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==Overview==
==Objective==
Skull King is a trick-taking game in which you attempt to bid the <i><u>exact</u></i> number of tricks you think you will win each round.  
During each round, you will bid how many tricks you will take. If you are correct, you earn the number of tricks won times 20. If you guess incorrectly, you lose ten points for each trick off the mark you were.  


You’ll battle with your rivals as you strive to keep your own bid afloat... while seizing opportunities to also sink your opponents (and their bids)!
==Deck Contents==


The pirate with the highest score at the end of the game wins and earns the title of Pirate Captain of the Seven Seas!
<u>'''Suit Cards'''</u>


==Key Terms==
* 14 Parrot (green) cards
For those unfamiliar with these waters.
* 14 Treasure Chest (yellow) cards
* 14 Pirate Map (purple) cards
* 14 Jolly Roger (black) trump cards


<b>A Trick:</b> Consists of each player, in clockwise order, playing 1 card face-up to the table. The person who plays the highest valued card wins and takes all the cards played in that trick.
'''<u>Special Cards</u>'''


<b>Round:</b> Consisting of 1 or more tricks. The number of tricks in a round is determined by the number of cards dealt. A round begins by dealing cards and ends when all cards dealt have been played.
* 5 Pirate cards
* 1 Tigress card
* 1 Skull King card
* 2 Mermaid cards
* 5 Escape cards
* 2 Loot cards ''(expansion only)''
* 1 Kraken card ''(expansion only)''
* 1 White Whale card ''(expansion only)''


<i>Example: In the third round, 3 cards are dealt so 3 tricks will be played that round.</i>
'''Total:''' 70 cards (74 with expansions)


<b>Suit:</b> Suit cards are the numbered cards (1-14) in four colors: Parrots (green), Pirate Maps (purple), Treasure Chests (Yellow) & Jolly Roger flags (black).
==How to Play ==
Skull King is a trick-taking game played over 10 rounds.  


<b>Superior Suit:</b> All black bordered cards (Jolly Roger flags) form the "superior" suit. Every card in black ranked higher than all the cards of the other three colors of numbered cards.
In each round, players are dealt a number of cards equal to the round (e.g. 1 card in Round 1, 2 cards in Round 2, etc.)


<i>Example: The number 14 of green (Parrots) is of lower rank than the number 1 of black (Jolly Roger) because black is the superior suit.</i>
Each player bids how many tricks they expect to take that round. Points are awarded for each trick taken that matches a player's bid, plus bonus points. 


<b>Leading and Following Suit:</b> The first card played in a trick sets the pattern (the 'lead' suit) that must be followed. All following players must play a card of that same suit (if they have one).
Incorrectly matching a bid will cause a loss of points.  The Pirate with the most points at the end of the game wins. Tie games are a shared victory.


<i>Important: Cards <u>without</u> numbers do not need to 'follow suit!'</i>
'''<u>Suit Cards</u>'''


==Dealing Cards==
In the deck are 4 suits of numbered cards. Each card in each suit is numbered from 1 to 14.
Skull King is played over 10 rounds. 1 card is dealt to each player in the first round, 2 are dealt in the second, and so on, ending with 10 cards dealt to each player in round 10.  


The entire deck, including all cards played in the previous round, is shuffled together and redealt at the start of each round.
Parrots (green), Treasure Chests (yellow), and Treasure Maps (purple) are standard suits. Jolly Roger (black) is the trump (or superior) suit. This suit outranks all other suits.  


==Bidding==
If any numbered suit card is played first in a trick (even a black card), all other players must 'follow suit' and play a card from their hand of that same suit. If you ''have'' a card of the suit that was led, you cannot play a black trump card. But if you ''do not have'' a card in the suit that was led, you may play <i>any</i> other suit card (including a black Jolly Roger card).
After the cards are dealt and you’ve studied your hand, you must decide the exact number of tricks you predict you will win in that round.  


Remember, the higher a card’s value, the more likely you are to win a trick.
Cards without numbers (mermaids, pirates, etc.) are NOT suit cards and may be played regardless of what was led.  


Be sure to acquaint yourself with all the Special Cards too (see below)!
'''<u>Special Cards</u>'''


==Numbered Cards==
A special card can be played in <i>any</i> trick, even if you would normally be required to follow suit.  
There are 4 suits of numbered cards in the deck. Each suit contains cards numbered from 1 to 14.


There are three <b>standard suits:</b> Parrots (green), Treasure Chests (yellow), Treasure Maps (purple), and one <b>superior suit:</b> Jolly Roger (black).  
<b>Escape (blue):</b> An Escape card ''loses'' to all other cards.  


Each and every Jolly Roger (black) card outranks all cards in the other three standard suits.
<b>Pirate (red):</b> Beats <i>all</i> numbered cards (including black Jolly Roger). Pirate cards have no rank among each other. If multiple are played, the player who played the first Pirate card wins the trick.


If any numbered suit card is played first in a trick (even a black card), all other players must 'follow suit' and play a card from their hand of that same suit if they have one (if they are going to play a numbered card). This means that you cannot play a black card if you have a card in the suit that was lead!
<b>Tigress:</b> The Tigress can be played as either a Pirate card or an Escape card. You must choose when the card is played.  


<i>Important: Cards without numbers are NOT suit cards and may be played regardless of what was led.</i>
<b>Skull King:</b> Beats Pirates and the Tigress, but loses to a Mermaid.


If you do not have a card in the suit that was lead, you may play <i>any</i> other suit card including a Jolly Roger (black) card.
<b>Mermaid:</b> Beats all numbered cards but loses to all Pirate cards '''except''' the Skull King. If multiple are played, the player who played the first Mermaid card wins the trick.


If all cards played are the <i>same</i> suit, the highest numbered card in that suit would win the trick. But if a black card was played, its rank is superior and it will beat any standard suit card, even a standard suit card of a greater number value. If more than one black card was played, the highest numbered black card would win the trick.
When an Escape, Tigress (as Escape), or Loot card is led, the next card sets the lead suit to be followed. If no player plays a Suit or other Special card, the player who played first wins the trick.


==Special Cards==
The Mermaid, Pirate, Tigress (as Pirate), Skull King, Kraken, or White Whale have no suit. When these are led, each player may play any card they choose.
Special cards allow you to override the rules that govern numbered cards. You can choose to play a special card in <i>any</i> trick, even if you would normally be required to follow suit.


<b>Escape (qty: 5):</b> An Escape card loses to <i>all</i> other cards. Escape cards can be handy to help you meet your bid by 'not winning' more tricks than you want.  
== How to Win a Trick ==
If all cards played are the <i>same</i> suit, the player who played the highest numbered card in that suit wins the trick.  


<b>Pirate (qty: 5):</b> A Pirate card beats <i>all</i> numbered cards. They are of equal rank with each other, so if more than one Pirate card is played in a
If a black card was played, the player who played it wins the trick, since it beats any standard suit card. If more than one black card was played, the player who played the highest numbered black card wins the trick.
trick, the person who played the first Pirate card wins the trick.


<b>Tigress (qty: 1):</b> The cunning Tigress chooses her battles wisely. When you play the Tigress, you must declare whether she will count as a Pirate card or as an Escape card: the choice is yours! She takes on all characteristics of either a Pirate or an Escape.  
If any special card was played, the player who played it wins the trick (see rules on Special cards to see what beats what). If two of the same special card (ex. two mermaids) are played, the player who played the first of those cards wins the trick.


<b>Skull King (qty: 1):</b> As the scourge of the seas, the Skull King is superior to all other Pirates! He beats all numbered cards and beats all Pirates (including the Tigress). The only card that can defeat the Skull King is the Mermaid, luring him into the sea with their precious treasure!
If a Pirate, the Skull King, and a Mermaid are played in the same trick, the Mermaid wins. Only the Mermaid's "capturing the Skull King" bonus is earned.
 
<b>Mermaid (qty: 2):</b> A Mermaid card beats all numbered cards but loses to all of the Pirate cards (including the Tigress, when played as a Pirate), with the exception of the Skull King. If both Mermaids are played in the same trick, the first one played takes precedence.
 
