DEAD MAN S DOUBLOONS. Rules v1.2

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DEAD MAN S DOUBLOONS Rules v1.2

OVERVIEW Welcme t Dead Man s Dublns, an actin packed bard game fr 2 t 6 players, playable in 30 t 45 minutes. Each player takes n the rle f a legendary pirate ship captain, hell-bent n winning the race t endless riches f buried treasure. As the game begins, pirate ships skirmish with ne anther and navigate cral reefs surrunding the mysterius island, searching fr map fragments and pillaging whatever they can alng the way. Captains advance their landing party alng the path tward the buried treasure, encuntering perilus bstacles and fes at each step. One savvy Captain will ultimately manage t find and dig up the buried treasure. All Captains then return t their vessels t engage in final battle n the high seas. Defeated vessels becme ghst ships, but may still emerge victrius. Map fragments, gld dublns, and precius jewels can all be stlen, as can rival ships! Once enugh Captain actins have been taken, the game ends and the richest Pirate is the winner! COMPONENTS Inside the game bx yu will find the fllwing cmpnents: 1 main game bard 40 Dublns 18 Jewels (8 emeralds, 6 rubies, 4 diamnds) 52 Actin cards (40 nrmal cards, 12 Captain cards) 12 Map Fragment tiles (3 each f 4 different clrs) 8 Water Area Effect tiles 8 Landmark tiles 6 Pirate Ship placemats 6 Pirate Ship figures 6 Captain pawns 12 damage markers (2 per player) 1 velvet treasure bag 6 player reference cards 1 Initiative Pg 1 rulebk

GAME SETUP Perfrm the fllwing steps t setup a new game: Place the main game bard in the center f the table. Place the Dublns in a pile next t the game bard. Put all the Jewels in the velvet bag and place it beside the game bard. Set the 10 Captain cards aside fr later, and shuffle the remaining Actin cards. Draw and place 4 randm Water Area Effect tiles, ne in each f the 4 water areas. Place the Harbr f Wreckage Landmark tile at the beginning f the ftpath and the Temple f Bnes Landmark tile at the end f the ftpath. Draw 3 randm Landmark tiles (4 in a 2-3 player game) and place them evenly spaced alng the ftpath tward the buried treasure. Each player takes ne Pirate Ship placemat and the Pirate Ship figure and Captain Pawn f the matching clr place the Captain pawns n the island at the Harbr f Wreckage (d nt place the Ship figures n the game bard yet). Each player places damage markers n their Pirate Ship placemat ne at the 10 Hull spt and ne at the 4 Crew spt. The player wh can mst cnvincingly say the phrase Ahy Matey! like a pirate takes the Initiative Pg if n ne agrees, fight it ut like pirates (r rll randmly)! Setup the Map Fragment pile fr the game, based n the number f players, as fllws: Gather all three Map Fragment tiles fr the crrect number f clrs accrding t the table belw (place the remaining tiles back in the bx they will nt be used fr this game): 2 players: 2 Map Fragment clrs (it desn t matter which clrs) 6 tiles ttal 3-4 players: 3 Map Fragment clrs (it desn t matter which clrs) 9 tiles ttal 5-6 players: All 4 Map Fragment clrs 12 tiles ttal Place the gathered tiles face dwn n the table and shuffle them up. Randmly remve the crrect number f tiles accrding t the table belw, withut lking at them (place them back in the bx they will nt be used fr this game): 2 players: Remve 3 3 players: Remve 4 4 players: Remve 2 5 players: Remve 4 6 players: Remve 2

