Bent Castle logo
Downloads Button
Titles Button Faq Button
Home Button
News Button
Store Button
Where to buy Button
Abut Us Button
Contact Button
 

Skallywaggs logo

Skallywaggs Rules Sheet

Contents: 120 cards
30 Event Cards:
Skallywaggs(8), Swagg & Plunder(3), All Hands On Deck(2), Hurricane (2),
Crack Down(2), Parley & Belay(2), Scurvy & Pox(2), Arrest Warrant(2), Call to Arms(1), Overboard(1), Hard Astern(1), Davy Jones' Locker(1), Batten the Hatches(1), Press Gang(1), In the Head(1)

90 Crew cards: (30 heads, 30 Bodies, 30 Legs)
Crewman Cards - 39
Major Character Cards - 21

    Cap'n Wargun(3), Cap'n Starr(3), First Mate(3), Boatswain(3), Ships Surgeon(3),     Waitress(3), Magistrate(3)
Minor Character Cards - 18
    Look Out(3), Navigator(3), Ships Cook(3), Inn Keeper(3), Mutineer(3),
    Cursed Sailor(3)
Specialty Parts Cards - 12
    Stab Wound(2), Parrot(1), Squeeze Box(1), Monkey(1), Eye Patch(1), The Hook(1),
    Peg Leg(1), Crazy Head(1), Dead Head(1), Ball'n Chain(1), No Pants(1)
Background Story:
You sit inside The Jolly Roger, a wharfside tavern crowded with cutthroats, mingling madmen, and rabble rousing rouges. Outside, a beautiful ship sits at port, eagerly waiting to set sail. You need to scrape together a Crew in this den of pirates. But remember, a ship can only have one captain. Be the first to get enough hands on deck to seize the ship and set forth towards swag and plunder!
Object:
To put Head, Chest, and Leg cards together and build enough seaworthy characters to set sail, while using Event cards to keep other players' Crews landlocked.
Getting ready:
Playing Skallywaggs takes a lot of room! Clear a large space on a table or play on the floor. You may find it helpful to familiarize yourself with the deck and game layout before your first game. There are crewmember and event card diagrams, a layout chart and an icon list to help you get started. You might want to lay out the cards to see how pirates go together and to learn more about the game. Skallywaggs can be played with two, three, or four players, but three players are ideal.
Start-up:
To determine who goes first and who will deal, each player draws a card, flipping it face up. A Head beats a Chest, a Chest beats a Leg, and a Leg beats an Event. In case of a tie, the players who are tied should draw again to determine who is higher. The player who chose the "high card" goes first. The player on their right is the dealer and gets to shuffle and deal the cards. During the game, play will proceed to the left. Deal ten cards to each player. These are the player's hand. After the hands are dealt place nine cards face up in the center of the playing area. These are the Commons. Take all remaining cards and stack them in a single pile, face down. This stack is the draw pile, or Shipyard. Leave room next to this stack for Davy Jones'Locker, a face up discard pile. Refer to the game layout diagram if you have questions. As the game proceeds a Crew will be built face up in front of each player.
Play:          Back to Top
To start your turn draw 2 cards from the Shipyard, plus any extra cards granted by Specialty Body Parts or Active Characters. Next remove any pirates or events as called for by the rules. Then you may create pirates, play Events, and/or use the Commons as many times as you like, in any order you wish. You may choose to end your turn at any time or keep playing until you have no more playable cards in your hand. At the end of your turn, you may have no more than ten cards in your hand. If you are over this limit you must discard cards to Davy Jones’ Locker until you are at ten.

Creating Pirates: A pirate is made from any Head, Chest, and Leg card. If you want to build a pirate in your own Crew, place these three cards face up in front of you; if you wish to build a pirate into an opponent's Crew, place them in front of that player. Once on the table a pirate cannot change Crews or swap parts unless enabled by an Event card, Active Character, or Specialty Body Part.

Simple Pirates: A Simple pirate is the easiest, most commonly made in the game. Any combination of a Head, Chest, and Legs will do. They are very handy to have around, even if they cannot sail. Many Event cards require you to lose pirates. Simple pirates, especially ones that don’t sail, are great for this. Also, there are many Event cards that let you swap body parts; use these to make your Simple pirates stronger.

