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Gamehelppiratenkapern

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Revision as of 16:10, 27 April 2023 by SquashEngineer (talk | contribs) (Updates to wording. Clarification/Expansion on some rules. Re-ordering rules for logical progression.)
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For tips on how to play piraten kapern, see Tips_PiratenKapern

Objective

  • The objective on each turn, is to make sets of 3 or more identical die faces, collect diamonds and coins, and score points.
  • The overall game objective is to score 6000 points or more, and end with the highest score.

Player Turn

  • Draw the top fortune card, which affects you for this turn.
  • Roll all 8 dice.
  • Each die has 6 faces:
    • Coin,
    • Diamond,
    • Monkey,
    • Parrot,
    • Sabre (sword),
    • Skull.
  • You may stop rolling at any time, and collect your points, or press your luck and re-roll any number of additional times, for more.
  • You can re-roll any of your dice, except skulls, but you must re-roll at least 2 dice.
  • If you get 3 skulls on your first roll, or 3 or more skulls after any re-roll, your turn ends and you score nothing.
  • If you get 4 or more skulls during your first roll, you go to Skull Island (see below).

Scoring

Scoring
# dice in set 3 4 5 6 7 8
Points 100 200 500 1000 2000 4000
  • Each diamond and coin is worth an additional 100 points.
  • If the player generates points with all 8 dice, they score an extra 500 points.
  • With some action cards, it is possible for a player's score to be negative.

Game End

  • The final round is triggered when a player's score becomes greater than 6000 points.
  • All other remaining players are permitted an equal number of turns.
  • The winner is the player with the highest score.
  • If the score ends in a tie, ...

Skull Island

  • If a player rolls 4 or more skulls in their first roll, they go to Skull Island for that turn.
  • They can re-roll as normal, except their turn only continues if they roll at least 1 skull.
  • As soon as no skulls are rolled, their turn ends.
  • Opponents each lose 100 points per skull.
  • Other objects have no value on Skull Island. The player scores nothing.

Action Cards

  • Animals: Monkeys and parrots are grouped together and counted as a type.
  • Diamond: You start with 1 extra diamond.
  • Gold Coin: You start with 1 extra gold coin.
  • Guardian: Once during your turn, you can re-roll a skull.
  • Pirate: Double all points (positive or negative) in this turn.
  • Pirate Ship (2-4): If you roll at least the number of sabres on the card, you get bonus points (2:300, 3:500, 4:1000).
    • Otherwise, score the same number of negative points.
  • Skulls (1-2): You start with the amount of extra skulls on the card.
  • Treasure Island: Place the dice on this card that you want save.
    • They are protected and will score, even if you roll 3 or more skulls.

Promo cards

  • If you are playing with the promo cards the following also appear:

After the Storm

  • You are only allowed to re-roll your dice once.
  • You receive double points for diamond and coins.
  • If you visit Skull Island, you can only re-roll once.
  • If you roll 3 skulls, your turn ends but you score according to Skull Island rules.

Peace

  • You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero.
  • If you succeed, you get double the points.
  • You are allowed to go to Skull Island, but you are not allowed to roll sabres there or your opponents will not lose points.