Jackal tabletop. Board game "Jackal". In a few words, all the mechanics of the Jackal game and its meaning

Board game "Jackal"– an original strategy with unique mechanics and simple rules. Participants will have to go in search of gold! Steal more gold from the island than everyone else to become a merciless pirate! The game will always be varied, because the cells of the field are placed in a free order, and there is no cube at all, which reduces the random factor throughout the game. The recommended age of players is 6+, and the game lasts from an hour or more, depending on the strategy.

Difficulty level: average

Number of players: 2-5

Develops skills: intelligence, strategy, combinativeness

What adventures are in this box?

"Jackal. Treasure Island" includes the following components:

  • tiles that make up an island – 117 pcs.;
  • ships carrying pirates - 4 pcs.;
  • wooden chips for four teams - 12 pieces, 3 pirates for each participant;
  • coins for marking treasures – 37 pcs.;
  • a brochure with the rules of the game with answers to frequently asked questions.

Captain Jackal has buried several treasure chests!

Yo-ho-ho, left hand drive! Participants in the Jackal game will need to go to an uncharted island full of gold, explore the jungle, meet bloodthirsty cannibals, shoot from a cannon and overcome many other adventures. In the set, players will find square tiles that make up a small but dangerous island.

What should you do, captain?

The island meets ships (2-4, depending on the number of participants) on opposite sides of each other, which are filled with pirates of the player himself and his rivals. There are three sea robbers in them. The Jackal member drops them off on land. Of course, at the beginning of the game the island is not explored, which is what the players need to do. Moving to the cells, the player turns them over and examines the contents. This way you can meet an exciting adventure and an equally long-awaited treasure. The task in the card game “Jackal” is to find the treasures that Captain Jackal hid and take the gold back to his ship.

What does the island look like?

It consists of laid out square plates, turned face down and framed with water. Each of the plates is “responsible” for the type of terrain and objects. Gradually, players will turn over the cage, completing the tasks prescribed in them. So they explore new lands, find treasures and face dangers.

The meaning of the field cells


The board tiles in Jackal are full of adventure. The following squares exist:

  • empty cells;
  • arrows with one or more directions – in case of an ambiguous choice, the player chooses the direction of the pirate’s further movement;
  • with the image of horses - move your hero with the letter “G”, like chess. When the move is made, open the unexplored part of the island only where the pirate stopped after the move.
  • with barrels is a lucky field for the robber, he does not move the next turn, but the player is allowed to control the rest of his pirates from his ship at this time.

The legendary pirate game, one of the most famous strategies in our country. Created at Moscow State University in the 70s, it is filled with the spirit of pirate romance, great for family games and friendly games, and perfectly develops logic and systems thinking. If you like to look for treasures, fight pirates, meet crocodiles, look into a cannon and carry gold onto a ship, then, damn it, this board game is for you.

Yo-ho-ho and a bottle of rum!

At the beginning of the game, you receive a squad of gentlemen of fortune and land on a desert island. The playing field is a set of terrain squares that are laid out randomly face down. This is one of the charms of “Jackal” - each subsequent game takes place on a new playing field. During the game, you move your pirates around the playing field, open the map and perform actions depending on the properties of the area. Your goal is to find gold coins and take them to the ship and take coins from your opponents.

On the ground you will encounter:

Tiles that impede movement: swamps, deserts and mountains. It takes several moves to overcome them;

Tiles that speed up movement. These are tiles with glaciers, balloons and even an airplane, which allow you to jump over several cells at once;

Direction tiles. Once on one of these tiles, your pirate will be forced to move only in the indicated direction;

A tile with a bottle of rum will cause the pirate to miss a turn;

The pirate dies in the ogre's lair. He can be resurrected in a fortress with an aborigine.

To take gold from your opponent's pirate, simply move your pirate to the appropriate square. The robbed pirate returns to his ship.

The goal of the game is to find and drag as many gold coins onto the ship as possible. Whoever brought the most coins to his ship won.

Jackal is a board game for 2-4 players that is great for all ages. The rules of the game are quite simple and exciting, so they will be understandable and interesting for children. At the same time, the game is very fun and adults like it. All this makes the board game “Jackal” a good choice for playing with the whole family or with friends.

Equipment:

  • 117 playing field chips;
  • 4 ships;
  • 12 wooden chips;
  • 37 plastic coins;
  • rules of the game.
  • Video for the board game Jackal

  • Reviews for the board game Jackal

    Novel

    Is everything complete and the cards are in Russian?

    Answer: Yes

    Catherine

    Good game!!! We mostly play together with my 7-year-old son, time flies! I recommend it for a family evening or for friendly gatherings!

    Answer: Be sure to check out the Carcassonne series of games. We are sure you will like it very much! It’s interesting to play it both alone and in a company.

