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Irány a Kincses Sziget!

Irány a Kincses Sziget! Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • The Game Board
  • Personal Boards
  • Moves on the Board
    • Anchoring Action
    • Activating Event Cards
  • End of a Round
  • End of the Game
  • Card Explanations
    • Crew Cards: Pirates
    • Crew Cards: Weapons
    • Treasure Cards
  • Mission Cards
    • Quick Explanation of the Missions
  • Event Cards
    • Duel
    • Battle
    • Merchant
    • Intrigue
    • Island
    • Mutiny
    • Reefs
    • Chest
    • Repair
    • Tailwind
    • Telescope
    • Storm
    • Parrot
  • Pearl Oysters
  • Scoring

Components

  • 1 game board
  • 4 personal boards
  • 1 starting-player marker (disc)
  • 24 mission cards
  • 72 crew cards, of which:
    • 48 pirate cards (of different values)
    • 24 weapon cards (values 3, 5 and 10)
  • 36 treasure cards (values 1, 3 and 5)
  • 12 island cards
  • 64 event cards
  • 10 pearl oyster markers (colourless cubes)
  • 4 pirate ships
  • 24 differently coloured marker cubes
  • 4 anchor marker discs

Setup

Lay out the game board. From the personal boards, each player chooses one in the colour matching their pirate ship, and takes that ship together with the marker cubes and an anchor disc.

Each ship starts from the start position (the ship drawn beside space 1).

The players decide who is the starting player; that player receives the black starting-player marker marked with a ship's wheel. The starting player acts first, and after each turn the marker passes to the next player in turn order. So the player who went first in the previous round will go last in the next.

Each player is dealt 4 crew cards from the deck. If a player was dealt more than 2 weapon cards (whether the card depicts a weapon or another item), they may exchange each card beyond 2 for a randomly chosen pirate card. (This is possible only at the start of the game; later it is no longer possible.) Players keep their crew cards in hand throughout the game.

Important rule: No player may hold more than 7 or fewer than 2 crew cards!

Each player draws 2 mission cards, keeps one and returns the other. The returned cards are shuffled back in with the remaining mission cards, and then 3 face-up mission cards are placed as a "visible row" beside the board, with a face-down draw pile beside them. During the game, players may take on new missions and replace existing ones (see the mission card section).

Four island cards are chosen blindly at the start of the game and placed face down, in the following way, on any 4 spaces of the board (nobody may see the colour and value printed on them):

  • 1 card in zone B
  • 2 cards in zone C
  • 1 card in zone D

(Exception: island cards may not be placed on spaces 40, 41 and 42.)

Return the remaining island cards to the box.

The event cards are divided into 3 equal-sized piles, which are placed face down near the board.

Draw 6 crew cards from the crew card deck and place them face up in order beside the board. Place the remaining cards face down, as a draw pile (talon), in front of this row. This is the visible row of crew cards. At the start of each round the row is refreshed: the remaining cards are discarded (onto the discard pile), and new ones are laid out. (The parrot card may also change the visible row of crew cards; see there.)

Sort the treasure cards by value (1, 3 and 5). For each of the three values, place one face-down draw pile and 2 face-up cards beside the board. Face-up treasure cards are refilled immediately whenever someone draws one of them. (The parrot card may also change the visible row of treasure cards; see there.)

Place the pearl oyster markers on the 4 pearl oyster beds, in the following zones, on any spaces (but not on a space occupied by an island card):

  • 1 set in zone A
  • 2 sets in zone B
  • 1 set in zone C

The size of each set (i.e. the number of pearls) depends on the number of players:

A zoneB zoneB zoneC zone
2 players1212
3 players2222
4 players3232

(The table header in the source lists four columns: A zone, B zone, B zone, C zone, matching the four oyster beds in the order given above.)

