Good day to all!

Ships came to the aid of planes and tanks!

Wargaming once again surprised and delighted everyone by releasing a new World of Warships toy.

Here you will not see dynamic battles that are inherent in previous games.

In WoWs, events do not develop rapidly, and ship battles take place for a long time, slowly.

Therefore, many are interested in how to play World of Warships?

I’ll note right away that the game turned out to be solid, a real tactical strategy, where you should not be too lazy and calculate the options several times, plan, and only then rush to the front line.

The new MMO action in the genre of naval battle simulator turned out to be interesting. Each ship has a variety of weapons for various purposes, many crew members.

Ship management is interesting and complex at the same time. Therefore, before proceeding, I recommend that you familiarize yourself with the main points - how to play World of Warships correctly.

But first, let's talk about how to start playing the game.

From this article you will learn:

Start

As in tanks, planes, WoWs must first be registered. If you have an account in World of Warplanes or World of Tanks, you can use an account in any of these games.

After registration, download the game and immediately see the inscription that appears on the screen. You are notified that you have the first rank, which allows you to engage in battles with bots.

Cruisers become immediately available to the player. More advanced ships can be played a little later.

In the meantime, after you enter the game, your choice is Hashidate - Japan and Erie - USA. You start to get used to it. Everything is simple.

Versatility and tactics

The mechanics in the game are such that it makes all players seriously think about tactics. Here the speed of the game is higher, and the damage is more diverse, and there is more protection, damage, and the cards themselves are much more spacious.

By the way, the maps in World of Warships are made with specific directions for movement and they are mostly symmetrical. Here it is important to take a trump spot and sit there, inflicting damage on enemy ships.

Answer the question "how to play World of Warships?" in a few words - think over your actions in advance and do it constantly.

Commands and classes and their meaning

In WoWs, ships are divided into nations and classes.

  1. Aircraft carriers - the trump card of these ships is fast maneuverability and high speed. All classes of ships are very afraid of them, because of the formidable weapon - torpedoes.
  2. Battleships - dominate the battles, equipped with the most powerful armor and guns, plus they can be equipped with scouts (seaplanes).
  3. Cruisers - their speed is much higher than that of battleships. The main targets for their ships is the destroyer, as the cruiser copes with them in naval battles most famously.
  4. Destroyers are super ships that can put up smoke screens, as they are equipped with unique equipment.

A more detailed description of the ships can be found in the previous ship guides. Not the choice of ship is of paramount importance. The main role in WoWs is given to team play.

Imagine how spectacular it is when your planes and torpedoes of an allied destroyer pinch a dangerous opponent! I suggest you watch it in video for the game, you'll be amazed!

In WoWs situations are constantly changing, literally every minute. Each player must not only plan, but also have several plans in reserve in case of unforeseen developments.

The main thing is to constantly move, move around. Stops of ships are equated with their death.

Use different tricks. So, destroyers can be camouflaged. Cruisers and fireflies-destroyers have torpedoes - the most formidable weapon.

The game has several battle modes - battles with bots (Player versus Environment) and a game mode for points. In the first version, the battles take place in teams against bots.

It is worth noting that the bots here are quite “intelligent”, so the battles are quite dynamic, but it’s not so insulting for the computer to lose.

In the second option, players will have to capture and then control a certain area of ​​the map for a long time.

In this case, it is important to perform the correct maneuvers and distribution of forces.

And the last point - in World of Warships, cards are researched for credits and experience, just like in their previous "fellow games".

You can earn credits as quickly as possible in the same way - either by converting experience into silver, or by purchasing a premium account.

These are the highlights of the game. Want to know more details? I recommend reading World of Warships guides for beginners.

If your friends ask you how to play the WoWs game, point them in the right direction - let them read the review articles on our blog.

Start playing, master the ships and start exciting sea battles. Looking for like-minded people in the game?

Subscribe to blog news, here you can always find fans of games of any genre and just have a nice chat.

On this, friends, allow me to take my leave. I hasten to write other, no less useful posts for all fans of online games. Bye!

It happens that you meet with a small group of close friends, and everything goes so naturally and cheerfully, time flies unnoticed, of course.


And it happens, on the contrary - the conversation does not stick, you sit and do not know what to do!


For such cases, just, and invented different games. Here are some ideas for small companies:

guess who

You can even play this game with two people.


Each of the players writes on the sticker the name of a famous character, it can be fictional, but only really known to everyone. For example, Sherlock Holmes or Winnie the Pooh.


After writing, put a piece of paper on the table with the inscription down.


When all the stickers are inscribed by all those participating in the game, exchange them in a circle. Take the one that is in front of you and, without looking at the inscription, stick it on your forehead.


Thus, the character you need to guess is visible to everyone around except you.


Now everyone has to guess what is written on his forehead. Each player can take turns asking a question about his character, trying to quickly guess what is written on his sticker.


