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<strong>Rule</strong> <strong>Book</strong>
elcome, sailors, aboard the Pequod. As a mate<br />
on the ship, you will be responsible for the loyal<br />
mariners aboard your whale boat as the ship embarks on<br />
a whaling voyage. Kill whales, gain oil, and improve<br />
your crew as the journey grinds inexorably towards one<br />
and only one fate. The White Whale awaits you; will you<br />
be a worthy match for him?<br />
I
0.0 OVERVIEW<br />
1.0 SHIPPING OUT : STARTING THE GAME<br />
1.1 SETUP<br />
1.2 YOUR FIRST CREWMEN<br />
1.3 LOOMINGS<br />
2.0 LIFE ON THE SHIP: CREW MAINTENANCE<br />
2.1 REVIEWING THE CREW<br />
2.2 HIRING NEW SAILORS<br />
2.3 BRIBING<br />
2.4 A SHIFT AT THE MASTHEAD<br />
3.0 MYSTERIES OF THE SEA: BREAKING DOWN THE SEA DECK<br />
3.1 WHAT DOES THE SEA HAVE TO OFFER?<br />
3.2 CREATURES<br />
3.3 EVENTS<br />
3.4 CHAPTERS<br />
3.5 THE WHITE WHALE<br />
4.0 A MOST UNCOMMON SEAMAN: THE SAILOR DECK<br />
4.1 SAILOR STRENGTH<br />
4.2 SAILOR ABILITIES<br />
4.3 ISHMAEL<br />
4.4 AHAB<br />
5.0 THE WHALE: HUNTING A WHALE<br />
5.1 LOWERING<br />
5.2 THE HUNT<br />
5.3 THE WHALE ATTACK<br />
5.4 THE SAILOR ATTACK<br />
5.5 PERFECT THROWS AND HARPOONEERS<br />
5.6 A SUCCESSFUL HUNT<br />
6.0 THE WHITE WHALE: MOBY DICK<br />
6.1 EARLY SIGHTINGS OF MOBY DICK<br />
6.2 THE FINAL BATTLE<br />
II
MOBY DICK is a card game for 2-4 players simulating the fateful<br />
voyage of the Pequod. To play, you will need tokens or a ledger to<br />
track oil gains, at least 2 six-sided die, the cards provided, a table,<br />
a stout spirit, a bottle of stout spirits (optional), and around an hour<br />
to spare.<br />
1
STARTING THE GAME<br />
1.1 SETUP<br />
To begin, remove the ISHMAEL and AHAB cards from the sailor deck,<br />
then separate and shuffle the three decks, placing them on the table with<br />
enough room for a discard pile in front of each deck. Each player should<br />
also take one of the four harpoon cards, which will represent your status<br />
during a hunt.<br />
Players must also decide how long a voyage they wish to take, which will<br />
determine how many chapters must be logged before Moby Dick can be<br />
hunted.<br />
1. Short - 3 chapters<br />
2. Standard - 5 chapters<br />
3. Epic - 7 chapters<br />
4. Legendary - All chapters<br />
1.2 YOUR FIRST CREWMEN<br />
Now that the journey has been plotted, it’s time to prepare the crews.<br />
Barring any pre-existing political relationships to determine the turn<br />
order (age, height, accuracy with a harpoon, etc.) sailors should roll a<br />
single die to determine who will take the first turn at the masthead. The<br />
player with the highest roll receives ISHMAEL. Deal out a starting crew<br />
of three sailors from the sailor deck to each player, taking note that this<br />
means the player who started with ISHMAEL will only receive two other<br />
sailors to begin. Each player should place their crew face up on the table;<br />
the voyage is about to commence.<br />
1.3 LOOMINGS<br />
The journey begins with CHAPTER 1: LOOMINGS in effect, so search<br />
the Sea Deck for it and place it face up on the table. Whoever earned<br />
ISHMAEL is the opening narrator and then play will progress to the left.<br />
If you don’t have a measure of your own to pass with the turns, feel free<br />
to use the MEASURE card included, instead.<br />
2
Ahab and Ishmael are the first sailors to be pulled from the deck.<br />
The loomings card marks the start of the game.<br />
TURN PROGRESSION<br />
2.1 REVIEWING THE CREW<br />
Every turn, or day on the ship, begins with a review of your crew. Any<br />
player’s crew can have up to seven sailors. Take a moment to observe the<br />
mariners at your command.<br />
Are they of stout spirit and ample mettle?<br />
Would you consider all of them to be true bosom friends,<br />
for whom you would willingly sacrifice your own life?<br />
Do you even have a full crew?<br />
If any of these answers are no, it’s time to consider acquiring some new<br />
sailors. Sailors can be hired anew, exchanged with other players, or even<br />
bribed away from them, should they spurn your generous offers of trade.<br />
While there are limits on how many sailors can be specifically hired or<br />
bribed, there is no total limit on the amount of sailors that can be added<br />
to a crew in a single turn. Use any and all means necessary to prepare<br />
for your turn!<br />
3
2.2 HIRING NEW SAILORS<br />
No sailor can bear to see an undermanned whale boat and will happily join<br />
for free when there are a few spots open. If you have no sailors at the start<br />
of your turn, draw two from the sailor deck. If you have one or two sailors,<br />
draw one.<br />
Beyond that, sailors work for one thing and one thing only; Oil. Anyone<br />
who tells you otherwise is either a romantic or a cheat, probably both. You<br />