The Game Board

Most of the game board is taken up by the track, which runs in a serpentine shape and leads to the last space, Treasure Island. The spaces are numbered along the serpentine, so that at the end of each row the numbering continues in the next row in the opposite direction. The direction is also indicated by the arrow at the edge of each row.

The start space, which depicts a ship, lies to the left of space 1. At the bottom of the board, after space 42, lies Treasure Island, the last space, where the game ends.

The track is divided into 4 zones, marked A, B, C and D. Knowing which zone each ship is in is important during the game. Each zone has a SPACE value and a POINT value. The SPACE value is the penalty for failed actions: when an action fails, the player must move back that many free spaces. The POINT value counts in the final scoring.

On the left side of the board is the row of coins that forms the scoring track. Each player uses 2 marker cubes to keep track of their score: one on the coins with a face value of 10 and the other on the coins with a face value of 1.

On the back of the board there is a quick reference summarising the rules. The meaning of each icon and the details of how certain actions are rewarded can be recalled from it.

Personal Boards

Each player takes the personal board in their colour from the 4 personal boards included with the game and places it in front of them. It is used to store markers (chest icon with flag) and true pearls (basket icon with pearl oyster), and the crew cards involved in the actions are placed there.

Moves on the Board

On each turn, the players decide for themselves whether to advance 1, 2 or 3 free spaces. A free space is a space with no other ship on it and no activated event card. (Exceptions: the parrot and telescope cards, and island cards still lying face down.)

Anchoring Action

Instead of moving, a player may at any time choose an action that draws, discards or exchanges cards. During this, the ship drops anchor and does not move forward. The player may take one of the following:

  • Draw one crew card (taking care not to hold more than 7 cards in hand).
  • Discard one crew card (taking care not to be left with fewer than 2 cards in hand).
  • Exchange one crew card (discard it, and draw one).
  • Draw one mission card and decide whether to add it to the existing missions, replace one of them, or simply discard it.

A player may choose the anchoring action in at most two consecutive rounds. The first time, they place the anchor disc in front of them with the "first" side up. If they choose anchoring again the next time, they turn the disc over (so the "second" side is up). In the round that follows, they must move: they must raise the anchor.

Activating Event Cards

Together with their movement, the players draw one event card from the top of one of the three event piles, and place it face up on the space they intend to move to. In this way they activate the card and the action associated with it, which must be carried out immediately. An activated card can no longer be moved onto by anyone else; that space counts as occupied. (Exception: the parrot and telescope cards.)

Then the turn passes to the player seated to the left.

End of a Round

When every player has had their turn, a new round begins. Before the new round starts, the following must be done:

At the end of the round, the visible row of crew cards must be refreshed: the remaining cards are discarded, and new cards are placed in all 6 positions. If the draw pile has run out in the meantime, a new draw pile is formed by shuffling the discarded crew cards (the discard pile).

The starting-player marker passes to the next player in turn order, who starts the new round. (The previous starting player closes the round.)

End of the Game

The game ends immediately when the first ship reaches Treasure Island, that is, when it passes space 42. The other ships do not move any further, even if the rest of the race is not yet over. Scoring then follows, which reveals who the true winner of the race is. The scoring method is described in the Scoring section at the end of the rulebook.

Card Explanations

Crew Cards: Pirates

Crew change constantly during the voyage. Sometimes they quarrel on the dock, sometimes they forget to get back on board and end up with a rival, sometimes they are tempted onto another ship, and sometimes they fall in a duel or battle. While they are on board, however, it is worth knowing all of their important qualities. Their values are found in the lower section of the pirate cards.

  • Orange: sailing skill (nautical knowledge)
  • Blue: physical strength
  • Green: dexterity, cunning
  • Black: influence, charisma, reputation

In conflicts, these values are used to measure the strength of each side against each other. Pirates may use the weapon cards (see below). Some pirates masterfully use certain tools, whose icon is shown in the upper corner of the pirate card. Played together with such a weapon card, the pirate represents an even greater strength in the given colour (see the weapon card description).

