Piraten Kapern
2012

Piraten Kapern

2-5

players

30

min

8+

age

Categories

Card Game
Dice
Fighting
Pirates

Mechanics

Dice Rolling
Die Icon Resolution
Push Your Luck
Race
Re-rolling and Locking

Community Tags

Description

"Piraten Kapern" is a push-your-luck dice-and-card game where players roll for treasure, risking skulls that bust turns or penalize rivals via special cards. Key mechanics include: - *Dice rolling and rerolling* Players roll eight special dice, setting aside skulls (three ends turn) or treasures/combos, rerolling rest until stopping or busting. - *Scoring combinations* Three-of-a-kind scores 100 points (scaling to 4,000 for eight-of-a-kind), golds/diamonds worth 100 each, 500 bonus for all eight dice scoring. - *Bust conditions* No valid dice set aside loses points; four+ skulls on first roll sends to Skull Island, continuing with skull sets, then opponents lose 100 per skull. - *Pirate cards* Drawn pre-turn, modify play like doubling treasure, requiring sabers for combat, free treasures, or scoring despite three skulls. - *Win condition* First to 6,000 points triggers final rounds for others; highest score wins. Piraten Kapern, the German edition of Otsarot o Tsarot by Shafir Games and part of AMIGO's dice-card line, challenges players as pirates seeking maximum treasure without catastrophic skull rolls. Each turn begins with drawing a pirate card that alters rules—such as doubling scores, mandating saber rolls against pirates, granting free gold/diamonds, or allowing scores with three skulls—followed by rolling eight special dice. Players must set aside skulls (immediate end with three), can choose others to keep, and reroll the rest, repeating until voluntarily stopping, busting via three skulls, or failing to set valid dice (losing points). Scoring rewards sets (100 per three-of-a-kind, doubling per additional matching die up to 4,000 for eight), individual golds/diamonds at 100 each, and a 500-point all-dice bonus. Four-plus skulls on the initial roll activates Skull Island mode: set aside skulls, roll remaining dice requiring at least one more skull per turn until stopping, then deducting 100 points per skull from all opponents. The game ends when one reaches 6,000 points, granting others one final turn before crowning the highest scorer.