Treasure Island: Captain Silver – Revenge Island
Treasure Island: Captain Silver – Revenge Island Rulebook
Table of Contents
Table of Contents
Contents
- 1 zone map (double-sided)
- 1 game board (double-sided)
- 1 Patrol template
- 1 sticker (new movement for Silver)
- 5 markers (black, red, orange, blue, green)
- 1 Long John Silver miniature
- 1 "Lie" Information token
- 1 "Traitor" Chest token
- 12 Trick cards
- 22 District hints
- 1 Starting Hint
- 1 Black Spot Hint
- 1 Long John Silver mini-map (double-sided)
- 1 tunnel mini-map (double-sided)
- 4 island mini-maps (double-sided)
- 3 Fog tokens
New Island Ahoy!
During setup, use the new game board flipped to whichever side you like: either the new version of the Treasure Island map, or the map of a completely new island, Revenge Island.
Playing with Perspective
The illustrious cartographer who created these two maps has depicted the islands in an oblique projection (a slightly lower perspective). In game terms, you can never refer to anything from the area hidden behind something in the illustration, because we use the visible limit of each object in the illustration to define what occupies that area on the map.
Example: in this case, if the treasure is placed in the visible limit of the tree, it is considered to be in the tree, and cannot be considered as being on the road.
Perimeters
- Urban terrain (excluding buildings, boats, ruins, and roads). You can neither enter, exit, nor pass through these areas with a move longer than 3 miles.
- Forested terrain (trees and forests). You cannot perform a large search entirely or partially in these areas.
Prison
The towers in which Silver can be imprisoned are marked with a flag at their tops.
Treasure Island, a New Map
This map does not modify the rules of the base game at all. It is simply a new interpretation of the map with which you likely are already familiar.
Use the 11 District Hints in this expansion instead of the ones from the base game. (The printed text reads "form the base game"; "from" is corrected here.) These are identifiable by their "Treasure Island" back.
Revenge Island
Captain Silver has more than one treasure to protect from the other greedy pirates. He hid one of them on another island that he knows well, one he used to rule as king of the pirates: Revenge Island.
If you use the Revenge Island map, you must play with the following rules:
Hints
Remove the "Altitude" Starting Hint from the base game. Add the "Level Line" Starting Hint and the "Elevation" Black Spot Hint.
Use the 11 District Hints for the Revenge Island map. These are identifiable by their "Revenge Island" back.
Level Line (Starting Hint). Choose an affirmation:
- The treasure is at 5 m altitude or more.
- The treasure is at 20 m altitude or less.
Elevation (Black Spot Hint). Indicate the altitude of the treasure:
- less than 5 m
- from 5 m (inclusive) to 10 m (exclusive)
- from 10 m (inclusive) to 20 m (exclusive)
- 20 m or more
Silver's Tricks
Long John Silver's influence and charisma enable him to act from his prison. He will always find a guard to bribe, an officer to blackmail, or an accomplice to come in and transmit his instructions! The pirates are after his treasure? Not to worry! This time, Silver has new cards up his sleeve, and they will have to foil his ruses to achieve their nefarious goals!
The Silver's Tricks module allows you to adjust the difficulty level for Long John Silver, regardless of whether you are using the map for Treasure Island or the map for Revenge Island.
Difficulty Level
During the Preparation phase, agree on the difficulty level. This will determine the number of Trick Points Silver has:
| Difficulty level for Long John Silver | Number of Trick Points for the game |
|---|---|
| Difficult | None |
| Normal (default) | 1 |
| Easy | 2 |
| Very Easy | 3 |
Setup of the Trick Cards
Then Long John Silver draws 3 value-1 Trick cards and 2 value-2 Trick cards. He reads them and hides them behind his screen.
Playing Trick Cards
During the game, Long John Silver can interrupt the game at any moment to play a Trick card. He must respect 2 conditions:
- The total number of Trick Points he plays during the game can never exceed the number of Trick Points afforded by the chosen difficulty level.
- He must respect the calendar constraint on the Trick card. For example, Max 15 means that the Trick card can be played no later than the turn that takes place on June 15.
Anatomy of a Trick Card
The printed example card is Smooth Talker.
- Title: SMOOTH TALKER
- Effect: Draw a 4th Hint card. Your hint hand size is 4 hints from now until the end of the game.
- Calendar constraint: Max. Fri 15
- Number of Trick Points spent: 1 (one skull icon)
Trick Card Clarifications
The card values, calendar constraints and Trick Points below are read from the card images, as the printed rules text gives them only in the card illustrations.
Gap: the printed clarifications and the example card cover 8 of the 12 Trick cards. The remaining four cards are shown in the rulebook's card-stack illustration but are not named or explained in this copy of the text, so they are not transcribed here.
Patrol (Trick Points: 2; calendar constraint: Max. Fri 15). Formidable even while locked up, Silver has convinced an officer to patrol the island searching for the dangerous pirates! Printed card text: Place the Patrol template on the board. You MUST move the Patrol template to a NEW LOCATION each time you give a clue. Remove the Patrol template on June 15. Pirates can neither cross the Patrol template nor search in its zone (forbidden zone).
- After each positioning of the Patrol template, record its location by tracing its outline with a marker.
- The Patrol template cannot even partially overlap one of its previous locations; however, the Patrol template can overlap with a forbidden zone.
Traitor (Trick Points: 2; calendar constraint: Max. Tue 5). Printed card text: Take the Traitor token. The pirate who receives this token no longer seeks the treasure, but instead covers your tracks to help you win. You share the victory. In a 2- or 3-player game, discard this card and draw another.
- Silver gives a pirate the Traitor token after an unsuccessful search, in the same way as any other Chest token.
Phantom (Trick Points: 1; no calendar constraint). Printed card text: When you escape, move two identical Long John miniatures. In order to win, one of them must stop on the treasure.
- Each Silver miniature moves 4 miles twice on each of Silver's turns (see New Movement for Long John Silver, below).
Concession (Trick Points: 2; calendar constraint: Max. Fri 15). Printed card text: Ignore the next hint event. You must reveal an Information token that you played previously.
- You can place this Event card on the space on the calendar board reserved for the canceled hint.
Accomplice (Trick Points: 2; calendar constraint: Max. Sat 9). Printed card text: You can move the treasure 1 mile.
- You cannot move the treasure into a forbidden zone. On the other hand, it can move to another District, and its new location can be in a location already cleared by a hint!
Favoritism (Trick Points: 1; calendar constraint: Max. Fri 15). Printed card text: When you give the next Hint, choose a pirate. Secretly tell that pirate, and only that pirate, the response to the Hint. Play the Hint with an Information token.
- This event is canceled if you associate it with the Parrot or Confession hint.
- Do not mark information associated with the hint on the board.
- If you need to place components on the board (calipers, compass), the pirates who do not receive the hint must close their eyes while you do so.
Lie (Trick Points: 2; calendar constraint: Max. Fri 15). Printed card text: Take a "Lie" Information token from the Supply.
- The "Lie" Information token can be associated with any hint. The hint you give MUST be false. For example, for the "Which Way?" hint, it could be true for one pirate but false for another.
- Place the "Lie" Information token face down; the pirates can consult it by using the Verification action.
New Movement for Long John Silver
Long John Silver is more determined than ever. Now he is able to move 4 miles twice each turn after his escape. This rule applies also in the base game, and replaces the old movement of 6 miles once per turn.
Affix the sticker (printed "Evasion: Make two moves of up to 4 miles each") to Long John Silver's Screen from the base game.