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Cartagena 2. The Pirate's Nest

Cartagena 2. The Pirate's Nest Rulebook

Table of Contents

Table of Contents

  • Designer
  • Players
  • Age
  • Playing Time
  • Game Materials
  • Setup
  • Start
  • Play
    • Play a Card and Move a Pirate Forwards
    • Move an Opponent's Pirate Forwards and Draw Cards
    • Move the Boat
  • The Captain
  • Freebooter Cards
  • Game End and Winning
  • Variant

Designer

Leo Colovini

Players

2-5 players

Age

From 8 years

Playing Time

About 45 minutes

Game Materials

  • 5 map tiles with 7 icons: parrot, treasure chest, telescope, ducats, treasure map, cannon and compass.
  • 3 other tiles: boat, pirate's nest, and pirate flag.
  • 105 cards: 15 with each icon, including one of each with a golden border (a "freebooter" card).
  • 30 pirate figures: 6 in each of 5 player colours.
  • 1 set of rules.

Setup

Each player chooses a colour and takes his pirate figures. Unneeded figures stay in the box.

The map tiles are arranged to make two islands: one of two tiles and one of three tiles. Place the boat between the islands, at the smaller island. The pirates start at the opposite end of the small island from the boat, and the pirates' nest tile is added to the end of the large island furthest away from the pirates. Each player places his pirates in the start position at the end of the path on the smallest island.

The cards are shuffled and 7 are dealt to each player. The rest are placed face down forming a draw pile. Each player holds his cards so they are not visible to other players.

Start

The player who looks most like a pirate plays first. Play proceeds clockwise. Each player seeks to move his figures as quickly as possible across the small island, cross over to the large island using the boat, traverse the large island, then arrive first at the pirate's nest.

Play

The player, on his turn, takes one, two or three actions. Each must be one of the following:

  • play a card and move one of his pirates forward
  • move an opponent's pirate forward and draw a card or cards
  • move the boat.

These actions may be taken in any combination. During these actions, a player may move the same pirate several times, or different pirates.

Play a Card and Move a Pirate Forwards

The player chooses a card from his hand and discards it. He then chooses one of his pirates and locates the next unoccupied space containing the same icon. He moves his pirate forward to that space. He does not stop at spaces containing the same icon but also one or two pirates. If there is no matching unoccupied icon between the pirate and the boat, the pirate must move forward to the boat. If there is no matching unoccupied icon between the pirate and the town, the pirate moves forward to the town. There can be no more than three pirates of each colour in the boat.

Move an Opponent's Pirate Forwards and Draw Cards

The player chooses an opponent's pirate and moves it forward the next space containing one or two pirates. It doesn't matter what colour the pirate is (as long as it's not the player's colour) nor which icons he moves over. If the space moved to contains one pirate the player draws one card from the draw pile. If the space moved to contains two pirates, the player draws two cards from the draw pile. The pirate may not be moved forward to a space containing three pirates. A pirate may be moved forwards from the start position, or from the boat if the boat is at the second island.

If there are no spaces containing one or two pirates between the chosen pirate and the boat, the player may advance the pirate directly to the boat and the player draws two cards. However a pirate may only be moved into the boat if the boat is already at the first island and does not contain three pirates of that colour. An opponent's pirate may not be moved out of the pirate's nest. A player may advance the same figure multiple times in his turn.

[Translator's Addition] A pirate may be moved into the pirates' nest if the pirates' nest contains at least one pirate. If the pirate's nest contains one pirate, the player draws one card. If the pirates' nest contains two or more pirates, the player draws two cards.

Move the Boat

The boat starts at the end of the first island. To sail the boat from one island to the other costs an action.

  • you may only sail the boat from the first island to the second island if you have a pirate on the boat
  • you may only bring the boat from the second island to the first island if you have a pirate on the first island (including in the start position)
  • there may not be more than 3 figures of each colour in the boat.

Moving the boat does not cost a card, it only costs an action (exception: Captain).

The Captain

If you begin your turn with the most or equal most figures on the boat, you are the captain. Before you start your 3 actions you may move the boat for free (costs no action).

Freebooter Cards

Each player starts the game with 7 cards in his hand. However, as is the way with pirates, too much is never enough. However, they should be wary of pirates! When a card with a golden border is played each player with more than seven cards in his hand must discard down to seven cards.

Game End and Winning

The first player to get all of his pirates into the pirates' nest wins. He hoists the Jolly Roger and the pirates celebrate with a party.

Variant

When a player has all of his pirates in the town he does not automatically win. He must then use another action to hoist the Jolly Roger to win. Thus a player moving his last pirate into town as his third action does not win the game if another player hoists the Jolly Roger before him.