can spend to gain the benefits of Sails, Captain Treasure Boots Guns, or Armor. Spending Pearls means Treasure Token List putting them back into the Treasure Box. Using Pearls as Guns: After making the Green Tokens (Sails, 18) attack roll, but before the defender rolls, +1 to Movement you may spend any number of Pearls to add +1 to your attack value. Red Tokens (Guns, 16) Using Pearls as Armor: After making the +1 to Attack Roll defense roll, you may spend any number Arr, Matey. This Game Comes With: Blue Tokens (Armor, 12) It is the golden age of Piracy, and 4 board sections. of Pearls to add +1 to your defense value. +1 to Defense Roll you are a Pirate. Good timing! 90 Treasure Tokens: Using Pearls as Sails: While taking your move, you may spend any number of 12 Black (Privateers), Yellow Tokens (Gold, 14) The Caribbean is a virgin wonder- 12 White (Pearls), Pearls to add +1 to your movement points. Worth 2 Points Each Using Pearls as Gold: You cant use land, populated with ten thousand 12 Blue (Armor), Defenders option on looting Pearls as Gold. gold-stuffed treasure chests just wait- 14 Yellow (Gold), Cashing in Pearls: When you trade in ing to be plucked from the ground. 16 Red (Guns), and White Tokens (Pearls, 12) 18 Green (Sails) Pearls for points, they are worth one point Spend as Green, Red, or Blue each, and dont contribute to the color One Wind Marker Dozens of pirates, privateers, and bonus. Black Tokens (Privateers, 12) foul-mouthed scalawags sail the Ye Also be Needin: Act as enemy pirates stormy seas in search of adventure, A pawn for each player, Winning: Control when you roll doubles. treasure, and rum. Mostly rum. Two 6-sided dice, and The first player to reach the target score wins the game. This score varies A way to keep score. with the number of players: The most brilliant and notorious of these pirates is Captain Treasure Setup: Players: Target Score: Captain Treasure Boots Boots, who is secretly one of you. To begin, choose a number of boards Handy Movement Chart based on the number of players: 2 30 Points 3 22 Point Specifically, the one who captures 4 18 Points 2 1 1 the treasure before everyone else. Players 2 or 3 Boards 2 5 15 Points 6 or more 12 Points 4 3 So set the turling and make fast the 5 or 6 4 Wind X 1* grot line! Hoist the Maiden Graves and let fly the moistling jacksall! Arrange the boards any way you like, Captain Treasure Boots as long as they conform to the same grid.
Designed by James Ernest, cover art by Phil
2 1 1 Or something to that effect. The edges do not have to touch. All table space outside the boards is Foglio. Originally released as SWAG, a free presumed to be open water, containing game about gathering free stuff. Tested by the At the start of each turn, rotate the wind marker clockwise 90 by the dif- the same grid as the boards. usual crew of fearless guinea pigs over several grueling months at sea. 2005, 2013 Cheapass ference between the two dice. Games, Seattle WA. www.cheapass.com. You have 3 Movement points, +1 for each green treasure (Sails). The cost to If you enjoy this game, try our other games. We move with relation to the wind is make lots of them. Some are free, some are shown above. (*You get one more free fancy and deluxe, and some strike the happy middle ground between cheap and awesome. step directly downwind). Two example layouts To begin, each player takes his pawn On Your Turn: table in front of you, until you lose it in and places it on a Port of his choice. Ports Privateers: Once you have rolled, checked the battle, or exchange it for points. are the islands with no numbers, just Privateers are black tokens. They wind, placed new treasure, and (if you Ports: If you move into a port space, names. Ports are the only spaces that can are drawn from the Treasure Box like rolled doubles) taken a turn with a you may drop some or all of your cargo hold more than one ship. any other treasure. Once in play, they Privateer, your actual turn begins. and score points. See Scoring above, under If it matters, you can make everyone behave like player ships. Players may On your turn you can do two things: Treasures. decide in secret where to begin. But really, take control of them by rolling dou- Move, and Shoot. You must do them in it doesnt matter. bles at the start of their turn. this order. Step 2, Shoot: Place the Wind marker at the north When you control a Privateer, you If you finish on an Island space, you After moving, if you are in open sea, edge of the board (pointing north). If you score one point immediately