Photos used from the game Jackal: Treasure Island

1. Lay out an island of 11x11 cells and place the ships like this:

2. Move as pirates across one cell, revealing parts of the island. The action of each cell is described in the rules - open them and see what happens in the first game.

3. Various pirate adventures await you:

4. After some time, the island will become almost completely explored - and each time new for a new party.

5. The goal of the game is to look for gold and drag it to your ship.

6. If you step on a cell with an enemy, he is beaten (return him to his “home” ship)

7. Whoever collects the most gold wins! Protect your chests and take gold from the enemy!

About the game

"Jackal" is a strategic board game with unique game mechanics. The secret of “Jackal” is that the field chips are placed in random order, so the game will be different every time! There are no dice in the game, and the result depends more on your logical and strategic abilities, and not on luck. All this makes “Jackal” a truly interesting and exciting game that you want to play again and again! The game is designed for two or four players, recommended for adults and children from eight years old. The duration of the game is approximately 60–120 minutes.

Purpose of the game

The goal of the game is clear as day: find and drag to your ship as many gold coins as possible hidden on the island. Whoever brought the most coins to his ship won.

How to walk

White goes first. Next, participants take turns clockwise. In one turn, one of the following actions is performed:
  • the ship (with at least one pirate) moves along the shore one square. The ship can only sail along its side of the island. He doesn't know how to turn corners.
  • the pirate leaves the ship ashore - only on the square directly in front of the ship.
  • the pirate returns to the ship (with or without loot) from a square directly in front of the ship or diagonally. To return to the ship, you can also use other cells of the field: arrows, horse, balloon, etc. A pirate can only enter his own or a friendly (when playing pairs) ship: if he comes into contact with an enemy ship, the pirate dies.
  • On land, the pirate moves one square vertically, horizontally or diagonally. If the cell is closed (turned face down), opens it and performs the action indicated by the picture (see Meaning of field cells). You need to turn over an unopened cage at random, without looking under the shirt. A pirate can only open unknown lands empty-handed (without a coin). The pirate can also walk along previously opened cells, performing all the actions indicated on them.
  • How to mine gold

    According to verified data, 16 treasures of varying value are hidden on this godforsaken island. If, after turning over a square of the field, you find a treasure chest, place as many coins on the square as indicated on it (Roman numeral). But don't rejoice ahead of time! Gold can be considered yours only if you managed to drag it to your ship (in this case, the coin is removed from the playing field into your piggy bank).
  • Every self-respecting pirate can only carry one coin.
  • You can move with a coin only in open cells.
  • You cannot beat an enemy while holding a piece of gold in your hands. But if you really want to, you can leave the coin in place and forward to the enemy!
  • If you, carrying a coin, are hit by an opponent, you go to the ship empty-handed, and the luggage remains in place.
  • You can't swim with a coin. If a pirate falls into the sea with a coin, it drowns (eliminates from the game). The pirate remains afloat.
  • Opens up an incredible world of dangers and adventures. What else does a real pirate need? A fascinating plot, getting to know the island, searching for treasure. Forward! What are you waiting for?

    Advantages of the publication

    Here is a dynamic, exciting board game of our time. It is impossible to get bored with her, since the mind is constantly in search of the right move.

    “Jackal” is not as simple as it might seem at first glance. Randomly placed chips make the game unpredictable, as a result, each game is a new story of capturing and searching for treasure.

    Up to 4 players aged 8 years and older can fight enemies at the same time.

    Target

    Pass all the tests, find the gold and transfer it to your ship. The battle time ranges from an hour to two.

    So, brigs of filibusters and conquistadors are waiting for you, an island with unexpectedly opening obstacles and clues, natives - Friday, the missionary and Ben Gunn, ready to take your side, bottles with messages and coins, of course, gold coins!

    Preparation

    • Assemble the frame into an 11x11 square.
    • Mix the field chips thoroughly and place them face down inside the square - the territory of the island is set.
    • At each of the 4 shores, anchor ships with 3 pirates of the same color. Teams are ready, let's begin!

    When 2 players play, they have 2 ships moored on opposite sides under their care. For a three-player game, three ships are taken, for a four-player game, each player plays for himself, or 2 on 2.

    What can happen in water and on land

    • Put the pirate ashore– he steps onto the square in front of the ship.

    • Send him to explore the island. The hero can move 1 cell vertically, horizontally or diagonally. If the chip is face down, then the player needs to turn it over and complete the task provided by the picture. You can also step into already open areas.

    • Return a crew member to the ship. You can board from the square in front of the ship, or diagonally, using arrows, knight moves, etc. A pirate can board his own or a friendly ship without fear for his life. Death will inevitably await him on the enemy's brig.

