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Boarding! (Like a Pirate)
Bountiful Booty
Bounty
Capitanes de Mar y Tierra
Capt'n Sharky - Piraten-Rauferei
Casino Pirate
Flusspiraten
Jolly Pirates
Kapt'n und Pirat
Mutiny
Paradise Island
Pegleg
Pirat
Pirate and Traders of the West Indies, The
The Pirate Deck
Pirate Ship
Piraten-duell
Piraten-Pitt
Piraten-Schatz
Piratenspiel
Pirates' Gold
Pirate's Island
Ravensburger Spiele Minis: Piraten-schatz
Rechen-Piraten: Das Kartenspiel
Space Pirate
Tinker Bell and the Pirate Fairy
Treasure Island
Treasure Island
Wickie und die starken Männer: Wickie und der Piratenschatz
Word Pirates: Quick Play Edition
Zieh Leine, Flynn!
Esteban Fernandez; (web-published)-2015; 2-8; 15-35
A microgame of boarding the enemy ship and defending one's own.
Played in teams of two,
each round players choose one of Fire, Charge, Defend or Hide.
The resolution mechanism is akin to Rock Paper Scissors,
but each card pairing has a different reward/risk relation.
Ryan Tharp; (web-published)-2015; 2; 15-30
Push-your-luck, network-building game uses island tiles to build up the
board. Players begin with ten ships and three dice.
Pirates play cards to add corresponding islands to their networks,
which yields treasure, via die roll. Rolling a skull loses a die.
Don't lose all of your ships or dice else you will have to remove all sihps
and lose all treasure.
Dave Steward; Canopus Consultancies-2000; 2-8; 6+
Game of making money at sea. Initially everyone is an honest merchant,
but they may draw
a card giving the option to become a pirate, or, another which permits them
to be warships who hunt pirates. Identities are kept secret, however, until
necessity forces them to be revealed. The board is a square grid
representation of an abstract world.
unknown; Distribuciones Angelito-2007; 2-4; 6+
In "Captains of Land and Sea" players receive six actions per turn
during which they may move, build, land, etc. The goal is to take over
islands, either vacant ones or those of opponents. It's also possible
to fight at sea. It is possible to eliminate other players.
aka Capt'n Sharky - Pirate Scrap
Reiner Knizia; Die Spiegelburg-2010; 2-5; 25; 6+
"Pirate Brawl" is a card placement game of fighting the most evil
pirate on the seas, but there's strength in numbers. A game of choosing the
right time to retreat.
[more]
Djeco; 3-5; 6+
Players bid using hidden treasure cards, trying to reach as close
to 7.5 as possible without going over.
aka Treasure Falls
Gunter Baars; Ravensburger-2004; 2-4; 10; 6+
Reminiscent of
Niagara,
a river is composed of a series of plastic disks poised to go
over the falls. On some of them are wooden cubes representing
treasures crates. On a turn a player rolls a die to see how
many chips to add to the back of the river which are then
pushed in, something the player does carefully since any crates
that fall go to the stash of the player to the left.
Windsor-1930; 2-4; 6+
Shoot down stand up cardboard pirates with a toy gun using a cork for
a bullet.
aka Käpt'n und Pirat
aka Long Cours
Parker Brothers-1959
The world map has six areas with four harbors each.
Players sail about buying and selling. A die roll indicates what
can be sold. Storm cards can make others lose their loads.
Meeting other ships can result in a fight. Eventually someone becomes
a pirate and tries to eliminate the rest by landing on them. The pirate
is faster than the other ships so players need to use their cards that
allow for long sails or send a storm after the pirate. But if the pirate
dies another player becomes pirate until eventually there is only one
player left. It is an elimination game
and some will be waiting for it to end with nothing to do.
Folklore-forthcoming; 6-18; 15; 6+
Reminiscent of
Bang!,
cards divide players into 3 groups: traitors, loyal crew and the captain.
Traitors try to eliminate everyone else, who try to defend themselves
and the captain. The technique is to poison one another's meals,
implemented by having players trade meal cards with one another.
Includes player elimination.
Greenbrier International, Inc.; 2-4; 6+
Players take turns drawing pirate cards and following
the instructions.
IDEAlogists LLC-1999; 2-5; 6+
Each player tries to get the treasure cards shown on his particular
treasure card. Each turn he either draws from either the deck or the
discard pile.
unknown; Bizak; 6+
Under direction of a spinner,
players attempt to balance pirates and barrels on a wobbly ship.
unknown; William Spooner-1847; 4; 10+
The board shows a map of the Caribbean. Trader players begin
there and attempt to exit the sea for Europe before being
intercepted by the pirate, who begins close to New Orleans.
Jared Bond; Jared Bond-2014; 2-4; 10; 6+
Five starting cards are placed out to form the starting pirate ship,
along with 25 treasure coins. Each player has three cards. They
take turns playing cards to board the ship and steal treasure by matching
card icons. Cards can add to the ship, replace pirates or remove cards.