can hire up to three sailors per turn, and they are more expensive the more<br />
you choose to hire in a turn. Sailors can be hired from the sailor deck, or<br />
saved from the depths and drawn off the discard pile. The costs are as<br />
follows;<br />
Drawn from the Sailor deck<br />
FIRST HIRE: 10 Barrels<br />
SECOND HIRE: 20 Barrels<br />
THIRD HIRE: 30 Barrels<br />
Drawn from the Sailor discards<br />
FIRST HIRE: 30 Barrels<br />
SECOND HIRE: 20 Barrels<br />
THIRD HIRE: 10 Barrels<br />
Remember, your crew can only be up to seven men. You can hire beyond<br />
seven, but you then must choose among the sailors and discard back down<br />
to seven before proceeding. If the sailor deck has fewer cards than a player<br />
purchases, the player receives whatever is left, the Sailor Deck discard<br />
pile is reshuffled back into the deck, and the player draws their remaining<br />
purchased sailors.<br />
Here we have a player with a crew of five sailors. As a hunt begins, they must<br />
leave one behind on the Pequod. The boat has a combined strength of 7. The<br />
whale has yet to be struck so the harpoon card is set to UNFAST<br />
4
2.3 TRADING<br />
On occasion, a situation may arise wherein an agreement can be reached<br />
between two players concerning one or more sailors in their employ. Deals<br />
like these are allowed and even encouraged, with little to no restrictions on<br />
what represents legal tender in the exchange. A few examples:<br />
Two sailors and twenty oil for STEELKILT? Sure.<br />
Another drink and the promise of a slice<br />
of pizza for BILDAD? ‘Tis allowed.<br />
A charitable gift of the CARPENTER<br />
to an unlucky mate? What a friend!<br />
The only rule is that deals can only be conducted by the player whose<br />
turn it is. Some sense of decorum must be maintained if the ship is to sail<br />
smoothly.<br />
2.3 BRIBING<br />
If you have your eye on someone specific and your fellow mate refuses to<br />
come to terms, you can also choose to spend oil and attempt to bribe that<br />
sailor away. Bribing is a three-step process.<br />
1. Player must offer oil equal to 20 times a sailor’s<br />
current strength (2 strength = 40 barrel bribe).<br />
2. The sailor’s current employer can choose to pay<br />
the bribe themselves and keep the sailor.<br />
3. If the current employer does not or cannot match the<br />
bribe, player spends the oil and gains control of the sailor.<br />
Only one bribe can be attempted per turn. Oil spent on bribing sailors is<br />
lost as if it was used to hire sailors from the sailor deck. It is not exchanged<br />
between players.<br />
2.4 A SHIFT AT THE MASTHEAD<br />
Now that your crew has been deemed able, it’s time to take your shift at<br />
the masthead and discover what the sea has to offer. Draw a sea card and<br />
see what awaits you. After resolving whatever sea card is drawn, it is the<br />
next player’s turn.<br />
5
BREAKING DOWN THE SEA DECK<br />
3.1 WHAT DOES THE SEA HAVE TO OFFER?<br />
The vast expanse of the sea. What mysteries does she hold? Four kinds,<br />
actually. While at the masthead (a.k.a. when you draw a sea card) you may<br />
meet another ship or sailor, a notable Chapter may occur, or some creature<br />
may be sighted and the call shall ring out across the ship “THERE SHE<br />
BLOWS!!!”.<br />
If at any time the sea deck runs out, the discard pile is reshuffled.<br />
3.2 CREATURES<br />
If a creature is drawn, it is either a whale or something else. If it is a whale,<br />
it is hunted. Otherwise follow the instructions on the card.<br />
Some whales are marked as Legendary; these mythic beasts will require<br />
every available hand if they are to be successfully taken. When hunting a<br />
Legendary whale, players may bring an additional sailor out on the hunt,<br />
increasing their boat size to five. Any player lucky and skilled enough to<br />
land such a whale will find a special charm follows them for the remainder<br />
of the voyage. These details are spelled out on the card, and are active<br />
regardless of the player’s crew effects.<br />
3.3 EVENTS<br />
Strange things may befall the ship during a sea voyage. When an event is<br />
drawn, follow the instructions on the card and then discard it.<br />
3.4 CHAPTERS<br />
Chapter cards are turning-point chapters of the book, representing<br />
advancement on your fateful journey. After being drawn they are set<br />
aside, face up, and their effects are felt until the next chapter is drawn. The<br />
number of chapters agreed upon at the start of the game must be drawn<br />
before Moby Dick can be fought.<br />
Some chapters also contain Bonus text, outlining a specific goal players<br />
can compete with each other to achieve before the chapter ends. These<br />
goals vary widely, and, depending on when the chapter is drawn, may<br />
