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Pirates' Gold box art
1990 Ranked #20,423

Pirates' Gold

This magnetic treasure-hauling game has players guide pirate ships through reefs and return chests to port for ten points. A reef can drop a chest overboard, while storms, theft, and sea monster can sink a ship or disrupt its route.

Children's Adventure Children's Game Pick-up and Deliver Roll / Spin and Move

Players

2-4

Play time

Not listed

Age

6+

Complexity

1/5

Rating

5.68

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 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Pirates' Gold The 3-D Adventure Game with Magnetic Ships, Sunken Treasure and Pirate Danger. Move your Pirate Ship over the clear plastic overlay sheet to pick up the treasure chests below by magnets in each ship.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Pirates' Gold The 3-D Adventure Game with Magnetic Ships, Sunken Treasure and Pirate Danger. Move your Pirate Ship over the clear plastic overlay sheet to pick up the treasure chests below by magnets in each ship. However, the board has multiple underwater reefs --if you cross one your ship will sail on, but your treasure will be caught on the reef and sink back to the bottom of the sea. Negotiating the maze to carry your treasure back to your port without losing it on reefs is the main challenge of the game. Treasure chests when opened have a value from 0 to 4 coins written in the chest lid that is only seen by popping the chest open once back at your home port. The first player with 10 points in treasure chests wins the game, or play highest once all chests are retrieved. Players may only retrieve treasure at their home port opening. All pieces (including Sea Monster) may only move orthogonally, not diagonally. May pick up only 1 treasure chest at a time. May sail through Sea Monster Island, but not end movement there. May not sail through other players or Sea Monster. If Monster is moved onto a player they are sunk. Lift player to drop treasure where they are, return that player's ship to port and the Sea Monster back to the center island. Movement die is 1,2,2,3,3,4. Rolling a 1 or 4 allows you to roll the Doom Die. Doom Die (also six sides) Skull and Crossbones --steal a treasure chest from another player. Storms --move a player 3 or 4 spaces (usually over reefs to lose treasure and far away from home port). Monster --move the monster 2, 3 or 4 spaces.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
3–4
Play time
20 min
Age
6+
Complexity
1.0/5
Credits and catalog connections

Credits

Designers

1
Nik Sewell

Publishers

3
Golden Mattel, Inc. Western Publishing Company

Linked items

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