So, first
game is not only quick, it's also pretty simple to learn and to play. You have
a stack of role cards, and each player is openly dealt one. So, in the
beginning of the game, everyone knows who everybody is. Then the cards are
turned down, and the first four players have to choose another player to swap
cards with. However, they don't need to actually swap cards if they don't
want to. All that is necessary is to take the cards, put them under the table so
that none of the other players can see which card ends up where. Once the first
four players have (or pretended to have) done a swap, each following player gets
to choose what action to take. This could be to either look at their own card, "swap"
cards with another player, or claim to be a role and try to take that role's
action.
Now,
players may claim to be any role, and the only way to contest this is for
another player to claim to have that role instead. When this happens both
players have to reveal their role card. If neither player are that role, they
both have to pay a fine to the bank, if one of the players are the role, they
get to take that role's action while the other player pays a fine. Whoever gets to 13 coins first wins the game (you
start the game with 6), unless your role's special ability is to have a lower
winning criteria.
It's a
quick, fun and very newcomer friendly game. A small reference sheet gives the
players all the information they need to play as it quickly explains what each
character do.
Having
heard all the raving about this game on The Dice Tower, I just had to try it out when I got the chance.
It's my very first introduction to racing games, and if more of them are like
this one, then I'll get along with this genre just fine. The pirate theme is a
definite bonus, and the game really incorporated the theme nicely. You play as
a captain of a pirate ship, looking to balance out getting around the Caribbean and filling up your cargo hold with
treasure and gold.
The way the
game plays out is that the starting player gets to roll the two dice, the
player then determines which of them to put on the day spot and which to put on the night spot. Then every player chooses from the three cards they
have on their hand which card to play. The cards each have a day action and a night action. This can be movement either forwards or backwards
(the arrow points out the direction), or it can be picking up cargo, like gold
doubloons, food or cannons. The day
action is done first, then the night
action, and the number on the dice decides either how many spaces the ship
moves or how much of the specific cargo the player gets. Cargo always have to
go into an empty spot on the ship, so if the player has no empty cargo spots,
they have to chuck out the cargo in one of their spots and replace it with the
new cargo.
When
moving, unless a player lands on a treasure space (marked with a skull token),
they have to either feed their crew (if they land on spaces marked with little
squares, each square representing a piece of food) or pay a fine (specified by
a numbered gold doubloon). If they cannot pay the required amount, they need to
first pay what they can, then move their ship backwards until they land on a
spot where they can pay in full.
If they
land on the treasure space and they are the first one to do so, they take the
token and draws a treasure card (which either contains a player bonus in form
of either extra firepower or cargo hold, or positive or negative points).
Players who land on this spot afterwards don't need to pay anything, but they
also don't get to draw a treasure card.
If a player
lands on a spot already occupied by another player, they have to engage in
battle. The attacking player goes first and chooses how many of their cannons
they want to use (each cannon adds one firepower) and rolls the attack die. If
the player rolls a star it's an automatic victory, if not they add up the total
of the die and the number of cannons and the defending player gets to choose
how many cannons they want to use. If it's a draw, nothing happens. If a player
wins, they get to steal from the other player (either a treasure card or something
from their cargo hold) or they can choose to pass a treasure card with negative
points to the losing player. The combat always take place before a player pays
whatever they need to pay for landing on that spot.
The game
ends the turn a player makes all the way back to the start, then all players
score according to their placement on the board. If you don't make it past a
certain spot, you get five penalty points, if you do make it past it, you score
according to the number you end up on (the start/finish spot is worth fifteen
points). Then players add up points from their treasure cards, and count the
number of gold doubloons in their cargo hold. Whatever player ends up with the
most points wins the game.
So, how
newcomer friendly do I consider this game to be? It was pretty easy to get into
it for me, and I've never played a racing game before. I especially liked that
it depended on your final score more than your final placement, which made it
possible for me, despite my abysmal placement on the game board to still wind
up on a shared second place thanks to the 20 gold doubloons in my cargo hold.
It makes things more interesting and gives everyone a fair chance to make it.
The game is
a lot of fun, looks stunning (very colourful and nicely done artwork on both
the board and the cards), and definitely is one I intend to acquire for my own
collection when I get the chance.
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