Pirate and Traveler
Pirate and Traveler Rulebook
Table of Contents
Table of Contents
Description of the Game
This is a Game of Travel, concluding with a Pirate fight.
It comprises a Game-Board, Travel-Cards, Four Travelers, and Spinner.
The Game-Board is a Map of the World. The Travel-Cards indicate journeys to be made by the Travelers, and the distance to be traveled in each move is determined by spinning.
As the routes of travel are well-known railroad and steamship lines, the players acquire a knowledge of these, also the chief cities and ports and their principal articles of commerce.
The Pacific Ocean is divided at each side of the Game-Board, making it a flat playground.
The Routes of Travel are continuous from one side of this ocean to the other.
All land spots are red; all water spots are yellow; the black spots are safety spots.
Objects of the Game
For a Traveler:
- To obtain ten Score-Cards by completing ten journeys in the shortest time.
- To prevent opponents from doing the same.
For a Pirate:
- To successfully land in the Pirate Goal the Score-Cards (now called "Pirate Booty") obtained while traveling, together with as many as can be captured while "Pirates."
- To win the game by scoring the highest number of points.
Instructions for Travelers
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The Game begins with all players as Travelers, starting from the Home Port.
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Two, three, or four persons may play.
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Each player selects one traveler and places it on the Home Port in South Africa, which spot is neutral.
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From the cards, placed face downward, each player draws one card.
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Each card tells the destination of the Traveler, and represents one journey.
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Play in rotation, continuing the play until any of the travelers completes ten journeys.
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Spin for each move; count the number of spots indicated and then place the Traveler on the last spot.
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If the spin stops the Traveler on spots marked KILLED, LOST, WRECKED, TYPHOON, the Traveler returns to Home Port; otherwise, do as [illegible] on spots where you stop.
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Do not move forward and backward on the same line in one spin.
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The player may choose any line of travel for the journey, and must pick up all Travelers passed, and place them in Home Port, excepting those resting on Black (or Safety) Spots.
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If blocked by other Travelers on Safety Spots, and unable to complete full count indicated by spin, the player loses that move.
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Where full count is not required to complete the last move of each journey, then move to destination; draw at once another card and continue to play, as long as each spin completes a journey.
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When crossing the Pacific Ocean move to corresponding number in transferring from one side of the Game-Board to the other; thus: No. 1 to No. 1, No. 2 to No. 2, etc.
Instructions for Pirates
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Upon cry "PIRATES ALL!" all Travelers immediately become Pirates, and continue the game from the spots on which they stand.
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Travel for Score Cards now ceases; these cards being now called "Pirate Booty," each player retains the cards drawn, their value expressed by the points on each card. Do not show these cards.
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A moving Pirate may pass other Pirates, leaving them unmolested, or may decide to capture any one of them, in which case the captured Pirate gives one card (drawn face downward) as Ransom, and is sent to Home Port. The moving Pirate rests on spot vacated. Note, however, that Pirates, like Travelers, cannot be molested when on safety spots.
Rules 8 and 9 apply to Pirate Fight.
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The Pirate must arrive, by exact count, on one of the three spots in the Pirate Goal, in order to deposit "Booty."
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If the count of spin carries the Pirate through the Goal, he must cross the Goal and wait for next turn to try again, from the spot reached.
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When the count of a spin finally locates a Pirate on any one of the three spots in Pirate Goal, he has "landed." The player then selects his five best cards and lays them aside, as they are not now subject to capture, and credits them to his own account at the end of the game. This player immediately places the successful Pirate in Home Port, awaiting the next turn for a second and final trip to Pirate Goal.
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The first player who has once "landed" five cards in the Pirate Goal, and reaches it the second time, ends the game. All cards in this player's hand (if any) are added to his credit.
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A pirate unable to pay Ransom is retired from the Game, but gets credit for any cards previously landed in the Pirate Goal.
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Cards not landed in the Pirate Goal do not score.
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The winning player is the one scoring the highest number of points on cards landed in the Pirate Goal.