A game of treasure hunting and
piracy on the high seas! By Sean
You'll need lots of different cards
to play Seacrashers. Here's everything you need- just print
'em out, cut them up, and get ready to play!
tell your Vessels from other players, print 1 set
of Flags per player.
|VESSEL SHEETS- Print 1 set
|Print one set of CREW CARDS per player
||Print THIS on the back of your
| Print one set of
||Print THIS on back of the
set of SEA CARDS
||Print THIS on the back of the SEA
SETS of LAND CARDS
||Print THIS on the back of the
PRINT ALL CARD SHEETS AT 60%
ONTO CARD STOCK.
-You'll need some 6-sided dice, some measuring sticks (Chopsticks
work well for this), and plenty of gold coins (plastic ones will
-You'll need models or tokens to represent the various Vessels,
Enemy Vessels, and Sea Creatures. We'll be posting tips for
making your own models soon, but until then, use whatever you have
-You'll need models or tokens to represent each of the islands,
namely: FREEPORT, VOLCANO, FORTRESS, SAVAGE, SKULL, and SHIPWRECK
SETTING UP THE BOARD
Place FREEPORT ISLAND in the center. Place VOLCANO, FORTRESS,
SAVAGE, and SKULL islands in the far 4 corners of the board.
Set aside the SHIPWRECK island models.
Place 4 random ISLAND CARDS face down on each of the 4 corner
islands (not Freeport Island).
Alternate setup (optional):
--Try Freeport at one end of the board, all the islands at the
other end or along the way!
--For 2-3 players, you can put out fewer islands. This
encourages more Sea exploration.
STARTING CREW AND VESSELS
-Everyone starts with 7 gold to
buy any vessels and crew (you don't have to spend it all,
but it helps). You may buy 2
crew for 1 gold.
-The cost for vessels is listed on their stat sheet. You may NEVER have more than 3 vessels
unless you have a Charter card.
-Assign crew to your vessels by placing them on the corresponding
stat card. All vessels Start at Freeport island.
Roll off to see which player goes first.
-The YOUNGEST player will be in charge of THE SEA for the first turn, running any enemies that
appear. At the start of the enemy turn, a new player may be
selected to run The Sea (see below for details).
WINNING THE GAME
-The first player to 15 gold wins! Remember, gold on
board your ships doesn't count until it has been delivered to Freeport Island.
-For shorter games, play to only 10 gold. For longer
games, play to 20!
Each player gets a turn to
move vessels, explore islands, etc. Each player takes their
turn, and when finished, passes their turn to the next player clockwise around the
table. After all players have taken their turn, the SEA gets a
turn of its own! (see below for details on the SEA turn).
1. TURN START. At the start of the turn, you may
transfer any crew between any vessels that are adjacent or docked at
the same island. You may also exchange one active crew for one
disabled crew. The doctor can
recover 1 crew on the same vessel as himself for free, before or after
2. EACH VESSEL GETS 2 ACTIONS. If there are no active crew on a vessel,
the only action a vessel can do is RECOVER.
- Normal move: Move the
vessel's movement amount (see SAILING THE SEAS below for
- Extra Move: +1 stick
- Recover: Reactivate 1
- Explore: Draw 1 island card (see ISLAND
EXPLORATION below for details).
3. TURN END. Any of your vessels at Freeport may
automatically recover all disabled crew. You may purchase
additional vessels (max 3 unless noted) and crew (max 12 unless
noted), but they can't do anything until your next turn.
Place them at Freeport.
SAILING THE SEAS
- When moving your Vessels, they may move one stick per point of
MOVE, or move one stick only if taking extra move.
- ANY time a vessel ends a move on the open sea (IE, not adjacent to an island, another
vessel, or a sea creature), it must draw a random Sea Card. This is true
even for moves that come from fair
- If using a Sea Chart,
draw a sea card, and either stick with that card OR discard it and
draw another card. You MUST deal with the second card if you
- If you ever run out of Sea Cards,
shuffle the discarded Sea Cards and place them face down.
- If any Sea Monsters or Ships appear, combat immediately happens
with the vessel that revealed them! The SEA player will run
the ambusher as they see fit (see combat for details).
- If you discover a Shipwreck Island, it immediately strikes with 4
dice! (Future landings there do not attack). Then place an
island model, and put 3 island cards on it. Treat it as a
normal island for the rest of the game!
- A vessel must be docked at the island and must have active crew to
- If you ever SKIP an island card for any reason, discard the
skipped card and immediately draw another Island card.
- If a card is at it's origin island, apply any special rules or
bonuses listed under ORIGIN.