For example, "Do I really exist?" or "Am I a man?"


Questions should be those that can only be answered with “Yes” or “No”.


The one who guesses who he is first wins.

sea ​​battle

Great game to pass the time together with a friend.


All you need is two checkered pieces of paper and two pens.


To get started, prepare yourself a field for the game: draw two squares of 10 by 10 cells on pieces of paper.


Sign the sides of the squares with letters horizontally and numbers vertically.


Now arrange your "ships" in the first square: 4 ships in one cell, 3 in two cells, 2 in three cells and 1 of four cells.


All ships must be straight and not touch each other either by sides or corners (you can touch the edges of the field).


You must not see the location of each other's ships.


Find out what contests you can arrange at the party

Now we start playing: take turns “shoot” in the enemy’s field, naming the coordinates of any cell within the square, for example, “B5”.


If this cell is occupied by your ship or part of it, then you were hit, and you say "wounded" if your ship was "sunk" partially, or "killed" if the ship was "broken" entirely.


The cell is crossed out and you can make another "shot".


If the cell is empty, it is marked with a dot and the move passes to another participant. Mark all your shots on the adjacent empty square.


The first one to sink all enemy ships wins.

I never…

The perfect game for bachelorette parties and fun gatherings.


Not only will you have fun, but you will also learn a lot about each other.


It's very easy to play.


One participant says something he has never done, such as "I've never pierced my ears." All those who also did not pierce their ears, including the first participant, receive one point.



The player with the most points wins. Therefore, try to come up with something that everyone but you did.

Do you know any other interesting games?

Online ship games take us on a long voyage across the seas, where there are always a lot of adventures that require courage and mutual assistance. Sometimes the trip lasts so long that the sailors forget what the land looks like, and when they set foot on it again, it seems to sway under their feet, like the deck of a ship. People have long conquered the expanses of water and learned to resist the raging elements, get seafood and fight on ships equipped with cannons. In this section, you will visit a pirate ship, and together with the romantics of distant wanderings, you will attack, rob and kill. The whole life of pirates comes down to boarding a loaded merchant ship, enriching itself at its expense, and exterminating the crew or selling them into slavery. Of course, you will also meet Jack Sparrow, who treasures his Black Pearl so much. Standing at the head of his gangster team, he again sets off on a dangerous journey to unknown islands, where countless treasures are buried. On the way Jack is always waiting for sea monsters, other pirates and soldiers in the service of the state and designed to destroy people like him.

Ship games offer players to test themselves in many battles, when ships are squeezed into a grotto between rocks and there is absolutely no room to maneuver. It is necessary to show real ingenuity in order to get out of a dangerous situation with dignity - to defeat the enemy and bring your ship or an entire flotilla to an open place where you can always regroup and even flee. You have to install deep-sea mines or maneuver yourself in a deadly field, trying not to hit them and not fly into the air. Use your sonar to probe the bottom for treasures, schools of fish, and enemies. All modern ships are equipped with this device and are of great help to sailors during their mission.

Conquer the depths of the sea by playing Ships games

You will also enjoy free ship games that plow the unknown depths. Submarines are a separate, but very impressive topic for your study, and here it is easy to find the famous Nautilus, driven by Captain Nemo. He also sometimes has a lot of trouble when he encounters something fantastic. But even simple sharks can cause considerable harm, and the brave captain, dressed in a spacesuit and armed with a harpoon, begins his hunt for monsters. However, even a paper boat can become an exciting entertainment if you set yourself the goal of bringing it to a certain place so that it does not sink along the way. Helping two friends blow on it with a certain amount of force will give it acceleration and direction. Along the way, he must collect important items and avoid collision with numerous obstacles. For such a fragile boat, the stream turns into a real labyrinth of dangers, and the branch becomes quite a serious obstacle.

All ship games are presented to your attention for free, for independent study and entertainment. To get started, try to build a big ship yourself, and then test it in action:

  • Become a brave sailor
  • pirate ship captain
  • play darts with the team,
  • shoot the cannon
  • capture someone else's ship,
  • learn how to use the navigation system,
  • catch fish,
  • take a cruise on a ship and spend a month in a romantic setting.

But while playing spaceships, you will turn into a space ranger and be able to explore many galaxies, visit other planets in order to capture, destroy, or establish economic relations with them. You are waiting for star wars and scientific expeditions.

There is such a game

You are underloaded! You need to upload a little! What? Do you have a party load, study and seminar at the factory? Exactly! From the party more and asked. Welcome, welcome to the circle of balalaika players.