turn out to be near impossible to achieve. Take heart! There can always<br />
be another voyage and a second chance. The first player to complete the<br />
bonus on a chapter receives 50 barrels of oil for their efforts.<br />
6
THE WHITE WHALE?<br />
Several cards are nearly blank, offering only a passing thought or reflection<br />
on the nature of the White Whale itself. Representing a possible sighting of<br />
the White Whale, these cards automatically advance the game to the next<br />
chapter in the deck. Search for the next chapter, put it into play, and then<br />
reshuffle the sighting and the remaining sea cards.<br />
THE SAILOR DECK<br />
The backbone of any successful whaling voyage are the sailors who man<br />
the boats and no man can be forgotten in the heat of a hunt. Though every<br />
man may not have the strength of a harpooneer, each brings with them a<br />
particular set of skills. When the moment calls, it may be exactly those<br />
skills that are needed.<br />
4.1 SAILOR STRENGTH<br />
Sailor strength is represented by a number on each card. Sailors vary in<br />
strength, and their strengths may change after certain events or chapters.<br />
The higher the strength number, the better.<br />
4.2 SAILOR ABILITIES<br />
Most sailors have special abilities, which are detailed on each card. These<br />
abilities affect whale cards, attack rolls, sailor deaths or various other<br />
things. More skilled seaman are to be treasured; protect them well!<br />
There are certain seamen who bring only bad luck aboard a ship, carrying<br />
doom heavy around their necks. These sailors are marked with Cursed<br />
upon their card, and should they chance to join a player’s crew, they must<br />
be added to the whale boat during a hunt.<br />
4.3 ISHMAEL<br />
Ishmael is a unique character, strongly affected by the men who sail around<br />
him. Instead of having one set ability, Ishmael changes from hunt to hunt.<br />
During any hunt, the player controlling Ishmael can activate him and copy<br />
the ability of any other sailor active in the hunt. Ishmael does not copy the<br />
strength of the chosen sailor.<br />
7
Above is a typical sailor card. Sailor strength always appears in the<br />
top right corner of the card. Sailor abilities are shown at the bottom<br />
portion of the card. This card shows a relatively low strength<br />
sailor who can negate one effect, STOVE BOAT.<br />
8
Whenever Ishmael is lost during a hunt or an event, he is passed to the<br />
player’s left instead of being put into the sailor deck discard pile. Ishmael<br />
cannot be removed from the game due to sharks. Call him lucky, I suppose.<br />
4.4 AHAB<br />
Ahab, the monomaniacal captain of the Pequod, is a constant presence<br />
throughout the game, skulking around the ship in his dark rage. When<br />
any Chapter card is drawn, Ahab is drawn up onto the deck to see what’s<br />
happening and the player who flipped the Chapter card immediately<br />
receives Ahab. If Ahab is lost during a hunt, he returns to his cabin and is<br />
set aside from play until the next chapter. Ahab cannot be removed from<br />
the game due to sharks, owing to his supernatural tenacity.<br />
HUNTING A WHALE<br />
5.1 LOWERING<br />
So you’ve spotted a whale and sung out for him. Now what? You must<br />
decide which of your sailors will be going out on this hunt, choosing up<br />
to 4 sailors unless otherwise noted. Some whales are spotted in inclement<br />
weather conditions, altering some rules for the duration of that hunt.<br />
5.2 THE HUNT<br />
The player who drew the whale begins the hunt. Turns during the hunt<br />
have two parts, the whale attack and sailor attack. The hunt proceeds until<br />
one player successfully kills the whale, all players retreat or are stove,<br />
or the whale escapes. Whale escapes can happen either through some<br />
unknown trickery or by flipping through every card in the whale deck.<br />
5.3 THE WHALE ATTACK<br />
The first phase of the hunt is the whale attack. Grit your teeth and flip<br />
over a whale card. It will have some effect, possibly a fatal one. You must<br />
suffer its effects, modifying a roll or killing the specified number of sailors,<br />
unless you have a brave sailor available to counter the card. If a sailor has<br />
the ability to counter your drawn whale card, he can be activated to do so.<br />
Each sailor can only be activated once per hunt, and these feats of bravery<br />
place the sailor directly in harm’s way; activated sailors must always die<br />
before unactivated sailors in the event of a fatal whale attack.<br />
If a whale attack kills the last man in your boat, you are removed from the<br />
hunt.<br />
9
This Right Whale has a strength of 10. Successfully killing this whale will give<br />
the player landing the killing blow 20 barrels of oil. The rest of the players<br />