Matched Pirates: A pirate who is made up of three body parts with the same card titles, other than Crewman, is considered Matched. A pirate made up of three Crewman body parts with the same Crewman number is also considered Matched. All Matched Pirates are immune to Skallywaggs.

Active Characters: An Active character is one with abilities that affect the game. There are two types of Active characters, Major characters and Minor characters. All Major characters' body parts have a red card title and a number 3 as one of their icons. For a Major character to be Active, all three body parts must have the same card title. For example, you need all three cards with the title Ships Surgeon to make an Active Ships Surgeon. Minor characters have three cards with matching card titles, but only two of them have a red card title and the number 2 as one of the icons. A pirate with both of these cards is Active, regardless of what the third card is, and both of these cards are immune to Skallywaggs, but the third card is not, unless it has a rule that says it is, or it has the same card title making that pirate Matched as well as Active. Active pirates are immune to Press Gang.

Specialty Body Parts: Specialty Body Parts have a star icon. These are single cards whose rules effect any pirate in which they are a part. A pirate can have more than one Specialty Body Part.

Playing Event Cards: During your turn, you can play Events at any time. To use an Event place the card face up in front of you, and announce it is being played. Follow the rules on that card. Once the Event has been carried out, discard it face up on Davy Jones' Locker. Some Events have a duration of one round. This means that the event is in effect until the start of the next turn of the player whose turn it was when the Event was played. With these Events you may find it easier to place them on the target character or near the effected player. Most events can only be played on your turn. Those that can be played any time are marked with an hourglass icon.

Using the Commons: During your turn, you may trade for cards in the Commons. First you must discard one card from your hand into Davy Jones' Locker, then swap any one card from your hand with any one card from the Commons. The Commons card goes into your hand, and then can be played as usual. You may trade with the Commons as many times as you wish during your turn, but each time you do you must discard an extra card. So the second time you use the Commons on the same turn, you discard 2, and swap one, the third time you discard 3, and swap one, and so on.

Empty Shipyard: When, and only when, the last card has been drawn from the Shipyard, shuffle the cards in Davy Jones' Locker, and place them face down to create a new Shipyard.

Dagger Rules: Some cards have rules that conflict. These rules will have daggers after them. The higher number of daggers indicates the stronger rule. For example: a character is built with both Parrot and Monkey parts. One player has a Captain in their Crew and another player has a Cook. The rule on the Parrot card has three daggers ††† , while the Monkey has one †. So you follow the rule on the Parrot card, and the pirate goes to the player with the Captain. Later in the game, if there are no Captains in any Crew, then this pirate would go to the Crew with the Cook.

Two Captains, One Crew: If a player ever has two Active Captains in their Crew, they immediately lose half of their Crew, including one of the Captains (rounding down). The mutinous Captain and Crew go off to Davy Jones' Locker.
Winning the Game:          Back to Top
When you have built enough seaworthy pirates, you can try to win the game. To do so you must declare it by saying "I'm Sailing." Other players have one turn to do their worst, but if by the end of your next turn you can get back up to the needed amount of pirates, you WIN. If, however, you do not have enough pirates, the game continues. Each and every attempt to win must first start with the declaration "I'm Sailing." More than one player can try to win the game at the same time, but the first one to succeed is the winner.

With 2 players: 10 sea worthy sailors are needed.
With 3 players: 7 sea worthy sailors are needed.
With 4 players: 5 sea worthy sailors are needed.

Remember: because of their powers, some characters reduce the number of pirates needed to win, while others increase the necessary number. Characters with any parts marked "can't sail" do not count toward the Crew total (some of these may be made seaworthy by the presence of the Boatswain).

Special Rules:
These rules are optional and should be agreed to before the game begins.

The Dutchman: This pirate is created with the Eye Patch, The Hook, and Peg Leg. He is considered a Matched Active character. If The Dutchman is in your crew, you only draw one card at the beginning of your turn, and you do not gain any extra cards from your Crew. The Dutchman is immune to Arrest Warrant, All Hands On Deck, and Skallywaggs.

