⚓ The 44 — Card Game ⚓
Everything you need to know to claim the seas — or die trying.
Learn to Play
Be the first player to get rid of all your cards to win the game.
You must first play all the cards from your deck, then from your hand.
Once your deck and hand are empty, you may start playing cards from your inventory.
Once all your inventory cards have been played, you may take your Captain card into your hand.
The first player to completely empty their hand after retrieving their Captain card wins the game.
Player Setup
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.
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.
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.
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.
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.
Discarded cards are removed from the game into a separate pile called the discard. These cards cannot be retrieved.
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.
After playing a card, you may choose to use its special effect. Some cards have mandatory effects — Pistolet, Bombe, and Coutelas must always be activated. See the Card Effects tab for details.
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.
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.
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.
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.
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.
At any moment during your turn, you may look at all cards inside the pile. This is always allowed and costs no action.

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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