    • Let the robber swim along the shore. So he can go around the entire island, moving 1 square for each step. However, when meeting an enemy ship, the character will die. He is prohibited from swimming onto land and jumping from the beach into the sea.

    • Guide your ship along the shore, if there is at least one crew member left on it. Its path is 1 cell; the ship cannot turn corners.

    You cannot skip moves. But you can choose to act with one of your pirates, an inhabitant of the island (if he is on your side) or perform a maneuver on a ship.

    How to mine gold

    According to legend, 17 ancient treasures are hidden on the island. When you find a cell with a treasure chest, put the amount indicated on it. Gold will be considered yours only when it is in the holds of your ship.

    When dragging bait, you need to remember important rules:

    How to start a fight

    And there are some subtleties here. To begin active actions, you need to enter a cell where there is a rival pirate. Then all the beaten enemies are transferred to their fragile little boat, but their profit remains in place and can go to others.

    You can only swing your fists if your hands are empty. However, if the enemy managed to dig in the fortress, you will no longer be able to touch him.

    If you meet an enemy on a spinner cage, you can only hit him one step behind.

    Do you remember? Then show dexterity and ingenuity in a fist fight!

    Death to the pirate!

    Your character is eliminated from the game if he:

    Collided (found himself on 1 cell) with an enemy ship;

    Was beaten by the enemy at sea;

    "Treasure Island" is a great card game based on the 1988 Soviet cartoon of the same name. The cartoon is well known to both children and adults (including abroad), it delights with wonderful humor and panache, excellent acting, and also, which is quite unusual, is remembered for its original musical performances. The cartoon itself is based on Stevenson's novel, which tells the story of the search for Captain Flint's treasure. This is exactly what you have to do in the game itself!

    The game will take you into the world of adventures, pirates and treasures, and will also test all the qualities that are so necessary for real adventurers - luck, courage, intuition and ingenuity. At the same time, more advanced players will be able to use special character cards that make the game even more interesting. You can become one of seventeen cartoon characters, each of which has a unique ability that influences the course of the game.

    Game process

    As mentioned above, the game is a card game and consists of a deck of trophies of ten different types. The gameplay itself is not at all complicated and consists of only a few phases:

    • Playing a card - at the beginning of your turn, you take the top card from the deck and place it face up in the playing area, thus playing it
    • Playing card properties - most cards have various properties that are activated when they enter the playing area
    • After playing the first card, you are faced with a choice - either you draw another card, or you end the turn with a robbery, taking all the played cards to your cache and thus earning the coveted treasures!
    • When choosing to play another card, you should remember that if the trophy on the new card coincides with any trophy from the previous cards, that is, forms a pair, then all the played cards will be discarded, and you, accordingly, will miss the treasures!

    Treasures come in ten different types and have unique properties:

    • Anchor - when the raid fails, all cards laid out before the “anchor” are moved to your cache. A kind of pirate “insurance”
    • Steering wheel - you must choose the top card of any trophy pile in your cache and place it in the playing area with the obligatory use of its ability
    • Pistol - You must place the top card of any trophy pile from one of someone else's stashes into the discard pile.
    • Key and Chest - By collecting both of these cards in your stash in one turn, you can get the same number of cards from the discard pile as you collected during this raid! Pirates demand more treasure!
    • Candle - you must shuffle the discard pile and reveal three cards from it, and then place one of them in the playing area
    • Compass - allows you to check the next card in the deck and choose whether you will play it or end the raid with a robbery early
    • Knife - works almost like a Pistol, but here you must put a card from another player’s trophies, which you yourself do not yet have, into the playing area
    • A parrot does not have any special properties, but it is valued higher than other trophies!
    • Bottle of rum - imposes a restriction, you can only finish the raid with a robbery after you have played two more cards!

    Well, it’s worth mentioning again that the game contains character cards that give the player a permanent ability, usually tied to one of the types of trophies. For example, Squire Trelawney, when playing a Pistol, allows you to discard the entire stack of identical trophies, and not just the top card. You can choose whether to play with or without characters.

    Who has won?

    When the player who took the last card from the deck ends their turn with a failure or robbery, the game ends. Players calculate the total value of the top, that is, the most valuable cards in each pile of trophies in their stash. The winner is the player with the highest total of all trophies.

    Game Features

    Here is a simple, but very interesting and gambling card game, created based on your favorite cartoon. Familiar characters and beautiful design, interesting gameplay and a pirate theme will not let you get bored. The game offers additional rules for playing with characters, as well as rules for playing with a large group of people, for which you will need two copies of the game.

