After his ship, World's Wench, marooned at the cliffs, young Skullbeard had little to his name than a few choice of weapons. He needed to find wealth - fast.

No landlubber would suspect that the wanted sign, denouncing Skullbeard's name and face, with a lord-sized bounty on his head, would in fact be the newcomer to town.

When the Investigator retired to his house after council, he saw the sign - on his front door. Immediately he recognized the culprit, and turned around just in time to meet the blackened teeth, and grog breath of his adversary.

Skullbeard lurched forward slowly. The Investigator fled into his home and went looking for something.. anything to defend himself with.

The pirate already knew which weapon he would use to slay this useless land-farer. He opened the door to his bedroom, meeting his prey not even 10 feet from where he stood.

The investigator was fearful, but determined to stand his ground.

"Heh," thought Skullbeard. "Had no idea they used chainmail here." He pulled out his rapier. "En garde!"

The following day, the pirate was halfway to his goal of fleeing this town, new ship in tow. He was ill-prepared for a firefight from the Mafia in this town, but he still knew how to send his foes with a one-way ticket to Davy Jones' Locker.

Credit: [1]

Mechanics-(How It Works) Edit

  • Your Day Ability is to select your target to plunder during the night. The interface is the same as the Jailor's.
  • At the start of the following night, both you and your target will get a special popup interface to select your actions for the duel.
    • Your options are Scimitar, Rapier, and Pistol.
    • The victim's options are Sidestep, Chainmail, and Backpedal.
    • Scimitar beats Sidestep, Rapier beats Chainmail, and Pistol beats Backpedal.
  • If you win the duel, you will deal a Powerful attack to your target.
  • If you choose no action, the duel and the roleblock won't register.
  • Winning the duel will also plunder your target, earning you one of the two plunders you need to win the game. If your target is protected by a Town Protective or Guardian Angel, the plunder will still count, even if you died.
  • Dueling a player with a trap on them will trigger the trap. If you lose the duel, you will not die. If you win, however, the trap will kill you and the defender will live.
  • A Bodyguard will kill you if they protect your target, but only if you win. In this scenario, both you and the Bodyguard will die, and your target will live.
  • Your target will be role-blocked the night they are plundered, unless they have role-block immunity, like an Escort.
  • Since dueling is counted as a role-block, dueling a Serial Killer or a Werewolf on a Full Moon will result in them attacking you if you lose. If you win against a Serial Killer, they will die and you will live, but if you duel a Werewolf, you will die whether or not you win.
  • You don't need to be alive in order to win. If you successfully plunder 2 players before you die, you will still win at the end of the game, even if you died the same night you got your second plunder.
    • If you plunder someone and they survive through healing or protection, it will still count.
    • If you or your target is jailed, you will be unable to plunder your target. You will receive a message if the latter occurs: "Your target was jailed, so you could not duel them."
  • If a Plaguebearer has infected you, you will infect any uninfected targets at the end of the day, not at the end of the night.
  • If your plundering fails, you will receive one of the following messages:
    • Avast! Yer scimitar's slash be stopped by chainmail. Ye lost th' duel!
    • Arr! Yer scimitar's slash be belayed by th' bilge rat's backpedal. Ye lost!
    • Shiver me timbers! Th' scallywag sidestepped yer rapier. Ye lost th' duel!
    • Blimey! Th' rapscallion backpedaled away from yer rapier. Ye lost th' duel!
    • Sink Me! Th' bilge swiller dodged yer shot. Ye lost th' duel!
    • Blow me down! The sorry sea dogs chainmail stopped yer shot. Ye lost th' duel!
  • If your plundering succeeds, you will receive one of the following messages instead:
    • Yer scimitar's slash could nah be sidestepped by th' landlubber. Ye won th' duel!
    • Ahoy! Yer rapier skewered th' scurvy dog's chainmail. Ye won th' duel!
    • Yo ho ho! Th' sluggard's backpedal be nah enough to stop yer shot. Ye won!
  • If your dueled target wins, they will receive one of these messages:
    • You sidestepped out of the pirate's pistol shot. You won the duel!
    • You sidestepped the pirate's rapier. You won the duel!
    • Your chainmail stopped the pirate's scimitar slash. You won the duel!
    • Your chainmail stopped the pirate's bullet. You won the duel!
    • You backpedaled away from the pirate's rapier thrust. You won the duel!
    • You backpedaled away from the pirate's scimitar slash. You won the duel!
  • If your plundering succeeds, your target will receive one of these messages instead:
    • You were unable to sidestep the pirate's scimitar slash. You lost the duel!
    • The pirate's rapier pierced your chainmail. You lost the duel! 
    • You were unable to back away from the pirate's pistol shot. You lost the duel!

