RulesPal
Chat
Rulebook
21 Mutinies: Arrr! Edition thumbnail

21 Mutinies: Arrr! Edition

21 Mutinies: Arrr! Edition Rulebook

Table of Contents

Table of Contents

  • Components
  • Initial Setup
  • Round Overview
  • The Actions
  • Actions That Can Be Taken By The Captain
    • 1) Raiding: On Trade Routes
    • The Jewel Tokens
    • 2) Raiding: Beyond the Trade Routes
    • The Treasure Tokens
    • 3) Plunder Shipwrecks
    • 4) Tavern
    • 5) Black Market
    • 6) Visit the Town
  • Actions That Can Be Taken Only By Sailors
    • 1) Cabin Action
    • 2) Mutiny Action
  • End of the Game
  • Final Score and Winner
  • Rules For A Game With 2 Players
  • The Mutiny Cards
  • Card Effects

Components

  • 1 game board.
  • 10 discs in 5 colours.
  • 5 pawns in 5 colours.
  • 54 Jewel Tokens.
  • 25 cubes.
  • 45 Mutiny Cards.
  • 45 Mutiny Cards.
  • 24 Treasure Tokens.
  • 2 six-sided dice.
  • 21 coins of one 1 Doubloon (silver) and 15 coins of five Doubloons (gold).

Initial Setup

  1. After the board is placed in the centre of the table, each player chooses one of the colours available and takes the discs and pawn of the chosen colour: a. One disc is placed on the space numbered "3" of the Prestige Point Track. Whenever the disc passes one of the symbols printed on the track (the bonus spaces) during the game, the player will immediately receive the respective bonus (1 Doubloon, 1 Treasure Token, 1 Rum or 1 face-down Jewel Token). Each of these bonuses is awarded only once per player. b. The second disc is placed on the Turn Order Track on the board (determine starting turn order randomly). The player whose disc occupies the first place on the Turn Order Track will be the Captain during the first round of the game; the rest of players are Sailors. c. Each player places his pawn in front of him.
  2. Each player receives one cube (from now on called Rum).
  3. The Captain receives 3 Doubloons, and all Sailors receive 4 Doubloons. In games with five players, the fifth receives 5 Doubloons instead.
  4. Next, the Mutiny Deck has to be prepared. First, place the card called "Last Mutiny" face-down next to the board. Shuffle all remaining Mutiny Cards, draw 20 of them and place them, also face-down, on top of the "Last Mutiny" card. Place the remaining cards back into the box - they are not needed for the game.*
  5. The remaining Rum (i.e. the cubes) is placed onto the Tavern section on the board.
  6. All remaining Doubloons are placed in a pile next to the board, within easy reach of every player.
  7. Now, shuffle all the Treasure Tokens and stack them face-down on the Shipwreck section of the board.
  8. Finally, the Jewel Token Stack is prepared. Shuffle the tokens thoroughly and stack them face-down onto the section on the game board representing the waters Beyond the Trade Routes. Then, draw 5 Jewel Tokens (in a 5-player game; only 4 in a game with 3 or 4 players) and place one of them face-up on each of the squares of the board section depicting the Trade Routes.

21 Mutinies Arrr! Edition is now ready, and you can begin to play!

*You can extend the game length by placing more than 20 cards in the Mutiny Deck. And if you want to decrease randomness in the game, you can ignore the card text of the Mutiny Cards.

Round Overview

  1. Captain's Action: The Captain (which is always the first player) takes his pawn and places it on one of the following actions:

    • a. Raiding: On Trade Routes.
    • b. Raiding: Beyond the Trade Routes.
    • c. Plunder Shipwrecks.
    • d. Tavern.
    • e. Black Market.
    • f. Visit the Town.

    Depending on the action selected, the pawn either has to be placed on the first empty space, or the Captain can choose on which space he puts it. Some actions also have a cost attached, either printed on the space where the pawn is placed or on the Jewel Token next to it. These costs must always be met in order to take the appropriate action.

  2. Sailors' Action: In Turn Order each Sailor can now choose one of the two following options:

    • a. To Follow their Captain: In this case, the Sailor places his pawn on the next empty space of the action previously selected by the Captain (or on one free space of his choice, depending on the action). He also has to pay the cost related to this space.
    • b. Not to Follow their Captain: If the Sailor does not want to take the action selected by the Captain, he again has two choices: Cabin Action or Mutiny.
  3. Actions Resolution: After all pawns have been placed on the board, the actions are resolved in the following order:

    • a. The action selected by the Captain (and by any Sailors that followed).
    • b. Cabin Action (if at least one Sailor chose to take this action).