  • Introduction

    The board game “Jackal” has interesting and non-standard mechanics, thanks to which a wide variety of scenarios are possible. This game looks, perhaps, somewhat similar to chess. However, this game differs from chess in that the main role in it is played not by the features of individual pieces, but by different cells of the playing field. There are also significantly more interesting gaming opportunities here compared to chess, for this reason you can play Jackal using various tactics, thereby improving your “pirate” experience with each new game.

    This type of game actively promotes the development of spatial and strategic thinking.

    About the game

    The game "Jackal" is currently one of the most famous board strategies created in the Russian Federation. It was created in the mid-seventies by students of Moscow State University. The board game “Jackal” is filled with pirate romance; the whole family can play it; it perfectly develops logical thinking and the ability to think systematically. If you are interested in searching for treasures, fighting evil pirates, meeting crocodiles, looking into a cannon, and constantly carrying tons of gold onto your own ship, then damn it, you will really like this type of board games. Especially the “Jackal Lux” gift edition.

    Purpose of the game

    The goal of the game “Jackal” is extremely simple and is to find and then drag to your ships the largest number of gold coins that are hidden in the depths of the island. A member of your team, Friday, actively helps with this. Another game character - a missionary - does not know how to wear gold. The player from the team who brings the largest number of coins to his own ship is declared the winner, who caught Captain Jackal.

    Number of players

    They can play a board game called Jackal from two to four people.

    Who is this game for?

    This type of board games is equally suitable for people of absolutely any age. But it will, of course, be most interesting to people who have an adventurous streak, as well as a romantic nature.

    Packaging and design

    The design of both the basic version of the Jackal and its additions is very impressive and attracts attention. The simplest design is for the basic version, the most colorful and tempting is, of course, for the “Lux” version, which includes wonderful miniatures of game characters. All versions and additions have detailed and colorfully designed rules for playing the Jackal board game.

    A little historical background

    Piracy

    Piracy usually refers to the illegal seizure, robbery or sinking of ships committed on the high seas, although river pirates are also known. Currently, criminal liability for committing these actions is provided for by the legislation of absolutely all countries in the world.

    In the modern period, the population of the coastal regions of some countries is pushed into piracy by low wages, difficult living conditions, and, of course, greed, because this activity provides an opportunity to get a large sum of money at once. Pirates are known for their cunning. Thus, there are numerous cases where pirates, put in a hopeless situation and feeling the danger to their own lives, pretended that they repented and became law-abiding citizens. As soon as the threat disappeared, the pirates returned to their dirty work.

    Pirate Lifestyle

    During the golden age of piracy (17th-18th centuries), when, according to the plot of the game, the action takes place, pirates were a serious force. Pirate communities were typically divided into crews. The pirate crew was led by a captain, who was usually a very cruel and dangerous person, which, in many ways, was forced, since it was simply impossible to maintain order on the ship using gentle methods.

    All pirates adhered to a kind of code of honor. Initiation into a pirate was accompanied by an oath with a cutlass in hand. However, the discipline of the pirate crew was very relative, and at any opportunity the crew could start a mutiny and overthrow their captain. In fact, despite their romantic aura, pirates have always remained ordinary sea robbers, united solely by the thirst for profit.

    In the game, these undisciplined robbers can perform different actions. For example, pirates can swim, but this cannot be done if the pirate has gold. If a pirate falls into the water with a coin, it will drown. This is one of the main things to know about the abilities of pirates.

    Treasure Island

    The treasure island on which the events unfold is located in the Caribbean Sea. According to the gaming legend, the head of the entire pirate community, Captain Jackal, who was famous for his cruel temper even for a pirate, as well as cunning and resourcefulness, buried his ill-gotten wealth on one of the uninhabited islands, and tore the map with coordinates into many pieces and distributed it to members of his crew .

    Perhaps all this is only a legend, due to the fact that not a single living soul who went to this island to look for treasures according to Captain Jackal’s map returned to the damned place safe and sound. If you still don’t believe this, then you have a unique opportunity to try it and see it from your own experience.

    Filibusters

    On the shores of the Caribbean Sea and on the coasts of Central and South America, pirates were also called filibusters. They carried out their criminal activities not only at sea, but also on land. These pirates carried out their plans solely at their own peril and risk, and did not disdain even a small loot. The filibusters were mostly Europeans, most often the French, British, Portuguese, and Dutch. The outlaws of the Caribbean were organized into well-organized communities, which were nicknamed the "Brotherhood of the Coast."

    Conquistadors

    Conquistadors were Spanish hidalgos (high-ranking aristocrats) or simply caballeros (nobles) who went to the New World in search of success. Among them were a huge number of adventurers of all kinds, whose most important goal was the seizure and shameless plunder of new lands. Far from Europe, the Spaniards and other Europeans were not subject to their monarchs and the church and did not consider it necessary to restrain their baser instincts. The main advantage of the conquistadors was the presence of powerful firearms for those times (very rare among other pirates).

    Game composition

    The basic version of the game called “Jackal. Treasure Island" contains the following main elements:

    A playing field of 117 square-shaped cells
    Frame. Consisting of eight parts that are located around the playing field.
    · Ships - four cells that have a square shape with ships marked on them.

    · Sailors - pirates of red, yellow, black and white (3 sailors per desired color).

    · Civilians - characters of blue, green and brown colors (3 civilians per given color);

    · Coins - 37 coins of equal denomination.

    · Items, which include a treasury from a Spanish galleon, as well as bottles of rum, in the amount of 10 pieces.

    · Rules - sheet with rules.

    Version "Jackal Lux" contains various interesting additions.

    Progress of the game

    The game characters make up a balanced team, with each “Person” in the team performing their own combat mission. As we have already said, in addition to the local residents, a Missionary lives on the island, who teaches the pirates good things. This character is indicated by a blue chip. If the Missionary finds a vessel with rum, one of the bottles with this drink disappears (the Missionary really loves this drink)). If the team has three robbers and one Missionary, then if one of the pirates dies, the Missionary has the right to revive him. You can get the Missionary drunk by standing on one playing area next to him.

    Preparing for the game

    Before starting the gameplay, absolutely all the chips will need to be mixed and laid out face down in such a way that the result is the most natural island with treasures (that is, an 11x11 square with no corners). If you assemble the frame in advance, this will significantly facilitate this task.

    Next, you need to place the ships in the middle of each side of the frame. After which it will be necessary to place 3 pirates with the same colors on all frigates. Only after the team has been placed, when everyone is completely assembled, will it be possible to proceed directly to the gameplay.

    In order to be able to play together, you will need four ships: one of the players will control two teams, each of which begins the gameplay on opposite shores of the island. In order to be able to play with three of you, you will need three ships. During a four-player game, it is allowed to play two against two (opposite players, accordingly, in this case will be allies). Well, it goes without saying that everyone can play for themselves.

    Treasure Hunt Rules

    In order to begin the search for Captain Jackal's untold riches, you need to turn over any 4 unopened cells.

    How to walk

    The game process begins with a white chip. After this, the participants in the game walk clockwise, observing the order. In one turn you can do one of the following actions:

    1) The ship is moved along the coast by one square. The flagship moves exclusively along its shore of the island.

    2) The pirate lands directly on the square that is located directly in front of the ship.

    3) The sailor returns to his own area of ​​the cage, which is located in front of the sailboat. If a pirate falls into the sea, he dies.

    Let's assemble the first island

    The cells taken from the box must be rearranged face down. After this, four cells with a gray backing, representing mountains, three cells with a green backing, representing a forest, and two yellow cells, representing a beach, are randomly removed. The island is assembled in accordance with the drawing. The cells are not turning over at this time. Place a cube, a bottle of rum and coins next to the field. The first move is made by the one who finds the bonus square first.

    How to mine gold

    If, after you turn over the cage, you find a treasure chest underneath it, then you need to take out the number of coins that was indicated on the cage.

    How to hit enemies

    To be able to hit enemies, you will only need to stand on the cell on which the enemy is already standing.

    Death to the pirate!

    A pirate dies only if he touches an enemy ship (that is, when the sailor and the ship are directly on the same cell).

    Victory

    In this type of board game, the winner is the player who loaded the most gold onto his ship.

    Two on two game

    In some versions, the Jackal board game contains an addition for a two-on-two game. In a two-on-two game, each ship acts in the interests of a sailboat of the same color. The description of any of the variants of the Jackal game contains this rule with some exceptions. So, for example, in the game “Jackal Archipelago”, allies can safely be present on the same cell and use an ally’s sailboats as their own. They can also transport easily obtained gold. In the game "Jackal Lux", if an opponent raises a hand against a pirate, he returns directly to his own ship. In this regard, the sequence of moves is always observed. At the end of the game, the illegally acquired gold is counted together.

    Field cell values

    Arrows (7 types), 21 pcs.

    Follow the designated direction without any hesitation. If the arrow points to the water, feel free to swim.

    Horse, 2 pcs.

    The knight moves here exactly the same as in chess. That is, the letter "G".