    Piracy

    Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The harsh conditions of naval service and meager pay encourage a sailor to engage in piracy, as it provides a chance to quickly get rich. A pirate is inclined to submit to authority in case of danger of retribution or having accumulated considerable treasures; but as soon as the threat passes or the money runs out, the pirate immediately returns to his old ways.

    Pirate Lifestyle

    The pirate crew is led by a captain, a domineering and cruel man, since the lack of discipline on a pirate ship threatens trouble. A pirate lives according to the ship's regulations. With his hand on the cutlass, he swears that he will abide by it.

    Treasure Island

    Island in the Caribbean Sea. They say that the menace of the pirate brotherhood, Captain Jackal, famous for his cruelty and cunning, buried his countless treasures on an uninhabited island in the Caribbean Sea, and tore the map into small pieces and distributed it to members of his crew. However, these are only guesses, because not a single person who ended up on that island returned alive... If you don’t believe me, you can check it on your own skin...

    Filibusters

    Filibusters are sea robbers operating mainly against Spanish ships in the Caribbean Sea and along the coasts of Central and South America. In addition, they organize powerful land expeditions, while other pirates prefer sea robbery. Filibusters act at their own peril and risk, without neglecting any spoils. Among the filibusters, the French, British, Portuguese and Dutch predominate. Pirates of the Caribbean create specially organized communities on land, called “coastal brotherhoods.”

    Conquistadors

    Conquistadors - Spanish soldiers and adventurers, knights of fortune - in a word, pirates. The conquistador is hungry for gold, his only goal is to search for new lands and riches in an unknown world. Most often, the conquistador is an impoverished hidalgo or caballero. Far from Europe, the Spaniard obeys neither the king nor the church. The main advantage of the conquistadors was firearms.

    About the game

    "Jackal" is a strategic board game with unique game mechanics. The secret of “Jackal” is that the field pieces are placed in random order, so the game will be different every time! There are no dice in the game, and the result depends more on your logical and strategic abilities, rather than on luck. All this makes "Jackal" a truly interesting and exciting game that you want to play again and again! The game is designed for two, three or four players aged 16 years and older. The duration of the game is approximately 60-120 minutes.

    Game composition

    • The playing field is 117 square cells with different patterns on one side and the same back on the other.
    • Frame - 8 pieces for the frame around the playing field.
    • Ships - 4 square cells with painted ships.
    • Sailors - 3 pirates each in red, yellow, black and white.
    • Local residents - 3 characters, blue, green and brown, who can be found on the island.
    • Coins - 37 coins of the same denomination.
    • Items - treasure from a Spanish galleon and 10 bottles of rum.
    • The rules are a security paper with rules that you read.

    Preparing for the game

    Turn the field chips over, mix them and place them face down so that you get a real treasure island (according to reliable information, this is a square of 11x11 cells without corners). A pre-assembled frame makes this task easier. Place the ships in the center of each side of the frame. Then place 3 pirates of the same color on each ship. Now the teams have been assembled, the game can begin.

    To play with two players you will need 4 ships: one player will control two teams starting on opposite sides of the island. To play with three players you will need 3 ships. When playing with four players, you can play two on two (opposite players will be allies) or each for himself.

    Purpose of the game

    The goal of the game is clear as day: find and drag to your ship as many coins as possible hidden on the island. Whoever brought the most coins to his ship won.

    Treasure Hunt Rules

    How to walk

    You can only go with one pirate or ship per turn.

    You can't skip a move.

    On one cell there can be several pirates from your or a friendly (in a two-on-two game) ship.

    If one of the inhabitants of the island is playing for you (, missionary or), then in one turn you can become either a pirate, an inhabitant of the island, or a ship.


    How to mine gold

    According to verified data, 17 treasures of varying value are hidden on this godforsaken island, including the treasure of a Spanish galleon. If, after turning over a square of the field, you find a treasure chest, place as many coins on the square as are indicated on it (Roman numeral). But don't rejoice ahead of time! Gold can be considered yours only if you managed to drag it to your ship (in this case, the coin is removed from the playing field into your piggy bank).

    1. You cannot beat an enemy with a piece of gold in your hands. But if you really want to, you can leave the coin in place and move on to the enemy!
    2. If you are hit by an opponent while carrying a coin, you go to the ship empty-handed, and the luggage remains in place.

    The same rules apply for treasure from a Spanish galleon.


    How to hit enemies

    It’s very simple: to do this you need to move to the cell where the rival pirate is standing.

