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Doodle Islands

Doodle Islands Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • Sea of Treasures — Exploring the Sea of Treasures
    • 1. Preparing the Archipelagos
    • 2. Sequence of a Round
    • 3. Drawing
    • 4. Using a 6
    • 5. Earning Gold Coins
  • End of Game and Final Scoring
  • Variants
  • Achievements
  • Sea of Monsters — Exploring the Sea of Monsters
    • 1. Using a 6
    • 2. Monsters
    • 3. Kraken
    • 4. Breakers
    • 5. Bottles
  • End of Game and Final Scoring (Sea of Monsters)
  • Credits

Contents

  • 60 Sea of Treasures sheets
  • 60 Sea of Monsters sheets
  • 6 white dice
  • 1 black die
  • 1 rulebook

Goal of the Game

The players are pirates roaming the seas in search of fortune.

A game of Doodle Islands is played over several rounds. On each round, the players draw a route or a cross in a box on their Sheet. In this way they try to earn as many Gold Coins as possible by passing through Archipelago, Treasure Island, Monster, Ship, or Breaker boxes.

At the end of the game, the player who has the most Gold Coins is named King or Queen of the Pirates and wins the game.

Setup

Take one black die and one white die per player, then take one additional white die (for example, take 1 black die and 4 white dice for a 3-player game). Put the unused dice back in the box.

Choose a sea to explore from among the two available in this box: the Sea of Treasures or the Sea of Monsters.

Each player takes a Sheet corresponding to the chosen sea (all players take the same Sheet), as well as a pen (not supplied in this box).

For your first game, we recommend playing with the Sea of Treasures.

The player who most recently went on a boat becomes the first player.

Sea of Treasures — Exploring the Sea of Treasures

1. Preparing the Archipelagos

The first player rolls the black die. All players draw the corresponding Route in the Archipelago box of column 1 of their Sheet (see chapter 3, DRAWING).

The first player rolls the black die again for the Archipelago of column 2. Again, all players draw the corresponding Route.

Repeat this process for columns 3, 4 and 5. Now all players have the same five starting Routes.

2. Sequence of a Round

At the start of the round, the first player rolls all the dice. They keep the black die in front of them. This die indicates the column of the sheet in which players will be able to draw during this round.

Starting with the first player, and clockwise, each player takes a white die and places it in front of them.

They then draw on the box located at the intersection of the column indicated by the black die and the row indicated by the white die they placed in front of them (see chapter 3, DRAWING). No other player may use that white die during this round.

Once all players have chosen a white die and drawn on a box, all the dice (including the black die) are collected by the player to the left of the first player.

That player becomes the new first player.

A new round then begins.

3. Drawing

All players must draw on their sheet in the column indicated by the black die. The white die indicates a row. In the box located at the intersection of the column and the row, each player must draw a Route (except on Archipelago boxes).

This Route can be a straight line, horizontal or vertical, or a curved line connecting two sides of the box.

This Route does not have to be connected to another Route on an adjacent box.

You cannot choose a white die that indicates a box on which you have already drawn a Route.

Archipelago: You cannot draw a Route on an Archipelago box (except during the Preparing the Archipelagos phase). Instead, you must draw a cross on one of the Forts that is not yet checked off. Note that 1 to 2 Forts are already checked off on each Archipelago box.

Bottle: You must choose a white die that indicates a box on which you can draw. In the event that every available white die indicates a box on which you have already drawn a Route or on which all the Forts are already checked off, you do not take a white die but instead draw a cross on one of the Bottles at the bottom of the sheet.

4. Using a 6

If the black die result is a 6, each player may choose which column to draw in (but the row is still indicated by the white die).

If you choose a white 6, check off a Bottle at the bottom of your sheet. Then you may draw in any box in the column indicated by the black die. If the black die is also a 6, you may choose any box on your Sheet.

5. Earning Gold Coins

Treasure Islands and Monsters immediately award Gold Coins when you draw a Route on their box. Ships and Bottles only award Gold Coins at the end of the game (see chapter 6, END OF GAME AND FINAL SCORING).

Monsters: When you draw a Route on a Monster box, immediately calculate the length of the Route passing through the Monster box (that is, the total number of boxes the Route passes through). If this number is equal to or greater than one of the available numbers (i.e., not yet circled) in the Monster Score zone, circle that number in the Monster Score zone of your Sheet. You may only circle one number per Monster box, and each number may only be used once. If there is no available number, no Gold Coin is earned for that Monster.

Example: the length of the route is 5.

Treasure Islands: When you draw a Route on a Treasure Island box, count the number of Forts checked off along the entire length of that Route. Circle that number (or a lower available number) in the Treasure Islands Score zone of your Sheet. If there is no available number, no Gold Coin is earned for that Treasure Island box.

Example: 5 Forts are connected to the Treasure Island, but since the number 5 has already been circled, the player circles the number 4 instead.

Note: You only earn Gold Coins for Monsters and Treasure Islands at the moment you draw on their box. You do not earn additional Gold Coins for later extending a Monster's Route, nor for connecting new Forts to a Treasure Island.

First-to-Arrive Bonus for Treasure Islands: The first player to earn at least 3, 5, 7 or 10 Gold Coins in the Treasure Islands Score zone also circles the matching First-to-Arrive Bonus. All other players must cross off that Bonus on their Sheet.

Example: Player A reaches a Treasure Island with 8 Forts, so they circle the Bonus of value 7.

Example: Later, player B reaches a Treasure Island with 9 Forts, but since the Bonus of value 7 has already been taken, they can only circle the Bonus of value 5.

