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7/14/2019 Pirate Dice Rules Final http://slidepdf.com/reader/full/pirate-dice-rules-final 1/6 Basic Game Rules Objective: Pirate Dice is a game or 2 to 4 adventurous buccaneers, who will race through the rolling seas in search o lost treasure. Win by being the frst to claim the treasure! Components: 20CommandDicein4playercolors 4ShipDicein4playercolors 6double-sidedBoards(includingStartingShoalsandTreasureCove) 4PlayerShields(withQuickReferencesononeside) 4PlayerMats 16Tokens(2TreasureTokens,8SkullTokensand6DoubloonTokens) 1TreasureDie Rules Command Dice ShipsWheel StartingShoals Map TreasureCove Map Bell column Anchor PlayerMat Spacefor “LockedDie” Setup: Each Player Starts With: 1ShipDie-Indicatesaplayer’scurrentposition,orientation,andhitpointsremaining. 5CommandDice-RolledandplacedonthePlayerMattoschedulemovementorders. 1PlayerMat-WhereCommandDiceareplacedtoscheduleaship’smovements. 1PlayerShield-Preventspeekingandisloweredtoindicatewhenaplayer’sshipisunderrepair.  *DoubloonTokenscanbeusedinfuturevariants/expansions. TreasureDie ShipDie rules-2.indd1 7/10/20123:33:2

Pirate Dice Rules Final

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Pirate Dice Rules Final

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Page 1: Pirate Dice Rules Final

7/14/2019 Pirate Dice Rules Final

http://slidepdf.com/reader/full/pirate-dice-rules-final 1/6

Basic Game Rules

Objective:Pirate Dice is a game or 2 to 4 adventurous buccaneers, who will race through the rolling seas in search o losttreasure. Win by being the frst to claim the treasure!

Components: • 20CommandDicein4playercolors • 4ShipDicein4playercolors • 6double-sidedBoards(includingStartingShoalsandTreasureCove)

• 4PlayerShields(withQuickReferencesononeside) • 4PlayerMats • 16Tokens(2TreasureTokens,8SkullTokensand6DoubloonTokens) • 1TreasureDie • Rules

CommandDice

ShipsWheel

StartingShoalsMap

TreasureCoveMap

Bellcolumn Anchor

PlayerMat

Spacefor“LockedDie”

Setup:Each Player Starts With:1ShipDie-Indicatesaplayer’scurrentposition,orientation,andhitpointsremaining.5CommandDice-RolledandplacedonthePlayerMattoschedulemovementorders.1PlayerMat-WhereCommandDiceareplacedtoscheduleaship’smovements.1PlayerShield-Preventspeekingandisloweredtoindicatewhenaplayer’sshipisunderrepair. *DoubloonTokenscanbeusedinfuturevariants/expansions.

TreasureDie

ShipDie

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In the Center o the Table:Place3MapTilesarrangedinan“L”shapetocreatetheplayingarea-twoknowntiles(StartingShoalsandTreasureCove)andplaceonerandomlychosentilefromtheremainingmapsbetweenthem.PlaceaTreasureTokenontopofthe“X“inTreasureCove.

Starting Position:Players“rollo”withtheirShipDicetoestablishthestartingplayer.Indescendingorder,playerschoose

letteredlocationsonStartingShoalstoplacetheirships—facinginthedirectionoftheirchoosing.Eachplayer’sdieisplacedwiththe“6”showingontop,indicatingnodamage...yet.

Play:

Navigating your ShipEachplayer’sShipDieindicatestheirpositiononthemap,facingorientation,andcurrenthitpointsremaining.eveCommandDiceareusedtoschedulesailingorderstomovetheShipDieduringeachturn.eCommandDicesymbolsindicatedirectionalmovementsfortheships(e.g.forward,backwards,turns,driing).SeeQuickReferencesformoredetails.

Phase 1: Roll and PlaceAllplayersrolltheirCommandDiceinsecrettoseewhatcommandstheycanplaceontotheirPlayerMats.ePlayerMatisdividedintofourcolumnscalled“Bells”.EachBellmayonlyholdonedie,placedontooneofthreelocations:Ship’sWheel,Anchor,orLocked.Aerplacing one or moredice,playersmaythenre-rolltheirremainingdiceandcontinueplacinguntilfourdiceareplaced.Once a die has been placed, it may not be changed.

