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Movement: Space Designations:

The player who had the highest roll goes first and There are 9 different types of spaces: Territory, Pirate’s Booty, Captain’s Log,
places the sail marker 1 to 5 spaces ahead of their ship. Secret Passages, Turn About, Commodore, Mutiny, Buried Treasure, and
You must follow the colored current lines and continue Crosswinds.
in the direction your ship is headed. You may not turn Territory: Territories are all the settlements in the Caribbean
at will. There will be opportunities to change direction that a Pirate Captain can capture and build fortifications on in
through Secret Passages, Turn Abouts, Crosswinds, becoming the Pirate King.
and cards. o When a player lands on an unclaimed territory, that
Next roll the 12-sided Wind die to get a number from 1 to 12. Consult the territory is available for capture. In order to claim it the
wind die conversion chart on the board to determine the wind adjustment player must pay a “capture price”. (see Sea Chart: page 4)
to the ship’s movement. The capture price is paid to the Merchant.
o However if a player lands on a territory that is already owned
by another player the player must pay the Dock Fee or fight
(see Combat: page 5). Once a player owns a territory, they
may collect a Dock Fee from any other players’ ships that
lands on their territory (see Sea Chart for values).
o If an adjacent territory of the same color is acquired by the
same player, then the player has established a Trade Route.
o Trade Route: Once a Trade Route has been created between
the two territories, the player has the ability to build
fortifications (see Sea Chart for
costs and values). Fortifications
increase the docking fees
substantially and enable the
purchase of ship cannons and
crewmen. (see Fortifications: page
4). Players are limited to owning a maximum of 12
territories at one time (24 in two player games).
From the sail marker make the adjustment rolled by the Wind die. So if a Pirate’s Booty: When a player lands on a Pirate’s Booty space,
player rolls: the player must draw a Pirate’s Booty Card and do whatever
• 9 then the wind adjustment is +1. So the player places the ship one the card states. Sometimes it will be good fortune, but not
space ahead of the sail marker. always. Ye never knows what lies in dark places. The Pirate’s
Booty cards are the only way to acquire the Great Treasures of
• 4 then the wind adjustment is -4. So the player places the ship 4 the Caribbean (see Great Treasures: page 6).
spaces behind the sail marker. Note: It is possible to move
backwards. If a player places the sail marker, just one space ahead Captain’s Log: When a player lands on a Captain’s Log space
and rolls a 4, they will end up 3 spaces behind where they started. the player must draw a Captain’s Log Card and do whatever
However they do remain pointed in the same direction. the card states. Good and bad awaits ye at sea. So beware!
• 5, 6, 7, or 8 then the adjustment is 0, so they land exactly where they
had intended.
Depending on where the player lands, the player must do what the space Secret Passages: When a player lands on a Secret Passage
demands (see Space Designations: page 2). Then going clockwise each space the player may choose to go to any other secret passage
player takes a turn. space and may choose any direction to face. The player may
choose to stay the course and not move at all. Or simply turn
When a player comes back around to where the around.
colored current lines intersect at the Crosswinds,
the player must continue in the direction Turn Abouts: When a player lands on a Turn About space,
following the color of the path that the player is the player must turn the ship in the opposite direction and on
currently on. For example, if you are traveling the the next turn move in that direction. Pay close attention to the
green path you must continue following the direction your ship is facing on the board. This indicates
green line through the intersection, unless the which direction a ship must move.
player lands directly on the Crosswinds space
(see Crosswinds: page 3).

