Set Up
All players are given seven gold pieces and dealt three cards in a clockwise fashion. Each card has specific instructions about what effect that card will have on play. Some of these cards may give you a huge advantage or disadvantage. You might start out with a crew for you ship straight away, or you could be trapped on Cast Away Island. Whichever you receive, that's the luck of the draw, mate, and you make do with what you have.
Roll Them Bones
Each player rolls a die. The player with the highest roll goes first. If any rolls are tied, players roll again until one wins. Player rotation continues clockwise. The starting player spins a compass. If the compass direction can not be agreed upon, the player respins. If the player has a crew card, he rolls two dice; if not, just one. The player can move the number of spaces indicated by his roll in any direction, but he can move double the number if he moves in the direction the compass indicated.
The player must move the full number of spaces unless he weighs anchor. Players may weigh anchor if there is a black "X" along the route, where they can collect, steal, or bury treasure; or if they come within one to three spaces of another pirate whom they can battle.
Winning the Game
The players move around the board collecting cards or coins according to each space's symbol. The more treasure a player accumulates, the better chance he has of staying in the game. To win the game, the players must attack other players. The attacking pirate makes a wager, challenging for any combination of cards or coins, and the winner takes all. Battles are determined by a die roll off, in which each player rolls a die and the highest roll wins. However, some weapon cards have numbers on them that increase the displayed number on the die rolled by the card holder during any battle. Any number in excess of 12 (through the roll and weapon augmentation) is reduced to 12. When a player has no coins left, he is out of the game. The last player left is the winner.