Crew Cards: Weapons

Weapon cards are supporting cards that do not themselves fight. Often they do not depict a specific weapon, but rather an item that increases the effectiveness of a pirate's ability. The colour of the card points to the ability it supports. Weapon values are 3, 5 and 10.

The value of a weapon card and the pirate played with it add together if they are in the same colour. Values printed in other colours are not affected by the card.

The weapon's value is multiplied when played alongside a pirate card on which the weapon's icon is shown. A weapon of value 3 or 5 has its power tripled, and a weapon of value 10 has its power doubled.

Through weapon cards, players may also acquire treasures, if they offer them for purchase to the merchants (see there).

Weapon cards alone do not score any points in the final scoring.

Example: Playing Tim Cook with a weapon card depicting a gambling game raises his black (intimidation) value from 11 to 26, because the multiplier triples the weapon card's value of 5 and adds it to the base value of 11.

Treasure Cards

Treasure cards have point value, so they affect the final score. Treasure cards can be collected into sets, which increase their point value (the limits on forming sets are described in the Scoring section). Examples:

  • 3 treasure cards of value 1 = 5 points
  • 3 treasure cards of value 3 = 12 points
  • A 1-3-5 sequence = 12 points

Players can acquire treasure cards during duel, merchant, island, battle and intrigue actions. In these cases, they may choose from the treasure draw pile or from the visible row, but only a card whose value matches the prize (or is lower).

Whenever someone draws one of the face-up treasure cards, the visible row must be refreshed immediately. (For the setup of the draw piles and the visible row, see the section on preparing for the game.)

Mission Cards

Mission cards contain each player's individual task. A mission may define the player's main objective and can shape the strategy they pursue during the game. Completing or sabotaging missions earns bonus points or penalty points, which are counted in the final scoring.

At the start, everyone has a single mission, but during the game there is a chance to expand or exchange it.

Acquiring a new mission: Instead of moving, a player may take the anchoring action to draw another mission, or to exchange an existing one for a new one. Completing several missions together means that their bonus points are added up.

After a completed mission, the bonus points shown in the green disc on the mission card are earned at the time of final accounting. If a mission was not completed, the penalty points shown in the red disc must be deducted. Missions are only scored at the end of the game.

Quick Explanation of the Missions

  • Your team should be made up of the best sailors! – In the final scoring, the total of the orange numbers is higher than that of the others.
  • Your team should be the strongest! – In the final scoring, the total of the blue numbers is higher than that of the others.
  • Your team should be the most agile! – In the final scoring, the total of the green numbers is higher than that of the others.
  • Be the most influential pirate! – In the final scoring, the total of the black numbers is higher than that of the others.
  • Make sure you are the first to reach the island! – An addition to the main prize of the race; if it fails, it is a loss.
  • Be the second to arrive! – When the first ship reaches the island, your ship must be second in the final order.
  • Open the secret casket! – Of the treasures of value 1, the "casket" is worth much more to you. Its secret compartment holds valuable diamonds.
  • Recruit the most female pirates! – Up to 5 female pirates can be collected. (Beware: these pirate cards are otherwise worth –1 point in the final scoring!)
  • Recruit the most one-eyed pirates! – Compared with the others' collections, you have more one-eyed pirates; it does not matter whether they are women or men.
  • Collect 3 black weapon cards! – Weapon cards of the same colour, of any value, count.
  • Collect 3 green weapon cards! – Weapon cards of the same colour, of any value, count.

Event Cards

Event cards are the drivers of the race's action. When a player draws one of these cards, they must challenge another player of their choice to a duel. The challenge must be accepted. Duel cards always bear one of the ability colours, and opponents compare their strength in that colour.

Duel

Certain duel cards show a double circle or a cross icon in their background. A double circle means that the challenger draws one crew card before the duel begins (only blindly from the draw pile); a cross means that the challenger discards any crew card from their hand. (For this card, it is a loss and is not replaced.)

