Lying Pirates: The Race for the Pirate Throne and Expansion Cities of Greed - How to Play Board Game
aoy pirate captains race to claim the pirate Throne battle against other captains and keep your Crews on board in lying Pirates and today we'll be teaching you how to play lying Pirates the race for the pirate throne with the cities of green expansion game designed by Misha arari Michaela hord and Lucas Vagner and published by Nordic pirate games a and hello everyone it's Stella and tant welcome to Maple University and hey if you enjoy this video after watching you really help us by like subscribe and let us know what you think in the comments that seriously will help us to bring more videos all right now let's get to the classroom in lying Pirates players are pirate captains fighting against each other in a race around the islands to claim the pirate Throne round by round players will engage in betting under the classic rules of liars dice to determine who does and doesn't get to move they'll battle to determine who resolves the tile they land on and will purchase and play action cards to try to get an edge it's a race against your opponents and the first to circumnavigate the islands will win the game to set up each player takes a captain coaster and the matching colored pieces which are a battle die and two ships choose whether you'd prefer to play with the wooden or plastic ship and return the other to the Box give each player a bamboo cup make a supply of coins from which each player takes two and place all of the small black crew dice into the bag before giving five to each player next set up the map first decide whether you're going to play with the base or extended map then you'll seed all of the black area with the location tiles in your first game you can use the setup on page 18 of the rule book while in all other cases players will build the map collaboratively Shuffle the tiles face down and deal them all out to the players you won't necessarily all get the same number of tiles whoever is dealt the start end tile becomes the starting Captain taking this marker with its starting Arrow clockwise the start player then places the start end tile somewhere around the map players now take turns clockwise to choose any one of the tiles they were dealt and place it anywhere on the map of their choice continue doing this until the entire map is full and return all leftovers to the Box Place All Ships on the start end tile nearby place the action board board and place the special and action dice these are the unique ones which are larger than the standard crew dice into their matching spaces Shuffle up a single deck of the gold and silver action cards and deal each player a starting hand of six if you're playing with the Bas sized map or seven with the extended map as the final step of setup you may resolve the card draft and this is an opportunity to optimize the six cards in your hand if it's your first game you can skip this and just play with the six cards you were dealt if you do play the draft look through the six cards you were dealt and choose any three that you wish to hand to the opponent on your left you'll then receive three cards from the opponent on your right from your new complete hand of six give two cards to the player on your left receiving two from the player on your right and then hand one more card on before the six cards you now receive will be your starting hand you're now ready to play lying Pirates is played in rounds and each round is played in three phases first the betting phase then the saale phase and then the action phase in the betting phase players will compete in a round of liar's dice rolling their crew dice under their cups and then using the information they know from their own cups only to make increasing and educated bets about all dice in play every round of betting will finish with a single winner with all other players split into losers and survivors in the sale phase the winner will gain rewards the winner and all survivors will sail around the board and will then battle to determine Which single player gets to resolve the tile they landed on third is the action phase where players have the opportunity to play action cards from their hands and where straggling players have the opportunity to make sacrifices to catch up you'll then go back to the next betting phase you continue playing rounds in this way until one or more players reaches the start end tile in the sale phase the first to reach the tile will win or if tide whichever tide player wins the final battle becomes Victorious so now let's look at each phase in detail starting with the betting phase to begin all players take all of their crew dice into their cups shake them and roll them hiding them from the other players you may look at the dice under your own cup but never under the other players now beginning with the player who has the starting Captain coin and going in the current direction of play shown on the token each player must make a bet relating to the dice they think are present under all players cups collectively betting will all occur with the cups in place but to explain what you're betting on I'm going to remove the cups each die will have a value between one and six and in the betting phase ones are wild as you can see here a total of five of the Wild Ones have been rolled four natural twos have been rolled so including the Wilds what's shown here is nine twos there are four natural 3es so what's been rolled is 93s following this through we have 6 fours 7 fs and 9 sixes during the betting phase players will be making bets in this same format at you'll choose a die face which must be between 2 and six and a quantity of dice your aim is to make a bid in any single die face which is as close to the correct quantity as possible without going over so here bidding 8 twos would be pretty close bidding nine twos would be exact bidding 10 twos would be too much bidding too much is not necessarily a problem it's only a problem if you get caught so let's put the cups back and show a round of bidding the starting Captain bids any die face and that is between two and six you can't bid on ones and then bets a starting quantity which is no higher than the number of players so let's suppose I bid four threes if the next player wishes to keep betting the player must raise the bet that means betting a higher quantity of any face value or the same quantity of a higher face value than the previous bet so this bet was 43s a raised bet could be 53s 52s 72s 82s or any other valid combination with a quantity of five or higher the BET of four 3s could also be raised with a bet of four fours four FS or four sixs but not four twos play Then continues around the table with players raising the BET according to the same rules eventually the BET will get so high that players will not want to raise it any further and there are two ways that you can use your turn to end the round of betting the first way is to declare that