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L'Isola del Tesoro

L'Isola del Tesoro Rulebook

Table of Contents

Table of Contents

  • Preparation
  • How to Play
    • Movement
    • Arriving at the Treasure Island
  • Tile Effects
  • Winning
  • Tile Effect Reference
  • Extra 1: Monsters!!!
  • Extra 2: Combat!!!

Preparation

Take all the path tiles, turn them over to the side with a "?" on it, and shuffle them. Then lay them out on the table to form a path. Shape it however you like: not every voyage to the treasure is straight, and sometimes there are plenty of bends.

Place the Start tile (Partenza) at the beginning of the path.

Place the Treasure Island tile (Isola del Tesoro) at the end of the path.

Each player takes a ship and places it on the Start tile. You are ready to begin the voyage!

How to Play

"L'Isola del Tesoro" is played in turns. The player who swims best of all goes first: on sea voyages, swimming is important! On your turn, roll the die.

Movement

Move your ship pawn forward by the number of tiles shown on the die (1 to 6 tiles).

If the tile you arrive on is on its "?" side, turn it face up.

Arriving at the Treasure Island

Reaching the treasure is very difficult, because treacherous currents surround the island. To land on the island you must arrive exactly. If your roll gives a higher number of moves than you need, you must move backward along the path for the number of tiles in excess.

Tile Effects

If the tile you arrive on, or have just turned over, has an effect, apply it immediately and move on to the new tile. If the new tile has an effect, apply that too.

Keep moving your ship until one of the following happens:

  • You return to a tile you have already visited this turn, or
  • You arrive on a "Nothing happens" tile.

In either case your turn ends and your ship stays on that tile.

If you land on a "Nothing happens" tile, you do nothing else this turn.

Winning

You win by landing your ship on the Treasure Island before the other players. Congratulations, you have won!

Tile Effect Reference

The effects printed on the path tiles are:

  • Nothing happens. "The sea is a flat board... Nothing happens at all." Your turn ends on this tile.
  • "Blue whales! The Navy has requisitioned your ship! Return to the start of the path." Move your ship back to the Start tile.
  • "That friendly giant octopus wants to hug you. Go back one tile." Move your ship back one tile.
  • "A shark? What's the big deal... but it's GIANT! Go back two tiles." Move your ship back two tiles.
  • "Wind in the stern! Faster than light! Advance one tile." Move your ship forward one tile.
  • "Nobody can pass us when... we fire up the reactors! Advance two tiles." Move your ship forward two tiles.
  • "If we turn here, we take a shortcut! Move your ship onto the same tile as the player in the lead." Move your ship onto the tile occupied by the leading player.
  • "But wasn't that a shortcut?! Move your ship onto the same tile as the player furthest behind." Move your ship onto the tile occupied by the trailing player.
  • "A good crew always helps! Roll the die again and advance!" Roll the die again and move forward by the result.
  • "Huh? What did I do? The race judge suspends you! Skip your next turn." Skip your next turn.

Extra 1: Monsters!!!

During setup, add the monsters to the path. Take the 4 monster tiles, turn them face down, and shuffle them. Then insert them into the path wherever you like. We recommend keeping them fairly far apart.

When your ship moves and passes over a monster tile, you are forced to stop. If the monster is face down, reveal it. Otherwise, stop on that tile together with the other player or players already there.

From then on, at the start of your turn you do not roll to move. Instead, you roll to try to defeat the monster.

To defeat the monster, your die roll must equal or exceed the number printed on the monster tile. For example, to defeat the giant crocodile you need a 5 or a 6.

  • If you fail, you remain on the tile.
  • If you succeed, return the monster tile to the game box. Move the ships of the other players who were stopped with you on the monster onto the previous tile. Then roll the die and move normally.

Transcriber's note: the sheet's flowchart draws an arrow from the successful-defeat box to "Your turn is over. Pass to the next player," while the text of that same box says to roll and move normally. Both are reproduced as printed; the sheet does not say which one takes precedence.

Extra 2: Combat!!!

To make the game more exciting, you can add gunpowder and cannonballs!

If you end your movement (after applying all tile effects) on a tile occupied by another player, you must attack their ship.

Both players roll the die. The higher result wins the clash. The loser is pushed back one tile. This push counts as a movement: if the destination tile has effects, apply them as normal.