QUEST FOR THE PIRATE CHEST
Board Game for 2-6 players.
Be the first to bring the Pirate Chest back to your Port.
Each player has 1 Pawn representing his Ship.
The terms Ship and Pawn are interchangeable.
ROLL THE BONES
Six sided dice are needed.
PIECES OF EIGHT
4 Identical Coins are needed.
To the back of each coin place a mark.
Each of the 4 coins has its own special Mark:
1. Magic Compass
2. The Map
3. The Key
4. Dead Mans Chest
Players share a common Deck.
The board is a circular Track divided into 24 spaces.
Every third space is a Special Space:
3. Deserted Island
6. The Caribbean (Port)
9. Deserted Island
12. Pirate Island (Port)
15. Deserted Island
18. Ship Graveyard (Port)
21. Deserted Island
24. The Seven Seas (Port)
The other spaces are referred to as Open Sea Spaces.
There are several Pirate Outfits vying for the Chest:
Captain: Ship: Crew: Port: Ability:
Jack Sparrow Black Pearl Rogues Caribbean Luck
Captain Kidd Adventure Scallywags Pirate Island Privateer
Davy Jones Flying Dutchman Crusty Crew Graveyard Kraken
Admiral Horatio HMS Endeavor Bully Brits Caribbean Blockade
The Dragon Lady Pirate Junk Chinamen Seven Seas Rockets
Captain Morgan Pirate Fleet Buccaneers Caribbean Raider
Ghost of Redbeard Ghost Ship Ghostly Crew Graveyard Ghostly
Black Bart Royal Fortune Salty Dogs Seven Seas Rampage
Dread Pirate Roberts The Revenge Cutthroats Pirate Island No Prisoners
Captain Barbossa Skeleton Ship Skeleton Crew Graveyard Undead
Blackbeard Queen Anne Sea Curs Caribbean Fearsome
Calico Jack The Neptune Female Crew Seven Seas Girl Power
Long John Silver Hispaniola Mutineers Pirate Island Mutiny
Captain Hook Jolly Roger Ship of Fools Seven Seas Never Land
Captain Blood Arabella Freebooters Pirate Island Swift
Sinbad the Sailor Stolen Ship Corsairs Seven Seas Steal
Mama Lola Voodoo Queen Zombies Graveyard Curses
Captain Nemo Nautilus Submariners Seven Seas Ram
Yellowbeard The Lady Edith Misfits Pirate Island Map
Whenever Jack Sparrow rolls a die, he instead rolls 2 dice and picks the one he wants.
Whenever he draws 1 card, he instead draws 2 and discards 1.
Whenever Captain Kidd moves, he may choose to move 1 space instead of
rolling a die.
Either immediately before or after moving Davy Jones may Summon the Kraken. Roll 1D6:
An Opposing ship at that distance, not on a Special Space is destroyed.
The Flying Dutchman is immune to Storms.
Captain Blood may move twice per turn.
No ship may move through or past the HMS Victory.
The Admirals max hand size is +2.
The Pirate Junk is equipped with Rockets:
It gets an extra +1D6 on Broadside Fights.
Calico Jack may discard 1 card to add 2 to any diceroll in a Fight.
Skeletons are immune to bullets and impaling thrusts:
They get an extra +1D6 on Boarding Fights.
Whenever Captain Morgan rolls a die, he may add 1 to the result.
The Ghost Ship does not miss a turn when it is Sunk.
Whenever Black Bart sinks an enemy ship in a fight, he gets an
Blackbeard is one Rough Customer.
He gets to draw 1 extra card at the beginning of his turn.
Captian Hook as his move may go to any Port Space.
Note that Never Land is somewhere in the Seven Seas.
Long John Silver may as his move go to any Deserted Island
Space occupied by another Pirate.
If Sinbad lands on an Enemy Ship, instead of fighting it, he steals
either a Coin or a random Card.
If you are Sunk in a fight by the Dread Pirate Roberts, you must
discard your hand plus you miss an extra turn:
Miss 2 turns (not 1 turn as normal)
If Yellowbeard is in play, he starts with the Hidden Map.
Note that Yellowbeard's real Port is "St. Victim's Prison for the
Extremely Naughty" which we have relocated to Pirates Island.
When attacking, Nemo may ram instead of Fighting. The rammed ship is
automatically Sunk and any coins on it go to random Deserted Islands.
The Nautilus gets +1 to Escape Rolls. The Nautilus is immune to Wind &
Storm Event Cards.
Mama Lola can use her Voodoo Magic to Curse her Opponents.
On her Turn she may pick one Opponent, and roll once on the Curse Table:
1 Opponent cannot Move on his next Turn
2 Opponent gets –2 to all dice rolls until end of his next Turn.
3 Opponent must discard 1 Random Card.
4 Opponent must reveal his hand to all Players.
5 Opponent cannot use his Special Ability until end of his next Turn.
6 Opponent’s Ship is Sunk
Each Player chooses which Pirate Captain he wants to be.
Each player puts his Pawn on his Homeport.
Each player draws 2 Cards.
Randomly place one of the 4 coins face-up on each of the 4 Deserted Island Spaces.
(The identity of the coins are hidden)
Players roll high on 1D6 to see who goes first.
Players take turns.
At the beginning of your turn, draw 1 Card from the deck and put it in your hand.
If the deck runs out, shuffle the discard, and draw from it.
Roll 1 die and move the indicated number of spaces in either direction.
If you land on a Face down coin, flip it over to reveal its identity.
If you land on an Enemy ship you must fight it.
At the end of your turn discard down to 5 cards.
