Meuterer: Rules

Mutineer
By Marcel-André Casasola Merkle
Card game for 3-4 players age 12 and up
Playing time 45-60 minutes

Version 1.2 (20.2.2001)
Translation from German to English: Ronald Hoekstra
Revised by Bob Claster

Contents:
  2 captain cards (with values 0/1 and 2/3)
12 island cards
  2 ship cards (merchant, pirate)
37 commodity cards (4 x ruby, 5 x salt, 6 x wine, 7 x cloth, 8 x wheat, 6 x conflict, 1 x pirate)
  5 action cards (mutineer, ship's boy, boatswain, merchant, loading-clerk)
  2 destination cards (captain, mutineer)
  4 summary cards (summary 1/2)
  2 outline cards (outline 0/1 and 2/3)
  1 game rules


Remark: a multi-media version in German of the game rules can be found at: www.casasola.de/meuterer/start.htm
You can download these rules at: www.casasola.de/spiele/meuterer/engrules.zip


Reference:
If you know VERRÄTER, you know what to expect: a complex exacting card game, which can be compared with a boardgame. The rules of MUTINEER have the same construction as the rules of VERRÄTER. MUTINEER has the feeling as VERRÄTER, but both games are definitely different.

Game background:
Mutiny on high seas! Everyone has signed on the merchant ship to earn as much victory points as possible by selling their commodities. The merchant gets the best prize in a trade and the loading-clerk can choose his new commodities. The mutineer however has some other ideas: together with the ship's boy he'll try to overthrow the captain. On the other hand the captain tries to keep in control and hopes the boatswain will help him.

Goal:
The players try to sell their commodities at the best prize to earn victory points.

Preparation:
·    Have pen and paper available
·    Have the outline cards available next to the game rules. Each player gets 1 summary card.
·    For the basic game you don't need the pirate ship and the pirate commodity card. Put them in the game box. The rules for the pirate version can be found on the backside of the pirate ship card.

To make the introduction as easy as possible, the game rules are divided in two parts:
On the left side you find the general game rules. Next to it on the right side (in italics) you find an introduction game, which shows the most important game mechanics.

General rules
·    Sort out the playing cards

The captain cards (outline 1) show which player is the actual captain and how much victory points he will pay to the boatswain for his assistance (pouch).
·    A drawing decides which player will be captain. He gets both captain cards.

The island cards (outline 2) build the game board: they show which commodities can be sold. Furthermore they show the charts with the victory points. The ship symbol in the lower right corner shows the number of points the captain or the mutineer will earn, when the ship arrives at the island. Every island card has a light (active) and a dark (passive) side. Only on the active islands commodities can be sold.
·    The island cards are shuffled and laid out in a circle (outline 3)
·    All cards have their dark side up. Only Highland will have it's light side up. This is where the merchant ship will start.

The ship card shows at which island the ship actually is. This island is called ship's island from now on.
·    The ship card is put on the Highland (outline 3).

The commodity cards are important, because you earn victory points when selling them. The 6 conflict cards however decide the outcome of a mutiny.
·    Shuffle the commodity cards and place them as a facedown deck next to the circle of island cards.
·    Every player takes 5 commodity cards from the deck.

The action cards (outline 1) give the players the opportunity to take another character with different advantages (summary 1). Only the captain is stuck with his character and so he can't choose an action card:
·    The mutineer starts a mutiny. If he succeeds, he will be the new captain.
·    The ship's boy helps the mutineer with the mutiny. If the mutineer is successful, the ship's boy gets 2 victory points.
·    The boatswain helps the captain with an extra conflict point. If the captain stays at his job (even if no mutiny was started), he earns 1 victory point and also the victory points the captain should pay him, according to the captain card.
·    The merchant gets always the highest value in the victory point chart (outline 2), even in case of a draw.
·    The loading-clerk takes 3 commodity cards extra and chooses which cards he wants to keep.
·    All 5 action cards are placed facedown in the middle of the island circle.

