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A game by Reiner Knizia for 2-6 + 8 players
  Korsar
Go back in time to the days when Corsars and Pirates ruled the seas. It wasn't easy for the tradeships to bring their cargoes safely home. Send your trading vessels out on the large journey and kaper the ships of your opponent.
Players: 2 to 6 and 8 from age 10Playing time: ca. 20 minutes

Preparations
Shuffle the cards and distribute 6 cards to each player. The rest of the deck is placed face down in the center of the table.
 
The Cards
There are 25 Trade vessels. The Gold pieces indicate the value of the cargo. The combined value of all Trade vessels is 100 Gold pieces divided like this:
5x2, 6x3, 5x4, 5x5, 2x6, 1x7 and 1x8.
 
There are 48 Pirate ships, 12 each in 4 different colors. The number of skulls indicate the combat strength. Each card color has the following strengths: 2x1, 4x2, 4x3 and 2x4.
 
There are 4 Pirate Captains, one in each color, plus 1 Admiral.
 
Game Types
The game may be played by 2-5 individual players or as team play for 4, 6 or 8 players. Each team will hold 2 partners. The rules for the partnership game will be explained at the end of the standard rules.
 
 
Each against Everybody else
Determine who should begin. The players takes turns in clockwise direction.
In his turn must a player generally:
- either draw a card
- or play a card
 
Draw a Card
Take the top card from the deck and place it in your hand. This action cannot be chosen when the deck has been depleated. When the deck has been depleated must you either play a card or discard a card unused. Trade vessels may never be discarded.
 
Play a Trade vessel
Play a Trade vessel face up onto the table in front of you. The card should be placed with the keel (bottom) facing towards you.
 
The goal is to keep the vessel sailing without intervention until your next turn, in order to bring the cargo safely ashore. But pirates are lurking nearby...
 
Play a Pirate ship
The Pirate ships are used to take over the Trade vessels.
 
When a Pirate ship is played should the card be placed adjacent to a Trade vessel card but with the keel (bottom) facing towards the player who played the card.
 
The same Trade vessel may be attacked by several players. A player may attack his own Trade vessel in an attempt to keep or regain possession of the cargo.
 
The goal is to maintain the greatest combat strength for one round in order to conquer the vessel.
 
The first player to attack a Trade vessel may choose a Pirate of any color. Later players must attack a Trade vessel using a color not yet in force against that vessel.
 
A player may increase his strength during later turns by adding more Pirate ships in the same color. The skulls on all his cards are added together.
 
Play a Pirate Captain or the Admiral
The Pirate Captains (P) may be used to strengthen an ongoing attack.
A Captain can only be added to Pirate ships of the same color.
 
A Captain is stronger than all other Pirate ships combined. If more than one Pirate Captain is played against the same Trade vessel will only the last played Pirate Captain count.
 
The Admiral is played in the same way as a Pirate Captain, but can only be played on the player's own Trade vessel.
 
Note: A Pirate Captain cannot be played unless a Pirate ship in the same color has been played first. The Admiral may be played to defend a Trade vessel even before a Pirate ship is played against it.
 
Tied combat strengths
If a Trade vessel is attacked by several players of equal strength will it remain on the table until one player wins the combat.
 
Winning Trade vessels
The first thing a player does each turn is to check whether he has won any of the Trade vessels on the table, either his own or those belonging to other players.
 
A player has won a vessel if:
- his own Trade vessel placed last round has not been attacked by pirates.
 
- any Trade vessel where the player has been able to retain the strongest force since last round (ie. he has the most skulls or the last played Captain/Admiral).
 
The player collects all the won Trade vessels together with all the cards placed around them, and keeps the card in a face down stack.
 
Game end
The game ends when the deck has been depleted and one player has played his last card. Trade vessels on table are taken by their repective winners, if any. Trade vessels with tied Pirates are not scored.
 
Scoring
Each player totals all Goldpieces from the Trade vessels he has won. Deduct Goldpieces from Trade vessels still in hand. The player with the most Goldpieces has won the game.
 
The Partnership game
With 6 or 8 players (and with 4 players if chosen) will 2 players play together as a team against the others.
 
The partners should sit next to each other. Each player will play his own hand, and he cannot exchange cards with his partner. But the partners may look at each others hands, and they may coordinate their play.
 
The partners will play their turn in the normal seat order, and each will either play a card or draw. But both partners cannot attack the same Trade vessel as individuals. If one player has attacked a vessel with a Pirate ship can his partner only increase the strength in that color, not attck with another color.
 
Only the first player in each team will check to see whether they have won any Trade vessels this turn. The second partner can therefore not use the card just played by his partner to take a prize.
 
The game ends when deck has been depleted and both players of a team has played their last card. The first player to run out of cards will sit out for the remainder of the game. Trade vessels on the table are taken by their respective winners.
 
Each Pirate team counts the total number of Goldpieces on the Trade vessels they have won, and they will deduct the number of Goldpieces from cards still in their hands. The team with the most Gold wins the game.

© 2002 Nürnberger Spielkarten & Heidelberger Spieleverlag
Translation by Mik Svellov: 12/2002 - v1.0
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© Mik Svellov 1997-2004editor@brettboard.dk8. dec 2002