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Commodore: When a player lands on the Commodore
space, the Commodore seizes their cargo (cargo card) and Cards:
takes one cannon. There are three different card stacks: Cargo, Captain’s Log, and Pirate’s
o If the player only has one cannon, then only the Cargo card Booty.
is taken. Cargo: Smuggling missions are the primary source of income
o If the player has neither, than the Commodore lets you go for players.
and nothing happens. o Players begin each game with a Cargo card.
o The Commodore can be negated by certain cards. o Each Cargo card has a Territory, a Commodity, and a Price.
o However the player may choose to challenge the o The object is to pass by that Territory to collect the value
Commodore and if victorious they gain 16 points and win stated on that card. You do not have to land on it exactly,
the game. If they lose, the normal defeat conditions apply. however if the player does land exactly on the territory
The Commodore has 11 crewmen and 5 cannons. He loses destination, the player collects an additional 100 bronze.
cannons at the standard ship rate but keeps 2 cannons to o In addition to the value on the card the player also gains a
the last man. Opponents choose who will roll against the Crewman or a Cannon for completing the smuggling
challenger. The Commodore’s crew and cannons are mission. The player may choose one of the two to add to
completely restored after every challenge. their ship. Although cannons can only be chosen if the
Mutiny: When a player lands on the Mutiny space, the player has the appropriate number of crewmen to man it
player’s crew has become disgruntled and is uprising against (see Ship Cannon Capacity: page 5).
their Captain, which is you. o Once a ship has the maximum crewmen (10) and
o The player (Captain) can fight off the mutiny by rolling maximum cannons (4) the player does not get a crewman
three 6-sided dice against the other players in the game. or cannon for completing smuggling missions.
o Divide three 6-sided dice between the other players and o Once a smuggling mission is completed, the player discards
roll. If the sum total of the Captain’s dice are higher than the old Cargo card and draws a new one. The player does
the sum total of the other players’ then that Captain has not draw the next card until their ship stops moving so
quelled the Mutiny. that a player cannot collect two smuggling mission in
o However if the other players’ sum total is higher than the one movement.
Captain, then the Captain must force one of his own o The Cargo cards can be affected by other cards. For
mutinous men to walk the plank to get back the fear and example, if a player draws a Captain’s Log card that states a
respect of the crew thereby losing one crewman and the storm hit and you lost half your cargo, place that card on
Cargo card. the Cargo card until it is completed or lost. If completed,
o If the Captain only has one crewman they only lose their the player only collects half the value stated on the card.
cargo. If the player has neither than nothing happens. o Finally a player can lose their cargo in a number of different
Buried Treasure: When a player lands on the Buried ways. If a player does lose their Cargo, then they can only
Treasure space, the player gets everything in the Buried pick up a new Cargo card once they pass a friendly territory
Treasure chest. The game begins with one emerald (worth or capture one.
100 bronze) in the Buried Treasure Chest. After each time the Captain’s Log: The Caribbean is very unpredictable. Many
chest is emptied, replenish it with 100 bronze from the good and bad things can happen to Captains and their ships.
Merchant. All fines from the Pirate’s Booty and Captain’s Log Do what ever the card states to do. Some cards the player
cards (unless otherwise stated on the card) go into the Buried holds. All fines are paid to the Buried Treasure chest unless
Treasure chest. otherwise stated.
Crosswinds: When a player lands directly on the Crosswinds,
the player may choose one of three directions. They may go Pirate’s Booty: Treasure is abound in the Caribbean. Players
left, right, or straight, but may not turn around completely. If will happen upon good and bad treasures. Do what ever the
two ships land on the Crosswinds at the same time, the two card states to do. Some cards the player holds and can be used
ships must fight. The loser pays the winner a bounty of 500 at another time. All fines are paid to the Buried Treasure chest
bronze (see Bounty: page 5). There is no parlay on these spots unless otherwise stated.
(see Parlay: page 5).

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Sea Chart:
The Sea Chart is a quick reference guide to all the territories and their crewmen and cannons become available for purchase at 200 bronze each. Also
attributes. Many territories have different attributes so pay close attention different territories acquire defenses (crewmen and cannons) at different rates
to the chart for availability of crewmen and ship cannons. In the columns and costs so keep an eye out matey. Additional Sea Charts can be downloaded
under the territories, the chart is highlighted. At these upgraded levels and printed for free at www.templegames.com/product/pirate_king.
For example, what is the Dock Fee
for a Rampart on Campeche?
1
Find the column with
Campeche. The territories are
1
color coded.
2
Below the territories the
column is broken up into two 2
sub-columns: Cannons and
Dock Fee. Cannons states
how many cannons this
territory has per level of
fortification. But in this case
look at the Dock Fee column. 3 4

3
Find the row with the
Rampart.
4
Where the row and column
intersect is the Dock Fee.
So the Dock Fee for Campeche with a
Rampart is 350 bronze.

