Review of the board game "Jackal" (Jackal). Jackal board game: your home treasure island

Piracy

Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The most difficult conditions of sea service and a meager salary encourage a sailor to engage in piracy, as it gives a chance to get rich quickly. The 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 takes up the old.

Pirate lifestyle

At the head of the pirate team is the captain, a man of power and cruelty, since the lack of discipline on a pirate ship threatens with trouble. A pirate lives by the ship's charter. With his hand on the cutlass, he swears he will abide by it.

Treasure Island

Island in the Caribbean. It is said that Captain Jackal, who was famous for his cruelty and cunning, buried his vast treasures on a desert island in the Caribbean Sea, and tore the map into small pieces and distributed it to the members of his team. However, these are only guesses, because not a single person who got to that island returned alive from there ... Do not believe it, you can check it on your own skin ...

filibusters

Filibusters - sea robbers, acting mainly against Spanish ships in the Caribbean and along the coasts of Central and South America. In addition, they arrange powerful land expeditions, while other pirates prefer sea robbery. Filibusters act at their own peril and risk, not neglecting any prey. The filibusters are dominated by the French, the British, the Portuguese and the Dutch. 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 craves gold, the only goal is to search for new lands and riches in an unknown world. Most often, the conquistador is an impoverished hidalgo or caballero. Away from Europe, the Spaniard is not subject to either the king or the church. The main advantage of the conquistadors is firearms.

About the game

"Jackal" is a strategic board game with unique game mechanics. The secret of the "Jackal" is that the chips of the field fall in random order, thanks to which the game will be different every time! There is no dice in the game, and the result depends more on your logical and strategic abilities, and not 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 and over. The duration of the party is approximately 60-120 minutes.

Game Composition

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

Preparing for the game

Turn over the field chips, mix them up and lay them face down so that you get a real treasure island (according to reliable information, this is a square of 11 × 11 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 are assembled, you can start the game.

For a 2-player game you will need 4 ships: one player will control two teams starting on opposite sides of the island. For a three-player game, you 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: to find and drag to your ship as many coins as possible, hidden on the island. Whoever brought the largest number of coins to his ship, he won.

Treasure hunting rules

How to walk

You can only move one pirate or ship per turn.

You can't skip a move.

There can be several pirates from your own or a friendly (in a two-on-two game) ship on the same space.

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


How to mine gold

According to verified data, 17 treasures of various values ​​are hidden on this godforsaken island, including the treasure of the Spanish galleon. If, by turning over the cell of the field, you find a treasure chest, place as many coins on the cell as indicated on it (Roman numeral). But do not 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 to your piggy bank).

  1. It is impossible to beat the enemy with gold in his hands. But if you really want to, you can leave the coin in place and forward to the enemy!
  2. If you, carrying a coin, are hit by an opponent, 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 beat enemies

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 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 beat the enemy only with empty hands. If you were carrying a coin, you can leave it in place and calmly hit an unsuspecting opponent.
  3. If the enemy dug in the fortress
  4. If the opponent is standing on a spinning cell (jungle, desert, swamp, mountains), you can hit him only if you are one move behind. For example, he is on the number III, you are on the number II.

Trap, 3 pcs.

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

When playing two on two, a pirate from a friendly team can also help out a comrade who has fallen into a trap.

Fortress, 2 pcs.

The fortress can contain as many pirates as you like from your own or friendly crew.

Fortress with a native, 1 pc.

Cool so cool. You stumbled upon a fortress with a pretty native. Here you can "resurrect" the dead comrades - one per turn. And they are born right here, in the fortress. None of the enemies can poke their nose into the fortress while you are inside. One problem: you can't enter here with gold coins.

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

Treasure, 1 pc.

Ha! this is a find Treasures from the galleon of the Spaniards who transported gold to Europe are hidden here! One such treasure counts as 3 coins. As you open the cage, immediately put the chest figure on it. Treasure is transferred according to the same rules as a coin, but counts as 3 coins in value.

Aircraft, 1 pc.

What is this ruin? It's an airplane! How he got to the island is unknown, but he can transfer any participant with all his luggage to any cell on the same turn. 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 cage and wait for the right moment (leaving the cage is tantamount to using an airplane). But look both ways: the 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 that you have in your hands) to your ship. And so it will be with everyone who in the future sticks his head on this miracle cell. In a two-on-two game, the balloon carries the pirate to his own, and not to a friendly ship. It is impossible to stand on this cell, the ball acts instantly.

Cannon, 2 pcs.

The desire of a pirate to check what is hidden in the depths of the muzzle of a cannon is truly inexplicable. In return for his curiosity, the pirate flies into the 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 out of the game. The most experienced pirates use a cannon to quickly transfer coins to the ship along with them. and be sure to 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 first found this building manages to examine any 4 cells. The beacon only works when your pirate steps on it:

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

The lighthouse only works once per game.

