Savage Seas Board Game

November-December 2017

Description

Travel the many islands of the "Savage Seas" while you search for treasure as a Merchant, Pirate, Privateer, or Adventurer. It is a race against time as you play against three other treasure seekers for the ultimate treasure centred in the middle of an elaborate treasure map full of sea monsters,  storms, friendly whales, mystical creatures, and ancient teleportation devices.

If you are lucky you may even come across resources galore to build yourself new strongholds and bases that may bring the journey back home with treasure that much easier.

The board game is perfect for both Family Game Nights and tests of strategy for loyal game enthusiasts.

For ages 10+

The Team

Madelaine Fischer-Bernhut: Board monster illustrations (flying fish, sea serpent), ship side of player coins illustration, treasure chest illustration, and final game rules and mechanics

Sam Sylvester: Game card graphic design, themed card box chest, and game rules and mechanics

Sam E: Game board card background design, board monster illustrations, and game rules and mechanics

Salisa Jatuweerapong: Player mats, character side of player coins illustration, and game rules and mechanics



How to Play 

(2-4 players)

Character Sheets (with Abilities):

Privateer = castle, extra combat

You are aPrivateer, commissioned by the Queen herself to scourge the seas and claimterritory and treasures for the Crown. With the Crown personally funding yourendeavours, you get extrafirepower on your combat cards.  (2x damage dealt on HP)

Merchant = market, extra card in hand

You are aMerchant, braving these seas to find the most unique wares to offer yourclients. In foresight for all the treasures you’ll come across, you’ve expandedyour ship’s storage; you’ll always have room for an extra card in your hand.

Pirate = secret caves, steal a card from someone else

You are aPirate! Rules don’t matter to you! You’re here for glory and gold and nothingwill stand in your way. See something you like? Steal a card from another player every round.

Adventurer = pub, extra action

You arean Adventurer, and your blood sings for the freedom of the open water. You setsail and face the day with a smile on your face; the optimist sneaks in an extra action every turn

Rules

The object of the game is to be the first to seize the treasure from the middle of the board and bring it back to your character's stronghold.

1.       Set up game board:

  • Shuffle game board card decks
  • Place turquoise game board cards in a 6x4 card area
  • Place black game board cards in an outer ring around the turquoise
  • Use the compass/wind vane as a reference for the cardinal directions of the board.
  • Place a Treasure Chest on to the middle of the board·        **Place 2 chests for a longer game/Place 1 chest for a shorter game

2.       Each player can hold a maximum of 5 cards at a time and will initially get 5 cards at the start

  • Each player will be given a card at the start of their turn, unless they already have 5 cards
  • Players can choose to discard a card to make room for a new one each turn
  • Initial wind cards in the player’s deck (start of game) do not need to be immediately played, but any other wind cards retrieved later on in the game must be played immediately

3.       Players can only traverse land as their character (character bust side) and water in their ship (ship side)

4.       Each player has three actions per turn. The actions they can take are:

  • Move on land (one tile in any direction, but not diagonally)
  • Launch boat/disembark boat (Flip Token)
  • Move in water (one tile in a direction, but not diagonally)
  • Play card from hand
  • Place a resource on a tile
  • Build a Stronghold
  • Attack Kraken, Serpent, Stronghold or another player once (must be adjacent to target) ** In case of attack on another player, coin flip to determine if Raid is successful; winner steals 1 Resource

5.       Each player has a die that is used as their HP counter. Each player starts with 4 HP. If they run out HP during the game, they are moved back to their base (either their starting point, or the stronghold they construct with their resources

  • Combat: Reduce target player’s HP by 1 and immobilize them as written on the card. Normal attacks deal 1 damage (1 damage = -1 HP) **The Privateer deals 2x the damage (-2 HP)

6.       Special Tiles: Have effects when landed on

  • Kraken: traps you in a "fight", must attack twice to continue moving or use a card to escape/destroy it (If the Kraken is the same colour as the player who lands on it, that player is not trapped) **Kraken pieces can be summoned using the “Summon Kraken” cards in the deck.
  • Teleportation: white swirls on land and orange in the sea, allows the player to teleport to another swirl of the same colour on another part of the board.
  • "X": Pick up a card from the deck
  • Flying Fish: If a player lands on a School of Flying Fish they are pushed back 5 tiles away from the treasure. (i.e if another player has a treasure, it would be away from that player)
  • Sea Serpent: If a player is on a Sea Serpent tile, reduce their HP by one once per turn. Sea Serpents have a 2 damage pain tolerance and can be bypassed if a player attacks them twice.

7.       Treasure Chests:

  • Treasure Chests can be carried one at a time
  • A Treasure Chest can be dropped when: (When dropped the Treasure Chest will land on a tile adjacent to the player) **Attacked by a Kraken of a different colour (often Summoned by another player) ***Attacked by another player

8.       Resources:

  • Trade in one of these cards for a Resource that you can carry on your ship  **You need to be on at a land mass to do this place 3 Resources on an Island to establish a Stronghold. ***To reiterate, this must be on the Interior Cards. This can act as an alternative Home Base Strongholds can be destroyed by an opposing player if hit 2 times. (The attacking player can steal 1 resource, so the defending player must rebuild the Stronghold by finding the missing resource)
  • If you are on an adjacent tile from another player, you can Raid their ship for a resource when you attack them. Flip a coin. Winner gets a resource of their choice from the other player.

9.       **Cards must be followed**

Overview of all game content.

Deck

Resources:

6 x Wood, 6 x Metal, 6 x Bricks

Player Interaction:

6 x Cannon , 6 x Gun Barrage , 4 x Summon the Kraken, 3 x Thievery- Steal Card OR Resource, 4 x Thievery, Steal Resource

Alter Map:

4 x The Vortex, 3 x The Hurricane, 4 x Summon an Island, 3 x Sink an Island, 1 x Booby Trap

Movement:

3 x East Wind, 3 x West Wind, 3 x North Wind, 3 x South Wind

3 x The Roc

Resources - Wood, Bricks, Metal

Play card to obtain 2 [resource type] pieces. Place them on the storage space on your character tile.

Cannon - Attack

Using your cannon, you may shoot an opponent within your line of sight (North, South, East, or West). Opponent moves back one space.

Gun Barrage - Attack

Fire at your opponent with a barrage of cannon balls. Opponent loses a turn.

Summon the Kraken

A kraken will appear on a water tile of your choice. Place your Kraken piece on the board wherever you like where it does not cover any existing landmasses. Kraken pieces can be rotated to fit.

Thievery - Card OR Resource

Choose one of your opponents and look at their hand. Steal any one card from their hand or resource piece from their storage space.

Thievery - Resource

Steal any one resource piece from an opponent’s storage space.

The Vortex

Replace a map piece with land masses with an open ocean card.

The Hurricane

Choose to switch two tiles.

Summon an Island

 Replace an ocean square tile with a land square tile, or an open ocean map card with a map card containing land.

Sink an Island

Place a water square tile over top of a land square tile, or replace a map card containing land with an open ocean map card.

Booby Trap - Bad Luck!

Your turn ends.

Wind Cards - North, South, East, West

Move as far as you can [N, S, E, W] until you hit an obstacle (land, Kraken, Sea Serpent, Flying Fish, Warp Point)

The Roc

Fly over an island in your path.


My Illustrations


Pirate

Adventurer

Merchant

Privateer

Pirate starting point & stronghold.

Adventurer starting point & stronghold piece.

Merchant starting point & stronghold piece.

Privateer starting point & stronghold piece.

**Unfortunately we were unable to use the themed stronghold and home base illustrations above in the last build of the board game.


Documentation

Using Format