    Pinwheel cells that determine the number of steps:

    • Spinner 2 moves, 5 pcs. Delays 2 steps to get through the jungle.
    • Spinner 3 moves, 4 pcs. Delays for three turns in order to cross the lifeless desert.
    • Spinner 4 moves, 2 pcs. Delays for four turns in order to cross the swamp.
    • Spinner 5 moves, 1 pc. Delays five steps in order to pass through the mountains.
    • Ice, 6 pcs. Having hit this cell, the player will be forced to repeat his previous move.
    • Trap, 3 pcs. If you fall into a trap, you can make the next move only when a player from your team is on the same cell as you.
    • Crocodile, 4 pcs. You should not hit the crocodile's jaws, because otherwise you will have to go back one step.
    • Cannibal, 1 pc. Falling into the mouth of a cannibal is the most ridiculous death for a pirate.
    • Strength, 2 pcs. If the sailor is within the walls of the fortress, it is impossible to attack in such a situation.
    • Fortress with aboriginal woman, 1 pc. Here the resurrection of dead pirates takes place.
    • Treasure, 1 pc. One treasure is equivalent to 3 coins.
    • Airplane, 1 pc. The plane can only be used once during the game.
    • Carramba, 1 pc. Once on this square, the sailor must utter some kind of curse.
    • Balloon, 2 pcs. Using a hot air balloon, you can get to the ship from anywhere.
    • Cannon, 2 pcs. Once on this square, the sailor flies to the sea.
    • Lighthouse, 1 pc. Once on a given cell, the player can look at any four others.
    • Ben Gunn, 1 pc. Ben Gunn joins the team that finds that square first.
    • Missionary, 1 pc. The missionary takes the pirates' weapons.
    • Friday, 1 pc. He does the hard work for the pirates.
    • Rum bottles 10 pcs. A bottle of rum makes pirates smarter and stronger.
    • Barrel of rum, 4 pcs. A sailor who finds a barrel of rum makes a move only once.
    • Cave, 4 pcs. This can be either the entrance or exit from the cave. Find out by looking inside.
    • Earthquake, 1 pc. If the desired cell is turned over, the island shakes.
    • Jungle, 3 pcs. To get through the jungle you need a machete.
    • Grass, 2 pcs. Moving to a possible square, players begin to play with their opponents' pirates.

    Field cell values ​​from the original addition

    Boat, 1 pc.

    Opening this cell, you will need to place the corresponding chip. The boat is worn according to the specified rules, just like a coin.
    Cores, 2 pcs.

    Sailors are well aware that the core can be used in different ways: it can be carried, it can be used to dive deeper.
    Wheelbarrow, 1 pc.

    Savvy sailors prefer to carry the precious metal in a wheelbarrow. If this cell is opened, you should install a wheelbarrow figurine.

    The meaning of field cells from the Archipelago add-on

    • Empty cells: Once on one of the empty cells, the player simply stops moving.
    • Arrows: A sign indicating the direction in which the player should move. If there are several of them, you can choose the most convenient movement.
    • Barrel: the sailor who finds the barrel moves every other time. Although anyone else on the team can walk.
    • Chest: the corresponding number of coins is placed on the item. During the game they can be disassembled one at a time.
    • Knight: when moving to this square, the player moves with the letter “G”.
    • Ice: a player who lands on a square repeats his previous move.
    • Pit: A player trapped in a pit waits until another member of his team rescues him.
    • Bottles with notes: having hit the desired square, the player takes the number of bottles indicated on it.
    • Crocodile: if a player gets caught in the jaws of a crocodile, he must return to the square he came from.
    • Bank: a player standing on this cell cannot be attacked.
    • Jungle: No fighting is allowed in this area.
    • Caramba: This is where the player can trip. Accordingly, he should curse.
    • Beacon: being on the desired square, the player can see what is under the closed ones.
    • Balloon: Will transport you to the ship, wherever you are.
    • Musket: the player located in this cell has the opportunity to shoot in the direction he wants.
    • Sanctuary: This cage provides the ability to resurrect a dead player.
    • Crossroads Die: Gives the player direction to move.
    • Trampoline: makes it possible to step onto a square in the direction desired by the player.
    • Airplane: allows you to move to any desired square.
    • Cannon: Throws the player into the sea in the direction of the shot.
    • Smoke: Players begin to play with their opponents' pieces.
    • Labyrinth: while on a square, you need to attack only the sailor standing in front of the player.
    • Den: a sailor who lands on a possible square is bitten by a bear and is sent back to the ship.
    • Missionary: You cannot attack the Missionary, and you yourself do not have the right to attack.
    • Earthquake: allows you to move cells from one place to the desired, more convenient place.
    • Cannibal: a pirate who lands on this square dies and awaits resurrection.
    • Fortress: You cannot attack a sailor within the walls of a fortress.

    The board game Jackal will make you the captain of a pirate schooner that has arrived on the shores of a desert island with a lot of hidden treasures. My hands are itching to quickly find them, dig them up and fill the hold with gold coins.

    The game was created for fans of pirate adventures, where there is everything: lost islands, searches for ancient treasures, battles and long voyages. You have to dig up a treasure hidden by an old pirate named Jackal, along with other treasure hunters. The map will be changed by players every turn, so don't fall into the trap!