Fortifications:
o When a territory is upgraded, turn or place the tile to the corresponding
Once a territory is captured the picture so it is facing up.
player places a fortification tile
on the territory with the picture o Each level of fortification increases the territory by 2 crewmen except for
of a Settlement facing up then the castle level which only increases by 1 crewman to a maximum of 11
inserts their flag through the (See Sea Chart).
hole in the middle of the tile and o All territories grow in crewmen at the same rate but cannons increase at
into the hole in the board. different rates.
o During combat, simply flip or remove the tiles as you are damaged and
lose crewmen. For odd numbers pivot the tile askew to the mark on the
o All territories start as a settlement and all settlements have 2 crewmen and board to indicate that level is damaged.
one cannon (see Combat: page 5). Once a Trade Route (two adjacent o If combat ends with a fortification on an odd number, that fortification is
territories of the same color) has been established the fortifications can be automatically repaired up to the closest level for free.
increased up to five levels as dictated by the Sea Chart. o Once a player has built a fortification they can only tear it down and
redeem its full value if they owe money. Players cannot take down
fortifications at will
o Ship Cannons and Crewmen: Once a territory is upgraded to the
highlighted levels on the Sea Chart, cannons and crewmen may be
purchased for a player’s ship when that ship lands on an upgraded
territory at a cost of 200 each. For example, cannons and crewmen for the
TAVERN FORT RAMPART CITADEL CASTLE ships may be purchased at the Tavern level on Barbados while on San
Juan they cannot be purchased until the Citadel level. Only one crewman
o To upgrade a fortification the player must pay the upgrade price located
maybe added per time a ship lands there and as many cannons permitted
on the Sea Chart to the Merchant. Players can upgrade at anytime during
by the number of crewmen may be also added.
their turn and as many times as they can afford.

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Combat:
• When do we fight? Pirates love to fight! There are three ways to initiate • How do we fight?
combat. o When combat begins both players roll one 6-sided die for each cannon
1.Two players are on the Crosswinds at the same time. they have equipped and manned.
o The players then match up their dice in descending order. In each
2.A player lands on another player’s territory and chooses to fight rather match up of dice, the player with the lower number loses a crewman
than pay the Dock Fees. Only the player with the ship can choose to (use of cannons when applicable). Tied dice have no effect.
fight or pay, not the territory owner. However if the owner of the
o If one of the players has more cannons or attack dice than the other
territory also has their ship on that space then the attacking player player, then the player with the cannon advantage uses only their
must fight the enemy ship first and then the fortification if they highest dice. So if one player rolls four dice and the other player rolls
choose not to pay. two, then the player with four dice removes the lowest two dice.
3.A player has the Golden Monkey Head and uses the Forced • Win a Battle:
Negotiations ability (see Great Treasures: page 6) o If the attacking ship wins they capture the territory from the other
• Crewmen and Cannons: Territories and ships can gain Crewmen and player and the territory is now theirs. The newly acquired territory
Cannons. Territories gain them at a set rate dictated by the Sea Chart. Ships starts as a settlement (2 crewmen and 1 cannon) and the winner plants
can gain them at different rates and in different ways. their flag.
o If the fight occurred between two ships then the loser removes their
o Crewmen are like hit points. They determine how many times your ship and must follow the losing conditions below.
ship can be hit before it is sunk. When your ship reaches zero then you
are sunk. They also determine how many cannons a ship can use. All • Lose a Battle: If a ship loses a battle they must pay their Bounty to get back
into the game. Once the bounty is paid in full they place their ship facing
ships start with one crewman and one cannon. The ship cannon either direction on any of the four highlighted ports of origin: San Juan,
capacity is as follows: Curacao, Santiago, Eleuthera. The player does not have to pay any Dock
Fees to start there if already owned.
• Bounty: After a loss, in order to get a new ship a player must pay their
bounty, which is the final Dock Fee of the territory they attacked. This
amount is paid to the defender.
o Ship vs. Territory: If the attacked territory started with a Castle but
finished with a Fort the attacker’s bounty is the Dock Fee for the Fort
not the Castle.
o Bounties have a minimum of 500 bronze. If the docking fee is less than
500 bronze then the defeated attacker pays the Dock Fee to the
defending player then pays the difference to the Buried Treasure.
o Ship vs. Ship: If a player is sunk in the open sea from a ship to ship
battle, they just pay 500 to the player that sank them.
o A player must expend all cash down to their last 50 bronze before
tearing down fortifications and redeeming their full value.
Fortifications can only be taken down when money is owed to
another player or Buried Treasure and it is redeemed at full value.
o Great Treasures do not need to be sold before tearing down
CANNON CAPACITY fortifications.
o If a player cannot pay their bounty and has already torn down all
fortifications and sold all Great Treasures, then the Merchant will pay
For the ships use the round cards to keep track of Crewmen. To keep the difference and the player that defeated them gets to take one of
track of cannons use the round cannon tiles. their territories of choice.
o For each cannon a ship has, the player may roll one attack die up to
a maximum of four dice. When players drop below the previously Parlay:
mentioned number of crew to maintain a cannon during combat If two players land on the same spot where there is no combat taking place
they lose the use of that cannon and the attack die associated with (not a Crosswind or a player has paid the Dock Fees rather than choosing
it. Flip the cannon tile over to the black & white side to designate it to fight), then these two players may Parlay or negotiate for each others’
unmanned. Once a player gains back enough crew the tile is flipped territories, items, cards, etc. This is the only time trading is permitted in
back over to the color side and is now active. Cannons can become the game. Parlay is active as long as the two ships share one space. As many
unmanned caused by Mutiny or any of the cards. ships that are on the space together may parlay so it is not limited to two.