It needs to be strengthened for a long time, there is a very weak layer there. Loading employees was Sametsky's favorite pastime. There is such a game. It's called "load the ship". They play it only in hours of desperate boredom, when the guests have absolutely nothing to do. - Well, let's load the ship. What letter? On "M" we loaded yesterday. Let's go to "L" today, Everyone speaks in turn, only without stopping. And the bullshit begins. - We load the ship with lamps, - the owner proclaims - with lambrequins! - picks up the first guest, - Foxes! - Lilliputians! - Jigsaws! - Locomotives! - Liqueurs! - Lapuans! - Fever! - Lokhanki! The first minutes the loading of the ship goes quickly. Then the choice of words becomes smaller, the players begin to push. The case moves more slowly, and the words are remembered quite wildly. The ship has to be loaded: - Lumpen-proletarians! - Limitrophes! - Lezginka! - Frankincense! Someone is trying to load the ship with Lifshits. And this is the end of the game. A stupid argument arises: is it possible to load a ship with its own names? Sametsky experienced similar difficulties. He organized all conceivable amateur circles on our planet. In addition to the usual ones, such as a circle of professional knowledge, choral singing or foreign policy, there were also reports: A circle for the education of a Soviet mother. Circle for the retraining of the Soviet baby. Circle - "Let's study the Arctic in practice". Circle of ballet critics. Having reached such social heights, Sametsky tensed up and suddenly took another step towards the sun. He organized a night duty called: "Ambulance for an elderly employee in the elimination of professional illiteracy. Reception from twelve o'clock at night to six o'clock in the morning." The outlandish duty room was located in the same basement where the wall newspaper was usually glued. Noticeably haggard, faded girls and Jaguar Petrovich were on duty here at night. Jaguar Petrovich completely disappeared. He had almost no cheeks. No one came to the night dispensary. It was cold and scary there. Still, the restless Sametsky made an attempt to load the ship even more. Sametsky invented a pocket wall newspaper, which he affectionately called "Stennushka-pocket". - You see, I have to bring the newspaper to each employee. It should be the size of a business card. It will be distributed to everyone. He took out a newspaper from his vest pocket, read it, reacted and moved on. Imagine the reaction!.. The whole difficulty lay in how to fit on a tiny piece of paper the material that was supposed to be: an article about the international situation, and about intra-institutional life, and a caricature of one employee who made an attack, in a word - everything. Only the chief accountant, who had a beaded handwriting, could save the situation. But the chief accountant refused, pointing out that he was busy compiling the annual balance sheet. - Well, we'll see about it, - said Sametsky, - I consider it as an attack. But here it turned out that Sametsky overloaded his ship. - What does he actually do? - suddenly asked at a flying meeting. - Well, how! Strong public figure. Everybody knows. Yes, but what kind of work does he do? - Excuse me, but he organized this ... well, a night columbarium, an ambulance, a kind of trade union Sklifasovsky ... And then here ... retraining of babies. Even in "Vecherka" they noted... - And the position, what position does he hold? This is exactly what no one knew. Rushed to payroll. It was very brief and vague: "Sametsky - 360 rubles." - Foggy, foggy, - said the chief, - oh, how foggy everything is! Of course, Sklifasovsky is Sklifasovsky, but this is not suitable for the state. I won't pay. And the fate of Sametsky was decided. He overloaded his ship. And the ship went down.

The company's products are universal systems, a catalog of goods. Unique developments.

Summaries of lessons - the collection of summaries of lessons from various subjects, this is the basis on which the lesson will be: what teacher can tell the learners, what the learner can learn about, "Language-wise, that's how the task of learning, like video materials and illustrations var then demonstrate what to give on the addendum operation and homework.


Updated 08 Aug 2014. Created 04 Feb 2014

Piracy

Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The most difficult conditions of sea service and a meager salary encourage a sailor to engage in piracy, as it gives a chance to get rich quickly. The pirate is inclined to submit to authority in case of danger of retribution or having accumulated considerable treasures; but as soon as the threat passes or the money runs out, the pirate immediately takes up the old.

Pirate lifestyle

At the head of the pirate team is the captain, a man of power and cruelty, since the lack of discipline on a pirate ship threatens with trouble. A pirate lives by the ship's charter. With his hand on the cutlass, he swears he will abide by it.

Treasure Island

Island in the Caribbean. It is said that Captain Jackal, who was famous for his cruelty and cunning, buried his vast treasures on a desert island in the Caribbean Sea, and tore the map into small pieces and distributed it to the members of his team. However, these are only guesses, because not a single person who got to that island returned alive from there ... Do not believe it, you can check it on your own skin ...

filibusters

Filibusters - sea robbers, acting mainly against Spanish ships in the Caribbean and along the coasts of Central and South America. In addition, they arrange powerful land expeditions, while other pirates prefer sea robbery. Filibusters act at their own peril and risk, not neglecting any prey. The filibusters are dominated by the French, the British, the Portuguese and the Dutch. Pirates of the Caribbean create specially organized communities on land, called "coastal brotherhoods".

conquistadors

Conquistadors - Spanish soldiers and adventurers, knights of fortune - in a word, pirates. The conquistador craves gold, the only goal is to search for new lands and riches in an unknown world. Most often, the conquistador is an impoverished hidalgo or caballero. Away from Europe, the Spaniard is not subject to either the king or the church. The main advantage of the conquistadors is firearms.

