Included in the Box:

[PICTURES OF EACH]

Gameboard

Instruction booklet

6 scorecards

Two six-sided dice

6 ships (all of different colors)

36 Gold blocks

36 Silver blocks

36 Brown blocks

36 Orange blocks

36 Black blocks

X playing cards total (X trap, X ship, X wave, X island)

 

 

 

 

Basic Gameplay:

 

[PICTURE OF GAME MAP WITH NOTABLE PORTS, SHIP ON EACH]

Up to six players can play at one time.  Each will start at one of six major ports in the time period, as seen on the map, with one of each resource in their possession.  These six ports are Armel, Tuvilo, Longe, Clare, Texx, and Palme.

 

Players will first roll the dice to determine which player will go first.  The one with the highest roll will be the first to go and the sequence of turns is then followed in clockwise order.

 

Each player on his or her turn will move one space in the direction of their choosing.  Once they have moved, they will roll one dice to determine what card they will draw. If the dice roll yields the ship symbol, the player will draw the ship card; this follows with the wave symbol and the island symbol.

 

The game continues until one player has earned four prestige points.  Expected gameplay time is thirty minutes to one hour.

 

Ways to earn prestige points:

Players can earn points in one of five ways:

Sinking another player’s ship

Raising substantial wealth for the King

Controlling the Central Isle

Holding 3 Collectibles

Killing A Sea Monster

 

Sinking other ships:

Ships are sunk when a player shoots at another player and decreases their hull strength or crew number to zero.  Upon sinking another ship, the player that was sunk will surrender all resources and collectibles to the player that sunk them. The sunk player will return to their starting port and restart with one of each resource.  This resets all of their resources, hull strength, and crew number.  They lose any upgrades (cannon, mortar, or map). They will retain any specialty shots and the trading post upgrade.

 

In order to shoot a ship, a player must first upgrade their ship with a cannon or mortar.  They must then sail within one league of another player and use one metal and one gunpowder to fire a cannon, or sail within three leagues of another player and use one metal and two gunpowder to fire a mortar.  Each shot does one damage to the enemy's hull strength.

 

Raising Wealth for the King:

A player must raise six gold to give to the King to earn their favor.  Once this amount has been paid, the payor will earn one prestige point.  If the player is sunk, this prestige point is not lost.  This is not limited to one player, whoever can pay the six gold will earn the prestige point.

 

Controlling the Central Isle:

The first player to arrive at the Central Isle can take control by building an outpost at the cost of one food, one wood, and one gold, gaining one prestige point. The remaining players can take over the Central Isle by destroying the original outpost and building their own, at the cost of two food, two wood, and two gold.  The original owner of the Isle will lose their prestige point and the new owner will gain one prestige point.  Any player can take over the Central Isle again for two food, two wood, and two gold until the game ends with the owner of the island holding the associated prestige point.

 

Finding and Holding Collectibles:

Some trap cards may hold collectible items, which will be documented on the card itself.  If a player gathers three of these items, they earn a prestige point.  However, if a player is sunk by another player, they must hand over any collected items, even if three have been found.  In that case, the prestige point will be taken away from the original holder and the new owner will gain one point.

 

There are six collectibles: Water from the Fountain of Youth, Gold from the famed El Dorado, A Map to India sailing Westward, The Holy Grail, A Stone Statue from Atlantis, and The Location of The Edge of the World.

 

Killing Sea Monsters:

If a sea monster card is drawn from the Trap Cards, the respective sea monster will attack the player where they stand. The duel between the player and the sea monster consists of one roll from each party, the sea monster rolls two dice, and the player rolls a single dice. In order to beat the sea monster, the player must roll an equal or higher value with their single die than the combined total of the sea monster’s rolls. If the player loses the duel, they sink, and return to their starting port.  This resets all of their resources, hull strength, and crew number.  They lose any upgrades (cannon, mortar, or map). They will retain any specialty shots, collectibles, and the trading post upgrade.  The sea monster will remain on the same league where the player was sunk, another player can try to slay it by moving onto this league.  Once a sea monster is killed, the victorious player receives one prestige point and the defeated monster is removed from play.

 

For example:     if a player rolls 3, the monster rolls 4 and 3, the player loses.

if a player rolls 5, the monster rolls 2 and 1, the player wins.

if a player rolls 6, the monster rolls 2 and 4, the player wins.

 

There are three sea monsters that you may encounter: The Kraken, The Flying Dutchman, and The Great White Whale.

 

Trap cards:

Trap cards are drawn if instructed by action cards (ship, wave, or island).  Trap cards are placed in the center of the game board, on the Central Isle, where marked.  Each trap card is explained on the card itself, but the large categories are seen below:

Specialty Shots

Sea Monsters

Collectibles

Sudden-death Duels

Action Cards

 

Specialty Shots: There are six specialty shots that may be picked up: Chain Shot, Grape Shot, Bomb Shot, Grappling Hook, Volley, and Ram.  In order to shoot a specialty shot, the shooter must shoot a regular cannon shot and play their specialty shot card.  The damage inflicted is then determined by the card played, the regular shot fired does not inflict additional damage.  A specialty shot can not be used until the turn after it was drawn.