•IfadieisplacedonaShip’s Wheel,thenthecommandonthatdiewillbeexecuted. •IfadieisplacedonanAnchor,thenthecommandonthatdiewillbeignoredandtheshipwilldonothingforoneBell. •DicearenotplacedinLockedspaces,butmaybemovedtherewhentheshiptakesdamage.Moreaboutlockeddicelater(seepage3).

You have 5 Command Dice and only 4 Bells -aernishingplacement,onediewillremain.

Example:Samrollsandgetsallleturns.He’dreallyrathernotturnle,sohechoosesoneofhisdiceandplacesitonanAnchorinBell2(soastobeignored),andre-rollshisremainingdice.HenowseescommandsthatheishappierwithandllstheShip’sWheelslotsforBells1and3fromthisroll.Nothingelseinterestshim,sohere-rollshisremainingtwodice,choosesoneandplaceshislastcommandontheShip’sWheellocationinBell4.

Players must wait until all players fnish Phase 1 beore proceeding together to Phase 2.

Phase 2: Move ShipsAereveryonehasplaced4diceontheirplayermats,itistimetorevealordersandcarrythemout.StartingwiththerstBell,eachplayerannouncesthenumberonthetop-lecorneroftheircommanddie.ecommandswith

thehighernumbersexecutebeforethelower-numbers.Forcommanddetails,seetheQuickReference.Allplayerswillsimultaneouslyevaluateandthenexecutetheircommands(fromhighnumbertolow)foreachBellbeforemovingtothenextBell.CompletethissameprocessforBells1,2,3and4.

1.eringingofaship’sbellisusedtomarkthepassageoftimeatsea.Watchesarenormallydividedinto8bells,but4bellsconstitutesa“HalfWatch”or“DogWatch”,whichisthedurationofasingleturninPirateDice.

2.Innauticalterms,wecallthata“Yacht”.See?

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Obstacles and PushingShipsmaynotmovethroughislands,reefs,othershipsoroedgesofthemap.Whenashipcollideswithamapobstacle(island,reef,ormapedge),theshipstops.Whenashipcollideswithanothership,theothershipispushedalonguntiltherstship’smovementiscompleted,oruntilthepushedshipcollideswithanobstaclethatpreventseithershipfrommovingfurther.

Map Efects: Whirlpools and Winds

AereveryonehasfollowedtheircommandsforaBell,thentheMapEectstakeplace.EveryshiponaWhirlpoolsquareisturned90degreesinthedirectionofthewhirlingarrows.Next,everyshiponaWindlocationismovedonesquareinthedirectionoftheWind-evenpushingotherships.

Phase 3: CannonfreAertheendofBell4,allshipcannonsrefrombothsidesofeveryshipsimultaneously-bothportandstarboard.Cannonballstravelinastraightlineuntiltheyhitanisland,amapedge,oraplayer’sship.Ifthecannonballshitaship,theydoonepointofdamagetotheship.

Bonus Cannonfre SomemovementsonCommandDicealsohaveringsymbols.eseprovidebothacommandand

BonusCannonre.Aerthecommandmovestheplayer’sship,thatshipimmediatelyresaroundof bonuscannonre,damaginganyshipsinthelineofre.

RammingDamagealsooccurswhenoneshipramsintoanotherathighspeed(eitheramove2ormove3command).Whenthishappens,notonlyistherammedshippushedalongthepathoftheothership,butitalsoreceivesonepointofdamage at the conclusion o the movement.

Damage and Locked DiceDamageisnotgood.Well,it’snotgoodforyoubutfeelfreetodishitouttoyouropponents.Whenashipreceivesdamage,theShipDiemustberotatedtoindicatehowmanyhitpointsremain.With5hitpointsremaining,yourshipcanmanagejustne…fornow.Butassoonastheshipisdownto4hitpoints,thedieinthefourthBellbecomes“locked”,andmovesuptotheopen“Lockedspace”onthePlayerMat.Nowthediemaynotbepickedupandrolledattheendoftheturn,andmaynotbemoved(unlesstargetedbyaRumBarrel).Onceyoudropto3hitpoints,yourthirdcommandalsobecomeslocked.Likewise,morecommandswilllockasyoudropto2,andALLofyourcommandswillbecomelockedwhenyoudropto1remaininghitpoint.