    1. At the same time, the latter flies to his ship, leaving his luggage in place (if there was any), and continues the game from there. If there were several enemies on the cell, all of them, beaten, are transferred to their ships.
    2. You can only beat the enemy empty-handed. If you were carrying a coin, you can leave it in place and calmly hit your unsuspecting opponent.
    3. If the enemy is entrenched in the fortress
    4. If your opponent is standing on a spinner cell (jungle, desert, swamp, mountains), you can hit him only if you are one move behind. For example, he is on number III, you are on number II.

    Trap, 3 pcs.

    Once in a trap, wait until a friend comes to the cell - only after that you can leave the cell. By the way, this does not mean that you should rescue the lost pirate immediately. He can wait while his teammates complete a combat mission.

    In a two-on-two game, a pirate from a friendly team can also help out a friend who is caught in a trap.

    Strength, 2 pcs.

    The fortress can contain any number of pirates from its own or a friendly crew.

    Fortress with aboriginal woman, 1 pc.

    So lucky. You stumbled upon a fortress with a pretty Aboriginal girl. Here you can “resurrect” dead comrades - one per turn. Moreover, they are born right here, in the fortress. No enemy can enter the fortress while you are inside. There's just one problem: you can't come here with a little gold.

    When playing pair-on-pair, a pirate can only revive pirates of his own color. Fortress Aborigine does not resurrect pirates if you have three or more characters capable of fighting.

    Treasure, 1 pc.

    Ha! This is a find. Treasures are hidden here from the Spanish galleon that transported gold to Europe! One such treasure is worth as much as 3 coins. When you open the cage, immediately place the chest figurine on it. The treasure is transferred according to the same rules as the coin, but is counted as 3 coins in value.

    Airplane, 1 pc.

    What kind of ruin is this? It's an airplane! How he got to the island is unknown, but in the same move he can transfer any participant with all his luggage to any cell. You can use the plane only once per game - then it becomes an ordinary dummy. If you don’t want to fly right now, stay on the square and wait for the right moment (leaving the square is equivalent to using the plane). But keep an eye out: your opponent can take away your right to use this miracle of technology by hitting you and sending you to the ship.

    Carramba, 1 pc.

    Balloon, 2 pcs.

    The balloon will always carry you (along with the coin or chest you are holding) to your ship. And so it will be with everyone who in the future steps into this miraculous cage. In a two-on-two game, the balloon carries the pirate to his own ship, and not to a friendly ship. It is impossible to stand on this square; the ball acts instantly.

    Cannon, 2 pcs.

    The pirate's desire to check what is hidden in the depths of the gun's barrel is truly inexplicable. As payback for his curiosity, the pirate flies out to sea in the direction of the trunk. Only his own or a friendly ship can save him. Gold, as you know, sinks in water and is eliminated from the game. The most experienced pirates use a cannon to quickly throw coins onto the ship along with them. and they definitely shout fervently in flight. Having fallen under an enemy ship, the pirate dies (see section).

    Lighthouse, 1 pc.

    An old lighthouse was found on the island; after a long climb up the stairs, the pirate who was the first to find this structure manages to see any 4 cells. The beacon only works when your pirate stands on it:

    old rules (Jackal: Treasure Island): you need to turn over any 4 unopened squares, they remain open until the end of the game.
    new rules (Jackal: Treasure Island Lux): you need to turn over any 4 unopened cells, peep what is there without showing it to other players, and return it to its place in any order.

    The lighthouse only works once per game.

    Ben Gunn, 1 pc.

    Old Ben will be happy to join the first team to drop by. He was able to keep the gunpowder dry and the saber sharp, and therefore will easily become another of your pirates. The moment you open this cell, there is one more pirate on your team.

    Pirate Ben Gunn is represented by a green token and appears where he is found.

    Missionary, 1 pc.

    In the depths of the island there lives a missionary who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first. The missionary cannot hit enemies, but he himself cannot be attacked. A pirate standing on the same cell as a missionary also cannot be attacked and is deprived of the ability to attack. The missionary does not enter cells with enemies. If the missionary meets Friday (ends up on the same cell with him), then both of them will disappear, enlightened. Every self-respecting pirate tries to get the holy father drunk: if the latter drinks rum, he will immediately take out a dusty cleaver and become the most ordinary pirate of the same crew for which he preached before (see cage). While a missionary remains a missionary, he cannot carry any loads. A clergyman after all. The missionary can open closed cells, but when opening a cell with rum, the effect will be the same as when soldering it.

    The missionary is represented by a blue chip and appears where he was found.

    Friday, 1 pc.

