
A11: Draw and/or Depploy Pirate
PA
A12: Form Pirate Alliaance