About the game

"Jackal" is a strategic board game with unique game mechanics. The secret of the "Jackal" is that the chips of the field fall in random order, thanks to which the game will be different every time! There is no dice in the game, and the result depends more on your logical and strategic abilities, and not on luck. All this makes "Jackal" a truly interesting and exciting game that you want to play again and again! The game is designed for two, three or four players aged 16 and over. The duration of the party is approximately 60-120 minutes.

Game Composition

  • The playing field - 117 square cells with different designs on one side and the same shirt on the other.
  • Frame - 8 parts for a frame around the playing field.
  • Ships - 4 square cells with painted ships.
  • Sailors - 3 pirates each in red, yellow, black and white.
  • Locals - 3 characters, blue, green and brown, which can be found on the island.
  • Coins - 37 coins of the same denomination.
  • Items - treasure from the Spanish galleon and 10 bottles of rum.
  • Rules - a security with rules that you read.

Preparing for the game

Turn over the chips of the field, mix them up and lay them out face down so that you get a real treasure island (according to reliable information, this is a square of 11 × 11 cells without corners). A pre-assembled frame makes this task easier. Place the ships in the center of each side of the frame. Then place 3 pirates of the same color on each ship. Now the teams are assembled, you can start the game.

For a 2-player game you will need 4 ships: one player will control two teams starting on opposite sides of the island. For a three-player game, you need 3 ships. When playing with four players, you can play two on two (opposite players will be allies) or each for himself.

Purpose of the game

The goal of the game is clear as day: to find and drag to your ship as many coins as possible, hidden on the island. Whoever brought the largest number of coins to his ship, he won.

Treasure hunting rules

How to walk

You can only move one pirate or ship per turn.

You can't skip a move.

There can be several pirates from your own or a friendly (in a two-on-two game) ship on the same space.

If one of the inhabitants of the island plays for you (, missionary or), then in one turn you can go either as a pirate, or as an inhabitant of the island, or as a ship.


How to mine gold

According to verified data, 17 treasures of various values ​​are hidden on this godforsaken island, including the treasure of the Spanish galleon. If, by turning over the cell of the field, you find a treasure chest, place as many coins on the cell as indicated on it (Roman numeral). But do not rejoice ahead of time! Gold can be considered yours only if you managed to drag it to your ship (in this case, the coin is removed from the playing field to your piggy bank).

  1. It is impossible to beat the enemy with gold in his hands. But if you really want to, you can leave the coin in place and forward to the enemy!
  2. If you, carrying a coin, are hit by an opponent, you go to the ship empty-handed, and the luggage remains in place.

The same rules apply for treasure from a Spanish galleon.


How to beat enemies

Very simple: to do this, you need to move to the cell where the rival pirate is standing.

  1. At the same time, the latter flies to his ship, leaving his luggage in place (if any), and continues the game from there. If there were several enemies on the cell, all of them, beaten, are transferred to their ships.
  2. You can beat the enemy only with empty hands. If you were carrying a coin, you can leave it in place and calmly hit an unsuspecting opponent.
  3. If the enemy dug in the fortress
  4. If the opponent is standing on a spinning cell (jungle, desert, swamp, mountains), you can hit him only if you are one move behind. For example, he is on the number III, you are on the number II.

Trap, 3 pcs.

Once in a trap, wait until a friend comes to the cage - only after that you can leave the cage. By the way, this does not mean that you should rescue the lost pirate immediately. He can also wait while teammates complete a combat mission.

When playing two on two, a pirate from a friendly team can also help out a comrade who has fallen into a trap.

Fortress, 2 pcs.

The fortress can contain as many pirates as you like from your own or friendly crew.

Fortress with a native, 1 pc.

Cool so cool. You stumbled upon a fortress with a pretty native. Here you can "resurrect" the dead comrades - one per turn. And they are born right here, in the fortress. None of the enemies can poke their nose into the fortress while you are inside. One problem: you can't enter here with gold coins.

When playing a pair on a pair, a pirate can only revive pirates of his own color. Stronghold Aboriginal does not resurrect pirates if you have three or more characters capable of fighting.

Treasure, 1 pc.

Ha! this is a find Treasures from the galleon of the Spaniards who transported gold to Europe are hidden here! One such treasure counts as 3 coins. As you open the cage, immediately put the chest figure on it. Treasure is transferred according to the same rules as a coin, but counts as 3 coins in value.

Aircraft, 1 pc.

