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⚓   The 44 — Card Game   ⚓

Rules of
the Sea

Everything you need to know to claim the seas — or die trying.

The Rules of
the Sea

Le 44

Claim the Seas or Die Trying

Be the first player to get rid of all your cards to win the game.

1
Main Phase

You must first play all the cards from your deck, then from your hand.

2
Access to Inventory

Once your deck and hand are empty, you may start playing cards from your inventory.

3
If you cannot play an inventory card:
  • take the top 4 cards of the pile
  • add them to your hand
  • discard the rest of the pile
  • then on your next turn, try to empty your hand again
4
Captain Card

Once all your inventory cards have been played, you may take your Captain card into your hand.

Victory Condition

The first player to completely empty their hand after retrieving their Captain card wins the game.

Player Setup

Deck
+
inventory
inventory
Captain
inventory
inventory
Inventory (×4) + Captain
+
Hand (4 cards)
01
The Captain Card

Shuffle all cards and deal one face-down to each player. Players place this card in front of them — they are not allowed to look at it. This is called the captain card.

02
The Inventory

Deal 4 cards face-up to each player. Players place 2 cards on each side of their captain card. These 4 cards are called the inventory.

03
The Deck

Distribute the remaining cards face-down between players. This is the deck. Players may not look at it. In 2–3 player games, the largest deck goes to the first player; in 4-player games, the smallest deck goes to the last player.

04
The Hand

Each player draws 4 cards from their own deck and holds them. These are called the hand. Always refill to 4 cards during your turn if you have fewer.

05
The Pile

Cards played onto the table form the pile. A player who cannot or does not want to play must take the top 4 cards of the pile into their hand and discard the rest.

06
The Discard

Discarded cards are removed from the game into a separate pile called the discard. These cards cannot be retrieved.

⚔️
Play or Pick Up

On your turn (clockwise), play a card from your hand, and optionally from your inventory. If no card has been played yet, you may play any card. Otherwise, the card must have a number equal to or higher than the top of the pile. If you cannot or do not want to play, you must take the top 4 cards of the pile into your hand and discard the rest.

💥
Use the Card's Effect

After playing a card, you may choose to use its special effect. Some cards have mandatory effectsPistolet, Bombe, and Coutelas must always be activated. See the Card Effects tab for details.

🍺
Refill Your Hand

At any point during your turn, if you have fewer than 4 cards in hand, you may draw from your deck to refill to 4. You can also look at the contents of the pile at any moment during your turn.

🗺️
Playing from the Inventory

You can only play inventory cards once your deck and hand are empty. If you cannot play an inventory card, pick up the pile, empty your hand again, then try again. Once all inventory cards are played, take your captain card into hand — play it to win.

Red Numbers

Cards with a red number can be played on any card — no need to match or exceed the pile's top card. Pistolet and Perroquet are red-numbered cards.

Fusion

Identical cards in hand can be played or discarded simultaneously — this is a fusion. Identical inventory cards can also be fused and played at the same time.

Refill Your Hand

At any time during the game, if you have fewer than 4 cards in hand, you may draw from your deck to refill to 4 cards.

See the Pile

At any moment during your turn, you may look at all cards inside the pile. This is always allowed and costs no action.

Perroquet
0 Perroquet

Copy the number and effect of the top card of the pile. Perroquet on Perroquet has no effect and the number becomes 0.

Pirate
1 Pirate

Exchange an opponent's inventory card for a card from your hand or your own inventory.

Pistolet
2 Pistolet

Mandatory. Blocks red cards — next player must play a black number.

Crochet
3 Crochet

Hide a card from your deck face-down under an opponent's inventory card, without looking at it.

Rhum
4 Rhum

Draw 4 cards from your deck. May refill to 4 first, then draw 4 extra (4+4).

Singe
5 Singe

Discard one of your inventory cards and replace it with a card from your deck.

Sextant
6 Sextant

Discard a card from your hand. You may also discard identical cards (fusion).

Longue-vue
7 Longue-vue

Look at a captain card and choose to swap it. If you look at more than one captain card, you must take your Longue-vue back into your hand.

Clé
8 Clé

Discard a sequence of 2 to 4 consecutive cards (e.g. 3,4,5). Also works with fusion.

Bombe
9 Bombe

Mandatory. Discard the pile before playing this card. The Bombe stays on the table.

Sabre
10 Sabre

Mandatory. Blocks higher cards — the next player must play equal or lower.

Boussole
11 Boussole

Play an additional card with a number equal, higher, or red after this one.

Carte
12 Carte

Swap one of your inventory cards for a card from your hand.

Doublon
13 Doublon

The highest number card. No special effect — pure power.

Fantôme
? Fantôme

Wild card for fusions or sequences. Cannot be played alone — forces an automatic pile pickup if played solo.

Kraken
🐙 Kraken

Discard the pile and the Kraken itself, then replay. The most feared card in the fleet.