



Pirates of the High Teas
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
The FroGames Card
You have three porcelain plates, two tea cards, and the Captain watching you. The cannon is loaded. Your neighbor's monkey is about to steal your last useful card. You smile and smash one plate against the other.
WHAT IT'S ABOUT
A duel of etiquette where the winner is the one who breaks the most rules
Pirates of the High Teas is a card game designed by Emily Vincent and illustrated by Ammon Anderson and M.G. Patiño for Pink Hawk Games. The setting is deliberately absurd: pirates competing to serve the best afternoon tea to their Captain, in a mix of Victorian etiquette and shipboard chaos.
At the table, you collect plate cards and tea cards to create perfect pairings to serve the Captain. But the rules of etiquette don't last long: you can smash plates together to create ridiculous but valid combos, fire the cannon to destroy available cards, send the monkey to steal from the deck, or use a parrot to smuggle a card directly to the Captain. Worker placement determines turn order and the number of cards drawn: choose wisely where to place yourself on the ship, because each choice excludes others.
What they say abroad
The game promises a rare balance: familiar mechanics that lend themselves to bizarre combos, where optimization doesn't cancel out the fun. We will evaluate it as soon as we have the final copy in hand.
— FroGames
"A whimsical set collection game where players compete to serve the most delicious afternoon tea."
A whimsical set collection game where players compete to serve the most delicious afternoon tea.
— Pink Hawk Games
Pirates of the High Teas
Solo mode is supported by the basic rules with a dedicated variant that simulates competition for the Captain. It loses direct interaction (no monkeys stealing from others, less devastating cannon) but maintains the tactical puzzle of matching and the pressure of worker placement. A good alternative if you want to test strategies.
Your arsenal on the ship
Four tools to win (or sabotage)
Plates and Tea
Plate cards (with food icons) and tea cards to combine to create perfect sets to serve the Captain. Or to smash together for ridiculous but valid combos.
Cannon
You shoot and destroy available cards in the common draft. Useful for eliminating what others need or for resetting a blocked market.
Monkey
You send it to steal a card from the top of the deck, bypassing the draft. Blind draw, but sometimes it's the only move that saves you.
Smuggler Parrot
Smuggle a single card directly to the Captain for immediate points, without having to complete a set. Small but sure points.
Recommended sleeves 116 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 86 |
| 63 × 110 mm | 30 |
| Total cards | 116 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Nine rounds identical in structure, different in choices. Place workers, draw cards, serve sets, repeat.
Each player places their worker on a space on the ship. The position determines turn order for this round and how many cards you will draw. Early positions = few cards but choose first. Late positions = more cards but act later.
In turn order, draw the number of cards indicated by your position. You can use special actions: cannon (destroy cards), monkey (steal from the top of the deck), parrot (smuggle a card to the Captain immediately).
Perfect dish-tea pairings score points (doubloons). You can also smash dishes together to create absurd but valid combos. Served sets are removed from the game and give you coins based on the quality of the pairing.
Remove workers, restock the card market, repeat. After the ninth round: whoever has the most doubloons wins.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The first draft
Choose where to place your worker on the ship. This determines turn order and how many cards you draw. Everyone studies the positions, calculates. Silence. Then someone places on the best position and the race begins.
The first absurd combo
You have two dishes that don't match anything useful. Someone smashes their dishes together and creates a working combination. Everyone laughs. Then everyone starts smashing dishes. The Captain looks puzzled.
Monkey vs. Cannon
The player to your right has the card you need in the draft. You prepare the cannon. He sends the monkey to steal from the deck. You shoot anyway out of spite. The table erupts in protests and laughter.
The strategic parrot
Two rounds left. You have an almost perfect set but you're missing one card. Someone uses the parrot to smuggle certain points immediately, without risk. It's a cowardly move but it works. You insult him while taking notes for the next game.
The final count
Ninth round. Everyone serves their last combos to the Captain. You count the doubloons earned. Someone won with a clean strategy. Someone else with a series of absurd smash-ups. Both win the post-game argument.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to consider
Nine fixed rounds = constant pressure
The game ends after 9 rounds, period. There's no way to extend it. If you're building an elaborate combo and time runs out, you lose. You need to serve sets immediately, don't wait for the perfect moment that might not come.
The draft can ruin your plan
Even if you plan well, the cards you draw might not be what you need. The monkey saves you once per round, but stealing from the deck is blind drawing. If you're unlucky three turns in a row, you fall behind.
Imperfect scaling for 4 players
It works great for 2-3 players. At 4, downtime increases if someone is indecisive, and competition for the best positions on the ship becomes more frustrating than tactical. Ideal for 2-3 players.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win (and how to lose)
After nine rounds, you count the doubloons earned by serving sets to the Captain. More perfect matches, more coins. Whoever has the most wins.
Victory
- You served the most valuable dish-tea sets to the Captain during the 9 rounds
- You maximized points by using the parrot and smashed combos at the right time
- You accumulated more doubloons than the other players at the final count
Defeat (or almost)
- You planned perfect combos but ran out of time before serving them
- Others used cannons and monkeys to block you at every crucial turn
- You drew poorly for three rounds in a row and were left with no sets to serve
Pirates of the High Teas takes classic set collection and adds license to break everything. Literally. And it works.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Pirates of the High Teas
What mechanics does Pirates of the High Teas use?
Set collection (collect and match dish and tea cards), worker placement with variable order (place on the ship to determine turn and cards drawn), open drafting (draw from a common market), contracts (serve sets to the Captain for points). Special actions (cannon, monkey, parrot) add direct interaction.
Does it work well solo?
Yes, there is an official variant in the basic rules. It simulates the competition to serve the Captain. It loses direct interaction (monkey and cannon are less useful), but the tactical puzzle of matching and worker placement management remain intact. Rating 3/5: a good alternative for testing strategies, not the complete experience.
How mean is the game?
Constant but not cruel interaction. The cannon destroys common cards, the monkey steals from the deck (not from other players' hands). You can indirectly block others, but you don't steal points already earned. If you hate games where your cards are stolen from your hand, this one is fine. If you're looking for a ruthless war game, no.
How many games before mastering it?
Rules are clear in 10 minutes, first game is smooth. After 3-4 games you start to read opponents and plan worker placement in advance. The depth lies in timing (when to smash dishes, when to fire the cannon), not in complex rules.
Is it available in Italian?
No. Pirates of the High Teas is available in English edition. Texts are present on all cards (dish names, teas, special actions). High language dependency: requires good understanding of English or someone to translate during the game. Pink Hawk Games has not announced Italian localizations at this time.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Pirates of the High Teas is a card game for 1-4 players, 30-45 minutes playtime, recommended age 10+, designed by Emily Vincent for Pink Hawk Games. It combines set collection and worker placement in a whimsical setting: pirates competing to serve the best afternoon tea to their Captain. Main mechanics: collect dish and tea cards to create perfect pairings, smash dishes together for absurd but valid combos, use cannon, monkey, and parrot to sabotage or steal cards. Supports official solo mode. Weight 2.0/5, ideal as a family game or gateway for players looking for tactical interaction without excessive complexity. Available on FroGames.it.

Pirates of the High Teas
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.





