Objective
In "The Flying Dutchman" players take on the role of ghost captains trying to salvage the legendary treasure of the Flying Dutchman. The aim of the game is to have the greatest treasure value at the end of the game.
Components
- 1 game board with a map of the sea
- 4 ghost ships (each in a different color)
- Treasure cards
- Event cards
- 4 playing pieces
- 1 die
Gameplay
- Setup
- Place the board in the center of the table.
- Each player selects a ghost ship and places it on the starting space.
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Shuffle the treasure and event cards and place them in separate decks.
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Turn Phase
- The youngest player begins. On their turn, they roll the die and move their ghost ship forward by the number rolled.
- Landing on a Treasure Space allows the player to draw a treasure card, indicating the potential value of the treasure.
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On Event Spaces, a player draws an event card and follows its instructions.
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Interaction
- Battle for Treasures: If two players land on the same space, they can fight for each other's treasures. Both roll, and the higher roll wins, claiming the opponent's treasure value.
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Trade: Players on the same space can voluntarily trade treasures with each other.
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End of the Game
- The game ends when all treasure cards are drawn or a player reaches a pre-agreed score.
- The player with the highest treasure value wins.
Strategy
- Risk vs. Reward: Use the event spaces cautiously, as they can have both positive and negative effects.
- Aggressive Play: If you have a good stash of treasures, consider playing aggressively to steal more from opponents.
- Safe Havens: Look out for safe havens or areas on the board to protect yourself from attacks.
"The Flying Dutchman" is an exciting game of strategy, luck, and boldness in taking risks to gain the greatest treasure.