Ben Gunn, 1 piece

Old Ben will be happy to join the first team that looks into the light. He was able to keep his gunpowder dry and his saber sharp, making it easy to become another pirate of yours. At the moment of opening this cage, your team gets one more pirate.

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

Missionary, 1 pc.

A missionary lives in the depths of the island, who teaches the pirates goodness and takes away their sabers and pistols. He plays for the team whose pirate found him first. The missionary does not know how to beat enemies, but he himself cannot be attacked. A pirate on the same space as a missionary cannot be attacked either and loses the ability to attack. The missionary does not enter cells with enemies. If the missionary meets Friday (finds himself on the same cell with him), then both of them will disappear, having become enlightened. Every self-respecting pirate tries to get the holy father drunk: if the latter drinks rum, then he will immediately get a dusty cleaver and become the most ordinary pirate of the same team he preached for before (see cell). As long as the missionary remains a missionary, he cannot carry any weights. A spiritual person, after all. The missionary can open closed cages, but when opening a cage with rum, the effect will be the same as when it is soldered.

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

Friday, 1 piece

The young native Friday immediately liked the pirates for his reliability and ability to carry heavy things. As soon as you find him, he will play for you and will be able to carry coins like a real sea dog. True, there are three features: first, if Friday is attacked, he starts playing for the enemy. Secondly, he himself is harmless (albeit a cannibal), and therefore cannot attack anyone. Thirdly, he has a weak native liver: if he meets rum (in any form), he will immediately drink it all and leave the game. Friday can open the cages like a regular pirate, but if he opens the cage with rum, he will drink it (if there is a lot of rum, just one bottle). In a word, weak. But Friday is not afraid of the cannibal dad, goes through any cage in one turn and does not fall into pit traps.

Friday is represented by a brown token and appears where it 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 tool that pirates, at the mere sight of a bottle, immediately become stronger and begin to crawl out of pit traps on their own or get out of any labyrinths immediately directly. When the pirate opens the rum cage, the bottles immediately appear on the ship. Rum can be used on your turn by any member of your own or allied team. To do this, you just need to remove the bottle from the ship's stocks. And you can also drink local residents with rum: if you stand on the next cell with Friday or a missionary, you can pass a bottle to them on the same move, from which their life will immediately change dramatically (see cells and).

Cave, 4 pcs.

This is the entrance or exit of the cave. Most likely the entrance, which the pirate who looked inside will have to make sure of. Until the friends of the unlucky caver who remained on the surface find a second such cage, the pirate will wander inside and come around. But one has only to find a way out, how - voila! - the one who got lost will appear from it. For example, if a red pirate steps on the entrance to a cave, he wanders in it until the opening of the second passage. The white pirate opens the exit and is transferred to the entrance. The red pirate is on the way out. Once opened, the cave works like 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. Through a cave with an open entrance and exit, pirates walk without difficulty. If your pirate is standing at the exit from the cave, then the passage is closed for enemies. Keep in mind that the "guard" itself will also pass through the underpass before taking up defense. If several entrances to the cave are open, this can and should be used: a pirate who "dived" into the cave on the same turn "emerges" from any other exit and remains standing on this cell. Until the pirate leaves it, this exit for the pirates of other teams remains closed. 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. There are so dense thickets that you can not notice the pirate passing at arm's length. You can't fight in the Jungle, you can't enter the jungle with items, but pirates from different teams can be here at the same time.

Grass, 2 pcs.

Hee hee hee, a field with some unknown grass (thanks to the local natives!) caught fire at the moment when you turned the cage over. Now everyone goes pirates of his neighbor. For example, if after you go red, then black, and then white, then the next move goes to the player with black pirates - he goes for the reds, then the commander of the white pirates goes for the blacks, you go for the whites, and your neighbor goes for you. After that, the field goes out, and your neighbor, the Red Commander, makes his usual move. You can’t command someone else’s rum, so if you are thirsty, you will have to wait for your turn.

The value of the cells of the field from the original add-on

Dinghy, 1 pc.

You found a hidden boat in the bush! When this space is opened, place a boat figure on it. It can be worn according to the same rules as a coin. When the boat hits the shore, the pirates will be able to launch it and use it as a ship. To launch the boat into the water, a separate move is not needed: the pirate simply continues to move on it if he wants. The boat can pick up pirates in the water or sink splashing enemies. On a boat and ships, you can sail 2 cells from the coast in order to bypass other people's ships. A boat cannot float without a pirate inside. A pirate knows how to walk on a boat with tacks, that is, diagonally too.

Cores, 2 pcs.

Pirates know that cannonballs have many uses: they can be carried around for better physical fitness, they 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 ball to the cannon, then the pirate will not fly to swim, but instead will make one shot in the direction where the muzzle is turned. In all cells in a straight line from the cannon, all items are removed: pirates die, and coins and other things are destroyed. Cores are worn in the same way as coins, that is, you cannot walk with a core in a closed cell.

Wheelbarrow, 1 pc.

