
- BGG rating
- 7.2
Jamaica: Extra Treasures
- 2–6 players
- Complexity 1.7/5
- 2008

2007
Rules assistance for Jamaica
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Jamaica is a board game released in 2007 for 2–6 players, 30–60 minutes per game, and ages 8 and up. It was designed by Bruno Cathala, Sébastien Pauchon, and Malcolm Braff and its main mechanics are Hand Management, Take That, and Race.
After a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica. He invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner. The game is played in rounds. Each player always has a hand of three cards, and a personal board depicting the five "holds" of their ship, into which goods can be loaded during the game. Each round, one player is designated as "captain," with the next clockwise player being captain in the following round, and so on. The captain rolls two standard D6 dice, examines her cards, then announces which die will correspond to the "day" and which to the "night." Each player then simultaneously selects a card from their hand and places it face down in front of them. Each card has two symbols on it, one on the left - corresponding to "day" - and one on the right ("night"). The symbols indicate either ship movement (forward or backward) or the loading of a type of good. After every player has selected a card, all cards are revealed simultaneously and then resolved clockwise one by one, starting with the captain's. When it is a player's turn to resolve her card, for first the left symbol on her card and then for the right symbol, the player will load a number of goods or move a number of spaces equal to the number of pips showing on the corresponding day or night die for that round. Thus the main decision each player makes during the game is which of their current three cards would best serve them on a particular turn, given the values of the day and night dice. When a player lands on a spot already occupied by another player, there is a battle. Battles are mainly resolved by rolling a "combat" die, but players may improve their chances by using "gunpowder" tokens from their holds, if they loaded any on previous turns. The winner of a battle may steal some goods or treasure from the loser. The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner.
Jamaica supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Jamaica is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Jamaica for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Jamaica has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Jamaica belongs to these categories: Nautical, Racing, and Pirates. Its main mechanics are Hand Management, Take That, and Race. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Jamaica are: Bruno Cathala, Sébastien Pauchon, and Malcolm Braff. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Jamaica as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.