In February 1678, after a long career of , cleverly manages to get himself named Governor of Jamaica, charged with driving out pirates and ! Rather than doing that, he invites all his former “associates” and brothers-in-arms to settle there, where they are able to finally enjoy the fruits of their activities with total impunity. 30 years later, the Great Challenge is organised to celebrate his nomination in true style : a race around the island, at the end of which the winning team is the one having amassed the greatest quantity of gold in its holds. All aboard !

e Action Cards Game components 80 gold doubloons used for paying port 66 action cards in 6 colours,1 colour per player fees and for winning the game ! 1 compass, showing who is Captain for the current round e board

1 gameboard showing Jamaica e race start 45 food tokens, essential for and the race course and end space movement at sea 2 action dice, which determine the level of possible actions

e 5 symbols in the corners of the cards and their associated actions : 45 gunpowder tokens, used to increase e navigation box the value of the combat die for the action dice Load gold 1 combat die, used to resolve doubloons sea battles Move ship forwards 9 tokens, used to show whether a Load pirate lair has already been pillaged or not food Move ship 6 ships, one per player backwards

Load gunpowder

Port space Sea lair (golden needle) (white squares) (rock in the shape of a skull) 12 treasure cards, which provide extra powers, gold or cursed ... 6 boards representing the 5 holds in a ship

1 2 3 e combat die is placed Each player places his colour’s 4 Set up Randomly select 9 of the12 treasure on the fortress. ship on the space, cards, shuffle them and place them in Race direction ready for the off. a facedown pile on the right side of the navigation box. Put the remaining three cards back in the game box 5 without looking at them. e resources are sorted by type and make up the Bank, which should be in reach of all the players.

Anne Bonny (1697 - 1722 †), still an adolescent when she em- ( ? - 1720 †), was born in England at the end of braced the life of a pirate. Her first haul was a French merchant the XVIIth century. Her mother dressed her as a boy in order to ship carrying precious stones. She went out to intercept it com- acquire an inheritance. She began a military career before sailing pletely covered in turtle blood, as were the sails and bridge of her for Jamaica where she became close friends with . ship. e French sailors were terrified and didn’t fight. Arrested in ey remained inseparable until their arrest in 1720. Mary Read 1720, she only just escaped the hangman’s noose before starting a avoided the hangman’s noose by pretending to be pregnant but second career of piracy under the name of . died shortly thereafter of yellow fever in prison.

e 9 treasure tokens are placed on the 9 pirate lairs (rocks in ( ? - 1717 †), was an English better John Rackham ( ? - 1720 †), was better known as “”. the shape of a skull). known as “Black Sam” and nicknamed the “Prince of Pirates”. His He owed his nickname to the brightly coloured calico clothes he career came to a sudden end on April 27th 1717 when his ship wore. Arrested many times, he always managed to escape with sank off Cape Cod during a severe storm taking with it a consi- the help of Anne Bonny and Mary Read, the two most famous 6 derable amount of booty. A team of divers discovered his ship in women pirates. He was finally imprisonned and hung in 1720 in 1984: it is the only known pirate ship ever to be rediscovered. Spanish Town, Jamaica.

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Everyone takes the first 3 action cards from his deck. ese should be held as shown, so that the possible actions are visible (symbols in the upper corners). Olivier Levasseur (~1680 - 1730 †), or “e Buzzard”, ranged Edward Drummond (~1680 - 1718 †), known as “”, over the Indian Ocean and was so-called because of the rapidity exercised a reign of terror in the Caribbean from 1716 to 1718. with which he descended on his prey. Standing on the gallows, He was renowned for setting light to cannon fuses in his beard the rope around his neck, he threw a cryptic note into the before assaulting enemy ships, causing panic in their ranks. crowd, shouting “Find my treasure, he who understands it !”. Intercepted by the Pearl, an English sloop, he died and was then 12 Ever since, many devotees and treasure hunters have tried to decapitated at the end of a long battle that has since become Each player receives find the location of his fabulous wealth. famous and during which he was wounded no less than 25 times. a board representing Neither his ship nor his treasure have ever been found. the 5 holds of his ship... One player is selected at random to be the Captain for the first ... as well as the set of action cards in e discard pile is Each player places 3 food round. He is given the compass and Have you noticed that if you put the cards 7 the two action dice. end to end, you get a complete picture? his colour, which are shuffled and where cards played tokens and 3 doubloons in Enjoy your exploring ! placed above the holds, face down, during the game are two of his holds. forming his personal deck. placed. You are now ready to read Jamaica is brought to you by Assura SA (www.assura.ch). Publisher : GameWorks SàRL (www.gameworks.ch). A game by : Malcolm Braff, Bruno Cathala & Sébastien Pauchon. the rules on the other side ! Illustrations : Mathieu Leyssenne (www.aniii.com), graphics : Samuel Rouge, ships : Stéphan Gaudin, translation : Gavin Wynford-Jones. 8 9 10 e authors wish to thank all those, beginners and experts alike, who participated in testing the game... and the rules ! e rules for Jamaica are shown here in the form of a large maritime map, each island dealing with a separate section of the rules. We recommend that you follow the rules together, starting with island 1-Game round. When you have finished all the points on the first island, move on to the following one, 2-Action Types, which you also explore completely. Continue from island to island, ending with 7-Game End. At the bottom of the map, the Continent contains notes which will be useful Loading during the course of the game. Do not start playing until you have explored all the islands ! 1 - Attack

