Jamaica

Jamaica

#642BGG7.1RATING
Consulted 1 times·Updated Apr 27
2–6
PLAYERS
30–60
MINUTES
6
BEST WITH
1.7
LIGHT
Ask Mira about Jamaica
DESIGNER CLARIFICATIONS11
  • Face-up vs face-down treasures when stolen after battledesigner
    CONTEXT
    Players debated whether the winner of a battle could choose which face-down treasure to take from an opponent.
    RULING
    "Face up treasures are chosen knowingly - Face down treasures are shuffled and stolen at random."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2013-10-31
  • Loading must fill empty holds before displacing full onesdesigner
    CONTEXT
    A player asked whether they could voluntarily discard the contents of a full hold to avoid loading a resource into it.
    RULING
    You cannot voluntarily displace hold contents to avoid loading — "you have to first fill all your empty holds" before you may replace the contents of an existing one.
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2008-07-27
  • Saran's Sabre re-roll keeps the original gunpowder allocationdesigner
    CONTEXT
    Players were confused by the Saran's Sabre rule that says "cannot add gunpowder" on the re-roll, wondering if existing gunpowder is removed.
    RULING
    The gunpowder you allocated before the first roll carries over to the re-roll. "Cannot add gunpowder" means you cannot change your allocation — the gunpowder you committed stays, and counts on the re-roll.
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2008-07-27
  • Losing a fight does not cause backward movementdesigner
    CONTEXT
    A player believed that the loser of a fight must move backwards as a penalty from the fight itself.
    RULING
    "After a fight, only the pirate who just arrived on the space has to pay its cost... And only if there happens to be a shortage does he have to move backwards... There is no direct correlation between the outcome of the fight and moving backwards."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2014-01-19
  • Multiple fights can occur in a shortage chain; maximum threedesigner
    CONTEXT
    Players debated whether combat could occur more than once during a single shortage chain.
    RULING
    Multiple fights can occur during a shortage chain. Each time backward shortage movement lands on an occupied space, a new fight occurs. "Whatever happens, there can only be 3 fights in a row max."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2009-02-20
  • Only one fight when multiple ships share a spacedesigner
    CONTEXT
    Players debated whether a ship arriving at a space occupied by two or more ships must fight all of them.
    RULING
    "The official rule is to pick one opponent and there is only one fight."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2009-06-16
  • Ships that did not move do not trigger combatpublisher
    CONTEXT
    Two ships were co-occupying a space; neither chose a movement card in the following round.
    RULING
    "no movement, no fight" — combat only occurs when a ship arrives at a space, not merely by remaining co-occupants from a prior round.
    AUTHOR: N3MO77 (Giovanni Messina, publisher)SOURCE: boardgamegeek.comDATE: 2009-08-24
  • Shortage on the first turn can send a ship behind Port Royal to a Pirate's Lairdesigner
    CONTEXT
    A player asked whether a ship could end up behind Port Royal on the very first turn due to a shortage.
    RULING
    "yes... you could end up behind Port Royal after your second move and be short on food. You then indeed move backwards back to that pirate's lair, and grab a treasure."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2009-06-17
  • Ghost Ship on opposite side of isle: neither leading nor trailingdesigner
    CONTEXT
    In a 2-player game, the Bateau Fantôme (Ghost Ship) and the active ship were separated by an isle, making it impossible to determine whether the Ghost Ship led or trailed.
    RULING
    "it is considered as a situation in which the Ghost Ship is neither clearly leading, nor clearly last, in which case the decision concerning its movement is the Captains' call."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2008-08-03
  • Ghost Ship combat: cursed treasures and hidden cardsdesigner
    CONTEXT
    Players were unsure about the rules for giving cursed treasures to the Ghost Ship, and whether the Ghost Ship player may look at hidden cards it steals.
    RULING
    "if you win a battle against the Ghost Ship you can give it any cursed treasure you want. The only restriction is when the GS wins a battle: the opponent playing it can steal any card from the looser, but if it is a hidden treasure, he can't have a peak at it. If it is not a hidden one, the card stays face up."
    AUTHOR: s.pauchon (Sébastien Pauchon, designer)SOURCE: boardgamegeek.comDATE: 2009-04-16
  • During shortage backward movement, player freely chooses direction at forksdesigner
    CONTEXT
    Players argued about whether a ship moving backward due to shortage must reverse its exact path or may choose a different route at forks.
    RULING
    "point 5-Shortage on the Continent says: 'When moving backwards beyond a fork, the player chooses the route.'"