<i>Note: If a Pirate, the Skull King, and a Mermaid are all played in the same trick, the Mermaid wins the trick, regardless of order of play. (For scoring purposes, only the Mermaid's "capturing the Skull King" bonus is earned. See Bonus Points, below).</i>
 
==Leading with Special Cards==
When you lead a trick, you may choose to play either a suit card (even a black card) or a special card.
 
When a special card is led, the rules for the 'lead suit' are altered as follows:
 
<b>Leading with an Escape:</b> When an Escape, Tigress (as an Escape), or Loot card (see Expansion Cards, below) is lead, the <i>next</i> player sets the lead suit that must be followed, unless they play one of these as well, which would defer setting the suit to the next player.
 
<b>Leading with a Character:</b> When a Mermaid, Pirate, Skull King, Tigress (as a Pirate), Kraken, or White Whale (see Expansion Cards, below) leads a trick, there is no suit to follow for that trick. Each other player may play any card they choose.
 
==Turn Sequence==
For each round, once bidding is complete, the player to the left of the 'dealer' leads the first trick by playing a card. In clockwise order, each other player plays a card following the rules outlined in the previous sections. The person who played the highest-ranking card wins the trick and plays a card to lead the next trick.
 
Play continues until all the tricks in that round have been played. Tally each player's score, including any bonus points earned (see below).
 
All cards, including the ones played in the previous round, are collected, shuffled and redealt, increasing the number of cards dealt to each player by 1.
 
The player to the left of the previous round's 'dealer' leads the first trick of the next round.
 
After the tenth round is completed, final scores are tallied, the player with the highest score is declared the victor and is appointed as the Pirate Captain of the Seven Seas!


==Scoring==
==Scoring==
<b>Bid of 1+</b>


<b>Bidding One or More</b>
If you win the exact number of tricks bid, you are awarded 20 points for each trick taken. ''Example'': Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).


When you win the exact number of tricks that you bid, you are awarded 20 points for each trick taken.
If you win more or fewer tricks than bid, you lose 10 points for every trick you were off. No points are earned for won tricks. <i>Example:</i> Angela bids 2 but takes 4 tricks. She's off by 2 so she loses 20 points (-10 × 2).


<i>Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).</i>
<b>Bid of 0</b>


Capture more or fewer tricks than you bid, and you’ll <i>lose</i> 10 points for every trick you were off! You don’t earn points for any tricks captured that round.
If you win 0 tricks after bidding 0, you are awarded 10 times the round number. <i>Example:</i> Kate bids zero on round 7 and takes 0 tricks. She scores 70 points (10 x 7).  


<i>Example: Angela bids 2 but takes 4 tricks. She's off by 2 so she loses 20 points (-10 × 2).</i>
If you win 1 or more tricks after bidding 0, you lose 10 points times the round number. No points are earned for won tricks. <i>Example:</i> Johnny bids 0 in the 9th round but captures 2 tricks. He scores -90 points for the round.  


<b>Bidding Zero</b>
'''<u>Bonus Points</u>''' 


Bid zero and get your bid correct and your score is 10 points times the number of cards dealt that round. The higher the card count, the greater your reward!
Winning some cards earn bonus points, but only if you make your bid. If you bid incorrecly, all bonuses are forfeited.


<i>Example: Kate bids zero on round 7 and takes zero tricks. She scores 70 points (10 x 7).</i>
<b>Suit Cards of the Highest Rank (14)</b>


However, if you bid zero and then take 1 or more tricks, you'll <i>lose</i> 10 points per card dealt that round instead! Zero bids are risky, but fortune favors the bold!
Every 14 card collected in a trick (whether played by you or an opponent) earns 10 points for each standard suit (yellow, purple, or green) and 20 points for the black Jolly Roger.
 
<i>Example: Johnny bids zero in the ninth round but he captures 2 tricks. He scores -90 points for the round.</i>
 
==Bonus Points==
In each round you'll have the chance to earn bonus points, but get your bid wrong and you forfeit all bonuses!
 
