Full manual text

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The Captain is gone!The Captain is gone!
Welcome to the world of Sea of Lies, where the truth sinks and the lies float!
In this treacherous pirate adventure, the ship’s captain mysteriously vanished
and the players must get the crew’s support to rise up and take command! Since
thieves have no honor, tall tales will be told to gather the necessary votes from
the crew, and it is up to the other competitors to smell if something is fishy.
Each player must deal with three types of tales: a major feat of strength, a
creepy story, or a hot gossip. You can tell a story that matches the tale you
picked during your turn or tell a complete lie. Other players can challenge your
tale by putting their own crew members on the line; if you win, the support is
yours. Get caught lying, and you lose your crew. But there’s always a way to
turn the tides since our cast of sea scoundrels is full of special abilities
that can radically change the winds of fortune!
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40 Tale Cards, 10 of each kind:
20 tokens of 5 crew members
(yellow tokens)
40 tokens of 1 crew member
(blue tokens)
12 Character Cards
1 Main Deck
7 Reference Cards
Great Feat
Foul Rumor
Creepy Secret
Hogwash
C
ontentsC
ontents
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Sea of Lies is a bluffing game for 3-7 players. The ship’s captain just went
missing, and now you must debate to decide who deserves to take their
place:
1. Shuffle all tale cards and put them in the middle of the table, facing down: this will be your Draw Pile.
2. Without looking, remove the top card of the Draw Pile, creating an Excluded Pile. This card won’t be used in this match.
3. Draw the top 5 cards from the Draw Pile and sort them out on the table, facing up. You should end up eventually with four Discard Piles, one per each kind of tale card.
4. Randomly deal one Character Card for each player (you may also
choose them if you wish). These will be the pirates competing for the new captain post! The remaining character cards can be returned to the box since they won’t be used in this match.
Warning: In matches with only three players, it’s not
recommended to play with the following characters: Balik, the Quartermaster; Skully; and Sirena, the Siren.
5.
Create a General Stock, placing all the crew tokens within the reach of all players. Then, deal two crew members to the first player and three crew members to the remaining ones. These crew members already support your character (you must always make your crew visible to other players).
6. Place the Main Deck near the Draw Pile and add one crew member to the Main Deck.
7. Deal one tale card from the Draw Pile to each player. Don’t let the
other players look at your tale cards!
S
etting upS
etting up
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8. The winner of the last match will be the last person to play in this new
match. If it’s the first match, choose the first player randomly. Play the
game in clockwise order.
1. Draw Pile1. Draw Pile
2. Excluded Pile2. Excluded Pile
6. Main Deck6. Main Deck
4. 4. One Character Card Character Card for each Player.
3. Discard Piles,3. Discard Piles, one for each
kind of Tale. These cards are randomly discarded, so it might look different in each match.
5. General Stock5. General Stock
Character difficultyCharacter difficulty
On the upper right corner of every character card, a sword symbol represents its difficulty. One sword represents an easier character, while three represent a more complex one.
In the first few matches, it’s advised not to use characters of
difficulty three.
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Tale Card EffectsTale Card Effects
Each character has a different effect for each kind of tale card. These effects
can be found at the bottom of the character card.
Great Feat effect
Foul Rumor effect
Creepy Secret effect
There are two kinds of basic effects:
Gain:Gain: T
General Stock, gaining their support.
Steal:Steal: Tanother pirate,
gaining their support.
If the target of this effect doesn’t have enough tokens, take all their crew
members. If a steal effect mentions the “Main Deck,” take the crew from the
Main Deck instead of another player. If there aren’t enough crew members
on the Main Deck, take all its crew members.
Creepy Secret: These effects are explained individually in each
character card (see Page 14 for more details).
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Game GoalGame Goal
Your goal is to become the ship’s new captain. The first player to get the
support of fifteen (15) crew members immediately wins the game! Telling
a tale is the easiest way to get the crew’s support.
Turn SummaryTurn Summary
1. Dra
2. Choose a card in your hand, play it face down, and declare out
loud the kind of tale and its effects.
