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Skallywaggs
Rules Sheet
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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!
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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.
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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).
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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
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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.
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