<b>The Number Fourteen Cards</b>
 
Every 14 card you have collected in a trick earns you a bonus at the end of the round (whether played by you or an opponent):
 
10 points for each standard suit (yellow, purple, or green) 14 card you have at the end of the round.
 
20 points for possessing the black (Jolly Roger) 14 card at the end of the round.


<b>Character Cards</b>
<b>Character Cards</b>
Capturing character cards in a trick earns you a bonus at the end of the round:


20 points for each Mermaid taken by a Pirate.
20 points for each Mermaid taken by a Pirate.
Line 131: Line 99:
40 points for taking the Skull King with a Mermaid.
40 points for taking the Skull King with a Mermaid.


==Standard Card Count==
<b>Loot Card Bonus</b>
Total cards in the standard deck = 70.


<b>Suit Cards:</b>
20 points for each player entered into a Loot alliance. (See Expansion cards)
 
<ul class="bulletlist" style="
    margin:1em 0;
    padding-inline-start:40px;
">
    <li>Parrot (1-14)</li>
    <li>Pirate Map (1-14)</li>
    <li>Treasure Chest (1-14)</li>
    <li>Jolly Roger (1-14)</li>
</ul>
 
<b>Special Cards:</b>
 
<ul class="bulletlist" style="
    margin:1em 0;
    padding-inline-start:40px;
">
    <li>Pirate (Qty: 5)</li>
    <li>Escape (Qty: 5)</li>
    <li>Tigress (Qty: 1)</li>
    <li>Skull King (Qty: 1)</li>
    <li>Mermaid (Qty: 2)</li>
</ul>


==Expansion Cards==
==Expansion Cards==
These expansion cards can be added when creating the game on BGA.
These expansion cards count as Special cards and can be added during game creation.
 
<b>Loot (qty: 2):</b> Time to get yerself some treasure me hearties! When you play a loot card, you enter into an alliance with the player who captures it. If both of you bid correctly, you are each awarded 20 bonus points.
 
<b>Kraken (qty: 1):</b> Pirates fear nothin’ at all, ‘cept fer maybe the Kraken (and their in-laws). When the Kraken is played, the trick is destroyed entirely as the Kraken consumes all. No one wins the trick and the cards are set aside.
 
The next trick is led by the player who would have won the trick.
 
<b>White Whale (qty: 1):</b> Once hunted by whalers, the White Whale now hunts any vessel that dares cross its path. The White Whale effects both the special cards and numbered suits in unique ways.
 
Special cards are destroyed and can’t win!
 
Numbered cards (including black cards) turn white with fear! This means that the highest numbered card wins the trick, regardless of the suit. If there is a tie, the first one played is the winner. If only special cards were played, then the trick is discarded (like the Kraken) and the person who played the White Whale is the next to lead.
 
<i>Note: The Kraken and the White Whale are ancient rivals. When played in the same trick the second one played wins the battle. That card then sets the action to be applied. When either of these beasts leads a trick, there is no suit for others to follow.</i>
 
==Advanced Pirate Abilities==
These Pirate Powers can be enabled when creating the game on BGA.
 
Unlock each pirate’s unique skill! To do this, you must first win a trick with that pirate rather than just capturing them. Also, it must be used immediately and does not carry over to the next round. Harry the Giant is the only pirate who’s ability may be used after the final trick of a round.
 
 
<b>Rosie D’ Laney:</b> A galley chef with a temper hot as her pies and cold eyes as blue as the sea.
 
Ability: Choose any player, including yourself, to lead the next trick.
 
 
<b>Bendt the Bandit:</b> An orphan raised by smugglers, Bendt is a trader (and traitor).


Ability: Add 2 cards to your hand from the deck and then discard 2 cards.
<b>Loot:</b> The player who takes a Loot card in a trick earns 20 points if both him and the player who played it both make their bids.  


<b>Kraken:</b> When the Kraken is played, the trick is discarded and no one wins it. The next trick is led by the player who would have won the trick.