The destination cards show the destinations of the captain and the mutineer.
·    The destination cards are placed at the side of the playing area.

Gameplay (summary 2)
The game consists of multiple rounds, each divided in several phases. The main phases in each round are the offering of the commodities and the mutiny.

Phase 1
Decide about captain card
·    The captain decides how many of his victory points he will give to the boatswain, in case he helps him.
·    He chooses one of the captain cards and places it in front of him, with the corresponding side up.

Phase 2
Offering of commodity cards
Commodity cards can only be offered on active islands.
Remark: The conflict cards are commodity cards, but they can't be sold.

The commodity cards ruby, salt, wine, cloth or wheat can only be sold on the islands that show the corresponding commodity. Exceptions are Highland and Pirates nest: all the commodities can be sold on those islands.
·    Only the player that sells the most commodities on an island, earns victory points. When more players sell the same amount of commodities, they share the victory points. Every player can only sell one type of commodity per island.
·    The captain starts with the offering of commodities.
·    The players take turns clockwise and choose one of the following options:
    ·    A) Play commodity card:
    ·    The player plays one of his commodity cards face-up in front of him. It is allowed to play commodities that can't be sold. Then the next player takes his turn.
Important:
    ·    As long as they want, players can play cards turn after turn. If a player doesn't have any cards, he has to pass (see B).
    ·    Although conflict cards have nothing to do with the sale, it is allowed to play them during the offering of commodities.

Or

    ·    B) Pass and choose an action card:
    ·    The player decides not to play any further commodity cards. He places his remaining commodity cards facedown in front of him, if he has any left. The number of cards must be clear to the other players.
    ·    The player can't play any further commodity cards for the rest of this offering round.
    ·    If it's the captain who passes, then he made clear to which island he wants to sail this round. He places the captain's destination card - starting at the ship's-island - in clockwise order that many islands further as the number of facedown commodity cards he has placed in front of him. If he has no commodity cards remaining, then the destination card is placed at the ship's-island.
·    If it's not the captain who passes, then the player chooses one of the action cards. He takes all the remaining action cards from the middle, chooses one and places it facedown in front of him. The other action cards are placed in the middle again.
·    When all the players have passed, the offering of commodity cards has ended.

Phase 3
Turn up action cards:
·    Every player turns up his action card.
·    If anyone has the mutineer, then he places the mutineer's destination card - starting at the ship's-island - in clockwise order that many islands further as the number of facedown commodity cards he had placed in front of him. If he had no commodity cards remaining, then the destination card is placed at the ship's-island.

Reference: Mutineer and captain can have the same destination.

Phase 4
Activate mutiny:
Remark
: This phase will only be used if one of the players has chosen the mutineer card.
·    Starting with the captain clockwise each player that is participating in the mutiny (everyone except merchant and loading-clerk) can play conflict cards to support or beat the mutiny:
·    Captain and boatswain play their cards in front of the captain,
·    Mutineer and ship's boy in front of the mutineer.
·    Merchant and loading-clerk are not allowed to play conflict cards. Already played conflict cards by them won't count.
·    The side with the most conflict cards wins (don't forget to count the extra conflict point on the action card of the boatswain). In case of a draw the mutineer wins.

Phase 5
Distribute victory points:
·    Write down the victory points.

Victory points for captain, mutineer, boatswain and ship's boy:

Mutiny is beaten or not activated:
·    The captain removes the destination card of the mutineer from the island.
·    He gets the victory points from the island with the captain's destination card (ship symbol in the lower right corner of the island).
·    The boatswain gets 1 victory point and the victory points on the captain card (0-3 victory points). The captain loses the points on the captain card, even if he gets a negative score.
·   Ship's boy and mutineer stay empty handed.

