Piratjakten
Piratjakten Rulebook
Table of Contents
Table of Contents
Contents
- 1 game board
- 6 two-sided game pieces
- 1 two-sided pirate / treasure chest piece
- 1 challenge die
- 1 regular die
- 7 plastic feet
- 27 tokens
Number of Players
1-6
Before You Begin
Set up the game board. Turn the game pieces so that the regular children are showing (not the side with the "pirate children"), and put each one into its own plastic foot. Place the game pieces on the start spaces in the boats. Place the piece with the pirate / treasure chest (with the pirates facing outward) in the Treasure Chamber at the bottom of the ship (5). Mix all the tokens and lay them out without looking at them.
- Tokens with the silver back (1) are placed face down on the marked spaces on the upper decks.
- The two tokens with ankle cuffs (3) are placed in the storeroom beside the sleeping pirate.
- The 6 tokens with the gold back (2) are placed face down on the marked spaces on the lower decks.
- The two tokens with padlocks (4) are placed on either side of the Treasure Chamber, with the locked side facing up.
The Game in Brief
A gang of pirates has overrun your town, stolen your gold treasure and locked the grown-ups in the dungeon. To overpower the pirates and win back the gold treasure and the key, you must collect important equipment. But be careful: some tokens are scary...
When two children have reached the Treasure Chamber, each with a lantern, a net and an ankle cuff, you have won against the pirates! But if the pirates manage to throw you overboard or lock you in the cage, so that only one of you is still free, then the pirates have won.
The Game Can Begin
You all play on the same team against the pirates! You win or lose together!
A. One player starts by rolling the regular die and moves one piece, any piece, as many steps as the die shows.
B. When a game piece lands on a token, turn it over. Collect 2 nets, 2 lanterns and 2 ankle cuffs.
C. Place the 6 collected tokens on the markings beside the ship.
D. When you have conquered all the important equipment, take your way down to the lower decks (through the red-marked entrances). Once you have gone down, you may not go back up again.
E. Turn over the game pieces that go down to the lower decks. They are now ready to challenge the pirates who guard the treasure and the key.
F. To break open the padlock on the Treasure Chamber you need a sledgehammer. It can be found on one of the tokens on the lower decks. You do NOT need to roll an even number to get into the treasure.
Who Wins?
When two game pieces have reached the Treasure Chamber, you have won! Turn over the game piece with the pirates and find the treasure and the key.
If only one game piece is still free on board the ship, you have lost to the pirates, wherever you are on the game board.
Explanation of Tokens / Important Equipment
You must find and collect 2 ankle cuffs (7), 2 lanterns (4) and 2 nets (5) so that you can eventually overpower the pirates who guard the gold treasure and the key! When you find these, they are placed on the markings beside the ship.
1. Plank. If someone lands on a plank, that game piece must walk the plank (you choose which of the two planks). If you walk the plank and there is a lifebuoy underneath, the piece is rescued and placed on the start space. If there is no lifebuoy under the plank, the piece must make its way ashore and is out of the game (set aside).
2. Pirate. When you land on a pirate, roll the challenge die to see what happens (see the explanation of the challenge die). The pirate token stays where you found it, face up. It remains in play, so avoid landing on it again.
3. Sledgehammer. If you find a sledgehammer, you immediately break a padlock to the Treasure Chamber! Turn over one padlock token and that door is open. The sledgehammer is set aside.
4. Lantern. Place the token on the marking beside the ship.
5. Net. Place the token on the marking beside the ship.
6. Lifebuoy. Placed on the marking beside the ship. If there is a lifebuoy under a plank, the piece that must walk the plank is rescued. The lifebuoy is used up after a rescue and is then set aside.
7. Ankle cuff. Place the token on the marking beside the ship.
Cage. A game piece that lands on the cage is locked inside it by the pirates. It stays there until someone rolls a six. Then the piece is freed and moved out one step to the space beside the cage (whichever side you prefer).
Explanation of the Challenge Die
When someone lands on a pirate token, roll the challenge die to see what happens:
- Plank. The game piece must walk the plank (see the explanation of the plank above).
- Cage. The game piece is locked in the cage by the pirates (see the explanation of the cage above).
- Happy face. You are lucky, nothing happens!
Clarifications
To reach the ankle cuffs of the sleeping pirate, you must roll an even number. A game piece collects an ankle cuff. It is allowed for the same game piece to go out and come back in again in another round!
It is allowed to pass over (past) both face-up and face-down tokens, to step onto empty spaces where tokens used to be, and to go through the storeroom of the sleeping pirate. But it is not allowed to go through the cage.
All pieces that are either on board or on their way up to the ship, but NOT in the cage, remain free on board (that is, in play).
Tip! If you want a harder game, use fewer game pieces!
Playing alone: Then you roll the die every round and move whichever game piece you want. NOTE! You must still get two game pieces down to the Treasure Chamber to be able to overpower the pirates.