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1672: The Lost Crew

1672: The Lost Crew Rulebook

Table of Contents

Table of Contents

  • Set Up
  • How to Win
  • How to Lose
  • Scoring
  • Phases of a Day
  • Phase 1 – Assign Sailors
  • Phase 2 – Rest (4 spades)
  • Phase 3 – Repair (1 spade)
  • Phase 4 – Movement (3 spades, skull)
  • Phase 5 – Scan Horizon (2 spades)
  • Phase 6 – Gather Island Resources (3 spades, flag)
  • Phase 7 – Native Encounter (skull)
  • Phase 8 – Drink Water (1 spade, skull)
  • Phase 9 – Eat Food / Fish (1 spade, skull)
  • Phase 10 – Sloop Accident (skull)
  • Phase 11 – Weather Watch (1 spade)

Set Up

Besides this Rules PDF and Player Sheet PDF, you will need:

  • 6 six-sided dice (four to track your resources at the top of the Player Sheet, two for rolling)
  • 9 cubes (1 for Weather and 8 for Island Resources: 4 Water / 2 Wood / 2 Food)
  • Green, Blue and Black wet erase markers (for coloring islands, seas, route tracing and marking unlimited resources)
  • Four small coins (to represent your crew)
  • Pencil and paper for optional journal making. Tell your story!
  1. Color your Starting Island on the right side of the map light green, its surrounding waters and three adjacent sea hexes light blue.

  2. Place three of the dice (6 side up) in the first three tracking boxes at the top of the Player Sheet (Water, Food and Sloop Accident / Hull Points). The last die is for wood. You start with none but will acquire and track later. No tracking box value can exceed 1 d6, any supplies in excess of 6 are lost. If you reduce any resource to 0, remove that die until you acquire more of that resource.

  3. Place the four coins, heads up on the sailor silhouettes at the bottom right of the Player Sheet. The tails side of the coin represents a wounded sailor. Whenever a sailor is wounded, flip its coin to the tails side. You can only flip a wounded sailor during Phase 2- Rest. Sailors are assigned duties / locations in Phase 1- Assign Sailors.

  4. Place a cube on the Fair Winds box in Phase 11. You will move this cube as the weather changes.

You are now ready to play! Good luck.

How to Win

Move your sloop from the starting island hex in the Southeast to any of the exit hexes in the Northwest. (right to left on the Player Sheet).

How to Lose

All sailors perish, begin Phase 10 with 0 Hull points or uncontrolled movement caries your sloop off the map. Wounds are generic and it's up to the player to visualize the wound affect, whether it's a gash, fever, heat stroke or any other malady that fits the circumstance. A sailor perishes if given a second wound while wounded. Remove that sailor's coin from the player sheet and indicate on the map where his burial at sea (or body was lost to cannibals) occurred with an "X".

Scoring

Win or lose, score 1 point for each hex you mapped by the end of the game. If you won, gain bonus points equal to the number of islands explored/visited. Share your journal with a fellow boardgamer! How many days did your journey take? How many native tribes did you interact with? Who got scurvy or did anyone get eaten!?

Phases of a Day

Each day is a turn consisting of many phases. You will assign sailors, roll dice to determine events, track supplies and progress, sketch seas and islands, trace your movement toward the winning hexes and *optionally tell the tale of your intrepid journey for survival.

Symbols used in the phase headings:

  • Spade symbol: for each spade, one sailor may or must be assigned to that phase.
  • Skull symbol: a Wound or Hull Damage is possible during this phase.
  • Flag symbol: sailors can only be assigned if you are in a hex with an island.

Phases of a Day:

  1. Assign Sailors
  2. Rest
  3. Repair
  4. Movement
  5. Scan Horizon
  6. Gather Island Resources
  7. Native Encounter
  8. Drink Water
  9. Eat Food / Fish
  10. Sloop Accident
  11. Weather Watch
  12. Journal entry (optional)

Phase 1 – Assign Sailors

There's so much work but there aren't enough of us to get it all done. It feels like we're constantly in triage mode.

Place the four sailor coins in any appropriate tasks for the day's events.

Some tasks can only be performed while in an island hex. Tasks have a maximum sailor capacity equal to the number of slots indicated. Example. Rest has 4 slots and can accommodate 4 sailors, while Repair only has one slot so no more than one Sailor can be assigned there. Once assigned, tasks are resolved in phase order.

Phase 2 – Rest (4 spades)

A wounded sailor must rest and cannot be assigned to any other tasks this day. You may heal all wounded sailors by spending one water from your tracked supply. Flip all sailors healed this way to their heads side. They may not be given further tasks after being healed.

Phase 3 – Repair (1 spade)

Change Wood into Hull Points (Never to exceed 6).

Phase 4 – Movement (3 spades, skull)

I'm amazed that this wooden anathema is still floating.

There are three assignments with one slot each: Movement, Tacking, and Anchorage. Each performs a separate function.

You must use Movement to control your ship, otherwise it sits in the current hex. Unassigned the current weather may result in uncontrolled movement.

Tacking complements Movement and is required to navigate in certain weather conditions.

Anchorage is used to negate the effects of a storm if you are in an island hex.