<b>Rascal of Roatan:</b> A notorious mercenary and gambler with suspiciously good luck.
<b>White Whale:</b> When a White Whale is played, Special cards cannot win the trick. The highest numbered Suit card wins the trick, regardless of suit. If 2 of the same rank are played, the player who played the first one wins the trick. If only Special cards were played, then the trick is discarded and the person who played the White Whale is the next to lead.


Ability: Make a side bet of 0, 10, or 20 points. Win these points if you hit your original bid correct, lose the points if you fail to hit your bid exactly!
If a Kraken and White Whale are played in the same trick, the second one played wins. That determines the effect applied.


==Pirate Powers==
Pirate Powers can be enabled during game creation. Each of the five Pirate cards have a unique skill. To use the skill, you must win a trick with that pirate. Capturing one played by another player does not invoke the skill. The skill must be used immediately and does not carry over to the next round.


<b>Juanita Jade:</b> Rumored to have mermaid ancestry granting her the gift of divination.
<b>Rosie D’ Laney:</b> Choose any player, including yourself, to lead the next trick. Cannot be used in the final trick of the round.


Ability: Privately look through any cards not dealt that round to see which are not in play.
<b>Bendt the Bandit:</b> Add 2 cards to your hand from the deck, then discard 2 cards. Cannot be used in the final trick of the round.


<b>Rascal of Roatan:</b> Make a side bet of 0, 10, or 20 points. If you make your bid, you win these points. If you fail to make your bid, you lose these points. Cannot be used in the final trick of the round.


<b>Harry the Giant:</b> Known to wrestle panthers and crocs for fun, no one dares oppose this man.
<b>Juanita Jade:</b> You may look through the deck (i.e. cards not dealt that round) to see those not in play. Cannot be used in the final trick of the round.


Ability: You may choose to change your bid by plus or minus 1, or to leave it the same.
<b>Harry the Giant:</b> You may increase or decrease your bid by 1.

Latest revision as of 18:29, 21 November 2025

Objective

During each round, you will bid how many tricks you will take. If you are correct, you earn the number of tricks won times 20. If you guess incorrectly, you lose ten points for each trick off the mark you were.

Deck Contents

Suit Cards

  • 14 Parrot (green) cards
  • 14 Treasure Chest (yellow) cards
  • 14 Pirate Map (purple) cards
  • 14 Jolly Roger (black) trump cards

Special Cards

  • 5 Pirate cards
  • 1 Tigress card
  • 1 Skull King card
  • 2 Mermaid cards
  • 5 Escape cards
  • 2 Loot cards (expansion only)
  • 1 Kraken card (expansion only)
  • 1 White Whale card (expansion only)

Total: 70 cards (74 with expansions)

How to Play

Skull King is a trick-taking game played over 10 rounds.

In each round, players are dealt a number of cards equal to the round (e.g. 1 card in Round 1, 2 cards in Round 2, etc.)

Each player bids how many tricks they expect to take that round. Points are awarded for each trick taken that matches a player's bid, plus bonus points.

Incorrectly matching a bid will cause a loss of points. The Pirate with the most points at the end of the game wins. Tie games are a shared victory.

Suit Cards

In the deck are 4 suits of numbered cards. Each card in each suit is numbered from 1 to 14.

Parrots (green), Treasure Chests (yellow), and Treasure Maps (purple) are standard suits. Jolly Roger (black) is the trump (or superior) suit. This suit outranks all other suits.

If any numbered suit card is played first in a trick (even a black card), all other players must 'follow suit' and play a card from their hand of that same suit. If you have a card of the suit that was led, you cannot play a black trump card. But if you do not have a card in the suit that was led, you may play any other suit card (including a black Jolly Roger card).

Cards without numbers (mermaids, pirates, etc.) are NOT suit cards and may be played regardless of what was led.

Special Cards

A special card can be played in any trick, even if you would normally be required to follow suit.

Escape (blue): An Escape card loses to all other cards.

Pirate (red): Beats all numbered cards (including black Jolly Roger). Pirate cards have no rank among each other. If multiple are played, the player who played the first Pirate card wins the trick.