    The pirates immediately liked the young native Friday for his dependability and ability to carry heavy things. Once you find him, he will play for you and can carry coins like a real sea wolf. True, there are three features: firstly, if Friday is attacked, he begins to play for the enemy. Secondly, he himself is harmless (even though he is a cannibal), and therefore cannot attack anyone. Thirdly, he has a weak native liver: if he encounters rum (in any form), he will immediately drink it all and quit the game. Friday can open cells like a regular pirate, but if he opens a cell with rum, he will drink it (if there is a lot of rum, just one bottle). In a word, a weakling. But Friday is not afraid of the cannibal dad, he passes any turntable cell in one move and does not fall into pit traps.

    Friday is represented by a brown chip and appears where he is found.

    Rum bottles

    • 1 bottle of rum - 3 pcs.
    • 2 bottles of rum - 2 pcs.
    • 3 bottles of rum - 1 pc.

    You found bottles of rum! Rum is such a powerful remedy that pirates, at the mere sight of a bottle, immediately become stronger and begin to independently crawl out of pit traps or get out of any labyrinths directly. When a pirate opens a cage with rum, bottles immediately appear on the ship. Rum can be used on your turn by any member of your team or an allied team. To do this, you just need to remove the bottle from the ship's supplies. You can also get local residents drunk with rum: if you stand on an adjacent square with Friday or a missionary, you can pass them a bottle on the same move, which will immediately change their life dramatically (see squares and).

    Cave, 4 pcs.

    This is the entrance or exit from the cave. Most likely an entrance, as a pirate who looks inside will have to verify. Until the friends of the unlucky speleologist who remained on the surface find a second such cage, the pirate will wander inside and shout. But once you find a way out, voila! - from it will appear the one who is lost. For example, if a red pirate steps on the entrance to a cave, he wanders in it until the second turn opens. The white pirate opens the exit and is transported to the entrance. The red pirate is on his way out. Once opened, the cave operates as a short passage: you can enter the exit and exit through the entrance in one move. Or vice versa, enter the entrance and exit through the exit. Pirates walk through a cave with an open entrance and exit without difficulty. If your pirate is standing at the exit of the cave, then the passage is closed to enemies. Keep in mind that the “guard” himself will also go through an underground passage before taking up defensive positions. If several entrances to a cave are open, this can and should be used: a pirate who “dives” into the cave in the same turn “emerges” from any other exit and remains standing on this cell. Until the pirate leaves it, this exit remains closed to pirates of other teams. To re-enter the cave, you need to get off the cage and then step on it again. It will take you two turns!

    Jungle, 3 pcs.

    Jungle. Walking around these places without a machete is a big mistake. The thickets here are so dense that you might not notice a pirate passing at arm's length. You cannot fight in the Jungle, you cannot enter the Jungle with items, but pirates from different teams can be present here at the same time.

    Grass, 2 pcs.

    Hee hee hee, a field with some unknown grass (thanks to the local aborigines!) caught fire the moment you turned the cage over. Now everyone is his neighbor's pirate. For example, if the red ones go after you, then the black ones, and then the white ones, then the next turn goes to the player with the black pirates - he goes for the red ones, then the commander of the white pirates goes for the black ones, you go for the white ones, and your neighbor goes for you. After this, the field goes out, and your neighbor, the Red commander, makes his usual move. You cannot command someone else's rum, so if you are thirsty you will have to wait for your turn.

    The meaning of the field cells from the original addition

    Boat, 1 pc.

    You have found a hidden boat in the bushes! When you open this cage, place the boat figurine on it. It can be worn according to the same rules as a coin. Once the boat hits shore, the pirates can launch it and use it as a ship. There is no need for a separate move to launch the boat: the pirate simply continues moving on it if he wants. The boat can pick up pirates in the water or drown splashing enemies. On a boat and ships, you can sail 2 squares from the shore to avoid other people's ships. Without a pirate inside, the boat doesn't float. The pirate knows how to tack a boat, that is, diagonally too.

    Cores, 2 pcs.

    Pirates know that cannonballs have many uses: they can be carried around to improve physical fitness, they can be used to dive deep with them, and most importantly, they can be loaded into a cannon. When you open such a cell, immediately place one core on it. If you bring the cannonball to the cannon, the pirate will not go for a swim, but instead will fire one shot in the direction in which the barrel is facing. In all cells in a straight line from the cannon, all objects are removed: the pirates die, and coins and other things are destroyed. Cannonballs are carried in the same way as coins, that is, you cannot walk with a cannonball into a closed cage.

    Wheelbarrow, 1 pc.

    Economic pirates know that it is better to carry gold and other items in a wheelbarrow. When you open this square, place the car figurine on it. If a pirate has a wheelbarrow, he can drag two objects in it at once (for example, coins or cannonballs). The wheelbarrow itself moves just like coins and can even be loaded onto a ship. For example, a pirate can carry two coins or two cannonballs, or one coin and one cannonball.

