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Creatively Insane Studios Shipwreck Cove Prototype Manual Page 1

Table of contents
Story &
Introduction
......Pg 3
Game
Components
.....Pg 4
Game Board Visual
Layout
..Pg 5
Game
Setup
...Pg 6
Gameplay
.Pg 6-11
Rules
Pg 12-13
Detailed Rules for Specific
Pieces.Pg 1314
Cards
list
Pg 14-19
FAQ
Pg 20

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Story & Introduction


Story: In 1642, a fleet of ships carrying English settlers, who are seeking fortune in
the New World, ventured out from England. They set forth in the hopes of finding
a new beginning and a better life. A few nights after the ships set sail, they are
approached by a horrific storm. The crewmembers try desperately to break the
ropes that were keeping the ships grouped; but the power of the waves ripped and
tore the ships into pieces. The event left every ship completely destroyed from the
devastating hurricane. The giant swells persisted as crew members tried to hang on
to remnants of their ships. That night was the end of many lives, and just beginning
the nightmare of the few survivors.
The adventure begins on an island somewhere in the Atlantic Ocean, where the
remaining survivors end up washed upon the beach. Everyone relies on their own
will to live, and they aim to find a way off the island. They must find provisions,
tools, and parts to build a raft, signal fire, or repair a shipwreck in order to escape.
They must explore this island, while avoiding its dangerous secrets, and staying
cautious of other people in order to escape, ending the nightmare once and for all.
Intro: Shipwreck Cove is two to four players and is set in old times. You play as a
survivor that is trapped on an island somewhere in the Atlantic Ocean. They were
the only settlers that survived their vessels getting caught in the hurricane. The
island is far from friendly, with antagonist players, drastic weather conditions, traps,
and an unwelcoming indigenous tribe. This game even involves crafting, escape
methods and traps. Be careful though, every action requires provisions, and running
out can have deadly consequences.
Objective: Survive and find a way to escape. As the player, you have to worry
about your provisions in order to move and perform other actions. Adding a few
players can provoke the strategy and mind game related to backstabbing and even
grieving. Players can hold secret alliances or play completely competitively in
order to achieve the win condition. Players have 30 rounds to find a way to escape
from the island, or all players are left to their demise.

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Game Components
See Figure 1 for an example of setup.
1 Game Board with hexes denoted movement spaces
1 narrow cardboard, rectangular piece that allows for a combat
space, which is placed next to the Game Board (combat space is a circle for
the defender and a line limit for the attacker)
4 figures (using glass counters)
4 bags of 30 provision counters (same color as players
character counter)
6 sets of cards a total of 50 cards: Jungle, Inland, Ruins, Cave,
Shipwreck, and Weather each deck will be for specific to region (weather
events split between decks)
1 10-sided dice
Pencil & Paper
(Figure 1)

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Game Board Visual Layout

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Game Setup
1st Unfold board
2nd Players choose color themed counters for provision count and character.
( Players may not chose the same color as another player.)
3rd Players collect 5 starting provisions from their chosen counter color bag.
4th Shuffle each assorted card set, Inland, Jungle, Ruins, Cave, Shipwreck, and
Weather deck. (Except for the Volcanic Doom card which is always placed at the
bottom of the weather deck.)
5th Place each deck in their respectful locations on the board.
6th Players will roll a ten sided die one time to determine who becomes Player 1.
The winner is determined by the highest number on the die roll. In the event there
is a tie between any players that have a the highest score, then the players have to
re-roll the die. Once the die is re-rolled then the player with the highest number
wins the position for Player 1. The second highest number becomes Player 2, third
highest is Player 3, and lowest number becomes Player 4.
7th Players will place their pieces on their respective starting locations, which is
determined by the player order. The starting positions are as follows: Player 1 gets
the North starting point, Player 2 gets the East starting point, Player 3 gets the
South starting point, and Player 4 gets the West starting point.
8th Once all of the players have their counters placed down on their designated
start location, then Player 1 will determine if the turn sequence will rotate clockwise
or counter clockwise. Once this is determined then the game may begin.

