Overview - Mint Tin Pirates
Two pirate galleons cross paths and a battle is launched!
All ye scurvy dogs on deck!
But rough seas mean that a little luck goes a long way.
Cannons do the greatest damage—that is when their powder isn't wet or they don't miss. But cannons take long to load and you'll be able to launch more attacks by tossing hand mortars, throwing dirks, or firing flintlock pistols.
But those aren't the only tricks these pirate captains have on deck!
Summon a lost pirate from the depths of Davy Jones' Locker or even persuade an enemy pirate to join your crew!
And, even in the heat of battle, fate can smile down upon this lowly lot and uncover treasure! No pirate can resist treasure—especially if it contains voodoo that helps them fight!
Once you destroy the pirate enemy, you've won! Or have you?
The Pirate Ghost gives one last chance and can be a formidable opponent!
Who's this game for?
This light and fast game is great when you and a friend (or pirate enemy!) have a few minutes when waiting for lunch, hanging out, in the kitchen cooking with family, or even camping.
The play is easy and allows for conversation.
Casual is what this is all about and 5 to 10 minutes is all you need. Avast, ye matey!
How it plays
Game setup is quick with players choosing a color and a matching galleon card. Each player takes their pirates and places them on their galleon. Place the pirate ghost and the gold treasure between the galleons.
Roll the kraken bone dice to see who's first and shuffle the cards well. Deal 5 cards to each player, face down, and prepare to attack!
Each player can discard 2 cards at the start of each round to try to make a better hand. Pairs attack and a gold doubloon acts as a wild card.
Cards also tell you how many of that one are in the deck and its chances of success with markings in the top right.
When you play a pair, see if your attack is successful by rolling the dice. If your roll's total matches any of the card's bottom numbers, you succeed!
A pair of knives claims an enemy pirate that you place at the bottom of the sea next to your galleon. Same for a pair of pistols and hand mortars. Hand mortars have better odds than knives and pistols.
A cannon attack is slow but powerful. Odds are that you'll damage their ship and send an enemy pirate to the watery depths of Davy Jones' Locker! A successful cannon takes an opponent’s pirate and also moves their damage counter.
Place any pirates you claim to the side of your galleon, laying down. Arrr, 'tis a hard life at sea!
Use a gold doubloon to complete a pair, but use it wisely to your best advantage.
A pair of Davy Jones' Locker cards can reclaim any lost pirate and place them as part of your fighting crew on your galleon.
A pair of treason cards claims an opponent's pirate as one of your own, but this is a rare feat to pull off.
Luck isn't only about how accurate your attacks are—rolling doubles claims the gold even if your opponent already snagged it! And gold brings you good fate in the form of an additional card to play with. But . . . lose the gold and you lose the extra card.
The first to lose all of their crew, but still be afloat, gets a last chance with the Pirate Ghost!
Many a fierce sea battle has been won by the Pirate Ghost, even though it has less resources (play with two less cards), so be ye warned!
Be ye a clever pirate captain and read the game's enclosed instructions to get all of the specifics.
Ending the game
This is easy! The first to lose all of their crew, even the Pirate Ghost, loses the battle. Also, if your galleon sinks, you lose!
But only this battle has been forsaken—your paths may cross again . . . .
If your lunch burrito arrives too soon and the battle isn't over yet, you can still determine who the winner is. Each standing pirate, even the Ghost Pirate, is worth 2 victory points. Each pirate you have claimed is worth 1 victory point. Add a point if you have the gold.
Why so luck driven?
Great question! This game may seem to be luck heavy—to learn why, read the Backstory of Mint Tin Pirates.