Quick viewing(Text Mode)

Captain Treasure Boots Effects of Guns, Rum, Or Sails

Captain Treasure Boots Effects of Guns, Rum, Or Sails

Pearls: Pearls are wild treasures, which you can spend to control a , or for the Captain Treasure Boots effects of Guns, Rum, or Sails. “Spending” Treasure Token List Pearls means putting them back into the Treasure Box. Sails (Green, 18): +1 to Movement. Controlling : If you did not roll doubles, you can spend a Pearl to control Guns (Red, 16): +1 to Attack Roll. one Privateer. Using Pearls as Guns: After making the Rum (Blue, 12): +1 to Defense Roll. Arr, Matey. This Game Comes With: attack roll, but before the defender rolls, (Yellow, 14): Gold 4 board sections you may spend Pearls to add +1 (for each) Defender’s option on looting. It is the golden age of , and to your attack value. you are a Pirate. Good timing! 84 Treasure Tokens (Gold, Rum, etc.) One “Wind” Marker, and Using Pearls as Rum: After making the (White, 12): Pearls Eight player ships (also hex tokens). defense roll, you may spend Pearls to add Spend for the effects of Guns, The Caribbean is a virgin wonder-

+1 (for each) to your defense value. Rum, or Sails, or to control a land, populated with ten thousand Ye Also be Needin’: However, you may only do this if it makes the Privateer. gold-stuffed treasure chests just wait- attack fail; you can’t just throw Pearls away Two 6-sided dice, and ing to be plucked from the ground. A way to keep score. to keep them from being stolen. Privateers (Black, 12) Note: The ship tokens are not that great, Using Pearls as Sails: While taking your Act as enemy ships. Dozens of pirates, privateers, and so you might want to upgrade the ships to move, you may spend Pearls to add +1 (for Score a point for gaining treasure. foul-mouthed scalawags sail the pawns, or maybe even those delightful little each) to your movement points. Become Black Pearls when sunk. stormy seas in search of adventure, plastic ships from Pirates of the Spanish Winning: treasure, and rum. Mostly rum. Main (from Wizkids, also by James Ernest). The first player to reach the target Handy Movement Chart score wins the game. This score varies The most brilliant and notorious of Setup: with the number of players: First, set up a number of boards based these pirates is Captain Treasure on the number of players: 2 1 1 Boots, who is secretly one of you. Players: Target Score: Wind 2 30 Points Players Boards 3 20 Points Specifically, the one who captures 2 or 3 2 4 15 Points 1* the treasure before everyone else. 4 3 5 12 Points 5 or 6 4 6 or more 10 Points So set the turling and make fast the 2 1 1 grot line! Hoist the Maiden Graves Arrange the boards any way you like, and let fly the moistling jacksall! as long as they conform to the same grid. The edges do not have to touch. At the start of each turn, move the Captain Treasure Boots All table space outside the boards is wind marker clockwise 90° by the dif- Or something to that effect. presumed to be open water, containing Designed by James Ernest, cover art by Phil ference between the dice. the same grid as the boards. Foglio. Originally released as SWAG, a free You have 3 Movement points, +1 for game about getting free stuff. Tested by the each Sail you hold. usual crew of fearless guinea pigs over several grueling months at sea. © 2005, 2013 Cheapass You can’t move directly into the Games, Seattle, WA. www.cheapass.com. wind. Moving diagonally into the wind If you enjoy this game, try our other games. We costs 2 points. make lots of them. Some are free, some are All other directions cost 1 point. , and some sail the stormy waters between *You get one free “drift” downwind. Cheapland and Awesometown. Example Board Layouts The Treasure Tokens: Add Treasure: Add the dice together, Step 2, Move: Shooting: If you are in open sea, you Use the game box to hold the treasure and look for all the empty islands marked You normally have 3 movement points. may shoot at another ship. You can shoot tokens. Start with all the tokens in the with that number. Draw tokens from the If you have Sails, you get +1 movement at Privateers or other players. box, except for the player ships and the box and place one token on each empty point for every Sail. Ships at islands can be fired upon. This Wind marker. island with that number. Moving has variable cost with respect includes ships that are in Port. When you need to draw tokens, close An island does not get a new token if it to the wind, as shown below. Moving You must shoot along a straight line, your eyes and take them randomly from is already occupied, either by a ship or by directly against the wind is impossible. orthogonal or diagonal, through open sea. the box. Whenever a token leaves play, it another token. Moving