Advertisement
Guest User

Untitled

a guest
May 26th, 2018
91
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.96 KB | None | 0 0
  1. The Flying Dutchman's Treasure Hunt is played like a mixture of Monopoly and Parcheesi
  2.  
  3. The goal is to get all three pieces to the treasure to carry it away first.
  4.  
  5. The game can be played with one die, or two dice depending on how fast the game should be played
  6.  
  7. A player should start with 60 gold doubloons, and three of their colors pieces. If all gold boubloons are lost, that player is out.
  8.  
  9. For a player to move onto the first space they must roll a 1 or 2. If this is done, the player will recieve 8 Gold Boubloons! (if the game is played with 2 dice each die can be used for one pawn, or both dice for one pawn.)
  10.  
  11. The player will move around the board clock-wise, unless something effects their movement.
  12.  
  13. If a player moves onto the same space as a player they will move the other player back to their pawn triangle(except on the four corner circles), and take 10 Gold Doubloons!
  14.  
  15. To reach the treasure the player should roll an exact number to get back into their starting space, or else they will be forced to pass by their start. (the circles do not count as start spaces, only finish spaces after the player has landed on their colors square)
  16.  
  17. If a player lands on a Jolly Roger, or an Anchor, draw the corrosponding card. Once a pile has been exausted, shuffle all the cards. (any cards that move a pawn to another tile, the pawn that caused the drawing of that card will move, no other.)
  18.  
  19. THE FOUR CORNER CIRCLES
  20.  
  21. THE BRIG, if a player lands on this space, they will only be visiting, but if sent there by a card, lose 2 turns, or pay 10 Gold Doubloons to leave on their next turn.
  22.  
  23. THE DEACON'S GOOSE, if a player lands on this space, they will move all their pawns in that direction, taking guidence from the Goose.
  24.  
  25. THE SHARK FIN, if a player lands on this space, that pawn will run in fear from the shark back to their pawn triangle.
  26.  
  27. THE OLD TREE, if a player lands on this space, they will have the choice of gaining 8 Gold Doubloons or taking another turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement