Set of 5Historical Board Gaming Custom Markers!
If a player controls a trade port that has a neutral or friendly merchantman and has their own naval units in the same sea zone, that player may attempt to seize the merchantman and gain its IPP. To attempt a seizure, the hostile player and the owner of the merchant roll a d12, with the hostile player gaining a +1 modifier to his roll for each naval ship involved in the seizure. If the merchant owning player rolls higher, his merchant ship escapes and may make an immediate move to an adjacent sea zone. If the hostile player rolls higher, he gains IPP equal to those on the merchant ship, subtracting 1 IPP for each ship he used to seize the money (as prize money for those crews).