    Step by step closer to treasures

    The first thing you need to do in the Jackal board game is to assemble an island from squares. Turn all the pieces over with the jungle shirt facing up, mix and fold into a neat square, as in the picture in the rules. All that remains is to give everyone a ship and three pirate figures, and that’s it - you can start the interesting action.

    On your turn, you move any of your pirates: they can move in all directions, including diagonally, one square. Each square hides a specific location. If you're lucky, you'll be able to catch your breath on a green meadow; if not, you'll find yourself in a pit-trap from which you can't get out without the help of a friend.

    The main thing in the Jackal game is to break through all the dangers, be the first to find buried chests with coins and drag them one by one to the ship. Whoever has the most crowded hold at the end will win.

    Hurray, this is a treasure!

    The game Jackal will be appropriate anywhere: at home, in the country, in a cafe or bar. For this you need very little - good company and a free table. The rules of the game are quite simple, if at least one of the participants knows them, then after 5 minutes everyone will be excitedly exploring the island in search of treasures.

    After the first game, you will already know all the troubles that the island is preparing and have an idea of ​​how to react to them. In addition, the basic strategies for dragging coins onto a ship, including taking them away from the enemy, will become clear. In 99 percent of cases, after the end of the first game, all the players say “let's play again!

    The board game Jackal is a simple strategy game. Fans of Colonizers, Ticket to Ride and Carcassonne will definitely like it.

    You can buy a desktop on our website in a few minutes. We are waiting for you at Game House!

    Piracy

    Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The harsh conditions of naval service and meager pay encourage a sailor to engage in piracy, as it provides a chance to quickly get rich. A 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 returns to his old ways.

    Pirate Lifestyle

    The pirate crew is led by a captain, a domineering and cruel man, since the lack of discipline on a pirate ship threatens trouble. A pirate lives according to the ship's charter. With his hand on the cutlass, he swears that he will abide by it.

    Treasure Island

    Island in the Caribbean Sea. They say that the menace of the pirate brotherhood, Captain Jackal, famous for his cruelty and cunning, buried his countless treasures on an uninhabited island in the Caribbean Sea, and tore the map into small pieces and distributed it to members of his crew. However, these are only guesses, because not a single person who ended up on that island returned alive... If you don’t believe me, you can check it on your own skin...

    Filibusters

    Filibusters are sea robbers operating mainly against Spanish ships in the Caribbean Sea and along the coasts of Central and South America. In addition, they organize powerful land expeditions, while other pirates prefer sea robbery. Filibusters act at their own peril and risk, without neglecting any spoils. Among the filibusters, the French, British, Portuguese and Dutch predominate. 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 is hungry for gold, his only goal is to search for new lands and riches in an unknown world. Most often, the conquistador is an impoverished hidalgo or caballero. Far from Europe, the Spaniard obeys neither the king nor the church. The main advantage of the conquistadors was firearms.

    About the game

    "Jackal" is a strategic board game with unique game mechanics. The secret of “Jackal” is that the field pieces are placed in random order, so the game will be different every time! There are no dice in the game, and the result depends more on your logical and strategic abilities, rather than 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 years and older. The duration of the game is approximately 60-120 minutes.

    Game composition

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

    Preparing for the game

    Turn the field chips over, mix them and place them face down so that you get a real treasure island (according to reliable information, this is a square of 11x11 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 have been assembled, the game can begin.

    To play with two players you will need 4 ships: one player will control two teams starting on opposite sides of the island. To play with three players you will 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: find and drag to your ship as many coins as possible hidden on the island. Whoever brought the most coins to his ship won.

    Treasure Hunt Rules

    How to walk

    You can only go with one pirate or ship per turn.

    You can't skip a move.

    On one cell there can be several pirates from your or a friendly (in a two-on-two game) ship.

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


    How to mine gold

    According to verified data, 17 treasures of varying value are hidden on this godforsaken island, including the treasure of a Spanish galleon. If, after turning over a square of the field, you find a treasure chest, place as many coins on the square as are indicated on it (Roman numeral). But don't 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 into your piggy bank).

    1. You cannot beat an enemy with a piece of gold in your hands. But if you really want to, you can leave the coin in place and move on to the enemy!
    2. If you are hit by an opponent while carrying a coin, 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 hit enemies

    It’s 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 there was 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 only beat the enemy empty-handed. If you were carrying a coin, you can leave it in place and calmly hit your unsuspecting opponent.
    3. If the enemy is entrenched in the fortress
    4. If your opponent is standing on a spinner cell (jungle, desert, swamp, mountains), you can hit him only if you are one move behind. For example, he is on number III, you are on number II.

    Trap, 3 pcs.

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

    In a two-on-two game, a pirate from a friendly team can also help out a friend who is caught in a trap.

    Strength, 2 pcs.

    The fortress can contain any number of pirates from its own or a friendly crew.

    Fortress with aboriginal woman, 1 pc.

