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Plunder Card Game

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Plunder
designed by Karl and Julianne Lepp, published by Laughing Pan Productions

$24.95      Add Game to Shopping Cart
Save $5.00 off list price of $29.95!
1 hour for 2 to 4 players ages 8 to adult    Availability Info
Condition: New

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Game Contents
108 cards, rules sheet, 4 captain's mats, 2 bags, 4 ship tokens, counters (for gold, silver, flags, spice, cloth, and wood), all in a box approximately 5" x 4" x 2.4"

Box Description
Captain your own pirate ship and explore the seas to Plunder other vessels and seek hidden treasure while avoiding storms, ghost ships and the dreaded Kraken. An adventurous, fast-paced pirating escapade for the whole family.

Games in a Box Notes
More from the Laughing Pan website...

Are ye' tired of pirate games which ignore the adventure, the feel of the wind on your face, or get mired in details of riggin' and supplyin' yer' fine vessel, or even go the other way - bein' so simple that ye' get bored as a plank after three games?

Plunder is then the game for ye':

Exploration - Plunder is a big game in a little box. We threw the board over and use cards instead. The cards are laid down as your look-out sees what's next to you, so you discover a new map each game! You only draw cards as you move, so (like a real pirate), you don't tend to stay in one place for long...

This is a PIRATES' game! A pet peeve of mine are games that say they're 'pirate games' - but you end up playing a trader in fear of your cargo from the non-player pirates which sometimes show up in the game (yawn). In Plunder you are a Pirate Captain, and sail the seas like a real pirate, taking plunder and surviving calamities along the way!

All can play - we've playtested Plunder with family, friends, and other gamers from 8 to 60+ years old, and all have enjoyed it. We've especially designed Plunder so that adults and children will both have fun playing the same game!

Multiple ways to win - true, there is only one goal: be the first Captain with 60 silvers, but you can get there by trade, combat, or exploration!

Balanced between history and adventure - the ships, nations, and ports are right out of the history books. The kraken, mermaid, and ghost ship aren't! There are also many, many touches of the period and genre: you must share your Plunder with your crew, you will capture Prize Ships to haul the plundered cargo back to port, and if you don't pay yer' crew, they can mutiny! Worse, you just might have to pay the Governor's Tax, or even Stand Trial... but don't worry, all Captains manage to find a way to survive in this game - they just can't resist the lure of booty!

Balanced between strategy and luck - as a game based on cards, you choose which cards to play from the ones you have. In addition to a regular effect, every card has a number which can add to yer' crew, cannon and such. This gives a fair amount of strategy to the game. Will you plunder the Treasure Fleet of New Spain and use a Treasure Map's number to help, or just try to find the treasure instead? There are also many meaningful choices to make, such as: will you stay in port to get a Letter of Marque or sail to draw more cards? Will you take that loaded English Galleon (which might have naught for cargo), or buy some Spice and sell it for a profit later? Along with all this is a fair amount of luck, such as Storms overtaking you at any time and Encounters played on you by your fellow captains.

Plunder is a game for 2-4 players, and takes around an hour to play. Everything you need to play is in the chest.

How to Play Plunder
  1. Each of ye chooses a color and takes the ship token and captain's mat with that color (notice how the captain's mats' borders are colored like the ships). Each captain also gets 5 silvers to start with.
  2. Find the card titled 'Tortuga' in the deck (it's the one with the gold face), and four 'Open Sea' cards (it doesn't matter which ones).
  3. Shuffle the rest of the deck. Then flip over a card for each captain and give it to them - look at the number in the top-left corner. The captain with the highest number goes first! Each captain will keep this card and add it to his hand of cards.
  4. Lay the Tortuga card face-up in the middle of the table with North pointing towards the First captain. Lay an Open Sea card face up to the North, South, East, and West of Tortuga. Put all the ship tokens on Tortuga.
  5. The player to the First captain's left is the Treasurer - he'll handle the gold and silver for the game. The next player is the Quartermaster - he'll handle the Cargo for the game. The next player is the Herald - he'll handle the flags and keep track of Wars during the game.
  6. The last captain then deals out five more cards (face-down) to each captain. The first captain will then follow the Steps in a Turn (conveniently noted in the top-left corner of the captain's mats). Then the captain on his left will follow the Steps in a Turn, and so on until someone wins!
Object of the Game

You know, these pirate games which only have ye blowing other ships out of the water and such just don't get it. Sure, mayhem is part of the fun, but what are ye' really after? Treasure! So the object of Plunder is to get 60 silvers first.

