5 - Mesaboardgames

Transcrição

5 - Mesaboardgames
RULES
2
NOTE TO PLAYERS
AND HISTORIANS
While the rules and layout of the Oitavos game drew
their inspiration from the real history and architecture
of the Fort of São Jorge de Oitavos, the intention was
never to replicate them exactly; we have tailored history
in order to provide a gaming experience. Our hope is
that all players will have fun, want to play again and create their own stories. If the game is fun, this is the most
fitting tribute to the heritage of the town of Cascais. This
rule book contains exhaustive illustrations to help learn
the game and clarify all situations and rules. For more
information on the real history and architecture of Cascais visit the town’s website at: www.cm-cascais.
RULES
Fig. 01
Game pieces.
1-INTRODUCTION
“...The primary reason for building the Fort of São Jorge
de Oitavos was to prevent troops and pirates from landing on an extensive submerged stone ledge which is
exposed at low tide...”
A pirate.
The area is shrouded in fog, dozens of barrels of supplies have just been unloaded at the fort and the tide is
beginning to go out. It is the perfect time for the pirate
ship to try its luck and capture some of these barrels.
It approaches the fort and a few fearless pirates land.
Which pirate will be able to capture the most barrels
under cover of the fog? And will there be enough guards
and artillery in the fort to stop them?
A barrel.
2-GAME EQUIPMENT
2 boards
3 detection dice
6 holders for the pirates
6 pirate figures
40 barrels
70 cards
1 ship piece
1 artillery piece
3 rule books – in Portuguese, English and Spanish.
3-OBJECTIVES
Each player represents a pirate.
THE WINNER OF THE GAME IS THE PIRATE WHO
CAPTURES THE MOST BARRELS AND IS ON THE SHIP
AT THE END OF THE FINAL ROUND. It is very important
to be on the ship at the end of the game: if a player is
able to load 8 barrels but is not on the ship at the end of
the game and another player has only loaded 2 barrels,
but is on the ship, the latter player wins. If two or more
players reach the end of the last round with the same
number of barrels, they tie.
FUGA
BANCO
DO FORTE. DE NEVOEIRO
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A ship piece.
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An artillery piece.
Detection dice.
3
4-BOARD AND GAME SET UP
- Board set up and positioning.
The two parts of the larger board (land) fit together. The
two parts of the smaller board (sea) fit together. The sea
board is placed overlapping the land board.
- Spaces
The game takes place on the board in the spaces delineated by the white lines (on land) or sea foam (at sea).
- Pirate set up
The first time the game is played, detach the cards with
the pirate figures, fold them and slip them in the circular
black holders. Each player chooses the pirate he wants
to play with.
- Barrel set up
Place the correct number of barrels in the spaces indicated in figure 02. They do not need to be arranged in
any specific way. They just need to be placed within the
lines of the spaces shown.
Place the ship and artillery pieces in the spaces shown
and the pirates.
- Board movement
The position of the sea board indicates the tide. At the
beginning of the game the tide is high. The boat must
be in the space marked number 1 and the portion of the
land closest to the sea must also be number 1. These
numbers must always coincide. For example, if the ship
is in space number 6, the portion of land closest to
the sea must also be number 6. The game ends when
the ship reaches space number 12 and the land space
number 12 is closest to the sea.
- Dealing the cards
Shuffle the 70-card deck and deal 6 cards to each
player. Place the remaining cards face down in a pile
within reach of all players.
- Use a random method to choose the first player.
- Play in a clockwise fashion.
Place 10 barrels
in this space.
Fort prison.
Place 20 barrels
in this space.
Place the ship
piece here and
the pirates.
These two numbers must
always coincide. If the tide
reaches the land space
number 1, the ship should be
on space number 1 of the sea
board.
Place 10 barrels
in this space.
Examples of the white lines
separating the spaces.
Place the artillery piece here.
Fig. 02 - The two boards must
be set up and overlap as
shown in the figure.