    AUTHOR: s.pauchon (Sébastien Pauchon, designer); also confirmed by Bruno des Montagnes (Bruno Cathala, designer)SOURCE: boardgamegeek.comDATE: 2017-11-13
Q&A8
  • Stealing the 6th hold includes its contentscommunity high-engagement
    QUESTION
    When you steal an opponent's 6th hold, do you also take any cargo stored in it?
    ANSWER
    Yes. "Rules says: if you steal the 6th hold, you also steal its contents."
    AUTHOR: MikaNi (Mika N)SOURCE: boardgamegeek.com(3 replies, 5 thumbs)DATE: 2013-02-28
  • Reaching Port Royal forfeits evening action; round finishes for remaining playerscommunity high-engagement
    QUESTION
    When a player reaches Port Royal on their morning action, can remaining players still take both their morning and evening actions?
    ANSWER
    Rulebook: "As soon as a player reaches Port Royal, he stops there. Any remaining evening action is ignored. The current Game Round is finished normally and the game ends." Remaining players complete their full turns unless they also reach Port Royal.
    AUTHOR: Starsunsky (Ting Pong IP)SOURCE: boardgamegeek.com(10 replies, 3 thumbs)DATE: 2009-01-29
  • Cannot discard same resource type as what you are loadingcommunity high-engagement
    QUESTION
    Can you discard a resource already in a hold to make room, as long as it is not the same type you are loading?
    ANSWER
    When loading, you cannot throw out resources of the same type as the ones you are loading. You must discard a different resource type to free up a hold.
    AUTHOR: Great Dane (Mik Svellov)SOURCE: boardgamegeek.com(7 replies, 3 thumbs)DATE: 2009-03-24
  • Double-movement cards require paying space cost after each movementcommunity high-engagement
    QUESTION
    When playing a card with two movement actions, must you pay the space cost after each individual movement, or only after completing both?
    ANSWER
    You must pay after each movement action. Rulebook ("8th-Continent" → "2-Action Types"): "The player is not allowed to avoid any combat between two movements, nor the payment of a resource for a space."
    AUTHOR: canaras (John Fleming)SOURCE: boardgamegeek.com(17 replies)DATE: 2017-11-15
  • Winner of a battle may decline all three post-battle optionspublisher
    QUESTION
    After winning a battle, must the victor choose one of the three options (steal cargo, damage a hold, give a cursed treasure)?
    ANSWER
    "Hello, yes, you may [decline]. Your opponent might for instance have nothing in his/her holds, possess only a cursed treasure and you only positive treasures. In this instance, there is no action that you want to take, so you may pass."
    AUTHOR: Baraiha (Barry Siebenthall, relaying publisher response)SOURCE: boardgamegeek.com(7 replies)DATE: 2017-10-19
  • Shortage backward movement: combat only at the first space you can affordcommunity high-engagement
    QUESTION
    When moving backward due to shortage, must you fight ships on every occupied space you pass through?
    ANSWER
    No. Rulebook: "When moving backwards as the result of a shortage, if the first space that can be paid for is already occupied then there is a battle first." You skip past spaces you cannot afford without triggering combat.
    AUTHOR: jrahhali (J. M. Rah)SOURCE: boardgamegeek.com(7 replies)DATE: 2015-11-21
  • Space cost paid after each movement; no payment during shortage movementcommunity high-engagement
    QUESTION
    Is space cost paid after each individual movement action, and does shortage backward movement also require paying the destination space cost?
    ANSWER
    You pay the space cost after every movement action — you cannot defer it to use resources earned from a later action. Rulebook: "When the first action is a movement, players cannot pay the cost of a space with resources that will be earned only with the second action." However, when moving backward due to a shortage, you do NOT pay the space cost of the space you land on.
    AUTHOR: danosuper (Daniel)SOURCE: boardgamegeek.com(12 replies)DATE: 2025-03-02
  • All players whose ship is on Port Royal at game end score 15 pointscommunity high-engagement
    QUESTION
    Do the 15 Port Royal end-game points go only to the first player to arrive, or to every player whose ship ends the game there?
    ANSWER
    Every player whose ship is on Port Royal at game end scores the 15 points. The rulebook awards each player "the white number on the space where his ship currently is" — there is no exclusivity for the first arrival.
    AUTHOR: styates (Stefan Yates)SOURCE: boardgamegeek.com(7 replies)DATE: 2017-04-15

Last researched: 2026-04-25

EXPANSIONS

Jamaica: The Crew

Jamaica: The Crew

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Nautical·Pirates·Racing

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Dice RollingHand ManagementHidden Victory PointsRaceRoll / Spin and MoveSimultaneous Action SelectionTake ThatTrack MovementTurn Order: Progressive

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

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Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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