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As the gunpowder smoke clears, a white flag flies over the shattered walls of the
Spanish fortification. We have defeated the fort and its defenders, and now nothing
stands between us and the riches that are undoubtedly piling up in their storerooms.
Our commander Flintlock Frank, who has recently developed an obsession with
cannons, looks at his crew with satisfaction. This victory must be celebrated with
the best rum the Caribbean has to offer.
On the other hand, the rum could also be sold to the nearest filthy
tavern, as there is never a shortage of dry throats on the surrounding islands.
Word has it that Dabora Des has built herself a true rum empire, even if her ship
sits far too low in the water. It barely makes headway due to the countless barrels
of rum in her hold.
And have you heard that new paths have been discovered in the hinterland of
Maracaibo? Rumors are rife that the infamous Ravaging Rajesh and his comrad
have discovered countless treasures in the jungle and many more are still waiting
for us in the most forbidden corners.
As always, there are many roads to fame and fortune.
Which one is best depends on the ever-changing waters of the Caribbean
and, of course, which commander you side with.
RulebookRulebookRulebook
Commanders
---
I IIII
3
7
I
2
Portuguese
Merchant ShipMerchant Ship
C-01
II
6
II
2
2
Spanish
Merchant Ship
C- 07
II
St. Vincent
1:
A
1.2.3.
7
Min.Min.
C-3 9
B
1.2.3.
+
7
Min.Min.
C-40
NEW COMPONENTS
2 Double-Sided
Exploration Board Pieces
4 Figurehead Tiles
15 Rum Tokens
1 Neutral Explorer
6 Tier I Cards
(6 Improvement Cards)
2 Rum Market Tiles
25 Cannon Tokens
3 Commander Black
Markets
32 Tier II Cards
(2 Locations &
30 Improvement Cards)
16 Fort Tiles
12 Double-Sided
Commander Boards
2 Solo Cards (1x A, 1x B)
2
---
SETUP CHANGES
Replace the base game Exploration
Board with the new Exploration Board
pieces; randomly select one side of each
piece and place the two pieces together
so that the Gulf is on the left. There are
four possible board combinations.
Shuffle all base game and expansion
Tier 1 Improvement cards together and draw 15 of them.
Shuffle all base game and expansion
Tier II cards together.
Randomly place the 2 Rum Market
tiles and the 6 base game Treasure Val- ue tiles face up onto the top left corner of all 8 Location cards.
Shuffle all base game and expansion
Figurehead tiles together and draw the indicated number for the market.
After completing the remaining base
game setup steps, carry out the follow-
ing additional steps:
Randomly place 1 Fort tile face up
on the 8 Location cards, below the action scroll of each Location. Add 1 Fort tile face up on all spaces on the Exploration Board marked with the Fort symbol
Exploration Board marked with the
. Add Fort tiles face up
to the bottom of the Gulf, based on the number of players:
• 1-2 players: 0 Fort tiles
• 3 players: 2 Fort tiles
• 4 players: 4 Fort tiles
Randomly
give 2 Com-
mander boards
to each player.
Each player
simultaneous-
ly chooses 1
Commander from their two options
and places that board Commander side
up left to their Hideout board. Players
then place their remaining Commander
board face down to the right of their
Hideout board. If their chosen Com-
mander depicts any Commander Black
Market tiles, place the corresponding
tiles next to the Commander.
Place the Cannon and Rum tokens
within reach of all players. Return any unused Fort tiles, Commander boards, and Commander Black Market tiles to the box.
GAMEPLAY
The base game rules remain unchanged, with the following additions.
COMMANDER BOARDS
Commanders Players now benefit from a Commander who enpowers them with a unique special ability. Those abilities are explained in detail on pages 10/11.
3
---
Special Action Scrolls
Each player has six special action
scrolls available to them on their Com-
mander boards, two from their chosen
Commander and four from their face
down Commander board.
Players can activate these special action
scrolls by placing defeated Fort tiles or
Rum tokens on the designated activa-
tion spaces.
• When placing a defeated Fort tile, the
color of the die used to defeat the Fort
must match the color of the activation
space. Attacking a Fort is explained
on page 6.
• A Rum token may only be placed
when trading with a Rum Market.
Rum Markets are explained below.
Players may activate each special action
scroll only once. If activated, gray
scrolls provide endgame scoring oppor-
tunities. Special action scrolls may be
activated even if the player cannot carry
out its effect or receive its benefit.
Activation Bonuses
There are four possible activation
bonuses on each player’s Commander
boards. If a player has covered both
activation spaces
+ in a given row,
they immediately receive the activation bonus shown between the spaces
.
Example: Blue trades 1 Rum at a Rum
Market and places it on their Command-
er. Now that both spaces are covered, Blue immediately takes the depicted Bury Treasure action.
