MUTINY! ON THE CRIMSON CRUISE

The country has gone to shit, plague and death runs rampant in the streets- not that you care! You and your group of aristocrat acquaintances have gotten away from it all, taking a leisurely cruise across the archipelago taking a well earned break. But beware! A member of the common folk, turned vampiric with the deadly plague, has stowed away on your ship and disguised itself as an aristocrat! Worse yet, two of your peers seem to be sympathizers, on their side! Find out who is who before the cruise returns to port, lest you all fall to the plague…

This game takes approximately 15-30 minutes per game, and is designed for 6-8 players, plus an optional game master. If you want to use the companion website, a game master is not necessary.

MATERIALS

1 Track with 6 spaces

1 Liner Token

8 Luggage Envelopes

9 Item Cards

5 Aristocrat Class cards

3 Commoner Class cards

7 Human Info cards

1 Vampire Info card

8 No/Left cards

8 Yes/Right cards

10 Excursion Cards

24 Dice

GLOSSARY

THE TRACK- A map of the S.S Prospero’s course, divided into six spaces that the Prospero travels down each day. 

ITEM- A single use ability granted to each player at the beginning of the game. Each item has a different effect and a different time it can be used. 

CLASS- A player’s social standing, which determines which team they are on. Either ARISTOCRAT or COMMONER.

EXCURSIONS- A variety of subgames within the larger game, where the players compete for various small rewards that affect the game later on.

VOTE: 

SETUP

Place the Liner token on the first space of The Track. Give each player both a No/Left card and a Yes/Right card. Place each aristocrat card into separate luggage envelopes, and place each commoner card into the remaining luggage envelopes. Place the Vampire card into either of the Commoner envelopes, then place the Human cards into the remaining envelopes. Shuffle the envelopes. Shuffle the item cards and secretly place one face down into each luggage envelope. Shuffle the Excursion deck, and place it face down above The Track. Each player receives a luggage envelope and privately examines the contents. PLAYERS CANNOT PHYSICALLY REVEAL THE CONTENTS OF THEIR LUGGAGE ENVELOPE UNLESS OTHERWISE STATED. Once each player has examined their luggage envelope, recite the following instructions.

Everybody close your eyes.

Commoners, open your eyes and meet each other’s gaze.

[Take a long pause]

Everyone close your eyes.

Everyone can open your eyes. If anyone is confused or something went wrong, please tell the group now.

 

STARTING THE GAME

Once everyone understands their roles, the game can begin. 

Begin an Excursion Vote:

Reveal the top two cards of the Excursion deck, and place them side to side of each other separated into a left and right choice. After a brief discussion (30 seconds, if the group decides to use timers) all players place either their Yes/Right or No/Left card in front of themselves face down, then simultaneously reveal their votes. Put the Excursion card that lost the vote into the discard pile, then follow the instructions on the winning Excursion Card. Once the Excursion has been completed and any resulting effects of the Excursion have been resolved, and no items which prevent Liner movement are in effect (Such as the Anchor) move the Liner down the track a space. If you land on an Excursion space (palm tree) start another Excursion Vote and proceed with the aforementioned Excursion procedures.

If instead you land on a Voting Island (skull) the group must vote on a player to eliminate from the game. The whole group discusses amongst themselves (for 5 minutes, if the group is using timers).

Each player may choose to accuse another player, and the whole group must then vote by placing their Right/Yes or Left/No card face down in front of them. If the majority vote is no, the discussion continues as normal until the next accusation, if the majority vote yes that player is eliminated and the liner moves to the next space immediately (save for anchor usage).

FINISHING THE GAME

If the final space is reached and the vampire hasn’t been voted off or otherwise killed, the commoners win. If the vampire is ever voted off, the aristocrats win. 

P.S. Speaking with an accent makes the game more fun. ;)


Created through the Emerging Media Arts Program in the Johnny Carson Center for Emerging Media Arts at the University of Nebraska at Lincoln.

Created By Mikroplastik Zooplankton

Diego Larsen - Producer, Writer, Designer

Emiliano Munoz-Contreras - Music, Art, Designer

Peter Jensen - Writer, Artist, Designer

Kyle Gross - Music, Sound Design, Coding, Designer

Updated 3 days ago
Published 6 days ago
StatusReleased
PlatformsHTML5
AuthorMikroplastik Zooplankton
GenreCard Game
Made withTwine
Tagsdeception, Multiplayer, social-deduction, Vampire

Download

Download
ClassPrint.pdf 1.5 MB
Download
ExcursionsPrint.pdf 7.4 MB
Download
ItemPrint.pdf 1.2 MB
Download
RolePrint.pdf 2 MB
Download
BoardPrint.pdf 795 kB

Install instructions

Downloading is simple! Just download the cards and board, print them, and cut them out. The game will play in your browser.

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