Rum Rebellion
Rum Rebellion Rulebook
Table of Contents
Table of Contents
Setting Up
- Assemble the 2 halves of the board and lock together with the 4 playing surfaces (A, B, C, D) as shown. Place the Seal of the Colony (E) on top.
- Give each player 2 Votes of Support cards (Value 10 each), 1 Sentence of Transportation card and Convict playing piece of the same colour. Return unused Sentence cards and Convict playing pieces to the box.
- Place Rum Corps playing pieces and black Missed Turn markers on top level.
- Shuffle remaining cards and place face down on their marked spaces.
- Pick a player to control the issue of Rum Barrels and Promissory Notes. Give this player (the Bond Store player) 1 brown barrel as bonus.
Now refer to Convict level rules.
NOTE: (a) For each double thrown throughout the game take a free turn. No limit! (b) You may offer to buy or sell Votes of Support at any time during the game.
Begin the Game
Throw dice to decide who goes first. Highest goes first.
Convict Level
OBJECTIVE: Your aim as a Convict is to get a minimum of 6 barrels of rum to purchase a Ticket of Leave and move up to the next level. You must serve a non-parole period of one full rotation round the board.
Situations You Face as a Convict
- GOOD DEEDS: As a Convict struggling to survive in the Colony you are able to work for the Rum Corps and Free Settlers in your free time. You get paid in Rum Barrels. In addition you receive rewards for being an honest citizen. NOTE: A red rum barrel is worth 10 brown barrels. You can cash in 10 brown barrels for 1 red at any time.
- BONUS: Collect a bonus from the Bond Store player for shuffling the Win/Lose and Court Verdict cards.
- CRIME: Crime squares are optional. When you land on one you must decide whether you are going to commit the crime or not. If you choose NOT to take the crime the dice are passed to the next player. If you decide to commit the crime you must take the top Win/Lose card to find out if you get away with it. WIN/LOSE WIN: Collect the stated number of barrels from the Bond Store player. LOSE: You have been caught red-handed and must appear before the Magistrate to stand trial. Take the top Court Verdict card. COURT VERDICT
GO FREE: Pass dice to next player. FINE: You MUST pay the same number of barrels as the crime to the Bond Store. If unable to pay see Gaol (below). GAOL: Collect one Missed Turn marker for each barrel of the crime. Hand one back each time you miss a turn. BUT if you can throw the dice before you are reminded you may take the turn and return a Missed Turn marker. You must then comply with the conditions of any square you land on. Return Court Verdict card to bottom of pile after each trial.
(The printed numbering runs: Court Verdict (unnumbered), 6. Misfortune, 5. Challenge, 6. When you have at least 6 barrels. Reproduced as printed.)
- MISFORTUNE: If you land on a misfortune square you must miss the stated number of turns. Take a Missed Turn marker for each one.
- CHALLENGE: Challenges are optional. If you land on a challenge square you must decide whether or not to challenge any other player who has the Votes. To challenge you must hold 10 Votes. The player challenged must accept. The challenger takes the top Win/Lose card. WIN: The challenger takes the Votes. LOSE: The challenger hands over the Votes.
- When you have at least 6 barrels read rules for Ticket of Leave level.
Board note (Convict level diagram): Collect 3 barrels income on passing Start square at the end of each rotation.
Ticket of Leave Level
OBJECTIVE: The aim of this level of the game is to purchase your commission as a Rum Corps Officer. To do this you have to save at least 15 rum barrels.
How to Get Your Ticket of Leave
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As soon as you have saved at least 6 barrels of rum you can purchase a Ticket of Leave card which shows your occupation(s) on the middle level of the game.
- 2 players - 3 Tickets of Leave each
- 3 players - 2 Tickets of Leave each
- 4-6 players - 1 Ticket of Leave each
Hand your barrels to the Bond Store player and take your Ticket(s) of Leave. You can move up on your turn from anywhere on the Convict level as long as you have served your non-parole period (one rotation of the board). Place your playing piece on the Start square and throw the dice to move off.
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OCCUPATION SQUARES: When you land on an occupation square owned by another player you must pay them the number of barrels.
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PROMISSORY NOTES (DEBTS): If you can't pay your debts to another player you must write out a Promissory Note (IOU) for the number of barrels owed + 1 barrel interest. Hand this over. You can buy back your note as soon as you have enough barrels.
If you haven't bought your Note back by the time you next pass the Start square, the other player can use it to pay off a debt to any other player. Meanwhile if the player holding your Promissory Note becomes indebted to you they can use your Note in discharging the debt. The interest clause (above) still applies.
You must pay off all debts before you move up to the Rum Corps level. It is the responsibility of holders of Promissory Notes to ensure that you do. The conditions of all other squares must be fulfilled. Refer to Convict level on previous page.
Rum Corps Level
OBJECTIVE: The aim of the level is to become Acting Governor of the Colony and win the game. To be in a position to do this you need to have a minimum of 55 Votes of Support.
Welcome to the Rum Corps!
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As soon as you have saved at least 15 barrels of rum you can purchase your commission as Captain in the Rum Corps. a. Hand over 15 barrels to the Bond Store player. b. Exchange your Convict playing piece for the Rum Corps playing piece of the same colour and place it on the Start squares of the Rum Corps level.
Keep your Ticket of Leave. As a Rum Corps Officer you are still entitled to income from your occupation squares on the middle level.
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OPTIONS: There are three types of option squares on this level. a. CHALLENGE: Rules as before. b. BUY VOTE CARDS: You may purchase the top Vote card for the number of barrels specified. (No Promissory Notes please!) Should the Bond Store run out of barrels, then all Rum Corps Officers may buy one Vote card for 8 barrels. c. PROMOTION: Promotion from Captain to Major has certain advantages. Income increases from 8 to 16 barrels each time Start is passed. On passing Start a Major can choose either to accept 16 barrels or to take 8 and the top Vote card. To mark your promotion to Major, take your Convict playing piece from the top level of the board and place it on top of Sentence of Transportation card.
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DUELLING: A player landing on the duel square MUST take the top Win/Lose card. WIN: Fined 10 barrels by the Governor as duelling is illegal in the Colony. LOSE: Injured in the fight. Miss two turns to recover. NOTE: If a player runs into debt and has no barrels they must write out a Promissory Note. Government debts are paid to the Bond Store. NOTE: You must be free of debt to win the game. It is the responsibility of the holders of Promissory Notes to ensure that you do.
How to Win
To be in a position to win the game a player must have at least 55 Votes of Support. This entitles the player to challenge the Governor for control of the Colony by attempting a Coup.
The Coup — The Winning Move
You must have at least 55 Votes of Support. Announce your decision one turn in advance to allow other players a chance to challenge if they land on a challenge square. On your next turn take the top Win/Lose card.
LOSE: If it's a Lose card return your 55 Votes to the pack and shuffle them. Play continues until a successful Coup is made.
WIN: If it's a Win card you have successfully arrested the Governor, and you can take the Great Seal of the Colony as a symbol of your power and authority as Acting Governor.
Variations for a Shorter Game
a. Reduce the number of barrels needed to move up the board. b. Remove an agreed number of Lose cards. c. Remove an agreed number of Gaol and Fine cards. d. Reduce number of Votes needed for a Coup. e. Start game at Ticket of Leave or Rum Corps level.
House Rules
This page has been included to allow you to add your own variations to the basic "Rules of Rum Rebellion."
- House Rules must be explained to all new players before a game starts.
A typical house rule might be: "Players are allowed to make side bets with each other on what the next win or lose card will be."
(The booklet provides ten blank numbered lines for players to write their own house rules. They are left blank here.)