After putting the pieces and
barrels in their places, the
game may begin.
4
5-GAME LENGTH AND ROUNDS.
Fig. 03 - Rounds of a normal game.
The game simulates a 12-hour period with 6 hours for the
tide to go out and 6 for it to come in.
The game has a limit of 12 rounds. Each round consists
of all players taking one turn. At the end of the first round
the ship proceeds to space number 2. All of the players
take a second turn and so on until 12 rounds have been
played. When the ship reaches space number 12 all of
the players take one last turn and only then does the
game end.
Short version: in the shorter game the ship immediately
advances to space number 3 instead of number 2 and so
on to make a total of 7 rounds.
Round 02
Round 01
The ship
always
begins
here.
Round 04
Round 03
Round 06
Round 05
Round 08
Round 07
Round 10
Round 09
Round 11
Round 12
When the ship reaches here all players
take their last turn
and only then does
the game end.
Fig. 04 - Rounds of a short version game.
Turno 01
The ship
always begins here.
Round 02
Round 03
Round 04
Round 05
6-SEQUENCE OF PLAY
All players must follow the sequence below when taking
their turn.
1. When a player takes a turn he must ask his opponents
if they would like to play a card, starting with the player
on his left and so on until all players have had a chance
to play a card or pass. There is ONLY ONE round of
questions. As soon as a player has played or taken a
pass he cannot change his decision. All opponents
given the opportunity to play a card may only use ONE
of the YELLOW cards and only if the card affects the
game (see point 7).
IMPORTANT: When opponents are given the chance to
play a card, this is not considered taking a turn. This is
merely a bonus from the player whose turn it is (although
compulsory on his part).
2. After each opponent has or has not played a card, the
player whose turn it is may now play up to 3 cards. They
may be 3 of the same or of a different colour. The player
does not have to play 3 cards (he may even choose not
to play any card) but he cannot play cards that do not
affect the game. The used cards are placed face up
on the used card pile. All cards players have used are
placed on this pile.
3. Players have two choices at the end of their turn. They
can either pick up new cards to make a total of 6 or they
can turn in ALL of their cards and pick 6 new cards.
Players are not allowed to pick new cards or change
their cards at any other point in the game.
When there are no more cards to pick, shuffle all of the
used cards and place them face down in a pile for players to pick at the end of their respective turns.
Round 06
Turno 07
When the ship reaches here all players
take their last turn and only then does the game end.
END OF A ROUND
After all of the players have taken one turn, the tide
falls. The sea board goes down one space and the ship
piece advances one space (always on the numbered sea
spaces).
Loose barrels on land:
Barrels not belonging to any pirate move down one
space towards the sea, until they reach the edge of the
land. EXCEPTION – barrels located in the first 3 spaces
of the game (at the top of the land board) never move.
They only move from these spaces if a pirate comes and
captures them.
Loose barrels at sea:
These barrels move one space up towards land, until
they reach the space closest to land. When playing the
shorter version of the game, the tide, ship and loose
barrels (if there are any) all move up 2 spaces.
RISING TIDE
When the tide has gone out completely (when land
space number 6 is visible) it then begins to rise.
When the tide rises (whether one or two spaces) it may
reach a land space with one or more pirates. These
pirates “tumble” up the beach and are placed on land
space number 12. If these pirates have any barrels,
these are cast into the sea, onto any of the 4 spaces on
the sea board adjacent to land.
This is how a round ends and new one may begin.
5
7- SHORT EXPLANATION OF THE CARDS.
The deck of cards basically consists of two types of
cards: those with either a green circle or a yellow circle.
- Green cards – These cards may only be used during a player’s turn (when playing the 3 cards) and if
they have an effect on the game. The number on these
cards indicates the number of spaces the pirate may
move. The pirate does not have to use up all of these
spaces. These cards may or may not include additional
bonuses. Players may or may not use these bonuses. A
player may choose to use only advantageous or viable
bonuses.
