Corsairs of Valeria
Corsairs of Valeria Rulebook
Table of Contents
Table of Contents
Objective
Collect Silver coins by performing actions using the dice you roll. When you've collected 5 Silver coins, return them to the supply to store 1 Treasure chest on your Ship. The first player with 6 Treasure chests wins!
Components
- 5 Dice
- 5 Ships
- 5 Ship Boards
- 35 Silver Coins
- 11 Captain Cards
- 1 Start Island
- 1 Skull Island
- 4 Tracks
Assemble the Ship Boards.
Game Setup
- Give each player a Ship token and matching Ship Board with the Grog dial set to 2 and the Treasure dial set to 0.
- Randomly give each player a Captain card, which will give them a special power for the game.
- Form the race track for this game:
- a. Place Start Island (with the Start symbol) in the center of the table.
- b. Shuffle the 4 Tracks and place 3 (either side up) in a column above the Start Island, one after the other, in any order. Place the remaining Track in the box; it will not be used this game.
- c. Place Skull Island (with the illustration of a volcano) above the third Track in the column.
- Place 2 Silver on Skull Island. Give 2 Silver to each player, which they place on their Ship Board. Place the remaining Silver next to the race track to form the general supply.
- Each player places their Ship on the first space of Start Island as noted by the Start symbol.
- The starting player is the player who most recently lost a game. Give that player the 5 dice. You are now ready to race.
Game Flow
All players will take turns in a clockwise direction. Starting with the first player, a turn proceeds in the phase order written in the scroll to the right.
Continue taking turns until a player has 6 Treasures on their Ship Board or Skull Island has been visited for the 2nd time. See "Ending the Game" on page 11.
Turn Phase Order:
- A. Roll Dice
- B. Re-roll Dice
- C. Execute Dice Actions
- D. End Your Turn
Roll Dice
At the beginning of your turn, take all 5 dice and roll them.
Re-roll Dice
After rolling dice you may re-roll any or all of your dice by spending 1 Grog on your Grog dial. Every re-roll costs 1 Grog. You may re-roll dice as much as you like, as long as you have Grog to spend.
When you decide to stop re-rolling dice or can no longer do so, the dice are locked and the final result of the dice is referred to as your "last roll" throughout the rules.
Example: Kira pays 1 Grog to re-roll 2 Skulls and 1 Cannon. After re-rolling the 3 dice, she still ends up with 1 Skull. She decides to pay 1 more Grog to re-roll that 1 die. She is now happy with her results and decides to move on to the next phase.
Execute Dice Actions
The symbols on your dice after your last roll determine your Dice Actions for this turn. You must execute all of the Dice Actions before moving on to the next phase of your turn.
You must execute all Skull Dice Actions first. After that, you may choose the order of the Dice Actions yourself, as long as you execute all the same symbols at once (e.g. first all of the Skulls and Skull-and-Grog faces, then all of the Grog and Skull-and-Grog faces, then all of the Maps, etc.).
Cursed Dice
Skulls represent curses from Skull Island.
For each Skull or Skull-and-Grog face, place 1 Silver from your Ship Board on to Skull Island (as your Silver allows).
Example: David has 3 Skulls. He only has 2 Silver on his Ship Board. He places them on Skull Island and ignores the third Skull.
When executing a Skull-and-Grog face, the Skull is executed first and the Grog is executed separately when executing Grog Dice Actions.
5-of-a-kind Bonus: If you have all 5 Skulls or Skull-and-Grog faces (mix or match), you may distribute all the dice to the other players as you wish. Those players must execute the dice as if it were their turn. If you give a player a Skull-and-Grog face, they execute the Skull first, then gain the Grog. You do not lose any Silver or gain Grog. Once you have given away all the dice, your turn is over. (Note: If all 5 dice are given to one player, the recipient player cannot pass the dice to any other player.)
Acquire Grog
Grog is used to re-roll dice. For each Grog or Skull-and-Grog face, gain 1 Grog by turning the Grog dial on your Ship Board up. You can store a maximum of 4 Grog at any one time on your Ship Board.
Example: Will has 4 Grog faces. He already has 2 Grog on his Ship Board. He gains 2 Grog (turning his Grog dial to 4) and ignores the other 2 Grog faces.