Mutiny is successful:
·    The mutineer removes the destination card of the captain from the island.
·    He gets the victory points from the island with the mutineer's destination card (ship symbol in the lower right corner of the island).
·    The mutineer gets the captain cards and is from now on the new captain.
·    The ship's boy gets 2 victory points.
·    Boatswain and captain stay empty handed.

Victory points for selling commodities:
·    All active islands (2 at most) are counted separately.
·    The player with the most depicted commodities gets victory points (outline 2).
·    Use the victory point chart: One player with the sole majority gets the highest number of victory points. If two players equal the majority, they both get the middle number of victory points. If three players equal the majority, they all get the lower number of victory points. If all four players have the same amount, no one gets victory points.

Remark: If players have commodities that can be sold on multiple islands, they have to decide, starting with the captain, where they want to sell them. Every player can only sell one kind of commodity per island. For example: With 4 wheat you can sell 2 on Monkey Island (Affeninsel) and 2 on Highland (Hochland) if the player can get the majority or an equal majority.
Important: On Highland (Hochland) and on Pirates nest (Piratennest) the commodities are not depicted. Everyone can choose which commodity they want to sell. Only one kind of commodity per player counts (conflict cards are no commodities).
·    The merchant gets in case of a draw always the highest number of victory points (if possible even on 2 islands).

Phase 6
Move ship:
·    Except the ship's island all the islands are placed on their passive side.
·    Depending on the outcome of the mutiny the ship is moved to the destination of the captain (if the captain kept his job) or the mutineer (if the mutineer is the new captain).
·    The new ship's island is turned to its active side.

Phase 7
Remove destination cards, discard commodity cards.
·    The destination cards are moved to the side.
·    All the face-up commodity cards (including the conflict cards) are placed on the discard pile.
·    The players take all their facedown cards back in their hands for the next round.

Phase 8
Draw commodity cards:
·    Commodity cards are drawn from the facedown deck. If it's depleted, shuffle the discard pile and place it facedown.
·    Starting with the captain, all the players replenish their hand to 5 commodity cards.
·    The loading-clerk gets 3 extra cards and chooses which cards of all the drawn cards he want to keep to replenish his hand to 5 cards. The remaining cards are discarded under the discard pile. If there is no discard pile, he starts a new one.

Phase 9
Put action cards in the middle:
·    All the action cards are placed facedown in the middle of the island circle.

Phase 10
End of round:
·    The round has ended. Start a new one with phase 1.

Game end
·    After 8 (with 3 players after 9) rounds the game ends after the distribution of victory points in phase 5.

The winner:
·    The player with the highest total of victory points wins the game.


Warenkarte - Commodity card
Konflikt - Conflict
Korn - Wheat
Tuch - Cloth
Wein - Wine
Salz - Salt
Rubine - Ruby
Piraten - Pirates

Fingerhut - Thimble
Eisfelsen - Ice rock
Affeninsel - Monkey Island
Sandkap - Sand cape
Hochland - Highland
Kalte Klippe - Cold Crag
Frosthöhle - Shiver cave
Sommerland - Summerland
Grünland - Greenland
Rotes Riff - Red Reef
Karge Zunge - Poor Tongue
Piratennest - Pirates nest

Aktionskarte - Action card
Kapitän - Captain
Händler - Merchant
Lademeister - Loading-clerk
Meuterer - Mutineer
Schiffsjunge - Ship's Boy
Maat - Boatswain

Übersicht 1 - Summary 1
Aktionen - Actions

The captain decides about the destination island and gets the depicted victory points

Adds 1 conflict point when a mutiny is activated. If the captain keeps his job, the boatswain gets 1 victory point and the victory points on the captain card.

The mutineer activates a mutiny. If he is successful, he will be the new captain and gets the victory points of the destination island.

The ship's boy supports the mutineer in a mutiny. If the mutiny is successful, he gets 2 victory points.

When selling commodities the merchant gets the highest value in the victory point chart even in case of a draw.

The loading-clerk gets 3 extra commodity cards and chooses which cards he wants to keep.