If you land on the Hidden Map (1 of the 4 Coins) you take possession of it.
It is needed to find the Chest.
If you land on the Hidden Key (1 of the 4 Coins) you take possession of it.
It is needed to find the Chest.
If you land on the Hidden Chest (1 of the 4 Coins) you take possession of it only if
You already have possession of the Key and the Map.
If you have possession of the Chest and you make it to your Port, you win.
THE MAGIC COMPASS
If you land on the Hidden Compass (1 of the 4 Coins) you take possession of it.
The Ship with the Magic Compass gets 1 extra Move per turn.
Note that extra Moves can also result in extra Fights.
If an opponents ship lands on you, you may attempt to avoid combat: Roll 1D6:
On a roll of 5 or better, you escape and no Fight Takes place.
If you land on a space containing 1 or more enemy Ships, you may pick one to Fight.
You, the Attacker, may choose whether the Fight is Broadsides or Boarding or Both.
Broadsides is at Long Range with Cannon.
Boarding is at Short Range with Gun & Sword.
Each side rolls 1D6 and plays Fight Cards.
The side with the highest Total wins. Attacker wins ties.
The Loser is Sunk, and must give his coins to the winner.
PORTS OF CALL
When you are at your Home Port, you cannot be Attacked or Destroyed.
ON BEING SUNK
When your ship is destroyed, your pawn returns to your Home Port, and
You miss your next turn.
If you had any coins, they go to the Ship that Sunk you, or if you were not
Sunk in a Fight, they go back (Hidden) to random Deserted Islands.
Card Name: Notes:
Scurvy Target Opponent cannot Move this turn
Trade Winds Wind: Get an extra Move this Turn
Port of Call You may as your Move return to your Home Port
Voodoo Magic Pick a Target and roll on the Curse Table
Typhoon Storm: Farthest Enemy Pawn is Sunk
Hurricane Storm: Random Enemy Pawn is Sunk
Whirl Pool Adjacent Enemy Pawn in Open Sea is Sunk
Tidal Wave Target Enemy Pawn in Open Sea is Sunk
Hit Reef Target on Special Space cannot Move this turn
Doldrums Wind: Target Pawn in Open Sea cannot Move this turn
Gulfstream Get 2 extra Moves this Turn
Westerlies Wind: Move an extra 1D6 Spaces this Turn
Sargasso Adj Enemy Pawns in Open Sea cannot Move on their next turn
Rum Skip your Move and draw 2 extra Cards
Pursuit As your Move go to same space as target enemy Pawn
Flee Get +2 to Escape Roll
X Marks the Spot As your Move go to any Deserted Island
Give Chase As your Move go to space containing opponents Pawn
Set Sail As your Move go to any empty Open Sea Space
Becalmed Opponent gets –3 to his Move Roll
Sandbar Opponent gets –2 to his Move Roll
Rumors Look at next 10 cards in deck
Spy Glass Look at opponents Hand; Draw a card from the deck
Crows Nest Look at opponents Hand; Draw a card from the deck
Thief Steal 1 Coin from Adjacent Pawn
Scoundrel Steal 1 Coin from Adjacent Pawn
Landing Party Reveal & take (if Possible) Hidden Coin on Adjacent Space
Cannibals Opponent on Deserted Island must have a Boarding Fight
Buccaneers Opponent on Open Sea must have a Boarding Fight
Head Hunters Opponent on Deserted Island must have a Boarding Fight
Imprisoned Opponent at a Port Space cannot Move on their next turn
Captured Opponent on Deserted Island cannot Move on their next turn
Stowaway Discard to draw 2 cards
Betrayal Opponent must discard 2 random cards
Treachery Opponent must discard 3 cards
Mutiny Opponent must have a Boarding Fight
Sea Monster Opponent on Open Sea must have a Boarding Fight
Shipwrecked Next Player to go is Sunk
Marooned Opponent misses his next Turn
Catch the Wind Wind: Get +1 to Move Roll or Escape Roll
Settle a Debt Discard to Steal 1 Random Card from Adjacent Opponent
Lost As his move, Move Enemy Ship 1D6 spaces in any direction
Knives Get +2 to Boarding Fight
Axes Get +3 to Boarding Fight
Pikes Get +3 to Boarding Fight
Harpoons Get +3 to Boarding Fight
Cutlasses Get +3 to Boarding Fight
Pistols Get +4 to Boarding Fight
Muskets Get +4 to Boarding Fight
Grenades Get +4 to Boarding Fight
Darkness Get +5 to Boarding Fight
Swivel Guns Get +1 to Boarding or Broadsides Fight
Grapeshot Get +2 to Boarding or Broadsides Fight
Rally the Men Get +3 to Boarding or Broadsides Fight
Surprise Get +4 to Boarding or Broadsides Fight
Cannonballs Get +2 to Broadsides Fight
Run out the Guns! Get +3 to Broadsides Fight
Chain Shot Get +3 to Broadsides Fight
Bar Shot Get +3 to Broadsides Fight
Hot Shot Get +3 to Broadsides Fight
Triple Cannons Get +4 to Broadsides Fight
Rake the Stern Get +4 to Broadsides Fight
Blown Away! Get +5 to Broadsides Fight
For 5 or more players a larger board is recommended:
Space #27. Deserted Island
Space #30. Barbary Coast
Include an Extra Coin: Voodoo Doll
If you possess the Voodoo Doll, At the End of your turn you may
pick a Target and Roll on the Curse Table.
The Vodoo Doll then is placed on a random Deserted Island.
Pirates in excess of 4 may choose the Barbary Coast as
their Home Port.
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