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Dead_Mans_Doubloons_concise_rules

Regra concisa do jogo de tabuleiro Dead Man's Doubloons: instruções de preparação do jogo base (remoção de módulos), montagem do tabuleiro e peças, distribuição de mapas e joias, sequência de turnos em 4 fases, seleção e resolução de 3 cartas por rodada e regras de movimento de navios.

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Dead Man’s Doubloons Concise Rulebook
You play as legendary pirates trying to get the buried treasure. Each pirate has a unique power or ability. Two-Six
players played in under an hour.
To play the base game, remove the following:
-Compass Tokens and 1 blue tile “Old Mystic” [makes up the Compass module]
-2 black jewels and 1 red tile “Obsidian Cradle” [makes up the Black Jewel module]
-4 action cards Green at the top, all 6 green path tiles, Round Relic tokens (10 totems, 14 shells), and 1 color disc per
player (6 total) [makes up the Alternate Island Adventure module]
Game Board and Player Set-Up
1. Place the standard game board in the center of the table. It's the side with only 1 beach.
2. Place the doubloons in a pile next to the board.
3. Set jewels aside face down or in an opaque bag.
4. Separate the different colored landscape tiles into stacks, and shuffle.
5. Create a pile next to the game board of round pillage tokens (with the skulls), totaling 2 per player.
6. Remove the 15 captain cards (with the blue color at the top, showing cross-swords. Set aside for later.
7. Place each tile face up in each corner of the game board,
starting with the quadrant of the board showing the beach.
Refer to the table at the right.
8. The first player will be decided by who can say “Ahoy
Matey!” in the best pirate voice. Optionally, each player
rolls the die. The first player to roll a gold doubloon symbol
is the starting player. They take the initiative token (wood
sword or special metal coin). Starting with this player, each
player chooses a Pirate Captain figure and takes their
colored pieces (with both ships), and matching Pirate
Captain’s player board. Take two doubloons each to start.
- Place your Pirate Captain figure on the game board‘s
beach area.
- Place your normal ship in any of the four water regions (except ones with an “S” on the water tile). They can
face in either a clockwise or counter-clockwise direction. Keep your ghost ship near you for later. It will replace
your normal ship on the game board if your player board’s Hull track marker reaches is reduced to zero.
- On your player board, put one of your colored discs on the 10 hull space, one on the 0 reputation space (top
right with the skulls), and 1 covering each of the crew member spaces (4 spots at the bottom of your board).
Map Tile Set-Up
1. Based on number of players, separate the map tile fragments into like stacks and discard 0, 1, or 2 fragment
types (Skull, X, Rune Swirl, and skeleton hand). Discard random map tile stacks accordingly. It does not matter
which stack. 5-6 players=discard 0 stacks, 3-4 players=discard 1 stack, 2 players=discard 2 stacks.
2. Shuffle the remaining chosen map fragment tiles. Randomly discard (without looking/showing them) a number
of tiles from the game, based on player count: 2p=3tiles, 3p=4tiles, 4p=2tiles, 5p=4tiles, 6p=2tiles
3. From this new stack, each player is dealt 1 random map fragment, which they keep in front of them face-up for
all players to see.
4. Add the following SPECIAL map tiles to the remaining map tile stack, based on player count.
GAME RULES
The game structure has 2 parts. The first half of the game is when your Pirate Captain figure is still on the game board,
exploring the island. The second part is once the treasure has been dug up, and each pirate has returned to their ship’s
player board. Either way,…
The game takes place in rounds, composed of 4 phases.
1. Round Start
2. Actions
3. Pillage
4. Round End
Phase 1: Round Start
1. Place more doubloons on the island based on player count (near the beach, but it doesn’t matter)
2p=2 doubloons, 3-4p=3 doubloons, 5-6p=4 doubloons
2. Each player draws UP to their current hand limit. Default is 5.
3. Now, each player simultaneously selects the 3 cards they will play this round, and sets them face down in the
order they want them played.
4. Each player simultaneously reveals the next card to play (first one to start with)
Phase 2: Actions
Starting with whoever has the initiative token, each player takes the actions of the current revealed card. The top
portion of the card is always done FIRST, which relates to their ship’s movement. The bottom part of the card has 2
actions, but the player chooses only ONE to do. So, with each card played, only 2 section’s actions are done. Going
around the table, each player does the actions of 1 card, then when it’s back to the initiative player, reveal the next card
and keep going until all 3 cards have been played out.
Ship movement actions: If the direction icon is solid black, they must do them. If dotted lines, they are optional. The
order in which you apply them to your ship is chosen by the player.
