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Volles Fass voraus

Volles Fass voraus Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Set-up of the Game
  • Object of the Game
  • Starting Positions
  • Course of the Game
  • The Actions
    • Loading Barrels
    • Unloading Barrels
    • Hiring Sailors
    • Drawing Treasure-Map Cards
    • Pirates on Board!
    • Seasick Sailors
    • Storm
  • The Sailor Cards
  • Collecting Treasure-Map Cards
  • Ending and Winning the Game

Game Materials

We set sail with:

  • 4 gameboard sections
  • 10 purple barrels
  • 15 orange barrels
  • 20 colorless barrels
  • 26 harbor tiles
  • 4 money bags
  • 4 decks
  • 4 ships
  • 20 sailor cards
  • 16 treasure-map cards

Set-up of the Game

  • Assemble the gameboard sections to create this gameboard.
  • Punch out all 26 harbor tiles.
  • Shuffle all treasure-map cards and form a face-down pile.
  • Shuffle all sailor cards and form a face-down pile.
  • Sort all barrels by color and keep them handy as a supply.
  • Each harbor has 4 berths for your ships.
  • There are harbor tiles in these 3 shapes. They fit into the gameboard recesses of the same shape. Mix the tiles face down. Fill each recess of the gameboard with a harbor of the appropriate shape. Make each harbor visible only when you have chosen the applicable recess.
  • Each player gets the deck, the money bag, and the ship of his preferred color. Lay out the deck in such a way that the rear part (portside) is oriented towards you.
  • In the two- or three-player game, any surplus decks and money bags are not used. However, all ships are always in play.

The gameboard shows a starting harbor and a destination harbor, and marks doubloon spaces along the money track.

Object of the Game

Get the most doubloons by smartly stowing away barrels and get them off the ship where the profits will make your coffers ring. And don't miss retrieving precious treasures on the way!

Starting Positions

  1. The player who last was on a ship places his ship on a berth of his choice at the starting harbor. After that, the other players, in turn, also choose a free berth there. Ships that don't belong to any player – if you don't play with four players – are now placed on yet-empty berths until all 4 have been occupied.
  2. Each player places his money bag on the doubloon space indicated on his berth at the starting harbor.

Each berth may hold only one ship. This applies during the entire game – everywhere and anytime.

Example: Benny Blue's starting berth shows 3 doubloons. Consequently, he places his money bag on doubloon space 3. Also according to her starting space, Gina Green's money bag starts on doubloon space 4. Thanks to his starting position, Gerry Gray even begins with 6 doubloons. Since there are three players, the red ship doesn't belong to anybody. It is standing where nobody wanted to start. The red money bag is not in play.

On the doubloon spaces, your money bags indicate how rich you currently are. If you have to pay something, you move your money bag back the number of spaces equal to the amount required. If you are allowed to collect doubloons, you move your money bag forward the amount you have received. You can't go into debt.

Course of the Game

You do not play in turn. The order of play always depends on the position of the ships in the harbor:

The ship on the westernmost berth (bollard #1) is the first to move. After that, the other ships – from west to east – move. The easternmost ship (bollard #4) is the last to cast off from the harbor. After that, all ships will be at the next harbor, where the same rules apply.

On your turn, you move your ship along the shipping route to the next harbor, and there, you place it at an unoccupied berth of your choice. Then you immediately carry out the action(s) of this berth. On a turn of a ship that doesn't belong to anybody, you place it on the easternmost unoccupied berth of the harbor you've headed for. In this case, the action(s) of this berth are not carried out.

Illustration A: Benny Blue, on the westernmost berth (1), begins the game. Then, in the neighboring position, Gina Green has her turn (2), followed by the red ship that doesn't belong to anybody (3). Finally, Gerry Gray casts off from the easternmost (4) berth.

Illustration B: Benny Blue can choose from among all 4 berths in the next harbor. He picks berth (2) from the west. Then Gina Green moves to the easternmost (4) one. The red ship, which doesn't belong to anybody, has to be placed as far east as possible; consequently, it lands at bollard (3), since the easternmost berth has already been occupied by Gina Green. Finally, Gerry Gray occupies the remaining berth in the west (1).

Illustration C: Now all ships have docked at the next harbor. Gerry Gray will be the first to leave the (westernmost) berth, followed – from west to east – by Benny Blue, then by the red ship and finally by Gina Green.

The Actions

Loading Barrels

Place one barrel in each color shown from the supply onto any unoccupied space of your deck.

This is how the berths look where you can load barrels. You cannot unload barrels at such berths.