    Question answer

    Jackal Rules FAQ

    All the pirates died, and the last one is in a trap, what to do?
    Panic! Now only the enemy will be able to free your pirate, defeating him at the same time. But in general, adopt the following tactics: if you have one less pirate, try not to run around closed cells unless absolutely necessary. Leave the honorable duty of exploring the island to your opponents and pick up everything that’s lying around.

    Once in the hole, wait until a friend comes to the cell - only after that you can leave the cell (overturn the pirate figurine to show that he has fallen). The pirate who comes to the rescue does not fall into the hole, but rather helps a comrade who has fallen into the hole to get out. Place the overturned pirate figurine on its feet. By the way, this does not mean that you should rescue the lost pirate immediately. He can wait while his teammates complete a combat mission.

    In a two-on-two game, a pirate from a friendly team can also help out a comrade who has fallen into a hole.

    Bottles with messages

    When a pirate opens a cell with a bottle, the player takes as many bottles as indicated on the cell. Bottles allow you to independently climb out of holes or get out of any labyrinths directly. You can use the bottle only at the end of the turn, that is, first walk as one of the pirates or a ship, and then use the bottle to get someone out of the hole (that is, pick up an overturned pirate figurine) or from the maze (move the pirate immediately to the last cell). After use, put the bottle in the box.

    If there is a pirate with a coin on this square, he cannot be attacked. There can only be one pirate per bank. If a pirate stands in a bank without a coin, then the bank is considered an empty square. If the coin is on this square without a pirate, anyone can come and take it.

    Walking around these places without a machete is a big mistake. The thickets here are so dense that you might not notice a pirate passing at arm's length. You cannot fight in the jungle and you cannot enter the jungle with coins, but pirates from different teams can be present here at the same time.

    A small but very annoying nuisance awaits the pirates on this square. Someone burns their beard, someone drops a coin on their foot, someone trips over a root, and someone simply realizes that they are lost. At this moment, the pirate must curse strongly and in a naval manner, otherwise he will immediately get upset and disappear.

    There was an old lighthouse on the island. After a long climb up the stairs, the pirate who first found this building manages to spy on any 4 cells. The lighthouse operates only when your pirate stands on it: you need to turn over any 4 unopened cells, peep what is there without showing other players, and return them to their places without changing the direction of the cells. The action of the cells is not carried out.

    The balloon will always carry you (along with the coin you are holding) to your ship. And so it will be with everyone who in the future steps into this miraculous cage. In a two-on-two game, the balloon carries the pirate to his own ship, and not to a friendly ship. It is impossible to stand on this square: the ball acts instantly.

    When opened, it shoots in any direction in a straight line across the entire island (the direction is chosen by the pirate who opened the cage). A pirate who receives a bullet is considered beaten (as in a fight - he goes to his ship). If there are several pirates on a line, only the first one gets a bullet.

    On this square you can “resurrect” dead comrades - one per turn. Moreover, they are born right here in the sanctuary. No enemies can enter the sanctuary while you are inside. There's just one problem: you can't come here with a little gold.

    The Sanctuary does not "resurrect" pirates if you have three or more characters capable of fighting.

    Any number of pirates from your own or a friendly crew can be in the sanctuary.

    Each player plays as his neighbor's pirates. For example, if the red ones go after you, then the black ones, and then the white ones, then the player with the black pirates goes first - he goes for the red ones, then the commander of the white pirates goes for the black ones, you go for the white ones, and your neighbor goes for you. After this, the field goes out, and your neighbor, the Red commander, makes his usual move.

    When the cage is opened, the bear wakes up (place the bear token on the den cage) and bites the pirate who woke him up. The pirate goes to his ship. After this, the bear immediately takes 1 step towards the nearest pirate. The bear walks through all the obstacles, pits and labyrinths, straight ahead, without stopping, and also walks through closed cages without opening them. Cells like arrows or ice also have no effect on the bear. At the end of each next turn of the player who woke him up, the bear makes another move. If the bear catches up with the pirate, it will bite him, and the pirate will go to his ship. The bear cannot climb onto the ship and does not smell the pirates on the ship, so it runs after the pirate who is on land. If all the pirates are on ships, the bear stands still. The bear cannot be attacked. The bear is not affected by abilities (unless otherwise indicated on the ability card). Anyone who is carried out into a cage with a bear is bitten and goes to his ship.

    The bear, choosing the shortest path to the nearest pirate, prefers to go diagonally (example in Figure 1). If there is an equal number of moves to the pirates, the bear chooses the first pirate as a victim in a clockwise direction, counting from the northern point of the island, and goes to him (example in Figure 2). The northern point of the island can be seen in the picture with the layout of the island.

