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News is spreading of mysterious goings-on in Smugglers’ Creek. Rumours are rife that the Ghostly Galleon, with its fabulous cargo of gold pieces-of-eight from the Spanish Main, has just reappeared offshore. Rival pirates in the area are soon plotting to go on board and steal the hidden treasure - despite the stories of Blackbeard’s Ghost, who is said to haunt the ship protecting his priceless hoard. Who will be the first pirate daring enough to board the Ghostly Galleon, search all the old sea chests for the treasure and take it back to his hideout ashore? Contents Gameboard Ghostly Galleon consisting of cardboard parts - 3 deck sections, 4 tattered sails eee eae plestic ports - hul, forecast, quartereck, 2 masts, 2 yards, wheel, gangplank, 4 cannons, flag. Blackbeard’s “Glow-in-the-dark” Ghost ‘Aplastic playing pieces {fronts and backs) 6 treasure chests with lids 8 square weapon tiles 6 round key files (including 1 parrot fle) 6 oblong treasure files 3dice 1 label sheet Object of the game Tobe the first pirate to arrive back at your hideout with the gold pieces-of-eight treasure File lone hl of anh logics nl bat has el 66 between the two, Fix window labels at random fe the spoces on eoch side ofthe hl, Assembly 1. Applying the sticky labels. Fine ly Roger its teats ofthe flog. Fix one Key label to the btm of eoch treasure ches (incding blonk label 2. Assembly of the Galleon. Separate the masts from the yards and split he cannons apart. Ensure any small pieces of surplus plastic are carefully disposed of. ‘Atoch yards to moss ‘tach sols to hooks on yards. { A) { 7 Place deck section on quorterdeck Place deck section fn forecast ‘Attach flag to ‘quarterdeck =~ a. ¢ fom Place quorierdeck onhull Place foracastla on hl ‘Aitoch gangplonk Fic main deck veton ta hull using cannons, gangplonk and wheel Setting up the game 1. Position the fully-assembled Ghostly Galleon on the white outline on the gameboard, 2. Shuffle the weapons. Place one, face down, on each of the skull-and-crossbones squares in the corners of the board (A). Put the othe: four away, out of play, without looking at them. (This rue also applies if only 2 or 3 people are playing.) 3. Put one treasure tile into each chest and close the lids. Shuffle the chests and place them on the rectangles marked in the ship's cabins (B). 4, Shuffle the key files and put them, face down, in a neat pile in the Haunted Cabin (the one with the wheel) (C). 5, Put Blackbeard in the Haunted Cabin. 6. Each player chooses a pirate and puts him in his hideout - the matching coloured segment in one comer ofthe boord (D}. 7. Decide who will start. Take turns clockwise. Fire’ hideout Soin toy tion of Key Hes {in haunted coin} B. Feaition of treasure chest Playing the game Moving your pirate To move, throw two dice and move the total of the two. You may go in any direction, bu! you may not change your mind and double back over the some squares in he middle ofa turn IF you throw a double - you do net have an extra turn. +]? li you throw a 6 - move either your pirate or Blackbeard’s Ghost the total of both dice. down, in front of you. You may not move past another pirate or the Ghost - you must either stop on the square next to him and take the consequences {fight a duel or walk the plank), or else go in another direction. ‘When you land on or pass aver a skull-and-crossbones, take any weapon on that square and keep it, face cad You may not go into cnother pirae’s hideout Caves. There are four caves on the shore (marked with lamps) interconnected by secret passages. They allow you to move Exempla sing caves eumarelquichy on acdica counter Boarding the Ghostly Galleon. Follow the black arrow on the beach orn the shallows t the black Be arrow directly ebove it on board ship. Mave around the. galleon dn the sameway as you mnovée’eround the shore. The staircases leading lo the forecasts and quarierdeck shouldbe treated os one square. Once on boord you may choose to heod srcight forthe haunied cabin in order to collect a key fle and then search Zz fora chest twill fi Altematively you may choose 1 head for one ofthe other cabins 1o look under a ches ‘and remember whot key fis for future reference. Blackbeard’s Ghost You may choose to move him if you get a 6 on your dice-throw. Use him to help you ond hinder other pirates. He may never leave the galleon. He may pass through a pirate in order to reach a square beyond him. He may enter o cabin occupied by 6 pirale Cannen and cannonball squares, To fire a cannon, the Ghost must mave onlo the square directly WRB chind i, He does not need to move the full count ofthe dice gun, they are hit and must be made to lie down. They then miss a turn in order to recover and resume play {Fony pirates (including