Activation bonuses and the effects from
special action scrolls may be taken in
any order.
RUM & RUM MARKETS
If a player lands on a Location card with
a Rum Market tile, they may activate the
Rum Market during the Activate Black
Markets step of their turn. If there is a
Rum Market and a Black Market on the
same Location, the Rum Market is ac-
tivated first. Rum Markets may also be
activated through Improvement cards,
the Exploration board etc.
If a player has covered all four activa- tion spaces on their face down Com- mander board, they immediately gain 10 victory points.
4
---
CANNONS
Players can improve their Ship Upgrades
with Cannons to help them attack Forts.
When a player gains a Cannon, they
replace a gray Marker cube on their Ship
board with a Cannon token. If the player
does not have any Ship Upgrades to im-
prove, they do not gain the Cannon.
Activating a Rum Market
When you activate a Rum Market, you
may do exactly one of the following
actions:
• Buy 1 Rum
Buy 1 Rum for 3 doubloons and place
the Rum token onto your Hideout
board.
• Trade 1 Rum
Take 1 Rum token from your Hideout
board and place it onto any activation
space requiring Rum on your Com-
mander boards. Once placed, imme-
diately activate the associated special
action scroll and gain any potential
activation bonuses.
There are other ways to acquire Rum
during the game. When a player gains
a Rum token, they must always place it
on their Hideout board.
Cannons count as Markers for all purposes, including crossing the three Upgrade barrier lines on a player’s Ship board.
Example: Blue arrives at Trinidad and
first activates the Rum Market to buy 1 Rum, spending 3 doubloons and placing the Rum token on their Hideout board. Next, they perform a Ship Upgrade. Once all of those are complete, they may then choose to either perform Trinidad’s Raiding action or attack the Fort.
FORTS
When a player lands on a Location card with a Fort tile, they may attack the Fort instead of performing that Location’s action during the Location Actions Step. Each Fort tile has a strength value shown on the Fort and a Victory Point value shown above the Fort. Forts are defeated when a player attacks it with Firepower equal to or greater than the strength value.
0
Trinidad
5
---
In a 3- or 4-player game, Fort tiles are
also located in the Gulf. When a player
enters the Gulf, after they perform
a Ship Upgrade, they may choose to
attack one of the Forts as their Gulf
action. If there are multiple Forts in the
Gulf, the player must choose one before
beginning the attack.
Attacking a Fort
Perform the following steps each time
you attack a Fort:
1.Your Firepower is equal to your total
number of Cannons. Raiding Power
is not included when attacking Forts.
2.Roll all three Raiding dice, then
optionally reroll all dice once. You
may use any additional reroll abilities
you have.
3.
Select 1 die and increase your Fire-
power by that die’s rolled value. The
color of the chosen die will determine
which special action scroll you can
activate if you defeat the Fort.
4. If your Firepower is less than the
Fort’s strength, you may bribe that
Fort’s guard by spending 5 doubloons
or 3 victory points to reduce the
fort’s strength by one. You may do
this multiple times if necessary.
5.If your Firepower is now equal to or
greater than the Fort’s strength, it is
defeated! If not, your attack fails: the
Fort tile remains on the Location and
your turn ends.
6.If you defeated the Fort, immediately
gain the victory points shown at the
top of the Fort tile. Then, flip the
Fort tile over to the the defeated side
and place it onto an empty activa-
tion space according to the color of
die selected. You may also choose to
place the Fort tile onto your hideout
board.
Example: To defeat this fort, you need
Firepower of at least 7. You have 3 Can-
nons and you rolled the depicted num-
bers. You had hoped to roll higher with
the green die but you do not want to risk
a second roll; so you decide to attack
with yellow for a total Firepower of 9.
You immediately score 5 victory points
and place the defeated Fort on the yellow
activation space on your Commander
board, gaining the bonus of the special
activation scroll underneath it.
6
---
ENDGAME SCORING
Score as described in the base game
rules, with the following addition to
Step 4: add the conditional endgame
victory points from the gray scroll on
the Commander board, if it has been
activated.
THE GULF & MARACAIBO
The Exploration board pieces introduce
several variations to the Gulf and to
Maracaibo:
In addition to a Ship
Upgrade, also gain
1 cannon.
You may immediately
perform an Explore
action at value 2.
You may also gain
the benefits from
the space your Explorer is currently
on. You may do this before or after you
move your Explorer. This may result in
receiving the same benefit twice.
In a 3- and 4-
player game, you
may perform an
„Attacking a Fort“
action against one of
the Forts on the Gulf.
Choose the Fort
before you attack.
The player who
reaches Maracaibo
gains 3 victory points
and may perform a
Ship Upgrade. They
may also attack
a Fort anywhere in the Caribbean
(including Forts on the Gulf, but
excluding the Exploration track). The
strength of the Fort they choose to
attack is reduced by 2.
