Try to dice as valuable combinations as possible on your capers. The more valuable the combination, the more points you get for it.
If you first reach 8000 points, you win.
You can find the complete rules here The
If it's your turn, the top pirate card will be revealed.
This pirate card affects your litters.
Your first throw must be done with all eight dice. Then you can dice again.
You try to dice as many same symbols as possible. Diamonds and gold coins are particularly lucrative because they bring additional points.
After your first throw with all eight dice and depending on which pirate card is exposed, you decide which dice you set aside and which one you dice again.
You don't have to put any dice aside. You are allowed to dice each cube again, including dice you have set aside before.
When you roll again, there are two restrictions:
• The new litter must consist of at least two dice. You can't dice a single cube.
• You must not dice all the dice that show a skull again. These dice remain unchanged until the end.
Attention: As soon as you dice the third head of the skull, your caper is immediately finished and you get 0 points - all other dice do not count.
To get points, you have to finish your caper's ride before you dice the third skull.
Combinations:
3 same dice = 100 points
4 same dice = 200 points
5 same dice = 500 points
6 same dice = 1000 points
7 same dice = 2000 points
8 same dice = 4000 points
Diamonds and gold coins give each 100 points for each cube. These points are in addition to the points for the combination.
If you can score with each of the eight dice, you will get a bonus of 500 points in addition to your dice.
With a skull no bonus is possible.
If you dice in your first litter with all eight dice four or more skull heads, you go to the skull.
You put the skull heads aside and you change the remaining dice.
As long as you dice at least one head of the skull and set aside, you continue to dice. The other symbols have no meaning.
If you don't die, your caper's over. You get 0 points.
All the others lose 100 points for each of you. That way, someone can go to the minus.
The pirate cards affect your caper ride and bring you bonus points or even minus points.
Treasure Island:
After your throw, you may place one or more dice on this card.
You can also put these dice back here and dice again.
If you dice a third skull, you end your caper ride and you can't put a cube from this litter on the map.
However, the points of the dice that are already on the map are safe and are recorded.
Pirate:
Your score will be doubled during this caper ride.
If you go to the skull, your players lose 200 points for each skull.
Guardian:
You can once in a while, during your caper ride, re-dice a crouched skull.
In this case, you may also dice a cube with a skull.
Dead head:
Your caper ride starts with one or two heads of the dead, depending on the picture.
You'll add these to the gutted skull.
That's why you get to the four dead heads needed for the skull.
Pirate vessel:
You must at least dice the number of sables shown and end your caper journey voluntarily.
Then you will also get the points shown at the bottom of the card as a bonus for your dice result (including the dice as usual as a combination).
If you do not manage, the result of the dice is 0 points and the points shown on the card are deducted from your score.
If a pirate ship is exposed, you can't go to the skull.
Gold coin:
Your caper ride starts with a gold coin. It counts for you individually and in a combination with the dice.
Diamond:
Your caper ride starts with a diamond.
He counts for you individually and in a combination with the dice.
Animals:
Your dice and parrots count together as a combination.
For example, two parrots and three monkeys count as a 5-time combination.
Peace:
You have to finish your caper's ride without a dice.
If you can do that, you double the points of your caper ride.
If you can't do that, you won't get a score and you'll lose 500 points for each of the dice.
If you go to the head of the skull, you will have to finish your caper ride there without a dice.
Zombie attack:
You have to dice until all the dice show either skull or saber.
Even here, dead heads cannot be re-caved, three dead heads can end but not your train and you can't go to the dead head.
You can also dice individual dice. If you have at least 5 sables, you get 1200 points.
If you can't do that, the 1200 points will be divided equally among all other players.
Shipwreck:
You can only dice twice. You may still not re-dice dead heads, but also with three or more dead heads in the first litter, you may dice the second time.
You can't go to the skull.
After the second throw, you will only get points for diamonds and gold coins, regardless of the dice of the skull, but these are double.
As soon as someone has reached 8000 points or more, all the others are still taking a caper's ride.
If the score of the person is exceeded, it may also take one last caper's ride.
Then whoever has the most points wins!
Attention: If no person has 8000 or more points due to the last capers, you will continue to play until someone has reached at least 8000 points again. This person will win immediately.
Pirate magic: If a person reaches a 9-time combination, for example with a gold coin card and all eight dice with gold coins, this person wins immediately.