by Günter Cornett (co-designed by Volker Schäfer)
e_kiddregel.pdf (450 kb)
Loyal Captain for 2 players aged 10 and up
Opposing pirates encircle. It's not as simple as it looks.
Quedah Merchant for 2 players aged 9 and up
Attack from behind - with tactical skill and luck of the dice.
Madagascar for 2-3 players aged 10 and up
Wild bunches swarm across the deck,
becoming ever larger and stronger.
(25th March 2005: small correction as green text)
A token enters the game by being placed on one of the six Starting spaces. It is placed so that the bottom side of the pirate abuts the black path of the space and the background graphic of the token is continuous with the two other paths leading out of the space.
Basically a token can be moved forward out of its space in one of two possible directions, but never backwards. Rotating the token on a space is also not allowed.
After movement, the pirate is placed so that the bottom side matches up with the path over which it traveled.
Capt'n W. Kidd refuses to capture the Loyal Captain since his ship sails under the British flag. For the first time the crew mutinies! without success this first time, however.
The Rules in Brief:
Tactical Hints and Rules Clarifications:
Re 2: At the start of the game it's a good idea to bring on as many tokens as possible as a strong board presence offers more opportunities to move and capture. But in doing so take care that one's pieces are not surrounded by the opposition.
Re 3: Capture via surrounding.
1 is captured by C and A.
If a token is placed on a space which is already threatened by two opposing tokens, the newly-placed piece is immediately captured. Exception: if by this placement at least one of the two other tokens is captured, then the placed token is not captured.
Re 4: End of the Game
A few days after the capture of the Queda Merchant it is revealed to be a British ship. Capt'n. W. Kidd wants to return it; his crew prevents him from doing this.
Each player has the 7 tokens of a color available.
Capturing Opponent Pirates:
It's permitted to move on to an opposing token if the space is connected via its back (that is, from behind). But even here all dice pips must be used.
Freeing a Friendly Pirate:
If one's pirate moves from behind onto an opposing pirate who holds a friendly pirate captive, the captive is freed and the opposing pirate is captured instead.
The freed token immediately moves to one of the two available spaces to which it could normally move, if either are free. If such a space is occupied by an opposing token whose back faces the freed token, then this latter token may move on to it and take it prisoner (and free a further token, etc.). But if both possible escape spaces contain friendly tokens (and/or opponent tokens facing the opposite direction), then the original freeing token is not permitted to take this action.
End of the Game:
The game ends when
In case of (a), the player who has captured more tokens wins. In case of (b) the winner is the player who made the last move.
Blocking opposing tokens is more important than capturing them. If a token is blocked on its Starting space, the player cannot bring in any new pieces since this is only allowed after a Starting space has been vacated.
Off Madagascar, matters finally come to mutiny. The majority of Capt'n. W. Kidd's crew go over to his old adversary, Robert Culliford.
Each player has the 7 tokens of a color available ( 6 tokens in a three-player game). The three black pirate flags are kept handy near the game board.
Starting the game:
In turn each player places one of his tokens on a Starting space (until all of the Starting spaces are occupied).
The player taking a turn has the choice to either move a token or place one on a vacant Starting space. If neither is possible, he passes.
Capturing Opponent Pirates:
It's possible to move on top of an opponent's token if it is reached from a space connected to its back. The token below is now captured and taken along with every move of the token above it. A token which has captured another may capture further tokens to form a "tower" of tokens. Towers may also be captured in the same way.
It is never allowed to move directly on top of one's own tokens, although certainly one's own tokens may be present lower in the tower.
The distance that a tower of tokens moves depends on the number in the stack. For example, a tower of three tokens must move exactly 3 spaces.
End of the Game:
The game ends when one player has captured all of the opposing tokens. This player wins. Should it not be possible to capture all of the tokens (e.g. because of inability to move) the game ends in a stalemate.
The game also ends in stalemate should the same position be repeated three times.
Tactical Tips:Opening Phases:
The first pirate to leave its Starting space is immediately threatened by the pirate which is next placed on this space. If this piece afterwards moves, the pursued piece cannot create enough distance. It is therefore a good idea to maneuver the pursued pirate into a blind alley so that pursuit is unappealing. If the pursuer captures the piece anyway, he must then reckon with his piece itself being captured.
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