Pirates of the CariBerrian bushel (explaination)
- deardoffgaminguniv
- Mar 16, 2022
- 3 min read
Game Break Down Document

Pirates of the CariBerrian is a world discovering game using Fruit Salad Cards. The goal of the game is to get enough booty (treasure) or be the last Pirate sailing.
Set-up:
Cards needed:

All of the Fruit Cards

All of the Black Cards

All of the White Cards

1 Value Card per Player

1 Recipe Card per Player
Game Beginning Arrangement:

Make 2 piles of Duel Decks (One of each red card and one white).

Place all of the rest of Red Cards and 1 Blue Card to the side (These will replace Treasure cards when they are discovered).

Each Player receives:
1 Black Card (their Pirate Ship),
1 Value Card (Health Gage) &
1 Recipe Card to keep track of a Player's Health Status.

The rest of the Fruit Cards (Including Black and White Cards) get shuffled and placed on the table in a grid, faced down. Parts of the grid can be uneven depending on set up.
Game Play:
Turns:

Players on their turn can move up to 2 spaces (Card slots in the grid) in 4 directions (up, down, Left Right) and not diagonally.

First Turn:
On a Player's First turn they must take their first move to the a card on nearest side to them.
Card Meanings:

Black Cards: Pirate ship, can be other players or CPU. CPU battle= best 2 out of 3 card duel (use the 2 decks of 6) Each lost, player loses one health. If the Player loses 2 out of 3 then they must retreat. If the Player wins, they gain 1 health.
Player vs. Player = best 2 out of 3 card duel (use the 2 decks of 6) Each lost, player loses 1 health. The Player that loses the 2 out of 3 then they must give the winner 1 treasure card of their choice and then retreat.

Purple Card: Royal Navy = best 2 out of 3 card duel (use the 2 decks of 6) Each lost, player loses one health. If the Player loses 2 out of 3 then they must repeat the duel. Only ways of escaping from the Royal Navy; defeating them or they killing you.

White Cards: Hurricane = shuffle all cards within the card grid minus player Pirate ships and their treasure & replace them freshly. All defeated enemies are revived. Remove white card from the game after its reveal.

Blue Card: Open Ocean = Nothing happens

Yellow Cards: Great Treasure = Count as 2 Treasure points. Once revealed replace it with a red card from the extra pile (the 11 card pile) and the treasure goes to its discoverer.

Orange Cards: Small Treasure = Count as1 Treasure points. Once revealed replace it with a red card from the extra pile (the 11 card pile) and the treasure goes to its discoverer.

Red Card: Danger = best 1 out of 1 card duel (use the 2 decks of 6), if the player:
Wins = +1 spot movement,
Tie = Nothing happens,
Loses = lose 1 health and lose a turn.

Green Card: Island = gain one health and end your turn, if returning to an island then also end turn once you land on it. If attack by another player while on island, attacker gets to draw 2 cards against the defender's 1 card from their (card deck of 6).
Card Duel:

(Duel Deck)
Each player will take a Duel Deck (card deck of 6). Each player should shuffle the Duel Deck before a Duel. 1 round of a duel consists of each player flipping the top card and top value wins.
If a tie, tie goes to the defender (if you flip over an enemy or are attacked by another player). Value goes by Red cards ranked by alphabetical "A" being the top value then White is the lowest. (Apple, Cherry, Pomegranate, Raspberry, Strawberry, White)
All duels with a CPU component (Black, Purple and Red cards) with have another Player flip for them and represent the CPU. Once a Black or Purple card is defeated, turn the card sidewise to indicate that it is defeated and can't be rechallenged or fought.
Game End:
The game ends when 1 player gets 10 Treasure points
or
is the last Player with a pirate ship still active (alive).
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