The Actions

The actions that are depicted in different sections of the board, are the essence of 21 Mutinies Arrr! Edition. The Captain as well as the Sailors will place their pawns on the different spaces of these actions. However, it should always be kept in mind that the Captain can never choose the same action in two consecutive rounds (it is covered by the Pirate Token at the end of the round). The specific Sailors' Actions (Cabin Action or Mutiny Action), on the other hand, can be selected every round.

The following paragraphs will describe the different actions in detail. First, all actions that can be chosen by the Captain are explained, followed by the Cabin Action, and finally, the Mutiny Action.

Actions That Can Be Taken By The Captain

1) Raiding: On Trade Routes

Pawns can be placed on any space still available.

With this action, the Captain and his Sailors can obtain specific Jewel Tokens.

In order to place his pawn on one of the free spaces of this Action, the player must be able to pay the cost printed on the corresponding Jewel Token (Doubloons and Rum).* If he cannot pay the cost, he is not allowed to place his pawn on the space in question.

During the Actions Resolution phase, each player (in Turn Order) first has to pay the specified cost, and can then take the corresponding Jewel Token.*

As depicted on the board, if the fifth player (in a game with 5 players) places his pawn on the last empty space of this action, in addition to taking the corresponding Jewel Token (and paying its cost, as usual), he draws a random Jewel Token from the Jewel Token Stack for free, and keeps it hidden.

After each player has taken his Jewel Token, the empty squares are filled once again with new tokens drawn from the Jewel Token Stack.

The Jewel Tokens

If the players collect sets of these tokens, they can be traded for Prestige Points and Doubloons with the Black Market action. Jewel Tokens come in four colours, and also include some wild card tokens which replace a Jewel Token of any colour.

In addition to the jewels, several tokens depict Doubloons and Rum symbols. Their function is different for a few actions, and therefore will be explained there.

When the Jewel Tokens are traded on the Black Market, they are discarded, and placed face-up next to the board.

During the game players should keep their Jewel Tokens hidden.

2) Raiding: Beyond the Trade Routes

Pawns need to be placed on the first empty space available (from top to bottom).

Like in the previous action, both Captain and Sailors can obtain Jewel Tokens. However, unlike the previous action, the players randomly draw Jewel Tokens from the Jewel Token Stack, and therefore do not know beforehand what they will get.

Before a player can place his pawn here, he has to pay the cost (depicted next to the appropriate space on the board).* If the player is not able to pay the cost, he is not allowed to place his pawn there.

As can be seen on the board, a Sailor who places his pawn on one of the last two spaces (in a game with 4 or 5 players) will also gain one Rum from the supply.

In the Actions Resolution phase, each player who has chosen this action will (in Turn Order) draw a random Jewel Token from the stack (and keep it hidden). However, if he does not want to keep the Jewel Token he just drew, he can decide to discard it instead (face-up next to the board). He then retrieves any cost he has paid before.

Remember: Unlike in the previous action, the players do not have to pay Doubloons or Rum depicted on the Jewel Tokens - they only pay the costs printed on the board.

The Treasure Tokens

Treasure tokens can be used during the player's turn, i.e. immediately before or after placing his pawn, or the moment his part of an action is resolved. Treasure Tokens that are not used during the game can still be used at the end of the game. A Treasure Token that has been used is discarded face-up next to the board.

The different Treasure Tokens award either 1 Rum, 2 Prestige Points or 2 Doubloons, enable the player to exchange Doubloons for Prestige Points, or depict a Jewel, which can be used like any other Jewel Token.

During the game players should keep their Treasure Tokens hidden.

3) Plunder Shipwrecks

Pawns need to be placed on the first empty space available (from left to right).

With this action, the Captain and his Sailors can obtain Treasure Tokens, all of which award different bonuses. This action has no cost.*

During the Actions Resolution phase, each player that chose this action will have to roll both dice:

  • If at least one of the dice rolled by the Captain shows a result greater than 1, he draws a Treasure Token from the pile. And if the result of the other die is also greater than 1, he gains an additional Doubloon. However, if the result of both dice is 1, he will receive nothing.
  • If at least one of the dice rolled by the Sailor on the second space shows a result greater than 2, he also draws a Treasure Token. Regarding the third space of this action, the result of at least one of the dice has to be greater than 3, greater than 4 on the fourth space, and greater than 5 on the fifth. If none of the dice obtains a positive result, the player in question receives nothing.