diagonally into the wind costs 2 You can not shoot through islands or goes back into the box. If the treasure you draw is black, place points per space. All other directions cost through other ships. The types of treasure token are Pearls it with the Privateer side up. 1 point per space, but (*) you also get to To take the shot, roll a die. If you have (white); Gold (yellow); Rum (blue); Guns Rolling Doubles: If you roll doubles, take one free “drift” directly downwind. Guns, add +1 for each Gun. Then, subtract (red); and Sails (green). There are also you get to control one Privateer, if the number of empty spaces between you black tokens, which are Privateers on one there are any in play (see below.) and your target, if there are any. The side, and Black Pearls on the other. 2 1 1 result is your attack value. Each Treasure gives your ship different Taking Your Turn: Wind Next, your target rolls one die to abilities, so it helps to collect them all. It Once you have checked the wind and defend, adding +1 for each of his Rum is also worth extra points when you cash placed treasure, your turn begins. tokens. This is his defense value. in several colors at once. Your turn has three steps. In Step 1, 1* If the attack is equal to or greater than you may choose to command a Privateer. the defense, the shot succeeds. Otherwise, Getting Started: You can do this by spending a Pearl (if you the shot fails and there is no effect. To begin, each player places his ship on have one), or for free if you rolled doubles 2 1 1 Results of Hitting: If your attack a Port of his choice. Ports are the islands at the start of your turn. succeeds, you get to steal one treasure from with no numbers, just names. Ports are the In Step 2, you can move your ship. Obstacles: You can move through the defender. only spaces that can hold more than one ship. In Step 3, you can pick up treasure (at other ships, but you can not stop on them. Normally, the loot is chosen by the If it matters, you can make everyone an island with treasure), unload treasure You cannot move through islands. You attacker. However, if the defender has any decide in secret where to begin. But really, (at a Port), or shoot (in open water). can move into an island space, or out of it, Gold, the defender may choose which piece it doesn’t matter. but not through it one move. to lose. Place the Wind marker at the north Leaving the Board: The same grid If the defender loses his last treasure edge of the board, pointing north. If you extends forever outside the boards. (or has no treasure to lose) the ship sinks. don’t know which direction is north, or When your ship sinks, you jump to a you can’t fake it handsomely, then you are Step 3, Collect / Unload / Shoot: Port of your choice. You will begin your a terrible pirate. What you can do in step 3 will depend next turn with a fresh but empty ship. Determine randomly who will go first. on where you stop. When you shoot at a Privateer, you Play proceeds to the left. Collecting: If you stop on an island choose another player to roll its die. That Step 1, Controlling a Privateer: space that has a Treasure token, you may player can also make decisions about loot, Rolling the Dice: If there are Privateers in play, you can take that token. Pearls, and so forth, on the Privateer’s Begin each turn by rolling two dice. control one of them by spending a Pearl, Keep all your Treasure in view on the behalf. This will affect the Wind and the Treasure. or for free if you rolled doubles at the start table in front of you. If you sink a Privateer, you collect the If you roll doubles, you also get to control of the turn. Unloading: If you are in a Port space, Privateer token, which becomes a black a Privateer. Privateers can move, shoot, and collect you may unload some or all of your cargo Pearl. Change The Wind: Wind is always treasure, but they can’t unload. and score points. either north, south, east, or west. Using You score one point immediately when When you unload, you score one point Color Bonuses: the difference between the two dice, move your Privateer gets treasure. This includes for each treasure. You also score a bonus the Wind marker 90° clockwise this many treasure gained from combat, as well as for having multiple colors, as shown in the If You Unload: Your Bonus is: times. For example, if the dice are 1 and 4, from islands. table at right. 1 Color 0 Points the wind moves 3 steps clockwise. Stack a Privateer’s cargo below the Note: Pearls (white or black) do not have 2 Colors 1 Point If the dice are equal, or if the difference Privateer token. A Privateer’s cargo affects a color, and are always worth just one point 3 Colors 2 Points is 4, the wind does not move. his abilities just like a player ship. each. 4 Colors 4 Points