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Captain Pirate

Captain Pirate Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
  • Playing the Game
  • Actions
  • Expedition
    • Last Expedition
  • End of the Game

Components

  • 42 "Pirate" cards: 7 pirates in each of 6 colors
  • 5 multicolored "Parrot" cards. These are jokers.
  • 6 "Treasure" cards
  • 3 "Rule" cards

Object of the Game

Score more victory points by the end of the game than your opponents.

Setup

  • Place the 6 "Treasure" cards in the center of the table.
  • Shuffle the "Pirate" and "Parrot" cards together and deal 4 cards face down to each player.
  • Place the remaining cards in the center of the table as the draw pile.

Playing the Game

Play proceeds clockwise. The player who imitates a parrot best goes first.

On his turn, a player must either:

  • perform 2 different actions (see below), or
  • start an expedition.

Note: with 6 and 7 players, each player may perform only one action, or start an expedition.

Actions

The player chooses 2 of the 4 possible actions:

  1. Take the first card from the draw pile and keep it in hand, as long as he has fewer than 7 cards in hand (or fewer than 6 cards with 7 players). If the draw pile is empty, shuffle the discard pile to make a new draw pile.
  2. Exchange cards with another player. Each player simultaneously gives the other 2 cards from his hand. The player chooses one of the two cards he received and returns the other.
  3. Look at all the cards in another player's hand.
  4. Show another player all the cards in your own hand.

Expedition

A player who decides to start an expedition becomes the Captain and tries to form an alliance with another player, who becomes the First Mate.

  • The Captain declares. The Captain declares a number (between 1 and 4) and a color of cards that he will use for the expedition, and names the First Mate he would like to have as his assistant. For example: "I am going on an expedition with Jack, I am putting down 3 red cards."

  • The First Mate responds. The First Mate may:

    • Decline the expedition, because he cannot or does not want to add the necessary cards. In this case the Captain must reveal the cards he intended to use for the expedition and discard them.
    • Accept the expedition by adding cards of the same color as the Captain's, so that there are 5 cards in total. For example, Jack answers: "I accept, I am putting down 2 red cards."

If the expedition takes place:

  • The Captain places the cards used for the expedition face down beside himself.
  • The First Mate does the same. The total number of cards placed face down by the Captain and the First Mate must equal 5.
  • The Captain chooses one of the cards he has just played and moves it face down to the center of the table.
  • The First Mate does the same with one of his cards.
  • From these 2 cards, the Captain either takes his own card, or the First Mate's card, and places it in front of himself, without looking at it. The card will be used for scoring at the end of the game.
  • The First Mate takes the remaining card from the center of the table and places it in front of himself, without looking at it. The card will be used for scoring at the end of the game.
  • The Captain takes a "Treasure" card and places it in front of himself.
  • The remaining 3 cards used for the expedition are discarded face up.

Parrot cards are jokers. They can be used by the Captain or the First Mate regardless of the declared color of the expedition.

Last Expedition

As an exception, for the sixth and final expedition, if the First Mate declines to take part, the Captain may then declare that he has these 5 cards and will go alone. He reveals these 5 cards to the other players, then chooses the one he will place in front of himself. That card will be used for scoring at the end of the game.

End of the Game

The game ends when the sixth and last "Treasure" card has been taken by a player.

All players reveal the cards they have won and count their points as indicated. The player with the most victory points is the winner.

In case of a tie, the winner is the player with the most "Treasure" cards.

Note: the printed text does not restate the point values, and does not describe what the 3 "Rule" cards are for. These points are not covered by this transcription.