As can be seen on the board, a Sailor who places his pawn on one of the last two spaces (in a game with 4 or 5 players) will also gain one Rum from the supply.

If the stack of Treasure Tokens runs out, no more Treasure Tokens can be drawn. Instead, players who place their pawns on this action will receive 1 Prestige Point and 1 Doubloon - if they get the appropriate result (according to their position). The Captain will also still be able to obtain one additional Doubloon, if both dice show a result greater than 1.

4) Tavern

Pawns need to be placed on the first empty space available (from left to right).

With this action, the Captain and Sailors collect Rum at the local tavern. This action has no cost.*

During the Actions Resolution phase, the Captain first receives 1 Rum for free. Then, he throws one die and adds 2 to the number he rolled. He then takes as much Rum as the result obtained, and distributes them among all players that have chosen the action. The Captain will receive 1 Rum first, and then all Sailors will receive 1 Rum in the order of their position. If the Rum runs out, the remaining Sailors will get nothing. However, if every player has received 1 Rum this way and there is still Rum left, the rest is distributed the same way, starting again with the Captain.

As can be seen on the board, a Sailor who places his pawn on one of the last two spaces (in a game with 4 or 5 players) will also gain 1 or 2 Doubloons from the supply (depending on their position).

5) Black Market

Pawns can be placed on any space still available.

With this action, the players can trade their Jewel Tokens and spend their Rum to gain Prestige Points and Doubloons in exchange. This action has no cost.

On each space of this action only one specific combination of Jewel Tokens can be traded in:

  • 2 Jewel Tokens of any colour (same or different).
  • 3 Jewel Tokens of any colour (same or different).
  • 4 Jewel Tokens of any colour (same or different).
  • 3 Jewel Tokens of the same colour.
  • 2 pairs of Jewel Tokens of the same colour.
  • 4 Jewel Tokens the same colour.

Before a player can place his pawn on one of these spaces, he has to make sure that he has the appropriate combination of Jewel tokens. If he does not have the needed combination, he cannot choose that space. They don't beat around the bush on the Black Market!

In the Actions Resolution phase, each player who placed a pawn here (in turn order) has to reveal the Jewel Tokens he wants to trade (in the combination needed). In order to increase the amount of Doubloons and Prestige Points the player will gain in exchange (depicted on the charts on the board), he can now choose to additionally discard 1-4 Rum. How much Rum he can use is limited by the number of Rum symbols on the Jewel Tokens he is trading. So, if there are 3 Rum symbols on the Jewel Tokens he wants to trade, he can add a maximum of 3 Rum - even if he could discard more than that. If there are no Rum symbols on the Jewel Tokens traded, the player is not allowed to discard any Rum in order to increase his gains.

Rum discarded this way is placed back onto the tavern space of the board, and Jewel Tokens traded in are placed face-up next to the board.

6) Visit the Town

Pawns can be placed on any space still available.

With this action, the Captain and his Sailors, can gain different bonuses, depending on the space they choose. This action has no cost.*

Depending on which space a player chooses, the outcome will be one of the following:

  • Pirate's Tale: The player discards 2 Doubloons and receives 2 Prestige Points.
  • Theft: The player may either take one of the available Jewel Tokens from the Trade Routes (and has to pay its cost; place a new token afterwards) or can draw a Jewel Token from the Jewel Token Stack for free (and keeps it hidden).
  • Visit the Tavern: The player obtains 1 Rum.
  • Rumours: The player can draw a Treasure Token from the stack without having to roll the dice and without any cost. If there are no more Treasure Tokens available, he gains 1 Doubloon and 1 Prestige Point.
  • Black Market: The player can trade a set of Jewel Tokens in a combination depicted on the Black Market section, as if he would have chosen the Black Market action. He can also use Rum to increase the amount of Doubloons and Prestige Points he gains, as usual.

Before a player can place his pawn on one of these spaces, he has to make sure that he can pay the amount of Doubloons needed, or has an appropriate combination of Jewel Tokens. If he does not have what he needs, he cannot choose that space.

*If the fifth player chooses to place his pawn onto the last space available (in a 5-player game), he receives an additional Prestige Point.

Actions That Can Be Taken Only By Sailors

1) Cabin Action

Pawns can be placed here even if the space is already occupied by another pawn.