5-of-a-kind Bonus: If you have all 5 Grog or Skull-and-Grog faces (mix or match), you gain any Grog you have room for on your Grog dial. Then, begin your turn again starting from the Roll Dice phase. You still lose Silver for Skulls since Skulls are always executed first.
Collect Silver Coins
Silver is the main currency on the high seas. For each Silver face, gain 1 Silver from the general supply and place it on your Ship Board.
At any time during the game, when you've collected 5 Silver you must immediately return them to the supply and gain 1 Treasure by turning the Treasure dial on your Ship Board up. This exchange may interrupt other actions or instructions in the game until it is resolved.
Example: Kira has 3 Silver faces. She collects 3 Silver from the general supply. She already had 4 Silver on her Ship Board, bringing her total to 7 Silver. She immediately returns 5 Silver to the general supply and gains 1 Treasure, and she leaves 2 Silver on her Ship Board.
Remember: The game ends immediately when a player has collected their 6th Treasure.
Move Your Ship
Maps move you forward on the race track. For each Map, move your Ship 1 space towards Skull Island on the race track. Each Track is divided into spaces by lines.
Some Tracks have island illustrations that are on top of the dividing lines and cover more than one space.
When your Ship passes the dividing line under one of these islands with a Silver symbol, you gain a Silver from the supply.
When your Ship passes the dividing line under one of these islands with a Grog symbol on it, you gain the Grog by turning the Grog dial up on your Ship Board.
If there are multiple Silver and/or Grog symbols, then you gain 1 of each respective resource for each symbol.
Example: Kira (purple) just passed the island with 1 Silver symbol on it, so she gains 1 Silver. On his next turn, Willem (white) will be able to pass an island with 1 Silver and 1 Grog.
Important: you may only gain the Silver and/or Grog if your Ship is moving forward towards Skull Island, not backwards (See "Use Your Cannons" on page 9).
Some Tracks have island illustrations that stretch from the top to the bottom dividing lines. These islands prevent you from crossing from one side of the Track to the other. When entering the spaces on these Tracks either forwards or backwards, you decide which side of the island to move your Ship into.
Example: David (yellow) is on the left side of the island and cannot move his Ship to the right side.
5-of-a-kind Bonus: If you have all 5 Maps, you may move your Ship forward or backward, as you wish. Note: You may activate the same island more than once in this way.
Whirlpool: There are treacherous waters in the race track. If, after executing all Maps, your Ship ends its movement in a space with a Whirlpool symbol, you must immediately move your Ship to the starting space with the Start symbol.
Sea Monster: There are terrible sea monsters in the race track. If, after executing all Maps, your Ship ends its movement in a space with a Sea Monster symbol, you must immediately return all of the Silver on your Ship Board to the general supply.
Cutthroats: Pirates patrol the race track for Grog. If, after executing all Maps, your Ship ends its movement in a space with a Cutthroat symbol, you must immediately lose all of your Grog (turn your Grog dial to 0).
Use Your Cannons
Cannons let you attack other players and Merchant ships.
Attacking Players: With at least 3 Cannons you are allowed to attack one other player anywhere on the race track. The player you attack must give you all of their Silver. For every Cannon above 3, the attacked player must move their Ship 1 space backward on the race track. (Note: You do not collect Silver or Grog while moving backwards but the Whirlpool, Sea Monster, and Cutthroats symbols are activated if the backwards motion ends on those spaces.)
Example: David has 5 Cannons. He attacks Kira. Kira must give David all of her Silver and must move her Ship back 2 spaces.
5-of-a-kind Bonus: If you have all 5 Cannons, instead of taking all of a player's Silver and moving their Ship back on the race track, you may steal 1 Treasure from them. They reduce their Treasure dial by 1, and you increase your Treasure dial by 1.
Example: David has 5 Cannons. He attacks Kira. Since Kira only has 2 Silver, he decides to steal 1 Treasure from her.
Attacking Merchant Ships: Some Tracks have Merchant ship illustrations with Silver or Grog symbols on top of them. Instead of attacking another player, you may attack a Merchant ship in your Ship's current space. For each Cannon you have, you gain the reward shown on top of the Merchant ship.
