Dice games
Mille Sabords
Be the first pirate to reach 8,000 points by rolling, with eight dice, the longest possible combinations of identical symbols, without getting caught by three skulls.
- players
- 2–5
- minutes
- 30
- variants
- 5
You’ll need the game box. Marquoir sums up the rules and keeps score.
Setup
- 2025 edition: eight Corsair dice, 38 Pirate cards, two Summary cards and a score pad. Earlier editions had 35 cards and ended at 6,000 points.
- Two to five players, ages 8 and up, half an hour.
- One player, the Captain, keeps the score sheet. They shuffle the Pirate cards and form a face-down draw pile.
- The youngest player starts, then play goes clockwise.
How to play
- On your turn, turn over the top Pirate card of the pile: it changes the turn. Then roll the eight dice.
- The first roll is always made with all eight dice.
- After each roll, you can stop and score, or set some dice aside and reroll the others. You may take back dice you set aside.
- You never have to keep a die: you can reroll all your dice, as long as you reroll at least two — a single die is never rerolled on its own. Earlier editions forbade this and always required keeping one die.
- Skulls are cursed: they can never be rerolled.
- As soon as a third skull appears, the turn ends and scores nothing, whatever combinations you had.
- If the first roll shows four skulls or more, you sail to Skull Island: keep rolling as long as you get at least one skull. The turn scores nothing for you, but each opponent loses 100 points per skull revealed.
Scoring
- Identical symbols: 3 dice are worth 100 points, 4 dice 200, 5 dice 500, 6 dice 1,000, 7 dice 2,000 and 8 dice 4,000.
- Each gold coin and each diamond is worth 100 points, on top of any combination it is part of. Four gold coins are therefore worth 600 points.
- Full treasure chest: if all eight dice score points, add a 500 bonus. A skull in the final result prevents it.
- Pirate card: the turn's points are doubled, and on Skull Island opponents lose 200 points per skull.
- Pirate Ship card: you must roll at least as many sabres as the card shows. If you succeed, add the bonus shown on the card; if you fail, the turn is worth zero and you lose that value. You cannot go to Skull Island with this ship.
- Gold Coin and Diamond cards: you start the turn with that symbol, which counts as an extra die.
- Skull card: you start the turn with one or two skulls.
- Animals card: monkeys and parrots count as the same symbol.
- Sorceress card: you may reroll one skull once.
- Treasure Island card: dice placed on the card are saved and counted even if the turn ends with three skulls. In the 2025 edition, you can take them back and reroll them; on the third skull, the turn ends and only the saved dice count.
- Peace card (2025 edition): you must finish your turn without a single sabre. If you succeed, the turn's score is doubled; if you fail, the turn scores nothing and you lose 500 points per sabre rolled.
- Zombie Attack card (2025 edition): keep rolling until you only have sabres and skulls. Three skulls do not end the turn, and you may reroll a single die. At least five sabres score 1,200 points; otherwise those 1,200 points are shared among the other players.
- Shipwreck card (2025 edition): only two rolls, and diamonds and gold coins count double, however many skulls you have. Other symbols score nothing.
End of the game
- The first player to reach 8,000 points triggers the last round: every other player plays one last turn.
- The highest total wins. If the others take back enough points to drop them below the target, the game goes on until someone reaches 8,000 points again: that player then wins at once, with no last round.
- Pirate magic: nine identical symbols, card included, win the game immediately.
- Earlier editions were played to 6,000 points, and many tables still play that way. You can also agree on a short game to 5,000.
House rules and pitfalls
- A score can go negative: the rules say so explicitly, because of Skull Island losses.
- In Marquoir, enter those losses as negative points for each opponent, and a failed pirate ship as negative points for the player.
- The real dilemma: keep two skulls and cash in, or risk one last roll to lengthen the combination.
Variants
Target
5,000 points (short game)
6,000 points (2012 and 2015 editions)
8,000 points (2025 edition)
Pirate cards
2025 edition (38 cards)
With Peace, Zombie Attack and Shipwreck, and a revised Treasure Island: dice placed on it can be rerolled.
Previous edition (35 cards)
Without Peace, Zombie Attack or Shipwreck.
chosen when starting, the scorer follows
Frequently asked questions
Do gold coins count twice?
Yes: each gold coin or diamond is worth 100 points on its own, and it also counts in the combination of identical symbols it belongs to.
What happens with three skulls?
The turn ends immediately and scores nothing, except for dice kept on the Treasure Island card.
Can you reroll all your dice?
Yes, in the 2025 edition: you never have to keep one aside. The only two limits are that a roll uses at least two dice, and that a skull is never rerolled. Earlier editions required keeping at least one die aside: it is the most discreet change in the new rules, and the one that changes the most turns.
Can you have a negative score?
Yes, and the rules state it plainly. Skull Island takes at least 400 points from each opponent, and a failed pirate ship costs the value printed on the card: a player can easily drop below zero.
What are the cards in the new edition?
Three are added to the old ones: Peace, to be finished without a single sabre or lose 500 points per sabre; Zombie Attack, where you keep rolling until you only have sabres and skulls, for 1,200 points; and Shipwreck, two rolls where only diamonds and gold coins count, but double. Treasure Island changes too: you can reroll the dice you placed on it.
Is the game played to 6,000 or 8,000 points?
To 8,000 since the 2025 edition. Older boxes said 6,000; both are available in the settings when you start a game.
The box
- Released
- 2012
- Age
- Ages 8+
- Designer
- Haim Shafir
- Artwork
- Mario Barbati, Rafael José Pardo Macías, Jose Pedro
- Publisher
- Kikigagne
- Mechanics
- Lancer de désSymboles des désStop ou encoreCourseRelances
- Contents
- 8 dés Corsaire
- 38 cartes Pirate (35 dans les éditions avant 2025)
- 2 cartes Résumé
- 1 bloc de score
- Expansions
- Mille sabords: Après la tempête (cartes supplémentaires) · 2017
Rules on video
Videos in French, hosted on YouTube.
Where to find it
Specialist French shops. Marquoir earns nothing from these links.