- Ambush cards will either charge
your crew in melee (any
card with a melee value), or strike
your ship (Rocks, Nature's Fury, Iceberg). When
charged by a card in melee, you may choose to Charge or Evade (+1
die). If the Ambusher wins, they disable 1 crew per
overkill (or 1 if no overkill). If you win when Charging, you defeat the
ambusher (which sometimes has rewards, as indicated on the
card). Discard the card either way.
- WHEN DISCARDING ISLAND CARDS: If a card is NOT at their
origin, place the card on the bottom
of the Origin Island's card pile! Otherwise, place them
in the island discard pile. For Shipwreck island origin cards,
if there is more than one Shipwreck island, you may place the origin
card on whichever Shipwreck Island you like. If there isn't
one on the board yet, just discard it as normal.
- If you ever run out of Island cards on an island, draw one treasure card, then the
island is cleaned out. Note that islands can be replenished by
cards returning to their Origin, or by treasure maps (which add
cards to the top of an
island's card pile).
- Any time your crews earn GOLD, place the gold directly onto the
crew's Vessel. Until the Vessel returns to freeport, the
treasure is not safe- other players can attack and take treasure
from that Vessel!
-The Exception is BOUNTIES- any gold earned from a bounty is
immediately cashed in- it does not need to be carried back to
- Special treasure such as Warding, Charter, Sea Chart, Treasure
Maps, and Bounties must be assigned to the vessel that found it, but
cannot be taken from your vessel.
- You may transfer any kind of carried treasure between any of your
vessels at any time, as long as they are adjacent. This does
not take an action.
- Any time a small vessel is being carried by a larger one, any
treasure the small one is carrying is considered to be on the larger
- If you end a move next to freeport, you may immediately cash in carried gold
(gold can't be stolen once cashed in).
- At the end of your turn,
any vessel docked at Freeport will automatically
recover all disabled crew.
- You may purchase new Vessels or Crew at any time with cashed in
gold. The vessel and crew will start at Freeport. They
may spend actions as normal, as soon as they are purchased.
- Combat does not take an action (other than moving) to
initiate. There's only one way to get into combat: move next to an Enemy Vessel or
- Combat happens automatically any time rival vessels or creatures
meet, including enemies that appear when a Sea Card is
- Vessels docked at Islands CAN be
engaged in combat by other Vessels or Creatures!
- Tanks may "move" anywhere on an island to initiate combat with any
vessels docked at the island.
- There are TWO PARTS to any combat: the VOLLEY and the MELEE (also
known as Boarding). Yes, you CAN melee with Sea Creatures!
Both combatants must secretly choose to either STRIKE or
EVADE. Then they reveal the results and roll dice as indicated
- If you choose EVADE, roll the EVADE dice value of your vessel,
but you won't do any damage even if you win. If both
vessels defend, you don't even need to roll- no damage occurs.
- If you choose STRIKE, roll the STRIKE dice value of your
vessel. If you win, you will disable 1 enemy CREW per
overkill (or just 1 if you win but with no overkill).
- For non-player vessels, place 1 hit marker on them to
represent each lost crew. They will be at -1 die per hit marker
during the Boarding phase.
If you choose HOLD, roll +1 melee die, but you
won't do any damage even if you win. You may HOLD even if all
your crew is disabled.
Both combatants must secretly choose ASSAULT or HOLD. All
melee modifiers apply. Roll
1 die per active crew, plus any melee modifiers.
If you choose ASSAULT, and you win, you have some options, listed
- If the loser is a Player Vessel, you may take 1 GOLD from that vessel per point of overkill (minimum
1). If the vessel has no gold, you may disable 1 CREW per
point of overkill (minimum 1) instead.
- If the loser is an Enemy Vessel, you may take 1 random TREASURE card if you win
with overkill. If you win with no overkill, take 1
- Any time an enemy vessel or
creature is beaten by an assault during melee, remove
them from play and discard their card.
- To collect a BOUNTY, you must defeat the target with an
Assault in melee. You may not collect treasure in addition to the bounty!
THE SEAS TURN
-After each player has taken their turn, Sea Creatures, Galleons,
and Legendary Ships on the
board get a turn of their own!
-At the start of EACH enemy turn, a player must be selected to run
THE SEA. This player will run THE SEA until the
beginning of the next enemy turn!
-The player with the least amount of gold runs THE SEA
(ties go to the youngest player). The Sea player gets to move the enemies as they see fit.
-Enemies may move 2 sticks
in any direction. They do not draw sea cards. If a move
puts them in contact with
any other ship or sea creature, combat
-Once an enemy has moved into combat, they may not move again.
(They only get 1 action, which they use to move). They may not
take any other kind of actions!
-Once any Ships and Sea Creatures have moved (or chosen not to
move), play returns to the first