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Great Treasures: Advanced and Team Play:
There are five Great Treasures of the Caribbean: Jewel Encrusted Sword, In Advanced play, one player controls two ships. The only thing that is
Golden Monkey Head, Black Sails, Royal Crown, and Diamond Necklace. different is that the player uses two sail markers. Simply place down one
In order for a player to own one and use it, they must first find the map sail maker for each ship then roll the 12-sided “wind” die. Adjust the ships
in the Pirate’s Booty Cards. Then it may be purchased for 500 Bronze. accordingly. Then collect any smuggling missions (if applicable), draw any
Once the map has been found, a player can buy the item at anytime cards if needed, then pay any Dock Fees or start any combats if the player
during the game on their turn unless someone else has already bought it. has landed in enemy territory. Make sure to keep the smuggling missions
Great Treasures maybe sold back to the Merchant at anytime, but cannot and crewmen cards separate for each ship and mark them with a
be bought back until the map is found again. corresponding colored flag.
In Team Play, players on the same team may share money and upgrade on
Jewel Encrusted Sword: Re-roll one attack die each round of each other’s territories. Otherwise play normally.
combat. However the player is stuck with the second roll even
if it is lower. FAQ:
If I have one crewman or one cannon and a drawn card tells me that I lost
Golden Monkey Head: Give any negative card to any other one what do I do? You are safe. Nothing happens.
player plus Forced Negotiations: A player with the Golden If a player gains a cannon from a drawn card but does not have the
Monkey Head may attack another player’s ship anywhere on the crewmen to support it, does the player still get the cannon? The player may
board when the two ships share the same space. Although if any keep the card and use it once they have the men to support it.
sort of parlay agreement is made then they may not attack.
If a player draws a card that gives them a free crewman or cannon, but has
a full ship, can they keep it? Yes and it can be used on that ship whenever
Royal Crown: Add 50% to all docking fees collected plus needed except during combat.
immunity to Commodore Where the sailing paths intersect at the Crosswinds may I go any direction
I want? No, you must remain sailing in the same direction following the
color of the path you are on. So if you are traveling the red path you must
Diamond Necklace: Subtract 50% from all docking fees paid continue following the red line unless you land directly on the crosswinds.
(including any bounty) plus immunity to Mutiny. What do you do with odd numbers of crewmen on a fortification? While a
fortification is at an odd number and in between levels it still retains the
values of the higher level. So a fortification with seven crewmen is still
considered a Rampart and retains all values described on the Sea Chart.
Black Sails: Player may re-roll the Wind die once per After combat an odd numbered fortification is automatically repaired back
turn. However the player is stuck with the second roll up to an even number.
even if it is worse. How do I use the Royal Decree? When a player lands on the Commodore
spot this card may be used by the player to negate the Commodores effects.
Special Cards: However, once used the player must turn it in. The same goes with life raft,
lock pick and other such cards.
Are two territories adjacent if there are
Mega Tsunami/Earthquake: In the Captain’s Log cards, a Captain’s Log or Pirate’s Booty spots in
mega tsunami or earthquake does one level of damage to between them? Yes, for example, Cumana is
every developed territory in that color region. Settlements considered to be adjacent to Margarita even
take no damage. though there is a Captain’s Log and Pirate’s
Booty spot in between them. So a trade route
Man of War: In the Captain’s Log cards, a captain may may be established between the two.
choose to fight a ship of equal cannon and crewmen value When a player turns in the last smuggling card, when exactly is the game
as the ship that pulled the card. If they lose, normal defeat over? The game is not over until the player finishes that turn including any
conditions apply. If they win they get one cannon, one battles or cards.
crewman, and 500 bronze. Can the owner of the Golden Monkey Head send movement cards at other
Duel: In the Captain’s Log cards, a captain chooses any one players? Yes, for example if a player just moved a total of 5 spaces and
player to duel against. Each player rolls one 6-sided die. The draws the repeat movement from last roll then the player can force another
higher roll gains a crewman and the lower roll loses a player to move that number of spaces too or keep it for themselves.
crewman. If the roll is a tie, then they both roll again.

