Goliath Pirate Plank Action Game Instructions
- June 15, 2024
- Goliath
Table of Contents
Goliath Pirate Plank Action Game
Product Information
Specifications
- Number of players: 3-5
- Age range: 5+
Object of the Game
The objective of the game is to either knock the Pirate into the sea before all the Mates are sent overboard by the Pirate if you are a Mate or to knock all the Mates into the sea to win before they can capture your sword and send you swimming if you are the Pirate.
Playing the Game
All Mates line up in a single-file line, from shortest to tallest, behind the first ship plank (marked with a 1). The Pirate stands behind the last Mate in line, regardless of her own height. The order in which the Mates are lined up determines the turn order. The shortest Mate starts the round.
Product Using Instructions
Set Up
All Mates take their turn before the Pirate during a round. On a Mate’s turn, they spin the spinner and move to the next closest plank space (towards the end of the plank) that matches the sea creature on the spinner. The color of the spinner and plank spaces do not matter – only the type of sea creature! If a Mate spins the same sea creature they’re already on, they may choose to either move to the next matching plank or stay where they are. Mates may pass each other and stand on the same plank space as long as one foot is touching part of that space.
Sea Creatures
- Starfish: Pretend to look through a telescope for pirates.
- Crab: Make crab claws with your hands.
- Seahorse: Stand on one foot.
- Whale: Make the tail of a whale with your hands.
Once a Mate lands on a plank space, they follow the directions of their sea creature for 10 seconds.
Flags
- When a Mate is finished with their turn, they pass the spinner to the next tallest Mate, no matter where they are.
- When all Mates are on the plank, the floor is now the sea! As long as Mates are touching part of the plank, they’re safe.
The Pirate’s Turn
When all Mates have finished their turn, the Pirate spins the spinner. The Pirate can only move if the sea creature on the spinner shows a black flag. Pirates only move 1 or 2 spaces at a time – the same as the number of black flags shown on the spinner. If the Pirate moves onto the same space as a Mate, they capture them. Once the Pirate finishes their turn, the spinner passes to the shortest Mate to start a new round. After the first round, the Pirate must move any time a black flag appears, even during a Mate’s turn.
Captured
When the Pirate moves onto the exact same space as a Mate or moves past a Mate, the Pirate should raise their sword and shout, “Arrrrgh!” while tapping the Mate gently with the sword. Any Mates who were tapped must immediately jump off the plank into the sea and start swimming! They may have a chance to return to the plank if they’re rescued (see: Life Preservers).
The End of the Plank
If a Mate spins the spinner and there are no more matching sea creatures on the plank spaces ahead of them, they must jump off the plank into the sea and start swimming by waving their arms! They may have a chance to be rescued by a Life Preserver. If any Mates are in the sea on their turn, they should still spin the spinner.
FAQ
- Q: How many players can play this game?
- A: The game is designed for 3-5 players.
- Q: What is the minimum age requirement for this game?
- A: The game is suitable for ages 5 and above.
- Q: Can Mates stand on the same plank space?
- A: Yes, Mates can stand on the same plank space as long as one foot is touching part of that space.
- Q: What happens if the Pirate moves onto the same space as a Mate?
- A: When the Pirate moves onto the exact same space as a Mate, the Mate is captured and must jump off the plank into the sea.
- Q: Can Mates be rescued after being in the sea?
- A: Yes, Mates may have a chance to be rescued by a Life Preserver if they are in the sea.
CONTENTS
- 1 Spinner and Spinner Arrow
- 1 Pirate Sword
- 16 Foam Spaces (14 Plank + 2 Ship Spaces)
OBJECT OF THE GAME
Arrgh Mateys! You’ve been captured by a Pirate and it’s time to walk the plank! For the Mates to win, they must knock the Pirate into the sea before all the Mates are sent overboard by the Pirate. But if you’re the Pirate, knock all the Mates into the sea to win before they can capture your sword and send you swimming!
PLAYING THE GAME
Line up
- All Mates line up in a single-file line, from shortest to tallest, behind the first ship plank (marked with a “1”).
- The Pirate stands behind the last Mate in line, regardless of their own height.