Tigress: The Tigress can be played as either a Pirate card or an Escape card. You must choose when the card is played.

Skull King: Beats Pirates and the Tigress, but loses to a Mermaid.

Mermaid: Beats all numbered cards but loses to all Pirate cards except the Skull King. If multiple are played, the player who played the first Mermaid card wins the trick.

When an Escape, Tigress (as Escape), or Loot card is led, the next card sets the lead suit to be followed. If no player plays a Suit or other Special card, the player who played first wins the trick.

The Mermaid, Pirate, Tigress (as Pirate), Skull King, Kraken, or White Whale have no suit. When these are led, each player may play any card they choose.

How to Win a Trick

If all cards played are the same suit, the player who played the highest numbered card in that suit wins the trick.

If a black card was played, the player who played it wins the trick, since it beats any standard suit card. If more than one black card was played, the player who played the highest numbered black card wins the trick.

If any special card was played, the player who played it wins the trick (see rules on Special cards to see what beats what). If two of the same special card (ex. two mermaids) are played, the player who played the first of those cards wins the trick.

If a Pirate, the Skull King, and a Mermaid are played in the same trick, the Mermaid wins. Only the Mermaid's "capturing the Skull King" bonus is earned.

Scoring

Bid of 1+

If you win the exact number of tricks bid, you are awarded 20 points for each trick taken. Example: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).

If you win more or fewer tricks than bid, you lose 10 points for every trick you were off. No points are earned for won tricks. Example: Angela bids 2 but takes 4 tricks. She's off by 2 so she loses 20 points (-10 × 2).

Bid of 0

If you win 0 tricks after bidding 0, you are awarded 10 times the round number. Example: Kate bids zero on round 7 and takes 0 tricks. She scores 70 points (10 x 7).

If you win 1 or more tricks after bidding 0, you lose 10 points times the round number. No points are earned for won tricks. Example: Johnny bids 0 in the 9th round but captures 2 tricks. He scores -90 points for the round.

Bonus Points

Winning some cards earn bonus points, but only if you make your bid. If you bid incorrecly, all bonuses are forfeited.

Suit Cards of the Highest Rank (14)

Every 14 card collected in a trick (whether played by you or an opponent) earns 10 points for each standard suit (yellow, purple, or green) and 20 points for the black Jolly Roger.

Character Cards

20 points for each Mermaid taken by a Pirate.

30 points for each Pirate taken by the Skull King.

40 points for taking the Skull King with a Mermaid.

Loot Card Bonus

20 points for each player entered into a Loot alliance. (See Expansion cards)

Expansion Cards

These expansion cards count as Special cards and can be added during game creation.

Loot: The player who takes a Loot card in a trick earns 20 points if both him and the player who played it both make their bids.

Kraken: When the Kraken is played, the trick is discarded and no one wins it. The next trick is led by the player who would have won the trick.

White Whale: When a White Whale is played, Special cards cannot win the trick. The highest numbered Suit card wins the trick, regardless of suit. If 2 of the same rank are played, the player who played the first one wins the trick. If only Special cards were played, then the trick is discarded and the person who played the White Whale is the next to lead.

If a Kraken and White Whale are played in the same trick, the second one played wins. That determines the effect applied.

Pirate Powers

Pirate Powers can be enabled during game creation. Each of the five Pirate cards have a unique skill. To use the skill, you must win a trick with that pirate. Capturing one played by another player does not invoke the skill. The skill must be used immediately and does not carry over to the next round.

Rosie D’ Laney: Choose any player, including yourself, to lead the next trick. Cannot be used in the final trick of the round.

Bendt the Bandit: Add 2 cards to your hand from the deck, then discard 2 cards. Cannot be used in the final trick of the round.

Rascal of Roatan: Make a side bet of 0, 10, or 20 points. If you make your bid, you win these points. If you fail to make your bid, you lose these points. Cannot be used in the final trick of the round.

Juanita Jade: You may look through the deck (i.e. cards not dealt that round) to see those not in play. Cannot be used in the final trick of the round.

Harry the Giant: You may increase or decrease your bid by 1.