Try to roll the most valuable combinations possible on your privateering trip. The more valuable the combination, the more points you get for it.
The first person to reach 8000 points wins.
You can download the complete rules here.
On your turn, the top pirate card is revealed.
This pirate card influences your rolls.
Your first roll must be made with all eight dice. You can then roll dice again.
You try to roll as many identical symbols as possible. Diamonds and gold coins are particularly lucrative because they bring additional points.
After your first roll of all eight dice and depending on which pirate card is face up, you decide which dice you put aside and which you roll again.
You don't have to put any dice aside. You may re-roll any dice, including dice that you previously set aside.
If you re-roll the dice, there are two restrictions:
• The new roll must consist of at least two dice. You may not roll a single die.
• You may not re-roll any dice that show a skull. These dice remain unchanged until the end.
Attention: As soon as you roll the third skull, your pirate voyage ends immediately and you receive 0 points - all other dice do not count.
In order to get points, you must end your pirate voyage before you roll the third Roll the skull.
Combinations:
3 identical dice = 100 points
4 identical dice = 200 points
5 identical dice = 500 points
6 identical dice = 1000 points
7 identical dice = 2000 points
8 identical dice = 4000 points
Diamonds and gold coins each give 100 points for each symbol rolled. These points count in addition to the points for the combination.
If you manage to score points with each of the eight dice, you receive a bonus of 500 points in addition to the combinations you rolled.
There is no bonus with a skull possible.
If you roll four or more skulls with all eight dice in your first roll, you go to Skull Island.
You put the skulls aside and re-roll the remaining dice.
As long as you roll at least one skull and put it aside, you continue to roll the dice. The other symbols have no meaning.
If you don't roll a skull, your pirate journey is over. You receive 0 points.
Everyone else loses 100 points for each skull you roll. This can also cause someone to go into the red.
The pirate cards influence your privateering trip and give you bonus points or minus points.
Treasure Island:
After your roll, you may place one or more dice on this card.
You can also take these dice down and roll them again.
If you roll a third skull, your pirate voyage ends and you are not allowed to place any dice from this roll on the card.
However, the points of the dice that are already on the card are safe and will be noted.
Pirate:
Your points scored will be doubled on this pirate trip.
If you go to Skull Island, your fellow players lose 200 points for each skull.
Guardian:
You may re-roll a skull once during your privateering trip.
In this case, you can also roll a die with a skull on it individually.
Skull:
Depending on the illustration, your pirate journey begins with one or two skulls.
You add these to the skulls rolled.
That's why it's easier for you to get the four skulls you need for Skull Island.
Pirate ship:
You have to have at least the number shown Roll the saber dice and end your privateering trip voluntarily.
Then you also receive the points shown on the card below as a bonus in addition to your dice result (sabers rolled count as a combination as usual).
If you don't make it, the dice result counts as 0 points and the points shown on the card are deducted from your score.
If a pirate ship is revealed, you cannot go to Skull Island.
Gold coin:
Your pirate journey begins with a gold coin. It counts for you individually and in a combination with the dice.
Diamond:
Your pirate journey begins with a diamond.
It counts for you individually and in a combination with the dice.
Animals:
Your rolled monkeys and parrots count together as a combination.
For example, E.g. two parrots and three monkeys as a combination of 5.
Peace:
You have to end your pirate trip without rolling a saber.
If you succeed, you double the points of your pirate trip.
If you don't succeed, you don't get any points and you also lose 500 points for each saber rolled.
If you go to Skull Island, you have to end your privateering trip there without rolling a saber.
Zombie attack:
You have to roll the dice until all the dice show either skulls or sabers.
Skulls cannot be re-rolled here either, but three skulls do not end your turn and you cannot travel to Skull Island.
You can also roll individual dice. If you rolled at least 5 sabers, you get 1200 points.
If you fail to do this, the 1200 points are divided equally among all other players.
Shipwreck:
You are only allowed to roll the dice twice. You are still not allowed to re-roll skulls, but even if there are three or more skulls in the first roll, you are allowed to roll the dice a second time.
You cannot go to Skull Island.
After the second roll, regardless of whether skulls are rolled, you only receive points for diamonds and gold coins, but these are doubled.
As soon as Once someone has achieved 8,000 points or more, everyone else completes one privateer trip.
If the person's score is exceeded, they can also complete one last privateering trip.
Whoever has the most points wins!
Attention: If no person has 8000 or more points from the last pirate trips, you continue playing until someone has reached at least 8000 points again. This person then wins immediately.
Pirate magic: If a person achieves a combination of 9, for example with a gold coin card and all eight dice with gold coins, that person wins immediately.