End of Game and Final Scoring

When one of the following situations occurs, the game ends at the end of the round:

  • A player earns the maximum number of Gold Coins for a Monster (15 coins)
  • A player earns the maximum number of Gold Coins for a Treasure Island (10 coins + 10 bonus coins)
  • A player checks off their last Bottle

All players then calculate their total Gold Coins by adding up the following scores:

  • The total value of the Gold Coins circled in the Monster Score zone
  • The total value of the Gold Coins circled in the Treasure Islands Score zone and the amount of the First-to-Arrive Bonus
  • 4 Gold Coins per Ship connected to at least one other Ship
  • The player with the most checked-off Bottles loses 4 Gold Coins, while the player with the fewest checked-off Bottles gains 4 Gold Coins

In case of a tie, all tied players lose or gain the full amount of Gold Coins. The player with the most Gold Coins becomes King or Queen of the Pirates and wins the game. In case of a tie, the tied player with the fewest checked-off Bottles wins.

Variants

More Control: Instead of taking a white die, players may choose to pass their turn and check off a Bottle.

Solo Play (Sea of Treasures Sheet only): Use 3 white dice. No Gold Coins are earned for Bottles. At the end of the game, compare your total Gold Coins and your Achievements to the table below.

Gold CoinsTitles
<30pNone, try again!
30-49pCabin Boy
50-69pSea Wolf
70-89pQuartermaster
90-104pCaptain
105-119pAdmiral
≥120pKing or Queen of the Pirates

Achievements

  • The Teetotaler (five bottles icon) — No Bottle checked off at the end of the game
  • The Prince of Navigators (a single winding Route covering the whole Sheet) — Only one Route on the entire Sheet
  • The Monster Slayer (monster icon, 42 gold) — 42 Gold Coins earned in the Monster Score zone
  • Golden Beard (treasure island icon, 74 gold) — 74 Gold Coins earned in the Treasure Islands Score zone
  • The Builder (treasure island icon, 16 Forts checked) — Earning Gold Coins in the Treasure Islands Score zone with 16 Forts checked off

Sea of Monsters — Exploring the Sea of Monsters

You must prepare the Routes through the Breakers in the same way as for the Archipelagos of the Sea of Treasures.

All the rules for exploring the Sea of Treasures apply to exploring the Sea of Monsters, except for the following points:

1. Using a 6

The Sea of Monsters is larger than the Sea of Treasures. It is 6 boxes by 6 instead of 5 by 5. This means a die showing a 6 will not be a "joker" the way it is when you explore the Sea of Treasures.

2. Monsters

When you draw a Route on a Monster box, immediately calculate the length of the Route passing through the Monster box (that is, the total number of boxes the Route passes through). If this number is equal to or greater than one of the available numbers (i.e., neither checked off nor circled) in the Monster Score zone, circle that number in the Monster Score zone of your sheet. The new rule is that all other players must check off that same number on their sheet. Each value can earn Gold Coins only once, across all players combined.

Example: a player draws a route of length 7. Since the number 7 is already circled, they must circle the number 6 (which is available to them, i.e. neither circled nor checked off). All other players must check off their number 6.

3. Kraken

Every time a player draws on a Kraken box, they may choose either to check off an available Tentacle, or to draw a Route.

If they decide to check off a Tentacle, that player may still draw on that Kraken box later (either by checking off a new available Tentacle, or by drawing a Route). All Krakens have two Tentacles already checked off, so you can check off a maximum of two additional Tentacles.

If the player decides to draw a Route, they immediately earn Gold Coins. Multiply the number of the Kraken's checked-off Tentacles by the number of Breakers crossed by that Route. The player circles the number corresponding to the result in the Kraken Score zone. Apart from this, all other rules for earning Gold Coins for Monsters from chapter 2 apply to Krakens.

Example: a player draws a route on a Kraken box that has 3 checked-off Tentacles. This Route passes through 2 Breaker boxes. The result of the multiplication is therefore 6. The number 6 is not available, and neither is 5. The player must therefore circle the number 4. All other players must check off the number 4 on their sheet.

4. Breakers

When a player takes a die that indicates a Breaker box, they may not draw on that Breaker box. Instead, they must check off a Barrel and then draw on any available box on their sheet.

5. Bottles

When players explore the Sea of Monsters, they may check off a Bottle instead of taking a die (as in the Sea of Treasures variant).

End of Game and Final Scoring (Sea of Monsters)

When one of the following situations occurs, the game ends at the end of the round:

  • A player earns 18 Gold Coins with a Monster or a Kraken.
  • A player checks off their last Bottle (the 12th).

All players then total their Gold Coins as for exploring the Sea of Treasures, except for the following points:

Schooner: The Schooner is considered a Ship with regard to the rules stated for exploring the Sea of Treasures. However, it is worth 3 Gold Coins instead of 4 at the end of the game.

Galleon: The Galleon is considered a Ship with regard to the rules stated for exploring the Sea of Treasures. However, it is worth 5 Gold Coins instead of 4 at the end of the game.

Bottles: Bottles used on the Sea of Monsters work as on the Sea of Treasures, but they award or cost 7 Gold Coins instead of 4 at the end of the game (fewest checked-off Bottles = +7 Gold Coins; most checked-off Bottles = −7 Gold Coins).

Credits

Authors: Eilif Svensson & Kristian A. Østby

Collection Director: Antoine Davrou

Illustrations: Naïade

Graphic Design and Packaging: Naïade & Maëva Da Silva

Art Direction: Antoine Davrou

Publisher's Thanks: A big thank-you to Cédric, without whom none of this would have been possible, to Cécile for her unfailing support, to Cindy for her meticulous proofreading, and to Chloé for her remarks from the far side of the world.

A game published by Superlude 93 quater, Avenue de la République 91230 Montgeron – FRANCE

www.superlude.fr

©2017 Superlude ©2016 Aporta Games