Saint Elmo: This pirate is created with the Parrot, Squeezebox, and Monkey. He is considered a Matched Active character. If Saint Elmo is in your crew, you may take one Commons card per turn into your hand and replace it with a card from the Shipyard. This action does not count as a use of the Commons. Saint Elmo is immune to Arrest Warrant and Skallywaggs.
Final Note:
If you've got questions, you don't need to put a note in a bottle! Just send us an email at info@skallywaggs.com

CREWMEMBER DIAGRAM
A. Pirate's Name Every pirate has a name. It is made by putting each of these words in order. In this case the pirate's name is Painted Dragoon Erasmus. Their names are fun but not important to the play of the game.

B. Mizzen Wizzen - pirate trivia
Quay Quip - pirate quotes
Yard Yarn - pirate lore
On all Crewman cards and some other body parts these have been added. They are not important to the playing of the game.

C. Card Title Titles come in two colors, red and gray. A red title indicates that the card has rules on it. A gray title shows it does not. All of the Major and Minor characters have specific titles, and all of the cards you need to build them will have the same title.

D. Crewman Number All cards with the card title Crewman have numbers. If you make a pirate out of Crewman parts with matching numbers, he is immune to Skallywaggs.

E. Character Rules All Major character cards, most Minor character cards, and all Specialty Body Parts have rules that explain their abilities. Major characters all have an icon with the number 3, indicating there are 3 parts needed for the rules to take effect. Minor character parts with rules all have an icon with the number 2, indicating they are the 2 parts needed for the rules to take effect. Specialty Body Parts have a star icon, and their rules take effect in any pirate.

F. Crew Icons These help you know at a glance what type of cards you have in your hand. Look at the complete list of Icons if you want to know what they all represent.


Back to Top

Crewman Diagram

EVENT CARD DIAGRAM

G
. Event Icon
These help you know at a glance what type of cards you have in your hand. Look at the complete list of Icons if you want to know what they all represent.

H. Event Type A quick reference of what kind of event you have in your hand.

I. Event Rules All Events have their rule printed here on the card.

J. Sea Shanty Each Event card has one verse of the Skallywaggs Sea Shanty. The number indicates its place. You can listen to the music on the Swagg & Lore page. The Shanty is not important to game play.


Back to Top

Event Card Diagram

GAME LAYOUT DIAGRAM

Game Layout Diagram

K. Shipyard (draw pile)

L. Davy Jones' Locker (discard pile)

M. The Commons This diagram shows the position of all cards other than each player's crew, which should go in front of them, and their hand. Also note that the Shipyard is placed face down, while the rest of the cards are face up.


Back to Top

SKALLYWAGGS CARD ICONS
Back to Top

Head IconHead Card
Chest IconChest Card
Leg IconLeg Card
Major Character IconMajor Character
Minor Characte IconMinor Character
Specialty Body Part IconSpecialty Body Part
Can't Sail IconCan't Sail
Event Card IconEvent Card
Play at Any Time IconPlay at Any Time

Skuttle Nuts Rules
Skuttle Nuts is another game that can be played with Skallywaggs cards. It is a pirate memory matching game suitable for younger players. It is played with any eight matched Skallywaggs characters (24 cards). After selecting the pirates you wish to use shuffle them and lay them face down in four rows of six cards each. Players take turns revealing three cards. If the three cards make a matched pirate, the player who found them gets to keep the pirate. If they do not match they are turned face down again, and the next player chooses three cards to turn over. Play proceeds until all pirates have been claimed. The player with the most pirates at the end of the game wins. To make this game even more challenging, add more pirates. Skuttle Nuts Jr. In this simplified version pirates do not have to be made of matching parts to be claimed; they merely need a Head Chest and Legs. This game encourages memory and recognition skills in the youngest of players.




HOME NEWS NUMBERS LEAGUE PEGLEG PETE'S SKALLYWAGGS PIPPOGLYPH STORE
RETAILERS DISTRIBUTORS CALENDAR ABOUT US CONTACT
BENT CASTLE WORKSHOPS PO BOX 10551 ROCHESTER NY 14610 EMAIL: knot@enchantedglyph.com

Copyright © 2007 Chris Pallace & Ben Crenshaw (all worldwide rights reserved)

All trademarks are the property of Chris Pallace & Ben Crenshaw. Notice is hereby given that Ben Crenshaw and Chris Pallace claim exclusive rights to all card faces, card backs, card symbols, characters and other distinguishing characteristics which are unique to our games.