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Thankyou! Peter (Universal Head) v1.1 Jul 2020

Game: ISLAND

Publisher: MATAGOT (2018)

Page 1: Rules summary front

Page 2: Rules summary back

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.

If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford for your next project, visit universalhead.com The Esoteric Order of Gamers Some hints display a chest icon and are more GAME SEQUENCE advantageous to LJS. For each hint of this kind The game is played in a series of turns consisting of 3 steps: LJS wants to play, he must have previously given a chest token to a pirate. 1. CALENDAR UPDATE If LJS ever has a hand of 3 hints with a chest icon, he may LJS moves the turn order token on the oldest calendar space show these hints to the pirates and shuffle them into the to the next available one, then tells the involved pirate they hints draw pile, then draw 3 new hints. SETUP may prepare their action(s). b. Draw the information on the board Place the main board in the center of the play area (you Some starting hints and black spot hints require LJS to draw may use either side). Place the calendar board next to the 2. CALENDAR EVENT information on the board with his marker. In this case, LJS south end of the island (use the side that corresponds to the If the turn order token is placed on a space with an event, is the only player that is allowed to make these markings and number of players). LJS must resolve this event before may resolve must use the game tools provided (caliper, compass or ruler) to do so. Separately shuffle thestarting hints, the black spot hints, and their action(s). C. Draw a new hint of the same type the compass hints and place them near the main board. Starting hint: LJS chooses and plays a LJS draws a starting hint or a black spot hint, depending on Place the caliper, the 2 search templates, the ruler, the 2 starting hint from his hand. the hint he just played. compasses, and the mini-ruler within reach of the players.