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

Question answer

Frequently Asked Questions on Jackal Rules

All the pirates died, and the last one is in a trap, what should I do?
Panic! Now only the enemy will be able to free your pirate, beating him along the way. But in general, take the following tactic into service: if you have one less pirate, try not to run around the closed cells without special need. Leave the honorable duty to explore the island to rivals and pick up everything that is bad.

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

When playing two on two, a pirate from a friendly team can also help out a comrade who has fallen into a hole.

Message bottles

When a pirate opens a cage with a bottle, the player takes as many bottles as indicated on the cage. Bottles allow you to independently get out of the pits or get out of any labyrinths immediately directly. You can use the bottle only at the end of the turn, that is, first look like one of the pirates or the ship, and then use the bottle to get someone out of the pit (that is, pick up the overturned pirate figure) or out of the labyrinth (move the pirate immediately to the last cell). After use, put the bottle back in the box.

If there is a pirate with a coin on this space, he cannot be attacked. There can only be one pirate in a bank. If a pirate is standing in a bank without a coin, then the bank is considered an empty cell. If the coin is on this space 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 can 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 here at the same time.

On this cage, a small but very annoying nuisance awaits the pirates. Someone burns his beard, someone drops a coin on his leg, someone stumbles over a root, and someone just realizes that he is lost. At this moment, the pirate is obliged to swear strongly and in a sea way, otherwise he will immediately get upset and disappear.

There is an old lighthouse on the island. After a long climb up the stairs, the pirate who first found this structure manages to peep any 4 cells. The beacon only works 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 to their places without changing the direction of the cells. The action of the cells is not performed.

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 sticks his head on this miracle cell. In a two-on-two game, the balloon carries the pirate to his own, and not to a friendly ship. It is impossible to stand on this cell: 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 the bullet.

On this cell, you can "resurrect" dead comrades - one per turn. And they are born right here in the sanctuary. None of the enemies can poke into the sanctuary while you are inside. One problem: you can't enter here with gold coins.

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

The sanctuary can contain as many pirates as you like from your own or friendly crew.

Each player walks as their neighbor's pirates. For example, if after you go red, then black, and then white, then the player with black pirates goes first - he goes for the reds, then the commander of the white pirates goes for the blacks, you go for the whites, and your neighbor goes for you. After that, 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 cage of the lair) and bites the pirate who woke him up. The pirate goes to his ship. After that, the bear immediately takes 1 step towards the nearest pirate. The bear walks through all obstacles, pits and labyrinths, ahead of him, without stopping, and also walks through closed cages without opening them. Cells like arrows or ice do not affect the bear either. At the end of each next turn of the player who woke him up, the bear makes one more move. If the bear catches up with the pirate, it will bite him, and the pirate will go to his ship. The bear cannot get on the ship and does not smell the pirates on the ship, so he 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 taken out to a cage with a bear is bitten and sent to his ship.

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

As long as the missionary remains a missionary, he cannot carry any weights. A spiritual person, after all.

A missionary can open closed cages, but opening a cage with a message bottle will have the same effect as if you handed the bottle to him personally.

Boom! Bach! When you turn over this cell, the island starts an earthquake! Swap any 2 cells where no one is standing and nothing is lying. You can change the cells of different landscapes - mountains with a beach, for example. You can change the direction of the arrows.

Devilish luck! Fortress! As long as you are here, you are safe: you cannot hit a pirate who has dug in the fortress. It's a pity that you can't come here with gold.

The fortress can contain as many pirates as you like from your own or friendly crew.

Meaning of the field cells from Ben Gunn's Island add-on

Old Ben will be happy to join the first team that looks into the light. He was able to keep his gunpowder dry and his saber sharp, making it easy to become another pirate of yours. After you have opened this space, place the green Ben Gunn token on it. Now you control Ben Gunn as another pirate on your team.

Meaning of the field tiles from the Isle of a Thousand Caves expansion

Skillful pirates know that it is better to carry gold in a cart. When you open this cage, place the cart figure 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 the coins, it can even be loaded onto the ship and descended from the ship with it.

This is the entrance or exit of the cave. Once you have opened this cage, knock over your pirate. He was lost in the caves and will be lost until someone finds another such cage. As soon as the exit is found, the pirate who found it is transferred to the first open cell of the cave, and the lost pirate appears at the new exit. Now every time your pirate enters a cave space, 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 releases the passage for you. If it is impossible to pass through the cave, treat it as an empty cage.

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

Place his token on this square. He plays for you. Friday cannot attack. If he is attacked, he starts playing for the enemy. If Friday finds or receives the message bottle, he is out of the game. If he ends up on the same square with the missionary, both are out of the game. Friday walks through the pits, labyrinths and the cannibal as through empty cages. Coins left by him with the ogre are out of the game. The bear eats Friday for good.

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

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

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

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

The turtle does not open closed cages. She doesn't attack anyone, nobody attacks her. Cells and abilities do not affect her. The bear doesn't see her.