Übersicht 2 - Summary 2
Rundenablauf - Game round

Phase 1        Decide about captain cards

Phase 2        Offering of commodity cards
                    A) Play commodity card face-up
                    B) Pass and choose action-card

Phase 3        Turn up action cards

Phase 4        Activate mutiny

Phase 5        Distribute victory points

Phase 6        Move ship

Phase 7        Remove destination cards
                    Discard commodity cards

Phase 8        Draw commodity cards

Phase 9        Put action cards in the middle

Phase 10      End of round

Game end after 8 rounds (with 4 players)
                        9 rounds (with 3 players)

Skizze 0 - Outline 0

Symbole - Symbols

Commodities
Any commodity
Conflict point

Victory points
Victory points for captain or mutineer
Additional victory points for boatswain that the captain has to give up

Side of the captain
Side of the mutineer
Neutral

Skizze 1 - Outline 1

Aktionskarten/Kapitänskarten - Action cards/s

The boatswain supports the captain with an additional conflict point.

Designation of side: captain, mutineer or neutral

Effect of card (for non-neutral cards only if successful)

Skizze 2 - Outline 2

Inselkarten - Island cards

Victory point chart

1 player has played the most ruby cards: 2 victory points
2 players have played the most ruby cards: each 1 victory point
3 players have played the most ruby cards: no victory points

Commodity that can be sold for victory points
Victory points for the players with the most ruby cards
Victory points for captain or mutineer

Active side
Passive side

Skizze 3 - Outline 3

Aufbau - Set-up

Destination cards
Deck with commodity cards

Ship

Actions cards

Island circle

Commodity cards

Captain cards


Pirate version
In this version the pirate card and the pirate ship are added. The pirate card is shuffled in the commodity deck and the pirate ship is placed at the Pirates nest Island.

As soon as a player in the commodity offering phase plays the pirate card, the pirate ship will sail. It will move counterclockwise so many islands as the number of cards the player who played the pirate card has left in his hand. The player will play on with those cards.

If the pirate ship reaches the merchant ship (or passes by), all the commodities are robbed: all the played commodity cards are discarded, together with the pirate card. This also applies to the cards of a player who has passed. Now the round will continue as normal.

If the merchant ship reaches the pirate ship (or passes by) during its travels, nothing happens.


Welcome at the introduction game (example with 4 players)

The playing cards are sorted out.

Bernhard is chosen as the captain. He takes both captain cards and places them in front of him. On his left are sitting Steffi, Florian and Carmen.

The island cards are placed clockwise in a circle (outline 3):
At 12 o'clock is Highland, at 1 o'clock is Shiver cave, then Greenland, Poor Tongue, Ice rock, Monkey Island, Cold Crag, Summerland, Red Reef, Pirates nest, Thimble and Sand cape. Highland shows its light side, all the others show their dark side.

The ship card is placed on Highland.

The commodity cards are shuffled and placed facedown beside the island circle. Starting with Bernhard, each player draws 5 cards. In this example the cards are divided as follows:
Bernhard: 2x conflict, 2x wine, 1x wheat
Steffi: 2x conflict, 1x salt, 1x wheat, 1x cloth
Florian: 2x cloth, 1x wheat, 1x salt, 1x wine
Carmen: 2x salt, 1x wine, 1x conflict, 1x ruby
The 5 action cards are placed facedown in the middle of the island circle.

Both destination cards are placed beside the island circle.

The game starts:
Phase 1
Bernhard decides how many victory points he wants to give to the boatswain. He chooses the captain card with 0/1 and places the 0 face-up.

Phase 2
Bernhard starts the offering of commodities and places 1x conflict face-up in front of him. Although he can't sell it, it can be important to prevent a mutiny.
Steffi also plays 1x conflict card, Florian 1x cloth and Carmen 1x wine.

