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Dread Pirate

Second Edition

Dread Pirate is a four player game. More than four players? Make teams!

Game Components

Cloth Playing Map 100 Jewels (Red, Blue, White and Green) 1 Wind Die (used only in advanced play)
3 Wooden Dice 4 Treasure Bags 4 Die-Cast Ships
50 Gold Doubloons 52 Dread Pirate Cards 4 Ship Cards (used w/ First Edition rules)

Object of the Game

Collect precious jewels and gold doubloons through


pirate raids and trades. The pirate with the most
treasure at the end of the game wins!

Setting the Map


3 2 3
(1) Each player selects a ship and places it on an
anchor icon. The anchor icons are located in 2
1 5 1
front of each home port.
(2) Each player should select a jewel color. Place ten
4
jewels in your treasure bag and place twelve jewels 3
in your home port. X marks the spot! The extra
jewels go back into the game box. 1
(3) Each player also selects a treasure bag and ten 3 3
2 1
gold doubloons. Remaining doubloons are
placed on Dread Island. 2
(4) Shuffle the Dread Pirate cards and place them on
Isla Doubloon.
(5) The wind die is used in advanced/alternate play
and may be set aside during the basic game.

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Dread Pirate
Second Edition

Basic Game Play

Setting Sail: Players roll one die, highest roll goes first. Turn passes to the left.

Sailing: On each turn, roll two dice and move your ship the number of squares that you rolled. The third die is used once there is a Dread
Pirate. You may move fewer squares than the number shown on the dice.

Move your ship horizontally or vertically across the map, but not diagonally.
Any square that has a portion of water in it is considered navigable.
However, you cannot cross over a solid land mass that completely bisects
a square even though there may be water on both sides of the square.
(See illustration 1.)

If you roll doubles, complete your turn and roll again.

Dread Pirate Cards: Whenever your ship crosses over or rests upon any
portion of one of the ocean triangles (The Abyss of Doom or The Cursed
Straight), or when your ship crosses or lands on a square with a shark icon Illustration 1
(Sharks Tooth Passage), you must draw a Dread Pirate Card.

Dread Pirate Cards are fate cards and must be pulled and read aloud before you
may engage in a pirate skirmish or conduct a raid or trade at a port. If you cross over more
than one icon in a turn, you only need to draw one card. You may only use one card per skirmish.

If the card instructs you to pay treasure, but does not specify that you should pay it to another player, the treasure should be placed
on Dread Island with the other booty.

Pirate Skirmishes: Like any good pirate, you seek treasure. You can do this by battling rival pirates or by raiding or trading at ports.

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Anytime you end your turn in a square adjacent (horizontally or vertically) to another ship, you may skirmish against the other ship.
During skirmishes each player rolls one die. The player with the highest roll wins the skirmish. In the event of a tie, players will roll
again until there is a definitive winner.

The winner of the skirmish will then select the same number of treasure from the losing pirates bag as determined on their winning die
roll. However, the winning player cannot look inside the opponents bag when pulling treasure. It is a blind pull. The winning player
must show the opposing player the treasure pulled in order to verify the amount taken.

Example: You end your turn adjacent to another pirate and declare that you want to skirmish. Each player rolls one die. You roll a 5; the
defending player rolls a 4. You win and blindly select five pieces of treasure from your rivals bag.

Players beginning a turn adjacent to another ship may attack first and then roll the dice and move. However, you may never engage the
same player twice in one turn. If you are in the position to engage two different opponents then you may do so. (See illustration 2.)
You should declare which pirate you wish to skirmish against first.

Raids: As a pirate, its in your nature to raid foreign ports. Any port other than your
own home port is called a foreign port. In order to conduct a raid, you must sail into
a foreign port (onto the anchor icon) and declare your intent to raid. You and the home
port player will each roll one die. If your die roll is higher, you may collect the same
number of jewels from the home port as shown on your die. If the home port
players die is higher, you must flee empty-handed and may not raid or trade in this
home port until you raid or trade in another port, or engage another pirate in a skirmish.

Pirates are not allowed to raid their own home ports.

Trading: Players arriving at the anchor icon in a foreign port may trade gold doubloons
for jewels. To conduct a trade, roll one die to determine how many doubloons the trade
will cost you. The home port player will roll one die to determine how many jewels you
will receive. All doubloons used in trading are placed at Dread Island. You must trade
Illustration 2

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doubloons for jewels unless you are out of doubloons, in which case you are allowed to trade other jewels.

