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Ship's Log:

The Disneyland Pirates of the Caribbean ride opened May 18,
1967. It contains 750,000 gallons of water, and circulates
around 19,000 gallons a minute. The ride is quite long (for
amusement park rides) at fourteen and a half minutes, plus
occasional beakdowns and guest delays. Disneyland's official
stats claim Pirates serves 3,400 riders an hour, which is
almost a rider a second. In comparison, most rollercoaster
rides last just two minutes or less, and only serve 1500-2000
riders per hour, with a few as low as 500 an hour.
Pirates of the Caribbean is certainly no
rollercoaster. Its two drops--one 52 feet long, the other
37 feet--both are only 21 degree angles. The main feature
of the ride are the more than 100 animatronic robots of people
and animals, some of which almost look lifelike.
Pirates of the Caribbean was the last attraction
Walt Disney was involved in planning, and he passed away before
it was complete. Today, you can ride Walt's final dream at
Disneyland, the Magic Kingdom, Tokyo Disneyland, EuroDisney,
and in the caverns under Michael Jackson's house. Weirder
still, the Pirates of the Caribbean movie opened just
after this game night, the second movie based on an amusement
park attraction (the first was Disney's the Country Bears).
Now when you go to Disneyland, you can ride rides based on
movies (Star Tours, Pinocchio) AND rides with movies based
on them!
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Game Night
June 2003: Arrr! Pirates!
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Do I need to say anything else? PIRATES!!! Hidden treasure,
cannon fire on the high seas, sabres and sails, pistols and
peglegs, talking parrots and walking planks. It's adventure
on a grand scale, from the edge of the horizon to the bottom
of Davy Jones' locker.
All hands on deck, you scurvy sea dogs! It's Game Night:
Arrr! Pirates!
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(for more info on a game, click
on the picture)
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(Pirate's
Cove) Steer your galleon between the islands to the
hidden Pirate's Cove, outgunning the Royal Navy and slipping
past the dread Blackbeard. The greatest pirate not only wins
the most fights and buries the most treasure, but he or she
must also tell the best tales in the tavern at the end of
the voyage.
3-5 players.
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In 1672, a large band of pirates escaped from the prison fortress
of Cartegena.
Recreate their getaway in this race through the dungeon passage.
You won't survive without supplies, and the only way to get
them is to run back into the tunnels! Will your pirates reach
the escape sloop first, or will someone else claim your freedom?
2-5 players.
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Buried
Treasure: Slowly uncover the treasure, one card at
a time. But choose carefully, because the void you create
leaves your rivals an opportunity to grab something even more
valuable, steal from you, or even take an extra turn. Are
you clever enough to end up with the best loot?
2-4 players.
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Pirateer:
This cousin of Backgammon stirs a pirate theme into an abstract
game. Everyone starts with three tokens (ships) in opposite
corners of the board, and the treasure lies in the middle.
Follow the trade winds to grab the gold and dash back to your
home port before all your ships are captured.
2-4 players.
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In Korsar,
you must attack trade ships, laden with goods. The best ships
attract the most pirates, so you'll have to decide whether
to use all your forces to overwhelm the most valuable prizes,
or slowly capture less valuable cargo. Fortunately, you've
got a partner to aid your assault!
2-8 players.
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Sail the ocean, seeking Pirate's
Plunder, battling near-legendary pirate hunters.
Collect Letters of Marque, hostages, and maybe even a better
ship to become the terror of the seven seas. If you're sunk,
you might spend the next three turns in the longboat, rowing
like a madman for shore.
2-6 players.
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Nights
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