NEW CARDS
Cursed Ship
If you move onto the
cursed ship, you must
stop your movement
there. You can either
take the card for
free or, as usual, get
5 doubloons for stopping on an
Improvement card and not buying it.
4+
I
- 10
Cursed Ship
C-06
The player who reaches Maracaibo gains 5 victory points, may perform a Ship Upgrade, and gains 1 Cannon.
7
---
GLOSSARY
General Icons
Immediately gain 1
Cannon. If you do not
have any Ship Upgrades to
replace with the Cannon,
you do not gain one.
Increase your doubloon
income by 1 for each
Cannon on your ship.
1:
Immediately gain the benefit of the Exploration board space in front of and behind your Explorer, even
if other Explorers occupy those spaces. In case of a fork, you may choose.
From now on, you may reroll all of your dice one additional time. +1 Raiding Power.
+1
Increase your victory point income by 1 for each Fort you have defeated.
Place 1 Treasure from your Hideout board onto your Explorer’s current space to gain 2 Treasures of your
choice from their Islands. Any future Explorer that stops here may take the treasure from this space in addition to the benefit of this space.
Play a Quest card from your hand face up in front of you. Immediately receive victory points and doubloons equal
to the top or bottom condition you are currently able to meet. Score this Quest card again during final scoring.
Example: Your Explorer stops on this
space and you play a Quest card from
your hand that provides 3 victory points
for 2 buried pearls on the top and 6
victory points for 3 buried pearls on the
bottom. You are currently able to meet
the top condition. You immediately gain
3 victory points and 3 doubloons. During
final scoring, you meet the bottom condi-
tion and score another 6 victory points.
+X X
Place a Fort tile on this space during setup. If your Explorer stops on this space, you may attack the Fort. If the Fort has been
defeated, any future Explorers stopping on this space receive 1 Doubloon.
1
Gain a new Raiding action that lets you spend 1 Raiding Power to gain 1 Cannon.
1=
Whenever you activate a Black Market that provides victory points, additionally take the equivalent number of doubloons.
Gain a new Raiding action that lets you spend 3 Raiding Power to gain your victory point income.
1:::
8
---
Immediately activate
a Rum Market (see
page 4/5). This may be
found in a variety of
places including Improvement cards,
Exploration board, etc...
Ram
When attacking a Fort,
discard exactly 1 Rum token
from your Hideout board to
reduce the Fort’s strength by 4.
New Figureheads (x4)
Swordfish
Whenever you gain a Quest
card, gain 3 doubloons and
1 Rum for free. Place the Rum
token on your Hideout board.
Queen
When attacking a Fort, reduce
the Fort’s strength by 1 for
each permanent Raiding
Power you have.
Cannon
Gain 2 Cannons. Increase
your doubloon income by
1 for each of your Cannons.
When attacking a fort, reduce its strength by 2.
Move your Explorer back 3 or more spaces on the Exploration board to gain the reward of the space
your Explorer stops on and 10 victory points. You must move at least 3 spaces. You may not use any Exploration abilities to gain benefits for forfeiting movement.
Roll 2 dice: gain victory points equal to the value of one die and doubloons equal to the value of the
other die. As usual, you have a free reroll.
Take a Rum token for free and place it onto your Hideout board.
Attack a Fort anywhere in the Caribbean (including Forts on the Gulf, but exclud- ing the Exploration track).
Each set of different Treasures.
Each set of different buried Treasures.
Place 1 Treasure from your Hideout board onto your Explorer’s current space to
gain 7 victory points and then perform an Explore action at value 2. Any future Explorer that stops here may take the treasure from this space in addition to this benefit of the space.
Gain a new Raiding action that lets you spend 7 Raiding Power to activate
one of your Black Market tiles in the Caribbean and gain 5 victory points.
Gain a new Raiding action that lets you spend 4 Raiding Power to gain 1 Treasure of
the color of the chosen die. Bury 1 Treasure of any type.
9
---
Ravaging Rajesh
Before the start of the game,
place the neutral Explorer
with the Explorer of your
color. You control both Explorers and
you may split your movement between
them to gain the benefits from both
of the spaces on which they stop. The
neutral Explorer may never be in front of
the Explorer of your color. Rivers crossed
by the neutral Explorer also count for
all purposes (e.g. victory points, Quests,
etc.). So this player can cross up to 8
rivers in total.
Whenever an effect refers to your
Explorer, it applies to the Explorer of
your color.
Kraken Khan
Take the depicted Commander
Black Market tile. Place it
onto any Location card at
the beginning of your first turn. Mark it
with one of your Player markers. Treat
this Black Market as though it were a
Black Market of your color. Each time
you activate this Black Market, you may
choose to gain either 7 doubloons or 5
victory points.