What does this cost? The loading of barrels costs as much as the number of doubloons at the berth indicates – even if you don't take all the barrels depicted. It costs ZERO if it doesn't show any doubloons.

Example: Gina Green has to move her money bag 1 doubloon space back in order to get both barrels (the colorless one and the orange one). Even if she decides to load only one of the two barrels, Gina has to pay 1 doubloon. If she doesn't load any barrel, she pays nothing.

You don't have to load or unload any barrel if you don't want to.

Unloading Barrels

Unload one barrel in each color shown from your deck.

This is how the berths look where you can unload barrels. You cannot load barrels at such berths.

  • If 2 barrels are depicted, you may not unload just a single barrel, but must unload BOTH – in any order.
  • If barrels show all 3 colors, you may choose any colors.

In order to unload barrels, you need to be ABLE TO GET them OFF THE DECK. If there are other barrels in the way, they can't be unloaded. You can get barrels off the deck only if you pull them from their position vertically backwards over the loading dock without touching another barrel in the process. If this is not possible, you must not unload the barrel! Leave it in its position!

Example: Benny Blue may unload a purple barrel for 5 doubloons. He can do this, because a purple barrel on his deck reaches the rear loading dock in a vertical line – past the orange barrel – without touching it. Benny wouldn't have been able to get any other purple barrel off the deck, since each of them would touch other barrels when being unloaded vertically.

Example: Gerry Gray cannot unload this colorless barrel. It touches the purple barrel in a vertical line to the rear loading dock. The barrel remains in place.

Whenever you unload barrels, you immediately collect the doubloons indicated at the berth. Put every unloaded barrel back into the supply.

Hiring Sailors

If you choose a berth showing the head of a sailor, draw a sailor card and place it face up in front of you. With immediate effect, you can use this sailor's ability (as described on pp. 14 and 15).

There are symbols (fish, sail, pirate, storm) depicted above some of the berths. Every time you get to such berths, you can use the ability of a sailor trained for it, provided you have hired him.

What does this cost? The hiring of sailors costs:

  • nothing, if there is no doubloon depicted.
  • as much as the number of doubloons at the berth indicates.

If the berth additionally comes with a barrel symbol, you pay these doubloons in order to get BOTH (barrel and sailor card). Pay the complete amount even if you take only the barrel or only the sailor card; otherwise, you get NEITHER of them. If you pass on the barrel and the card, you don't pay anything.

Drawing Treasure-Map Cards

Draw as many treasure-map cards from the pile as shown at the berth, and place them face down in front of you. You may look at your treasure-map cards anytime – but don't show them to the other players!

What does this cost? If the berth shows 1 doubloon, you pay this doubloon in order to get the treasure-map card. If the berth shows no doubloons, you may take the treasure-map card for free.

Pirates on Board!

Barrel robbery! Put a barrel of your choice from your deck back into the supply – even if you wouldn't be able to get this barrel off the deck (see p. 11).

If you have no barrel on deck or if you have the sailor Assecuranza Pit, this barrel robbery doesn't affect you. Keep all your barrels!

Doubloon robbery! Move your money bag back the doubloon value depicted.

If you don't possess enough doubloons, you move your money bag onto doubloon space 0 (or leave it there). If you have the sailor Piranha Pirata, this doubloon robbery doesn't affect you. Keep all your doubloons!

Seasick Sailors

Give up as many sailors as indicated at the berth, and put them back into the box.

If you have fewer sailors than you have to give up, you give up all you have. If you have no sailor, you do not have to concern yourself with this action. By the way, sailor Stormy D. is powerless against this action …

Storm

Barrel over board! Put the shown number of barrels of your choice from your deck back into the supply. This can also refer to barrels that you would not have been able to get off the deck.

If you have fewer barrels on deck, you empty the deck completely. If you have the sailor Stormy D., this storm doesn't affect you. Keep all your barrels!

Storm damages – repair costs! Move your money bag back the doubloon value depicted.

If you don't possess enough doubloons, you move your money bag onto doubloon space 0 (or leave it there). If you have the sailor Stormy D., this storm doesn't affect you. Keep all your doubloons!

Storm chaos – shipwrecked sailors! Exchange a sailor card with another player: You may choose the sailor you give him and the one you take. You may carry out the actions of both exchanged sailors on this turn, if possible.

The "storm chaos" action is not optional: If possible, you have to carry it out even if you don't want to swap sailors. There is no sailor exchange if you or all the other players don't have any sailor card.

If you have the sailor Stormy D., the storm chaos becomes an optional action: You may carry it out, but you don't have to. If you do, and you exchange Stormy D., his recipient may already use him on this game turn, if he moves into the storm after you.