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

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

Meaning of the field tiles from the Tide Island expansion

Place a palm tree chip here. This cell can be entered as a dummy. And you can spend another move to climb the palm tree itself from this cell.

When a pirate sits on a palm tree, you cannot fight him. Abilities do not work on him. The bear does not smell him and does not go to him.

You can’t climb a palm tree with objects - leave everything below. You can not climb a busy palm tree. You can’t get off the palm tree while someone is standing below. Even if it is a friend, a local resident or a bear.

From the high hill you see the tide coming in. Put the three beach squares in the box.

You can clean closed and open cells in different parts of the island. The cages must be in water. Close to the cage should not be a ship. There should not be any objects or characters on the cell.

How to mine gold

According to verified data, many treasures of various values ​​​​are hidden on the island. If, by turning over the cell of the field, you find a treasure chest, place as many coins on the cell as indicated on the chest. But do not 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 carry only one coin.
  2. You can only move with a coin in open cells.
  3. It is impossible to beat the enemy with gold in his hands. But if you really want to, you can leave the coin in place and forward to the enemy!
  4. You can't swim with coins. If a pirate gets into the sea with a coin, it sinks (out of the game). The pirate stays afloat.


  1. When a pirate with a coin enters the ship, take the coin and place it in front of you. Now she is yours for the rest of the game, and no one will take her away. It remains to bring more of the following.

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

How to beat enemies

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 on 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 beat the enemy only with empty hands. If you are carrying a coin, you can leave it in place and calmly hit an unsuspecting opponent.
  3. If the enemy dug in a fortress, then you can’t beat him (that’s why it’s a fortress).
  4. If the opponent is standing on a labyrinth cell, you can hit him only if you are one move behind. For example, he is on the number 3, you are on the number 2.


All pirates move in turn and move according to the values ​​of the cells. Black goes first, then yellow, then red. After the pirates, a bear walks.

Bear movement rules are described in the section.

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

When playing two on two in the sanctuary, can you revive an ally pirate?
No. only resurrects pirates of his 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, that 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 have no ability are considered beaten.

Island 4

History reference

Piracy

Piracy is robbery carried out from ships. A pirate is subject to trial and punishment in any country. The most difficult conditions of sea service and a meager salary encourage a sailor to engage in piracy, as it gives a chance to get rich quickly. 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 takes up the old.

Pirate lifestyle

At the head of the pirate team is the captain, a man of power and cruelty, since the lack of discipline on a pirate ship threatens with trouble. A pirate lives by the ship's charter. With his hand on his cutlass, he swears he will abide by it.

Opens an incredible world of dangers and adventures. What else does a real pirate need? Captivating storyline, getting to know the island, searching for treasure. Forward! What are you waiting for?

Publishing Benefits

Here is a dynamic, exciting board game of our time. It is impossible to get bored with it, as the mind is constantly in search of the right move.

"Jackal" is not as simple as it might seem at first glance. Randomly laid out pieces make the game unpredictable, as a result, each game is a new story of capture and treasure hunting.

Up to 4 players over the age of 8 can fight enemies at the same time.

Target

Pass all the tests, find gold and transfer it to your ship. The battle time ranges from an hour to two.

So, you are waiting for the brigs of filibusters and conquistadors, an island with unexpectedly opening obstacles and tips, aborigines - Friday, a missionary and Ben Gunn, ready to take your side, bottles with messages and coins, of course, gold coins!

Training

  • Assemble the frame into an 11x11 square.
  • Thoroughly mix the field chips and lay them face down inside the square - the territory of the island is set.
  • At each of the 4 coasts, anchor ships with 3 pirates of the same color. The teams are ready, let's get started!

When 2 players are playing, they have 2 boats in their custody, moored on opposite sides. For a three-player game, three ships are taken, four of them - each plays for himself, or 2 by 2.

What can happen in water and on land

  • Land the pirate on the shore He steps onto the cage in front of the ship.

  • Send him to explore the island. The hero can move 1 cell vertically, horizontally or diagonally. If the chip is face down, then the player needs to turn it over and complete the task provided for by the picture. You can also step into open areas.

  • Return a crew member to the ship. You can get on board from the cage in front of the ship, or diagonally, using arrows, knight's move, etc. Without fear for your life, a pirate can enter his or a friendly ship. On the brig of the enemy, death inevitably awaits him.

  • Let the robber swim along the shore. In this way, he can go around the entire island, moving 1 square for each step. However, when meeting with an enemy ship, the character will die. He is forbidden to swim on land and jump from the beach into the sea.

  • Navigate your ship along the shore if at least one crew member remains on it. Its path is 1 cell, the ship cannot turn around the corner.

You can't skip moves. But you can choose to act as one of your pirates, an inhabitant of the island (if he is on your side) or maneuver on the ship.

How to mine gold

According to legend, 17 ancient treasures are hidden on the island. When you find a cell with a treasure chest, put on it the amount that is indicated. Gold will be considered yours only when it is in the holds of your ship.

