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The Plank

The Plank Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Building the Plank
  • A Turn
  • Roll the Dice
    • Coins!
  • Move the Pirate
  • Dice Symbols
    • Extra Coin? What a Brave Pirate!
  • Last Standing
  • Alternative Rules
    • Plank with Push
    • Greedy Pirates!

Components

  • Water
  • The Plank with four stands in shape of squid arms
  • 24 Coins
  • 6 Pirates
  • 4 Dice

Setup

Building the Plank

Hook the latch into the upper part of the box (Image 1). Attach two tentacles on either side of the fold (Image 2). Then attach two tentacles near the end of the plank (Image 3). Make sure the plank is balanced and sturdy.

Each player chooses one of the 6 pirates and places it on the starting space inside the ship. Each player also receives 1 starting coin.

Choose a starting player and take turns in clockwise order.

A Turn

On your turn:

  1. Roll the dice.
  2. Move your pirate.
  3. Carry out the symbols on the dice.
  4. Extra coin?
  5. Last standing?

If you are the last pirate left on the plank, you have won and get to stay on the ship.

Roll the Dice

When it's your turn, start by rolling all four dice once.

You then have two free rerolls of any number of dice by your choice.

After you've rolled three times, your final result is counted. Unless...

Coins!

If you're not satisfied with the result, and as long as you have money, you may pay 1 coin to either:

  • Reroll any number of dice one additional time.
  • Cover one die – it is then not counted in the final result.

Move the Pirate

The total of all dice shows where on the plank the player's pirate ends up.

  • If the total is lower than the pirate's current number, the pirate moves to the number shown by the dice.
    • Example, Image 1: The pirate gets a total of 8 and may then move to space 8.
  • If the total is equal to or higher than the pirate's current position, the pirate moves to a lower number with the same symbol as their current space.
    • Example, Image 2: The pirate gets a total of 11, which is the same number as the one he is currently on. He then moves forward to the next treasure chest symbol.
  • If the total is zero, the pirate stays in place. This can happen if all dice show symbols or have been covered using coins.
  • If you end your turn on the frontmost space, you receive one coin.
    • Example, Image 3: The pirate rolls a total of 6 but is standing on space 4. If there is no matching symbol with a lower number, the pirate falls off the plank and is out of the game. The pirate on space 1 survives.

Coins and swords shown on the dice have no effect if the pirate falls.

Dice Symbols

Each die has numbers 1–5 and one symbol. On two of the dice, the symbol is a coin, and on the other two, it's a sword.

  • Coin: Take a coin!
  • Sword: For each sword symbol you have, move all pirates forward one step — except your own.

Extra Coin? What a Brave Pirate!

If you end your turn as the pirate furthest out on the plank, you receive a coin for being so daring.

Last Standing

When only one pirate remains on the plank, the game is over. The player whose pirate is left wins, is spared, and becomes the new captain of the ship.

Alternative Rules

Plank with Push

If a pirate lands on a number already occupied by another pirate, they are pushed forward one step.

This does not apply when a pirate is moved forward by a sword — in that case, pirates may share the same space.

Greedy Pirates!

With this rule, players may pay each other coins in exchange for certain favors — just remember the Pirate Code!