RULES The game is played in runds, and during each rund sme phases are simultaneus and thers are perfrmed in turn rder. Each game rund cnsists f the fllwing three phases: 1. Rund Start (simultaneus) 2. Actin Phase (turn rder) 3. Pillage Phase (simultaneus) ROUND START Begin each rund as fllws: 1. All players draw up t 5 cards. 2. Place Dublns in the center f the island these are available t be pillaged this rund: tw in a 2 player game, three in a 3-4 player game, fur in a 5-6 player game. 3. At the same time, each player secretly chses 3 cards frm their hand t play the chsen cards are placed face dwn n the table in frnt f each player, in an rder f the player s chsing. 4. All players flip ver and reveal their first actin card simultaneusly. ACTION PHASE One player at a time, starting with the player wh has the Initiative Pg, each player executes their actin card as fllws: 1. Place Ship Figure: If this is the very first turn f the game, the player starts by placing their Pirate Ship figure in the Water Area with the dcks, facing either directin (t the left r right). 2. Perfrm Mvement: The player perfrms the mvement prtin f the actin card. Based n the icns at the tp f the actin cards, Ships will Sail and/r Cme Abut (r smetimes d nthing). Slid blue icns indicate that mvement is required, whereas gray icns mean the mvement is ptinal. If there are multiple icns, the Player may chse the rder in which they are executed. The icns are executed as fllws: Sail (straight arrw): The Ship sails arund the island, mving t the next Water Area in the directin the Ship is facing. If the area being mved int cntains ther Ships, place the sailing Ship next t the thers, psitined furthest away frm the island. Cme Abut (curved arrw): The Ship turns arund 180 degrees, facing the ppsite directin. If there are ther Ships in the same area, the turning Ship MUST shift their psitin by 1 and nly 1 Ship (Ships make wide turns). 3. Perfrm Actin: The player chses ne f the tw actins n the card t perfrm. Individual Actins are executed as fllws: Repair (Wrench icn): Mve the Ship s hull damage marker ne space twards 10 (tw if there are n ther Ships in the same Water Area). NOTE: A Ship s hull can never exceed 10, and a Repair actin cannt replenish Crew unless there is a special game effect that allws this.

Attack: Fre r Aft (Cannn icn): Chse an enemy Ship in either Water Area next t yurs t take 1 damage (all Ships start with ne frnt and ne rear facing cannn). Reslve any effects frm that damage as indicated n their Ship placemat. Attack: Bradsides (Duble Cannn icn): The enemy Ships immediately t yur prt (left) and starbard (right) take 2 damage (all Ships start with tw side cannns n each side). Reslve any effects frm that damage as indicated n their Ship placemats. Hunt (Map icn): One f tw things will happen: Less than 2 Map Fragments: If yu have fewer than 2 Map Fragments, draw 1 randm Map Fragment and place it face up belw yur Ship placemat if there are nne left t draw, this actin has n effect. 2 r mre Map Fragments: If yur Captain is at the Temple f Bnes, yu successfully dig up the buried treasure see the Digging Up the Buried Treasure sectin belw. Otherwise, chse ne f the Map Fragment clrs yu pssess yu AND any ther player wh pssesses the same clr Map Fragment mve yur Captain 1 space frward n the ftpath. Pillage (Dubln Pile icn): This actin has n effect during the Actin phase see the Pillage Phase sectin belw. Bard (Harpn icn): This actin has varius effects, as designated at the bttm f the Actin card. All f the effects represent an actin against ne f the Ships immediately t yur prt r starbard, and the chsen target Ship must be damaged. Sme f these actins have an additinal requirement designated n the card in rder t execute such an actin yu must discard ne r mre f yur previus actin cards that cntain the specified icn(s) (if multiple icns are required they may cme frm the same r different discarded actin cards). Specific Barding actin effects are as fllws: Steal Map Fragment: Select ne f the enemy s Map Fragments t take. Steal ½ Dublns: Take ½ f the enemy s Dublns, rund dwn. Kill 1 Crew: Kill 1 f the enemy s Crew. Reslve any effects frm that lss as indicated n their Ship placemat. Steal Jewel: Select ne f the enemy s Jewels t take. Steal Ship: Swap seats with the enemy everything n the table remains as-is, and play cntinues as nrmal frm the pint f the Actin card that was used t bard. Players nw cntrl their new Ship, Captain, Actin cards, treasure, etc. SPECIAL: Landmark Actins: Each Landmark lcatin has a special, alternate Actin it allws when yur Captain pawn is there, ften affecting ther players whse Captains are in yur vicinity. T perfrm ne f these actins, simply chse the designated Actin icn when it cmes time t reslve yur Actin card, and state yu are using the Landmark s alternate Actin. If the Actin affects anther player (thse with a red utline arund the requirement), yu may chse any player whse Captain is either at the same lcatin r ne ahead f yu n the ftpath. All players then flip ver and reveal their next Actin card simultaneusly. Repeat the Actin Phase steps until all players actin cards have been reslved.