What is this ruin? It's an airplane! How he got to the island is unknown, but he can transfer any participant with all his luggage to any cell on the same turn. You can use the plane only once per game - then it becomes an ordinary dummy. If you don't want to fly right now - stay on the cage and wait for the right moment (leaving the cage is tantamount to using an airplane). But look both ways: the opponent can take away your right to use this miracle of technology by hitting you and sending you to the ship.

Carramba, 1 pc.

Balloon, 2 pcs.

The balloon will always carry you (along with the coin or chest that you have in your hands) to your ship. And so it will be with everyone who in the future sticks his head on this miracle cell. In a two-on-two game, the balloon carries the pirate to his own, and not to a friendly ship. It is impossible to stand on this cell, the ball acts instantly.

Cannon, 2 pcs.

The desire of a pirate to check what is hidden in the depths of the muzzle of a cannon is truly inexplicable. In return for his curiosity, the pirate flies into the sea in the direction of the trunk. Only his own or a friendly ship can save him. Gold, as you know, sinks in water and is out of the game. The most experienced pirates use a cannon to quickly transfer coins to the ship along with them. and be sure to shout fervently in flight. Having fallen under an enemy ship, the pirate dies (see section).

Lighthouse, 1 pc.

An old lighthouse was found on the island, after a long climb up the stairs, the pirate who first found this building manages to examine any 4 cells. The beacon only works when your pirate steps on it:

old rules (Jackal: Treasure Island): you need to turn over any 4 unopened cells, they remain open until the end of the game.
new rules (Jackal: Treasure Island Lux): you need to turn over any 4 unopened cells, peek at what is there without showing other players, and return to their place in any order.

The lighthouse only works once per game.

Ben Gunn, 1 piece

Old Ben will be happy to join the first team that looks into the light. He was able to keep his gunpowder dry and his saber sharp, making it easy to become another pirate of yours. At the moment of opening this cage, your team gets one more pirate.

Pirate Ben Gunn is represented by a green token and appears where he was found.

Missionary, 1 pc.

A missionary lives in the depths of the island, who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first. The missionary does not know how to beat enemies, but he himself cannot be attacked. A pirate on the same space as a missionary cannot be attacked either and loses the ability to attack. The missionary does not enter cells with enemies. If the missionary meets Friday (finds himself on the same cell with him), then both of them will disappear, having become enlightened. Every self-respecting pirate tries to get the holy father drunk: if the latter drinks rum, then he will immediately get a dusty cleaver and become the most ordinary pirate of the same team he preached for before (see cell). As long as the missionary remains a missionary, he cannot carry any weights. A spiritual person, after all. The missionary can open closed cages, but when opening a cage with rum, the effect will be the same as when it is soldered.

The missionary is represented by a blue token and appears where he was found.

Friday, 1 piece

The young native Friday immediately liked the pirates for his reliability and ability to carry heavy things. As soon as you find him, he will play for you and will be able to carry coins like a real sea dog. True, there are three features: first, if Friday is attacked, he starts playing for the enemy. Secondly, he himself is harmless (albeit a cannibal), and therefore cannot attack anyone. Thirdly, he has a weak native liver: if he meets rum (in any form), he will immediately drink it all and leave the game. Friday can open the cages like a regular pirate, but if he opens the cage with rum, he will drink it (if there is a lot of rum, just one bottle). In a word, weak. But Friday is not afraid of the cannibal dad, goes through any cage in one turn and does not fall into pit traps.

Friday is represented by a brown token and appears where it is found.

Rum bottles

  • 1 bottle of rum - 3 pcs.
  • 2 bottles of rum - 2 pcs.
  • 3 bottles of rum - 1 pc.

You found bottles of rum! Rum is such a powerful tool that pirates, at the mere sight of a bottle, immediately become stronger and begin to independently crawl out of pit traps or get out of any labyrinths immediately directly. When the pirate opens the rum cage, the bottles immediately appear on the ship. Rum can be used on your turn by any member of your own or allied team. To do this, you just need to remove the bottle from the ship's stocks. And you can also drink local residents with rum: if you stand on the next cell with Friday or a missionary, you can pass a bottle to them on the same move, from which their life will immediately change dramatically (see cells and).

Cave, 4 pcs.

This is the entrance or exit of the cave. Most likely the entrance, which the pirate who looked inside will have to make sure of. Until the friends of the unlucky caver who remained on the surface find a second such cage, the pirate will wander inside and come around. But one has only to find a way out, how - voila! - the one who got lost will appear from it. For example, if a red pirate steps on the entrance to a cave, he wanders in it until the opening of the second passage. The white pirate opens the exit and is transferred to the entrance. The red pirate is on the way out. Once opened, the cave works like a short passage: you can enter the exit and exit through the entrance in one turn. Or vice versa, enter the entrance and exit through the exit. Through a cave with an open entrance and exit, pirates walk without difficulty. If your pirate is standing at the exit from the cave, then the passage is closed for enemies. Keep in mind that the "guard" itself will also pass through the underpass before taking up defense. If several entrances to the cave are open, this can and should be used: a pirate who “dived” into the cave on the same turn “emerges” from any other exit and remains standing on this cell. Until the pirate leaves it, this exit for the pirates of other teams remains closed. To re-enter the cave, you need to get off the cage, and then step on it again. It will take you two turns!

