By Marcel-André Casasola Merkle
A card game for 3-4 players age 12 and up
Playing time: 45-60 minutes
Based on version 1.2 (20.2.2001)
Translation from German to English: Ronald Hoekstra
Revised by: Bob Claster
HTML Conversion and additional revisions: Norman Petry
Note: a multimedia version in German of the game rules
can be found at: www.casasola.de/meuterer/start.htm
You can download an MS-Word version of these rules from: www.casasola.de/spiele/meuterer/engrules.zip
If you know VERRÄTER, you know what to expect: a complex exacting card game, which can be compared with a boardgame. The rules of MEUTERER have the same construction as the rules of VERRÄTER. MEUTERER has the feeling of VERRÄTER, but both games are definitely different.
Mutiny on high seas! Everyone has signed onto the Merchant Ship
to earn as many Victory Points as possible by selling their wares.
The Merchant gets the best price in a trade and the
Loading-clerk can choose his new wares.
The Mutineer however has some other ideas: together with the
Ship's Boy he'll try to overthrow the Captain. On the
other hand the Captain tries to keep in control and hopes the
Boatswain will help him.
The players try to sell their wares at the best price to earn Victory Points.
To make the introduction as easy as possible, the game rules are
divided in two parts:
On the left side you will find the general game rules. Next to it
on the right side (in italics) you'll find an introductory
game, which shows the most important game mechanics.
Both Goal cards are placed beside the island circle.
General Rules
The Captain cards (Outline 1) show which player is the actual Captain and how many Victory Points he will pay to the Boatswain for his assistance (pouch).
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Welcome to the introductory game (example
with 4 players) The playing cards are sorted out. Bernhard is chosen as the Captain. He takes both Captain cards and places them in front of him. On his left are sitting Steffi, Florian and Carmen. |
The Island cards (Outline 2) build the game board: they show which wares can be sold. They also show the charts with the Victory Points. The ship symbol in the lower right corner shows the number of points the Captain or the Mutineer will earn when the Ship arrives at the island. Every Island card has a light (active) and a dark (passive) side. Wares can only be sold at the active islands.
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The Island cards are placed clockwise in a circle
(Outline 3): |
The Ship card shows at which island the Ship actually is. This island is called Ship's island from now on.
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The Ship card is placed on Highland. |
The Ware (Commodity) cards are important, because you earn Victory Points when selling them. The 6 Conflict cards however decide the outcome of a mutiny.
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The Ware cards are shuffled and placed facedown beside
the island circle. Starting with Bernhard, each player draws 5
cards. In this example the cards are divided as follows: |
The Action cards (Outline 1) give the players the opportunity to take another character with different advantages (Summary 1). Only the Captain is stuck with his character and so he can't choose an Action card:
All 5 Action cards are placed facedown in the middle of the island circle. |
The 5 Action cards are placed facedown
in the middle of the island circle. |
The Goal (Destination) cards show the destinations of the Captain and the Mutineer. |
The Goal cards are placed at the side of the playing area. |
Gameplay (Summary 2)The game consists of multiple rounds, each divided in several phases. The main phases in each round are the offering of the wares and the mutiny. |
The game starts: |
Phase 1
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Phase 1Bernhard decides how many Victory Points he wants to give to the Boatswain. He chooses the Captain card with 0/1 and places the 0 face-up. |
Phase 2
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Phase 2Bernhard starts the offering of wares and places 1x confict face-up in front of him. Although he can't sell it, it may be important to prevent a mutiny. Steffi also plays 1x Conflict card, Florian 1x Cloth and Carmen 1x Wine. Now it's Bernhard's turn again. He places 1x Wine. Steffi passes. She places her remaining 4 cards facedown in front of her and takes the 5 Action cards. She chooses the Mutineer and places it facedown in front of her. The remaining Action cards are placed facedown in the middle again. Florian plays 1x Cloth and Carmen 1x Salt. Bernhard plays 1x Wine; Steffi watches and can't play a card. Florian passes too. He places his remaining 3 cards facedown and takes the remaining Action cards. He sees that Steffi has taken the Mutineer and considers: if he takes the Boatswain and the mutiny is defeated, he only gets 1 Victory Point (none from the Captain). If he takes the Ship's Boy, he will get 2 Victory Points if the mutiny is successful. He doesn't have any Conflict cards in his hand to play in phase 4. He decides to choose the Merchant, which will give him the highest Victory Points even with an equal majority. The card is placed facedown in front of him; the remaining 3 are placed facedown in the middle. Carmen and Bernhard are the only players that can play Ware cards now. Carmen has still 1x Salt and plays his face-up. Bernhard passes and places his remaining 2 cards facedown. The Captain goal card is placed on Greenland. This island is in clockwise order 2 islands away from Highland. Because he is the Captain Bernhard doesn't take an Action card. Carmen is the last one to pass. If she had had more Salt cards, she could have played them, to earn Victory Points for the sole majority. She doesn't have any however, so she takes an action card: the Ship's Boy. |
Phase 3
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Phase 3All the Action cards are revealed. Bernhard suspects trouble. If he had played a higher Captain card (1, 2 or 3), perhaps he would have support from the Boatswain. Steffi, who chose the Mutineer, places the Mutineer goal card on Ice Rock, corresponding to the 4 facedown cards she had. |
Phase 4
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Phase 4The mutiny can take place. In the present situation Steffi would be the new Captain, because in case of a tie the Mutineer is successful. All the players taking part in the mutiny can play any number of Conflict cards they like. Bernhard plays 1x Conflict. Steffi attacks with 1x Conflict. Because it's a tie now, Carmen, the only one who still can play cards, can keep her Conflict cards for later use. She decides to keep them and doesn't play any card. Bernhard loses the mutiny because of the tie. |
Phase 5
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Phase 5The Victory Points are written down. Victory Points for Captain, Mutineer, (Boatswain) and Ship's Boy: Carmen gets 2 points as Ship's Boy. Steffi takes the Captain's Goal card from the island and sets it aside. For the successful mutiny, She gets the 5 Victory Points that are depicted in the ship symbol on Ice Rock. Bernhard (and Florian) get no points. Because Steffi won the mutiny, she gets the Captain cards and is from now on the new Captain. |
Victory Points for selling wares:
Note: If players have wares that can be sold on multiple islands, they have to decide, starting with the Captain, where they want to sell them. Each player can only sell one kind of ware per island. For example: With 4 Wheat you can sell 2 on Monkey Island (Affeninsel) and 2 on Highland (Hochland) if the player can get the majority or an equal majority. Important: On Highland (Hochland) and on Pirates' Nest (Piratennest) the type of ware is not depicted. Each player can choose which ware they want to sell. Only one kind of ware per player counts (Conflict cards are not wares).