yourself!) are on the cannonball squares inthe quarier of the board nearest that on the same spot “9 Gangplank. When the Ghost arrives on the square nex! to you {he can stop there even if he has not finished his dice count), OR if you land con the square next fo him, OR if you are in a cabin when he enters, you are immediately spirited away and made to walk the plank, Ho, ho, hol! You mus! remain where you splash into the sea for one turn - lie your pirate down to show that he is missing a turn. The ghost stoys | where he is, (You may pass over or land on the square on the plank during the course of « normal move.) cS When you have recovered from the shock (i.e. missed a turn), you ore saved by a barrel that happens to float past. Jump onto the barrel of your colour and begin your move from there. Seeking and winning the Treasure You must get hold of a key or keys that will open the treasure chests Entering the Haunted Cabin. Enter through the doorway {marked with an arrow.) You may not enler if he Ghost or cnnother pirate is already there. Toke the top round tile from the pile. Keep ony key face down or he Parrot face up in front of you. You must leave and re-enter the Haunted Cobin on fulure turns if you want fo collect another circular ile. The Parrot When you pick up the Parrot, immediately: 4) take at random one fle of any sort belonging to another player; ORb} take a key from the Haunted Cabin, if there are any left. You may take one even if the Ghost isin it AY Rc} look under any chest to see what key is needed and remember this for future reference. (On subsequent turns, the ployer who has the Parrot may choose not fo throw the dice, but repeat o), b, orc} as above. Blackbeard’s Ghost and his Parrot. ifthe Ghost moves nex! to the pirate who currently has the Parrot, Blackbeard sends the Porrot back tothe Haunted Cabin, where itis placed on top of the pile of round ile. The pirate then walks the plank os usual! Entering cabins with treasure chests. Enter in the same way as described for the Hounted Cabin. The botiom of each chest shows which key is needed to open i. Remember this for futur reference, or if you clroady have « key that matches (with either two C2—w# or three ZI—w levers), prove it to the other players by showing them your key and the botom of the chest. Then open the ches, secretly take out the fle if there is fil afile there) look at it and keep it face down in front of you. Put the lid back on the chest ‘and replace it in the cabin. One chest needs no key = just take out the file The broken key is useless and will not open any treasure chess! Duels Duels are on exciting way of winning weapons, recsure, keys and the Parrot from other pirates. IF you want to challenge an opponent fo duel, move fo the squore next fo him (you do not need to arrive by exact count) and snarl, “Choose your weapon!” You cannot challenge him fo a duel if he is in a cabin or in his hideout. You both lay out a weapon til, face up, if you have one. Then throw dice as fllows fo decide the ouleome ofthe duel: AS a player with a cutlass throws two dice. (>>) aplayer with no weapons or with the broken cutlass throws one die a player with a pistol throws al hree dice Sy The highest SINGLE number on one of the dice denotes the winner. For example: Ifa player wit o pistl throws 5, 4 and 2, and a player with a cutlass throws 6 and 1, the player with the culass wins the duel with the 6. Ifthere is a draw, that is, that each player's highest number is the same, the dice are thrown again [for the same weapons} until there is 0 winner. ‘The winner fokes at rondom ANY one ofthe losers face-dow tiles or the Parrot {if he has it, together with both weapons used in the duel. The winner may then choose fo swap places with the loser. IF you ore nex! to another pirate atthe beginning of your turn, you may not challenge him fo a duel. Instead, you must move off in search of other adventures. Being caught in a tight corner if at the start oF your turn ~ you are in a cabin and the Ghost or another pirate is on the square in front of the door, = ORF you are in your hideout and another pirate ison the square in front of it, ~ OR pirates are standing on the squares next fo you on both sides, you are trapped and must miss that turn, However ifyou are stl rapped on your next turn you may then jump over the obstacle and move as normal. Winning the Game @ g The first pirate fo arrive at his own hideout, having found the gold pieces-of-eight treasure, is the winner. Copyright © 1991 Waddinglons Gomes ltd. Castle Gate, Quon, Leeds 1526 BHG, vised by Michoo Kindred, Malcolm Goldsmith and Grante Design Ud. No! stable for children under 3 years, Contsins smal parts Pease keep these rules fr future reference. 428M01

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