What do you want to do now
Ask anything about Jamaica: The Crew: rules, setup, components, complexity, price, or whether it fits your group.
Step by step
Game Objective
Morgan's great challenge has attracted pirates from the 7 Seas, and the island inns are full of adventurers waiting to become crew members and participate in the most famous race in the Caribbean. As a ship captain, your goal is to recruit new members for your crew, who will be very useful in your quest for victory. The main victory condition is to accumulate the most doubloons at the end of the game. However, if you have Calypso on board and all 3 cursed amulets, you immediately win the game!
Preparation (Setup)
- Shuffle the 20 characters face down.
- Replace the original treasure cards with the 12 The Crew expansion cards.
- Place the bottle of rum in the space at the top of the ladder.
- Keep the characters face down and place them in the empty spaces of the track.
- Reveal 3 characters directly adjacent to the bottle of rum.
- The rest of the setup remains the same as the base game.
Game Flow
Refer to the manual for details on this section.
Actions and How to Play
Character Recruitment
Every time you pay a full port fee, you can recruit a new crew member and take them aboard. This is not mandatory.
- If you recruit a new crew member, place them as a resource in an empty hold.
- Recruiting a character follows exactly the same rules as any other resource:
- You cannot store more than one per hold.
- You cannot replace one character with another.
- You can throw one overboard only if all your holds are full and you have to load another type of resource. A character taken from your hold is removed from the game.
- You can recruit any character adjacent to the bottle of rum.
- After recruiting a character, immediately reveal any character bordering the recruitment zone.
- Before recruiting a crew member, you can move the bottle within the recruitment zone. Each movement costs 1 doubloon paid to the Bank.
- The recruitment zone is formed by all spaces the bottle can reach.
- All characters bordering the recruitment zone must always be face up.
Special Character Powers
Each character has a special power:
- The Cartographer: You can have 4 action cards in your hand instead of 3.
- The Seafarer: When you are the captain, you can choose the value of one of the two dice (morning or night) before rolling the other die normally.
- The Prussian Merchant: When paying, you can freely substitute gold for food and vice versa. Can be combined with other merchants.
- The Helvetian Merchant: When paying, you can freely substitute food for gunpowder and vice versa. Can be combined with other merchants.
- The Venetian Merchant: When paying, you can freely substitute gunpowder for gold and vice versa. Can be combined with other merchants.
- The Anchoree: If desired, you can completely ignore the backward movement shown on your card.
- The Oracle: You can use the action dice in any order. This does not change the order of the dice for your opponents.
- The Strategist: You can re-roll your own combat die OR make your opponent re-roll theirs. The second result must be accepted.
- The Shipowner: At the end of the game, each character in your hold is worth 3 doubloons. The Shipowner also counts.
- The Nosey Parker: When you buy a treasure card (in a lair or from an opponent's hand), you can look at up to 3 cards and keep 1.
- Calypso: If you have Calypso on board and all 3 cursed amulets, you immediately win the game!
- The Buccaneer: You can attack a ship in an adjacent space. If you win, your opponent discards the contents of a hold of their choice. If you lose, nothing happens.
- Sir Beth: Add 2 points to your roll on the combat die.
- The Cooper: When obtaining resources, you always receive 1 more resource than indicated by the die.
- The Bishop: You can collect a treasure even when stopping in an adjacent space.
- The King !: You automatically win any combat if you are the attacker.
- The Witch: During any movement (forward or backward), you can choose to move 1 space more than the die value.
- The Old Seadog: During any movement (forward or backward), you can choose to move 1 space less than the die value.
- The Look-Out: During any movement (forward or backward), you can choose to move 1 space less than the die value.
Treasures
There are 12 treasures in The Crew. 8 of them earn points when revealed at the end of the game, with values ranging from 2 to 7. 3 of them are cursed amulets, which you also only reveal at the end of the game. They cost points, but if you have all three in your possession and Calypso on board, you immediately win the game! The final treasure is the Youkounkoun. This diamond earns 12 points at the end of the game. When you obtain it, you must reveal it and keep it face up. For the others, the rules apply normally.
Get into the habit of storing your treasure tokens next to your holds. They will be profitable if you end up with the bishop on board.
End of Game and Scoring
The main victory condition is to accumulate the most doubloons at the end of the game. However, if you have Calypso on board and all 3 cursed amulets, you immediately win the game!
The scoring of characters in the hold is indicated by two numbers:
- Top number: if your ship reached Port Royal (example: +5 doubloons).
- Bottom number: if your ship did not reach Port Royal (example: +2 doubloons).
The Shipowner also counts for the score of 3 doubloons per character in the hold at the end of the game.
For the treasures:
- 8 treasures earn points (from 2 to 7 doubloons) when revealed at the end of the game.
- The 3 cursed amulets cost points at the end of the game, unless you have Calypso and all 3, which results in immediate victory.
- The Youkounkoun earns 12 points at the end of the game.
- The The Bishop: At the end of the game, for each treasure token you collected you receive 2 doubloons.
The Saran has no power and can earn a lot of gold. But he is very disappointed (-3!) if he doesn't reach Port Royal.
Tips for Winning
- Carefully consider recruiting characters, as they can offer significant advantages through their special powers, such as The Cartographer for more action cards or merchants for payment flexibility.
- Keep an eye on the treasures, especially the cursed amulets and the Youkounkoun, as they can be decisive for immediate victory or a high score at the end of the game.
- If you have The Bishop on board, prioritize collecting treasure tokens, as each will be worth 2 doubloons at the end of the game.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules