Remis One Piece League
Player's Manual

Remis One Piece League

Pirate's Field Manual

Chart Your Course. Build Your Crew. Leave Your Mark.

I. Welcome Aboard

The Remis One Piece League tracks your One Piece TCG wins and losses the same way Remis Magic League tracks Commander — except here, kingdoms hold the land, and ships hold the water.

Ships sail the same shared world as RML's kingdoms. Two very different games, one living map. Whether you're brand new or chasing the top of the standings, there's an open berth for your crew.

II. Getting Started

  1. Register. New pirates get approved the same way new lords do.
  2. Build your ship. Choose a name and let the system generate an AI-designed flag for your colors.
  3. Drop anchor. Your ship is assigned an open-ocean home port, spaced away from other ships and kingdoms so nobody starts boxed in.

From there, you're on the water and ready to sail.

III. Your Ship & Flag

Your ship is your identity in the league:

  • Name — rename later for 20 doubloons
  • Flag — AI-generated, your colors on the map
  • Doubloons — your spending currency (new ships start at 0)
  • Notoriety — your standing, earned from wins
  • Claimed waters — every ocean tile you've charted
  • Upgrades — gear built on your claimed tiles

IV. Claiming the Seas

Ships expand across open ocean the same way kingdoms expand across land:

  • Home waters first. Your ship starts by charting the water immediately around its home port.
  • Directional sailing. Once your home waters are full, pick a heading — North, East, South, or West — and your claims push that direction. Changing heading costs 5 doubloons, or 10 if you switch early in a current push.
  • Tile cost. Each new claim costs 2 doubloons.

Claims chart automatically once you can afford them — no manual tile-picking required.

V. League Nights

Unlike RML, One Piece League play is admin-run. There's no self-service lobby and no player-submitted match reporting.

  1. An admin creates an event and adds entrants (your ship needs to be added to the roster)
  2. The admin builds a round by dragging ships into 1v1 pairings
  3. You play your match at the table
  4. The admin clicks the winner — that click is the entire resolution

There's no confirm step and no dispute process on the player side. Once the admin sets a winner, the match is locked in and rewards pay out immediately.

VI. Doubloons & Notoriety

Every match win pays:

Currency Amount per win What it's for
Doubloons 2 Ship upgrades, renames, spy reports, intercept attempts
Notoriety 5 Standing, and gates certain actions (like intercepting an export)

New ships start with 0 doubloons — everything is earned at the table. Upgrades add on top of the base win reward (see below).

VII. Ship Upgrades

Doubloons buy upgrades, placed automatically on one of your claimed water tiles.

Upgrade Cost Effect
Cargo Hold 20 doubloons Pays a bonus at the close of each event — 2 doubloons per Cargo Hold owned (stacks)
Crow's Nest 30 doubloons +2 Notoriety on every win (stacks)
Scouting Sloop 40 doubloons +10% export-intercept success chance per Sloop, stacking up to +30%
Spyglass Network (unique) 40 doubloons Unlocks paid intel reports on rival ships
Ship's Figurehead 50 doubloons Reserved for story hooks and milestone moments
Home Harbor (unique) 60 doubloons Lets your fleet push through contested waters
Signal Flags (unique, requires Spyglass Network) 30 doubloons Unlocks free messages to other ships and kingdoms
Flagship (unique) 120 doubloons A major prestige milestone — hard-earned by design

Cargo Hold, Crow's Nest, Scouting Sloop, and Ship's Figurehead can be built more than once. Spyglass Network, Home Harbor, Signal Flags, and Flagship are one-per-ship.

VIII. Reading the Winds: Intercepting Exports

Pirates and kingdoms share one world — and pirates can raid it. A well-earned ship can intercept an RML kingdom's export shipment, seizing it for their own crew.

Requirements:

  • At least 50 doubloons and 15 Notoriety
  • Doubloons are spent whether or not the attempt succeeds

Odds: Base success chance is 50%, capped at 90%. Every Scouting Sloop you own adds 10 percentage points, up to 3 stacks.

On success: the export sails under your flag. The kingdom's past earnings are never clawed back — you're only claiming what hasn't shipped yet. A successful seizure grants the target kingdom 14 days of protection before it can be intercepted again.

More interaction types — blocking ports, outright raids — are planned but not live yet.

IX. Signal Flags & Messages

Once you've built a Spyglass Network and then Signal Flags, your ship can send free messages (3–280 characters) to kingdoms and other ships. No economy cost — Signal Flags just unlocks the ability to speak.

X. Quick Reference

Term Meaning
Ship Your persistent pirate identity — one per player
Doubloons Spending currency for upgrades, renames, and intercepts
Notoriety Standing currency, also gates intercept eligibility
League Night Admin-run 1v1 event — no self-reporting, no confirm step
Intercept Attempt to seize an RML kingdom's export shipment

This manual reflects the current build of the Remis One Piece League and will keep growing alongside the game. Costs and rules are tuned by the league admin and may change — check back for updates.