Quote:
Repair damage: The player leaves the action counter, face up, in the planned action box, until the Action phase of the next turn. During the Action phase of the next turn, the action is resolved.
At this point the player can decide to:
— repair normal damage
— repair a leak
— repair a damaged rudder
— repair a broken mast.
Repairing Normal Damage
The player immediately moves all the counters in one damage box of the ship log to the “0 damage” box of the ship mat. If the damage box is not the last one, all the groups of counters shift to the left, so there are no gaps in the ship log. The player cannot remove water or fire damage counters using this action.
Note: Any special damage caused by the removed damage counters continues to have ect, as before.
Repairing a Leak
If the ship has a leak, the player may decide to repair it: he moves the action counter to the Special Damage box. The action is completed at the end of this turn:
the action counter and one leak marker are removed from the Special Damage box– the leak is repaired, and the action becomes available again.
Repairing a Damaged Rudder
If the ship has a damaged rudder, the player may decide to repair it: he moves the action counter to the Special Damage box. The action is completed at the end of this turn: the action counter and one rudder damage marker are removed from the Special Damage box– the rudder is repaired, and the action becomes available again.
Repairing a Broken Mast
If the ship has a broken mast, the player may decide to repair it: he moves the action counter to the Special Damage box. The action is completed at the end of this turn: the action counter and one broken mast damage marker are removed from the Special Damage box– the mast is repaired, and the action becomes available again.
LIMITATION TO REPAIRS
During the game, a ship may use the Repair damage action to repair as many leaks and rudder damages as desired. However, normal damage and broken masts may only be repaired once per game. The removed damage counters or the broken mast marker must be left in the “0 damage” box as a reminder the action has been already used once for the stated purpose.