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HABA The Black Pirate 31,50 EUR
incl. 19 % Tax excl.
Product No.: .0005
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HABA The Black Pirate
HABA The Black Pirate

Bring your ship into wind and get the most gold coins !

Instructions

Copyright HABA Spiele BAd Rodach

The Black Pirate

A game of skill, as brave as pirates, for 2 - 4 seafarers. Ages 5 - 99.
Author: Guido Hoffmann, Illustrations: Guido Hoffmann
Length of the game: approx. 15 - 20 minutes.
The good, honest seafarers sail from one treasure island to the next.
However, Salvador Sea Devil, the black pirate stays hard on their heels trying to pillage their
treasures. Using his vessel, the “Black Svenja”, Salvador Sea Devil quickly
approaches and tries to board* the seafarers' boats. The seafarers immediately set sail.
Suddenly a strong gust of wind whistles around their
heads, and as the sails tighten the boat skims across
the sea. At the very last moment they escape from Salvador, the Sea devil.

Contents

1 game board consisting of four parts,1 set of bellows,1 black pirate vessel
4 coloured boats, 36 gold coins, 1 white die with flag symbol
1 natural coloured die with wind symbol, 4 little coloured bags
1 set of game instructions
* In the language of pirates the term “to board a boat” means to
take over a vessel. In ancient times the pirates approached another
vessel broadside and, with special grabbing hooks drew the other
vessel close. Then they took over the opponent's vessel and pillaged it.

Aim of the game

Who will be the seafarer, through skill and some strong gusts of wind, to
collect the most gold coins?

Preparation of the game

Assemble the game board, spread it out in the middle of the table and
take a look at it:
The game board shows the sea and various islands. The six islands with
harbour are the treasure islands. On each treasure island there is a coloured
flag. Put a gold coin on each treasure island.
One island shows the flag of the pirate: this is the pirate's island. Put the
pirate vessel into the bay of the pirate island.
Each player takes a little bag and a boat of the same colour. Place your
boat on the ship of the corresponding colour shown in the centre of the
game board.
The remaining gold coins, the bellows and both dice are kept ready next
to the game board.
How the wind moves the sailing boats
At sea, there is nearly always a strong wind blowing. Sailing boats use the
force of the wind: the big sails gather the wind, which then propels the
ships forward. You can provoke strong gusts of wind with the bellows, to
move the ships on.
Practice using the bellows a couple of times before starting to play:
• Take the bellows and hold them so that the tip of the nozzle points
towards the lower part of the sail or the boat.
• Squeeze the bellows: the air is pulsed through the nozzle. You have produced a
gust of wind! Try to move the boat with the gust of wind.
Watch out: You are not allowed to touch or push the boat with the tip
of the nozzle. Try to avoid making the ship fall over with the gust of
wind.
• Later when you play, depending on what the wind die shows, you may
squeeze the bellows three or four times. It will be your task to direct
the gust as precisely as possible in order to move your boat.
1. First try to move the boat as far as possible with one gust of wind.
2. Then try to blow the boat into a harbour.
• As a sailor approaches the harbour area of an island (= light coloured
part of island) he can collect precious coins.
Important: The boat reaches the harbour once it has touched the light
coloured area of the harbour or entered it completely.

