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A Pirate Card Game
A fast-paced card game of cunning, bluff, and survival. Race to play all your cards before the Kraken drags you under — but every card in your hand is both a weapon and a liability.
54 cards. 15 unique types. Endless strategy. Every game is a new voyage.
Learn to Play
Player Setup







Shuffle all cards and deal one face-down to each player. Players place this card in front of them — they are not allowed to look at it. This is called the captain card.
Deal 4 cards face-up to each player. Players place 2 cards on each side of their captain card. These 4 cards are called the inventory.
Distribute the remaining cards face-down between players. This is the deck. Players may not look at it. In a 4-player game, the first and second player each receive an extra card.
Each player draws 4 cards from their deck. These cards form your starting hand. There is no hand size limit.
Cards played to the center of the table form the pile.
Discarded cards are removed from the game into a separate pile called the discard. These cards cannot be retrieved.
Each card played must have a number equal to or higher than the card at the top of the pile. If no card has been played yet, you may play any card.
You must first play the cards from your hand to refill it and eventually empty your deck.
Once your deck and hand are empty, you may start playing cards from your inventory.
Once all your inventory cards have been played, you may take your Captain card into your hand.
The first player to completely empty their hand after retrieving their Captain card wins the game.
💀 Dead End — In a 2-player game, if both players are stuck in a repetitive pattern, the player with the fewest cards in hand may request the other player to play a different card. If both players have the same number of cards, the game ends in a draw.
👻 Ghosted — If your inventory contains only a single Fantôme and you cannot swap or discard it, you are doomed. Find a way to get rid of it — or lose the game.
On your turn (clockwise), you may play a card from your hand, and optionally from your inventory. If you cannot or do not want to play, you must take the top 4 cards of the pile into your hand and discard the rest (your turn ends, you cannot play a card).
Each card's effect is optional — you choose whether to activate it after playing. Exception: Kraken, Perroquet, Pistolet, Bombe and Coutelas have mandatory effects that always activate.
At any point during your turn, if you have fewer than 4 cards in hand, you may draw from your deck to refill to 4. At any point during your turn, if you have fewer than 4 cards in hand, you may draw from your deck to refill to 4. You can also look at the contents of the pile at any moment during your turn.
You can only play inventory cards once your deck and hand are empty. If you cannot play an inventory card, pick up the pile, empty your hand again, then try again. Once all inventory cards are played, take your captain card into hand.
Les cartes avec un numéro rouge (Pistolet et Perroquet) peuvent être jouées sur n'importe quelle carte, mise à part une carte Pistolet — inutile d'égaler ou de dépasser la carte du dessus de la pile.
Identical cards in your hand or inventory can be played or discarded simultaneously — this is the Fusion. The card's effect triggers only once.
At any time during the game, if you have fewer than 4 cards in hand, you may draw from your deck to refill to 4 cards. You may also choose not to refill your hand.
At any time during the game, you may look at the cards inside the pile. You may not look at the cards in the discard.

Copiez le numéro et l'effet de la carte en haut de la pile. Si un Perroquet est joué comme première carte, il n'a pas d'effet et sa valeur est 0. Un Perroquet joué sur un autre Perroquet n'a aucun effet et le nombre devient 0. (Quantité ×2)

Exchange an opponent's inventory card for a card from your hand or your own inventory. (Quantity ×1)

Mandatory. Blocks red cards — next player must play a black number. (Quantity ×4)

Hide a card from your deck face-down under an opponent's inventory card, without looking at it. Once the top card is played, the hidden card is revealed and becomes the new inventory card to play. (Quantity ×4)

Draw 4 cards from your deck. May refill to 4 first, then draw 4 extra (4+4). (Quantity ×4)

Discard one of your inventory cards and replace it with a card from your deck. You may also discard identical cards (fusion) if you have the necessary cards in your deck to replace them. (Quantity ×4)

Discard a card from your hand. You may also discard identical cards (fusion). (Quantity ×4)

Look at a captain card and choose to swap it. If you look at more than one captain card, you must take your Longue-vue back into your hand. (Quantity ×4)

Discard a sequence of 2 to 4 consecutive cards (e.g. 3,4,5) from your hand or inventory, depending on where the Clé was played from. The sequence may contain identical cards (fusion). (Quantity ×4)

Mandatory. Discard the pile before playing this card (the Bombe stays on the table). If a Perroquet is played on a Bombe, the Bombe is discarded. (Quantity ×4)

Mandatory. Blocks higher cards — the next player must play a equal or lower number. (Quantity ×4)

Take an extra turn. You must play a number equal or higher than this card. (Quantity ×4)

Swap one of your inventory cards for a card from your hand. (Quantity ×4)

The highest number card. No special effect — pure power. (Quantity ×4)

Wild card for fusions or sequences. Cannot be played alone — if you have no other cards to play, you must draw. When playing your cards, the Fantôme must always be placed last. (Quantity ×2)

Discard the pile and the Kraken itself, then replay. The most feared card in the fleet. (Quantity ×1)
Coming Soon
The 44 is making its way from the hold to the high seas. Leave your name and we'll send word the moment it's ready to sail — and make sure you're first to claim your copy.
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