    So lucky. You stumbled upon a fortress with a pretty Aboriginal girl. Here you can “resurrect” dead comrades - one per turn. Moreover, they are born right here, in the fortress. No enemy can enter the fortress while you are inside. There's just one problem: you can't come here with a little gold.

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

    Treasure, 1 pc.

    Ha! This is a find. Treasures are hidden here from the Spanish galleon that transported gold to Europe! One such treasure is worth as much as 3 coins. When you open the cage, immediately place the chest figurine on it. The treasure is transferred according to the same rules as the coin, but is counted as 3 coins in value.

    Airplane, 1 pc.

    What kind of ruin is this? It's an airplane! How he got to the island is unknown, but in the same move he can transfer any participant with all his luggage to any cell. 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 square and wait for the right moment (leaving the square is equivalent to using the plane). But keep an eye out: your 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 you are holding) to your ship. And so it will be with everyone who in the future steps into this miraculous cage. In a two-on-two game, the balloon carries the pirate to his own ship, and not to a friendly ship. It is impossible to stand on this square; the ball acts instantly.

    Cannon, 2 pcs.

    The pirate's desire to check what is hidden in the depths of the gun's barrel is truly inexplicable. As payback for his curiosity, the pirate flies out to 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 eliminated from the game. The most experienced pirates use a cannon to quickly throw coins onto the ship along with them. and they definitely 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 was the first to find this structure manages to see any 4 cells. The beacon only works when your pirate stands on it:

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

    The lighthouse only works once per game.

    Ben Gunn, 1 pc.

    Old Ben will be happy to join the first team to drop by. He was able to keep the gunpowder dry and the saber sharp, and therefore will easily become another of your pirates. The moment you open this cell, there is one more pirate on your team.

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

    Missionary, 1 pc.

    In the depths of the island there lives a missionary who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first. The missionary cannot hit enemies, but he himself cannot be attacked. A pirate standing on the same cell as a missionary also cannot be attacked and is deprived of the ability to attack. The missionary does not enter cells with enemies. If the missionary meets Friday (ends up on the same cell with him), then both of them will disappear, enlightened. Every self-respecting pirate tries to get the holy father drunk: if the latter drinks rum, he will immediately take out a dusty cleaver and become the most ordinary pirate of the same crew for which he preached before (see cage). While a missionary remains a missionary, he cannot carry any loads. A clergyman after all. The missionary can open closed cells, but when opening a cell with rum, the effect will be the same as when soldering it.

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

    Friday, 1 pc.

    The pirates immediately liked the young native Friday for his dependability and ability to carry heavy things. Once you find him, he will play for you and can carry coins like a real sea wolf. True, there are three features: firstly, if Friday is attacked, he begins to play for the enemy. Secondly, he himself is harmless (even though he is a cannibal), and therefore cannot attack anyone. Thirdly, he has a weak native liver: if he encounters rum (in any form), he will immediately drink it all and quit the game. Friday can open cells like a regular pirate, but if he opens a cell with rum, he will drink it (if there is a lot of rum, just one bottle). In a word, a weakling. But Friday is not afraid of the cannibal dad, he passes any turntable cell in one move and does not fall into pit traps.

    Friday is represented by a brown chip and appears where he 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 remedy 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 directly. When a pirate opens a cage with rum, bottles immediately appear on the ship. Rum can be used on your turn by any member of your team or an allied team. To do this, you just need to remove the bottle from the ship's supplies. You can also get local residents drunk with rum: if you stand on an adjacent square with Friday or a missionary, you can pass them a bottle on the same move, which will immediately change their life dramatically (see squares and).

    Cave, 4 pcs.

    This is the entrance or exit from the cave. Most likely an entrance, as a pirate who looks inside will have to verify. Until the friends of the unlucky speleologist who remained on the surface find a second such cage, the pirate will wander inside and shout. But once you find a way out, voila! - from it will appear the one who is lost. For example, if a red pirate steps on the entrance to a cave, he wanders in it until the second turn opens. The white pirate opens the exit and is transported to the entrance. The red pirate is on his way out. Once opened, the cave operates as 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. Pirates walk through a cave with an open entrance and exit without difficulty. If your pirate is standing at the exit of the cave, then the passage is closed to enemies. Keep in mind that the “guard” himself will also go through an underground passage before taking up defensive positions. If several entrances to a cave are open, this can and should be used: a pirate who “dives” into the cave in the same turn “emerges” from any other exit and remains standing on this cell. Until the pirate leaves it, this exit remains closed to pirates of other teams. 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. The thickets here are so dense that you might not notice a pirate passing at arm's length. You cannot fight in the Jungle, you cannot enter the Jungle with items, but pirates from different teams can be present here at the same time.

    Grass, 2 pcs.