receive the modest lay of 10 barrels.<br />
10
5.4 THE SAILOR ATTACK<br />
Should you survive the whale’s attack, your crew has a chance to land a<br />
strike of their own. You can attempt one strike on the whale by rolling 2<br />
dice and adding the combined strength of the sailors in your boat. If the<br />
modified roll equals or exceeds the strength listed on the whale card, the<br />
attack is successful.<br />
After one successful attack, your boat becomes fast, or attached, to the<br />
whale. This close proximity grants an additional +1 to your attack rolls,<br />
but many whale cards are much more dangerous when your boat is fast. A<br />
successful attack on a whale while your boat is fast kills the whale.<br />
Instead of attacking, you can also choose to retreat from the hunt to protect<br />
your men, but only after you have dealt with a whale attack. Cowardly or<br />
clever, depending on your outlook.<br />
5.5 PERFECT THROWS AND HARPOONEERS<br />
Some rolls of the die successfully strike the whale no matter its strength.<br />
Double “ones” are perfect throws and always strike the whale, while<br />
certain sailors are listed as “Harpooneer”, meaning any set of doubles<br />
automatically hits the whale. This ability does not require the sailor to be<br />
activated.<br />
5.6 A SUCCESSFUL HUNT<br />
After much trial and tribulation, if you can successfully roll a killing blow<br />
upon the great leviathan, you are presented with a choice. Either receive the<br />
oil bonus listed on the whale card, or choose to impress and recruit another<br />
sailor from an opponent’s crew with stories of your grand deed. This sailor<br />
joins your crew after the hunt, affected by these tales as mariners are wont<br />
to be.<br />
All other players, regardless of their status in the hunt, receive their modest<br />
lay, 10 barrels of oil.<br />
11
Glory<br />
There are certain deeds of men that stand out among<br />
even the most extraordinary of enterprises, and these<br />
deeds should never go unrecognized. During a whale<br />
hunt, if you are the last player in the hunt and manage<br />
to strike the beast down alone, you are granted double<br />
the oil bonus on the card. This represents the crew’s<br />
recognition of your deed and prevents the recruitment<br />
of another player’s sailor.<br />
Now take a swig of grog before the measure is passed, you deserve it.<br />
During a hunt, cards are drawn from the whale deck to determine the whale’s<br />
actions. In this case, it’s bad news for one player - but it could be much worse!<br />
As always, the right sailor could negate this effect.<br />
12
7.1 EARLY SIGHTINGS OF MOBY DICK<br />
Every so often, a pure white card is found in the sea deck, containing only<br />
a mysterious quote regarding its whiteness.<br />
If MOBY DICK is sighted before the agreed upon number of chapters have<br />
been played, flip through the sea deck until a chapter is found, and then<br />
play that chapter. Reshuffle MOBY DICK and the remaining sea deck.<br />
7.2 THE FINAL BATTLE<br />
If the required number of chapters have been drawn when MOBY DICK<br />
is found, Moby will attack. Players must lower with ALL of their available<br />
sailors to meet him. The hunt then proceeds, with a few changes to rules.<br />
1. During the final hunt with Moby, players are considered<br />
permanently fast for the purpose of whale cards.<br />
2. Whale cards that would normally affect a players attack<br />
roll affect the combined strength of the sailors instead.<br />
3. Players cannot retreat or be removed from the hunt.<br />
4. Moby cannot escape.<br />
MOBY DICK<br />
nstead of attacking Moby after drawing a whale card, players can do little<br />
more than try to fend off his furious onslaught. The final hunt proceeds as<br />
follows:<br />
1. Each player flips a Whale card and resolves it as normal.<br />
2. Sailors can be activated to counter cards as normal.<br />
3. The player then rolls to represent Moby’s attack. If the boat<br />
has more than 3 sailors in it, roll two dice; if the boat has<br />
3 or fewer, roll only one die.<br />
4. If that roll exceeds the crew’s combined sailor strength,<br />
one Sailor dies.<br />
5. The player’s turn is over and play continues to the left<br />
6. When a player’s last sailor dies, that player is out of the game.<br />
The last boat standing picks up the Ishmael card, and may proudly declare<br />
“Call me Ishmael.” This player has “won” the game, but at what cost?<br />
13
There are several white Moby Dick cards scattered throughout the sea deck.<br />
When a Moby card is pulled, search through the sea deck for the next chapter,<br />
put it into play, and then reshuffle the sighting and the remaining sea cards.<br />
If the requisite number of Chapter cards have been drawn, drawing the Moby<br />
Dick cards initiates the final, fateful chase.<br />
14