Description
Epic game of tense cat-n-mouse maneuvering, bluffing, negotiating and agonizing decisions in the Age of Sail and Pirates.
In this game, you will captain a ship in the dangerous age of piracy.
How do you win?
You can earn points in three different ways: As a…
- Merchant: By safely hauling cargo across the board.
- Pirate: By capturing and stealing cargo from Merchants.
- Bounty Hunter: By capturing or sinking Pirates.
How does it work?
What makes this incredibly tense and fun, is that you don’t know how the other players outfitted their ships. All the ship cards are hidden!
The ships move simultaneously like Sails of Glory or X-Wing miniatures. So it can be tricky to outmaneuver the enemy. Will you cross the T or get raked? Where do you think they will go?
The damage cards are hidden too. You just blasted them with a broadside. How bad was it? Are they about to sink or still ready to fight?
Instead of just taking generic damage points until you sink, you have to actually manage damage control. Tons of excruciating player decisions pop up with this. What do you fix first? What do you need the most to win this fight? The damaged sails are slowing you down and the hull is taking on water. Should you fix that now or return fire?
-“The best I’ve ever seen for player emersion, narrative, story generation and player decisions.”
-“This game changed my life. How I see problems and react to them. It trains you to think like a leader.”
Play Time: Quick! 1 hour for 2 players. Can take longer with more players and a bigger table.
Complexity: Simple! Only 3 pages of core rules make it quick n easy to learn and teach new players but don’t be fooled. The strategy and player decisions are very deep & tricky! -Play the people, not the rules.
Includes: 2 Schooners, 2 Sloops, rules and all the extras you need to get playing. No map. Play directly on the tabletop.
Quick & Easy enough to Play Out:
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