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Mint Tin Pirates box art
2014 Ranked #6,951

Mint Tin Pirates

A pirate combat card game in which captains pair cards and roll to attack enemy crews or sink a galleon. Treasure, desertion, and a returning ghost can reverse a battle after apparent defeat.

Card Game Dice Hand Management Dice Rolling

Players

2

Play time

Not listed

Age

10+

Complexity

1.18/5

Rating

7.39

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Two pirate galleons cross paths and a battle is launched! All ye scurvy dogs on deck!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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 do more attacks by tossing hand mortars, throwing dirks, or firing flintlock pistols. But those aren’t the only tricks these pirate captains have! 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! Gameplay Aye, a sworn pirate enemy! Destroy their crew or sink their galleon to win. Pick your color and roll dice, higher goes first. Place your pirates on your ship and the matching damage token on your ship's damage counter. Place the gold cube and Pirate Ghost between the ships. Shuffle and deal 5 cards face down to each player. Place remaining deck face down. 1. On your turn discard and draw up to 2 cards, if desired. 2. Play a matching pair and roll the dice. If total matches any of the card's bottom numbers, it wins! a. Knife, pistol, bomb, or cannon - Take an opponent’s pirate and place it beside your ship as a lost pirate. Cannon hits are also counted with damage cube. Four cannon hits, your galleon sinks, and you lose the game. b. Desertion - An opponent's pirate becomes a pirate on your ship. c. Davy Jones' Locker - Raise any lost pirate and place on your ship. Doubloons are wild and may be used to complete a pair. If needed, shuffle discarded cards to continue. Top right number is the total number of that card in the deck and its chances of success - !!! best, !! fair, ! least Pirate Ghost! First one to lose their crew places the Pirate Ghost on their ship and discards 2 cards. Pirate Ghost plays with only 3 cards unless they have the gold. Pirate Ghost is always the last lost if you gain crew. Dice Doubles! Place gold on your ship and play with an extra card! If the other player rolls a double, they take your gold and an extra card, and you lose your extra card. Game interrupted early? Each standing pirate on your ship is 2 victory points, lost pirates you’ve claimed are 1 point each and 1 point for the gold. Most victory points win!

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
5 min
Age
10+
Complexity
1.2/5
Credits and catalog connections

Credits

Designers

2
Kate Beckett David Rene Miller

Artists

1
David Rene Miller

Publishers

1
subQuark, LLC

Linked items

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