Any time a Player takes damage in a sea battle, the Historian of Battles rolls a 6-sided die. Should a 1 be rolled, the seamen aboard the Player's ship will mutiny. If the Player has a life raft, he will be set adrift in it. Otherwise, the Player will be Marooned on the Island of Marooned Sailors. and remain there until such time as provisions are made to find Marooned Players. Also they will be released if the capturers troops are reduced to 0 by a neutral or friendly force.
Players are able to pursue fleeing ships.
The fleeing ship gets a head start equal to the strength that it has less than the attacker. After that, both roll a six-sided die for each proposal decided upon. The roll of the pursuer is subtracted from the distance between them and that of the pursued is added to the distance. If the distance between them ever becomes 0 or less, there will be a fight between the pursuer and the pursued. If at any time the distance is greater than 20, the pursuer has lost the pursued, and must set sail back where it came from.