each time can also collect the treasure that is there. you may take a shot at another ship. dont know which direction is north, or you pick up or unload a treasure. If you finish on a Port space, you may You can not shoot if you are on an you cant fake it handsomely, then you are Privateers do not score color bonus- also unload treasure and score points. Island space. a terrible pirate. es when dropping off treasure. Ships at islands can be fired upon. Determine randomly who will go first. Stack a Privateers cargo below the Step 1, Move: You must shoot along a straight line, Play proceeds to the left. ship. A Privateers cargo affects his You normally have 3 movement points horizontal or diagonal, through open sea. abilities just like a player ship. to spend. If you have Sails (green tokens) You can not shoot through islands or The Treasure Box: Players can shoot at Privateers, you get +1 point for every sail. through other ships. You will use the game box to hold the and Privateers can shoot at each other. Moving has variable cost with respect To take the shot, roll a die. If you have treasure tokens. When you shoot at a Privateer, choose to the wind, as follows: Guns (red treasure), add +1 to your roll for When you draw tokens, close your eyes another player to roll its die. Moving directly into the wind is impos- each one. and take them randomly from the box. Sinking a Privateer scores 2 points sible. Then, subtract the number of empty Whenever a token leaves play, it goes for the player who sunk it. Put sunk Moving diagonally into the wind costs 2 spaces between you and your target. The immediately back into the box. Privateers back into the Treasure Box. points per space. result is your attack value. All other directions cost 1 point per Your target then rolls one die to Before Each Turn: space. defend, adding +1 for each of his Armor Begin every turn by rolling two dice. Treasures: Exception (*): You can take one step (blue treasure). This is his defense value. This will affect the Wind and the Treasure. Besides the black coins (Privateers), directly downwind for free. If the attack value is equal to or greater Wind: Subtract the smaller value from the coins in the Treasure Box represent than the defense value, the shot succeeds. the larger one. Move the Wind Arrow 90 different types of treasure. They are Otherwise, the shot fails, and there is no clockwise, this number of times. (Wind is Armor (blue), Gold (yellow), Guns (red), 2 1 1 effect. always either north, south, east, or west.) Sails (green), and Pearls (white). Results of Combat: If your attack If the dice are equal, or if the differ- Each Treasure token gives your ship Wind succeeds, you may steal one treasure from ence is 4, the wind does not move. Treasure: Add the values together, different abilities, so it helps to collect them all. It is also worth more points to X 1* the ship youve attacked. If your target has no treasure on board, you can sink it and look for all the empty islands marked cash in several colors at once. instead. with that number. Draw a treasure token from the chest, and place it on each island When you unload treasure, you score one point for each, except for Gold (yellow 2 1 1 Normally the loot is chosen by the attacker. However, if the defender has with that number. treasure) which is worth 2 points. You also more Gold (yellow) than the attacker, the An island does not get a new token if it score a bonus for having multiple colors: Obstacles: You can move through defender may choose which piece to lose. is already occupied, either by a ship or by other ships, but you can not stop on them. If the defender has no treasure to lose, another token. If You Unload: Your Bonus is: You cannot move through islands. You then the ship sinks instead. This immedi- 1 Color 0 Points can move into an island space, or out of it, ately scores two points for the attacker. Doubles:If you 2 Colors 1 Point but not both in the same move. If your ship is sunk, you must move to roll doubles, you get to 3 Colors 2 Points Leaving the Board: The grid extends a Port space of your choice immediately. control one Privateer 4 Colors 4 Points forever outside the boards. (This is a bonus, actually.) You will begin before taking your Islands: If you stop on an island space your next turn with a fresh but empty normal turn. Exception: Pearls do not have a color, that has a Treasure token, you may take ship. and are always worth just one point each. that token. Keep your Treasure on the Sunken Privateers return to the box.