Depending on the selected attack or defense method, the outcome will be as follows:

Sidestep Chainmail Backpedal
Scimitar Pirate wins Defender wins Defender wins
Rapier Defender wins Pirate wins Defender wins
Pistol Defender wins Defender wins Pirate wins


  • The probability to win depending on the number of plundering (n) is defined as follow (for n>1) :
$ 1-\left(\frac{2}{3}\right)^{n-1}\left(\frac23+\frac{n}{3}\right) $
$ P(X>=2)=1-\left(\binom{n}{0}\times\left(\frac23\right)^{n}+\binom{n}{1}\times\left(\frac23\right)^{n-1}\times\frac13\right) $

$ =1-\left(\left(\frac23\right)^{n}+n\times\frac13\times\frac23^{n-1}\right) $

$ =1-\left(\frac23^{n-1}\left(\frac23+\frac{n}{3}\right)\right) $
Number of plundering % of winning
2 11%
3 26%
4 40%
5 54%
6 65%
7 74%
8 80%

It is, of course, recommended to plunder every single night in order to have the highest chance of success.

Strategy Edit

  • Do not attempt to duel anyone who has left the game. The duel will not be registered to occur and you will miss out on a possible plunder. If you chose someone prior to dueling a person who left the game, you will duel that target instead.
  • A way to potentially get a free plunder is to duel people with default names early on. If you are lucky, they will be AFK and sidestep automatically. Therefore, you can use the scimitar to win against them. 
  • Since a Pirate duel is considered a role-block, Escorts, Consorts, Ambushers, Transporters, Veterans, the Coven Leader, the Necromancer, and the Pestilence can still perform their night ability due to their role block immunity.
    • Like a Jailor who failed to execute, a Pirate dies if they visit a Serial Killer and lose the duel. On the other hand, if you win the duel, the Serial Killer won't kill you and you will kill them with your Powerful attack instead.
    • If a Pirate duels a Veteran, they will know they're being visited by the Pirate due to the GUI and will be able to go on alert, killing the Pirate. Avoid dueling a confirmed Veteran unless you are certain they are out of alerts.
    • If you duel a Werewolf on a full moon, you will die regardless whether you win or not as the Werewolf ends up being forced to rampage at home.
  • A Pirate's target cannot be changed by a Transporter, but they can bring protectives or even the Ambusher to the Pirate's target. This can cause odd effects like a Crusader/Ambusher killing the Pirate despite clicking someone else, a Doctor shadow-healing the Pirate's target, or the Bodyguard killing the Pirate with their will being wrong. A Transporter who does this is "stealing a heal".
  • If the Pirate doesn't choose an attack, the Pirate will automatically lose and both Pirate and their victim will see no message. Therefore, you should try to avoid going AFK at night.
  • If the target doesn't choose a defense, their automatic choice depends on whether or not they have been dueled since launching the game:
    • If they have been dueled since launching the game, they will automatically choose the same defense as last time. If you recognize an AFK player from last game, or someone goes AFK and you dueled them already, they will make the same choice.
    • If they have never chosen a defense since launching the game, it defaults to Sidestep. This is especially worth keeping in mind on the first night, where it's common for default names to be AFK.
  • A strategy you may want to try if you know Town will not try to lynch you (such as if there's a Pestilence, Coven Leader, or Juggernaut still at large) is to whisper your target and tell them what you will pick. Doing so, they'll likely not pick the corresponding defense. This increases your chances of winning from 1/3 to 1/2.
  • Your target does not have to die for it to count as a successful plunder. If you want to avoid killing people (which can be helpful in that it prolongs the game and makes you less likely to be targeted yourself), you can focus on targets you think are likely to be healed by a Doctor or Guardian Angel.
  • You can, in theory, side with anyone and win with them. In practice this rarely works out; Town won't trust you because they know you have to kill constantly even in the absence of identified evils, while other evil teams are unlikely to reveal their entire side to you and therefore will see you as a threat. You can more easily side with Neutral Killing roles, who will generally be eager for an ally.