Example: You arrive in a foreign port and declare that you wish to trade for jewels. You roll a 2 and the home port player rolls a 6.
You will pay two doubloons to Dread Island, and collect six jewels from the home port.

If there are three or less jewels in a home port, then the maximum number of doubloons a visiting pirate can pay for the jewels is three.

Example: You arrive in a foreign port which has only three jewels. After declaring your intent to trade, you roll a 5. The home port player
then rolls a 2. You will pay only three doubloons (instead of five) and will receive two jewels in return.

You must sail out of port and engage another pirate in a sea skirmish or conduct a raid or trade at another port before you may conduct
another trade at the same port.

Pirates are allowed to trade in their own home port after they have raided or traded in at least one foreign port.

Dread Island: Once a pirate has collected one of each color jewel they are allowed to land on Dread Island and roll for free treasure.

Example: You have collected one of each color jewel and land on the anchor icon at Dread Island. Roll one die to determine how much
treasure you can collect. Treasure at Dread Island is free!

After visiting Dread Island you must raid or trade in another port before you are allowed to return to Dread Island.

Dread Island is not considered a home or foreign port.

Dread Pirate: The first pirate to land on Dread Island and collect treasure will assume the title of Dread Pirate and have advantages
befitting a feared and experienced buccaneer.

The Dread Pirate becomes faster than other pirates; he or she will roll three dice for movement instead of two. During port raids and sea
skirmishes, the Dread Pirate may add one point to the roll of his or her die. The Dread Pirate does not have advantage over other pirates
in trading situations.

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Dread Pirate
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Example: The Dread Pirate engages an opposing pirate in battle and rolls a 4. The opposing pirate also rolls a 4. The Dread Pirate wins the
skirmish because he or she can add one point to his or her die roll. The Dread Pirate still only pulls the amount of treasure as shown on the die;
in this case four treasures.

There can be only one Dread Pirate at a time. If you wish to obtain the mantle and abilities of the Dread Pirate you must steal the title
away from the Dread Pirate through a sea skirmish. If an opposing player beats the Dread Pirate in sea battle they will capture the abili-
ties of the Dread Pirate and receive the title and flag, along with the appropriate amount of treasure.

Sinking a Ship: If a player loses a skirmish and does not have enough treasure to pay the opposing pirate, then his or her ship is sunk
and he or she is out of the game. Whatever treasure the losing pirate has in his or her bag is given to the opposing pirate.

Example: You have three treasures remaining in your treasure bag. Another player challenges you to a skirmish and beats you with a roll of 5.
Since you do not have five treasures, your ship is sunk and you are out of the game.

Winning the Game: The game ends once all the jewels are collected from each of the four home ports. Once the last jewel is taken from
the map, players count their treasure. Jewels and doubloons are each considered treasure.

The pirate with the most treasure wins and is declared the ultimate Dread Pirate! In the event that two players have an equal amount
of treasure, the pirate with the most doubloons wins.

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Pirate Tricks You Need to Know

An Empty Ship: A pirate that has lost all his or her treasure but is still under sail may still raid a foreign port to collect treasure without
risk of being sunk. If he or she conducts an unsuccessful raid, however, he or she must flee the port.

If a pirate with an empty ship elects to attack an opposing pirate at sea, and loses, then their ship is sunk and they are out of the game.

Surrender: Anytime a player under attack possesses six or less treasures and therefore faces the possibility of becoming an empty or sunk
ship, they may surrender. If the attacked player surrenders, his or her ship is removed from the map and any treasure is transferred to the
attacking pirate. The surrendered pirate is a captive of the attacking pirate, but may gain his or her ship back through mutiny.

Mutiny: If a pirate captain has a captive and he or she rolls a three or less during a movement roll, then a mutiny is launched! To determine
the outcome of a mutiny the pirate captain and the mutineer each roll one die. If the mutineers die is higher than the captains then the
mutiny is successful. The mutineer receives his or her ship back (which is placed at his or her home port) and receives one-half of the
pirate captains treasure. If the pirate captains die is higher than the mutineers, then the mutiny was put down and the mutineer remains
a captive.