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Victory Points for selling wares: At the moment only Highland is active and the only place to sell wares. Because Bernhard, Florian and Carmen all have the same number of wares, the decision of Florian to take the Merchant was a good one. The Merchant gets the highest points even in case of a tie, in this case 4 points. Bernhard and Carmen both get 2 points, because 3 players shared the majority (Outline 2). Steffi doesn't get any points, because she wasn't selling anything. Even with 1 Ware card she wouldn't have received any points. |
Phase 6
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Phase 6Now the Ship sets sail to the new island. Highland stays active as the old Ship's island and Ice Rock (the destination of the Mutineer) is the new Ship's island and therefore also becomes active (turned to the light side). Steffi puts the Ship on Ice Rock. |
Phase 7
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Phase 7The Goal cards of the Mutineer and the Captain are set aside. All the face-up cards are placed on a discard pile. The players take their facedown cards into their hands. |
Phase 8
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Phase 8All the players replenish their hands to 5 cards. Steffi as the new Captain starts and draws 2 cards; Florian also draws 2 cards; Carmen gets 3, and Bernhard 4 cards. If Florian had chosen the Loading-clerk, he would have drawn 2 cards (regular) plus 3 more (as the Loading-clerk). From these 5 cards he would then have chosen 2 to replenish his hand. The remaining 3 would have been discarded. |
Phase 9
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Phase 9Each player places his Action card facedown within the island circle. |
Phase 10
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Phase 10This concludes the introductory round. The next round starts in Phase 1 with Steffi as the new Captain. You now have a first impression of the sequence of play. To learn the finer points of the game, refer to the left part of the general rules. |
Game End
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The Winner:
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In this version the Pirate card and the Pirate Ship are added. The Pirate card is shuffled into the Ware deck and the Pirate Ship is placed at Pirates' Nest Island.
As soon as a player in the ware offering phase plays the Pirate card, the Pirate Ship will sail. It will move counterclockwise as many islands as the number of cards the player who played the Pirate card has left in his hand. The player will play on with those cards.
If the Pirate Ship reaches the Merchant Ship (or passes by), all the wares are robbed: all the played Ware cards are discarded, together with the Pirate card. This also applies to the cards of a player who has passed. Now the round will continue as normal.
If the Merchant Ship reaches the Pirate Ship (or passes by) during its travels, nothing happens.
Ware cards (Warenkarten)
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Action cards (Aktionskarten)Kapitän - Captain |
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Summary 1 (Übersicht 1)AKTIONEN - ACTIONS The CAPTAIN chooses the destination island and gets the Victory Points shown on the Goal card +1 Conflict Point when a mutiny is activated. If the Captain keeps his job, the BOATSWAIN gets 1 Victory Point plus the Victory Points shown on the Captain card. The MUTINEER activates a mutiny. If he is successful, he will be the new Captain and gets the Victory Points shown on the Goal card. The Ship's Boy supports the Mutineer in a mutiny. If the mutiny is successful, he gets 2 Victory Points. When selling wares, the MERCHANT gets the highest number of Victory Points in the Score Chart even in case of a tie. The LOADING-CLERK gets 3 extra Ware cards and chooses which cards he wants to keep. |
Summary 2 (Übersicht 2)RUNDENABLAUF - ROUND SEQUENCE
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Outline 0 (Skizze 0)SYMBOLE - SYMBOLS Warenart - Ware types Siegpunkte - Victory Points Allied with the Captain |
Outline 1 (Skizze 1)AKTIONSKARTEN/KAPITÄNSKARTEN - ACTION CARDS/CAPTAIN CARDS The Boatswain supports the Captain with an additional Conflict Point. Allegiance: Captain, Mutineer or neutral Effects of the Card (for non-neutral cards, and only if successful) Kapitänskarten - Captain Cards |
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Outline 2 (Skizze 2)INSELKARTEN - ISLAND CARDS Wertungstabelle - Score Chart 1 player has played the most Rubies: 2 Victory Points 2 players have played the most Rubies: 1 Victory Point each 3 players have played the most Rubies: 0 Victory Points Type of ware that can be sold for Victory Points Victory Points for the players with the most Rubies Victory Points for the Captain or the Mutineer aktive Seite - Active side |
Outline 3 (Skizze 3)AUFBAU - SETUP Fahrtzielkarten - Goal Cards Nachziehstapel Warenkarten - Ware Cards draw pile Schiff - Ship Aktionskarten - Action Cards Inselkreis - Island Circle Warenkarten - Ware Cards Kapitänskarten - Captain Cards |