As with all Pirate Games, a little bit of home grown variation along the way and maybe even some light cheating is encouraged. But here's a good place to start.
Merchants
Survive and end the game with more Treasure than the Pirate. Note, all Merchants play together as a team, even if one or more sink.
Pirate
Sink all Merchants or end the game with more Treasure than the Merchants.
The game ends when the Pirate returns to Pirate Island and each remaining Merchant plays another two turns OR when all the Merchants have sunken and/or reached safety at Port. For example, if one Merchant sank three turns ago, one Merchant returned to Port two turns ago, and the last Merchant returns to Port on their turn then the game ends; the Pirate does not take another turn.
2-6 players, find a random (or not!) way to determine which one will be the Pirate.
Shuffle the deck.
Merchants draw three random Vessel cards each.
The Pirate draws two random Vessel cards for every Merchant playing. For example if there is one Pirate and three Merchants the Pirate begins with game with six random Vessel cards.
Player to the left of the Pirate starts and play continues clockwise.
The Pirate must do one and only one of the following on their turn
draw two cards
steal one card from one Merchant who is not safely at Port
attack one Merchant
discard any three Navigation cards to return to Pirate Island and limit Merchants to two more turns
Merchants must do one and only one of the following on each of their turns
draw a card
trade a card with another Merchant
attack the Pirate
discard three Navigation cards to return to port
At the end of each turn, Merchants may discard down to seven Vessel cards. If the Pirate notices a Merchant with eight or more Vessel cards in hand they can randomly select half of the cards to discard (round down if needed) or view the entire hand and choose two to steal.
The player attacking discards one attack card. The player defending also discards an attack card if they have one in their hand. If a Merchant cannot defend itself in an attack they must discard everything and sit out the rest of the game. If the Pirate cannot defend itself in an attack, they must choose half their Vessel cards to discard, rounding down.
Cards in The Deck
45 Vessel cards as noted by the barrels icon in the corner. Keep them in your hand and don't show them unless you have to.
15 Treasure (5 each of three varieties)
15 Attack (5 each of three varieties)
15 Navigation (5 each of three varieties)
7 Exploration cards as noted by the globe icon in the corner. If you draw one you must read it aloud right away, follow the instructions, and then discard it.
2 Turn Option cards for easy reference.
Cursed - lay the rest of the game with all your cards face up on the table
Encounter the Kraken - discard half your Vessel cards to escape
Stuck on an Island - discard one Navigation card to get free, if you have any
Docking Fees - discard one Treasure card from your hand, if you have any
Trade Winds - you have the option to return to Port or Pirate Island immediately
Discover Treasure Island - all players not already in Port or at Pirate Island must give you all their Treasure cards
Land at Friendly Port - Draw two Vessel cards
Or write your own special events for each card!
Invent your own special rules for Attack, Navigation, and Treasure card variety!
Give bonuses for successful attacks, like taking cards from your opponent!