If you no longer have an empty hold + = 2 - Defence available during loading then you must empty 10 one to make room (the tokens concerned are put back in the Bank). + = 2 - Choice of Card Important : you are not allowed to return the 7 same type of token as the ones you are loading. 1-GAME ROUND If one of the three loading symbols is shown then the e player who lands in an occupied player must load the resource. e action die shows space is the attacker. how many tokens must be loaded into an empty hold He starts the battle by spending the en, it is the defender’s turn to (you can therefore never add tokens to a hold that number of gunpowder tokens of his choice allocate any gunpowder tokens he already contains some). (if he has any). wants, to roll the combat die and Once the dice have been placed, each player thus calculate his own combat 1 - Dice Roll chooses the card from his hand that he en he rolls the combat die and adds strength. wants to play... 2-ACTION the result to the number of gunpowder tokens spent. TYPES Movement 3-COMBAT is gives him his combat strength. e player must always pay the price of 3 - Comparison the space in which his movement ends... Attack Defence e Captain throws the action dice. ... however, if it is already occupied 4 - Result of the Battle ... and puts it face down across 2 11 2 10 7 by another ship e winner of the battle can choose one his discard pile. e player with the higher then combat must of the following 3 options : first take place. combat strength wins the battle. If one of the two movement symbols is shown then If both players’ strength the player must move his ship forwards or backwards. He chooses in which order to put them is the same, e die indicates the number of spaces on the navigation box, after consulting the nothing happens. that the ship must move. 3 action cards in his hand. 3 - Actions

a) steal the contents of one of his opponent’s holds (the usual loading rules apply) ; 4 - End of the Round

Wait until everybody has chosen their card. en the Captain turns his over... 4-COST OF ! - Star morning evening Free Spaces THE SPACES b) steal a treasure from his opponent ;

... and carries out the two actions : first the Once everybody has completed their actions, morning one, then the evening one. Spaces with a Cost each player takes the top card from his deck to bring his hand back up to 3 cards. Played If a player rolls the star, cards remain face up on the discard pile. he immediately wins the battle. If a player ends his movement morning evening c) give a cursed treasure to his opponent. If the attacker rolls the star, his oppo- on a pirate lair, he pays nothing. nent cannot therefore defend himself. If there is still a treasure token on If the defender rolls the star, he wins the battle regardless of the combat e morning action is linked to the left die (sun) it, it is removed from the game strength of the attacker. and the evening action to the right (moon). and the player takes a treasure card and puts it next to his holds.