PILLAGE PHASE All players cmpare the ttal quantity f Pillage icns they have n their used Actin cards (d nt cunt icns n cards that were discarded t pay the requirements fr Barding actins), and then prceed as fllws: 1. The player(s) wh have the mst (and at least 1) each take 2 Dublns frm the center f the island. 2. The player(s) wh have the next highest (and at least 1) each take 1 Dubln. 3. IMPORTANT: If at any step there are nt enugh Dublns t pay ut an entire grup f tied players, thse players gain nthing, the prcess halts, and all Dublns remaining will stay fr the next rund (hence, the pt will grw!). NOTE: The abve prcess means nly the tw players (r tw grups f tied players) wh had the mst Pillage icns will get any Dublns n ther players will gain anything during this phase! Cleanup: Perfrm these cleanup steps at the end f the Pillage phase: All players discard their used Actin cards. Pass the Initiative Pg t the next player t the left. Begin the next Rund. GHOST SHIPS If a ship takes enugh damage t reduce its hull belw 1, it is nw a Ghst Ship. Fllw these steps immediately: 1. Mve the Ship s Damage Marker t the Ghst Ship bx. 2. The player whse Ship was Ghsted discards his 3 rd Actin card, whether r nt it has already reslved their 3 rd Actin spt will remain empty as lng as they are a Ghst Ship. 3. The player wh inflicted the damage gains a randm Jewel frm the Treasure Bag. Ghst Ships fllw these special rules: They are immune t damage, althugh they are nt immune t any ther effects (such as Stealing r fllwing anther Player s Captain during a Hunt Actin). They retain all the persistent negative effects frm a fully damaged hull until they are n lnger a Ghst Ship (even as they begin t repair the damage). During Actin Reslutin, if the Actin card has a Repair ptin it must be chsen. The player is may nly select tw Actin cards t reslve each Rund (their 3 rd spt is empty). The player is vulnerable t the Captain Actin card that allws stealing anther Player s Ghst Ship! Once a Ghst Ship has been repaired t 5 hull r abve, it is n lnger cnsidered a Ghst Ship. At the beginning f the next rund the Player will be able t select three Actin cards, as nrmal.

DIGGING UP THE BURIE D TREASURE When a player has successfully dug up the buried treasure (refer t Hunt under the Actin Phase sectin abve), perfrm the fllwing steps: The current rund ends (withut a Pillage Phase). The player wh dug up the treasure draws 3 randm Jewels and takes the Initiative Pg. All players wh are at the Temple f Bnes draw 2 randm Jewels. All players wh are 1 space behind the Temple f Bnes draw 1 randm Jewel. All players discard ALL their Actin cards (thse n the table and in hand). Cmbine the discard pile, draw deck, and the 10 Captain cards set aside earlier during game setup shuffle all cards tgether t frm a new draw deck. Mve all players Captain Pawn t their Ship placemat. IMPORTANT: Frm this pint frward, whenever a Captain Actin card is played, that player mves their Captain Pawn ne space n the Captain s track. When a player s Captain Pawn reaches the final spt, the game end is triggered. Begin the next Rund as nrmal. WINNING THE GAME When a player s Captain Pawn reaches the final spt n the Captain s track (by playing enugh Captain cards), the game end is triggered. Finish the game rund as nrmal (including the Pillage phase), and then it s time t cunt the bty!: 5 pints fr each Diamnd (white) Jewel 4 pints fr each Ruby (red) Jewel 3 pints fr each Emerald (green) Jewel 2 pints fr each Map Fragment 1 pint fr each Dubln The player with the mst pints wins! In the case f a tie, the tied player with the mst Diamnds wins. If still tied, the tied player with the mst Rubies wins. If still tied, keep ging dwn the list abve until a winner emerges. In the rare case it s tied all the way dwn, whever smells the wrst wins!

OTHER RULES & FAQ Fr effects that replace a player s Actin cards with randm nes, des it matter if they are face up r face dwn, r if they have reslved yet? Nne f thse factrs matter they discard all three cards, draw three new cards t replace them, and place the new cards in the exact same state the discarded nes were (face up/dwn, reslved/unreslved, etc.). What happens if there are n mre Dublns available t place n the island? Then the island is nw very pr and players will need t duke it ut amngst themselves t steal what they can frm each ther! What happens if yu run ut f Jewels? Same answer t the questin abve. Nte that when digging up the buried treasure, if there are nt enugh Jewels fr all players then fllw the same lgic as the Pillaging phase (sme tied players may get nne). Fr Barding Actins with a required icn(s), d I need t have chsen that Actin in the prir turn? N yu simply need t have played a card(s) with the icn(s) n it. When there s mre than ne eligible target fr an effect, wh chses the target? The player whse turn it is. Can a player chse t d nthing n their Actin card? N they must always chse ne f the tw Actins n their Actin card. Likewise, they must attempt t cmplete the Actin as much as pssible (they cannt chse Attack: Bradsides and nly hit ne f the tw ships they re in between). A player may, hwever, chse an Actin n a card that has little t n effect (such as Pillage, in mst cases). What happens if an Actin is chsen that has n eligible targets? This is still a legal play, thugh in this case nthing happens. FUTURE: Add a Glssary? List f all Water Area / Landmark effects? List f all damage effects?