STEPS IN A TURN

Resolve Encounter

If yer the First Captain and this is the first turn, skip this step.

If yer Ship Went Down last turn, check that section for a few notes before resolving your encounter.

Alright. The last captain has played an Encounter card on ye. Now ye must take care of it.
  • First, if'n the card don't state 'Encounter,' discard it.
  • Next, if the card does say 'Encounter,' but yer not in the place for the 'Encounter,' discard it. Example: the card says 'Encounter, Open Sea,' but yer in Havana (a port). Discard the encounter card.
  • However, if the card says 'Encounter' and yer in the spot for the encounter, it takes effect! Follow the text for the encounter on the card. Assumin' ye survive the encounter (they can be nasty...), go on to the next step in yer turn, being Pay Yer' Crew! How nasty be encounters? Well, yer ship can go down, you could lose some treasure, and other such fun happenins'!
Assumin' ye survive the encounter (they can be nasty...), go on to the next step in yer turn, being Pay Yer' Crew! How nasty be encounters? Well, yer ship can go down, you could lose some treasure, and other such fun happenins'!

Pay Yer Crew

Honestly, most of the time ye won't have to worry 'bout this step, because yer crew's pay will be nothin'! But once ye decide to get fancy with a larger ship (and more uppity officers) or a First Mate worth the name, ye best be payin' them every single turn!
  • Pay for ship's crew: Look at the ship yer sailing in. If it has a Pay of 1 or more, you need to pay that much silver to keep it. (Note: don't be lookin' at yer Prize Ship's Pay. Ye've marooned its crew, so there's no-one aboard to take yer silver.)
  • Pay for First Mates: Unless yer First Mate happens to be Longshanks, ye must pay the First Mate 1 silver.
So what happens if ye don't pay?

Well, as soon as ye start with another step of yer turn (such as moving yer ship, starting an action, or playing an encounter card), other players can yell 'Mutiny!' If it turns out ye haven't payed yer First Mate, he leaves ye! (Discard the First Mate.) If it turns out ye haven't payed yer ship's crew, they make ye walk the plank! ...which is the same effect as yer Ship Goes Down.

Ye got a chance even if ye forget to pay during 'Pay Yer' Crew!' If'n ye remember and say 'Pay my crew' before someone yells 'Mutiny,' and then actually pay yer crew, all is forgiv'n. Also, if the next player starts to Resolve Encounter, well, then, ye get away with not payin' yer crew this time!

Travel and Scouting

Here's where ye begin to make some decisions! There ain't no rolling dice t'see how far the winds carry you - there ain't no static board that ye get so familiar with it makes ye sea-sick. No! It's up to you, the captains, to explore the seas and discover what's out there yerselves!

That said, there's three parts to Travel and Scouting, which ye can repeat (in order) until ye want to stop or can't Move any further:
  1. Scout: look in yer hand o' cards. Do ye see a card marked Port, or Coastland, or titled Open Sea? Those are Map cards. They're the cards laid down to form the board. Now look at yer ship token - are there cards on all four sides? If not, ye can lay one of those Map cards in that spot! You've just scouted - go on to the next part... Note: ye don't have to scout - it's optional, but ye can only lay down one card each time ye scout.
  2. Move: ye can move yer ship onto the next map card on the board (no, ye can't move diagonally). If there's no map card where ye want to move, ye cannot move there! After ye move, go on to the next part... Ye never have to move. Ye can end yer travel after scouting. Now, if'n the card ye' moved onto isn't an Open Sea card, ye can't move any more this turn.* Also, once ye start moving in one direction, ye have to keep going that way, except that ye may change direction starboard or port (that is, right or left) once during yer turn.** After ye've changed course, ye have to keep moving in the new direction.
  3. Draw: if ye moved, you must draw a card (ye only draw if ye moved). Ye really want to, 'cause this is the only way to get cards in yer hand! Ye can keep the card ye drew secret, unless it's the Storm card - that one ye must flip over for all to see.
*This means ye'll Draw one more time, and may Scout once more, but that's it.