Looting Lanister Take the depicted Commander Black Market tile. Place it onto any Location card at the
beginning of your first turn. Mark it with one of your Player markers. Treat this Black Market as though it were a Black Market of your color. Each time you activate this Black Market, gain 1 Quest card.
Looting Lanister also has a special action
scroll that gives you another Commander
Black Market tile when activated. Place
the Black Market onto any Location
card that does not already have a Black
Market tile. Mark it with one of your
Player markers. Treat this Black Market
as though it were a Black Market of your
color.
As Black Markets are activated after
Rum Markets, placing this Black Market
onto the Location card you are currently
on will allow you to use it on that turn.
Each time you activate this Black
Market, immediately gain your doubloon
income.
Dabora Des Each time you move your Ship exactly 1 or 2 spaces, gain 1 Rum for free. Place the Rum
token on your Hideout board.
You may discard a Rum token from your
Hideout board to receive a 3 doubloon
discount when acquiring Improvement
cards (only one Rum token per action).
Iron Ingrid When you gain Treasure, you may choose to place it on one of the six spaces on Iron
Ingrid instead of on your Hideout board. Immediately gain the covered victory points or doubloons. Treasure may be placed in either row but must be placed in the left-most empty space of each row. You may bury Treasure from any of these spaces.
Gemma Grimm You can perform your Ship Upgrades in any order, ignoring the Upgrade barrier lines on your Ship board.Commander Boards (x12)
10
---
SOLO MODE
SOLO SETUP CHANGES
Add the 2 solo cards to their respective
decks. Jordan now has a 7-card solo
deck. All other rules remain un-
changed.
GAMEPLAY
If a Location with
a Fort is within a
3 movement range,
Jordan sails to this
Location. If more than one Location
within his movement range has a Fort,
Jordan sails to the Location with the
Fort that has the lowest strength value.
If there is a tie for the lowest strength
value, Jordan sails to the lowest val-
ue Fort furthest from him (within his
movement range). Jordan then carries
out the following actions:
1.If there is a Treasure Value tile on
this Location, place 1 Marker cube
from the supply onto the depicted
Treasure Island.
2.Place a Marker cube on the leftmost
uncovered Upgrade on Jordan’s Ship
board.
3.Jordan defeats the Fort and immedi-
ately gains the Fort’s victory points.
Remove the Fort from the game.
4. Jordan gains 7 victory points.
Jordan does not interact with Rum
Markets or gain Rum.
7
Min.
Escarlata Ebuto Whenever you perform a Raiding action, if you select one of the lowest dice after the roll, you may add +5 Raiding Power to that die.
Vicious Viviana
During Endgame Scoring, when you score your Quest cards, you only need to have completed the top condition to receive the victory points for the bottom condition.
Sour Seraphina You have a 4 doubloon discount when acquiring Ship Improvement cards.
Fearsome Feng Before the start of the game, draw 3 Figurehead tiles from the box and play one
immediately. You may still perform the Figurehead Ship Upgrade during the game to add a second Figurehead to your Ship board.
Flintlock Frank Each time you take the Explore action, you may forfeit one movement to gain 1 Cannon.
Gain a new Raiding action that lets you spend 1 Raiding Power to gain 1 Cannon.
Victor Vile You don’t have to roll the dice when performing a Raiding action. All of your dice always give you 7 Raiding Power.
11
---
VARIANTS
AUCTION SETUP VARIANT
During Step , after each player has
chosen their Commander boards,
players may swap their Commander
boards with their opponents using a
Dutch auction. In reverse turn order,
each player must choose one of the
following:
1.Pay 9 doubloons to the bank to lock
their current Commander boards
and leave the auction.
2.Pay 9 doubloons to the bank to swap
Commander boards with another
player whose Commander boards are
not locked. If a player chooses this,
their new Commander boards are
locked and they leave the auction.
3. Pass.
Once each player has chosen, if more
than one player remains in the auction,
reduce the cost by 3 doubloons. Each
player still in the auction must again
make a choice in turn order. Continue
reducing the cost by 3 doubloons until
the cost is reduced to 3, or less than two
players remain in the auction.
Players may not flip over the
Commander boards they take or
receive.
Publisher: Game ‘s Up (Ralph Bienert),
Westendstr. 1, D-85080 Gaimersheim
Customer Service: service@games-up.de
Distribution: dlp games GmbH,
Eurode-Park 86, D-52134 Herzogenrath
Editorial: Ralph Bienert, Florian Kumschier
Graphic Design: Fiore GmbH
Rulebook Writer: Anastasia Heuer
Proofreading: Jonathan Cox
© 2024 by Game‘s Up
All rights reserved.
MADE IN EU
v.1
---
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