You can join the Pirate Game any time you want, as long as there is a warband available!
There are 4 warbands:
- The Red Soldiers
- red coats, white pants. Their captain wears red epaulettes.
- The Blue Soldiers
- blue coats, blue pants.
- The Red Pirates
- red pants, red headscarves. Their captain wears red epaulettes.
- The Blue Pirates
- blue pants, blue headscarves. Except their captain, he wears blue epaulettes.
These warbands spent a lot of time stealing each other's treasure chests. (Their only other pasttime is to criticize each other's complete lack of fashion sense!)
Although these bands consist of Captains and followers, this has no actual game effect - the Captain moves and fights like every other minifig in the warband.
- Each warband consists of 4 minifigs - 1 Captain and 3 followers.
- Each minifig is supposed to have a hand weapon and a firearm.
The game takes place in turns.
A warband enters at 1 side of the board, all minifigs standing on the edge of the board.
The minifigs must be at most two studs apart, unless there is no other way.
Once movement begins, minifigs may move as far from each other as they like.
MOVE!
- When it is your turn, you may move your minifigs up to 6 studs in any direction.
- Climbing 1 brick-height UP counts as 1 stud of movement.
- Climbing ANY amount of brick-heights down counts as 1 stud of movement. (The minifig is jumping down).
It doesn't matter if your minifig is in a weird position, but if you can't fit the minifig in a position, it can't go there!
FIGHT!
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After movement, you may fire at other minifigs within a range of 24 studs.
Assuming they can reasonably see each other.
Both players roll a die.
If the attacker rolls HIGHER than the target, the target takes 1 wound.
If the target had cover, the attacker must roll MORE THAN TWICE as high as the target.
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Minifigs within 1 stud from each other may enter hand-to-hand combat.
If the attacker rolls HIGHER than the target, the target takes 1 wound.
Note that, unlike other wargames, only the player whose turn it is gets to make attacks, even in hand-to-hand combat.
OUCH, THAT HURTS!
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If a minifig takes 1 wound, it must continue in a sitting position.
This is only to make it clear that the minifig has suffered a wound.
Distance is measured from the minifig's feet.
- If a minifig has taken 2 wounds, it is too injured to fight, and removed from the table.
- If the minifig was carrying a treasure chest at the time, the chest will stay where it was.
GRAB THE TREASURE AND RUN!
- A minifig can grab the treasure chest as long as it is within 1 stud distance.
- If 2 minifiges carry the treasure chest, they can move it at the normal rate of 6 studs / round.
- If 1 minifig carries the treasure chest, he/she can move it at half speed : 3 studs / round.
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If 2 or more enemies are at the same treasure chest, they roll; the highest roll wins the pulling and has the chest - for now.
In case of a tie, the minifigs keep pulling into the next round.
YOU WON! YOU'RE RICH! NOW WHAT?
If a warband manages to get the treasure chest completely off the board, that warband has achieved it's purpose.
Note that a chest is 4 studs long; the minifig carrying may be off the board, but as long as part of the chest is still on the board,
it is still in play! (Chest handles don't count though).
This is the only circumstance in which a minifig off the board still counts, even if that minifig can no longer attack/be attacked.
After the chest is completely off the board, all minifigs in the warband are removed from play.
The winning player will now put back the chest on the field, at any place (s)he thinks will make for an interesting battle!
Feel free to create rules for crocodiles, the cannon, slipping over the banana, or anything else - as long as it's funny and all players agree!