Now it's Bernhard's turn again. He places 1x wine. Steffi passes. She places her remaining 4 cards facedown in front of her and takes the 5 action cards. She chooses the mutineer and places it facedown in front of her. The remaining action cards are placed facedown in the middle again. Florian plays 1x cloth and Carmen 1x salt.

Bernhard plays 1x wine, Steffi watches and can't play a card. Florian passes too. He places his remaining 3 cards facedown and takes the remaining action cards. He sees that Steffi has taken the mutineer and considers: if he takes the boatswain and the mutiny is beaten, he only gets 1 victory point (none from the captain). If he takes the ship's boy, he will get 2 victory points if the mutiny is successful. He doesn't have any conflict cards in his hand, to play in phase 4. He chooses the merchant, to get the highest victory points even with an equal majority. The card is placed facedown in front of him, the remaining 3 are placed facedown in the middle.

Carmen and Bernhard are the only players that can play commodity cards now. Carmen has still 1x salt and plays his face-up.
Bernhard passes and places his remaining 2 cards facedown. The captain destination card is placed on Greenland. This island is in clockwise order 2 islands away from Highland. Because he is the captain Bernhard doesn't take an action card.
Carmen is the last one to pass. If she had had more salt cards, she could have played them, to earn victory points for the sole majority. She doesn't have any however, so she takes an action card: the ship's boy.

Phase 3
All the action cards are turned up. Bernhard suspects trouble. If he had put up a higher captain card (1, 2 or 3), perhaps he would have support from the boatswain. Steffi, who chose the mutineer, places the mutineer destination card on Ice rock, corresponding the 4 facedown cards she had.

Phase 4
The mutiny can take place. In the present situation Steffi would be the new captain, because in case of a draw the mutineer is successful. All the players taking part in the mutiny can play any number of conflict cards they like. Bernhard plays 1x conflict. Steffi attacks with 1x conflict. Because it's a draw now, Carmen, the only one who still can play cards, can keep her conflict cards for later use. She decides to keep them and doesn't play any card. Bernhard loses the mutiny because of a draw.

Phase 5
The victory points are written down.

Victory points fo captain, mutineer, (boatswain) and ship's boy:

Carmen gets 2 points as ship's boy. Steffi takes the captain's destination card from the island and places it at the side. She gets 5 victory points for the successful mutiny that are depicted in the ship symbol on Ice rock.
Bernhard (and Florian) get no points. Because Steffi has won the mutiny she gets the captain cards and is from now on the new captain.

Victory points for selling commodities:
At the moment only Highland is active and the only place to sell commodities.
Because Bernhard, Florian and Carmen all have the same amount of commodities, the decision of Florian to take the merchant was right. The merchant gets the highest points even in case of a draw, in this case 4 points. Bernhard and Carmen both get 2 points, because 3 players shared the majority (outline 2). Steffi doesn't get any points, because she wasn't selling anything. Even with 1 commodity card she shouldn't have had any points.

Phase 6
Now the ship sets sail to the new island. Highland stays active as the old ship's island and Ice rock (the destination of the mutineer) is the new ship's island and therefore gets active too (turned to the light side). Steffi puts the ship on Ice rock.

Phase 7
The mutineer's destination card is placed with the captain's destination card at the side.
All the face-up cards are placed on a discard pile. The players take their facedown cards in their hands.

Phase 8
All the players replenish their hands to 5 cards. Steffi as new captain starts and draws 2 cards, Florian draws also 2 cards, Carmen gets 3 and Bernhard 4 cards.
If Florian had taken the loading-clerk, he should have taken 2 (regular) plus 3 (as loading-clerk) in total 5 cards. From these cards he had to choose 2 to replenish his hand with. The other ones would be discarded.

Phase 9
Each player puts his action card facedown in the middle again.

Phase 10
This concludes the introduction round. The next round starts with phase 1 again with the new captain Steffi.
You have a first impression of the game play. To learn the fine points of the game, read the left part of the general rules.


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