One player is Long John (LJS) and sits at the south Information bluff token: LJS recovers end of the main board, next to the calendar. This player takes an information bluff token from the 3. CHOOSE ACTIONS the black marker, the chest, the 6 chest tokens, the treasure calendar board and places it behind his During their turn, a pirate chooses one of their miniatures and performs 1 or 2 actions of their choice, depending on the token, and the miniature, then places the 2 screen. He may use this token later when information bluff tokens on the corresponding calendar board playing a starting hint or a black spot hint. number of stars shown on the calendar space their turn order spaces. They then put their screen in front of them and hides token is placed on. Prison: The owner of the turn order token behind it their mini-map, 1 mini-ruler, the 6 information on the prison event chooses one of the 8 In 2 or 3 player games, each pirate has multiple miniatures. truth tokens, and the 11 district hints. towers on the game board and places LJS’s During their turn, pirates chose one of their miniatures to Each other pirate player takes a pirate’s miniature, marker, miniature on it. The pirates may discuss perform their action(s). They may use the special actions on screen, character sheet, and turn order token all of the same where to place the miniature, but the active their character sheet even if the miniature they are acting color, and hides a mini-map and a memo sheet behind their pirate makes the final decision. with is different. screen. Lines drawn during the game must never be erased, except The black spot: LJS discards the starting when stated otherwise. All moves must be drawn. In a 2 player game, the pirate takes 2 more miniatures and hints from his hand and then draws 3 the corresponding markers, only. black spot hints. NORMAL ACTIONS In a 3 player game, each pirate takes an extra miniature and Black spot hint: LJS chooses and plays There are 3 kinds of normal actions: the corresponding markers, only. a black spot hint from his hand. 1 horse movement allows a miniature Starting with the player on the right of LJS, then continuing to move up to 6 miles. Take the ruler in counterclockwise order, each pirate places their turn order and trace a line on the board, starting Escape: LJS escapes. token on the nearest free skull space located to the left of the from your actual location (the cross). 1st of June on the calendar board. The ruler cannot be moved while drawing the line, and it is forbidden to pass through or stop in 1. Pirate starting locations restricted areas (surrounded by a red line). Each pirate player places their miniature on their starting location (noted on their screen) and traces a circle with their STARTING HINTS & Once the line is drawn, mark the end of the line with a cross, marker on the dotted line surrounding their miniature. BLACK SPOT HINTS indicating your new location, then move your miniature onto When LJS plays a starting hint or a black spot hint, follow this new cross. 2. Burying the treasure these steps: Once the miniatures are on their locations, LJS hides the 1 foot movement action and 1 small treasure on the island by marking its location with a black a. Play a hint and an information token search action may be resolved in the cross on his mini-map. Any location may be chosen except LJS chooses a hint from his hand and plays it faceup on order of your choice. A foot movement inside of the ‘2 mile’ circle that surrounds a pirate players’ the leftmost available space of the calendar and places a follows the same rules as a horse movement, but only up to 3 starting location, inside any restricted area surrounded by a facedown information token below that hint (except for the miles. A small search allows you to look for the treasure by red line, or on top of any dotted line border. first one which must be a truth). using the small search template. Place the template on the board with the center of the cross showing the miniature’s There are 2 types of information tokens: bluff or truth. 3. District hints actual location inside the template. Then draw a circle inside Each district hint allows players to eliminate one of the If he chooses an information truth token, the hint the template and ask LJS if the treasure is hidden inside this 11 districts on the island when searching for the treasure. he gives has to be right; he cannot lie. Pirates circle. LJS cannot lie. Pirates keep their hint secret and cannot show or tell their take this hint into account when searching for If the circle contains or touches the location of the treasure, district hint to any other pirate. LJS first removes the district the treasure. the treasure is found, LJS secretly places the treasure token hint that corresponds to the district containing the treasure If he chooses an information bluff token, the hint in the chest and gives the chest to the pirate who searched. by placing it facedown behind his screen, then shuffles the he gives may be right or wrong. Pirates must not This pirate has won the game. If LJS has any doubts, he must remaining district hints, draws the top one, looks at it and take this hint into account when searching for declare that the treasure has been found. gives it to the player on his left. He repeats this process in the treasure. clockwise order until each pirate has been given a hint. If the circle does not contain the location of the treasure, After the first hint is given, the information tokens are the treasure is not found. LJS can either tell the pirate that 4. Starting hints played facedown. The pirates can consult them by using the the search is a failure, or secretly place a chest token of his LJS draws 3 starting hints. verification special action. choice inside the chest and give it to the pirate. 5. Compass hints If LJS has doubts about a hint he has to give, he may ask 1 large search action follows the same LJS draws as many compass hints as the number of pirates + 3 pirates to close their eyes in order to verify the information rules as a small search, but uses the and places the rest back in the box. directly on the board. large search template. SPECIAL ACTIONS Each pirate has their own special actions noted on their SEARCHING FOR THE TREASURE CHEST TOKENS character sheet. Treasure direction 7 miles boots When a hint is drawn on the board, it can be true or false, Single use. Perform an additional move of 7 Some actions have a box near them which indicates that this depending on the information token played by LJS. It is miles during your turn. action may only be used a certain number of times. When therefore not possible to deduce the eliminated area without a player uses this type of action, they must mark one of the seeing the information token. To remember a hint, it may be empty boxes on their character sheet. Once all of the boxes helpful to put small arrows directed towards the treasure. Playing cards next to an action are marked, that action can no longer be Single use. Perform an additional action of used during the game. First starting hint your choice during your turn. Since the first LJS hint is always true, it is possible to deduce Special actions with an infinity symbol are not limited but the areas eliminated by this hint directly on the board. still count towards an action each time they are used. Discovery of the treasure Verification: The pirate may look at an Shovel If LJS has any doubts about the accuracy of his answer he information token among those played by Single use. Perform an additional small search must declare the treasure as being found. LJS on the calendar board. The pirate during your turn. cannot show this token to the other pirates, Treasure at the border of a hint but may say what they saw (but can lie). The treasure can be on the border of a hint. For example, if A little further west Full Gallop: The pirate may move anywhere the hint is north of a pirate, it can be on the line that goes through the pirate’s position. Individual hint. The treasure is west of the on the board, except into restricted areas. current position of the miniature that made The pirate draws a cross anywhere on the Mini-map the search. Draw on your mini-map a north- board to indicate the new location and It is recommended that you write helpful information (either south line passing by the current position of moves their miniature there. The pirate notes or verified details) directly on your mini-map, however, your miniature. Remove from your searches does not trace a line to link their previous any measurements taken on the game board always prevail the area to the east of this line. location to the new one. over the mini-map. A little further east Compass: A player may choose this action Individual hint. The treasure is east of the to get secret information about the LONG JOHN SILVER’S ESCAPE current position of the miniature that made treasure’s location. They place the large As soon as a turn order token is placed on the calendar the search. Draw on your mini-map a north- compass around their miniature, aligning it board’s escape space, LJS escapes from his cell and the south line passing by the current position of with north on the board. LJS then chooses a players immediately apply the following rules: your miniature. Remove from your searches compass hint from his hand and gives it to the area to the west of this line. the player. The hint must be truthful. The • The calendar is no longer used. pirate player stores the hint behind their Old map • Play resumes in clockwise order beginning with LJS. screen and cannot show or tell the other Individual hint. The treasure is not in the players what it is. Finally, the pirate player • Pirates have 2 actions per turn (as shown on the escape district where the miniature made the search. may use the small compass to mark this space). On your mini-map, remove the district where information on their mini-map. your pirate is currently located. • LJS has 2 horse movement actions per turn, each of which allows him to move up to 4 miles. SPECIAL ABILITY If LJS manages to position his miniature on the treasure Each pirate has at least 1 special ability: before a pirate finds it, he wins the game. King George: Anne may use her monkey to search a remote END OF THE GAME area: she conducts a small search anywhere on the game The game ends if 1 of the 2 conditions is fulfilled: board following all small search rules without taking into account the location of her player miniature. • A pirate finds the treasure as a result of a search action and wins the game. Compass: Anne may play the compass action twice during the game. • Long John Silver reaches the treasure before the pirates and wins the game. Olivier Levasseur Spyglass: Olivier may use his spyglass to search an area at a distance: he conducts a large search anywhere on the game board following all large search rules without taking into account the location of his player miniature. Thoroughbred: When he plays a horse movement, Olivier may travel 2 ‘6 mile’ moves instead of 1. Jim Hawkins Fortune: When he makes a large search, Jim traces the circle with the outer edge of the large search template instead of the inner circle. Ancient scrolls: Charlotte receives 2 additional district hints from the draw pile. LJS can check the 2 hints before passing them to her. Remember the district hint containing the treasure is never shuffled with the other district hints.