For example: an “escape from prison” card allows the
player to move 4 spaces. It may be used (to move 4
spaces) at any time even if the player is not captured in
the fort (see chapter 11).
Yellow cards – These cards may be used during a pirate’s turn (when players can play up to 3 cards) or when
a player asks his opponents if they want to play a card
(when only one card may be played). In other words,
these are the only cards players can use in between
their turns. Players can only play a yellow card if it has
the potential to affect the game (see chapter 11).
ONDULAÇÃO
FORTE
FUGA
DO FORTE.
Oleaje
Strong wave
Fuga del fuerte
Escape from
the Fort
Uma onda forte arrasta
um dos piratas para terra.
Aplique esta carta apenas a UM pirata
QUE ESTEJA NO MAR.
Automaticamente o pirata será arrastado
até à primeira casa em terra.
Se transportar barris ficam no mar
na célula onde o pirata se encontrava.
Fig. 05 - Example of
a yellow card.
8-MOVEMENT OF THE FIGURES.
The pirates may move about freely between all adjoining
spaces. They are not allowed to jump over walls or rocks
at the sea’s edge or move to the area of the sea without
spaces. Players do not need to use all of the spaces
marked on the cards. It is not necessary to have the
exact number of spaces to reach the ship.
Example of moves allowed.
Se estiver preso no forte
coloque esta carta
e saia imediatamente do forte.
Number of spaces
the pirate can
move.
Bonus.
Fig. 06 - Example of
a green card.
For example: A player who is two spaces away from the
ship and using a green card with number 6, only uses 2
spaces. The other 4 spaces are not used. If the player
has more cards to play he may continue to put down
more cards. Otherwise, his turn ends here.
Examples of moves not allowed
Fig. 07
6
9-LOADING BARRELS
The objective of the game is for each pirate to capture
the greatest number of barrels. But to do so a pirate
must carry them to the ship. BARRELS ARE SAFE ONLY
AFTER THEY REACH THE SHIP and other pirates cannot capture them.
But to move barrels a player must throw the detection
dice.
to 5 barrels” card in chapter 11.
The player throws the number of detection dice corresponding to the number of barrels he wants to move. If
he is carrying one barrel then he throws one dice, if he is
carrying two then he throws two dice and so on.
Detection dice: 3 white dice with a red circle marked on
one of their sides.
If the dice shows only white: the player may load the
barrels onto the pirate piece and move the number of
spaces shown on the card he originally played, with no
penalty.
To load up any barrels a player must be on a space with
barrels belonging to no one else. There is one exception
to this rule – see the “taking barrels from other pirates”
card in chapter 11.
The barrels may still be in position from the beginning of
the game or those an opponent abandoned on land or at
sea. FIRST the player must put down the green card he
wants to play and only then may he load the barrels onto
the pirate piece. Only 3 barrels may be carried at a time.
There is one exception to this rule – see the “carrying up
But if a red circle appears on any of the dice (one is
enough), the fort guards have detected the pirate. For
example if a player carrying 3 barrels throws three dice,
a red circle need appear on ONLY ONE of the dice to
mean he has been detected. In this case the player must
unload all of the barrels he is carrying (in the space
where he stands) and his turn ends immediately. Even if
he has more cards to play, he cannot do so. The card
he played is lost and placed face up on the used card
pile.
Fig. 08 - The player would like
to load two barrels. FIRST he
plays a card. In this case he
plays a green card marked
number 3. Only afterwards
may he throw the detection
dice. Since he wants to load
two barrels, he throws two
detection dice.
3
Fig. 09 - Undetected.
The player may move
3 spaces with
the respective barrels.
Fig. 10 - The player would like
to load three barrels. FIRST
he must play a card, in this
case a green card marked
number 5. Only afterwards
may he throw the detection
dice. Since he wants to load 3
barrels, he throws 3 detection
dice.