When dragging profit, you need to remember important rules:

How to start a fight

And here there are subtleties. To start active actions, you need to enter the cell where there is an opponent-pirate. Then all the beaten enemies are transferred to their fragile little boat, but their profit remains in place and can go to others.

You can swing your fists only if your hands are empty. However, if the enemy managed to dig in the fortress, you can no longer touch him.

If the enemy met on a turntable cage, you can hit him only one step behind.

Remember? Then show dexterity and ingenuity in fisticuffs!

Death to a pirate!

Your character is out of the game if he:

Collided (ended up on 1 cell) with an enemy ship;

Was beaten by the enemy at sea;

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 the rest to become a ruthless pirate! The game will always be varied, because the cells of the field are placed in a free order, and the cube is completely absent here, 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: ingenuity, strategy, combinativity

What adventures are in this box?

"Jackal. Treasure Island" includes the following components:

  • tiles, of which an island is formed - 117 pieces;
  • ships carrying pirates - 4 pcs.;
  • wooden chips for four teams - 12 pieces, 3 pirates for each participant;
  • coins for marking treasure - 37 pcs.;
  • Brochure with the rules of the game with answers to frequently asked questions.

Captain Jackal has buried some treasure chests!

Yo ho ho, rudder left! The participants of the Jackal game will need to go to an uncharted island full of gold, explore the jungle, meet bloodthirsty cannibals, shoot a cannon and overcome many other adventures. In the kit, players will find square tiles that make up a small but dangerous island.

What should be done, 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. They have three sea robbers. A member of the "Jackal" lands them on dry land. Of course, at the beginning of the game, the island is not explored, which is what the players need to do. Going to the cells, the player turns them over, studies the contents. So you can meet an exciting adventure and no less long-awaited treasure. The task in the card game "Jackal" is to find the treasures hidden by the captain Jackal and take the gold to his ship.

What does the island look like?

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

Meaning of field cells


The tiles of the field in the "Jackal" are full of adventures. There are the following squares:

  • empty cells;
  • Arrows with one or more directions - if the choice is ambiguous, 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 the one where the pirate stopped after the move.
  • with barrels - a happy field for the robber, he does not move next turn, however, the player is allowed to control the rest of his pirates from his ship at this time.

Hello dear blog readers life handmade! In a previous article, I wrote about in our family. And one of them is a recently purchased board game. We liked it so much that I decided to dedicate a separate article to it. Today's article will give a brief overview and describe the basic rules of the jackal game. That's what it's called.

A little background

Once upon a time, when I was 7-8 years old, my older brother drew a map of the island on a large sheet of cardboard, cut it into squares and thus created an analogue of the game that I am writing about in this article.

On these squares there were arrows, pits, mountains, swamps, various scary animals and, of course, treasures with gold coins.

I came up with different flags for the teams that went in search of treasure on our treasure island.

Cardboard cards were lovingly stored in a large matchbox, and I was looking forward to when we would play this game.

It was my favorite game, and the memory of it has remained with me to this day.

And therefore, when our eldest son grew up, and I began to study the offers of board games on the Internet for children from 6 years old, and I came across a description of the game "Jackal" - my delight knew no bounds.

This is exactly the wonderful opportunity that our children give - to live their childhood several more times (depending on the number of children).

What is the game "Jackal"

In short, this is a game in which pirates (which you automatically turn into) try to find gold on a desert island and drag it to their ship.

But not everything is so simple!

On the way they meet many obstacles and the most cunning and strongest wins in the game.

The game consists of 117 squares of thick cardboard, each of which has an image.

The cards are shuffled and placed face down, forming an 11 by 11 island with bevelled corners.

Some of the squares are just a green field, they are empty and do not represent anything.

Part - arrows with a specified direction, hitting which, you should make one more move in any specified direction. If it points to only one, go there. It happens that the arrow will point directly to the cannibal's lair or send you to swim in the sea. Well, here's how lucky!

Also on the island there are various not very pleasant places. For example, swamps, mountains, deserts or jungles. Once on this cell, the pirate gets stuck and slowly, in several moves, overcomes it. Which gives odds to his opponents in pursuit of treasure.

There are also helper cells. For example, a fortress with an aboriginal woman, who can resurrect a pirate who died in search of a treasure. Or a balloon, with which you can move to the ship in one turn.

And there is a cannibal and a crocodile, a meeting with which may not end happily at all. And if the crocodile just frightens the unlucky pirate, then the cannibal will have dinner for them and only a trip of his friends to the aboriginal can help him rise again.

And, of course, all the most interesting happens when one of the pirates finds a treasure.

This is where the real fight begins!

Everyone wants to get to this treasure, snatch it from the hands of the enemy and drag it to their ship.

Here begins the strongest training of both ordinary and emotional intelligence!

How many tears were shed by our son when the "greedy" parents took away his coins.

