Each Admiral (player) chooses their cruise line and receives two life preservers (currency) and one missile.
Admirals are dealt 7 cards face-down and choose a Home Port from the cards in their hand. They place their Home Port marker and Flagship on this port.
There are 13 possible actions in the game. Admirals take any two of the following actions each turn:
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If you think the instructions above represent the entirety of game play, you are incorrect and The Unfathomables will be paying you a visit at your school or workplace, in front of your friends and colleagues. It’s not your fault, but you really do need to study the Bruise Cruise manual. And read the Infrequently Asked Questions, which cover infrequent but important (or dumb) scenarios.