    Hee hee hee, a field with some unknown grass (thanks to the local aborigines!) caught fire the moment you turned the cage over. Now everyone is his neighbor's pirate. For example, if the red ones go after you, then the black ones, and then the white ones, then the next turn goes to the player with the black pirates - he goes for the red ones, then the commander of the white pirates goes for the black ones, you go for the white ones, and your neighbor goes for you. After this, the field goes out, and your neighbor, the Red commander, makes his usual move. You cannot command someone else's rum, so if you are thirsty you will have to wait for your turn.

    The meaning of the field cells from the original addition

    Boat, 1 pc.

    You have found a hidden boat in the bushes! When you open this cage, place the boat figurine on it. It can be worn according to the same rules as a coin. Once the boat hits shore, the pirates can launch it and use it as a ship. There is no need for a separate move to launch the boat: the pirate simply continues moving on it if he wants. The boat can pick up pirates in the water or drown splashing enemies. On a boat and ships, you can sail 2 squares from the shore to avoid other people's ships. Without a pirate inside, the boat doesn't float. The pirate knows how to tack a boat, that is, diagonally too.

    Cores, 2 pcs.

    Pirates know that cannonballs have many uses: they can be carried around to improve physical fitness, they can be used to 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 cannonball to the cannon, the pirate will not go for a swim, but instead will fire one shot in the direction in which the barrel is facing. In all cells in a straight line from the cannon, all objects are removed: the pirates die, and coins and other things are destroyed. Cannonballs are carried in the same way as coins, that is, you cannot walk with a cannonball into a closed cage.

    Wheelbarrow, 1 pc.

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

    Question answer

    Jackal Rules FAQ

    All the pirates died, and the last one is in a trap, what to do?
    Panic! Now only the enemy will be able to free your pirate, defeating him at the same time. But in general, adopt the following tactics: if you have one less pirate, try not to run around closed cells unless absolutely necessary. Leave the honorable duty of exploring the island to your opponents and pick up everything that’s lying around.

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

    In a two-on-two game, a pirate from a friendly team can also help out a comrade who has fallen into a hole.

    Bottles with messages

    When a pirate opens a cell with a bottle, the player takes as many bottles as indicated on the cell. Bottles allow you to independently climb out of holes or get out of any labyrinths directly. You can use the bottle only at the end of the turn, that is, first walk as one of the pirates or a ship, and then use the bottle to get someone out of the hole (that is, pick up an overturned pirate figurine) or from the maze (move the pirate immediately to the last cell). After use, put the bottle in the box.

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

    Walking around these places without a machete is a big mistake. The thickets here are so dense that you might 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 present here at the same time.

    A small but very annoying nuisance awaits the pirates on this square. Someone burns their beard, someone drops a coin on their foot, someone trips over a root, and someone simply realizes that they are lost. At this moment, the pirate must curse strongly and in a naval manner, otherwise he will immediately get upset and disappear.

    There was an old lighthouse on the island. After a long climb up the stairs, the pirate who was the first to find this building manages to spy on any 4 cells. The lighthouse operates only 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 them to their places without changing the direction of the cells. The action of the cells is not carried out.

    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 steps into this miraculous cage. In a two-on-two game, the balloon carries the pirate to his own ship, and not to a friendly ship. It is impossible to stand on this square: 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 a bullet.

    On this square you can “resurrect” dead comrades - one per turn. Moreover, they are born right here in the sanctuary. No enemies can enter the sanctuary while you are inside. There's just one problem: you can't come here with a little gold.

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

    Any number of pirates from your own or a friendly crew can be in the sanctuary.

    Each player plays as his neighbor's pirates. For example, if the red ones go after you, then the black ones, and then the white ones, then the player with the black pirates goes first - he goes for the red ones, then the commander of the white pirates goes for the black ones, you go for the white ones, and your neighbor goes for you. After this, 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 den cage) and bites the pirate who woke him up. The pirate goes to his ship. After this, the bear immediately takes 1 step towards the nearest pirate. The bear walks through all the obstacles, pits and labyrinths, straight ahead, without stopping, and also walks through closed cages without opening them. Cells like arrows or ice also have no effect on the bear. At the end of each next turn of the player who woke him up, the bear makes another move. If the bear catches up with the pirate, it will bite him, and the pirate will go to his ship. The bear cannot climb onto the ship and does not smell the pirates on the ship, so it 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 carried out into a cage with a bear is bitten and goes to his ship.

    The bear, choosing the shortest path to the nearest pirate, prefers to go diagonally (example in Figure 1). If there is an equal number of moves to the pirates, the bear chooses the first pirate as a victim in a clockwise direction, 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 there lives a missionary who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first (place the missionary piece on this square). The missionary cannot carry coins, cannot hit enemies, but cannot be attacked himself. A pirate standing on the same square as a missionary also cannot be attacked and loses the ability to attack. The missionary does not enter cells with enemies, and 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, then as a sign of gratitude he will immediately take out a dusty cleaver and become the most ordinary pirate of the same crew for which he preached before (see cage). You can also pass a bottle to the missionary from a neighboring cell by coming to it and passing the bottle on the same turn.

