User Manual

TM
6
6
FFV34-0970
1100852864-DOM
10+
2–445’
©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services
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5
The beautiful cerulean sea of the Caribbean is full of untold riches, bounti-
ful islands and cunning pirates. In the right saltwater-soaked hands, here
lies the opportunity to build a Caribbean empire.
As an enterprising merchant, succeeding in the Caribbean will take strategy,
capital and resources. Its also nice to have a bevy of plucky pirates to do
youracquiring” for you. Load crates of cotton, vanilla and sugar cane into
ships and send them off into the waves, but beware of pirate trickery. Many
merchants are vying for the same resources and gold. With stalwart determi-
nation and a clever plan, one merchant will build the largest empire and
rule the Caribbean.
1 Common Board
4 Player Boards
13 Island Cards
28 Standard Crate Markers
12 Pirate Crate Markers
8 Island Claim Posts
16 Large Gold Coins
30 Small Silver Coins
6 Public Objective Tokens
36 Ship Cards
8 Pirate Action Cards
CONTENTS
FORCED SALE
Pay another player 1
coin to take a
Standard Crate from
one of their ships and
place it on a matching
resource space on
one of yours.
SMUGGLED GOODS
Move one of your
crates from an Island
to a matching
resource space on
one of your ships.
Dirty Deeds
Use any one of your
Launch Abilities
(even if it is not
active or has already
been used).
Landlubber
Swap the contents of
any 2 island resource
spaces or move the
contents of one
space to another
empty space.
Insurance Fraud
Choose a Ship Card
in front of any player
and discard it. That
player collects 2
coins from the Loot
Pile for each crate on
the ship and returns
them to their supply.
They also select a
new ship from the
Incoming Ship Area.
Unfair Trade
Swap one of your
Ship Cards with one
of your opponents
Ship Cards. Any
crates on those cards
stay in place.
Dockmasters Fees
As long as your Pirate
Crate is on this card,
collect 1 coin each
time a player launches
a ship.
Mapmaker’s Fees
As long as your
Pirate Crate is on this
card, collect 1 coin
each time a player
claims an island.
5
The Final Round
When a player has launched 5 or more ships and completed their turn, the other players each take one
last turn and the game ends.
End of Game
Each player calculates their point total.
• Ship Cards are marked with their point value.
• Large Gold Coins are worth 5 points and the Small Gold Coins are worth 1 point.
• The Public Objective Token is awarded to the player with the most instances of that resource showing
on their launched ships. In case of a tie, no one receives the token.
• The Secret Objective Token is worth a number of points equal to the number of matching resource
spaces showing on your launched ships. FOR EXAMPLE: if your Secret Objective is cotton, you earn 1
point for each cotton resource space on your launched ships.
The player with the most points wins!
OBJECT:
Earn points by being an unscrupulous merchant, hiring ruthless pirates, hoarding coins and launching
ships. The player with the most points at the end of the game wins!
SETTING UP THE GAME
Give each player 1 Player Board, 4 Small Gold Coins, and all of the game pieces in their chosen color:
7 Standard Crates, 3 Pirate Crates and 2 Claim Posts. Pile the remaining Small Gold Coins and all of the
Large Gold Coins in the center of the table to form the Loot Pile.
Place 1 Standard Crate and 1 Pirate Crate on the specially marked Launch Ability space on right side of
your Player Board. Place 3 coins on your Player Board, with the remaining Crates o to the side to form
your supply.
Treasure Island
Pirate Action Cards
Lay Claim to an Island
When you place a Crate on the last available resource space on an Island Card (causing all five spaces
to be filled), you claim the island.
When an Island is claimed:
Mark the island by putting one of your Claim Posts in the center. If there are any Pirate Crates stacked
on top of Standard Crates, the owner of the Standard Crate must pay the owner of the Pirate Crate 2
coins to remove the Pirate Crate. Otherwise, return the Standard Crate to its owners supply, leaving the
Pirate Crate on the resource space. If there are multiple Pirate Crates, resolve them in clockwise order
starting with the active player.
Each player with a Crate on the island moves them from the resource spaces on the Island Card to
matching resource spaces on their ship cards. If you don’t want the resource, or cannot use it, you may
immediately collect 1 coin and return the Crate to your supply.
Sending Ships to Sea
Smuggler’s Ships
Island Clean Up
Collect the number of coins shown in the center of the island as a reward for claiming the island.
Retrieve your Claim Post. Put the Island Card in the discard pile and replace it with a new island from
the Island Deck. (If the Island Deck is empty, shue the discarded islands to create a new deck.)
Launch Abilities
Launch Abilities can be used at any time during the Place Crates step of your turn.
To use a Launch Ability, flip the ship card face down to indicate that is has been used. You
can use each Launch Ability only once per game.
Below are the five dierent Launch Abilities:
1 You may place 1 additional Crate this turn. Crates must still be placed on dierent cards
unless you pay 2 coins. If you claim 3 islands using this ability, resolve the island without
a Claim Post first.