SinkingOnceyourshipdropsbelow1hitpoint,you’vesunkandyouimmediatelyremoveyourshipfromthemap.Butnomatter,youhaveshipsinreserve!Beforethestartofthenextturn,youmayplaceyourshipanywhereonthemaptilethatisclosertohomefromwhereyousank.Ifyousinkonthehomemap,thenplaceyourshiponanyunusedstartinglocation.Yourshipcomesbackwithonly5hitpointsinsteadofthefull6.

Repair your ship by Lowering Sails or a TurnIfyouhavetoomuchdamage,anddon’twantyourshiptocontinueinitswildcourse,youcanlowersailsattheendofPhase3.Beforeyoupickupormoveanydice,simplyannouncethatyouareloweringsailstorepairforaturnandthencoveryourplayermatwithyourplayershield.Yourshipwillnotexecuteanycommandsorrecannonsduringthenextturn,thoughyourshipwillstillbepushed,shot,andblownaboutbymapeects.Ifyousurvive,thenyouwillrepairthreehitpointsattheendoftheturn.

3.Shouting“Kaboom!”atthispointisafreeexpansiononthebasegame.

4.Itisyoursecond-bestship,aerall.

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Skullduggery erearetwoveryspecialcommandsonsomeoftheCommandDice.eRumBarrelandAnchorcommandsareSkullduggerycommands,andareusedtointerferewiththemovementsofothers.When

youplacethem,youmustorientthearrowatthetopofthediesoitpointstotheplayeryouwishtotarget. 

 Anchor   eAnchorforcesthetargetedopponent’sdieinthecorrespondingBelltobe

ignoredasifitwereplacedontheanchor.Soifyouropponentthoughthewas

turninglebeforechargingforward…well,insteadhejustchargesforward.

Rum Barrel   eRumBarrelisabitmorewild,asitforcesthatopponenttore-rollthealready placeddie(evenifitislocked)andaccepttheresult,whethertheylikeitornot.

Te results could be benefcial, or they could be hilarious.

Deending against Skullduggery IfyoundyourselftargetedbyanumberofnefariousSkullduggeries,thenyouwillwanttoknowhowtodefendyourcrewagainstSkullduggery.IfyourollaRumBarrelorAnchorDie,youmaypointitsarrowtowardsyourself,ratherthananotherplayer.iswillprotectyoufromallSkullduggeryforthatBell,andallfutureBellsonthisturn.Italsohasanaddedbenet—itwillimmediatelyrepairyourshipforonepointofdamage.

Getting the TreasureerstpersontoendaBellonthetreasuresquarerecoversthetreasureandwins the game!Ifyouarethirstyformoreaction,thenconsiderplayingtheAdvanced“ReturntheTreasure”Game,wheretheholderofthetreasuremustnotonlyrecoverthetreasure,butalsoreturnittothehomeportonStartingShoals.

Advanced “Return the reasure” GameeAdvancedGameisforplayerswantingalongergameandanewchallenge.Note:gamelengthwillincrease,especiallywith4players.

Winning the Advanced GameWinbyendingaBellwiththetreasureinyourpossessionandyourshiponthehome“X”squareoftheStartingShoalstile;ORwinbybeingthelastplayerstillaoat.

Sinking “Tree Sinks, You’re Out!” Eachtimeaplayersinks,thatplayergainsaSkullTokentosignifythelossofaship.Aerlosingthreeships,thatplayerisoutofthegame.

Sinking with the reasureWhenaplayersinkswhileholdingthetreasure,thetreasuretokenisimmediatelyplacedonthemaplocationwheretheshipsank.

5.emoralofthestoryhereistoneverdrinkandsail.

6.Youprobablydeserveit.

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Placing Reserve ShipsPriortotherstrecoveryofthetreasure,players’replacementshipsareplacedinanyopensquareonthemaptileoneCLOSERtothestartingtilefromwheretheysank.However,aerthetreasurehasbeenrecoveredforthersttime,sunkenshipswillbereplacedonemaptileFURTHERfromthestartingtilefromwheretheysank.

 

reasurePicking up the TreasurePlayerspickupthetreasurewhentheirshipendsaBellonthesamemaplocationwiththetreasure.Tosignifythis,theplayertakestheTreasureToken.

Claiming and Using the Treasure Die

Attheendoftheturn,theplayerwiththeTreasureTokentakestheTreasureDie.eplayernowrollsandusesthisdielikeanyotherCommandDieduringthenextturn.Te priority o all commands on the reasure Die is considered to be zero.