    While a missionary remains a missionary, he cannot carry any loads. A clergyman after all.

    The missionary can open locked cells, but when opening a cell with a bottle with a message, the effect will be the same as if you handed him the bottle in person.

    Boom! Bang! When you turn over this square, an earthquake begins on the island! Swap any 2 cells where no one is standing and nothing is lying. You can change 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 entrenched in the fortress. It's a pity that you can't come here with gold.

    The fortress can contain any number of pirates from its own or a friendly crew.

    The meaning of the field cells from the Ben Gunn Island add-on

    Old Ben will be happy to join the first team to drop by. He was able to keep the gunpowder dry and the saber sharp, and therefore will easily become another of your pirates. Once you have opened this square, place the green Ben Gunn piece on it. You now control Ben Gunn as another pirate on your crew.

    The meaning of field cells from the addition Island of a Thousand Caves

    Skilled pirates know that it is better to carry gold in a cart. When you open this square, place the cart figurine 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 coins; it can even be loaded onto a ship and taken down from the ship.

    This is the entrance or exit from the cave. Once you have opened this cage, capsize your pirate. He was lost in the caves and will be lost until someone finds a second similar cell. Once the exit is found, the pirate who found it is transported to the first open cell of the cave, and the lost pirate appears at the new exit. Now, every time your pirate arrives at a cave tile, 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 clears the way for you. If it is impossible to pass through a cave, treat it as an empty cell.

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

    Place his piece on this square. He plays for you. Friday can't attack. If he is attacked, he begins to play for the enemy. If Friday finds or receives a bottle with a message, he is eliminated from the game. If he ends up on the same square with the missionary, both are eliminated from the game. Friday walks through the pits, labyrinths and cannibals as if they were empty cages. The coins he left with the ogre are eliminated from the game. The bear eats Friday for good.

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

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

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

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

    The turtle does not open closed cages. She doesn't attack anyone, no one attacks her. Cells and abilities do not affect her. The bear doesn't notice her.

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

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

    The meaning of field cells from the Tidal Island add-on

    Place a palm tree tile here. You can enter this cage as if it were a dummy. Or you can spend another turn to climb from this cell onto the palm tree itself.

    When a pirate is sitting on a palm tree, you cannot fight him. Abilities do not affect him. The bear doesn't smell him and doesn't go to him.

    You cannot climb onto the palm tree with objects - leave everything below. You cannot climb an occupied palm tree. You cannot get off the palm tree while someone is standing below. Even if it is a friend, a local resident or a bear.

    From a high hill you can see the tide is coming in. Place three beach tiles in the box.

    You can remove closed and open cells in different parts of the island. The cages must be near water. The ship should not be located close to the cage. There should be no objects or characters on the square.

    How to mine gold

    According to verified data, many treasures of varying value are hidden on the island. If, after turning over a square of the field, you find a treasure chest, place as many coins on the square as indicated on the chest. But don't 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 only carry one coin.
    2. You can move with a coin only in open cells.
    3. You cannot beat an enemy with a piece of gold in your hands. But if you really want to, you can leave the coin in place and go at the enemy!
    4. You can't swim with a coin. If a pirate falls into the sea with a coin, it drowns (eliminates from the game). The pirate remains afloat.


    1. When a pirate comes onto the ship with a coin, take the coin and place it in front of you. Now it is yours until the end of the game, and no one will take it away. It remains to bring more of the following.

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

    How to hit enemies

    It’s 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 to 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 only beat the enemy empty-handed. If you are carrying a coin, you can leave it where it is and calmly hit your unsuspecting opponent.
    3. If the enemy is entrenched in a fortress, then you cannot beat him (that’s why it is a fortress).
    4. If your opponent is standing on a labyrinth cell, you can hit him only if you are one move behind. For example, he is on number 3, you are on number 2.


    All pirates take turns and move according to the values ​​of the cells. First the black one goes, then the yellow one, then the red one. After the pirates there is a bear.

    The rules for the movement of a bear are described in the section.

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

    In a two-on-two game, is it possible to revive a pirate ally in the sanctuary?
    No. resurrects only pirates of its 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, the 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 do not have the 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 harsh conditions of naval service and meager pay encourage a sailor to engage in piracy, as it provides a chance to quickly get rich. 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 returns to his old ways.

    Pirate Lifestyle

    The pirate crew is led by a captain, a domineering and cruel man, since the lack of discipline on a pirate ship threatens trouble. A pirate lives according to the ship's charter. With his hand on the cutlass, he vows that he will abide by it.