2 Place a Crate directly on a resource space on one of your Ship Cards. If you have no
crates left in your supply, you may remove a crate from one of your ships to use this
ability. This does not count towards the 2 crates per turn limit.
3 Place a Claim Post on an island. You can claim any island in play, even if it has empty
resource spaces.
4 Choose 1 Pirate Crate on a Pirate Action Card and return it to its owners supply.
5 Add your extra Crates (1 Standard Crate and 1 Pirate Crate) to your supply.
Turn all of the Objective Tokens face down and mix them up. Turn 1 token face up. This will be the
Public Objective. Place it face up in its space on the Common Board. Each player then takes 1 of the
remaining face down tokens. This will be your Secret Objective. Look at it and place it face down in its
space on your player board. Return any leftover objective tokens to the box without looking at them.
Shue the Island Cards. Place a number of Island Cards face up in the center of the table equal to the
number of players plus 1. FOR EXAMPLE: in a 4-player game there will be 5 Island Cards. Keep the
remaining Island Cards face down to form the Island Deck.
Shue the Ship Cards and deal 6 to each player. Have each player look at their ship cards and choose 3
to keep above their Player Board. Shue the remaining cards back into the Ship Deck. Then, draw 3
cards from the top of the Ship Deck and place them in front to form the Incoming Ships Area.
Shue the Pirate Action Cards and draw 3 to be placed in the Pirate Action Card Area. Return the
remaining Pirate Action Cards to the box. They will not be used.
King of the Crop
HOW TO PLAY
The youngest player goes first. Play then continues clockwise. These steps are to be completed in order.
Plundering Resources
There are 2 dierent types of Crates: Standard and Pirate. A Standard Crate can only be placed on an
Island Resource Space. A Pirate Crate can be placed on an Island Resource Space, Pirate Action Card or
on top of another players Standard Crate. Heres where the trickery comes into play (we’ll explain later.)
You need to acquire resources to launch ships, sometimes by
any means necessary. Place up to 2 crates (Standard or Pirate
Crates) on the Island Resource Spaces and/or Pirate Action
Cards to claim those resources.
You must place at least 1 crate each turn. Each crate you place
must be placed on a dierent card (Island Card or Pirate Action
Card), unless you pay 2 coins to the Loot Pile to place them on
the same card.
There is one Island Card that is dierent from
the rest. This island produces coins instead of
resources. Coins come into play in several
dierent ways in the game, so this island can
be very valuable!
ONE-TIME ABILITY CONTINUOUS
Sometimes you need to elicit the help of a pirate to get ahead in the
Caribbean. Activate a Pirate Action by placing one of your Pirate
Crates on an available space on a Pirate Action Card. Some of the
cards will instantly activate a one-time ability. Other cards have
continuous abilities. Your Pirate Crate will remain on that card until
the end of the game unless a player pays 4 coins on their turn to
remove all of the Pirate Crates. Return the removed Pirate Crates to
their owners supply.
A ship is launched when its resource spaces are filled. When you launch a
ship, do the following steps in order:
• Return all of the Crates on the ship card to your supply.
• Tuck the ship card face up under your Player Board at one of the 5
available slots. This activates a one-time Launch Ability of your choice
that can be used after this turn (see Launch Abilities.)
• Select 1 of the available Ship Cards in the Incoming Ships Area to replace
your launched ship, and then put the top card from the Ship Deck face
up in the Incoming Ships Area.
NOTE: If multiple players have ships to launch, the active player
launches and replaces ships first followed by the next player clockwise
until all ships are launched.
Some ships have hidden cargo space for smuggling goods. This is indicated
by an outlined resource space with a large gold coin icon. This resource
space is optional, meaning you may launch these ships as normal once the
standard resource spaces are full. However, if you fill the card completely,
you get a bonus Large Gold Coin when you launch the ship.
NOTE: If you are out of crates in your supply at the beginning of your turn, you must remove at
least 1 from a ship and use it this turn.
Are you King of the Crop? Before starting gameplay, take note of the Public Objective
Token on the table. It will be awarded at the end of the game to the player who has
the most of those resources on their launched ships.
Each player also has a Secret Objective Token (face down) on their board. This token is worth 1 point
for each of those resources on their launched ships at the end of the game.
1 2 3 4
5
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SIGN OFF
(GRAPHIC):
DATE:
PROOF APPROVAL
GRAPHIC DESIGNER: Ruan, Jane
PI ENGINEER:
PROJECT ENGINEER:
CS VENDOR: IASIK
SOFTWARE: Illustrator CC
COLOR PROFILE/LPI: Mag CCNB / 175lpi
CS DATE: 11/14/2016
ITEM NO.: FFV34-9993 LANG.: DOM
PART CODE: FFV34-0970
ITEM NAME: SAIL AWAY DOM
TOY YEAR: 2017
PKG. SIZE: 11.625’’ x 2.875” x 11.625”
PKG. SPEC.: VER.: 1st Run
BLANK SIZE: 22.5’’ x 25’
NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color
Formula Guide or color swatch specified.
Dieline Cyan Magenta Yellow Black
C16D1114-1-FFV34-0970_DOM_IS(OP)

Summary of content (6 pages)