Example: Kira has 3 Cannons and is on a space with a Merchant ship that shows a Silver symbol. She attacks the Merchant ship and receives 3 Silver.
Important: You may not attack another player and attack a Merchant ship on the same turn.
End Your Turn
After executing all of your Dice Actions, hand all 5 dice to the player on your left. This ends your turn and their turn begins.
Reaching Skull Island
When your Ship reaches Skull Island you immediately gain all of the Silver on it. (Remember: if you have 5 Silver, you must immediately return them to the supply and gain 1 Treasure.)
Example: Kira moves into Skull Island. It currently has 8 Silver on it and she has 3 Silver on her Ship Board. She gains 2 Treasures on her Treasure dial and returns all but 1 Silver to the supply.
If it is the first time a player has reached Skull Island during the game, follow these steps after you've executed all of your Dice Actions and finished the End Your Turn phase:
- Move all Ships to the space with the Start symbol.
- Flip all 3 Tracks in the race track to their opposite sides.
- Place 2 Silver from the supply on Skull Island.
Another race starts with new opportunities!
If this is the second time any player has reached Skull Island during the game, then the game ends after you've executed all of your Dice Actions and finished the End Your Turn phase.
Important: You do not execute remaining Maps after you have reached Skull Island. Once you have reached Skull Island, all other Maps are ignored.
Ending the Game
The game ends immediately once a player gains their 6th Treasure. This player wins the game!
If Skull Island is reached for a second time, the game ends after the player finishes their turn. The player with the most Treasure wins the game. In the event of a tie, the tied player with the most Silver wins. If still a tie, then the tied player with the most Grog wins. If still a tie, then all tied players share the victory.
Captain Cards
- Willem the Artificer: During phase A, before you roll the dice, you may pay 1 Grog to set 1 die to the Cannon face. Do not roll this die.
- Luthor the Sea Artist: During phase A, before you roll the dice, you may pay 1 Grog to set 1 die to the Map face. Do not roll this die.
- Mistress of the Skull: At the end of phase B, after your last roll, you may turn all Skull-and-Grog faces into Grog faces. This happens in phase B, so you don't lose any Silver.
- Captain Prince of Bella Ire: During phase B (the printed text reads "Duing"; corrected here), you may spend Silver instead of Grog to re-roll any or all of your dice.
- Reo the Cartographer: At the end of phase B, after your last roll, you may change one, two, or up to three Maps into Silver faces.
- Captain Hook: During phase C, when executing Cannon Dice Actions, you may use two Cannons to move your Ship to the same space as any other player.
- Jäger Knot the Half-Orc: During phase C, when you attack a player you may move one space forward. All rules apply as if you had used a Map to move forward.
- Mister Bones: At the start of phase C, when executing Skulls, you may ignore one Skull and not lose a Silver. If you rolled no Skulls, you gain 1 Silver.
- Captain Lucky Jax'n: During phase C, if you had no Maps in your last roll, you may move 1 space forward on the race track and gain 1 Grog. You cannot just gain 1 Grog and not move forward.
- Hasan the Merchant: At the start of phase D, before handing over the dice, pay 1 Grog from your Grog dial to turn each left over Grog on your Grog dial to Silver at a one to one ratio.
Symbol Key
The rulebook prints the dice faces, track symbols and captain-card references as icons. They are rendered above as words as follows (this key is a transcription aid added for the app, not a separate rule):
- Skull: skull and crossbones (curse face).
- Skull-and-Grog: a skull with a Grog bottle. It counts as a Skull (executed first, places Silver on Skull Island) and as a Grog face (gains Grog).
- Grog: a bottle.
- Silver: a silver coin.
- Map: a treasure map marked with an X.
- Cannon: a cannon.
- Turn phases A, B, C and D: the lettered phase markers on the turn-phase scroll (A Roll Dice, B Re-roll Dice, C Execute Dice Actions, D End Your Turn).
- Track symbols: Whirlpool (swirl), Sea Monster (sea-monster tentacle), Cutthroat (pirate flag), and Start (ship icon on Start Island).