Jamaica

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Jamaica is a pirate-themed racing game set in 1678 where players race their ships around the island of Jamaica. Players use action cards to move forward or backward while managing their ship’s holds (food, gold doubloons, and gunpowder). The Great Challenge is a race around the island, and the winning team is the one with the greatest quantity of gold in its holds at the end.

Components

Setup

  1. Randomly select 9 of the 12 treasure cards, shuffle, and place face-down on the right side of the navigation box. Return remaining 3 to the box unseen.
  2. Place the 9 treasure tokens on the 9 pirate lairs (skull-shaped rocks).
  3. Sort resources (doubloons, food, gunpowder) by type to form the Bank within reach of all players.
  4. Each player takes a ship board with 5 holds.
  5. Each player takes their set of 11 action cards, shuffles them face-down as their personal deck.
  6. Each player places their ship on the Port Royal space.
  7. Each player places 3 food tokens and 3 doubloons in two of their holds.
  8. Everyone draws 3 action cards from their deck, held so action symbols (upper corners) are visible.
  9. One player is selected at random as the Captain for the first round and receives the compass and two action dice.

Turn Structure

Each round:

  1. Captain rolls dice: The Captain rolls both action dice and places them in the navigation box (one on day, one on night side), choosing which die goes where.
  2. Card selection: All players simultaneously choose one action card from their hand and place it face-down.
  3. Reveal and resolve: Starting with the Captain and going clockwise, each player reveals their card and executes the day action (matching the die on the day side) then the night action (matching the die on the night side).
  4. Draw: Each player draws a card to return to 3 cards in hand.
  5. New Captain: The compass passes to the next player clockwise.

Actions

Action cards show two action symbols (one for day, one for night). The five possible actions correspond to the symbols in the card corners:

Port Fees and Sea Combat

Ship Holds

Scoring / Victory Conditions

The race ends when any ship crosses the finish line (returns to Port Royal). Each player then scores:

The player with the most total gold/points wins.

Special Rules & Edge Cases

Player Reference

Resource Purpose
Gold doubloons Pay port fees, final scoring
Food Essential for sea movement
Gunpowder Increase combat die value
Key Numbers Value
Players 2-6
Action cards per player 11
Cards in hand 3
Ship holds 5
Treasure cards in game 9 (of 12)
Pirate lairs 9