Of course, we could play along, but the excitement in this game is too strong.

The game is addictive and good because when laying out the playing field, each time you don’t know where danger can lie in wait for you, and where the treasure is buried!

How to play

I have already written about the playing field.

The game can be played by two to four players. Each team consists of 3 chips.

You can team up and play two on two.

Ships land on the island from different sides and begin to open the playing field.

While the opponents are far from each other, the game is calm, measured. When the pirates approach the middle of the field, strategic battles begin, the pursuit of treasure and the desire to outwit each other.

And here a sober cold mind is simply necessary. And emotions are seething - mother do not grieve. Even a calm, balanced phlegmato-sanguine like me gets involved in the game, what can we say about my choleric - husband and eldest son!

Passions boil, cheeks burn!

The game is accompanied by detailed rules in Russian, which describe the technique of moves, various nuances, the meanings of all the cards of the field, so it makes little sense to describe the details in this article.

Here I rather write about my impressions and observations from the process of the game and its useful properties.

How long does the game take

It takes about an hour and a half for two players to fully open an 11 by 11 field.

The three of us do it faster, but there may be an increase in time due to racing one after another in an effort to take away the gold.

Deniska and I periodically lay out a smaller field to save time.

The game does not lose its useful properties, you do not have to interrupt in the middle, and you do not have time to overwork.

Sometimes Denis plays with himself. He takes two teams, one of him, the other of an imaginary opponent. It is also useful for the development of thinking and imagination.

Useful features of the game

  1. As I already wrote, this game trains perfectly. Such a component as the ability to understand the emotions of another person. Depending on this, predict his actions. As well as the ability to manage your emotions and control their external manifestation so that the enemy does not consider your strategy.
  2. The game perfectly develops the imagination. The plot captures, you get the opportunity to transform from a good and noble person into a cunning and bloodthirsty pirate. Even here, however, different scenarios are possible. Someone will play a calm strategic game, someone will attack others, someone will help the allies. It really depends on the mood, condition and individual characteristics of the players.
  3. The game is strategic, and therefore trains thinking, the ability to build logical chains, attention. And the development of conventional intelligence directly depends on this.
  4. Among other things, the game perfectly improves perseverance. To play a game, you need to spend an hour without running away, following the process. And, despite the choleric temperament, our eldest boy jumps on pins and needles from emotions, but sits still. And it is also useful for future study and the ability to focus on one process.
  5. And this game is also a great way to gather the whole family at one table and have a great time. In the modern world, the speed of life is so high that there is very little time left for ordinary communication with loved ones. Adults at work, children in kindergarten and schools, at home, everyone “sits” in their gadget. Or on TV. And how this invention kills a family is written in my . If adults with children choose to have fun on the weekend, then again - children separately on trampolines (for example), adults separately in a cafe. And, playing such a game on a regular basis, there is a great opportunity to get to know each other better, look at the vivid emotions and artistry of loved ones. And this is great for strengthening family ties!

Summing up

While preparing this article for publication, I saw that in addition to the classic version of the game, there are also advanced options.

For example, Jackal: Treasure Island. This is a re-release of the usual game in a more colorful and convenient format. In addition to the old version, there is an 8-piece puzzle that frames the playing field and some additional features, such as assistants. Just a video with the rules for this version of the game, I suggest you watch:

Or "Jackal: Archipelago". Here, the search for treasures is not on one island, but on a scattering of islands.

There is another option when the treasure is not looked for on the surface of the earth, but climbed deep into. This happens in the game "Jackal: Dungeon".

In any case, the main idea in the game variants is preserved.

I don't know if I was able to convince you that the Jackal is a great game and a must in every home with children, but I have never regretted that I bought it.

And every time I play it, I confirm my right choice.

Moreover, this game is quite a budget option among games of this quality.

We bought it in online store, delivery was to our nearest pickup point. Everything is very fast, convenient, without delays and other unpleasant moments.

So, if you are looking for something to play with a child of 6 years and older - feel free to buy, have fun and share your impressions!

I would love to see them on my blog!

Sincerely, Margarita Mamaeva

P.S. And in order not to miss the release of the next article, play it safe and subscribe to blog updates and be sure to share the article with your friends on social networks

Tired of gray days? Looking for adventure and pirate romance? Well, put on a black eye patch and go on a treasure hunt. The board game "Jackal" will give you a chance to join the fight for countless treasures with the same adventurers as you. Can you hear the winds of adventure howl? Or maybe it's howling the cannibal waiting for the victim?

The history of the board game "Jackal" begins around the seventies of the last century in the USSR. Most often, the birthplace of this board is called Moscow State University, whose students, according to legend, it was invented.

Whether this is so, today it is no longer possible to say with certainty, but the very fact of the existence of the game in the student environment in those years is beyond doubt. True, the names of the game were different. For example, the game could be called Shiza or Treasure Island. By the way, if I'm not mistaken, it was under the name "Treasure Island" that the first attempt was made to commercially publish this game. True, unlike the Jackal, the playing field there did not consist of square elements, but of hexagonal ones.