**Ye can never reverse direction during one turn. Ye'll have to wait until next turn to take a new heading like that!

Act

And here's where the game opens up as wide as the ocean - a pirate's life is all about action! Always on the move, always looking for the next big haul, wherever it may be! And so Plunder includes this flavor, where you, not the dice, decide what to do.

Even so, the pirate's life is also about luck, the winds of change, and finding opportunities! Look at the cards in your hand. Some of the cards say 'Act.' If'n yer in the spot indicated after 'Act,' you can play that card and follow its effect.

A popular card to play here is a ship card (when yer on the Open Sea or a Coastland). Why is this so popular? Well, then ye can attack it! See Combat for how this works.

However, not all actions require a card. Here's the ones that don't:
  • Trade
  • Letter of Marque
  • Attack another Captain
  • Attack a Port
Play an Encounter Card

Well, ye've acted. Time to yield the field - almost. Ye just might be able to make the next captain's life miserable...

During this step, you must* play a card from your hand on the next captain to yer left. Ye can play any card from yer hand. Now here's where it gets fun... If'n the card ye play says 'Encounter,' and the next captain is in the spot indicated after 'Encounter,' the card affects that captain! (If the card doesn't affect the captain, he'll just discard it.) He just may have to bribe or fight The Pirate Fleet, get embroiled in a Tavern Brawl, lose his Prize Ship in Rough Seas, or have to Stand Trial. Just remember - ye can play any card from yer hand - it doesn't have to say 'Encounter.'

*Well, that is, if'n ye have a card left in yer hand. Ye can't play what yer don't possess!

Now yer turn is over. It's time for the next captain to Resolve Encounter. Sit back and enjoy the other captains' fun for a moment!

Combat

We've made combat simple, quick, exciting, and decisive. We've also conveniently included the steps for Combat on the top-right corner o' yer captain's mat.

ENEMY

If the ship yer fightin' isn't a pirate ship, ye've just made a royal enemy! Look at the flag on the ship card - place a matching flag counter on the Enemies space on yer captain's mat. (Ye only need one per nation.) After this combat, all ships which fly under that flag will attack you on sight, and if ye enter a port flying that flag, you'll have to enter Combat with the port. And, of course, ye'll never get a Letter of Marque from that nation.

ENGAGE

Can ye catch up, or run away?

If yer in Combat with a Port, or yer attackin' a pirate ship, skip this step.

If yer attacking a non-pirate ship, and their Speed is higher than yers*, they'll run!** Unless ye play a card from yer hand and add its number to yer Speed to at least match theirs, they get away and Combat ends here - otherwise, go on to Broadside.

If a ship is attacking ye and ye decide to run, compare yer Speed* to theirs. If yer Speed is higher, ye get away. Otherwise, ye have to play a card from yer hand and add its number to yer Speed to match theirs** - if ye can, Combat ends here - otherwise, go on to Broadside.

BROADSIDE

Let loose with the cannons!

If yer in Combat with Natives, skip this step.

Compare yer Cannon with the opponent's. If yer's is lower, ye can play a card from yer hand to add the number to the Cannon. If ye equal or exceed the other Cannon's number, ye win!** If ye win Broadside, ye can sink the other ship right now (discard it, and get no plunder), or go on to Boarding. If ye lose, yer Ship Goes Down.

BOARDING

Send the lads over!

Compare yer Crew with the opponent's. If yer's is lower, ye can play a card from yer hand to add the number to the Crew. If ye equal or exceed the other Crew's number, ye win!** If ye win Boarding, ye take the ship and its plunder. If ye lose, yer Ship Goes Down.

*If'n ye have a Prize Ship, use the lower Speed between the two ships. Ye can always cut the Prize Ship loose if'n ye want. Unless another player is attacking ye, discard the Prize Ship's card, and return any Cargo ye can't hold on yer own ship.