Most usefully, they can be used to acquire coins, as the player with the
most coins when they run out wins.
Samuel Lowe-1940; 6+
This is one of the titles of four games in a heavy board page book.
A cut out in the cover has a dial to spin when playing the games. Each
of the four games comprises a two-page layout, the other games being
Peter Rabbit, Air Base and Safety First.
unknown; HABA-2004; 2-4; 6+
Card placement and movement game with a risk management element.
Comes in a plastic bottle which also contains
a working compass and a small sailing ship.
aka Pete the Pirate
Wolfgang Kramer; HABA-Habermaaß-2000; 2-4; 6+
Roll-and-move game to grab treasures, but with a further phase in which
the treasure is stored in one side or the other of the player's private
treasure chest. As the game progresses, the chest's position gets altered
by opponents and the player must aleways remember which part has the
treasure. Winner of the 2000 German Children's Game of the Year award.
unknown; Milton Bradley-1975; 2-4; 6+
Dexterity game of divers trying to retrieve undersea
treasures (plastic pieces) from a sunken ship using tweezers and without
disturbing the octopus. Very similar to the surgery game, Operation.
Jürgen P. Grunau; Unser Lieblingsspiel-1989; 2-5; 6+
Oh, Hell style
game where the cards and board have a nautical theme. Taking tricks
advances the ship on the board, which has some hazards and safe spots.
Golden/Western Publishing/Mattel-1990; 2-4; 6+
Includes 3-dimensional board, 4 ships, 20 treasure chests, 1 sea monster,
2 dice. Players must collect a preset number of gold coins to win.
Roll the die to move the ship that number of spaces or less.
Moving over a treasure lets the player attract it to the ship via
magnetism. However, sailing over a reef causes the treasure to be lost.
The sea monster is awakened by certain dice results and permit the player
to move it. This makes the monster's lair safe to pass through, but also
means that the monster can sink an opponent's ship. The storm result
blows a ship off course. The pirate result permits stealing another
player's treasure.
[rules]
Corey Games-1942; 2-4; 6+
In this roll-and-move game players try to avoid the pirates.
(unknown); Ravensburger-2011; 2-4; 15; 6+
"Pirate Treasure" is a small package game in which the
board is created using the 21 treasure cards. Movement is via
die roll. The player is required to realize that a treasure card
value must be less than the die roll to be taken. There is a conch
shell piece that can be used to cover a treasure instead and allow
a second roll.
Wolfgang Dirscherl; HABA-2009; 2-4; 15; 6+
An arithmetic game in which
each card displays four problems, but
only one goes with the operators on the dice. The first player
to provide the correct solution receives the card.
unknown; Kyx-1984; 2; 6+
Pure abstract in which players take turns placing gears in chains. An
opponent's chain can be blocked by placing a pirate gear at the end of
it. Overall goal is to make the opponent's gear turn.
(unknown); Redan Publishing-2014; 2-4
Roll-and-move game from an issue of Sparkle World magazine.
Each player starts in a separate corner of a shared path
Anchors force losing a turn.
A pirate flag sends the player back a space.
Swords move players forward two spaces.
First to finish wins.
Harett-Gilmar-1950; 2-4; 6+
As in the famous novel,
travel on land from the inn to the harbor at Bristol.
There they board a ship to the island, seeking the treasure.
Two small compasses are included.
(unknown); Kingfisher-1995; 2-5
Roll-and-move game published
in The Great Pirate Activity Book.
There are four starting ship positions and players most cope with various
effects from the spaces they land on. The player to return to the starting
ship win.
unknown; Studio 100-2010; 2-5; 6+; 30
Includes board, two dice, five meeples, five boats, 60 gold coins, four
dolphins, four sharks. Players move via the dice, either vertically or
horizontally on the grid. Sharks are speed bumps while landing on
your own dolphin gives an extra move. Reaching an island gives one of
the goal coins. A non-player called Sven tries to catch the players
and send them back to their starting positions, minus a coin each
time. Play until all coins are taken.
unknown; Haywire Group-2009; 2-4; 6+; 15
Roll special letter dice and use them to form a word and thus
advance through shark-infested waters.
If the word has at least four letters, earn the eyepatch.
Win by reaching the treasure while in possession of the
eyepatch.
(unknown); moses. Verlag GmbH-2013; 2-5; 15;
Flynn is a pirate owl who like a magpie has hidden away all the things
the crew value most. In this game of memory, players roll a die that directs
what they must find and then they look, making sure though that they
don't topple Flynn out of his delicate perch on the crow's nest.
Board Games
Card Games
Expansion Kits
Science Fiction Pirates
Role-playing Games
For Children:
Age 3 ·
Age 4 ·
Age 5 ·
Age 6 ·
Age 7 ·
Age 8 ·
Age 9
Miniatures Games
Party Games
Related and Bibliography
Complete Index