Exceptions: A player need not discard a crew card if they have fewer than 3 cards in hand, and may not draw if they have 7 cards in hand (since the hand may not hold more or fewer than these limits).

A valid duel composition is one of the following:

  • 1 pirate card, or
  • 1 pirate card + 1 weapon card of the matching colour

Other rules for duels:

  • If a player has a pirate card in hand, they must play one.
  • Playing a weapon card of another colour is forbidden. If it happens anyway, the duel is invalid for the offending player, who loses regardless of the values of their cards.
  • If a player has no pirate card, they must play a weapon card, but the composition is then invalid, so they lose. (If every player takes part in an invalid composition, the duel counts as a draw.)

Both sides prepare in secret: they place the cards to be played face down on their personal board, then turn them face up on a signal. The values of the weapon and pirate cards add up in the colour of the duel. The side that shows the higher total in that colour wins.

The total rises if the pirate is supported by the type of weapon marked on the pirate card (small icon). In that case, the weapon is counted with the marked multiplier.

Example: Playing Tim Cook with a weapon card depicting a gambling game raises his black (influence) value from 11 to 26, because the weapon's value of 5 is tripled and added to Tim Cook's base value of 11.

Prize: The winner of the duel decides what they receive:

  • either an advantage (movement), or
  • or they steal a treasure.

Advantage: The winner moves forward 1, 2 or 3 spaces on the track. The loser moves back a number of free spaces equal to their zone's penalty: 1 space in zones A and B, 2 in zone C, and 3 in zone D. (Free spaces that can be reused – the parrot, the telescope and face-down island cards – count when moving. Neither side performs any action or activates an event card on the space they arrive on by a reward or penalty move.)

Treasure theft: The winner draws a treasure card at random from the loser, if the loser has at least 3 treasure cards. In that case, the loser suffers no other penalty. If the loser has fewer than 3 treasure cards, the winner instead draws a treasure card of value 3 (or lower) from the treasure draw pile; in that case, the loser's penalty is the same as in the advance variant (moving back the zone's specified number of spaces).

Draw: On a draw, the challenged party wins, and decides between an advance and a treasure theft in the same way. However, the other side is not penalised: it does not move back, and no treasure card may be taken from it (only from the draw pile).

The duel deck contains 4 duel cards per colour: 2 with a double circle, 1 with a cross, and 1 without a mark (the latter also allow the sale of a pearl oyster).

Replacing cards: After the duel is resolved, the played cards are discarded by both sides. Then they must be replaced. Each side draws as many crew cards from the visible row or the draw pile as it played. The winner replaces first. Empty spaces created in the visible row remain empty until the end of the round.

Battle

The deck contains 4 battle cards in total. Each is marked with a double circle, and its background is split into three colours.

A battle is started by the player who moves onto an empty space and draws a battle card. Before each battle, the initiating player draws one crew card (unless they already hold 7 cards).

In a battle, unlike a duel, all players take part. Participation is compulsory here too. The played crew cards are replaced at the end of the battle (see below).

Each player may fight with at most 3 cards, at least 1 of which must be a pirate card.

Other rules for battles:

  • If a player has a pirate card in hand, they must play one.
  • If a player has no pirate card, they may play one (and only one) weapon card of any colour. However, that composition is invalid, so the player cannot win the battle.
  • Playing a weapon card of a different colour is forbidden. The offending player loses, regardless of the values of their cards.

In battles, the contest is decided in the three colours shown on the background of the battle card. The order of the colours is significant (more on this later). The values of cards of the same colour are added together, and these totals give the result for each colour. Thus a winner is declared in each of the three colours (unless there is a tie in a given colour, in which case no one wins in that colour).

Note who won in each colour!