e compass passes to the player on the left, a) A port space costs the b) A sea space costs one who thus becomes the new Captain. number of doubloons food token for each white shown on the golden square depicted. ese needle. ese are paid are paid to the Bank. A new round begins. to the Bank. Start again at point 1-Dice Roll, In turn, the other players do the same: then 2- Choice of Card, then 3, etc. they turn over their card and carry out the 2 actions, always in accordance with the dice If the player does not have enough gold placed by the Captain. or food tokens to pay the cost, 5-SHORTAGE then there is a Shortage ! 7-END OF THE GAME 2 - Points 1 - Pay 6-TREASURES 1 -End of the race Powers 8 +3 +3 +6 +7 -4 e 4 treasure cards shown below provide a special 2 - Move backwards = 23 POINTS power. When a player draws one of these, it is placed beside his holds face up. He can use its power for as long as he retains the card. Treasures A player’s final score is calculated as folllows: e 8 treasure cards shown below modify the e white number on the space where his player’s score at the end of the game. When a player ship currently is... As soon as a player reaches draws one of these, it is placed next to his holds face Port Royal, + any doubloons in his holds... Morgan’s Map down. It is only revealed at the end of the game, when he stops there. Any remaining evening the points are being added up. e player pays to the Bank as much as action is ignored. + any treasures... e player can have 4 action he can afford (in the above example, cards in his hand instead of 3. e current Game Round is finished - any cursed treasures. 2 food tokens instead of the 3 required). en he moves his ship back to the first normally and the game ends. space where he is able to pay the full Note: ending on the space marked -5, 5 treasures cost (this could be a pirate lair, Now the players add up their points. or any space before that, costs 5 points. add points. since it’s a free space). eir values range from Saran’s Sabre +3 to +7. 3 - Pay Allows the player to re-roll his own combat die or to make his opponent re-roll his. e second 3 - The Winner result must be accepted. e player with the highest 3 treasures are ! number of points wins. cursed and deduct If the player stops at a pirate lair Lady Beth points. eir values as a result of a Shortage, there is In the event of a tie, the range from -2 to -4. player who is furthest along Adds 2 points to the combat die. nothing to pay. If there is a treasure token in the lair, in the race wins. he can take it. If still tied, the players concerned share the victory.

Finally, he pays the cost of the new space. 6th Hold is card acts as a 6th hold. e usual loading rules apply. A player can have more than one treasure card. Any treasure can be stolen or given following combat. by the action dice as usual. e Ghost Ship never pays Battles are fought normally. e opposing player rolls Two-player game any movement costs. e direction in which the ship the combat die for the Ghost Ship and takes any de- 6 - TREASURES e black ship becomes the Ghost Ship. It is placed moves is semi-automatic : before each movement cisions required if it wins the battle. If the Ghost Ship • Saran’s Sabre : in along with those of the two players. there are 3 possibilities : wins a battle, it can steal whatever it wants. However, Port Royal anything other than gold is thrown in the sea (that is, 5 - SHORTAGE - you are not allowed to add - the Ghost Ship is leading the race -> it must move A board with 5 holds is assigned to it. Place 5 dou- it’s returned to the Bank) : gold is placed in the holds Loading 3 - COMBAT gunpowder to the second roll ; backwards. • When moving backwards as bloons on one of its holds and 3 doubloons on ano- according to the normal loading rules. It can also • No combat can take place - you can also force your opponent If a player has to load a resource the result of a Shortage, if the ther. Remove the Lady Beth card from the treasure - the Ghost Ship is last -> it must move forwards. steal treasure cards, but it never gives any away. in 4 - COST OF to re-roll if he rolls the star ; 8-CONTINENT type and all his holds are already Port Royal. first space that can be paid for cards and place it next to its holds. e Ghost Ship 2 - ACTION TYPES filled with the same resource, the • If the star is thrown on the is already occupied then there - the Sabre’s power must be used thus adds +2 to its combat rolls. is card can never - the Ghost Ship is in neither of these situations -> If a player wins a battle against the Ghost Ship, he Each player must completely resolve his morning action before action is ignored. combat die, the gunpowder THE SPACES is a battle first. immediately after the die roll if be stolen. the Captain chooses the movement direction. He can steal the contents of a hold, steal a treasure card is still used up. • When paying for a space, (except ) or give it a treasure card. starting the evening one ! For example : • When moving backwards you want to change it. can even decide to make it attack his own ship. Lady Beth the player is free to choose e Game Round remains the same except for step Likewise if it reaches a fork : the Captain decides. 1 - GAME ROUND - if the first action is movement, the cost of the space cannot be paid • If a player’s movement beyond a fork, the player • You cannot look at a hidden Movement which hold or holds to pay 3-Actions : the Captain carries out his two actions, for with resources that will be acquired with the second action ; ends in a space where there chooses the route. treasure before stealing it from If its movement ends on a pirate lair, the Ghost Ship If his deck is empty and the player has Players are allowed to move from. then his opponent does the same, then the Captain - the player is not allowed to avoid any combat between is more than one opposing an opponent. takes any treasure that may be there. is is left to draw a card, the discard pile is shuffled backwards as their first movement. moves the Ghost Ship. He moves the ship twice each two movement actions nor avoid paying the cost of a space ; ship, he chooses who • A space is only paid for th face down and placed next to the holds : the players to create a new deck. However, they must still do a circuit of • If you steal the 6 hold, round. e number of spaces moved is determined to fight and there is only once: when the ship lands cannot examine it. - doubloons obtained with the gold-gold card cannot be combined the island in order to finish the game. you also steal its contents. and placed in a single hold. one battle. on it.