Pencil Pirates
Pencil Pirates Rulebook
Table of Contents
Table of Contents
What's in the Box
- 3 scoreboards
- 1 pad of nautical maps
- 1 pad of scoring sheets
- 1 die
- 4 pens
- 1 hourglass (1 minute)
- 28 scoring tokens (7 x 4 different colors)
- 4 rulers
- 8 whirlpool tiles
Before You Start
- Place the three scoreboards in the center of the table. Place the hourglass and die next to them.
- Each player chooses a color and takes the 7 scoring tokens and ruler in this color.
- On the scoreboards, each player places one of their scoring tokens on each starting space of the 7 scoring categories. The ruler in front of you must show the shell symbol.
- Each player takes 1 pencil, 2 whirlpool tiles, and 1 nautical map. Make sure that you all have different nautical maps. To help you differentiate between them, they're marked with the letters A-D in the bottom right corner.
- Place any remaining game materials back in the box.
Game setup for 4 players: the printed setup diagram shows the three scoreboards in the center, the hourglass and die beside them, and the nautical maps, rulers, scoring tokens and whirlpool tiles placed around the table for each player.
Let's Get Started
The game is played over 7 rounds. You all play at the same time but each on your own using the nautical map you have in front of you. In each round, sail from one island to the next by connecting them with a line. For each symbol that touches this line you collect points.
In the first round, you start on the island with the skull cave. This is marked with the round number "1."
A round consists of 4 steps, which are as follows for each player:
1. Set Sail
On your nautical map, draw a line between 2 islands. You must usually use the straight side of the ruler for this – there is an exception later in the game when the "telescope" symbol comes into play (see below). The line must begin in any corner of the island with the current round number and end in a corner of an island that hasn't been visited yet (= no round number).
Important pirate rules at sea:
a) The point where an island is cut off by the edge of the nautical map also counts as a corner.
b) Lines already drawn and symbols already touched may be crossed as the game progresses.
c) Islands with a round number already written on them are off limits – you must not sail to these again.
d) You must not draw lines through the dark blue center of whirlpools (see "whirlpool" symbol below).
e) You must not cross the green or yellow area of islands. But crossing the light blue area around whirlpools and islands is allowed.
Examples of lines allowed and not allowed in Round 4: the printed example diagram marks lines a–e on a nautical map, showing which are allowed and which are not according to the rules above.
So, make sure you don't make any errors when you draw a line. If you do make an error, as a penalty you must move your scoring token forward one space on the bar with the shark.
2. Drop Anchor
Once you reach an island, write the number of the next round on it.
Example: Write "2" on the island you reach in Round 1.
Once everyone except one player has reached a new island and dropped anchor, the hourglass is turned over by any player. If the hourglass runs out before the last player drops anchor, this player must move their scoring token forward one space on the scoring category with the shark. This player then finishes their round as normal.
3. Collecting Pirate Booty
As soon as you drop anchor, score all the symbols that touch the line you just drew. If there's a symbol on the island you just reached, you add that to your score too. To keep track of everything, circle all the symbols you scored in pencil. For each symbol, move your scoring token forward one space in the corresponding scoring category. There may be more than one scoring token on the same space. Simply stack one on top of the other. After you've moved your scoring tokens, cross out the symbols you just circled.
Important: You must not score symbols that were previously touched by other lines/crossed out again.
Printed example: a line from the skull-cave island in Round 1 touching several symbols, with the scored symbols ticked and the unscored ones crossed out.
4. Swap Nautical Maps
Once everyone has dropped anchor and collected their pirate booty, pass on the nautical maps in a clockwise direction.
A new round begins. You now play on the nautical map you just received and start on the island with the current round number.
Example: In Round 2 you start on the island with the number "2."
Symbols on the Nautical Maps
A pirate can never have enough gold coins. Each gold coin is worth 1 point. If your scoring token crosses a starfish on the bar, you get the symbol shown as a bonus. In the corresponding scoring category, move your scoring token forward one space right away.
Rubies are rare and only the most skilled pirates can reach them. Each ruby is worth 4 points.
The singing of this mythical creature is steeped in legend. Hopefully, you will hear many of her songs on your travels. The player to move their scoring token the furthest in this category gets 15 points at the end of the game. The player in second place gets 7 points and third place gets 3 points. If you are in fourth place or didn't score any mermaids in the game, you don't get any points.
Pirates always love a good rum on their voyages. But be careful not to drink too much! If you collect nine or more bottles of rum, the points start to drop. Depending on where your scoring token is at the end of the game, you either collect points or must deduct some from your points total.
Pirates love to plunder the merchant ships that transport their riches across the wide oceans. If you want to move your scoring token in this scoring category, you must touch at least 2 merchant ships with your line in this round.
Important: In each round you can only move your scoring token forward 1 space in this scoring category, even if your line touches more than 2 merchant ships.
Sharks rule the sea! If you cross a shark's path, your ship will be damaged and you lose points. If your line touches a shark symbol, you must move your scoring token forward one space in this scoring category.
Caution: If your scoring token lands on the last space in this category – the space showing an "X" – your ship is so badly damaged that it sinks. The game is over for you now. You're out of the game.
Treasure promises great riches. But don't get too greedy with the treasure chests, or you might end up empty handed. Does your line end on an island with a treasure chest? You get to roll the die 3 times to hunt for treasure. After each roll, you can decide whether or not to take these points. You must take the points from the third and final roll at the latest. So, think carefully about whether you want to roll again. The number on the die is the number of spaces you can move your scoring token.
Caution: If you roll a skull and crossbones, your treasure hunt is over right away, and you don't get to roll again. In this case, you must return your scoring token to the previous treasure chest symbol. If your scoring token is already on a treasure chest, it stays there.
A telescope helps you to spot and avoid obstacles and dangers early on. If your line ends on an island with a telescope, turn your ruler to the side with the telescope symbol. In the next round you use the wavy side of the ruler. Turn the ruler back to the side with the shell afterwards.
Sailing through a whirlpool will call for all your nautical skills. You can use a whirlpool to change direction. You may only use one whirlpool per round. To use a whirlpool, return one of your whirlpool tiles to the box. Instead of the corner of an island, you end your line in the center of an unused whirlpool. Then, reposition your ruler and draw a line in a different direction from the center of this whirlpool. This line must end in a corner of an island that hasn't been visited yet, as usual.
Each whirlpool on a nautical map may only be used for one change of direction per game. A whirlpool is considered used when a line has changed direction in the center of the whirlpool already.
When Does the Game End?
The game ends after the seventh round. Now it's time to add up your scores.
Each player takes a sheet from the scoring pad and enters their name at the top. Look to see which space your scoring tokens have reached in each scoring category. Add up all your points, deducting any penalties for sharks and bottles of rum.
The player with the most points in total wins the game. In the event of a tie, you share the victory.