Prize: If a player has won in at least 2 colours, they are the absolute winner of the battle. For winning, they move forward 1, 2 or 3 spaces (an advantage), and also draw a treasure card of value 3 or lower. The losers move back the number of free spaces corresponding to their zone.

Draw: If there is no absolute winner, the battle is a draw. No one receives a movement advantage or treasure, and there is no step back.

Replacing cards: In principle, the played crew cards are discarded and then replaced. However, before that, the winners of each colour (and the absolute winner, if there is one) are each given the chance to replace one of their cards from the played cards lying on the table. In doing so, they may even take back their own card. (This is optional; cards may also be replaced from the draw pile and the visible row.)

  • The order in which cards are taken from the table is set by the order of the colours on the battle card, from left to right.
  • First, the winner of the first colour may choose one card from those lying on the table, then the winner of the second colour follows, and then the winner of the third colour.
  • The remaining played cards are then discarded.
  • Any further cards are replaced from the draw pile or the visible row, by the players in the order of turns, starting with the starting player, and so on. Everyone draws at the same time as many cards as they still need to replace.

Merchant

The deck contains 6 merchant cards. Each has 2 colours on its background (each colour combination appears once).

The merchant is in essence a weapons dealer. The merchant pays for the best weapon with treasure. Everyone may take part in the action, but it is not compulsory.

Each participant may offer exactly one weapon card for sale. The merchant is interested only in weapons of the 2 colours shown on the merchant card, so only those may be offered. (Of course, every weapon card is playable, whether it depicts a weapon or another tool.)

Everyone prepares for the action in secret, then on a signal shows the weapon card intended for sale (or an empty hand, if they do not wish to take part in the bartering).

The merchant buys the highest-value weapon. If several players offer the highest value, the merchant buys each of them (so up to 4 treasure cards may be handed out in one action).

The merchant pays as follows:

  • a treasure card of value 5, if there is a single winner;
  • a treasure card of value 3, if there are two winners;
  • a treasure card of value 1 to each player whom the merchant buys from, if there are more than two winners.

Winners may draw the treasure they have won from the visible treasure cards or from the draw pile. Winners may also choose a treasure one category lower in value.

The winner(s) draw a new crew card from the deck or the visible row; the others take back their card.

Intrigue

The deck contains 4 intrigue cards in total. Whoever gets this action may draw one card from any opponent.

They may also decide to draw a crew card blindly from an opponent's hand, or to choose a treasure card from that player's collection (also blindly).

The general rule still applies here: a player who has fewer than 3 crew cards or treasure cards is protected, and a player who holds 7 cards in hand may not have a crew card drawn from them by another player.

Island

Four randomly chosen island cards are on the board, placed face down. A player who moves onto such a space turns the card over and thereby activates it.

Each island card shows a coloured disc with a number on it. The colour of the disc and the value determine the condition under which the island may be occupied or robbed. If the player can show crew cards whose combined value, in the appropriate colour, reaches or exceeds the island card's value, the island is theirs. They mark the occupation with one of their marker cubes. The reward is a treasure card of any value from the draw pile, plus 5 point-scoring points at the scoring stage for occupying the island.

If the player loses, they must discard one treasure card and one crew card, and also move back the number of spaces corresponding to the zone. The island then remains free and the card is turned face down again, so that another player has the chance to occupy it.

Island cards may be examined in secret with the telescope event card. Whoever has this opportunity learns what resource the island requires. Face-down island cards always count as free spaces, so they may be passed through; occupying them is not compulsory.

Mutiny

A mutiny has broken out on the pirate ship. To put it down requires a skill whose colour is shown on the card. (A victory in a mutiny may be won in the blue, green or black ability.)

A player wins if they can show crew cards (pirate and weapon cards together) whose combined value in the appropriate colour reaches or exceeds the value of the mutiny card.

If the player wins, the reward is one more crew card. If the player loses, they must discard one crew card (this may be any pirate or weapon card).

There are 4 mutiny cards in the deck in total.