Page 6
Game Variations: Get Started In 8 Easy Steps:
• 1 v 1: Two player two ship free for all Step 1: Each player starts with 1 ship, 1 stand and 12 flags of same color, 1
• 1 v 1 double ship*: One player with two ships versus one player with cannon, 1 crewman, 1 chest, 1000 bronze
two ships
• 1 v 1 v 1: One player with one ship versus one player with one ship
Step 2: Place ship on one of
1 2
versus one player with one ship
the starting spaces
• 1 v 1 v 1 v 1: Four players four ship free for all facing outward:
• 2 v 2 team play*: Two players versus two players with one ship each 1) Eleuthera
• For short games all variations can be played to 12 Prestige Points. 2) San Juan
3) Santiago
4) Curacao 3 4
Pirate King Components: (see diagram)
1 game board 24"X24"
4 Ships with stands Step 3: Draw a Cargo Card
16 Ship Cannon Tiles
Step 4: Place sail marker 1 to 5
10 six-sided dice
spaces ahead of your ship
1 twelve-sided die
2 Sail Markers Step 5: Roll 12-sided die
5 Fully Illustrated Great Treasure Cards Step 6: Consult the wind die chart on the board, adjust for wind, and place
40 Crewmen Cards ship down on the appropriate space
1 Sea Chart
Step 7: If you passed your Cargo destination collect reward and draw
48 Fully Illustrated Smuggling Cards
another Cargo card.
50 Fully Illustrated Captain’s Log Cards
30 Fully Illustrated Pirate Booty Cards Step 8: Depending on which space you land on, do what that space demands.
72 Fully Illustrated Fortification Tiles
5 Treasure Chests
65 Glass Gems (5 Diamonds, 10 Rubies, 25 emeralds, and 25 Gold)
~ May the winds be at your sails. ~
30 Pirate King Coins Do you have questions about . . .
52 Flags (4 flag bases)
Scoreboard Spaces: Page 2 (right side) & Page 3 (left side)
Instructions Cards: Page 3 (right side)
Exclusive Pirate King Illustrated Story
Sea Chart: Page 4 (top)
Fortifications: Page 4 (bottom)
Ship Assembly Combat: Page 5
Step 1: Carefully punch Ships out of cards Great Treasures: Page 6
Step 2: Insert Ships into stands
Scoring: Page 1 (top)
Movement: Page 2 (left side)

Credits:
Game Inventor: Flaster Siskin
www.TempleGames.com Creative Producer: Jamal A. Swinton
Game Artist: Professor Cliff Cramp
Pirate King™, Temple Games® and all adapted languages, related artwork and associated logos are
trademarks, registered trademarks and/or service marks of Temple Games Inc. in the U.S. and/or
Graphic Designer: Mallory McCreary
other countries. ©2005-2006 Temple Games, Inc. All Rights Reserved. Photograph by: Alan Shaffer

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