Piraten-Abenteuer
Piraten-Abenteuer Rulebook
Table of Contents
Table of Contents
Game Material
- 20 provision cards
- 12 boats: 3 yellow, 3 purple, 3 green, 3 red
- 3 pirate ships
- 2 dice
- 1 game board
Setup for the Small Adventure
The game board goes in the middle of the table.
Place two pirate ships on spaces next to which a pirate ship is pictured. The third space with a pirate ship picture stays empty. During the rest of the game these three spaces have no special meaning any more.
Each of you chooses a colour and takes a matching boat. The boats are placed on Adventure Island in the middle of the game board.
All remaining boats, the third pirate ship and the provision cards stay in the box.
The two dice are placed ready next to the game board. The youngest player begins. Play then continues clockwise.
Board parts: hide-outs (two), dice, pirate ships, home harbour, boats on Adventure Island, start space, spaces with life ring, Pirate Island.
Course of Play
The player whose turn it is rolls both dice and decides which die to use for his boat and which die for one of the two pirate ships. He also decides whether to move his boat first or the pirate ship first.
You may of course advise each other. But the player whose turn it is has the final decision.
Moving boats
The boats start on the first space in the bay of Adventure Island. You move your boats only forward. The tip of each space shows you the direction of movement. Your boats may overtake each other and may also stand together on one space.
Important: You may not let rolled points go unused. An exception is described in the chapter "Rescued".
On the lighter spaces of the two hide-outs your boats are safe from the pirate ships.
Moving pirate ships and catching boats
The pirate ships are also moved only forward. They may overtake each other and may also stand together on one space. Only into the hide-outs they may not go.
If a pirate ship moves onto or over a space on which one of your boats stands, that boat is caught and is placed on Pirate Island.
If a boat has to be moved onto or over a space on which a pirate ship stands, it is likewise caught and placed on Pirate Island.
Important: A pirate ship can also catch several boats in one turn.
Pirate Island and freeing boats
If a boat stands on Pirate Island, the player it belongs to may, until it is freed, move any other boat of his fellow players instead.
Captured boats are freed when a player moves a boat onto one of the two spaces with a life ring.
Freed boats are placed next to this boat. The owner of a freed boat may again move his own boat when it is his turn.
Rescued
A boat is rescued when it is moved with the exact number of points onto one of the two green goal spaces in the home harbour. Afterwards the boat is immediately taken from the space and placed on the island, so that the goal spaces are free again for following boats.
If the number of points is too high, a boat may not move onto either of the two goal spaces. In this case the player lets one die go unused and leaves his boat standing, or he moves past the home harbour and makes another lap around Adventure Island. In any case, however, he moves the pirate ship with the other die.
Important: Whoever has his boat in the goal stays in the game and may move any other boat.
End of the Game
The game is over when none of your boats is standing on a blue or light blue space any more. If you have managed to bring all boats into the home harbour, you have won together. Congratulations!
If, however, the Black Pirate was faster and holds at least one boat captive on Pirate Island, then unfortunately you have lost together. Just try again, this time you will surely make it!
Variant for Experienced Sailors
It is a bigger challenge to win against the pirates if you play with two or three boats of the same colour per player. The player whose turn it is may choose which of his boats he wants to move. Rules and course of play stay the same. The goal is also the same: all boats must arrive in the home harbour.
Variant for the Big Adventure
If you want to challenge yourselves even more, play by the following rules:
- This time all boats and all three pirate ships are in the game. Each of you has three boats in one colour.
- With two players each has two colours.
- With three players one colour is neutral and its boats may be moved by every player.
- Each player receives five provision cards (with two players, 10 cards each).
- All twelve boats must reach the home harbour!
The course of play stays as in the small adventure, but with the following extensions:
- You move your own boats. A player who has no boat of his own available moves a neutral boat. If this is not possible, you move a boat of a fellow player.
- With two players, a boat of one's second colour may only be moved when all boats of the first colour are in the home harbour or on Pirate Island.
- The pirate ships may not overtake each other and may not stand together on one space. If a pirate ship therefore cannot move, another pirate ship must be moved.
- A player who moves his boat into a hide-out must hand in a provision card and remove it from the game. A player who has no provisions left may not use a hide-out.
- A player who moves onto or over a space on which a boat of a fellow player stands can give him a provision card or receive one from him.
- A boat can only be freed from Pirate Island if one of the two players involved in the freeing removes a provision card from the game.
- If a player frees his own boat, or if a neutral boat is involved in the freeing, no provision card is removed from the game.