the previous player's bet was a lie let's suppose that the blue player bid eight twos and the green player accused them of lying remove the cups and add up the twos as we recall from before there were nine twos if the quantity of the bet is equal or lower to the quantity of the dice then the accuser has failed the accuser is the loser for this betting phase the accused is the winner and all other players are survivors the other outcome is if the BET was higher than the quantity of the dice here the BET was 82s and the role was 62s in this case the accuser becomes the winner of this betting phase the accused becomes the loser and again all other players are survivors the other way to end the betting phase is to lock an exact bet when doing this you you can either declare that the previous player's bet is exactly correct or you can raise the BET as normal and then immediately declare it exact doing this comes with higher risk and higher reward let's suppose here that blue bets nine twos and green locks it as exact reveal the dice and count here there are exactly nine twos so the bet is is correct the player who locks becomes the winner and all other players are losers in such a case the winner gains a new crew D from the bag this is an extra reward on top of the normal rewards that The Winner Takes in the sale phase however if you lock an exact bet and are wrong whether you're wrong high or wrong low then whoever locked that bet is the loser the previous player is the winner and all others are survivors as an extra penalty for losing in this way not only are you the loser this round but you also don't get to participate in the next rounds betting phase any player who does not participate in a betting phase is automatically considered a loser and that's in addition to whoever would have been the loser based on that subsequent rounds betting outcome whatever happens in the betting phase you will always end with exactly one winner as well as some number of losers and survivors and if through exclusions there's only one player in the betting phase that player is automatically its winner after betting you'll move to the sale phase first the winner of the betting phase claims their standard rewards that player will take the starting Captain token for the next round round and be sure to leave it on its same side showing the direction of play gains one coin from the supply and then gets to roll the sail die this die will show either the number one or two next the winner and all of the survivors move the number of spaces around the board shown on the die losers do not move then all the players who just moved Will Roll their battle do Dev to determine which of those players resolves the tile they landed on this is true whether the players are in the same or different spaces in this scenario here red yellow and green have moved and those three battle to determine which one resolves the tile they're on some tiles have positive effects and others have negative effects so you won't necessarily want to win this battle to resolve battle simply roll the battle dice there are three possible symbols double sword is the strongest single sword is in the middle and skull is the weakest highest single roll wins so in this case red would win the battle if there's a tie for the highest roll then anyone with a lower roll is eliminated and continue rolling the tie dice until the tie is broken continue in this way until you have a single winner the winner of the battle now resolves their tile I won't explain every individual tile but they are all explained in the game's tile Legend but there are a few consistent things to know first tiles can be in safe Waters uncharted waters or treacherous waters getting more dangerous as you go along safe Waters will yield positive effects uncharted waters will tend to be either positive or negative depending on a die roll and treacherous waters are almost always bad for a tile with the p one of two outcomes will be chosen based on a role of the pirate die this has two x's and four O's while T is the treasure die which has three x's and three coins finally at any time during the sale phase each player is allowed to play at most one gold colored action card from their hand discarding it and resolving its effect silver cards cannot be played during this phase next you'll move on to the action phase and this is all about cards here each player may play both gold and silver action cards up to a maximum of one of each type per round that means if you played a gold card in the sale phase you can't play another in the action phase there is no turn order for taking these actions players May simply play at any time if a player ever plays their last action card then they get to draw another one from the deck for free while at any time during either of these phases you can also pay two coins to draw a new card the last step of the action phase is BU steps and this is a catchup opportunity for last place if there's a single player in last place that player May sacrifice one crew D that is return a crew Dy from their cup to the bag to advance one space and may do this any number of times on the same turn once there are multiple players tied for last those players May if they agree both sacrifice a crew Dy to advance one space again doing this any number of times but they must agree if one player decides not to spend the die the other player is also not allowed multiple such steps both unshared and shared can be chained together in the same round those are the basic rules of play but there are several other special effects and abilities you need to know about triggered by the cards tiles and coins we already saw that you can spend two coins to draw a new card you may also pay one coin to roll any single die that you roll red during the saale and action phase to a maximum of once per round this could be the pirate or treasure dice if you roll them to resolve a tile or your battle die if you didn't like the outcome of a battle it can also include the saale die but only if you were the winner of the betting phase because it's the winner who rolls this die you can't do this during the betting phase meaning you can't change the dice that you roll under your cup actions may let you gain crew in which case take a crew D from the bag and add it to your cup for future betting phases you may sacrifice crew in which case return one to the bag you may also steal crew or have them stolen from you there are also four special crew dice which you can gain through certain effects for example I could take the mermaid Dy by resolving the mermaid tile taking it either from the board or from whichever player currently has it these go into your cup remain there from round to round and are rolled and resolved like any other die the mermaid die has two ones two sixes and two blanks the pirate king has three ones and three sixes the transparent ghost die has three ones and three blanks and then finally there is the cursed die the cursed die has