Jackal: Treasure Island
Jackal: Treasure Island Rulebook
Table of Contents
Table of Contents
About the Game
"Jackal" is a strategy board game with unique game mechanics. The secret of "Jackal" is that the tiles of the board are laid in random order, so every game is different. There are no dice in the game, and the result depends mostly on your logical and strategic abilities rather than luck. The game is for 2, 3 or 4 players. Recommended for adults and children from 8 years. Length of a game is approximately 60-120 minutes.
Components
- Game board: 117 square tiles with different pictures on one side and an identical back on the other.
- Frame: 8 parts for the frame around the board.
- Ships: 4 square tiles with ships drawn on them.
- Pirates: 3 pirates each of red, yellow, black and white.
- Natives: 3 characters, blue, green and brown, whom you can meet on the island.
- Coins: 37 coins of identical value.
- Items: the treasure from the Spanish galleon and 10 bottles with messages.
- Rules: this rulebook.
Setup
Turn the board tiles over (face down), shuffle them and lay them out back-up so that a real treasure island is formed - according to reliable information, an 11x11 square of tiles without the corners. The pre-assembled frame makes this task easier.
Place the ships in the centre of each side of the frame. Then place 3 pirates of one colour on each ship. Now the crews are assembled and the game can begin.
For a two-player game you need 4 ships: one player controls two crews starting on opposite sides of the island. For a three-player game you need 3 ships. With four players you can play two against two (opposite players are allies) or each for himself.
Object of the Game
The goal is clear as day: find as many coins hidden on the island as possible and carry them to your ship. Whoever brings the greatest number of coins to his ship wins.
Rules of Treasure Hunting
How to Move
White starts. Then the participants take turns clockwise. On your turn you perform one of the following actions:
a) Ship. A ship (with at least one pirate on it) moves 1 tile along the shore. A ship can sail only along its own side of the island; it cannot turn the corner.
b) Landing. A pirate disembarks from the ship onto the shore - only onto the tile directly in front of the ship.
c) Returning to the ship. A pirate returns to the ship (with loot or without) from the tile directly in front of the ship or diagonally. To return to the ship you can also use other tiles: arrows, the knight, the hot-air balloon, etc. (see Tile Meanings). A pirate may enter only his own or a friendly ship (in a two-against-two game): on touching an enemy ship the pirate dies.
d) Moving on land. On land a pirate moves one tile vertically, horizontally or diagonally. If the tile is closed (face down), the pirate opens it and performs the action given by the picture (see Tile Meanings). An unopened tile must be turned over at random, without peeking under it, so that, for example, you do not turn an arrow as it suits you. A pirate may explore unknown lands only with empty hands (without a coin). A pirate may also walk over previously opened tiles, performing all the actions shown on them.
e) Swimming. Pirates can swim and climb out of the water onto their own ship. In one turn a pirate can swim one tile along the shore. Upon running into an enemy ship he dies (see Death to the Pirate!). A pirate cannot jump from the shore into the sea. Nor can he climb out of the water onto land. But a pirate can swim around the island.
- In one turn you may move only one pirate or one ship.
- You may not skip a turn.
- Several pirates from your ship or from a friendly ship (in a two-against-two game) may stand on one tile.
- If one of the island's inhabitants (Friday, the Missionary or Ben Gunn) plays for you, then in one turn you may move either a pirate, or an island inhabitant, or a ship.
How to Get Gold
According to verified information, 17 treasures of various value are hidden on this godforsaken island, including the treasure of the Spanish galleon. If, turning over a tile, you discover a treasure chest, put on the tile as many coins as are shown on it. Don't rejoice too early! You can consider the gold yours only if you manage to carry it to your ship (the coin is then removed from the board into your pile).
a) Every self-respecting pirate can carry only one coin. b) You may move with a coin only over open tiles. c) You cannot hit an enemy while carrying gold. But if you really want to, you can leave the coin on the spot - and go for the enemy! d) If you, carrying a coin, are hit by an opponent, you go to your ship empty-handed, and the load stays in place. e) You cannot swim with a coin. If a pirate gets into the sea with a coin, it sinks (is removed from the game). The pirate stays afloat.
The same rules apply to the treasure from the Spanish galleon.
How to Hit Enemies
Very simple: move onto the tile where an enemy pirate stands.
a) The latter flies to his ship, leaving his load (if he had any) on the spot, and continues the game from there. If there were several enemies on the tile, all of them, beaten, are carried to their ship. b) You can hit an enemy only with empty hands. If you were carrying a coin, you may leave it on the spot and calmly strike an unsuspecting opponent. c) If the enemy has dug in in a fortress, he cannot be hit (that's what a fortress is for). d) If an opponent stands on a spinner tile (jungle, desert, swamp, mountains), you can hit him only if you are one step behind. For example, he is on number 3, you are on number 2.