5
Fig. 11 - One of the dice shows
a red circle. The pirate was
detected by the fort guards!
Bad luck! His turn ends immediately. The player cannot
play any more cards and the
un-owned barrels remain on the
same space.
7
Fig. 12 -The player would like
to pick up the two un-owned
barrels and move 5 spaces.
FIRST he plays a card. In this
case the card is marked with
number 5.
It is important to note that barrels may be loaded either
at the beginning or middle of a turn. Players may carry
several barrels from space to space (up to the maximum
limit of the rules). Each time a player moves barrels
he must throw the corresponding number of dice (see
figures 12 to 16).
5
Fig. 13 - He moves one
space. To load the barrel on
this space he must throw a
detection dice.
Fig. 14 - He is lucky. He goes
undetected. He loads the barrel and move 3 spaces to the
space with the other barrel.
Fig. 15 - Since the player
plans to load one more
barrel, he throws one more
detection dice. He is lucky
again and can continue. If he
were detected he would have
to release all of his barrels
on THIS space and his turn
would end.
Fig. 16 - The player moves to
the last space, for a total of 5
spaces, corresponding to the
card he played.
8
10-MOVING BARRELS
When a player is already carrying barrels and wants to
move, FIRST he must play a green card. Only afterwards
does he throw the number of detection dice corresponding to the number of barrels he is carrying.
If he is not detected: the player moves the number of
spaces shown on the card he played initially.
If he is detected: the player must release the barrels he
is carrying (onto the space he is occupying), he loses the
card he played and his turn ends immediately.
Whenever a green card is played and a player is loaded
with barrels, he must throw the same number of dice as
barrels he is carrying. During his turn a player may play a
maximum of three green cards (one at a time) and must
throw the detection dice 3 times. If he is lucky he will
reach the ship. Obviously, the more barrels a player is
carrying, the greater the risk.
It is possible to play a particular green card allowing the
player to ignore this rule (see chapter 11).
Reaching the ship:
In order for the pirate to unload his barrels when he
reaches the ship, he does not need to have the exact
number of spaces. The move ends and any remaining
spaces on the card are lost. The barrels are placed in
front of the player who captured them (in full view of all
of the players). These barrels cannot be taken from the
pirate who owns them. If the pirate has any more cards
to play, he may continue to play normally (see fig. 19 and
20). If he is lucky and has some good cards, he may, for
example, reach the ship, drop off the barrels and then
go and load more barrels and return to the ship (a maximum of 3 times, corresponding to the maximum number
of cards players may use per turn).
Fig. 17 - The player begins
his turn already carrying two
barrels. FIRST he must play
a green card. In this case his
card is marked number 3.
Then he throws the detection
dice (2 dice correspond to 2
barrels).
3
Fig. 18 - Bad luck.
Since he was detected, he
cannot move 3 spaces. His
turn ends immediately. The
green card he played is put
on the used card pile face up.
The barrels are now
unowned and are at the
mercy of the other pirates
who are free to capture them!
Fig. 19 - The player begins
his turn already loaded with 3
barrels. He wants to reach the
ship. FIRST he plays a green
card. In this case the card is
marked with the number 6.
Since he is carrying 3 barrels,
he must throw 3 dice in order
to move.
6
Fig. 20 - He goes undetected. He moves three spaces
and arrives at the ship. He
unloads his barrels, now safe.
He may not use the remaining
3 moves left on his card.
However, if he has any more
cards to play he may do so.
9
11-DETAILED EXPLANATION OF THE CARDS.
How does a player escape
when captured in the fort?
YELLOW CARDS
› ARTILLERY CARD
With this card a player can use the fort’s firepower to his pirate’s advantage! To use this card, the artillery piece is placed on the space the
player wants to shoot at. He then throws three detection dice.
If all of the dice come up white: the shot has no effect. The card is
returned to the used card pile and the game proceeds as usual.