Jungle, 3 pcs.

Jungle. Walking around these places without a machete is a big mistake. There are so dense thickets that you can not notice the pirate passing at arm's length. You can't fight in the Jungle, you can't enter the jungle with items, but pirates from different teams can be here at the same time.

Grass, 2 pcs.

Hee hee hee, a field with some unknown grass (thanks to the local natives!) caught fire at the moment when you turned the cage over. Now everyone goes pirates of his neighbor. For example, if after you go red, then black, and then white, then the next move goes to the player with black pirates - he goes for the reds, then the commander of the white pirates goes for the blacks, you go for the whites, and your neighbor goes for you. After that, the field goes out, and your neighbor, the Red Commander, makes his usual move. You can’t command someone else’s rum, so if you are thirsty, you will have to wait for your turn.

The value of the cells of the field from the original add-on

Dinghy, 1 pc.

You found a hidden boat in the bush! When this space is opened, place a boat figure on it. It can be worn according to the same rules as a coin. When the boat hits the shore, the pirates will be able to launch it and use it as a ship. To launch the boat into the water, a separate move is not needed: the pirate simply continues to move on it if he wants. The boat can pick up pirates in the water or sink splashing enemies. On a boat and ships, you can sail 2 cells from the coast in order to bypass other people's ships. A boat cannot float without a pirate inside. A pirate knows how to walk on a boat with tacks, that is, diagonally too.

Cores, 2 pcs.

Pirates know that cannonballs have many uses: they can be carried around for better physical fitness, they dive deep with them, and, most importantly, they can be loaded into a cannon. When you open such a cell, immediately place one core on it. If you bring the ball to the cannon, then the pirate will not fly to swim, but instead will fire one shot in the direction the muzzle is turned. In all cells in a straight line from the cannon, all items are removed: pirates die, and coins and other things are destroyed. Cores are worn in the same way as coins, that is, you cannot walk with a core in a closed cell.

Wheelbarrow, 1 pc.

Commercial pirates know that it is better to carry gold and other items in a wheelbarrow. When you open this cage, place the car figure on it. If a pirate has a wheelbarrow, he can drag two items in it at once (for example, coins or cores). The wheelbarrow itself moves just like coins, it can even be loaded onto a ship. For example, a pirate can carry two coins at once, or two cores, or one coin and one core.

Question answer

Frequently Asked Questions on Jackal Rules

All the pirates died, and the last one is in a trap, what should I do?
Panic! Now only the enemy will be able to free your pirate, beating him along the way. But in general, take the following tactics into service: if you have one less pirate, try not to run around the closed cells without special need. Leave the honorable duty to explore the island to rivals and pick up everything that is bad.

Once in the pit, wait for a friend to come to the cell - only after that you can leave the cell (tip the pirate figure to show that he has fallen). The pirate who comes to the rescue does not fall into the pit, but rather helps a friend who has fallen into the pit to get out. Place the overturned pirate figure on its feet. By the way, this does not mean that you should rescue the lost pirate immediately. He can also wait while teammates complete a combat mission.

When playing two on two, a pirate from a friendly team can also help out a comrade who has fallen into a hole.

Message bottles

When a pirate opens a cage with a bottle, the player takes as many bottles as indicated on the cage. Bottles allow you to independently get out of the pits or get out of any labyrinths immediately directly. You can use the bottle only at the end of the turn, that is, first look like one of the pirates or the ship, and then use the bottle to get someone out of the pit (that is, pick up the overturned pirate figure) or out of the labyrinth (move the pirate immediately to the last cell). After use, put the bottle back in the box.

If there is a pirate with a coin on this space, he cannot be attacked. There can only be one pirate in a bank. If a pirate is standing in a bank without a coin, then the bank is considered an empty cell. If the coin is on this space without a pirate, anyone can come and take it.

Walking around these places without a machete is a big mistake. There is such a dense thicket that you can not notice a pirate passing at arm's length. You cannot fight in the jungle and you cannot enter the jungle with coins, but pirates from different teams can be here at the same time.

On this cage, a small but very annoying nuisance awaits the pirates. Someone burns his beard, someone drops a coin on his leg, someone stumbles over a root, and someone just realizes that he is lost. At this moment, the pirate is obliged to swear strongly and in a sea way, otherwise he will immediately get upset and disappear.

There is an old lighthouse on the island. After a long climb up the stairs, the pirate who first found this structure manages to peep any 4 cells. The beacon only works when your pirate stands on it: you need to turn over any 4 unopened cells, peep what is there without showing other players, and return to their places without changing the direction of the cells. The action of the cells is not performed.