3. Check if any other player wants to contest you.
4. Reveal the card.
5. Place it into the appropriate discard pile.
6. Resolve the Main Deck rules.
7. Resolve the effect of the declared tale according to your character.
Telling a Tale (Players’ Turn)Telling a Tale (Players’ Turn)
At the start of every player’s turn, they draw a tale card from the Draw Pile,
ending up with two cards in their hands. Then, the player chooses which tale
they will tell, which consists of putting down one of the cards in hand on the
table, facing down. You don’t really need to tell a tale when you play a card,
but you are highly encouraged to do so since every pirate loves a good story!
Tale Cards:
Great Feat Foul Rumor Creepy Secret Hogwash
PlayingPlaying
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When you tell a tale, you must play one card face down in front of your
character, declare which kind of tale you are telling (you can either lie or tell
the truth during this moment), and then say aloud the tale effect according
to your character card. If this effect has one or more targets, you must state
them immediately.
Warning: The Hogwash card has no effect.
So, whenever you put down this card when telling a
tale, you must lie and tell a tale of a different kind.
After telling the tale but before revealing the card, any other player can
contest the tale told.
In case your tale isn’t contested, reveal your tale card and then discard it into
the corresponding discard pile:

If you told the truth (the tale card matched the tale you just declared),
add one crew member from General Stock to the Main Deck, up to a
maximum of 5 crew members.
• If you lied (the tale card you revealed was different from the kind of card
you declared), take all crew members from the Main Deck. Lying can be
very rewarding, but it’s also very risky. Be careful not to be contested!
Now, resolve the effect of the tale card as you declared (even if you lied),
according to the corresponding trait of your Character Card.
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Main Deck RulesMain Deck Rules
Every time you tell the truth, add 1 crew member to the Main Deck. Whenever
you lie without being contested by another player, you get the support of all crew
members on the Main Deck, adding all Main Deck tokens to your collection.
The Main Deck cannot have more than 5 crew members on it. So, if a player tells
a true tale and the ship’s Main Deck is already full, ignore the step of adding an
additional crew member.
If the Draw Pile runs out of cards, make a new one with the cards from the Discard Piles. Then, shuffle the new deck and discard 5 cards, making one
discard pile for each kind of them. Draw from the new Draw Pile.
Lie wasn’t contestedTruth
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• CThe contestant steals two crew members from the liar
(pirates love it when they catch someone red-handed!), causing the
current player to lose their action and end their turn.
Warning: If a player doesn’t have at least 2 crew members, they
cannot contest anyone.
Remember, lying is a high-risk, high-reward situation; while telling the
truth grants you less support, it’s a safer move. As the game progresses, lying
becomes more difficult, so watch out!
Contest RulesContest Rules
Any player not telling a tale may contest the current player if at least 2 crew members support them. Contesting a player is the act of accusing them of lying about the tale they’ve just told.
When this happens, the contestant reveals the card played by the current
player and discard it into the appropriate discard pile:

Contested a truth: The current player steals two crew members from
the contestant (pirates do not like mistakes!) and continues the turn
normally, resolving their character’s effects and potentially adding a
crew token to the Main Deck.
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Example #1
The Pillager declares a Foul Rumor and targets the Gambler with her
effect that steals two crew members from him, and none of the players decide to
contest the Pillager. Then she reveals her tale card, a Great Feat, showing
that she lied. So, she steals two crew members from the Gambler and takes all
crew tokens from the Main Deck because nobody caught her lying.
Got the Main Deck’s crew
for successfully lying
Declared a Foul Rumor
and wasn’t contested.
Stole two crew members due
to the Foul Rumor effect
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Example #2
This time, the Brewmaster plays a card and declares a Great Feat that will
cause her to gain 1 crew member. The Parrot, realizing that the Great Feat
discard pile already has 7 cards, decides to contest her. Revealing her card,
it shows a Hogwash, which means that she
lied about her tale. So, the
Parrot steals 2 crew members from the Brewmaster, ending her turn without
any additional effect. Then, it is the next player’s turn.
Do you want to contest a tale? Keep in mind that there are 10 tale cards of each kind in the deck and that one of them was excluded during the game setup.
End of the GameEnd of the Game
The game ends when a player gets the support of 15 or more crew members.