    Picture 1

    Figure 2

    In the depths of the island there lives a missionary who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first (place the missionary piece on this square). The missionary cannot carry coins, cannot hit enemies, but cannot be attacked himself. A pirate standing on the same square as a missionary also cannot be attacked and loses the ability to attack. The missionary does not enter cells with enemies, and enemies cannot enter the cell with the missionary.

    The missionary cannot "resurrect" pirates in the sanctuary.

    Every self-respecting pirate tries to please the holy father: if the latter receives a bottle with a message as a gift, then as a sign of gratitude he will immediately take out a dusty cleaver and become the most ordinary pirate of the same crew for which he preached before (see cage). You can also pass a bottle to the missionary from a neighboring cell by coming to it and passing the bottle on the same turn.

    While a missionary remains a missionary, he cannot carry any loads. A clergyman after all.

    The missionary can open locked cells, but when opening a cell with a bottle with a message, the effect will be the same as if you handed him the bottle in person.

    Boom! Bang! When you turn over this square, an earthquake begins on the island! Swap any 2 cells where no one is standing and nothing is lying. You can change cells of different landscapes - mountains with a beach, for example. You can change the direction of the arrows.

    Devilish luck! Fortress! While you are here, you are safe: you cannot hit a pirate entrenched in the fortress. It's a pity that you can't come here with gold.

    The fortress can contain any number of pirates from its own or a friendly crew.

    The meaning of the field cells from the Ben Gunn Island add-on

    Old Ben will be happy to join the first team to drop by. He was able to keep the gunpowder dry and the saber sharp, and therefore will easily become another of your pirates. Once you have opened this square, place the green Ben Gunn piece on it. You now control Ben Gunn as another pirate on your crew.

    The meaning of field cells from the addition Island of a Thousand Caves

    Skilled pirates know that it is better to carry gold in a cart. When you open this square, place the cart figurine on it. If a pirate has a cart, he can drag two coins in it at once. The cart itself moves according to the same rules as coins; it can even be loaded onto a ship and taken down from the ship.

    This is the entrance or exit from the cave. Once you have opened this cage, capsize your pirate. He was lost in the caves and will be lost until someone finds a second similar cell. Once the exit is found, the pirate who found it is transported to the first open cell of the cave, and the lost pirate appears at the new exit. Now, every time your pirate arrives at a cave tile, he is instantly transported to one of the exits. Please note that you cannot instantly transfer to an open cell of the cave where an enemy pirate is standing. You need to wait until he clears the way for you. If it is impossible to pass through a cave, treat it as an empty cell.

    The meaning of field cells from the Friday Island add-on

    Place his piece on this square. He plays for you. Friday can't attack. If he is attacked, he begins to play for the enemy. If Friday finds or receives a bottle with a message, he is eliminated from the game. If he ends up on the same square with the missionary, both are eliminated from the game. Friday walks through the pits, labyrinths and cannibals as if they were empty cages. The coins he left with the ogre are eliminated from the game. The bear eats Friday for good.

    The meaning of field cells from the Jolly Roger Island add-on

    This steering wheel is clearly enchanted. When a pirate lands on this square, he moves in the direction of the arrows. At the end of your turn, rotate this square 90° clockwise.

    Roger's helm only turns once per turn, even if the pirate has passed it several times.

    Place a turtle figurine here. She goes after the player who found her. The turtle moves along the outermost cells of the island, clockwise, one cell per turn.

    The turtle does not open closed cages. She doesn't attack anyone, no one attacks her. Cells and abilities do not affect her. The bear doesn't notice her.

    Pirates can climb out of the water onto a cage with a turtle. You can get out if there are no other characters on the cage.

    If the turtle does not appear near the water, it first goes to the outermost cage.

    The meaning of field cells from the Tidal Island add-on

    Place a palm tree tile here. You can enter this cage as if it were a dummy. Or you can spend another turn to climb from this cell onto the palm tree itself.

    When a pirate is sitting on a palm tree, you cannot fight him. Abilities do not affect him. The bear doesn't smell him and doesn't go to him.

    You cannot climb onto the palm tree with objects - leave everything below. You cannot climb an occupied palm tree. You cannot get off the palm tree while someone is standing below. Even if it is a friend, a local resident or a bear.

    From a high hill you can see the tide is coming in. Place three beach tiles in the box.

    You can remove closed and open cells in different parts of the island. The cages must be near water. The ship should not be located close to the cage. There should be no objects or characters on the square.

    How to mine gold

    According to verified data, many treasures of varying value are hidden on the island. If, after turning over a square of the field, you find a treasure chest, place as many coins on the square as indicated on the chest. But don't rejoice ahead of time! Gold can be considered yours only if you managed to transfer it to your ship.