Straight arrow=move the ship to the next water quadrant of the game board in the direction it’s facing.
Curved arrow=Come about; the ship rotates 180 degrees so it faces the other direction, but stays in the same region.
Card Actions.
Note: -Improved Actions-
If any of these round action symbols above show a “+1” next to it, they give bonus damage, repair, or pillage tokens.
1. Pillage: Gain a pillage token.
2. Attack Forward: ALL enemy ships in the adjacent water region you’re facing take 1 damage on their hull.
Then, roll the attack die and resolve its effects on ALL the ships that were damaged. The damaged ships move
their player board's Hull marker to the left.
3. Attack Broadsides: ALL enemy ships in the SAME water region take 2 damage on their hull. Then, roll the
attack die and resolve its effects on ALL the ships that were damaged. The damaged ships move their player
board's Hull marker to the left.
ATTACK DIE: 3 possible results
1. Crew: Kill 1 crew 2. Doubloon: Steal 1 3. Voodoo: Only if you are a ghost
doubloon from each ship, deal out 1 damage to enemy ships
enemy ship affected by affected by the attack die.
 the attack die.
4. HUNT: If you have less than 2 map fragments: Draw a map tile. If none left, ignore. Basic map fragments
will sit next to your starting one by your player board face-up. “Island Lore” tiles give an immediate
Advance/Exploit action, and then removed from the game. “Skull Amulet” tiles increase your reputation once
on your personal tracker, and then removed from the game. “Protection Orb” tiles let you collect 1 protection
orb token to sit next your player board, then remove the tile from the game.
If you have 2 or more map fragments:
ADVANCE your Pirate Captain figure on the game board. You get to move your Pirate Captain figure on the map 1
space, following any valid arrow directions from where you are. Choose one of your map fragments. All other players
who have that map fragment will ALSO get to move their Pirate Captain figure after you. They do not have to follow the
same path. The first time a Pirate Captain figure arrives at a colored oval spot on the game board, draw a landmark tile
of that same color to go there. Resolve its effects immediately. Any other Pirate Captain figure that goes there will also
resolve its effects, and NOT draw a new tile.
Once the jewel treasures have been dug up at the buried treasure “X” spot on the game board, you enter the second
half of the game. You’ll know because all players Pirate Captain figures will be returned to their player boards. At
this point in the game, all HUNT actions are now considered the “EXPLOIT” action. See “Phase 4: Round End- Treasure
Step”.
EXPLOIT- Draw and reveal a landmark tile from any color stack. Choose if you want the effects on yourself, or to
another player. After resolving it, put it on the bottom of its matching color stack. You cannot gain reputation points for
sinking another player this way. It’s not an attack.
5.Repair- Increase your ship’s hull damage marker by 1. If alone in that water region, increase by 2 instead.
The max is 10.
6.Board- You can only board enemy ships in your same region, that are damaged! Some have additional pre-
requisites. Normal oneshave a yellow icon attached to it, meaning YOU have to have that icon visible on any
previous card of yours that is face-up. (You didn’t need to use that action). Enemy ones have a red icon
attached to it, meaning your TARGET must have that icon on any of their face-up action cards. (They don’t need
to have chosen that action either).
6A. Boarding Actions Detailed:
1.Steal map fragment: Select 1 of the enemy’s map fragments to take.
2.Steal ½ doubloons: Take ½ of the enemy’s doubloons, rounded down.
3.Steal crew: Steal 1 of the enemy’s crew. They lose 1 of theirs, and you gain 1 of yours. Don’t trade colored
discs. If you have no crew, an enemy cannot steal crew from you. You can steal someone’s crew if they
have crew and you are full. You just don’t gain any new ones.
 Lost Crew icons:
-Crew discs are always removed left to right. Gaining
them back is from right to left. The max is always 4. -
4.Steal jewel: Choose and take 1 jewel from an
opponent. The player who stole the jewel
chooses which jewel to take. All acquired
jewels–from the Island or stolen–are placed
face-up.
5.Steal Reputation: Steal 1 reputation from the enemy ship. Move your marker forward one space on your
player board’s the reputation track. Your opponent moves their marker backwards one space on their player
board. If they do not have any reputation, you cannot perform the action. If you have maximum reputation
on reputation, you CAN do the action, but you gain nothing.
Phase 3. Pillage Phase
Begin with the player who has the most pillage tokens and collect 1 doubloon per pillage token from the island. Tied
players take the same amount, as equal as possible, starting with the initiative token and proceeding clockwise. If only 1
player had pillage tokens, they can take double the amount. Proceed in this manner until there are no doubloons left to
assign. Do not take more doubloons than are on the game board.