Reefs

The ship has strayed into dangerous, reef-filled waters, where only the truly skilful sailor can pass through. The value on the card determines how much preparedness is needed to get through the dangerous strait. For the reef action, only the orange values count.

The activating player passes through the danger zone without trouble if they can show crew cards whose combined orange value reaches or exceeds the card's value.

On success, the player may move forward 1, 2 or 3 spaces. If the action fails, the penalty is a step back corresponding to the zone.

There are 4 reef cards in the deck in total.

Chest

A chest abandoned on the water bobs about. Perhaps it is a memory of an earlier battle, or of a shipwreck. Whoever lands on this space may pick something from the salvaged chest.

The player draws 3 crew cards from the draw pile. If among them there are weapon cards, they may take all of them (even all three). If there are no weapon cards among the cards drawn, the action fails and there is no reward.

If the player has more than 4 cards, they may take only as many weapon cards as bring their number of crew cards up to 7 (choosing freely from among the cards drawn).

There are 4 chest cards in the deck in total.

Repair

The ship urgently needs repairs and is forced to seek a safe harbour where it can be fixed. This costs time.

The activating player moves backward to the first, second or third free space, but at least as far as the step back required by the zone. However, on the space where they arrive, unlike the usual rules for penalty moves, they activate an event card and carry out its instructions immediately.

Tailwind

A "tailwind" carries the player forward 1, 2 or 3 spaces, as they choose.

On the new space reached through this action, the player may not activate another event card.

There are 4 tailwind cards in the deck.

Telescope

The telescope reveals things that remain hidden from others. With its help, you can peek behind the cards. When activated, you may choose, for inspection, one of the following:

  • the top card of each of the three event card piles (1 card each);
  • the cards held in hand by any player;
  • the treasure cards of any player;
  • any face-down island card;
  • all the mission cards of any player;
  • the top card of the crew card draw pile;
  • the top card of each of the three treasure draw piles;
  • the top card of the mission card draw pile.

A telescope card placed on the board may be activated several times.

Storm

Even the best-built pirate ship becomes impossible to steer in a storm.

The storm card sends the player back, namely to the first free space behind the most trailing ship. If the player who triggers the storm action is the one currently in last place, that player makes the step back prescribed for the zone.

There are 4 storm cards in the deck.

Parrot

The parrot always mixes everything up. It can confuse an opponent's strategy, or refresh the visible rows that were dealt badly.

When activated, the game lets the player choose one of the following options (but only one):

  • Shuffle and redeal a group of the visible treasure cards.
  • Shuffle the crew card draw pile and redeal the visible row.
  • Shuffle the mission cards and redeal them.
  • Move a still-hidden island card, within its own zone, to another free space.
  • Move any pearl oyster bed, within its zone, to another free space.

A parrot card placed on the board may be used several times (as with the telescope card described above), meaning that others may later land on it and activate it. Consequently, these already-placed cards must be counted as free spaces when planning moves on the board.

There are 4 parrot cards in the deck in total.

Pearl Oysters

If a player moves onto a pearl oyster bed, they may take one of the pearls found there. A player may hold an unlimited number of pearls.

In addition, they draw and activate an event card, but according to the special rules of the pearl oyster bed (see below).

There are two ways in which players can profit from pearls:

  • At final scoring, one pearl is worth 1 point.
  • Pearls may be sold, 2 at a time, for a treasure card of value 5 (or lower).

Rules of the pearl oyster bed:

  • As long as there are pearls on the space, a player arriving here may take one of them. Then they draw and carry out an event card, but they do not leave it on the board; they discard it. (Exception: the parrot and telescope cards, which can be activated several times, so they may remain on the space.)
  • Whoever takes the last pearl places their event card in the usual way on the emptied space.

Selling pearls: Certain event cards bear the shell symbol. Spaces where such a card is placed become pearl-trading spots. When a player activates a card marked with the shell, in addition to carrying out its effect they may sell 2 pearls for a treasure card of value 5 (or lower). (There is no option to sell only 1 pearl.)