This action can be chosen in every round.

With this (free) action a Sailor can choose one of three possibilities:

  • The Sailor gains 1 Prestige Point.
  • The Sailor gains 1 Doubloon.
  • The Sailor can discard 5 Doubloons, and then gains 3 Prestige Points.

If there is only a single pawn present on this space when this action is resolved, the Sailor in question can choose to steal 1 Doubloon from another player instead of taking it from the supply. This is only possible if the Sailor chooses the second option (it is not an additional bonus).

2) Mutiny Action

Pawns can be placed on any space still available.

This action can be chosen in every round.

With this action one of the Sailors can become the new Captain.

Players who wish to become Captain can place their pawn on any of the four spaces, if they are still available. However, each space has a specific cost attached to it (Doubloons or even Prestige Points) that has to be paid when the action is resolved:

  • On the "0" space a Sailor that places his pawn here will have to pay 1 Prestige Point, but will gain 1 Doubloon.
  • On the spaces marked "1", "3" or "6" a Sailor who places his pawn there will have to pay 1, 3 or 6 Doubloons, but will also gain 1, 2 or 3 Prestige Points.

Note: Due to one Sailor choosing to steal a Doubloon from a Sailor taking part in the Mutiny (by using the Cabin Action), it might happen that this Sailor then may not be able to pay the cost related to the space he chose. If this is the case, the Sailor who cannot pay any more will not be able to perform the action chosen. This means that he does not receive Prestige Points or any other benefits of the Mutiny. However, he also does not have to pay anything, either.

After the action has been resolved, the player who has paid the most Doubloons will become the new Captain. This has the following effects:

  1. The new Captain has to augment the Turn Order Track. His own disc is placed on the first space of the track. The discs of all players who also took part in the Mutiny Action are placed on the subsequent spaces, according to the amount of Doubloons they paid (more money paid means better position). All discs of players not being part of the Mutiny remain in the order they had been in before, and are placed behind the disc of the last mutineer.
  2. The Captain draws a Mutiny Card from the Mutiny Deck. He keeps it in his hand until he chooses to play it, later in the game. However, compulsory cards either have to be played immediately, or have to be discarded immediately (see The Mutiny Cards).

Once the Captain has finished this step, the new round begins.

End of the Game

A game of 21 Mutinies Arrr! Edition can end in one of two ways:

  1. The Captain draws the last card from the Mutiny Deck. This card is always the "Last Mutiny" card.
  2. The last Jewel Token is taken from the stack (either due to the Raiding: Beyond the Trade Routes action, or when placing it on one of the empty squares of the Trade Routes section).

In both cases, one final round is played. Afterwards, Prestige Points are counted and the winner is determined.

Final Score and Winner

After the final round, the players must complete the following steps in the given order to determine the winner. Although the players may perform each step simultaneously, in order to avoid confusion it is recommended to resolve them in Turn Order.

  1. Reveal all Treasure Tokens that were not played during the game. The players will then receive the depicted bonuses or will be able to perform the corresponding action. Treasure Tokens that would award Rum to a player, however, are discarded without effect.
  2. Each Jewel Token that a player still has in front of him is now exchanged for 1 Doubloon.
  3. A player also gains 1 Doubloon for each Mutiny Card that is either placed in front of him, or that he still has in his hand.
  4. Now, all players exchange the Doubloons they have for Prestige Points, and receive 1 Prestige Point for each lot of 3 Doubloons discarded. Leftover Doubloons are kept by the players.*
  5. The last Mutiny Cards players have in hand are now revealed, and players gain Prestige Points they receive due to the effect of these cards.
  6. Finally, each player will lose 1 Prestige Point for every Rum (cube) they still have.

Should it happen that, during final scoring, a disc crosses one (or more) of the bonus spaces of the Prestige Point Track, these bonuses are not awarded!

The player who now has accumulated the most Prestige Points is the winner of the game. In case of a tie, the player who has more Doubloons remaining will be the winner. If there is still a tie, the tied players share the victory.

*If players agreed to ignore the text of the Mutiny Cards (see Initial Setup), each player will receive 1 Prestige Point for each 2 Doubloons he discards.

Rules For A Game With 2 Players

If this variant is played, the text on Mutiny Cards is always ignored!