How to play

Play in a clockwise direction.
The player who most recently travelled on a ship may start. If you cannot
agree, the youngest player starts and rolls both dice.
Always carry out first the instructions given by the white die showing the
flags and then the natural coloured die showing the wind symbol.
The flag die
The flag die shows on which treasure island(s) you may put a gold coin.
The colours of the flags correspond to the colours of the flags shown on the
islands.
How may flags does the flag die show?
• One flag?
Take a gold coin from your provisions and put it on the island corresponding
to the colour shown on the die.
Watch out: a gold coin can only be put on an island where there is no
boat (coloured or pirate's black one) in the harbour.
If there is a boat, the coin is placed on any other treasure island. Of
course, no ship should be in that harbour either! On the islands there
can be any number or coins.
• Two flags?
Take two coins from your provision and place them on the corresponding
treasure islands. The same applies: no ship should be in these
harbours.
Important: You can never put two coins at the same time on the same island. If later during the game you are left with only one coin, you choose
on which of the two islands to put it.
The wind die
The wind die indicates which ship you should move with the bellows and
how many times you may squeeze the bellows - how many gusts of wind
you can produce in order to move the ship.
What appears on the wind die?
• The boat and a number?
Try to move your own ship with the bellows into the harbour of an
island with gold coins. You may squeeze the bellows as many times as
the number shown. Does your boat reach a harbour?
You get all the gold coins on that island - but only if there is no
other ship in this harbour. Put the gold coins into your little bag. If
you still have another chance at puffing, you may try to move your
ship on towards another harbour.
• The pirate and the number Three?
You become the black pirate! You may squeeze the bellows three
times. Try to move the black pirate vessel into a harbour with gold coins
or blow with the bellows so that it touches the vessel of another
player.
Does the black pirate ship reach a harbour?
You immediately get all the coins from that island - but only if
there are no other boats. Put them into your bag.
If you are left with more puffs with the bellows you can carry on
moving the pirate vessel.
Does the black pirate's ship brush against or touch another
vessel?
If you brushed against or touched another ship with the pirate's
ship, the pillaging starts:
You board the boat of the other player and try to take their gold
coins.
If you brush against or touch your own vessel, nothing happens.
Pirate Pillaging
The player in question takes three coins out of the little bag and
secretly distributes them in both hands. If they are left with less
than three coins in their bag, they hide those. You can leave one
fist empty and keep the three coins in only one fist. Then they
extend both fists on the table.
You touch one fist and receive the coins hidden there. Put them
into your little bag. If the other player is left with coins in the other
hand, they show them and put them back into the little bag.
After pillaging the black pirate ship disappears in the dense fog.
Put it back into the bay of the pirate island.
If you are left with chances at puffing you can try to blow the
pirate ship out of the bay.

Further rules

• If you roll the pirate on the die, you have to move the pirate vessel. If
by mishap you puff your own vessel into a free harbour, you don't get
any coins.
• You may board a boat anchored in a harbour.
• As the pirate you may board the boat of another player only once each
turn.
• It may happen that you move the ship of a third player by mistake.
Nothing happens.
• If a ship falls over while puffing, or becomes completely stranded on
an island or even falls off the game board, then this ship is placed
back on the coloured ship in the middle of the game board or the pirate
island bay. Your turn is over immediately.
reached free harbour

• If your ship is puffed by another player into a harbour with no other
boats in it, you get all the coins of the island.
• Nobody has to reveal if, or how many, coins they have in their bag.
• Once all the coins from the provisions are distributed on the treasure
islands, the flag die is put aside: you go on playing with the wind die
only.
• If by mistake coins are puffed from a treasure island into the sea, they
are put back on the island.
After your turn you pass the dice on to the next player and the game
continues as described.
End of the game
The game ends as soon as all the coins have been collected from the
game board and no coins are left in the provisions.
Each player takes their coins out of their bags and counts them. Whoever
has the most coins wins this piracy adventure. In the case of a draw, there
are various winners.

What happens when ...?

Here are some explications of situations that rarely will happen
• By mishap you have puffed two boats at the same time into the
same harbour?
In this case neither player gets a coin.
If you are left with chances at puffing, you can try to puff both boats
out of the harbor again and then puff yours back in.
• While you move the pirate vessel, you touch various ships at the
same time?
Choose one of the corresponding players to challenge them for coins.
The other player is let off with nothing more than a fright.
• You move the pirate vessel, anchor in a harbor with no other
ship there and have brushed against or touched another ship at
the same time?
You get all the coins from this island and also pillage like a pirate the
other ship. Finally you place the pirate vessel back into the pirate bay.
• The white flag die shows two flags and ships have anchored in
five harbors?
You can only put one coin into the last free harbor. The second coin
can't be placed. It stays in the provisions.
Committed age: 5 - 99 years.

For further information, please visit the homepage of this product.
This Product was added to our catalogue on Friday, 04. July 2008.
   
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