Be the first pirate to plunder all 5 treasures, from Coins to the Treasure Chest. Collect them in order, filling each limit before moving on.
| # | Treasure | Type | Limit |
|---|---|---|---|
| 1 | Coins | Shore | 4 |
| 2 | Map | Shore | 3 |
| 3 | Jewels | Open Sea | 2 |
| 4 | Skeleton Key | Open Sea | 1 |
| 5 | Treasure Chest | Open Sea | 1 |
The deal rotates one player to the left after each game.
4 players use the full deck (114). 3 players (88) remove Coins 5, Map 4, Jewels 3, Skeleton Key 2, Treasure Chest 2, Daylight 2, Fair Winds 1, Compass 1, Sloop 2, Galleon 2, Crew 2. 2 players (62) remove double each of those.
Troubles, Safe cards and Kraken are never removed.
One card in, one card out. Your turn then passes to the left.
Before you may take any treasure you need all three of these face up, and no Trouble on you:
Play one against another player to stop them. They must clear it before continuing.
Only one Trouble may sit on a player at a time. Targeted while you already have one? Say so and refuse the play: the card returns to their hand and they do something else.
| Trouble | Cleared by | Safe card |
|---|---|---|
| Nightfall | Daylight | — |
| Storm | Fair Winds | Harbor |
| Lost at Sea | Compass | Captain |
| Shipwreck | Sloop or Galleon | Flagship |
| Mutiny | Crew | Captain |
Play them any time, even before you need them. There is no restriction on when a Safe card may be played. One sitting face up blocks its Trouble outright.
The table above shows which Safe card covers which Trouble. Flagship also counts as either Sloop or Galleon. Captain also counts as your Crew.
When the draw pile runs out, shuffle the whole discard pile, Kraken included, and turn it over as the new draw pile. A new voyage begins.
The first player to complete all 5 treasures wins immediately.
Agree before the deal. Kraken may be played as a Reverse instead of taking a treasure: play changes direction until someone reverses again. For three or more players.