**If yer in Combat with another player, there are some alterations: namely, that ye both can play a card from yer hands to add to Speed, Cannon, or Crew as appropriate. If ye do, lay 'em face down at first - once each of yer has laid down a card, flip 'em over. Whoever has the highest total wins! (Ties goes to the attacker, since it's his turn.) Also, if a defendin' captain abandons his Prize Ship, the attacker has to make a choice: stop and pick up the Prize Ship (and any Cargo aboard), or pursue the defendin' captain still! If the attacker picks up the Prize Ship, the defender gets away. If the attacker pursues the defendin' captain, the Prize Ship is lost in the confusion (discard it and return its Cargo).

PLUNDER

It's the name of the game!

Now flip the top card from the deck. Look at the symbol in the top-right corner of the card - this is the type of Cargo ye found. There's wood, cloth, and spice. The number in the top-left corner of the card is how much Cargo ye found, except - if ye took a ship, and its Cargo is less than this number, ye only found as much Cargo as that ship can carry.

Remember, ye can only carry as much plunder as yer ship's and Prize Ship's total Cargo - so ye might find more cargo in ports or with the natives, but ye might not be able to cart it off!

If ye took a ship, ye have a choice - make it yer own ship, or make it a Prize Ship. Yer just a captain in Plunder, so ye can only have one ship of yer own, and one Prize Ship.
  • If ye take a ship as yer own, discard any ship card already on the Pinnace space on yer captain's mat, and place the newly-commandeered ship on that space.
  • If ye take a ship as a Prize Ship, discard any ship card already on the Prize Ship space on yer captain's mat, and place the new ship on that space.
Take a look at Trade for a few notes on selling plundered cargo and Prize Ships.

Trade

It ain't no good hoarding yer cargo and Prize Ships - ye got to sell 'em to make some silver! And ev'ry once in a while, ye just might want t'buy somethin' yeself.

Ye' can only trade in Ports, or by playin' the Natives cards.

Take a look at a Port card - ye'll see the three types of Cargo listed, along with 'Buy' and 'Sell' columns. Each column gives a number by the type o' Cargo. That's how much silver you must pay to Buy a unit of that type Cargo, or how much silver ye get from selling a unit of that type Cargo in that Port. Same goes for Natives, 'cept they won't buy some types o' Cargo.

If ye buy a ship, place it on the Pinnace spot on yer mat (ye can't buy a Prize Ship) - it replaces any ship already there. If ye buy any Cargo, place it in the Traded Cargo space on yer captain's mat. Ye can sell this Cargo in any Port that's not yer enemy, and to Natives. Ye keep the entire amount of the sale for Traded Cargo and ships you actually bought.

Now, Cargo ye take in Combat is placed in the Plundered Cargo space on yer captain's mat. Ye can only usually sell Plundered Cargo (and ships taken in Combat) in Tortuga or to Natives. Why? Because, most port merchants will ask to see proof of origin for the Cargos - something pirates won't have! Tortuga is the only port not to ask too many questions. This is where a Letter of Marque is handy - with it, ye can sell Plundered Cargo (and ships taken in Combat) in ports of your flag. Two more rules for Plundered Cargo and ships taken in Combat:
  1. As soon as ye arrive in a Port where ye can sell Plundered Cargo, ye must do that during Act - ye must perform a Trade action and sell all yer Plundered Cargo and Prize Ship. Yer crew is itchin' fer their share!
  2. Speakin' o' the Crew's Share, ye only get 1/2 of the money from yer sale - the crew gets the other half! They're workin' fer the same thing as you - plunder. (No, ye don't have to keep a stash o' coins to represent what the crew gets. By time ye stack it, they've already spent it on rum and such.)
Strategy o' Trade

We told ye that ye could win through Trade as well as Combat, and ye can - it's a little harder to do so and not quite so obvious, but here's how:
  • First, there has to be two good ports on the map - one port where the Buy price is lower than the other port's Sell price.
  • Second, get yerself a nice Merchantman as yer own ship (it's got a Cargo of Six, but a Pay of only one).
  • Now, fill its hold with as much Cargo as ye can buy from the first port, and sell it at the second. Repeat until ye win!
To be honest with ye, most captains combine some o' this honest trade with piracy: takin' a Merchantman in Combat, plundering opportune ships, and buying some Cargo to trade when they only need a few silvers to win (and don't want to be caught on the Open Sea by other players wantin' to attack 'em)!

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