A spinner is one of the few tiles on which pirates of hostile teams can stand at the same time.
The island pirate Ben Gunn or the Missionary (after he receives a bottle with a message) can also hit enemies, if they play for you, of course.
Death to the Pirate!
A pirate dies (is removed from the game) in the following "delicate" situations:
a) On touching an enemy ship (if the pirate and the ship are on the same tile). b) If an opponent hits him in the sea (ends up on the same tile as him). c) If he falls into the clutches of the cannibal. d) If he falls into a loop - a situation in which the pirate gets stuck in one place and cannot move anywhere further (for example, two arrows pointing at each other).
You can revive a dead comrade by going into the fortress to the sympathetic native woman. Reviving one pirate takes one turn. The newborn pirate begins his move right from the fortress. Naturally, no more than three pirates of each colour can exist on the board.
If a pirate is hit by an opponent, he does not die but is carried to his ship and continues the game from there.
Victory
The winner of the board-game brawl is the one who has loaded the most gold onto his ship. Human losses do not count. Disputes arising during the game should be settled on the spot with daggers and pistols, without stooping to primitive fisticuffs.
Two-on-Two Game
In a two-against-two game, pirates from opposite ships act together (white and black against red and yellow). Allies may stand calmly on one tile and use friendly ships as their own, including carrying honestly stolen gold on them. However, if a pirate is hit by an opponent, he returns to his own ship.
The order of turns (clockwise) is always observed! At the end of the game the gold plundered jointly is counted.
Tile Meanings
Empty Tiles
Four kinds of empty tiles, printed counts: x5, x4, x5, x4.
Arrows
Without needless words and objections, go in one of the indicated directions. If the arrow points at water, the pirate will have to swim.
Each arrow type is printed with a count of x3 (the original shows several arrow pictures: single, double, and multi-directional).
Knight
Make a knight's move (an "L" shape, as in chess). Only the tile on which the pirate lands at the end of the move is opened. Printed count: x2.
Spinner Tiles (crossed over several turns)
- Jungle (x5): "To fight your way through this damned jungle takes 2 turns, no fewer."
- Desert (x4): "The desert... the wild heat splits your head. You can cross the desert only with 3 stops."
- Swamp (x2): "Well, you're in trouble! This cursed swamp can be crossed only by jumping in order from hummock to hummock, i.e. in 4 turns."
- Mountains (x1): "A thousand devils! The mountains will hold you up for about 5 turns."
Ice (x6)
Ice? Where the devil does an ice rink come from on a tropical island? This tile immediately repeats the previous move. For example, if you came onto this tile from the left, go on to the right; if you made a knight's move, make a knight's move again; if you came by an arrow, continue moving in the same direction; if from the aeroplane, you can fly once more to any place on the island.
Trap (x3)
Having fallen into a trap, wait until a comrade comes onto the tile - only then can you leave the tile. By the way, this does not mean you must rescue the lost pirate at once. He can wait while his teammates carry out their battle mission.
In a two-against-two game a pirate from the friendly team can also rescue a comrade who has fallen into a trap.
Crocodile (x4)
It is better not to stick your head into the crocodile's jaws. Return to where you came from, i.e. to the previous tile.
Cannibal (x1)
What a ridiculous death for a pirate - to become dinner for a tropical cannibal! The pirate dies and waits until his comrades "resurrect" him (see Death to the Pirate!).
Fortress (x2)
Devilish luck! A fortress! While you are here, you are safe: a pirate dug in in a fortress cannot be hit. Pity that you cannot enter here with gold.
Any number of pirates from your own or a friendly team may be in a fortress.
Fortress with a Native Woman (x1)
Lucky indeed. You have stumbled on a fortress with a sympathetic native woman. Here you can "resurrect" killed comrades - one per turn. And they are born right here, in the fortress. No enemy can poke into the fortress while you are inside. One trouble: you cannot enter here with gold.
In a two-against-two game a pirate can revive only pirates of his own colour. The native woman of the fortress does not revive pirates if you already have three or more characters able to fight.
Money! Money! Money!
Piastres and tugriks! Here they are, dear ones! Having turned over the tile, put on it the indicated number of coins from the bank and carry them off one at a time. Printed counts for the five coin-value tiles: x5, x5, x3, x2, x1.
Galleon Treasure (x1)
Ha! What a find! Here are hidden the treasures from the galleon of the Spaniards who were transporting gold to Europe! One such treasure counts as as many as 3 coins. As you open the tile, immediately put the figure of the chest on it. The treasure is carried by the same rules as a coin, but is counted as 3 coins in value.
Aeroplane (x1)
What is this wreck? It is an aeroplane! How it got onto the island is unknown, but in that same turn it can carry any participant with all his load to any tile. The aeroplane can be used only once per game - after that it becomes an ordinary blank. If you don't want to fly right now, stay on the tile and wait for a convenient moment (leaving the tile is equivalent to using the aeroplane). But watch out: an opponent can take away your right to use this marvel of technology by hitting you and sending you to the ship.
Misfortune (x1)
On this tile the pirates are awaited by a small but very offensive trouble. Someone singes his beard, someone drops a coin on his foot, someone stumbles over a root, and someone simply realises he is lost. At this moment the pirate must swear heartily and in seamanlike fashion; otherwise he immediately becomes upset and vanishes.
Hot-Air Balloon (x2)
The balloon always carries you (together with the coin or chest in your hands) to your ship. And so it will be with everyone who later sticks his head onto this wonder tile. In a two-against-two game the balloon carries the pirate to his own ship, not to a friendly one. It is impossible to stand on this tile: the balloon acts instantly.
Cannon (x2)
A pirate's wish to check what is hidden deep in the barrel of a cannon is truly inexplicable. In payment for curiosity the pirate flies into the sea in the direction of the barrel. Only his own or a friendly ship can save him. Gold, as is known, sinks in water, and therefore is removed from the game. The most experienced pirates use the cannon to quickly throw coins onto the ship together with themselves. And they necessarily shout merrily in flight. A pirate who ends up under an enemy ship perishes (see Death to the Pirate!).
Lighthouse (x1)
An old lighthouse has been found on the island. After a long climb up the stairs, the pirate who first found this structure manages to peek at any 4 tiles. The lighthouse works only when your pirate steps onto it: you must turn over any 4 unopened tiles, look at what is there without showing the other players, and put them back in any order. The lighthouse works only once per game.
Ben Gunn (x1)
Old Ben will gladly join the first team that looks in at his fire. He has managed to keep his powder dry and his sabre sharp, and therefore will easily become one more pirate of yours. At the moment this tile is opened, your team gets one more pirate. The pirate Ben Gunn is represented by a green token and appears where he was found.
Missionary (x1)
In the depths of the island lives a missionary who teaches pirates goodness and takes away their sabres and pistols. He plays for the team whose pirate found him first. The Missionary cannot hit enemies, but cannot himself be attacked. A pirate standing on the same tile as the Missionary also cannot be attacked and loses the ability to attack. The Missionary does not enter tiles with enemies. If the Missionary meets Friday (ends up on the same tile as him), both disappear, enlightened.
Every self-respecting pirate tries to please the holy father: if the latter is given a bottle with a message as a gift, then immediately, as a sign of gratitude, he takes out a dusty cutlass and becomes the most ordinary pirate of the same team for which he had been preaching before (see the "Bottles with Messages" tile). A bottle can also be handed to the Missionary from a neighbouring tile, by coming onto it and handing over the bottle in the same turn. As long as the Missionary remains a missionary, he cannot carry any loads. He is a clergyman, after all. The Missionary can open closed tiles, but when he opens a tile with a bottle with a message, the effect is the same as if you had handed him the bottle personally.
The Missionary is represented by a blue token and appears where he was found.
Friday (x1)
The young native Friday immediately pleased the pirates with his reliability and ability to carry heavy things. As soon as you find him, he will play for you and be able to carry coins like a real sea wolf. True, there are three peculiarities: first, if Friday is attacked, he begins to play for the enemy. Second, he is harmless himself (though a cannibal) and therefore cannot attack anyone. Third, he is very sentimental: if he finds or receives a bottle with a message, he immediately leaves the game. Friday can open tiles like an ordinary pirate, but if he opens a tile with a bottle with a message, he immediately uses it (if there are many bottles, just one bottle). In a word, a weakling. But Friday is not afraid of papa cannibal, passes any spinner tile in one turn and does not fall into trap pits.
Friday is represented by a brown token and appears where he was found.
