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Treasure Fleet box art
2006 Ranked #16,680

Treasure Fleet

A pirate bidding-and-combat card game has captains commit cannon and special cards to seize treasure ships across sailings. Tied ships escape, storms negate attacks, and the highest treasure total wins after the final ransom.

Bluffing Card Game Auction/Bidding Trick-taking

Players

2-5

Play time

Not listed

Age

8+

Complexity

1.6/5

Rating

6.10

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 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Set loosely in 17th century during the time of the great Spanish treasure fleets. Twenty ships loaded with treasure are ready to sail for Spain.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Set loosely in 17th century during the time of the great Spanish treasure fleets. Twenty ships loaded with treasure are ready to sail for Spain. However, there are bloodthirsty pirates waiting to plunder the ships. The Governor has decided to send the ships out in small groups hoping they can make it past the pirates undetected. However, the pirates have lookouts keeping a vigilant watch on the harbor. The game components consists of: one (1) lookout card, one (1) governor card, thirty (30) treasure fleet ship cards (valued from 6-22), two (2) cursed ships, sixty (60) cannon cards (12 for each player) valued from one to four, five (5) storm cards (1 for each player), five (5) boarding party cards and five (5) pirate captain cards. The standard game is played in four rounds, called sailings. Each sailing consists of three volleys. Before each sailing four ships are drawn from the "Treasure Fleet" stack, and placed face up on the table. (In a five player game the game lasts for five rounds and five ships are drawn.) Each player chooses three cards from their hand to commit to fire on any of the four ships. The player(s) not directly to the right or the left of the lookout get to commit four cards but can only play three of the four during that sailing. Special cards such as the Boarding Party (a kind of trump) and the Storm (a kind of "negation" play) can selected as well as cannon fire cards. After each volley the lookout passes clockwise to the next player. After three volleys the pirate captain with the most cannon fire on a ship wins that ship and its treasure points. Ships with tied cannon fire escape during the volley as well as ships not fired upon. After the final such sailing the governor is captured and ransomed, by the player with the highest valued card left in their hand. The winner is the pirate captain with the highest total treasure points. Microbadge Buy It

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2–5
Play time
30 min
Age
8+
Complexity
1.6/5
Credits and catalog connections

Credits

Designers

1
John B. Morgan

Publishers

1
Ship of Fools Games

Linked items

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