Some aspects of the game rules in student variations also changed, but the basic principle is always the same: you need to explore a tropical island, which hides so many treasures that old Flint never even dreamed of.

Opponents, of course, also do not yawn, so it's not enough just to find gold. It still needs to be dragged to the ship, which is not so easy. After all, you can steal no more than one coin per turn, and it’s easier for enemies to plunder your booty than to look for treasures themselves, risking falling into a trap or paws of an ogre.

The playing field is assembled from square pieces, thanks to which it turns out to be completely different every time and you never know what awaits you in the next unexplored area.

So, let's see what the edition of the Jackal game, released by the Magellan publishing house, is.

The box with game components measures approximately 24.5 x 24.5 x 4.5 cm. It is made of high-quality thick cardboard and decorated in blue tones, depicting the transparent lagoons of tropical islands and pirate ships plowing the endless expanses of water in search of profit. .

The name of the game on the lid of the box, for some reason, is written in English: Jackal. At the ends of the lid, it is already written in Russian.

Let's look into the box and see what is hidden in its bowels.

The inside of the box is divided into three compartments: one large and two smaller. In a large compartment there are eleven cardboard forms, from which, before the very first game, you need to squeeze out the squares of the playing field. They are squeezed out very easily, as they are pre-embossed on the form. So, when I opened the box, I found that several pieces had separated on their own during transportation.

The elements of the field are made of thick cardboard, due to which, when mixed and turned over during the game, there is very little chance of crushing and damaging them. For this you need to work hard. The corners of the pieces are rounded, so it is also problematic to jam them.


The circumstances indicated in the previous paragraph are very important, since the top of each square has the same back, like a card. Any damage and jamming is already a speck. If you ruin a couple of cards, then it will become uninteresting to play. And with a large number of conspicuous elements, the whole game will become unusable, so such a careful approach to the manufacture of the details of the playing field deserves high praise.

On the reverse side of each card is a small part of the island, on which some object or part of the area is located.

In total, there are one hundred and seventeen pieces of the game card on the forms. There are also four squares with the image of ships. These are our ships, from which we will go ashore and whose holds we will try to fill as much as possible with precious cargo.

Two small compartments are occupied by twelve game pieces and thirty-seven coins, which we will mine.


Chips are made of wood. Each of them is a member of one of the teams. There are four such teams, each consisting of three pirates and has its own color.

The coins are made of a metal very similar to aluminum.

The game can be played by two to four people. In a two-player game, each player controls two competing teams. If you play with four players, each player will get one squad of thugs. For a three-player game, each player uses one team, and the fourth, along with his ship, does not participate in the game. True, in this situation, the game balance suffers greatly, so it is still preferable to play either two or four, which is most interesting. Moreover, when playing with four people, you can play a couple for a couple.

Also in the box is a book with game rules. It is made of beautiful glossy paper and decorated with color illustrations.

Before the start of the game, the parts of the island are laid out face down and thoroughly mixed, after which the playing field is assembled from them. The next picture shows what the finished treasure island looks like, ready to receive pirate crews with its hospitable traps.


Players move around the map, discovering the particles of the island and performing various actions, depending on the properties of the explored area. These can be both areas that impede movement, such as jungles, deserts, swamps or mountains, which will take several moves to overcome, as well as various auxiliary cells that allow you to speed up movement around the island.

For example, despite the fact that a pirate moves one square in one move, various auxiliary sections, if the route is correctly calculated, often allow you to overcome half of the island in one fell swoop. Therefore, even if you found a chest of gold not far from your ship, this does not mean at all that your opponent from the opposite end of the island will not have time to jack off part of the booty. And when there are three opponents against you who simultaneously fight for gold among themselves, then the fun becomes through the roof.

Such aids may include arrows with pointers, glaciers that come from nowhere in a tropical climate that are good to glide on, horses that are good to ride, a couple of balloons, and even an airplane, which seems to have had a hand in the creation of Leonardo da Vinci. True, the plane is so flimsy that it will only be possible to lift it into the air once.

The game continues until the last coin falls into the hold of one of the players' ship. Everything about everything takes a little over an hour. After that, the coins are counted. The winner is the player who has collected the most gold.


The game is great for players of all ages. The rules of the game are simple, so even children can easily learn them. At the same time, the game is very provocative and fun, which allows adults to play it with pleasure. Moreover, the game was invented and popularized by students who, in general, are no longer children. This means that the "Jackal" is an exciting adventure for the whole family.

But the adventures don't end there. The Jackal: Treasure Island add-on has been released for the game, containing many innovations that immediately take the game to a completely different level.

The first thing that changes is the playing field. Twenty-seven new map fragments are available in the add-on. So now you can build a large field, which will make the game longer. But if you do not want to increase the duration of the game, you can simply replace several neutral cards of the base set with new fragments.