Bottles with Messages (x3, x2, x1)
You have found bottles with messages! Bottles with messages so inspire pirates that at the mere sight of a bottle they become stronger and begin to climb out of trap pits on their own, or to get out of any spinner directly. When a pirate opens such a tile, the bottles at once appear on the ship. Bottles with messages may be used on your turn by any member of your own or an allied team - for this you simply remove the bottle from the ship's supplies. Also, bottles with messages can be handed to the local inhabitants: if you stand on a tile adjacent to Friday or the Missionary, you can in the same turn hand them a bottle, from which their life immediately changes sharply (see the "Friday" and "Missionary" tiles).
Cave (x4)
This is the entrance or exit of a cave. Most likely the entrance, as the pirate who looked inside will find out. Until the friends of the luckless speleologist remaining on the surface find the second such tile, the pirate will wander inside and call out. But as soon as the exit is found, voila! - the one who got lost appears from it. For example, if a red pirate steps on a cave entrance, he wanders in it until the second one is opened. A white pirate opens the exit - and is carried to the entrance. The red pirate turns up at the exit.
After being opened, the cave works as a short cut: you can enter the exit and come out through the entrance in one turn. Or conversely, enter the entrance and come out through the exit. Pirates pass through a cave with open entrance and exit without difficulty. If your pirate stands at the exit of the cave, the way is closed to enemies. Note that the "guard" himself will also go through the underground passage before taking up the defence.
If several cave entrances are open, you can and should use this: a pirate who "dives" into a cave "surfaces" in the same turn from any other exit and remains standing on that tile. As long as the pirate does not leave it, this exit remains closed to pirates of other teams. To enter the cave again, you must leave the tile and then step onto it again. That will take you two turns!
Barrel of Rum (x4)
This pirate was devilishly lucky: he found an unopened barrel! The lucky one skips one turn. But in the meantime you can move other pirates from your team.
Earthquake (x1)
Boom! Bang! When you turn over this tile, an earthquake begins on the island! You must urgently swap 2 tiles of your choice on which no one stands and on which nothing lies, so that the earthquake ends sooner.
Jungle (x3)
Jungle. Walking in these parts without a machete is a big mistake. The thickets here are so dense that one can fail to notice a pirate passing at arm's length. You cannot fight in the jungle, and you cannot enter the jungle with items, but pirates from different teams may be there at the same time.
Tile with Burning Field (x2)
Hee-hee-hee, a field with some unknown grass (thanks to the local natives!) caught fire at the moment you turned the tile over. Now everyone moves the pirates of his neighbour. For example, if after you the reds move, then the blacks, then the whites, the next move passes to the player with the black pirates - he moves for the reds. Then the commander of the white pirates moves for the blacks, you move for the whites, and your neighbour moves for you. After this the field burns out, and your neighbour, the commander of the reds, makes his usual move. You cannot command other people's bottles with messages, so you will have to wait for your own turn.
Frequently Asked Questions
- All the pirates have died, and the last one is in a trap. What to do? Panic! Now only an enemy can free your pirate, hitting him in passing. But in general, adopt the following tactic: if you have one pirate fewer, try not to run over closed tiles without special need. Leave the honourable duty of exploring the island to your opponents and pick up everything that lies badly.
- I am on step 3 of a spinner, the enemy on 2 - can I hit him? No, move only forward. And it's better not to stop, since he can catch up and thrash you.
- I have three pirates and a Missionary. One pirate died. Can I revive him? Yes, because the Missionary is not a pirate. Well, until he gets a bottle with a message.
- Can a bottle with a message be handed to Friday when he is on the ship? Yes, from a neighbouring tile.
- Can one deliberately kill one's pirate on someone else's ship? Yes, if you can't wait.
- What happens if Friday or the Missionary find bottles with messages? If Friday finds bottles with messages, both one bottle and Friday himself disappear. If the Missionary finds bottles with messages, one bottle disappears and the Missionary becomes a pirate.
- I am running with a coin over ice into a fort where an enemy already sits. What happens? The pirate is finished: he has performed an impermissible operation and will be closed. Any impossible action leads to the pirate's death. The coin stays where the pirate began his move.
- Can a coin be left on ice, an arrow, a knight, a balloon and other similar tiles? No, only on tiles where you can stop.
- Can a pirate at his own wish jump into the sea and drown coins? Just from the shore, or through an arrow? Just from the shore - no; through an arrow - yes.
Expansion
This game combines well with... more Jackal! Just make the board bigger or assemble different islands from tiles to make a small archipelago, and place ships in the straits so that you can cross over them.
"Jackal: Dungeon" is a separate game about pirates searching for treasure in a long cave, slowly exploring it. Be ready to crawl through secret passages, climb in mud, frighten bats and argue over found coins!