The balloon will always carry you (along with the coin you are holding) to your ship. And so it will be with everyone who in the future sticks his head on this miracle cell. In a two-on-two game, the balloon carries the pirate to his own, and not to a friendly ship. It is impossible to stand on this cell: the ball acts instantly.

When opened, it shoots in any direction in a straight line across the entire island (the direction is chosen by the pirate who opened the cage). A pirate who receives a bullet is considered beaten (as in a fight - he goes to his ship). If there are several pirates on the line, only the first one gets the bullet.

On this cell, you can "resurrect" dead comrades - one per turn. And they are born right here in the sanctuary. None of the enemies can poke into the sanctuary while you are inside. One problem: you can't enter here with gold coins.

The Sanctuary does not "resurrect" pirates if you have three or more characters capable of fighting.

The sanctuary can contain as many pirates as you like from your own or friendly crew.

Each player walks as their neighbor's pirates. For example, if after you go red, then black, and then white, then the player with black pirates goes first - he goes for the reds, then the commander of the white pirates goes for the blacks, you go for the whites, and your neighbor goes for you. After that, the field goes out, and your neighbor, the Red Commander, makes his usual move.

When the cage is opened, the bear wakes up (place the bear token on the cage of the lair) and bites the pirate who woke him up. The pirate goes to his ship. After that, the bear immediately takes 1 step towards the nearest pirate. The bear walks through all obstacles, pits and labyrinths, ahead of him, without stopping, and also walks through closed cages without opening them. Cells like arrows or ice do not affect the bear either. At the end of each next turn of the player who woke him up, the bear makes one more move. If the bear catches up with the pirate, it will bite him, and the pirate will go to his ship. The bear cannot get on the ship and does not smell the pirates on the ship, so he runs after the pirate who is on land. If all the pirates are on ships, the bear stands still. The bear cannot be attacked. The bear is not affected by abilities (unless otherwise indicated on the ability card). Anyone who is taken out to a cage with a bear is bitten and sent to his ship.

The bear, choosing the shortest path to the nearest pirate, prefers to go diagonally (example in Figure 1). With an equal number of moves to the pirates, the bear chooses the first pirate as a victim clockwise, counting from the northern point of the island, and goes to him (example in Figure 2). The northern point of the island can be seen in the picture with the layout of the island.

Picture 1

Figure 2

In the depths of the island lives a missionary who teaches pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first (place a missionary token on this space). The missionary cannot carry coins, cannot hit enemies, but he himself cannot be attacked. A pirate on the same space as a missionary cannot be attacked either and loses the ability to attack. The missionary does not enter the cells with enemies, and the enemies cannot enter the cell with the missionary.

The missionary cannot "resurrect" pirates in the sanctuary.

Every self-respecting pirate tries to please the holy father: if the latter receives a bottle with a message as a gift, he will immediately take out a dusty cleaver as a token of gratitude and become the most ordinary pirate of the same team for which he preached before (see cell). You can also give a bottle to a missionary from an adjacent cell by coming to it and passing the bottle on the same turn.

As long as the missionary remains a missionary, he cannot carry any weights. A spiritual person, after all.

The missionary can open closed cages, but opening a cage with a message bottle will have the same effect as if you handed the bottle to him personally.

Boom! Bach! When you turn over this cell, the island starts an earthquake! Swap any 2 cells where no one is standing and nothing is lying. You can change the cells of different landscapes - mountains with a beach, for example. You can change the direction of the arrows.

Devilish luck! Fortress! While you are here, you are safe: you cannot hit a pirate who has dug in the fortress. It's a pity that you can't come here with gold.

The fortress can contain as many pirates as you like from your own or friendly crew.

Meaning of the field cells from Ben Gunn's Island add-on

Old Ben will be happy to join the first team that looks into the light. He was able to keep his gunpowder dry and his saber sharp, making it easy to become another pirate of yours. After you have opened this space, place the green Ben Gunn token on it. Now you control Ben Gunn as another pirate on your team.

Meaning of the field tiles from the Isle of a Thousand Caves expansion

Skillful pirates know that it is better to carry gold in a cart. When you open this cage, place the cart figure on it. If a pirate has a cart, he can drag two coins in it at once. The cart itself moves according to the same rules as the coins, it can even be loaded onto the ship and descended from the ship with it.

This is the entrance or exit of the cave. Once you have opened this cage, knock over your pirate. He was lost in the caves and will be lost until someone finds another such cage. As soon as the exit is found, the pirate who found it is transferred to the first open cell of the cave, and the lost pirate appears at the new exit. Now every time your pirate enters a cave space, he is instantly transported to one of the exits. Please note that you cannot instantly transfer to an open cell of the cave where an enemy pirate is standing. You need to wait until he releases the passage for you. If it is impossible to pass through the cave, treat it as an empty cage.