The Sailor Cards

Place every sailor you get visibly in front of you. With immediate effect, you may use this sailor's ability on each of your game turns, if possible. After you have used the card, you keep it and can use it again also in future game turns.

Barry Fassel / Farry Bassel: Exchange the positions of two adjacent barrels on your deck or slide one barrel onto an unoccupied adjacent place (diagonal barrels also stand adjacent). You may use an ability of Barry and Farry – at any time during your turn. Through this action, you might be able to unload a barrel (right now or later) that you couldn't get off the deck before.

Freezy Fisher / Easy Fisher / Cheesy Fisher: If you place your ship on a berth that shows a fish, you immediately collect 1 doubloon. If you have all 3 fisher-sailors, you collect 1 doubloon for each of them, i.e., 3 doubloons in total.

Assecuranza Pit: You are not affected by the "barrel robbery" action. Keep all your barrels!

Piranha Pirata: You are not affected by the "doubloon robbery" action. Keep all your doubloons!

The Plaza Family (Westy / Nexty / Overnexty / Easty): Every time you unload a barrel at a berth of the indicated position, you collect 1 doubloon extra. If you are allowed and able to unload two barrels there, you get 2 doubloons extra.

Example: Gina Green unloads an orange barrel. Her ship's berth indicates that she collects 3 doubloons for that. Her sailor, Freezy Fisher, gives her another doubloon, since this berth shows a fish. In addition, sailor Overnexty Plaza also rewards her with a doubloon for the position of the berth. Gina advances her money bag 5 doubloon spaces.

Sail Sisters: If you place your ship on a berth that shows a sail, you immediately collect 2 doubloons. If you have both Sail Sisters, you collect 2 for each of them, i.e., 4 doubloons in total.

Isaac Lilaac: For every purple barrel you unload, you additionally collect 2 doubloons.

Nolly Orange / Bolly Orange: For every orange barrel you unload, you additionally collect as many doubloons as this sailor card shows. If you have both Orange-sailors, you collect 1 plus 2 doubloons, i.e., 3 doubloons in total.

Kitty Nature / Mitty Nature / Pritty Nature: For every color barrel you unload, you additionally collect as many doubloons as this sailor card shows. If you have all 3 Nature-sailors, you collect 1 plus 1 plus 2 doubloons, i.e., 4 doubloons in total.

Stormy D.: You are not affected by any "storm" action that would make you lose doubloons or barrels. Keep all your doubloons and barrels! You may carry out the "storm chaos – shipwrecked sailors" action (if possible), but you don't have to.

Example: Rita Red unloads any two barrels (at the destination harbor); both of them are orange. As indicated at the berth, she collects 3 doubloons for this. Each of her two sailors, Nolly and Bolly Orange, gives her another 3 doubloons for every unloaded orange barrel – for 2 barrels, this even amounts to 6 doubloons. In addition, Rita can also be happy with the position of this berth: For this, sailor Nexty Plaza also rewards her with 1 doubloon per barrel. She advances her money bag (3+6+2=) 11 doubloon spaces.

Collecting Treasure-Map Cards

As soon as all ships have reached the destination harbor (and you have been allowed to or forced to carry out the actions there), everybody reveals the treasure-map cards he has collected, and gets the doubloons for them.

Some treasures contain chests. The amount you are allowed to rake in for that is indicated on the money bag shown at the bottom of the card.

Some treasures contain valuable items. Form sets of different items with all the items you have collected. This is what you get for each set:

  • 5 different items ➙ 15 doubloons
  • 4 different items ➙ 10 doubloons
  • 3 different items ➙ 6 doubloons
  • 2 different items ➙ 3 doubloons

Every single item that is not part of a set is worth 1 doubloon.

Example: Gina can form these two sets with her treasure-map cards: Set A: 4 different items = 10 doubloons. Set B: 2 different items = 3 doubloons. In addition, Gina possesses 1 chest, which gives her 3 doubloons … and 1 blank. In total, Gina's treasures advance her money bag 16 doubloon spaces.

A treasure-map card with a blank doesn't give you anything.

Caption printed beside the treasure-map illustration: "In the end, you get back to the island you started from – not to the starting harbor, but to the destination harbor, which is located on the opposite side of the island."

Ending and Winning the Game

After all players have reached the destination harbor and received the money from their treasure-map cards, the game ends. Has your money bag reached a more valuable doubloon space than any other player? Incredibly good! In this case, you win! Has somebody else reached the same doubloon space? Unbelievable! Nevertheless, there can be only one winner. The player who is standing further west at the destination harbor resolves such a tie in his favor.