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21 Motines

21 Motines Rulebook

Table of Contents

Table of Contents

  • The Game
  • Contents
  • Start-Up
  • Describing One Round
  • End of Game
  • Possible Actions
    • Indiscriminate Fishing
    • Selective Fishing
    • Ice Factory
    • Treasures
    • Fish Market
    • Special Offers
    • Subvention
    • Mutiny (New Captain)
  • Points Marker
  • Final Score and Winner

The Game

The players try to accumulate points and money through several actions on the board; actions are decided by one player, the Captain, who starts the rounds. The game finishes after 21 mutinies, that is, 21 changes of captain. Then, the player with the highest score wins the game.

Contents

  • One game board
  • 5 pawns and 5 point markers, one per player
  • One Mutinies marker
  • 54 fish cards
  • 24 treasure cards
  • 25 ice cubes
  • 2 six-sided dice
  • 1$, 2$, 5$ and 10$ coins

Start-Up

The first Captain is chosen randomly. The Captain receives 3$ and the other players 4$. All players receive one ice cube.

All point markers are set to zero and the Mutinies marker in the start-up box (marked with a 50).

The following elements are set on the board:

  • Fish cards: face down, a pile on Indiscriminate fishing and 5 cards face up at Selective fishing (with 3 players, only 4 cards). Those remaining are left face down on the shoal.
  • Treasure cards (face down) and Ice cubes.

Describing One Round

  1. The Captain chooses one of these actions by placing his/her pawn on it:

    • Indiscriminate fishing
    • Selective fishing
    • Ice factory
    • Treasures
    • Fish market
    • Special offers

    The Captain cannot choose either subvention or mutiny or the previous action.

  2. The other players must choose one of these actions on the board in clockwise order:

    • The action chosen by the Captain
    • The action of subvention
    • The action of mutiny (only 1 player)
  3. Every player's action is performed according to the game order and after all the players have placed their pawn on the box chosen. The player that rebels is the last to play.

  4. When a player decides to rise up, he/she performs his/her action at the end of the round and starts a new round, forwarding the Mutinies marker one position.

*Until the Mutinies marker reaches number 5, the Treasures action stays modified (see: Treasures).

When no player mutinies, a new round starts with the same Captain and the Mutinies marker stays still.

End of Game

After 21 mutinies, that is, when the marker gets to position F (final), players play a full round and then an extra round where they can freely choose their preferred action, regardless of the Captain's action.

Possible Actions

Indiscriminate Fishing

In this action players place themselves in the 5 boxes in order. Then, they buy a fish card at the stated price (0$, 1$ or 2$). A player can return the fish after paying for it and get his/her money back. Players 4 and 5 get an ice cube for free.

Selective Fishing

Starting with the Captain, the players place their pawn on the box of the fish they want to buy. There are 4 different colours and joker fish. The price is set on the card, as in the example:

  • Red and blue fish: one ice cube
  • Purple fish: 2 ice cubes and 1$
  • Joker fish: 2$ and one ice cube
  • Yellow fish: for free

The 5th player gets one fish card from the Indiscriminate fishing pile for free.

After paying and collecting their fish, the box will be refilled with fish from the shoal.

Ice Factory

The players come to the ice factory in order to get ice cubes. The Captain, first in position, directly obtains one; players 4 and 5 get 1$ and 2$.

Afterwards, the Captain throws a die and adds 2. This is the number of ice cubes to distribute, one by one, starting with the Captain.

Treasures

Treasures are always tempting; here people come to find a hidden fortune. A treasure is always a card (treasures include: jokers, ice cubes, fish, an extra fish market action, 2 PV, 2$, and 4 PV for 4$).

The players in search of treasures place themselves in the corresponding order. Then, they throw two dice:

  • If the Captain gets >1 on the die, he gets a treasure card. If the other die is also >1, he obtains also a 1$ coin.
  • The following players also obtain a treasure card if they exceed >2, >3, >4 and >5 respectively.
  • The players in positions 4 & 5 directly get an ice cube.

In the first 4 rounds of Mutinies and when the treasure cards run out, Treasure cards become 1$ and 1 point of victory (1$ + PV).

Treasures can always be used during the player's turn or after the game, when counting the score.

  • One treasure allows selling fish at the Fish market.
  • One treasure gives the player 4 PV by paying 4$.

Fish Market

In the fish market you can sell fish. The players place their pawns in one of the spaces available. There are 6 possible combinations to sell fish:

  • 2 given fish (on the board in grey)
  • 3 given fish (on the board in grey)
  • 4 given fish (on the board in grey)
  • 3 fish of the same colour
  • 2 pairs of fish of the same colour
  • 4 fish of the same colour

Ice cubes can be added to the fish combinations, but only when there are ice cubes painted on the cards, in order to increase their sale price. For instance:

  • 2 pairs of fish of the same colour: plus 4 ice cubes, 24$; plus 3, 18$; plus 2, 12$; plus one or none, 7$.
  • 2 given fish: one ice cube or none, 3$.

The ice cubes already used are returned to the ice factory.

Special Offers

There are 5 possible boxes at special offers:

  • 2PV: paying 2$, the player gets 2PV.
  • Fishing: the player can choose between buying one fish from Selective fishing or one fish for free from Indiscriminate fishing.
  • Ice cube: the player gets one ice cube straight from the factory.
  • Treasure: the player directly gets a Treasure card (or 1$ + 1PV).
  • Fish market: one sale in the Fish market.

The player filling the spaces available (5th player) directly obtains 1PV.

Subvention

This box cannot be occupied by the Captain, but can be taken by one or more players in the same round. The player obtains, at his/her choice, 1PV or a 1$ coin.

Mutiny (New Captain)

Any player (except the current Captain) can become Captain the next round. This box can only be taken by one player every round. He/she will perform the action once all the players finish their respective actions.

The player places his/her pawn in one of the 4 spaces:

  • The player must pay 1$, 2$ or 3$ and obtains 1, 2, 3 or 4 PV respectively on the points marker.
  • When he/she cannot pay, or is not willing to, he/she places the pawn in the 0$ space, subtracts one PV from the points marker and obtains 1$ (1$ − 1PV).
  • The new Captain is responsible for forwarding the Mutinies marker one position.
  • The new round starts with a new Captain.

If no one mutinies, the marker stays still.

In mutiny number 21, the turn is played normally but it is the last turn where the Captain rules. Later on, the players are allowed one extra action anywhere on the board [including the MUTINY action], and it is permitted to repeat another player's action.

(The marker's final space) points out the last turn for the Captain. Afterward, there is a free round.

Points Marker

During the game, the players count their points on the corresponding marker. When passing boxes number 5, 15, 25 and 35 they respectively obtain 1$, one Treasure (or 1$ + 1PV), an ice cube and a fish. When the game ends, later scoring does not entitle players to these gifts.

Final Score and Winner

Once the game finishes, the players reveal the treasures not exchanged yet (except the ice cubes!!), add the points or collect the coins obtained. All remaining fish are sold at 1$ each. Finally, all money is changed at 1PV for every 2$.

For all remaining ice cubes, subtract 1PV (−1PV for each ice cube!!!).

The player with the highest score wins. In the event of a tie, the player with 1$ left wins.