Movement requirements and allotments for different weather:

  • Fair Weather – A sailor assigned to Movement allows the sloop to move up to 2 hexes. If unassigned, you are uncontrolled.
  • Headwind – A sailor assigned to Movement AND Tacking allows the sloop to move up to 1 hex. If Tacking is unassigned, the sloop does not move. Clarification: without Tacking, assigning Movement would result in a move of 1 and then your sloop is pushed back into the hex it just left.
  • Doldrums – you may not move.
  • Rain – A sailor assigned to Movement AND Tacking allows the sloop to move up to 1 hex. If Tacking is unassigned, you are uncontrolled.
  • Storm – You are uncontrolled. Additionally, take 3 Hull damage. You may reduce Hull damage taken by 1 for each sailor assigned to Movement and Tacking to a minimum of 1 Hull damage. Assigning a Sailor to Anchorage while in the same hex of an island cancels the effect of Storm.
  • Uncontrolled – Your sloop will move to a random hex. Roll 1d6 and resolve using the hex chart to the left of Phase 11 - Weather.

Entering a Shoals hex results in 1 Hull damage. Don't forget to Track your Voyage with a dotted line.

When ending your movement in a hex with a new island, roll 1d6 to determine what's on the island. Add 1 to your result for a Medium Island. Add 3 to your result for a Large Island:

  • 1 - 2 = 3 Water
  • 3 = 3 Water, 1 Wood
  • 4 = 3 Water, 1 Wood, 1 Food
  • 5 = 3 Water, 2 Wood, 2 Food
  • 6 = 4 Water, 2 Wood, 2 Food, Natives
  • 7 = ∞ Water, 2 Wood, 2 Food, Natives
  • 8+ = ∞ Water, ∞ Wood, ∞ Food, Natives

Add the needed number of resource cubes onto the appropriate location on the Player board. For ∞ simply mark the box next to the resource. Natives should be marked on the island with a dark dot (see example below).

Phase 5 – Scan Horizon (2 spades)

Roll 2d6 for each empty/uncolored adjacent space (starting with the Northern most hex). Add 1 to your roll if you have 2 sailors assigned to both Scan Horizon slots. Color in each space as you scan it.

  • 2-8 Seas
  • 9 Shoals
  • 10 Small Island
  • 11 Medium Island
  • 12 Large Island – occupies 2 hexes, the one spotted and one in direction of wind. Roll 1d6 and resolve using the hex chart to the left of Phase 11 - Weather. 2nd hex cannot occupy the same hex as your sloop.

(The printed page shows an example map diagram with Shoals, a Medium Island with Natives, a Large Island and a Small Island. It is a picture only and is not transcribed.)

Phase 6 – Gather Island Resources (3 spades, flag)

Gain 1 of any available resource per assigned sailor if on an island. Each cube you remove of the desired resource modifies the tracking die by +1. If ∞ mark the appropriate ∞ box and (do not add cubes) with each assigned sailor still only gaining 1 of that resource.

Once you leave the island, you may not return to gather again.

Phase 7 – Native Encounter (skull)

What do they want this time? This can go wrong so fast. Everybody, stay calm and alert.

Roll 1d6 for your encounter. However, you must first decide if you will use Goods to boost your encounter. Goods are taken directly from your sloop to awe the natives (carvings, rope, etc.). You must take 1 hull damage per Good used and must decide if and how many Goods you will use BEFORE you roll.

  • 1 = One sailor is Wounded. Roll again
  • 2 = Natives are Hostile. You must leave the island at the end of this turn.
  • 3 = Natives Ignore you. You may continue to gather resources next turn.
  • 4 = Natives are Friendly. They give one of your choice: Water, Food, or Wood.
  • 5 = Natives are Helpful. They give one of each resource.
  • 6+ = Natives Revere you. They will max your Water, Food and Wood resources.

Phase 8 – Drink Water (1 spade, skull)

This is the most enjoyable part of my day. I dream of a day when I can drink again until I'm full.

If the weather is anything other than Rain or Storm, consume 1 Water. If you have no water to lose, assign a wound to a sailor.

Phase 9 – Eat Food / Fish (1 spade, skull)

My teeth and gums ache. I'm in so much pain but I know I have to keep eating.

If you do not have a Sailor assigned to Fish, consume one Food. If you have 0 food at the beginning of this phase, assign a wound to a sailor. You cannot fish during a Storm.

Phase 10 – Sloop Accident (skull)

I can bail this water for only so long. My shoulder's feel like they're are on fire.

Roll 1d6. If it's equal to or greater than the current Sloop Hull rating, assign a wound to a sailor. If you have 0 Sloop Hull at the beginning of this phase, you lose the game.

Phase 11 – Weather Watch (1 spade)

I see dark clouds in the distance but are unsure of their direction.

Roll 1d6 to determine next Day's weather. If you assign a Sailor to watch the weather, you might be able to spot a storm coming early and avoid it. Re-roll the Storm result once. If you roll Storm again or No Change, you must face the Storm anyway. Move the weather cube to the new result.

Weather table (1d6):

Roll123456
WeatherStormDoldrumsRainHeadwindFair WeatherNo Change
  • Storm affects Phase 4 Movement, Phase 8 Drink Water, and Phase 9 Eat Food.
  • Rain affects Phase 4 Movement and Phase 8 Drink Water.
  • Fair Weather, Doldrums, and Headwind affect Phase 4 Movement.