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how to play

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Contents

Starting

Movement

Open Sea

Tradewinds

Straits

Treasure

Capture & Winning

Rules

Variants

Acknowledgements


Starting

Components: 12 ship markers, ship marker decals, 2 dice, treasure coin and game board.

Assembly: Apply decals to the recessed side of each ship marker.

Setting Up: Each player chooses a flag and places ships on the 3 spaces next to the anchor flag at the end of their harbor. The treasure coin is placed on Skull Island. Players then roll dice for highest total to see who plays first. Turns rotate clockwise, from right to left.

game board set-up

Object: The object of Pirateer is to take the treasure with one of your ships and move it to the anchor square at the end of your harbor.

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Movement

Both dice are rolled for movement. Each die equals the number of spaces a ship can be moved in one direction. A roll of both dice can move a ship twice at right angles, twice in the same direction, or twice in opposite directions. Dice rolls can also be used to move two ships in one direction each. Ships cannot move more than one direction for each die, nor can they cross other ships.

movement

Players must use both dice to move. If movement with both dice is not possible, one die must be used. If movement is not possible, play is forfeited and the turn is passed to the next player.

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Open Sea
open sea

Open sea includes all spaces except tradewinds and straits.

open sea movement

Ships can only move with the lines of the board on open sea areas. Ships cannot move diagonally on open sea or through land.

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Tradewinds
tradewinds

The tradewinds are twenty dark, wavy squares which run the length of the board diagonally on opposite sides of Skull Island.

tradewinds movmement

Ships can move diagonally within the tradewinds, or with the lines of the board from the tradewinds. Ships cannot move diagonally from the tradewinds, nor can they jump across the tradewinds with a move from one die.

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Straits
straits

The straits are two pairs of triangles located at the center of the long edges of the board.

straits movement

Ships can move between opposite edges of the board using the straits as passages. Each strait space is 'connected' to a space on the opposite edge of the board, forming a complete square, or passage. When a ship is on a strait space at one edge, it also occupies the strait space on the opposite edge. Ships can move with the lines of the board to and from the straits. Ships cannot move diagonally within the straits, nor can they move diagonally to or from the straits. Ships cannot jump across the straits with a move from one die.

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Treasure
treasure loading zones

Ships can take the treasure from Skull Island by landing in any of eight anchor spaces with a move from either or both dice. Taking the treasure is opional, and may be done at any time during a player's turn.

treasure movement

When a ship takes the treasure, its movement becomes limited. A treasure ship can move directly toward it harbor, or parallel to the length of its harbor. A treasure ship cannot move outward, or directly away from its harbor. A treasure ship can use the tradewinds to move toward its harbor, and it can even use the straits to move parallel to the length of its harbor. A treasure ship can also capture the ships of any opponent.

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Capture & Winning
capture

A player can capture an opponent's ship by landing on it with a move from either or both dice. Once captured, ships are removed from play for the remainder of the game. Players cannot capture ships of their own flag.

When a ship captures an opponent with the treasure, the captured ship is removed from play and the treasure is taken by the capturing ship.

Winning: The game ends when a player moves the treasure to the anchor square at the end of their harbor with a move from either or both dice. The game also ends shen a player captures their last remaining opponent.

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Rules

1. Both dice must be used for movement wherever possible. If it is not possible to move with both dice, one die may be used.

2. Dice rolls must be flat and on the board or both dice must be rolled again.

3. Players caught cheating must forfeit their next turn (keep a sharp eye, matie!).

4. No fist fights, knives, guns or nuclear weapons are allowed during play.

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Variants

Devil's Island: Rather than the usual starting positions, players begin with one ship on the anchor square in their harbor and their two remaining ships on the two closest anchor squares next to Skull Island. This game can always be counted on for a lively beginning.

Hurricane: Add an extra die to your game for some unusually fast action. But if you roll a hurricane (three of a kind), you lose the ship furthest from your harbor. Batten down those hatches, sailor!

Nuke-a-teer: At the beginning of your turn, you may designate one of your ships as a nuclear device. Then, sacraficing that ship and forfeiting movement, both dice are rolled to determine the blast radius. The low die is counted in all directions from your nuke's position to define 'ground zero.' Anything within this area is destroyed for the duration of the game, including all ships and treasure. A good lesson here.

Flotilla: The game begins with players stacking all three ships on the anchor square in their harbor. The stack may be moved as a unit, deployed into individual ships or restacked on appropriate dice rolls.

Shipwreck: Low tide is the prevailing factor here. Instead of stacking or removing captured ships, they are flipped over and left in the space where they were captured. Such shipwrecks are impassable and bring an interesting new twist to plundering.

Acey Deucey: In this wild card variant, all usual rules apply, but when a player rolls a 1-2 combination (acey deucey), the player is allowed to use the roll to move, make up any roll and move, then roll and move again. Do you feel lucky today?

Dominion (two players): Dominion is truly a strategy game in which two players each control an alliance of six ships from the ports of one tradewind against the ports of the other. Dice rolls are used to move any of six ships in the alliance, but the treasure must be returned to the harbor of the ship which transports it. The additional ships - and choices give a distinct advantage to players with skill and experience. Excellent payback for beginner's luck.

Runaway (two players): Likewise, runaway is a strategic alliance of six ships, this time between the ports at opposite ends of the tradewinds. However, the polar position of opponents distinguishes this game for strategy, tactics and hot dice. Full sail and away!

Deadman (three players): The empty harbor in this three player variant comes to life after the first player to lose three ships returns at the command of the lost fleet. The 'deadman' then starts anew with three consecutive rolls.

Winds of War (two to four players): The idea here is to transport the treasure to your ally at the opposite corner of the board. The fleet moving first starts with a treasure ship on the anchor space in its harbor, led by its two other ships. Treasure ships cannot move toward the harbor of their flag. If another player captures the treasure, they must move it to the opposite harbor to win. - Alan Hench, Austin TX

Pieces of Eight (five to eight players): This requires two complete game sets. Place the boards together, joining them at the straits. Up to eight players take normal starting positions, and then a coin toss determines which board both treasures will be placed on. The inside straits provide passage between boards at the center, and the outside straits allow passage from one side of the assembly to the other. And, oh yeah ...all four dice are used at once.

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Acknowledgements
 Game Concept - Scott Peterson

Game Board Illustration - Mark Ferrari

Cover Illustration - William Gilkerson

Pirateer Logo - Rick Sacks, James Maxwell

Graphics - James Sibbet, Scott Peterson

Back Cover Photo - Robert J. Stewart

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