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How to play guide

The main point of the game

Captain Phillip is a shipping game designed for two to six players. In this engaging game, players transport cargo to different ports, increasing their earnings with each successful delivery. While loading their ships at these ports, players are required to buy containers from the bank. However, at transit ports, they can deliver containers without any purchases. So, when players move containers from the terminal, they make the most profit by using containers from others without having to buy them. The player’s goal is to outmaneuver and bankrupt other players by strategically optimizing their ship's loading or by collecting all containers of the same color on their deck.

Game Pieces

about
  1. Start point
  2. Container Terminal
  3. Colored Ports
  4. Transit ports:
    1. Transit Ports
    2. Grey Zones
  5. Pirates
  6. Customs
  7. Anchorage
  8. Fuel
  9. Price List
  10. Ship Chip and Deck Card:
    1. Player’s Ship Chip
    2. Player’s Ship deck
  11. Terminal Cargo Area

Know Your cards

  1. Cargo cards: These cards show how many and what color containers you can load or unload from your ship’s deck.

    Cargo cards must always accompany the containers, whether on the deck or at the terminal. If the containers go to the box, the Cargo cards return to the deck.


  2. Port Cards: These cards specify the unloading colored port for containers and the rewards players earn for successful deliveries.

    P.S: Smuggling cards: This card allows players to make money by unloading one or two specific containers at any Grey Zone, which acts as a Transit port.
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win

How to win

There are two ways to win: either collect 21 containers of the same color on your ship deck or drive the other players to bankruptcy.

How to Play

1. Setup

Prepare cards labeled "PORT" and "CARGO," shuffle them, and place them face down on the designated area of the game board. Each player should take their ship deck, choose a ship piece in their preferred color, and position it on the "START" space. Then, roll the dice to decide who goes first.

Before the game begins, distribute $2500 among all players. Designate one player as the banker to manage the funds.

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ports

2. Game turn

On your turn, roll the dice and move your ship chip clockwise on the board. The field you land on determines your action. Multiple ship piece can occupy the same field simultaneously.

The player's chip landed on the colored port

1. Loading

On their turn, a player can unload or load containers individually or simultaneously.

Unloading must always be the first action taken, with loading following afterward. If a player chooses not to unload, they can only load containers. If a player can't both load or unload, they must pay the penalty shown on the game field where their chip is. In the beginning, players have no containers on their ship deck, so they begin with loading.

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ports

Loading process of a ship in the Colored Port

In the beginning, players have no containers on their ship deck, so they begin with the loading process:

Draw a card from the 'CARGO' deck and keep picking until you decide to stop. If your containers exceed the available space on your ship, return all cards to the deck and pay the penalty indicated at the port field. After placing the containers on your ship's deck, you may, at your discretion, take one Port card, which indicates the profit for each container to be delivered to the next port specified on the card.

Purchase of Containers:
Once loading is complete, you must pay the Bank for the containers. The prices are listed in the price list on the game field: 3(light blue)х40+4(green)х20=$200

2. Unloading

When the player reaches the unloading port shown on the "PORT" card, it's time to unload! You can unload only if your port card color matches the port color on the game field, and the containers on your ship's deck are the same color.

Move those containers from your ship's deck to the game board's terminal, if there's enough room. Put the "CARGO" card(s) face up on the TERMINAL SPACE and "PORT" card(s) back in their deck.

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ports

After unloading

Delivering containers directly to the designated port on the Port card offers the player maximum profit. In contrast, deliveries to the other ports in the country yield lower returns.

In this instance, the player's chip landed precisely on the port specified on the Port card, granting them maximum profit:

Los Angeles: $60x3=$180

The unloading process is much like loading, but in reverse! The only difference is that the cargo card(s) are placed face up on the terminal instead of being returned to the deck. Additionally, the light blue containers are moved from your ship's deck to the terminal, while the "PORT" card goes back into its deck.

Once the player has received their reward from the Bank, they await their next turn.

warning

Loading and unloading can happen in one turn if the player has matching color cards and containers for the game field location, along with available space at the terminal and on the ship's deck.

The player's chip landed on the transit port

Transit ports

When a player's chip lands on the Transit port field, they can load or unload any number of containers between the terminal and the ship's deck for free without using port cards.

The unloading process begins with the player moving the containers and their corresponding "Cargo" cards to the Terminal.

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ports

Then, they can load any desired containers onto their ship's deck, taking the relevant "Cargo" cards from the Terminal. There is an exception for Grey Zones. If a player has a Smuggling card on their hands, they can receive a reward for unloading containers of the specified color mentioned in the card. After unloading, the Smuggling card is returned to the Port deck.

Without a Smuggling card, players use Grey Zones as regular transit ports.

warning

In transit ports, just like in colored ports, players must perform at least one of two actions: loading or unloading. However, if players are unable to load or unload due to a lack of space on the deck or in the terminal, no penalties will be applied in transit ports.

The player's chip landed on the pirates

Pirates

When a player's chip lands on a pirate field, their ship is raided, causing them to lose the specified color containers from their deck. For each lost container, the player must pay the bank the indicated price on the field, and the stolen containers are sent to the bank. If the player has no containers of that color on their deck, they avoid the raid and wait for their next turn.

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Other fields on the playing field

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Start point

If a player's token lands on the Start point, they can exchange one port card by placing it at the bottom of the deck and drawing a new one from the top. After that, they wait for their next turn.

Customs

When a player's chip lands on a Customs field, if they have a "Smuggling" card, all containers on their ship deck are confiscated and sent to the bank. All cards will be returned to the corresponding Port and Cargo decks, placed at the bottom, and the player must pay the specified penalty on the game board. After that, they wait for their next turn.

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ports

Anchorage

This is a place where players anchor their ships and loose their next turn.

Refueling Your Ship

Whenever a player passes or lands on the Fuel space, they can refuel their ship each turn. The more ports they visit, the more fuel they will need. Players should check the number of port cards in their hands and pay the bank for fuel, as indicated on the game board.

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Here are dont’s of the game

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To enjoy this game the creator of this game wants you to do everything that you can imagine but these:

  • Do not stack the containers on the deck and the terminal.
  • You can not take money from the bank or fellow players as debt.
  • No one hides any cards from any one, it’s not poker ;)
  • Exchange of cargo cards and containers with another players.