The sale is carried out as follows: the player places the pearls on that space, then draws a treasure card of value 5 (or lower). Then they take the activated event card and discard it. In this way the space is freed, so it is available again, and at the same time it becomes a source of new true pearls. Any player (even the same player, after a step back) may again add pearls to this space under the above rules.

The fate of the pearl-trading space from then on is the same as that of the pearl oyster bed (see above).

Scoring

At the end of the game, as soon as someone has reached the legendary island, the scoring phase begins. Each player's final score is made up of the following elements.

By position:

  • For arriving at the goal (for the only player to do so): 15 points.
  • Players in zone D: 10 points each.
  • Players in zone C: 5 points each.
  • Players in zone B: no points.
  • Players in zone A: –5 points each.

By treasures collected:

  • Treasure cards count at their stated value.
  • Treasure sets:
    • 3 treasure cards of value 1 = 5 points.
    • 3 treasure cards of value 3 = 12 points.
    • A set of 1-3-5 = 12 points.
    • (Treasure cards of value 5 do not form sets.)

By other gains:

  • Each island occupied = 5 points.
  • Each true pearl = 1 point.

By pirate cards held in hand:

  • Pirate cards held in hand are worth 1 point each, except that a card whose value in any colour is below 5 counts as –1 point instead.
  • Weapon cards held in hand score no points.

By missions:

  • If the player achieved the goal shown on a mission card, they receive the extra points shown on that card. If the goal was not achieved, the penalty points shown must be deducted.

Note: Points for missions are awarded even if the player earns points for the cards or collections involved under another heading. One card may score in several missions.

Example: If the mission reads "Acquire the two dragon treasures!", the value-3 "gold dragon" can be counted in the total value of the treasure cards, but it can also count toward the result of another mission card (e.g. "Statues and vases count double for you!" or "Acquire 4 gold treasures!").

  • Collect 3 orange weapon cards! – Weapon cards of the same colour, of any value, count.
  • Collect 3 blue weapon cards! – Weapon cards of the same colour, of any value, count.
  • Acquire the two dragon treasures! – The "gold dragon" and the "jade dragon" are to be found among the treasures of value 3.
  • Statues and vases count double for you! – The value of the following treasure cards is doubled: "Ganesha statue", "ancient Greek vase", "gold dragon", "Chinese porcelain", "gold statue", "Turkish ewer", "jade dragon".
  • Gems and gold nuggets count double for you! – The value of the following treasure cards is doubled: "gold nugget", "gems", "diamond", "emeralds", "sapphires".
  • Acquire the sultan's turban pin! – The treasure card "turban pin" is hidden among the treasures of value 5.
  • Acquire 4 gold treasures! – When collecting treasures it is worth acquiring the following cards: "golden chalice", "gold nugget", "gold crucifix", "gold dragon", "crown", "menorah", "gold coins", "Roman bracelet", "reliquary", "gold statue", "Turkish ewer", "turban pin", "yuanbao", "gold mask" – 14 options in total.
  • Let Nelson Gummo be your man! – Make sure that the pirate Nelson Gummo is a member of your crew (one of the cards in your hand) at the final scoring.
  • Have Gertie Wilde and Diego Cristofori on board! – Make sure that these two pirates are members of your crew (cards in your hand) at the final scoring.
  • Do not have Long Jimmy Nash in your possession! – Make sure that the card of the pirate Long Jimmy Nash is not in your hand at scoring.
  • Have neither Iggy Boy nor Nick on board! – The use of these two minors may mean a penalty point at the end of the game, so try to get rid of them earlier.
  • Complete two more missions! – This mission only earns extra points if the player has also successfully completed 2 other missions.
  • Bring 3 pearls with you! – At the end of the game, the player's ship has 3 unsold pearls on board.