Thumb up
1 Posts

Pirates of the Caribbean Pirate Game» Forums » Variants

Subject: Starting conditions variant rss

Your Tags: Add tags
Popular Tags: [View All]
Alfred D.
flag msg tools
We have played this game many times over the years. I think I have only logged a quarter of the games played. We usually play as a family when waiting in restaurants, trains or relaxing in parks, playgrounds, etc.

This means that some house rules have slipped in overtime. First was that swapping cards is not mandatory, but a choice instead.
Another change we made was for the Joker. As per the rules, it can represent any action card. But we play it as follows: "draw five cards, then play one".

These days we play with added starting conditions defined by the special card if it is the first card turned over after dealing.*

The conditions are as follows:
+ 2 : start hand +2 (start with 6 cards instead of 4)
+ 4 : start hand +4 (start with 8 cards instead of 4)
[/] : lose turn becomes lose card (ditch 1 card of choice, start w. 3 cards)
(#) : swap hands becomes swap 2 cards (blind pick 2 cards from right player - memorize!)
<=> : just change direction of play (begin CCW instead of default CW) {ALT: change seating order with 4+ players}
RGYB: start player determines start hand +1 upto +4 (start w. 5/6/7/8 cards)
JOKR: start hand +5 AND lose card (ditch 1 card of choice, start w. 8 cards) {ALT: start player chooses condition}

Enjoy! We sure do.

*If you want a start condition everytime, go through the drawpile and discard until the first one comes up. Then play from there.

PS: we have been experimenting with a point system lately - will post if succesfull
 Thumb up
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.