Gameplay
Movement:
In this phase you will move your designated counter across the game board. You
can move your piece in any direction or pattern that you decide. You must spend
one provision counter per tile when moving for the first three tiles; however every
tile you move after the third will cost two provisions per tile instead of one. Youre
limited on movement which is determined by the number of provisions you have (A
player can move as far as they want as long as they have the provisions to do so),
and any uncrossable tiles you come across. This phase also chains into the trading,
salvaging, stealing, and attacking phases. After moving if you find yourself within
two tiles of another player, you can choose to either steal or trade from the nearby
player. If you land on a point of interest tile, then you are allowed to salvage this

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turn. If you move onto the same tile as another player, you are then able to lead an

attack against the other player. See Figures 2.1 and 2.2 for an example.
(Figure 2.1)
(Figure 2.2)

Salvage:
The first action is salvage; the player may take part in this action if they are
standing on either the jungle point of interest, inland point of interest, cave, ruin, or
shipwreck tiles, also players may not salvage from the same tile without first
moving off the tile and waiting 3 turns. During this action the player can spend his
or her provisions in order to draw cards from the terrain specific decks (i.e.
salvaging on the shipwreck tile causes the player to draw from the shipwreck deck.)
The provision cost for drawing a card is one provision however the player is given
the option of spending an additional two provision (for a total cost of three) and

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draw a second card from the respective terrain deck. Once the drawn cards are
added to the players hand this action is complete. See Figure 3 for an example.

(Figure 3)
Scavenge:
Next is scavenge; during this turn the player is allowed to search any tile, except for
the beach, cliff, and stash tiles, for provisions. To do this the player spends a set
amount of provisions and then rolls a 10-sided die to determine the amount of
provisions they gain back. They may either choose to spend two provisions and roll
the die once or spend an extra three (total of five) in order roll the die a second
time. After rolling the die the player adds the total number they rolled to their total
provisions before giving themselves the necessary amount of counters and ending
the action. They player may scavenge if they have not moved this turn and have
not scavenged on the current tile the turn before. See Figure 4 for an example.
(Figure 4)

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Trading:
Trading is an action that can only be accessed by the player if they are at least two
tiles away from another player. During this action both players discuss which card
they are willing to part with, and which card they want in return. The trading players
may only trade one pair of cards at a time and its up to them to come to an
agreement. If no agreement can be settled then the trade ends with no cards being
swapped. However the action is only completed if the trade is successful so if an
agreement cannot be reached the player is still free to choose another action.
Stealing:
Stealing, like the trading action, can only be done if the player is within two tiles of
another player. During this action the player who initiated the steal places four
counters within the combat circle (see map prototype), and the defending player
places three. Once the counters are set both players must then place one of their
hands behind their back, and with their free hand they begin snatching the counters
out of the circle. Each player may only take one counter at a time meaning the
counter they removed must be placed into the hand behind their back before
attempting to remove another. When all of the counters are removed both players
count the number of counters obtained and the player with the most counters
collected is declared the victor. The winning player then chooses one card at
random to take out of the losing players hand and places it into their own hand
therefore ending the action. See Figure 5 for example.
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(Figure 5.0)

Attacking:
The final action is attacking. This action starts when a player lands on the same

tile as another player. At the start of the attack the attacking player wagers
the amount of provisions they want to bet (Wager cannot surpass the
defending players total provisions), and the defending player is forced to
match the wager. Within this action the defending player places two counters
within the combat circle, while the attacking player then uses three counters
to try to knock the two defending counters out of the circle. However if either
the attacking or defending player has a weapon card that affects the
attacking action they are allowed to reveal it to adjust the number of
counters available therefore increasing their chances of winning. The
attacking player knocks the defending players counters out by sliding their
counters into the defenders; once a counter is slid it cannot be reused. After
all three of the attacking players counters are used the players will check to
see if any defender counters remain within the circle. If there is at least one
of the defending players counters still remaining, the defending player is
declared the victor; subsequently, if none of the defenders counters remain
then the attacking player is declared the victor. The victor is rewarded with
wagered provisions, and the losing player is forced to move off the shared
tile. The wagered provision counters are placed to the side and are not the
counters used in the combat circle. Likewise the counters used in the combat

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circle are not the wagered amount. See Figure 6.1, 6.2, 6.3, and 6.4 for
examples.