If a red circle appears on the dice: the shot has an effect. ALL of the
pirates on that space are captured and sent to the fort and their barrels
are left “abandoned” on the space.
This card may not be used to aim at the ship when it is on space
number 1 or 12. Also it may not be used to shoot the same space
where the pirate playing the artillery card is located.
Fig. 22 - The red pirate plays the artillery card. Place
the artillery piece on the space with the green pirate.
Throw 3 dice. One of the dice shows a red dot. The
shot was successful.
TIROS DE
ARTILHARIA
Artillería
Artillery
Artilharia do forte dispara.
Aplique uma ficha de artilharia
numa célula à sua escolha.
Jogue os 3 dados de detecção.
Basta sair um dado de detecção para
TODOS os piratas que estão nessa célula
irem para a prisão do forte e os barris
ficarem na célula.
Fig. 21
Fig. 23 -The green pirate is placed in the fort prison
and his barrel is abandoned on the space.
On his turn (and only his turn) a player has two
choices. Either he can play the “escape the
fort” card, if he has it (see the respective card
ahead), or he can throw the three detection
dice. If all of them show come up white he
escapes from the fort. The pirate is placed in
the orange space outside the fort and plays
normally. If not, the player must try again.
Every throw of the dice to escape the fort is
equivalent to playing a card. So during a turn,
the player has 3 chances to throw the dice
and try and escape. If for example, the player
is successful on his first try, he can still play
two more cards.
Fig. 24 - If the green pirate is able to escape the
fort on his turn he is placed in the area shown. This
applies whether he escapes by throwing the dice or
by playing a card.
› HITCH A RIDE WITH ANOTHER PIRATE CARD
A player uses this card if he is on the SAME SPACE as a pirate who is about to play. He must
move with this pirate on the same spaces and for the same number of spaces. He may collect
any barrels his opponent does not want or move with the ones he is carrying, WITHOUT having
to throw the detection dice. The pirate who “hitches a ride” is never detected, even if his opponent is. Valid only when the opponent plays his first card.
Fig. 27
Fig. 25 e 26 - The red
APANHAR
player is about to play a
BOLEIA DE
card and begin his turn.
OUTRO PIRATA
Conseguir “viaje
First, he asks his opgratis” de otro pirata
Hitch a ride with
ponents if they want to
another pirate
play a card (see ChapSe estiver numa mesma casa onde outro
ter 6). The green player
pirata inicia a jogada ande tantas casas
plays the ‘hitch a ride’
quantas ele andar e nas mesmas células.
Pode recolher barris (se o adversário não
card. The red player
quiser) ou transportar os que tiver. Não é
detectado, mesmo que o adversário seja.
plays a card to move 3
Válido apenas para um lançamento
spaces. He throws the
de carta do adversário.
detection dice and goes
undetected. Since he
already has 3 barrels he
cannot carry any more. He moves three spaces. The
green player moves the same number of spaces and
on the way loads a barrel without having to throw the
dice. Good play!
10
› WAVE CARD
A strong wave washes one of the pirates onto
land. This card may be applied to ONLY ONE
pirate who is on a space AT SEA. Automatically the pirate is washed to the first space on
land. If he is carrying barrels they remain at
sea on the space he had occupied. This card
does not affect the pirates on the ship.
Fig. 28
› SOUTHWEST WIND CARD
There is a strong gust of wind. All pirates
(except those on the ship) must move two
spaces in the direction of the land. Only those
pirates already at the top of the board or one
space away from it do not move. They do not
lose the barrels they are carrying. The player
who played the card must decide if he wants
to stay on the same space or take advantage
of the wind and also move two spaces. If
he opts to move, he will have to move two
spaces. This card has no effect on pirates
located in the top three spaces of the land
board. This card does not affect the pirates
on the ship.
› COLD SHIVER CARD
ONDULAÇÃO
FORTE
Oleaje
Strong wave
Uma onda forte arrasta
um dos piratas para terra.