    How to wear gold:

    1. Every self-respecting pirate can only carry one coin.
    2. You can move with a coin only in open cells.
    3. You cannot beat an enemy with a piece of gold in your hands. But if you really want to, you can leave the coin in place and go at the enemy!
    4. You can't swim with a coin. If a pirate falls into the sea with a coin, it drowns (eliminates from the game). The pirate remains afloat.


    1. When a pirate comes onto the ship with a coin, take the coin and place it in front of you. Now it is yours until the end of the game, and no one will take it away. It remains to bring more of the following.

    If you are standing on a square with a coin and your opponent hits you, you go to the ship empty-handed and your luggage remains in place.

    How to hit enemies

    It’s very simple: to do this you need to go to the cell where the rival pirate is standing.

    1. In this case, the latter instantly gets to his ship, leaving his luggage (if any) in place. If there were several enemies on the cell, all of them, beaten, are transferred to their ships.
    2. You can only beat the enemy empty-handed. If you are carrying a coin, you can leave it where it is and calmly hit your unsuspecting opponent.
    3. If the enemy is entrenched in a fortress, then you cannot beat him (that’s why it is a fortress).
    4. If your opponent is standing on a labyrinth cell, you can hit him only if you are one move behind. For example, he is on number 3, you are on number 2.


    All pirates take turns and move according to the values ​​of the cells. First the black one goes, then the yellow one, then the red one. After the pirates there is a bear.

    The rules for the movement of a bear are described in the section.

    At this point, one move in the task is considered completed. A pirate dies if a bear steps on him, or he falls off the island (steps on a cannon, arrow, etc.). On each task card you will find conditions for completion. Somewhere you will need to meet a certain number of moves, somewhere you will need to save the required number of pirates, somewhere both, and something else on top.

    In a two-on-two game, is it possible to revive a pirate ally in the sanctuary?
    No. resurrects only pirates of its own color.

    My pirate enters a square with two pirates from the other team. One of them has the “musketeer” ability. How to play the battle correctly?
    Very simply, the pirate who has no abilities immediately goes to his ship, and whether the musketeer goes depends on the result of the roll. In all such cases, those who do not have the ability are considered beaten.

    Island 4

    Historical reference

    Piracy

    Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The harsh conditions of naval service and meager pay encourage a sailor to engage in piracy, as it provides a chance to quickly get rich. A pirate can submit to power in case of danger of retribution or having accumulated considerable treasures; but as soon as the threat passes, or the money runs out, the pirate immediately returns to his old ways.

    Pirate Lifestyle

    The pirate crew is led by a captain, a domineering and cruel man, since the lack of discipline on a pirate ship threatens trouble. A pirate lives according to the ship's regulations. With his hand on the cutlass, he vows that he will abide by it.

    This cheerful song of treasure hunters will come in handy for players. Your own ship with a friendly crew will take you through storms and storms to a distant island. They say that there is a treasure buried there by pirates, which many have tried unsuccessfully to find. If you are brave, resourceful and lucky, then regardless of your age, the most incredible adventures await you and, of course, you will be ahead of your competitors.

    The board game “Treasure Island” is a wonderful leisure activity full of excitement and emotions for a family that has children of senior preschool and primary school age. While playing, they will learn to navigate the terrain, practice mental calculation skills, and become smarter and more reasonable.

    The playing field shows a detailed map of the island and the surrounding sea.

    The rules of the game are very simple. Each player becomes the captain of the ship. He has a ship and 2 team pieces at his disposal. The player-captain must sail to the pirate island, use the map to find the treasure, load it onto his ship and be the first to sail to the finish line.

    The game is designed for 2-4 players and is intended for young adventurers aged 5 to 10 years and their parents. The average duration of a game is 30 minutes.

    Welcome to the world where dreams come true!

    © Manufacturer: Russian Style LLC. 1999



    The Russian Style company is one of the leading manufacturers of entertaining, educational and educational games and toys for children on the Russian market. It does everything possible to ensure that interesting and useful games are affordable to as many customers as possible and meet their best expectations. When choosing a game for your children or as a gift, remember that the high price does not guarantee interest, but the quality and readiness for play of its components, and is often due only to the fact that everything is already cut out, and the cardboard of the playing field is thicker. If you are not too lazy to spend 5-10 minutes before the first game and cut out the cards and chips yourself, then by choosing products from the Russian Style company, you can buy for your children many more good board games that are superior in artistic design, clarity of rules, balance and Many much more expensive domestic and foreign gaming products are of interest to the gameplay.