a two a three a four and a five with two blanks and it nullifies your own dice of the same number from your own bets only so if these were the dice in the betting phase there have been 13 twos rolled five of which come from the player with a cursed roll of two that means the cursed player can only bet up to eight twos before they would go over if green were called a liar on a bit of nine twos green would lose but all other players still see and can still bet on the full set of 13 twos at any stage during the saale or action phase you may sacrifice two crew to pass the curse to somebody else throughout all effects you can hold a maximum of 10 crew dice whether special or normal and if you gain a special crew Dy above 10 discard normal crew dice down to 10 you must always have at least one normal crew Dy so if I were to lose crew now I would have to lose the mermaids you cannot discard the cursed die in place of a normal die otherwise there are many interactive action cards in the game which either directly attack another Captain stealing or forcing them to lose resources or may initiate a battle or dual which is a two-player battle in such cases you'll roll and resolve the battle dice the same way you would during the sale phase if a multiplayer battle is looking for a loser then you reverse the normal tiebreaking so here the Untied winner would be safe and the tied losers would continue until the tie is broken the end of the game is triggered when a player completes a lap of the ball forward and reaches the start end space for the end of the game to occur this must happen during the sale phase so if you get there during an action phase you would need to wait until the next sale phase before the end of the game occurs while you're on this tile you're immune to any negative effects from cards played by players and do note this rule applies when you're still on the tile at the start of the game as well as when you get there at the end if you finish the next sale phase and no other player joins you then you are the winner if more than one player reaches the end then you'll move to the final battle the final battle is actually a series of consecutive battles fought until only one player has crew first trade out any special crew dice for two regular crew dice even above your maximum of 10 this includes the curse ey now resolve battles one after the other looking to find losers the only difference between this battle and a standard one is that there can be multiple tied losers if they all roll skulls losers lose one crew ey before moving to the next battle do note in this case you've got a tie that's not skulls so you would rroll to resolve that tie throughout all of these battles you're trying to be the last one who has any crew dice remaining once per sub battle you may spend a coin to roll your die you can also play one action card per sub battle as long as it contains the text may be used in the final battle the last player with any crew remaining is the winner if all players would lose their final crew on the same role ignore that role and re roll until you have a winner there are two variations on play which you can introduce into the base game of lying Pirates these are the variant cards and the player Powers player powers are shown on the backs of your captain coasters and they give you special setup or ongoing abilities which apply only to you with variant cards draw any one of the variant cards and play it face up and this will give you a change of rule which applies to all players throughout the game cities of greed is the new expansion for lying Pirates and this introduces some new map tiles as well as the official variant card allowing you to draw two action cards and keep one rather than drawing blindly when you purchase cards from the deck but the major new feature is the seven towns and your ability to visit them influence them and become the May during setup each player will take their set of seven different town cards and you'll Shuffle the influence cards with each player drawing three and keeping two each of these cards will show three of the different towns on it then after you've finished map setup players will take turns to place these t pound Cards into the map starting with whoever lasts set foot in a boat not the player who has the starting Captain token on your turn during this phase choose any one of the Town cards including one that's previously been placed and slotted underneath the tile of your choice continue doing this in turns clockwise around the table until all tiles except the start end tile have a town card leftover Town cards are returned to the box now each player starting from whoever first placed one of these Town cards and going clockwise will choose one of the seven towns you may notice that the seven different town cards are also seen as the bannered locations on the map in the center of the board when you choose your designated town you both take the shield matching that town and place whichever one of the plastic and wooden ship you're not using for movement onto that location on the map this gives all players clear visibility of who controls which town players interact with towns during the action phase and do so by playing an influence card showing the name of the town before discarding it you may buy a new influence card at a cost of one coin and if you're using the appropriate variant card would draw two and keep the one of your choice when you play an influence card choose one of the towns on the card then choose either attack or bonus if you choose attack all players currently in that town must lose one cargo that is one coin one card or one crew so if any player played this for an abandoned light house attack right now yellow would have to discard one cargo if you play for bonus then all players on matching spaces gain one coin here if green were playing this card for Eastport both green and red would gain one coin however additional bonus comes if you play a card for its bonus on your own town when you're present there here Red's town is Eastport and red is in Eastport so playing this for its Eastport bonus will give green one coin as usual but red gains two coins and gains the special crew may die either from the central board or from whoever has it this counts as a special crew D it has two ones a coin which grants you a coin once you reveal it at the end of the betting phase and a bomb which lets you attack another player again forcing them to drop one cargo when this die is revealed at the end of betting and that's how to play lying Pirates the race for the pirate throne and its cities of green expansion we are using a prototype copy for the expansion so the rules and components may not be final and do check out the project page for the game we'll put a link to that in the description below thanks so much for watching please like subscribe let us know what you think and share this video if you enjoy it and hopefully you have a wonderful day see you next time