Rules
Playing the Game
Specific keywords are highlighted; game-specific ones are Capitalised too.
The Grid
Yes, the game grid is hexagonal!
Each cell in the grid is uniquely defined by a Cell Constant and Cell Variable.
The Constant is the numerical value along the left.
The Variable is the letter along the right.
For instance, the central cell here is , while the top cell is .
The Game
- Each player starts with a score of .
- Each round, the Captain randomly calls a cell out by its Constant and Variable.
- As a player, marks off that cell on your grid, then apply the effect of the Item it contains.
- If it’s a Number, add that to your score.
- If it’s a Function, apply its effect.
- If the effect involves another player, stand up and wait for the Captain to ask you to apply the effect.
- If it’s an Action, you’ve now unlocked that Action.
- Mark the Action as unlocked. You can choose to use at any time.
- If it’s empty, do nothing.
- At the end of the game, whoever has the highest total score wins!
Scoring
- Scores must always be integers.
- After applying an effect that leaves you with a non-integer score, round it to the nearest integer.
- Scores must be precise.
- Don’t round your score below units precision, because all of the digits do matter.
- For instance, a score of is , not , or , or .
- Your final score is your current score + your saved score.
Miscellaneous
- The game is built on honesty.
- We trust everyone to track their scores accurately.
- If you cheat, then you’re just lying to yourself.
- If other players ask you for your score or inquire about any other info, you aren’t obliged to tell them the truth.
- This is a pirate game, after all!
- However, if you’re swapping scores, being stolen from, etc. you must reveal your true score.
- Players cannot decline effects applied to them.
- For instance, you cannot reject a score swap.
- You can try persuade someone to pick a different player, but their own decision is final.
For rulings on each specific Items and interactions, see Items.