Aplique esta carta a qualquer pirata
QUE ESTEJA NO MAR.
Automaticamente o pirata será arrastado
até à primeira casa em terra.
Se transportar barris ficam no mar
na célula onde o pirata se encontrava.
It suddenly became very cold and the pirates
get a shiver. All of the pirates carrying barrels
(except the player’s) release their barrels on
their space. It is very useful for players to play
this card just before their turn so they can
collect the “loose” barrels without having to
go to the fort to get them. This card does not
affect the pirates on the ship.
ARREPIO
DE FRIO
Escalofrío de frío
Cold shiver
TODOS os piratas que tenham barris
(excepto o seu)
largam os barris na célula
onde se encontram.
Fig. 29
Spaces not affected
VENTO DE
SUDOESTE
Viento del Suroeste
Southwest Wind
Rajada muito forte de vento.
Todos os piratas recuam duas células
em direcção a terra. Não perdem os barris
que tenham em sua posse.
Você fica na mesma ou aproveita
o vento e recua também 2 células.
Fig. 30
Fig. 31
The yellow arrows
indicate the direction
the pirates must move if
this card affects them.
GREEN CARDS
› STEAL BARRELS FROM OTHER
PIRATES CARD
TIRE BARRIS
DOS OUTROS
PIRATAS
Although all of the pirates come from the same
Quitar barriles a
otros piratas
ship, this card shows how the pirates really act
Steal barrels
from other pirates
with each other. They’re real pirates!
Pode passar por um adversário
Players may steal barrels from other pirates
e tirar-lhe os barris que ele estiver
a transportar.
either at the beginning of their turn or when they
Segue as regras normais de recolha
e uso de dados de detecção.
move to another pirate’s space and continue
playing. Of course when a pirate steals barrels
from his opponent he must follow the normal
rules applicable to loading barrels. The maxiFig. 32
mum number of barrels a player can carry is 3
and he must throw the detection dice. With luck a pirate may take away
barrels from several pirates on the same space or on different spaces.
If detected the barrels do NOT return to the opponents but remain on
the same space, unowned.
Fig. 34 - Now that he
occupies the same
space as the green
pirate he can take away
his barrel. FIRST he
throws one detection
dice (because he is
going to take away
1 barrel). If he goes
undetected he can
steal the barrel and
load it onto his pirate. If
he is detected the red
pirate’s barrel remains
unowned on the space
and his turn ends. The
green pirate remains on
the same space.
Fig. 33 - The player using the red pirate plays
a green card marked
number 4 and the “steal
barrels” bonus. He is
already carrying 1 barrel but wants to steal a
barrel from the green
pirate. He throws one
detection dice since
he is already carrying 1 barrel. He is not
detected! He moves
to the space with the
green pirate.
4
Fig. 35 - The red pirate
now moves the remaining two spaces for a
total of 4. If he continues to play with another
card and he is detected,
the barrel he stole from
the green pirate is
NOT returned to him.
It remains unowned on
the space where the red
pirate was detected!
11
› FOG CARD
There is a very thick
bank of fog. The
game proceeds
normally, but players
do not need to throw
the detection dice
if they are loading
or moving barrels.
Although this card
has a low number (1,
2 or 3) it is very useful because it allows
players to move risk
free.
BANCO
DE NEVOEIRO
Niebla
Fog
Há um banco de nevoeiro muito intenso.
Jogue normalmente,
mas sem precisar de jogar os dados
de detecção no caso de estar
a carregar barris.
BANCO
DE NEVOEIRO
Niebla
Fog
BANCO
DE NEVOEIRO
Niebla
Fog
Há um banco de nevoeiro muito intenso.
Há um banco de nevoeiro muito intenso.
Jogue normalmente,
mas sem precisar de jogar os dados
Jogue normalmente,
de detecção no caso de estar
mas sem precisar de jogar os dados
a carregar barris.
de detecção no caso de estar
a carregar barris.
› ESCAPE FROM THE FORT CARD
› BLANK CARD
Your pirate makes the perfect escape from
prison. This card allows players to leave the
fort immediately.
Players may use this
FUGA
card only when it is
DO FORTE.
their turn. Players
take the pirate out of
Fuga del fuerte
Escape from the fort
prison and put him
on a space around
Se estiver preso no forte
coloque esta carta
the fort. The pirate
e saia imediatamente do forte.
moves normally,
carrying barrels if he
likes (players must
not forget to throw
the detection dice if
Fig. 37
doing so).
This card (there are 2) is blank for two reasons. If a card is lost, this one can replace it.
Use your imagination
and invent a silly card
for the game.
Your imagination has
no limits!
Have fun!
Fig. 38
Fig. 36
Fig. 40 - The player
with the red pirate plays
a green card marked
with a 5 and “permission to carry 5 barrels”.
He is already carrying
3 barrels but he wants
to pick up 2 unowned
barrels on the way. He
throws the number of
detection dice corresponding to the barrels
he is already carrying.
He escapes detection!
He can move ahead!
› PERMISSION TO CARRY UP TO 5 BARRELS CARD
With this card players can ignore the rule
about carrying a maximum of 3 barrels. What
is the advantage? If a player is carrying 4 or
5 barrels he only needs to throw 3 detection
dice. The idea is: pay 3 take 5!
ATTENTION: The ability to carry or load extra
barrels is only valid for ONE throw. Every time
a player wants to carry more than 3 barrels
he must play a card with this extra bonus. If a
player has 5 barrels and does not have any of
these cards he must release 2 barrels to keep
the other 3 barrels, the maximum number
allowed under the normal rules. But he may
choose to release more than 2 barrels. He
may even release all of them!
PODE
CARREGAR
ATÉ 5 BARRIS
Puede cargar hasta
5 barriles
Permission to carry
up to 5 barrels
Pode carregar/transportar até 5 barris.
Só usa os 3 dados de detecção.
Este capacidade extra de transporte
ou carregamento é apenas
válida para UM lançamento.
Fig. 39
PODE
CARREGAR
ATÉ 5 BARRIS
Puede cargar hasta
5 barriles
Permission to carry
up to 5 barrels
Pode carregar/transportar até 5 barris.
Só usa os 3 dados de detecção.
5
Este capacidade extra de transporte
ou carregamento é apenas
válida para UM lançamento.
Fig. 42 - The player
moves 3 remaining
spaces and his turn
ends. On his next turn,
if he wants to continue
to carry the 5 barrels
he needs to use a card
with the same bonus. If
he does not have one
and wants to move, he
will have to release at
least 2 barrels.
Fig. 41 - He moves 3
spaces and stops to load
up the 2 barrels, for a
total of 5 barrels. He is
allowed to do this due
to the bonus on the card
he played. He does NOT
need to throw any more
dice because he already
threw 3 dice, the maximum number possible
per turn!
If, for example, the player
only had 2 barrels at the
beginning of his turn he
would throw 2 dice. Then
if he picked up these 2
barrels he would only
need to throw 1 more
dice. This would make a
total of 3 dice for his turn.
ACKNOWLEDGEMENTS
Inventing and producing a game like this is never a solitary process. There are always people involved who believe in us and encourage us to keep going, give us advice on how to improve things
or simply stay by our side. For this I would like to thank:
My daughters Maria do Mar, Diana and Matilde; my nephew Zé Maria; my holiday group from Pedras d’el Rei (the parents as well as many children), who tirelessly played, critiqued and tested the
game. To Henrique for his technical assistance. To the Guru, he knows why.
To Mónica, for everything. Domingos Maria, this game is for you!
CONTACTOS
For any game related issues please
contact the game designer at the following
e-mail address:
[email protected]
www.giloreydesign.pt
www.giloreydesign.pt

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