Special Faces on the Treasure Dieetreasureisacursedtreasureanddoesn’tnecessarilywanttoberescued.WherenormalCommandDicehavehelpfulmovements,theTreasureDiegenerallyhascommandsthatareless-so.

2x Reverse  iscommandoperatesasamulti-movebackwards.Itcancauserammingeects,justlikeamulti-moveforward.

Stay-Still-And-Fire  iscommandgivesyourshiparoundof“bonuscannonre”,butdoesnotmoveyourship.

Stealing the TreasureInadditiontostealingthetreasurebysinkinganopponent,playersareabletostealthetreasurebyrammingintoopponentsathighspeed.Whenaplayerramsanopponentholdingthetreasure,theplayerstealstheTreasureTokeninsteadofcausingdamage.Ifmultipleramsoccuronthesameturn(orevenduringthesameBell),itispossiblefor

theTreasureTokentobepassedamongplayersmultipletimes.WhoeverhastheTreasureTokenattheendoftheroundgetstousetheTreasureDieduringthenextround.

Note:IfthisforcesaplayertoremovetheTreasureDiefromalockedlocation,thenthelockedBellisemptyuntilitislledonthenextturnandthedieplacedintoitwillimmediatelybecomelocked.

Winning with the TreasureTowinwiththetreasure,youmustendaBellonthehome“X”spaceoftheStartingShoals.

Beforetreasurerecovery 

Aertreasurerecovery 

MapTilewhere

yousank 

MapTilewhereyousank MapTilewhere

youmayplace

MapTilewhereyoumayplace

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 FAQ:

Q1)WhathappensifIrollaSkullduggeryinresponsetosomeoneelse’srumbarrel?Whodoesittarget?A1)Luckyyou!Youmaytargetanyonethatyoulike--includingyourself(which,don’tforget,willprotectyoufromfutureSkullduggeriesthisturnANDrepairapointofdamage).

Q2)Ifmultiplepeoplesinkonthesameturn,whogetstoplacerstbeforethestartofthenextturn?

A2)eplayerwhosankrstgetstoplacerst.However,ifmultipleplayerssankatthesamemoment(forinstance,intheend-of-turncannonre),thenplayershavearoll-owithanunplacedcommanddieinordertodeterminereplacementorder.

Q3)Whatarethedoubloontokensusedforinthegame?Idon’tseethemmentionedintherules.A3)eyareincludedforuseinvariantsandexpansionstothegame.

Q4)Ifawindpushesmeintoanotherplayer,causingthemtobepushedontoawindorwhirlpoolthemselves,dotheymoveaerwards?A4)No.Mapeectshappensimultaneously,andifaplayerwasnotonawindlocationwhenthewindbegantomoveships,thenitwillnotbemovedbywind.

Q5)Whatifwindisattemptingtopushtwoshipsintothesamelocation?Whogoesrst?A5)Havearoll-owiththeunplacedcommanddietodeterminewhichplayermovesrst.

Q6)IfIusearumbarreltodefendwith,doesitblockagainstananchor--eventhoughitisalowerprioritynumber?A6)Yes.isisaspecialcase,anditdoesdefendagainstananchor.

Cannonball Regatta Variant

emapontheothersideofStartingShoalsisnamed“CannonballRegatta”,andoersanewwaytoplay Pirate Dice:Voyage on the Rolling Seas.InCannonballRegatta,youwillraceyourfellowpiratesinalaparoundthebaytobersttoarrivebackatthedocksidetavern.Lastonetoarrivebuysthedrinks!

Winning erstpersontocompleteafullcounter-clockwiselapofthelocalseaandendaBellontheXofthestartingtilewins the game!

SetupPlacetheCannonballRegattamaponthetablewiththreeothermapstocreatea2x2square.egamethencontinuesaccordingtotheBasicGamerules.

Credits

Game Design:ClintHerronandSeanBrownArt and Graphics:HerwinWielink,RaymondTan,JakeStaines,SeanBrownKickstarter Community Map Contest Winners:BillGlasgow,MatthewL.Smith,C.R.VeatchSpecial Tanks:BrandonAllen,BrianT.Carpenter,BrianPiggins,CharlieMauck,BoardGamersofMichiana,thePrint-and-PlayandWerewolfcommunitiesonBoardGameGeek,andeveryonewhosogenerouslybackedthiseortonKickstarter.

Hugethankstoourfamilies,forsupportingusthroughoutthisentireeort.

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