(Figure 6.1)

(Figure 6.2)

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(Figure 6.3)
(Figure 6.4)

Rules
General Rules
1.
The player may only perform one of three primary actions per
turn. They may move, scavenge, or salvage.
2.
Players action is limited by their number of provision counters.
3.
Players may move in any direction on the board.
4.
Players may not move on water or cliff tiles, unless otherwise
stated by an equipment card.
5.
Players may not have more than 20 provision counters.

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6.
Players need to have all of the necessary parts in order to
initiate an escape; meeting one of the end conditions.
7.
Players cannot steal from or move on other players secret
stashes.
8.
To trade or steal the player must be 2 or 1 space away from
another player.
9.
Players are required to keep track of how many turns they have
taken and when they attack/steal from another player.

Detailed Rules for Specific Pieces

Provisions

If a player runs out of provisions they are given a chance to gain


provisions by rolling the die.
If they make a 5 or higher they gain the number of provision counters
they rolled.
If the player rolled a 4 or lower they lose all of their parts, and are
returned to their stash with 5 provision counters.
All parts lost due to player death are returned to the bottom of their
respective decks.
Players may skip their turn if they have at least 1 provision counter
and do not wish to move or perform an action.
Skipping a turn gives any player that skipped their turn 1 provision
counter.
Cards
Event Card, Weather
Weather cards affect all players.
Every 3 rounds a weather card is drawn from the weather card deck.
The first weather card is drawn at the start of the games 3rd round.
Once a weather cards effect is over that weather card is placed into
the discard pile.
Volcanic doom is always placed on the bottom of the deck and is not
shuffled with the rest of the deck.
Event Card, Terrain specific
Affects the one who drew the card.
Player follows the effect on card.
After the card effect has been followed the card is returned to the
bottom of its respective deck.
Equipment Card, Traps
After use, the used trap card is placed back into its respective deck.
If the player affected by the trap loses a part from the traps effect that
part is returned to its respective deck unless otherwise stated on the card.

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To use a trap card player must have the required parts in their
inventory.
Players do not discard the part cards required for trap cards.
Equipment Card, Weapon
Weapon cards are only used during attacking.
Players may only use one weapon card at a time.
After use players will keep the weapon card.
Upon the first use, the card is revealed and stays face up for the
remainder of the game unless lost due to another cards effect or stolen by
another player.
If a weapon is lost it is returned to the bottom of its respective deck.
Equipment Card, Items
Players may use as many item cards as they want.
Players may not use multiples of the same item card just one of each
item.

Cards list

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FAQ
Players may move and salvage, move and trade, move and steal, or
move and attack.
Players may not move and scavenge.
Players that attack or steal must wait 2 turns to perform attack or steal
again.
Players need to record what turn they Attack/Steal on so that they
know when they are able to attack/steal again.
Players cant counter attack/steal till the attacking/stealing player can
attack/steal again, but they can attack/steal from other players.
If a player loses their turn they do not gain a provision counter.
The hammer card is both a weapon and a part card.
The rope card is both an item and a part card.
Win Conditions
There are three win conditions that you must choose to do in order to win the game.
These must be completed within thirty rounds of the game in order to win. These
conditions must be met as follows:
Signal Fire: On this escape plan you must gather the tar, rubble, and
flint rock parts before you can use this escape plan. Once you have this
escape plan together you must go to a beach tile and roll a 10-sided die and
roll a 7 or higher in order to win. However, if you fail to get a 7 or higher on
your first roll you may roll again, but you must spend 3 provisions per roll.
Repair Shipwrecked Boat: On this escape plan you must gather the
tar, hammer, and rope parts in order to execute this plan. Once you have this
plan ready you must then travel to the shipwreck. Once you get to the
shipwreck on your next turn, the game is over and you win.
Build Raft: On this escape plan you must gather rope, rubble, and
hammer parts in order to execute this plan. Once you have this plan ready
you must travel back to your stash (your start location). After you have
reached your stash you must skip your next turn and then travel to a beach
tile on your next turn.
Lose Condition
Shipwreck Cove has thirty rounds, and during these rounds weather cards will be
flipped every 3rd round. On the last round of the game the weather card called
Volcanic Doom will be flipped. When Volcanic Doom is flipped, regardless if you
have an escape plan ready or not, the game will end. All players are left to their
eminent demize.

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Credits
A Creatively Insane Studios creation.

Staff:
Nathan Renfroe
Stephen Andruskiewicz
Kevin Sanders
Matthew Carey
Justin Johnson

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