The Parrot contested the tale and found out it was a lie
The Brewmaster loses her turn
The Parrot steals 2 crew members from the Brewmaster.
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Can I tell a tale when playing a card?
Yes, you can! It’s highly recommended you tell a personal tale or even a made-
up one when playing a tale card since it will make the game even more fun.
However, if you don’t feel comfortable enough to do so, you can only declare
the tale card (lying or telling the truth).
Can I contest another player while having the support of only 1 crew
member?
No, you can’t. You need to be minimally respected by the crew to contest
another player. You must have at least 2 crew members to do so because they
will steal 2 of your crew members in case you lose the contest.
Can two or more players contest a tale at the same time?
No, they can’t. Only a single player can contest a tale at a time. If two or more
players decide to do so, the one that said (or shouted) it first will earn the right
to contest that specific tale.
Can I declare a Hogwash?
No, you can’t. The Hogwash tale card doesn’t have any effect. You have to lie
when playing this card.
FAQFAQ
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The AlchemistThe Alchemist
Creepy Secret: The extra turn granted to another player due to this effect
occurs immediately after the Alchemist’s turn. When this extra turn is over,
resume the game in the original order of play. This effect doesn’t change
the turn order. If the Alchemist grants an extra turn to a player that would
play after him, this player will have 2 turns: one turn from the Alchemist’s
Creepy Secret effect and their regular one right after.
The BrewmasterThe Brewmaster
Creepy Secret: The player can only declare her Creepy Secret if there
is a Hogwash card already in the discard pile. If there isn’t a discarded Hogwash, you can’t declare this kind of tale.
The NavigatorThe Navigator
Great Feat: The excluded card mustn’t be revealed. Place it on top of the
Excluded Pile.
Creepy Secret: Take the top excluded card from the Excluded Pile,
reveal and then discard it. Carry out the effect according to the Navigator character card. If the revealed card was a Creepy Secret, apply this effect once again. If it was a Hogwash card, nothing happens.
If the Navigator uses his Creepy Secret effect and there aren’t excluded
cards anymore, ignore the second part of this effect.
C
h
aracter Actions C
h
aracter Actions
C
larification
C
larification
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The MusicianThe Musician
Creepy Secret: The Main Deck rules are carried out before this effect.
So, if the Musician lied, he gets all crew members from the Main Deck
and then adds one crew member to it due to his Creepy Secret effect. The
extra turn takes place immediately after the Musician’s original turn, and
the game returns to its regular order of play afterward.
The ParrotThe Parrot
Great Feat: The Parrot cannot declare a Great Feat. All Great Feat cards
work just like a Hogwash for this character, meaning the player must lie when playing this kind of card.
The Quartermaster The Quartermaster
Creepy Secret: If this effect causes two characters to have 15 or more
crew members, the player who is not the Quartermaster is considered the winner. The Quartermaster keeps his old job supporting the captain and gets second place.
The SirenThe Siren
Creepy Secret — targeting The Navigator: When the Siren uses her
effect on Land-Ahoy, the Navigator, the revealed card will carry out its effect according to the Siren card, not the Navigator. If a Creepy Secret is revealed, she will copy another effect, targeting either the Navigator once again or another character.
Creepy Secret — targeting The Quartermaster: If this effect causes
two characters to have 15 or more crew members, the player who is not the Siren is considered the winner. The Siren then goes back to the deep sea and gets second place.
SkullySkully
All cards: First, you discard the current card into its discard pile. Then,
you apply the declared effect, meaning that the card Skully just played will also count for this effect.
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The Mind’s Vision Crew:The Mind’s Vision Crew:
Publishers: Renata and Otavio Lessa
Translator : Carlos Serpa
Design: Tatiane Hapanchuk
The Cordilheira Crew:The Cordilheira Crew:
Game Design: Vinicius Szabo and Bruno Zinneck
Illustration: Leopoldo Anjo
Graphic Design: Caio Gomes
Editing: Tomás Queiroz
Marketing: Suelen Domingues
Copyright © 2024 Minds Vision LLC. Used under license from Cordilheira Games Ltda.
All rights reserved.
Visit www.minds-vision.com to learn about our games, download instructions, request spare parts,
or contact our customer support.
Printed in China
CreditsCredits
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