When there is a Dread Pirate: If the Dread Pirate has a captive, a mutiny is launched if the Dread Pirate rolls a six or less during a
movement toss. The Dread Pirate does not get to add one point to his or her die during a mutiny roll off. If the mutineer wins the
mutiny roll off then he or she gets his or her ship back, one-half of the Dread Pirates treasure and the Dread Pirate title and abilities.

Desperation Gambit: When there are six or less jewels remaining on the map (excluding Dread Island), any player may attack another
ship for half of their opponents total treasure. Desperation Gambits may only be declared by the attacking player. If the attacking player
fails to win the skirmish, his or her ship is sunk, any treasure he or she possessed is transferred to the opposing pirate and they are out of
the game. If the Desperation Gambit is successful (the attacking player wins the skirmish), then the attacking pirate collects half of the
opposing players treasure, any Dread Pirate Cards, and any Dread Pirate abilities that the opposing player may possess.

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Dread Pirate
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Advanced/Alternate Play

Each of the following rules is intended for veteran pirates and may be added to basic game play individually or in combinations.

WIND:

S = southerly wind
N = northerly wind
W = westerly wind
E = easterly wind
Dread Pirate or Compass Icon = No wind

At the beginning of the game the player that goes first should roll the wind die before moving to determine wind direction.

When there is wind, players still roll the standard die to determine movement. However, a ship may take the larger number of the two
die and add it onto their roll as long as they do not travel into the wind.

Example: The wind is blowing and you roll a 5 and a 3. You may move your ship thirteen squares (5 + 3 + 5) as long as you dont make
any movement into the wind. If a player moves as little as one square into the wind they may not exceed their roll of 8.

In addition, the maximum number of squares a ship can move into the wind is the amount of the lowest die.

Example: You roll a 5 and a 3. You cannot move more than three squares into the wind during your turn, and you may not add your higher
die to your move.

A change in wind direction is triggered if a player rolls a 10, 11 or 12. When this occurs, the player will first complete his or her ship
movement and any business (drawing cards, skirmishes, etc) and then roll the wind die to determine the new wind direction.

The Dread Pirate triggers a change in wind if he or she rolls three dice to total 16, 17 or 18.

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Unlimited Horizons: Ships may sail off the map and continue their movement in the same direction and in the same column on the
opposite side of the map.

Example: A player rolls and moves off the map at the bottom near the Kelp Morass. The Unlimited Horizon rule allows the ship to reappear
in the same column near the Dread Pirate Logo at the top of the map

Dread Card Madness: Pull a Dread Card anytime your ship passes or lands on any map icon (mermaids, serpents, squids, and the like).

Shorter Game: For a quick game we suggest you begin play with only seven jewels in the home ports and add the Wind and Unlimited
Horizons elements.

Check our website www.frontporchclassics.com for updates and other information.

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Copyrights
All right, title, and interest (including all copyrights, trademarks, and other intellectual property rights) in the game and concept play for DREAD PIRATE
THE ULTIMATE FAMILY ADVENTURE GAME is the exclusive property of Front Porch Classics, Inc. d/b/a Front Porch Classics, Inc. (hereafter Front Porch
Classics, Inc.). In addition, the names, images, pictures, concepts, game play and logos identifying Old Century products in many countries are proprietary
marks of Front Porch Classics, Inc. and/or its subsidiaries or affiliates. Nothing contained herein shall be construed as conferring any license or right, by implication,
estoppel, or otherwise, under copyright or other intellectual property rights.

Listed Below are trademarks for Front Porch Classics, Inc. d/b/a Front Porch Classics, Inc. (hereafter Front Porch Classics, Inc.). Nothing contained herein
should be construed as granting any license or right to use any trademark displayed in the game DREAD PIRATE THE ULTIMATE FAMILY ADVENTURE
GAME without the express written permission of Front Porch Classics, Inc.

Front Porch Classics, Inc. is a trademark of Front Porch Classics, Inc.

DREAD PIRATE THE ULTIMATE FAMILY ADVENTURE GAME is a trademark of Front Porch Classics, Inc.

The DREAD PIRATE logo is a trademark of Front Porch Classics, Inc.

The DREAD PIRATE game concept, play, board, pieces, packaging design and related indicia are trademarks of Front Porch Classics, Inc.

www.frontporchclassics.com

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