A game of skill, as brave as pirates,
for 2 captains ages 5-99.
Instructions
Copyright HABA Spiele Bad Rodach 2004
Kanonenkugel ab.
Pirates´ Blast
Author: Guido Hoffmann, Illustrations: Guido Hoffmann Length of the game: approx. 10 - 20 minutes.
Salvador Sea Devil, sailing on his vessel the “Black Svenja” is hunting again for new treasures. Through his long-glass he discovers a pirate island and spots valuable treasure chests; this is the island of the notorious pirate Vladimir Windjammer! Salvador Sea Devil immediately sets sail, heading for the Treasure Island in order to pillage it. But he hadn't reckoned to meet up with Vladimir Windjammer who suddenly fires off a barrage of cannons …
Contents 2 pirate vessels, 2 cannons, 4 cannon balls* 2 sets of bellows, 2 pirates' islands, 10 treasure tiles 1 wind die, Set of game instructions * To play the game you need two cannon balls. Just in case your room mysteriously swallows up a cannon ball, we provide you with two extra balls.
Aim of the Game
Who will be the captain to find the three opponents' treasure chests first?
Preparation of the Game
Sit at the table facing each other. The surface should be as smooth as possible as you will have to blow your vessels around energetically! Each player takes an island and the corresponding five treasure tiles of one color. Place the islands in front of you. The side showing the tower should face the other player. The distance between the two islands should be approximately twice as long as the game box. The players shuffle their treasure tiles, without letting the opponent see them. Each player should place the tiles face down on the right hand side of their islands. Then each one takes the vessel of their color, a cannon, a cannon ball and a set of bellows. Place the vessel in the harbor bay shown on your island. The cannons are each placed on the round launch pad shown on the islands. Get the cannon balls, the sets of bellows and the wind die ready for use.
How the wind moves the vessels
At sea, there is nearly always a strong wind blowing. Sailing boats harness 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 in order to move your vessel. 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 expulsed 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. How the cannon balls learn to fly Pirates, on their islands or ships, often made use of cannons to attack and capsize other vessels. Practice using the cannon a couple of times before starting to play: • Plug a cannon ball in the duct of the cannon. • Take the set of bellows and stick the tip of the bellows into the other end of the duct. • Keep the cannon steady with the other hand. Squeeze the set of bellows thus firing off the cannonball.
How to Play
The younger player is the first captain and the other player is then the first cannon firer.
The pirate captain: The captain rolls the wind die. The die indicates how many times the pirate may squeeze the bellows, that is to say how many gusts of wind they may produce in order to move their pirate vessel. Using the bellows, the captain tries to move his vessel into the opponent´s harbor. Does their vessel reach the opponent's harbor? • Yes? Perfect sailing! As soon as the boat touches any colored area of the opponent's harbor, the vessel has reached its destination. As a reward, the captain may uncover a treasure tile of the opponent. Important: If the boat has touched the colored area of the harbor and then falls over, it is supposed to have reached the harbor. What appears on the treasure tile? A treasure chest? Treasure found! Take the tile and place it face up next to your island. No treasure chest? Bad luck! Turn the tile back over again. If the captain has not used up all the gusts for blowing, they no longer count. He returns the vessel back to to the harbor of his island. The players then swap roles. Now the captain now is the firer and vice-versa. • No? The vessel of the captain stays where it is and it's the turn of the cannon firer.
The cannon firer: Once the captain has finished, the cannon firer may fire off their cannon and try to hit the opponents' vessel with the ball. Important: The cannon firer may rotate the cannon on the launch pad as they like and direct it towards the opponents' vessel. cDid the cannon ball hit the opponents' vessel, that is has it touched or brushed? • No? The firer has to improve their aim! The captain repeats a turn again rolling the wind die. • Yes? Superb! The players swap roles. The firer now is captain and vice versa. The vessel stays where it was hit. The firer takes back the fired cannon ball. Important Pirates' rules: • If a vessel turns over while you blow at it, just put it upright again. If a vessel runs ashore partly or lands completely on an island or falls off the table, then you have to go back to your harbor bay. In any of these cases your attempt at blowing is over and you swap roles. The captain now is the firer and vice versa. • If by accident you move the vessel of your opponent, nothing happens.
End of the Game
The game ends when a player has discovered three treasure chests of the opponent and placed the tiles in front of them. This player has won the exciting pirates' sea duel.
Committed age: 5 years to 10 years
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