RULES OBJECTIVE OF THE GAME Each player must try to get rid of all the cards in their possession. The first to succeed wins the game.

PREPARATION The dealer shuffles the deck and places three face-down cards (FINAL CARDS) in front of each player and then places three face-up cards (CLASH CARDS) on top of them. Finally, three cards are dealt to each player’s hand. The remaining cards form the DRAW PILE, which players will draw from during the game.

START OF THE GAME The player to the left of the dealer starts the game. Each player can replace their CLASH CARDS in front of them with those in their hand as they wish. (Tip: place the highest-ranked and special cards as CLASH CARDS). Replacements can only be made in this phase of the game. This phase ends when all players have made their replacements, and when the player to the left of the dealer plays and draws from the DRAW PILE.

THE GAME The order of play proceeds clockwise. On their turn, each player must play a card from their hand that is equal to or higher in rank than the card in the PLAY AREA. A player who cannot play must draw the entire PLAY PILE (formed by the cards played in the PLAY AREA) and skip their turn. At the end of their turn, a player must have a minimum of three cards in hand:  Example 1: If a player has three cards in hand at the start of their turn and plays two, they must draw two cards from the DRAW PILE at the end of their turn.  Example 2: If a player has seven cards at the start of their turn and plays three, they do not draw any cards. The turn ends when a player completes their moves and draws. (If they have more than three cards in hand at the end of their moves, they simply pass their turn). Once the DRAW PILE and the cards in hand are finished, the player can use the three CLASH CARDS in front of them. CLASH CARDS must be played one per turn, unless they are identical or, due to a special card, the player must play more than one CLASH CARD. If it is not possible to play any of the three CLASH CARDS, the player must draw the entire PLAY PILE and skip their turn. Before being able to play CLASH CARDS again, they must finish all the cards in hand. The final phase of the game involves the three FINAL CARDS placed face down in front of each player, which will be played randomly, one per turn. FINAL CARDS can only be accessed after the three CLASH CARDS above them and the cards in hand have been finished. If a FINAL CARD cannot be played, the player must draw the entire PLAY PILE and skip their turn. The next FINAL CARD can only be played after all the cards in hand have been finished.

SPECIAL SITUATIONS #Multiple identical cards can be played simultaneously. #If, in the final phase of the game, the last card (or cards) in hand is identical to one or more cards in the three CLASH CARDS in one’s possession, they can be played together. #In the case of a poker hand, it has the same effect as the KRAKEN, so the player who uses it eliminates the PLAY PILE and plays another card, which becomes the first of the new PLAY PILE. This can: – Be completed by combining cards from one’s hand with those in the PLAY PILE. For example, if there are three consecutive CREW MEMBER cards in the PLAY PILE, playing one from one’s hand forms a poker hand. Consequently, having the same effect as the KRAKEN, the four CREW MEMBER cards and the PLAY PILE are eliminated, so the player who composed the poker hand plays another card that becomes the first of the new PLAY PILE. – Not be interrupted by THE FLYING HOLLANDER since, being the ghost card, it’s as if it’s not there. #The effects of special cards do not stack. Example: two THE FLYING HOLLANDER played together first in the sequence do not skip the turn for two players. #If the special MUTINY card is played on another MUTINY card, the reference card always remains the one beneath the first played MUTINY card. #Players are obliged to play, if possible. The PLAY PILE cannot be voluntarily drawn.

SPECIAL CARDS

THE FLYING HOLLANDER: can be played on any card. It is the ghost card! So, it’s as if it’s not there! If played first in the sequence, it skips the next player’s turn. 

KRAKEN: can be played on any card. The player who uses it eliminates the PLAY PILE and plays another card, which becomes the first of the new PLAY PILE. The Kraken itself must be eliminated along with the PLAY PILE.

MUTINY: can be played on any card except the CAPTAIN. The next player must play a card equal to or lower than the last played, or a special card. If played first in the sequence, the next player can only play SHIP’S BOY, MECHANIC, BOATSWAIN (1-2-3) or a special card.

WORMHOLE: can be played on any card. The player who uses it can decide whose turn is next; the turn restarts from that player. It cannot be used on oneself to play another hand immediately. In the case of two players, the choice is obligatory.

THE ISLAND: can be played on any card except the CAPTAIN. The next player can play any card.

THE PIRATE: can be played on any card. It allows the player who uses it to replace two cards of the same rank with another player.  Example: a card in hand with another card in hand, one of the CLASH CARDS with another CLASH CARD, or one FINAL CARD with another FINAL CARD

CHARACTERS

SHIP’S BOY

MECHANIC

BOATSWAIN

LOOKOUT

COOK

CARTOGRAPHER

GUNNER

BOARDER

DOCTOR

N.C.O. (NON COMMISSIONED OFFICER)

FIRST OFFICER

CAPTAIN