The value of the cells of the field from the add-on Friday Island

Place his token on this square. He plays for you. Friday cannot attack. If he is attacked, he starts playing for the enemy. If Friday finds or receives the message bottle, he is out of the game. If he ends up on the same square with the missionary, both are out of the game. Friday walks through the pits, labyrinths and the cannibal as though through empty cages. Coins left by him with the ogre are out of the game. The bear eats Friday for good.

The meaning of the cells of the field from the add-on Jolly Roger Island

This steering wheel is clearly bewitched. When a pirate lands on this space, he moves in the direction of the arrows. At the end of your turn, rotate that square 90° clockwise.

Roger's helm only turns once per turn, even if the pirate has flipped it multiple times.

Place a turtle figurine here. She walks after the player who found her. The turtle moves along the outermost squares of the island, clockwise, one square per turn.

The turtle does not open closed cages. She doesn't attack anyone, nobody attacks her. Cells and abilities do not affect her. The bear doesn't see her.

Pirates can get out of the water onto a space with a turtle. You can get out if there are no other characters on the cell.

If the turtle did not appear near the water, it first goes to the outermost cage.

Meaning of the field tiles from the Tide Island expansion

Place a palm tree chip here. This cell can be entered as a dummy. And you can spend another move to climb the palm tree itself from this cell.

When a pirate sits on a palm tree, you cannot fight him. Abilities do not work on him. The bear does not smell him and does not go to him.

You can’t climb a palm tree with objects - leave everything below. You can not climb a busy palm tree. You can’t get off the palm tree while someone is standing below. Even if it is a friend, a local resident or a bear.

From the high hill you see the tide coming in. Put the three beach squares in the box.

You can clean closed and open cells in different parts of the island. The cages must be in water. Close to the cage should not be a ship. There should not be any objects or characters on the cell.

How to mine gold

According to verified data, many treasures of various values ​​​​are hidden on the island. If, by turning over the cell of the field, you find a treasure chest, place as many coins on the cell as indicated on the chest. But do not rejoice ahead of time! Gold can be considered yours only if you managed to transfer it to your ship.

How to wear gold:

  1. Every self-respecting pirate can carry only one coin.
  2. You can only move with a coin in open cells.
  3. It is impossible to beat the enemy with gold in his hands. But if you really want to, you can leave the coin in place and forward to the enemy!
  4. You can't swim with coins. If a pirate gets into the sea with a coin, it sinks (out of the game). The pirate stays afloat.


  1. When a pirate with a coin enters the ship, take the coin and place it in front of you. Now she is yours for the rest of the game, and no one will take her away. It remains to bring more of the following.

If you are standing on a square with a coin and you are hit by an opponent, you go to the ship empty-handed, and the luggage remains in place.

How to beat enemies

Very simple: to do this, you need to go to the cell where the rival pirate is standing.

  1. In this case, the latter instantly gets on his ship, leaving his luggage (if any) in place. If there were several enemies on the cell, all of them, beaten, are transferred to their ships.
  2. You can beat the enemy only with empty hands. If you are carrying a coin, you can leave it in place and calmly hit an unsuspecting opponent.
  3. If the enemy dug in a fortress, then you can’t beat him (that’s why it’s a fortress).
  4. If the opponent is standing on a labyrinth cell, you can hit him only if you are one move behind. For example, he is on the number 3, you are on the number 2.


All pirates move in turn and move according to the values ​​of the cells. Black goes first, then yellow, then red. After the pirates, a bear walks.

Bear movement rules are described in the section.

On this one move in the task is considered completed. A pirate dies if a bear stepped on him, or he fell out of the island (stepped on a cannon, arrow, etc.). On each task card you will find the conditions for completion. Somewhere you will need to meet a certain number of moves, somewhere to save the required number of pirates, somewhere both, and something else, and something else from above.

When playing two on two in the sanctuary, can you revive an ally pirate?
No. only resurrects pirates of his own color.

My pirate enters a square with two pirates from the other team. One of them has the "musketeer" ability. How to play the battle correctly?
Very simply, that pirate who has no abilities immediately goes to his ship, and whether the musketeer goes depends on the result of the roll. In all such cases, those who have no ability are considered beaten.

Island 4

Historical reference

Piracy

Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The most difficult conditions of sea service and a meager salary encourage a sailor to engage in piracy, as it gives a chance to get rich quickly. A pirate can submit to power, in case of danger of retribution or having accumulated considerable treasures; but as soon as the threat passes, or the money runs out, the pirate immediately takes up the old.

Pirate lifestyle

At the head of the pirate team is the captain, a man of power and cruelty, since the lack of discipline on a pirate ship threatens with trouble. A pirate lives by the ship's charter. With his hand on his cutlass, he swears he will abide by it.