Phase 4. Round End
1. Check if anyone’s Pirate Captain figure has reached the buried treasure (X) spot on the game board. If so, take the
Treasure Step actions described below. Otherwise skip this and continue the Round End steps as noted here.
2. Check for Ghost Ship Redemption - If at this point, a player with a ghost ship has 5 doubloons, they will automatically
recover to a normal ship.
1. Return cursed doubloons- Return 5 doubloons to the island.
2. Recover- Gain 7 hull and 2 crew.
3. Clean Up
1. All players discard the used action cards
2. All players discard any pillage tokens acquired back to the pile to be used again next round.
3. Pass the initiative token to the player to the left.
4. Begin next round.
Treasure Step – Triggers 2nd half of the game. The only action you can do with the “Hunt” action card is Exploit.
1. All players on (X) buried treasure space of the mountain draw 3 random jewels.
2. All players 1 space away draw 2 random jewels.
3. All players 2 spaces away draw 1 random jewel.
4. All Players discard ALL action cards, including ones in their hand.
5. Combine discard pile, draw deck, and the previously set aside captain cards. Shuffle all to make a new deck.
6. Remove all landmarks from the island and place them back in their respective stacks. Reshuffle each stack.
7. Move all player’s Pirate Captain figures to the first space of the end of game track on their player boards. Each
player additionally gains 1 crew (representing the captain returning with the search party).
NOTE: From now on, anytime a captain card is played, that player moves their Pirate Captain figure up the track
one space. Once one player’s captain reaches the final space, the game end is triggered, and End Game Scoring
happens at the END of this ROUND.
Winning the Game
The final round, after which you count points, is triggered once any player’s Pirate Captain figure moves to the final
space of the captain track on their player board. Finish the round, then proceed to Scoring each player as follows. Note:
The Captain who triggered the end game does not get any type of bonus points.
5 points for each diamond (white) jewel 2 points for each basic map fragment
4 points for each ruby (red) jewel
1 point for each doubloon
3 points for each emerald (green) jewel
-1 point for each of the above (jewels, map
fragments, and doubloons) if you’re a ghost
1 point for each crew member ship.
Earned points based on your reputation track. (0, 3, 7, or 12 points)
Most points= Winner! Ties broken by most doubloons. If still tied, whoever among them smells the worst!!
Additional Rules:
Ghost Ships- Anytime a player takes enough damage to reduce its hull below 1, it becomes a ghost ship. Follow these
steps immediately.
1. Move the ship’s hull damage marker to the ghost ship box on the player board.
2. The player who did the final damage gains 1 reputation on their mat.
Special rules for Ghost Ship players:
-When rolling attack dice, a voodoo result counts as 1 point of damage.
-They cannot turn around
-They cannot repair, nor can they take damage.
-Their treasure is cursed. It is worth 1 less at the end of the game, excluding reputation and crew. (Don’t end the game
as a ghost ship)
-They are not immune to opponent's Boarding actions including Stealing map fragment tiles, 1/2 doubloons, crew,
jewels, or reputation.
-Their Pirate Captain figure can follow during other Pirate Captain's Hunt actions on the island.
Gaining and Losing Doubloons.
Unless the doubloons are being stolen by another player, gained and lost doubloons always go to/from the island.
Colored landmark tiles.
-Red= Cursed Passage. Most dangerous route, but shortest to get to the treasure.
-Blue= Coastal Path. Safest.
-Yellow= Valley of Riches. Find doubloons and jewels.
Water Tiles.
1. Round Start- Affects any ship starting the round in this region. Resolve effects 1 by 1 in turn order.
2. Upon Entry- Effects of tile resolve immediately when a ship enters this region.
 -Any ships sailing into an “S” tile must sail through with no effect.
File Notes:
Dead Man’s Doubloons (2018) board game designed by Jason Miceli. Art by Matthew Mizak. Published by ThunderGryph
Games.
Concise Rules compiled by boardgamegeek.com user Meeple Mentor (yrnotyrkhakis) with contributions by
C T (Collection 1138) and boardgamegeek.com forums.
This document can be downloaded at the following link:
https://www.boardgamegeek.com/filepage/178602/concise-rulebo...
The Official FAQ forum is found at: https://www.boardgamegeek.com/thread/2172393/official-faq
The FAQ printable document is found at: https://www.boardgamegeek.com/filepage/178637/faq-variants
version 3. Mar 25, 2019

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