
Caribbean Run is a tactical board game set on five Caribbean islands. A fully designed prototype, looking for a publisher.
The dice don’t decide everything. Action cards let you steer your luck: roll again, double your highest throw or split steps between your pawns.
Turning and moving bridges, placing and removing blocks, flying by helicopter to another island. Yesterday’s route may no longer exist today.
Pawns get sent back and positions change. “Can you handle losing? Sometimes your luck turns within a single turn.”
| 🎲 | Roll the dice You play with more than one die: cards let you roll again, double your highest die or roll three times for the highest throw. |
| ♟ | Move your two pawns Your pawns move across the spaces of the islands. Sometimes you split your steps between them, sometimes both move the full number. |
| 🌉 | Bridges and blocks Bridges and blocks decide where you can pass. With cards you turn or move a bridge and place, move or remove a block. |
| 🃏 | Play your action cards wisely Take the helicopter to another island, swap a pawn with a block or send an opponent back the same number of steps. Timing is everything. |
| ⭐ | Take a privilege Privileges give you an extra edge, such as playing two turns, doubling your steps, swapping two cards or taking the boat to another island. |
| 💎 | Collect the treasures Every island has two treasures, from treasure chest to diamond and from fossil to souvenir. They appear on the treasure cards. |
A first impression based on the game components. The full rules will follow.
The double-sided board shows five islands, each with two treasures of its own that return on the treasure cards.
| Island | Treasures |
|---|---|
| Pirate Island | Treasure map and treasure chest |
| Jewel Island | Diamond and gold nugget |
| Archaeological Island | Fossil and excavation |
| Deserted Island | Rocks and butterfly |
| Tourist Island | Postcard and souvenir |
| Card | Type | Count |
|---|---|---|
| Archaeological Island · Fossil | Treasure card | 4 |
| Archaeological Island · Excavation | Treasure card | 4 |
| Jewel Island · Diamond | Treasure card | 4 |
| Jewel Island · Gold nugget | Treasure card | 4 |
| Deserted Island · Rocks | Treasure card | 4 |
| Deserted Island · Butterfly | Treasure card | 4 |
| Pirate Island · Treasure map | Treasure card | 4 |
| Pirate Island · Treasure chest | Treasure card | 4 |
| Tourist Island · Postcard | Treasure card | 4 |
| Tourist Island · Souvenir | Treasure card | 4 |
| Roll 3 times for the highest throw | Action card | 5 |
| Move both pawns the number of steps | Action card | 5 |
| Turn a bridge | Action card | 3 |
| Roll again | Action card | 5 |
| Move and swap, or swap and move | Action card | 5 |
| Take the helicopter to another island | Action card | 3 |
| Remove a block | Action card | 4 |
| Take a privilege | Action card | 6 |
| Place a block | Action card | 5 |
| Split your steps between your pawns | Action card | 4 |
| Double your highest die | Action card | 5 |
| Move a bridge | Action card | 5 |
| Forward or back within the dice total | Action card | 9 |
| Swap a block and a pawn | Action card | 4 |
| Put a block on your space and move your steps | Action card | 3 |
| Place a pawn | Action card | 9 |
| Move your steps and send an opponent back the same number | Action card | 5 |
| Total | 40 treasure + 85 action | 125 |
Plus: double-sided game board and box (lid and base fully designed).



























Ages 12+: a familiar theme, instant excitement and no long explanation of symbols, because the cards speak for themselves.
Five stars for tactics: whoever thinks ahead and plays their cards at the right moment makes the difference.
Lots of interaction: turning bridges, placing blocks and sending pawns back always hits an opponent.
Interested as a publisher? Gert will gladly present the game in person and play it with you.