New cards expectedly entail new opportunities. For example, a network of caves appears on the island in which you can get lost, but after exploration it can be used to quickly move around the island.

Also, pirates can find a lighthouse, from the top of which you can see some parts of the island, a boat that can be used as an auxiliary ship, and a wheelbarrow that can transport two items at once.

Why exactly two items and not two coins? Yes, because the items also arrived. Pirates can find cores and bottles of rum.


The cores, as they should be, are intended for firing from a cannon at opponents (in the basic version, a cannon can only be fired by the pirate himself, which can be used for quick transportation to the ship). And rum is generally a universal thing. A pirate who has overwhelmed the rum easily gets out of the traps and overcomes difficult areas in one fell swoop, but the supply of rum, unfortunately, is not rubber.

In addition, rum can be used to interact with new characters also introduced in the expansion. There are three such characters. This is Friday, the missionary and Ben Gan (that's right, with one letter "n"). After all, as you know, do not feed a normal pirate captain with bread - let him leave some Ben Gan on the island.

Friday is an additional worker unit capable of carrying loads, bypassing traps, and moving quickly through difficult terrain. True, he does not know how to fight at all and easily goes over to the side of the enemy, and being drunk with rum, he leaves the game for good.

Rum has a completely different effect on the missionary. Having knocked over a glass, it is fed to the pirates, increasing the number of its owner's troops by one unit.

Well, Ben Gan is already a pirate. It doesn't even need to be soldered. You just need to find, and he will gladly join you.

Other innovations are waiting for you to make the game more interesting and rich. In general, I would recommend playing the base version first and, if you like the game, be sure to buy the add-on to plunge into the adventure with your head.

There is also a version of the game called Jackal Lux. In fact, this is the basic set of the game, but in a solid collectible version.

For example, instead of ordinary wooden chips, cast figurines of pirates are used, each of which has an individual appearance, and metal circles imitating treasures are replaced by real minted coins. Such a "Jackal" will be an excellent expensive gift for a board game lover.

True, the dice of the playing field of the regular and collector's versions differ in size, and therefore the add-on intended for the standard version will not work for Jackal Lux. Whether an update will be released for it is still unknown.

Now I would like to talk about the negative reviews about the Jackal game that can be found on the Internet. They can be divided into two categories: feedback from players who have played various variants of the game in its self-published versions and are dissatisfied with the inconsistency of the rules, as well as negative reviews from some reviewers.

Everything seems to be clear with the first category. People played by different rules, which seemed more interesting to them. After reading the possible variants of the rules in the discussions, it is easy to see that student rules are often much more interesting.

For example, options are described in which pirates can enter enemy ships and steal competitors' gold or simply throw it overboard, according to the principle "so don't get you to anyone."


There are other interesting differences, for example, you can have Robinson on the team, one of whose strengths is the knowledge of the island. Once per game, he can reveal the area around him within a radius of one turn.

But no one bothers to play the game by their own rules. The fundamentals are the same. And a cell with any new object (even with the same Robinson) can be made from any neutral card.

As for other negative reviews - I can confirm only one fact. When the cells of the field are turned over, neighboring areas slide to the side, which is why the island is constantly moving apart and this makes many people nervous.

On the one hand, this is true. Fragments are smooth and slide on the surface of the table. However, due to the density of fragments, which I mentioned above, it is possible to level the island in whole rows, and in just a couple of movements.

In general, as experience has shown, it is better to play on a table covered with oilcloth. This almost completely solves the problem. And to correct a couple of cards several times, I think it won’t bother anyone much.

It is immediately clear that the person who wrote this, got acquainted with the game only superficially. In fact, the described situation does not mean anything at all. After all, in one move you can move only one pirate, who can carry no more than one coin. Well, or two, if with a wheelbarrow in addition. Against you are three opponents who believe that you alone will have so much gold.

If you are surrounded by gold-bearing chests, then, as a rule, several are opened and taken away at the same time. So trying to sit on a few chairs will not lead to anything. And the location of the auxiliary cells, as I said, can be such that the distance will practically not play any role.

And after all, which is typical, the fewer chests on your side, the more options for choosing tricky routes, so I just don’t take this argument seriously.


Of course, in a two-player game, you are stealing gold twice as fast, because you are playing with two teams. But after all, the enemy robs you with redoubled enthusiasm.

There are also complaints about the primitive combat system. The combat system here is really simple. If you put your pirate on a square with an enemy, the enemy is declared beaten and goes to lick his wounds on his ship.

But if you judge like that, you can start blaming chess with checkers for a primitive combat system. I understand that comparing "Jackal" with checkers, and even more so with chess, is not entirely correct. I just want to say that the idea here is completely different. "Jackal" can be hung with some advanced combat systems, and nothing prevents you from modifying the rules for yourself. It's just that after that it will no longer be an easy fun adventure game, but will turn into a serious strategy game.

Loading...Loading...