Gezanke auf der Planke
Gezanke auf der Planke Rulebook
Table of Contents
Table of Contents
Setup
Assembly
Build the ship from 13 parts: 1 deck, 1 bow, 1 stern, 2 side panels, 5 supports, 2 railings, 1 steering wheel.
Assembly instructions:
- Lay the ship's hull flat on the table. Insert the 5 supports into the slots.
- Assemble the 4 side panels.
- Turn the ship over, then add the steering wheel and the 2 railings.
- Place the planks with either side up and in any order. Make sure the column of ropes is in the middle of the deck.
Then:
- Place the 7 shark fins around the ship.
- Give each player 4 colour markers.
- Apply the stickers to the 12 pirates (4 spares remain).
- Form two stacks of coins, face down: 27 coins of 1 doubloon and 38 coins of 2 doubloons. 65 coins in total.
- Place the 2 coloured dice beside the ship.
Gameplay
The player who last put a foot in the water starts.
In a two-player game, each player receives 6 pirates in 2 colours.
In a three-player game, 4 pirates from each side are used.
Objective
The player who gets more doubloons wins!
Starting with the starting player, all players take turns placing their 1st pirate, then their 2nd, and so on, on any unoccupied spaces of the ship. Placement always starts with the neutral colour.
- Each space may hold only 1 pirate.
- No pirate may be placed outside the planks.
On your turn, perform 3 actions one after the other:
-
Roll both dice so that they show different colours.
-
Choose one of the colours rolled. Slide the plank of this colour by as many sections as there are pirates on the whole plank. You choose the direction of movement.
Example: Grey Tanya can slide the blue or the red plank. She chooses the red plank, which has 2 pirates on it, and moves it 2 sections.
-
Use the second die to move one of your pirates onto a plank of this colour. If you have pirates only on this plank, move one of them to another place on this plank.
Example: Tanya must move one of her pirates onto the blue plank. In doing so she pushes the white pirate on the edge one place towards the centre of the plank, and places her own pirate behind it.
Movement rules
- If there is a pirate in the way, you push it further.
- If you start pushing from the column of ropes, you may choose any direction of push.
- You cannot push a pirate "off the plank".
Pirates Overboard!
If a plank falls off the ship because of the weight of the figures, the pirates end up overboard. Put the plank back in place. Use the unfinished move of the turn. (In case anyone else falls.)
Rules After a Plank Falls
Either money or people!
First the doubloons are collected; after that, the players who did not collect doubloons return their pirates to the ship.
But: you do nothing if only empty planks fell overboard.
- If you collect doubloons, you receive as many as are shown on each space where one of your pirates still stands: 0, 1 or 2 doubloons.
- If you rescue pirates, set them back on the plank. If other players were also affected, first you place your figure, then the next player, and so on. In a two-player game, you decide separately for each of your colours whether to collect money or rescue people.
In a three-player game, you restore the fallen sailors of the neutral colour to the deck, placing them one at a time alternating with the other colours being picked up.
Shark!
When pirates fall into the water, they make such a splash that a shark swims away! As soon as you have finished collecting doubloons and returning pirates, remove one shark fin from the game. Continue the game as usual (rolling the dice).
Pirate's Code of Honour
- Place pirates without pressing down on the planks.
- Always lift pirates carefully when you want to move them.
- Never slide a plank too far: the dark dividing lines on the ship and on the planks must form one continuous line.
- Always return your pirates to the ship so that no one falls overboard again.
If a plank falls not because of the weight of the ship, but through your fault, you do not collect any money! Moreover, each fallen pirate of an opponent brings that opponent 2 doubloons from the bank!
The source prints no heading for the following paragraphs; they are transcribed in the order given.
The game ends when the last shark leaves the field, or when both stacks of doubloons run out.
Count the loot: first set aside an identical number of coins from every player, then count the difference between them. A tie is possible.
The ship does not need to be taken apart after the game: it is enough to remove the planks, the steering wheel and the railings.
Forward, for the treasures on the wobbly planks!