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Gold Armada

Gold Armada Rulebook

Table of Contents

Table of Contents

  • Aim of the Game
  • Components
  • Set-up
  • How to Play
    • Basic Combinations
    • Special Combinations
  • Rolling the Dice
  • The Skull Tokens
  • End of the Game

Aim of the Game

There is a treasure up for grabs! Collect the biggest bounty of doubloons by rolling the right die combinations, and by choosing doubloons tactically from the game board. The player with the most doubloons at the end of the game is crowned the winner!

Components

1 Game Board, 30 Doubloon tokens, 6 Skull tokens, 5 dice.

Set-up

Assemble the game board on the table. Arrange the doubloons and skull tokens as shown in the picture, making sure that each space gets a doubloon of the right value. Give the dice to the youngest player who will play the first turn.

How to Play

On the game board, there is an island with ten piers, and each pier represents one dice combination. At the beginning of each turn, the board shows the combinations that will earn the player a doubloon if they roll successfully!

Basic Combinations

When you roll for the basic combinations, each consisting of a specific number of a single symbol, only the symbols visible on the pier have to be matched with the dice. If the symbols visible on a pier are matched at the end of a turn, you collect the first doubloon on that pier (the doubloon closest to the island).

Example: To collect the first doubloon for this combination, you must roll two barrels.

As you collect the doubloon, you reveal another symbol on the pier. Now the combination that has to be rolled for the next doubloon becomes harder, as more symbols have to be matched. However, the reward also grows! The next doubloon is more valuable than the previous one!

Special Combinations

There are also special combinations on the board:

  • Full House: two dice showing one symbol and three dice showing another symbol.
  • 3-of-a-kind, 4-of-a-kind, 5-of-a-kind: that many dice showing the same symbol.

You can only collect a doubloon for these combinations by rolling the symbols allowed at the time of rolling. Before the first doubloon has been collected, all the symbols can be used, but after that, the space closest to the next doubloon shows the only symbols that can be used to collect that doubloon.

Example: If you now decide to attempt to roll 4-of-a-kind, you must roll either four of the first symbol shown in the example or four of the second symbol, to collect the last doubloon.

Rolling the Dice

On your turn you can roll all the dice three times. After each roll, you can choose which dice to re-roll and which to set aside. (The English block reads "which to place to aside"; "set aside" is corrected here.) After the third roll, you see whether you can collect a doubloon or not. The value of each doubloon is printed on it, and the higher the value, the bigger your bounty at the end of the game!

The Skull Tokens

If the dice do not roll in your favour and you're unable to collect a doubloon at the end of your turn, you have to collect a Skull token instead! Each Skull token you have at the end of the game reduces your score by 1!

End of the Game

The game ends when all the Skull tokens or all the doubloons have been collected. The players all add up the value of their doubloons and subtract one point for each Skull token they own. The player with the most valuable bounty wins the game!