  • Remember, unlike most killers, you lack even a basic defense. Since your attack is a roleblock, you can sometimes make up for this by identifying killing roles and targeting them repeatedly to avoid the chance of them attacking you, locking them down until you win a duel. Follow the advice for Escorts when doing this.
    • In particular, if you target someone, they survive, and there's no kill by an existing Mafia or Coven killing role the next morning, you may want to target the same person again the next time you're allowed to do so.
    • Conversely, if there is a kill, you may want to move on to someone else in hopes of finding and neutralizing rival killers.
    • You should also generally skip over anyone else you know for certain is not a rival killer, such as confirmed Town, anyone who has been role-blocked previously (unless the Mafia killer has changed), or anyone whose revealed investigative results doesn't include any killers.
    • However, remember that you can't target the same person twice in a row, so you're not able to lock someone down completely.
  • Another advantage to identifying a killing role by role-blocking them is that you can use them in a variety of ways even if you lose your duels:
    • You can use them to claim some Town role (such as a Town Investigative who discovered them or an Escort blocking them). Be warned that they will likely attempt to out you as a Pirate; but they can't do this without confessing themselves, and if you get them lynched, the Town will often believe your word over theirs.
    • If you claim a Town Investigative role, such as a Sheriff, Tracker, Lookout, or Investigator, and use that to accuse them of being the killer, they may not realize you were the Pirate who roleblocked them; however, you risk being outed as evil if they aren't the role you thought they were and the kill was skipped for other reasons. If they are lynched and turn out to be a Townie, you can try to turn this mistake to your advantage by claiming to be a victorious Executioner.
    • You can expose them to distract a Town from lynching you; a Mafioso, Godfather or Coven killing role is generally higher priority for the Town than a Pirate, so this can buy you another night.
    • In a pinch, if you've been unsuccessfully dueling a killing role repeatedly, you can claim Pirate when pressed and tell the Town you'll keep locking them down until you kill them. Avoid revealing as a Pirate in this fashion unless it seems absolutely necessary, since it's unpredictable how Town members will react, and you lack even the Basic defense needed to keep a Vigilante with an itchy trigger finger or some other random killer from killing you regardless of how the rest of the Town feels.
  • As a Pirate, you want the game to last as long as possible (since that gives you more chances to loot people successfully) unless you have already won. Therefore, you should usually try to slow down voting, voting innocent whenever it's justifiable.
    • You do usually want to find and lynch Neutral Killing roles, since they're both a threat to you and will end the game faster if unchecked, but they can also be an ally later in the game.
    • This is another reason why it's a good idea for you to try and role-block rival killers when you can; saving the life of the Town prevents the game from ending and gives you more time to loot.


  • The Pirate is the only Neutral Chaos role that is non-factional and can win with anyone, assuming they plunder two people.
  • The Pirate's role-block is somewhat bugged. Spies still receive the names of who the Mafia and Coven visit, and Trappers still build their traps and can place them the next day.
  • The achievement for losing 10 duels is called "But You Have Heard of Me". This is most likely a reference to The Pirates of the Caribbean. Jack Sparrow says this line to James Norrington.
  • Pirate is usually the only Neutral role that Townies are likely to keep around, as it is beneficial for Pirates and Town to ally.
  • Pirate is one of four roles that has a day ability, the other being the Mayor, a dead Medium and the Jailor.
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