Mates ahoy — remember who is in front of and behind you now! This is the order that you’ll take turns. The shortest Mate starts the round.
SET UP
Pull apart the spinner arrow. Assemble the spinner by placing the spinner base through the hole in the spinner board and snapping the arrow on top. Place the ship and plank spaces on the floor in a straight line and in numerical order (1–16) to form the plank. If you have a smaller playing area, you may arrange the plank in a curve. Now it’s time to pick a Pirate! For the first game, the youngest player will be the Pirate and hold the Pirate’s sword. All other players will be the Mates.
Spin
- All Mates take their turn before the Pirate during a round. On a Mate’s turn, they spin the spinner and move to the next closest plank space (towards the end of the plank) that matches the sea creature on the spinner. The color of the spinner and plank spaces do not matter — only the type of sea creature!
- If a Mate spins the same sea creature they’re already on, they may choose to either move to the next matching plank or stay where they are.
- Mates may pass each other, and they can stand on the same plank space as other mates, as long as one foot is touching part of that space.
Sea Creatures
- Once a Mate lands on a plank space, they follow the directions of their sea creature for 10 seconds.
- When a Mate is finished with their turn, they pass the spinner to the next tallest Mate, no matter where they are.
- When all Mates are on the plank, the floor is now the sea! As long as Mates are touching part of the plank, they’re safe.
The Pirate’s Turn
When all Mates have finished their turn, the Pirate spins the spinner. The Pirate can only move if the sea creature on the spinner shows a black flag. Pirates only move 1 or 2 spaces at a time — the same as the number of black flags shown on the spinner. If the Pirate moves onto the same space as a Mate, they capture them (see: Captured!). Once the Pirate finishes their turn, the spinner passes to the shortest Mate to start a new round.
- After the first round, the Pirate must move any time a black flag appears, even during a Mate’s turn.
Captured!
When the Pirate moves onto the exact same space as a Mate, or moves past a Mate, the Pirate should raise their sword and shout, “Arrrrgh!” while tapping the Mate gently with the sword. Any Mates who were tapped must immediately jump off the plank into the sea and start swimming! They may have a chance to return to the plank if they’re rescued (see: Life Preservers).
The Pirate’s Reverse
This space only applies to the Pirate. If the Pirate stops on or passes the reverse space (marked with a “13”), they turn around to face the ship. Now anytime the Pirate moves on the plank, they will move toward the ship. The Pirate can still capture Mates and send them off the plank in the same way, but the Mates have a chance to seek revenge by stealing the Pirate’s sword (see: The Mate’s Revenge). If the Pirate makes it back to the first ship space (marked with a “1”), they must turn around again and head back to the end of the plank.
The End of the Plank
If a Mate spins the spinner and there are no more matching sea creatures on the plank spaces ahead of them, they must jump off the plank into the sea and start swimming by waving their arms! They may have a chance to be rescued by a Life Preserver. If any Mates are in the sea on their turn, they should still spin the spinner.
Life Preservers
- If a Mate in the sea spins a Life Preserver, they can return to the plank and stand on the first ship space (marked with a “1”).
- If a Mate on the plank spins a Life Preserver, they must rescue another Mate before completing their turn. The Mate who has been in the sea the longest returns to the plank.
The Mate’s Revenge
- On their turn, if a Mate moves onto the exact same plank space as the Pirate, they steal the Pirate’s sword and knock the Pirate off the plank!
- The Pirate then jumps off the plank into the sea, and the game ends.
ENDING AND WINNING THE GAME
- If all Mates are off the plank and in the sea, leaving only the Pirate standing on the plank, the Pirate is the winner!
- If a Mate is able to steal the Pirate’s sword and send the Pirate off the plank, the game ends, and the Mates are the winners! If you’re playing another round, the Mate who stole the sword should be the next Pirate.
Warning: Not suitable for children under 36 months. Small parts. Choking
hazard.
Colours and content may vary.
© 2023 Goliath, Vijzelpad 80, 8051 KR Hattem, the Netherlands.
Vivid Toy Group Ltd, GU3 1LS, UK.
Made in China
www.goliathgames.com
References
Read User Manual Online (PDF format)
Read User Manual Online (PDF format) >>