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Mint Tin Pirates
Mint Tin Pirates
by subQuark, LLC (2014)
Player Count

Player Ages

Playing Time
5 minutes
  • Card Game
  • Dice
  • Pirates
  • Designers
  • David Rene Miller
  • Kate Beckett
  • Mechanisms
  • Hand Management
  • Dice Rolling
  • Artists
  • David Rene Miller
  • Family
  • Crowdfunding: Kickstarter
  • Mint Tin
  • Player Count: Two Player Only Games
  • Rating: 7.46/10 from 226 users


    Two pirate galleons cross paths and a battle is launched! All ye scurvy dogs on deck! But rough seas mean that a little luck goes a long way.

    Cannons do the greatest damage, that is when their powder isn’t wet or they don’t miss. But cannons take long to load and you’ll be able to do more attacks by tossing hand mortars, throwing dirks, or firing flintlock pistols.

    But those aren’t the only tricks these pirate captains have! Summon a lost pirate from the depths of Davy Jones’ Locker or even persuade an enemy pirate to join your crew!

    And, even in the heat of battle, fate can smile down upon this lowly lot and uncover treasure! No pirate can resist treasure – especially if it contains voodoo that helps them fight!

    Once you destroy the pirate enemy, you’ve won! Or have you?

    The Pirate Ghost gives one last chance and can be a formidable opponent!


    Aye, a sworn pirate enemy! Destroy their crew or sink their galleon to win.

    Pick your color and roll dice, higher goes first.

    Place your pirates on your ship and the matching damage token on your ship's damage counter.

    Place the gold cube and Pirate Ghost between the ships.

    Shuffle and deal 5 cards face down to each player.

    Place remaining deck face down.

    1. On your turn discard and draw up to 2 cards, if desired.

    2. Play a matching pair and roll the dice. If total matches any of the card's bottom numbers, it wins!

    a. Knife, pistol, bomb, or cannon - Take an opponent’s pirate and place it beside your ship as a lost pirate.

    Cannon hits are also counted with damage cube. Four cannon hits, your galleon sinks, and you lose the game.

    b. Desertion - An opponent's pirate becomes a pirate on your ship.

    c. Davy Jones' Locker - Raise any lost pirate and place on your ship.

    Doubloons are wild and may be used to complete a pair.

    If needed, shuffle discarded cards to continue.

    Top right number is the total number of that card in the deck and its chances of success - !!! best, !! fair, ! least

    Pirate Ghost!

    First one to lose their crew places the Pirate Ghost on their ship and discards 2 cards.

    Pirate Ghost plays with only 3 cards unless they have the gold.

    Pirate Ghost is always the last lost if you gain crew.

    Dice Doubles!

    Place gold on your ship and play with an extra card!

    If the other player rolls a double, they take your gold and an extra card, and you lose your extra card.

    Game interrupted early?

    Each standing pirate on your ship is 2 victory points, lost pirates you’ve claimed are 1 point each and 1 point for the gold.

    Most victory points win!

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