In order to play 21 Mutinies Arrr! Edition with two players, one pawn of a neutral colour is needed. The pawn represents the Henchman of the Captain, who controls what actions he takes. The purpose of the Henchman is to block spaces for the Sailor, and to interfere with the Sailor's plans. Whenever a player becomes Captain, he also receives the Henchman's pawn and takes control of him.

During the game, the turn order always remains the same:

  1. Captain.
  2. Henchman.
  3. Sailor.

The Henchman always has to perform an action, and the Captain always has to be able to cover the cost of this action (otherwise he cannot choose it).

If, for example, the Henchman's pawn is placed on one space of the Raiding: On Trade Routes action, the Captain will have to pay the cost printed on the Jewel Token.

However, the Henchman never receives any tokens, Rum, Doubloons or other bonuses. Jewel Tokens or Treasure Tokens are taken or drawn as usual, but they are instantly discarded face-up next to the board, without taking effect.

The Mutiny Cards

There are three types of Mutiny Cards that can be played at different times during the game: Compulsory, Voluntary, End of the Game.

There is no limit to the number of cards that a player can have in his hand. During the game players should keep their cards hidden until they are played.

Compulsory: A compulsory card needs to be played immediately when drawn. If the Captain plays the card, he places it face-up in front of him. However, the Captain can choose to discard the card without applying its effect. If he does, the card is not placed in front of him, and he immediately loses 2 Prestige Points.

Voluntary: The new Captain can play it on any of his subsequent turns to use its effect. The card is then discarded (not placed in front of the player).

End of the Game: This type of card can only be played at the end of the game, when the final score is determined (see below).

Captain: This card can only be played if the player is captain.

Sailor: This card can only be played if the player is a sailor.

Card Effects

Tempest — Until the next Mutiny occurs, the action Raiding: Trade Routes/Raiding: Non Trade Routes cannot be chosen.

The Governor's patrol! — Until the next Mutiny occurs, the action Visiting the City cannot be chosen.

Sharks — Until the next Mutiny occurs, the action Plundering the Wreckage cannot be chosen.

The soldiers are watching us... — Until the next Mutiny occurs, the action Black Market cannot be chosen.

Fight in the tavern! — Until the next Mutiny occurs, the action Tavern cannot be chosen.

Storm of the Century — During the following round the action "Mutiny" cannot be chosen.

Dead calm — All players discard 1 token (jewel/treasure) and 1 rum. During the following round the action "Mutiny" cannot be chosen.

Swindle your shipmates — All sailors lose 1 PP or discard 1 doubloon.

Revenge! — All sailors lose 1 PP or discard 1 rum.

Reward — All sailors gain 1 doubloon. You gain 3 doubloons.

Avast! This rum tastes like seawater — At the beginning of a round, you swap positions with the last sailor on the Turn Order Track. You then gain 4 doubloons.

Prepare to board, me hearties! — You do not have to pay for the Jewel token you take (neither what is printed on the token nor the cost on the board).

Telescope — If you do not like the token you just drew blindly (jewel/treasure) you can discard it and draw a new one.

I'm famous throughout the Seven Seas! — If you have taken the Visiting the City action, you can spend 10 doubloons to gain 5 PP.

Bring me more rum, ya salty dog! — If you perform a Tavern action, take 2 more rum from the supply.

I'd swear it was... There! — You can re-roll the dice once (either one or both dice).

Duel — At the beginning of a round, you and the captain throw a die. If you roll higher, swap your position on the Turn Order Track with the captain (reroll ties). You are now captain.

Last mutiny — The last round of the game begins. You gain 3 PP.

Across the Seven Seas — Depending on the number of players (3, 4 or 5), you gain 1/2/3 PP if you have the depicted number of Mutiny cards in your hand or in front of you.

Where's my rum? — You can discard 1 or 2 rum.

  • c. Mutiny Action (if at least one Sailor chose to take this action).
  • End of the Round: At the end of the round the Pirate Token is placed on the action that was chosen by the Captain. This action cannot be chosen during the following round. The board can now show two situations:

    1. If no Sailor has chosen the Mutiny Action, the Turn Order remains the same. The present Captain remains Captain for the next round.
    2. If one or more Sailors have selected the Mutiny Action, the Turn Order changes, and there will be a new Captain.
  • End of the Game?: The game will come to an end when one of the following two situations occur:

    1. If the last card was drawn from the Mutiny deck, one last round is played, after which the game ends.
    2. If the last Jewel Token was drawn from the face-down pile, one last round is also played, and the game will and afterwards.

    If none of these conditions is met, the game continues with a new round.