Mutineer instructions
The Successor of Traitor - a game for the DM 2001

1. Preparation
Type  /join and press Enter to join the game; 
Type  /start and press Enter to begin the game (3-4 players) 

Or if you prefer, you can use the game administration tools. (s. illustration on the left)

At the start a random player is choosen to be Captain.

2. The Game

Everything looks peaceful aboard this merchant vessel.
The cargo hold is nicely filled and the Captain steers his ship to the next Island to sell goods to the natives. But appearences are deceiving, as the mutineer has different plans. With the help of the Deck Hand he tries to overthrow the Captain to take control himself.

The players are trying to gain Victory Points (VP) each round by selling goods to the various natives as well as supporting or preventing a mutiny on board. After 8 (9) rounds with 4 (resp. 3) players the game ends.

3. Sequence of Play
3.1 Fix the salary of the Mate

At the beginning of each round the Captain sets how many VPs he will give to the Mate for a succesful support against a mutiny.

3.2 Play Cards

In each round each player can try to sell goods at 1 or 2 islands. These islands are indicated by a yellow background. At the majority of islands you can sell only one kind of goods (in the example on the left it is rubies) A "?" means you can sell any kind of goods, as long as all goods are of the same kind. The natives are always buying from the player who offers the highest amount of goods. or in case of a "?", only from the player with the highest amount of any goods. For selling their goods the players get VP. This is specified in the three smaller numbers on the card. The amount of VPs received is , is determined by the number of players who bid an equal amount of goods. So if only one player would sell here, he would gain the leftmost number of VP, in the example 6 VP. Two players selling the same amount would get 4 points(middle number) each and three players 3 points(right number) each. If four players attempt to sell an equal number of goods they gain no VP (for an exception see description of the Merchant character) The bigger number on the right signifies the VP the Captain gets for reaching this island.

Card play is as follows:
Starting with the Captain every player can play a card or quit. To play a card you click it and then ok. You can also play goods, that you cannot or do not want to sell. To quit you click directly "Aussteigen". This continues until every player has quit.

If you are not the Captain you must choose a character immediately after quitting (s 3.3).

3.3 Choose a character

If a player who is not the Captain quits form playing cards he must choose one of the following characters:

The Mate (Maat): He supports the Captain in case of a mutiny and gets 1 + x VP (x is the number set in step 3.1 by the Captain) He also gets these points if there is no mutiny, but not if the Mutineer succeeds in overthrowing the Captain.

The Mutineer (Meuterer): He tries to overthrow the Captain to become the new Captain himself.

The Deck Hand (Schiffsjunge): He supports the Muteneer and gets 2 Vp if the Mutiny is successful.

The Merchant (Händler): if he sells goods he always get the leftmost (highest) amount of VPs no matter how many players are selling at this island.

The Cargo Master: At the end of each round all players refill their hand to 5 cards. The Cargo Master refills to 8 cards but has to discard three of the cards drawn immediately.

3.4 Play additional sabres

if a Mutiny occurs the winner is decided on the amount of sabres played. You can play sabres during phase 3.2 as you would play goods. In case of a mutiny, there is one additional round where the players can play more sabres. This starts with the Captain and continues in the normal order of play. You can play as many sabres as you like. The Merchant and the Cargo Master are not allowed to play cards here.

The sabres of the Deck Hand support the Mutineer and the Mate supports the Captain. If the Mate is in play he automatically counts one additional sabre for the captain.

In case of a draw the Mutineer wins.

The new Captain (winner of the Mutiny) then gets the VPs for the new island. The ships sails as many places as the amount of cards the new Captain before playing additional sabres for the Mutiny.

3.5 Scoring

If a player could sell his goods on different (of the active) islands or could sell more then one group of goods on one of them he must decide now starting with the Captain. On your turn select the individual goods until the desired island is choosen. One click (yellow border) sells them on the first island. Another click (red border) on the second. With a third click you deselect the card again.

Next an info window is shown. After each player clicked on "ok" the game continues.

3.6 Draw Cards

All players draw cards until they have a hand of five again, beginning with the Captain (done automatically). The Cargo Master draws 3 additional cards but must discard 3 form the newly drawn (not crossed out) cards.

We wish to thank Kulko and Karacan for the superb translation.