 

A Chain Shot is two cannonballs connected with a chain between them and is used to incapacitate enemy ships by destroying their mast.  One hull damage is inflicted to your opponent and they lose their next move, thus remaining stationary.  On the opponent’s next turn, they may still roll the dice and pick up any cards, however, they can not move at the beginning of their turn.

 

A Grape Shot is a shrapnel shot aimed at taking out enemy crew.  You roll the dice and whatever number you roll is the crew your opponent loses.  If you roll a 5 or 6, you instantly kill all your opponent’s crew and thus sink their ship.

 

A Bomb Shot is an explosive cannonball that inflicts a large amount of damage.  You roll the dice and whatever number you roll is the damage inflicted to your opponent.  If you roll a 5 or 6, you instantly sink your opponent.

 

A Grappling Hook simulates a brawl amongst the crew of two battling ships.  Each player rolls the dice, the one with the lower roll loses one crew. The two then roll the dice again and continue until one player has lost all of their crew and sunk.  The melee starts with each player’s current number of crew, the crew number does not reset before starting the fight.

 

A Volley is merely returning fire after being fired upon.  When a player shoots at your ship, you can play this card, and instead of taking damage, return this to the shooter.

 

For example:     if an opponent fires a regular shot, you can play this card and inflict one damage.

        if an opponent fires a Bomb shot, you can inflict the total damage rolled.

        if an opponent fires a Grape shot, you can kill the total crew rolled.

 

A Ram is used to puncture holes into the enemy hull.  When you move to the same league as another player, you can play this card without shooting your opponent.  This will inflicted two damage.  You can not shoot again or buy another upgrade in the same turn as playing this card.

 

Duels:

There are four trap cards that warrant a duel.  The player that draws this card must face off with either another player or a pirate ship.  The duel may be either a sea battle or a melee.  If it is a sea battle, each player will roll the dice and the one with the lower roll will lose one hull strength.  The players will roll again and continue until one ship is sunk. If it is a melee, each player will roll the dice and the one with the lower roll will lose one crew member.  The players will roll again and continue until one ship is sunk.  If a player is dueling a pirate, another player may roll for the pirate and track their score. If a player sinks a pirate, they do not receive one prestige point. If a player sinks another player through a duel, they will gain one prestige point. The player sunk must surrender all resources and collectibles to the other player and follow the rules for when a ship sinks.

 

Upgrades:

Cannon:

A Cannon upgrade allows players to take shots at other players in the game. The Cannon upgrade comes at the cost of two wood, and two metal. Each shot costs an additional one metal, and one gunpowder; with the possibility of including any specialty shots drawn. Cannon shots deal one damage to hull strength, and are limited to a shooting distance of one league. Players with the Cannon upgrade are not able to shoot through any blockades on the board.

 

Mortar:

A Mortar upgrade is a more powerful, but more resource heavy shooting upgrade. The Mortar upgrade will cost each player one gold, in addition to two wood, and two metal. Mortar shots are also more resource heavy to take, requiring two gunpowder and one metal to shoot. Mortar shots deal one damage to hull strength, but give the shooting player an extended range of three leagues, allowing them to shoot at any player on a hexagonal piece around them. Mortar shots allow a player to shoot over any blockade on the board.

 

Blockade:

Blockades can be built at the cost of two gold, one food, and one wood. Blockades can be built in between any two waypoints on the map. Blockades will halt all players from passing through the region unless they have a map upgrade. Players cannot shoot through a blockade with a cannon upgrade, but can shoot over the blockade with a mortar upgrade. Any player’s blockade that has been constructed will remain in place until the game’s end, regardless if their ship sinks or not.

 

Map:

Maps allow players to navigate their way through blockades built by all other players. The Map upgrade can be purchased for 3 gold. With the map upgrade, players can move through any blockades on the map, but still cannot shoot through them.

 

Trading Post:

Trading Posts can be purchased for the price of two gold, two food, and one wood. Trading posts allow players to trade two of the same resource for one of another, once per turn. If a player is sunk, they will retain their trading post upgrade.

 

For example:     If a player has two wood; they may trade for one metal, on a given turn.

        If a player has one wood and one gold, they can not trade for anything.

 

 

 

Here is a summary chart of the resources required for each upgrade and shot possible:

 

Upgrade

Gold

Food

Wood

Gunpowder

Metal

Lost if Sunk?

Cannon Upgrade

0

0

2

0

2

Yes

Mortar Upgrade

1

0

2

0

2

Yes

Map

3

0

0

0

0

Yes

Trading Post

2

2

1

0

0

No

Blockade

2

1

1

0

0

No

Cannon Shot

0

0

0

1

1

N/A

Mortar Shot

0

0

0

2

1

N/A

 

Scorecards:

 

In order to track each player’s score and upgrades, 1492 includes six player scorecards seen below.

 

At the start of the game, each player should have a marker over the 5 next to Hull Strength and Crew, symbolizing that they have full health and are fully manned.  There should not be any markers on the Map, Cannon, Mortar, or Trading Post spots, nor the Prestige Points section.

 

 

 

All of this information, sample gameplay, and more is explained in the tutorial video on our YouTube page.