Stonemaier Games | Libertalia: Winds of Galecrest | Board Game | Ages 14+ | 1-6 Players | 45-60 Minutes Playing Time

£9.995
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Stonemaier Games | Libertalia: Winds of Galecrest | Board Game | Ages 14+ | 1-6 Players | 45-60 Minutes Playing Time

Stonemaier Games | Libertalia: Winds of Galecrest | Board Game | Ages 14+ | 1-6 Players | 45-60 Minutes Playing Time

RRP: £19.99
Price: £9.995
£9.995 FREE Shipping

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Description

No, this is a completely new edition, with every aspect of the game enhanced, expanded, and (hopefully) improved. All components and art are brand-new as well. Everything has changed in some way, including every character (and more characters for a total of 40).

Let’s illustrate this with an example. Loot tiles aren’t all equal in value: indeed one, the Relic, costs you points if you collect it. So if there’s a day with a couple of Relic tiles among the loot and you have the rank 5 card Cabin Boy, you might be tempted to play it. The Cabin Boy’s “day” power nets you gold if he’s the leftmost card, which is likely given that he’s rank 5. At “dusk” he stops you from taking any loot which, if it’s a Relic, is quite helpful. So he looks like an easy choice: except all the other players will have a Cabin Boy and they’ll all be thinking the same thing. All of a sudden he’s not likely to be the leftmost card anymore, and you might want to reconsider. Unless all the other players are also thinking that same thing, in which case ... The components for this game are great. There is some debate but I like the updated brighter artwork with animal crew members. It is less gritty but I like the new fun whimsical design. The rule book is easy to read and follow. And while the game is pretty easy to teach and learn, you can always watch the tutorial here. Players resolve all “end of campaign” actions (anchor symbol) of crew members still alive in their dens (yes, crew members can be killed). Firstly, this is a joy to teach. Identifying what each loot does is important, but can be done on a day-by-day basis. There are forty character cards to learn the abilities of. However, as everyone is drawing six of the same cards per turn, there is ample opportunity to talk through the cards before each journey. After that, once you have explained the day, dusk, night and anchor activation you are good to go, even the latter can be reinforced on the first turn, or a dummy run. With the basics mastered, the strategy of optimising when to play cards from your hand and how best to utilise them, really comes to the fore. The end goal is to become a legendary figure of the Caribbean and accrue 10 glory points, but these can be gained in all sorts of ways, such as completing missions, performing daring combat feats, claiming booty, and pulling off the deal of the century.

Jamaica

Broadsides and Boarding Parties (1982) – a classic light, tactical game for two, where you command a pirate ships try to sink each other. This game could be #1 on either physical size (the pirate ships are a foot tall) or on nostalgia (old MB Gamemaster Series). Gameplay lasts about an hour. Great for family, casual, or avid gamers. The components for this game are good; the artwork is beautiful, the game board is sturdy and has a very clean design, and the loot tokens are sturdy and easily differentiated from one another. The only ding I can give the game here is that the cards are less robust than I’d like; they seem like they’d be susceptible to both general wear and to corner bending. I recommend sleeves to prolong card life. Starting from left to right, the characters chosen will activate a daytime power, should they have them. This may be gaining doubloons, taking loot tokens or making matters difficult for your opponents. Once the day has happened, the dusk phase happens, starting with the rightmost player. While I’ll mostly be judging Libertalia: Winds of Galecrest on its own merit, I will spend some time looking at how it sizes up to the original. Also—and this is important—I promise not to make a single pirate joke over the course of this review. Gameplay Overview:

The players take on the role of crew members of a pirate ship nearing retirement. During the 3 campaigns which compose the game, they will try to amass riches by looting ships. I watched a playthrough of the original Libertalia on TableTop a while ago, and I was intrigued. Unfortunately, it was widely unavailable so I waited a long while in the hopes it might come up. Recently I discovered it on Board Game Arena, which is a significant part of the story of how the second edition came to be, and I enjoyed the gameplay but there were a few issues I had.

Preparation for the next campaign

Pirate’s Cove (2002) – another simultaneous action selection game that involves hand management, as players try to capture treasure from six different islands. If one or more players end up on the same island, their ships battle using dice to decide who gets the treasure. A lighter pirate game that takes 90 minutes. Great for family, casual, and avid gamers. After three voyages the game ends and the player with the highest value on their score dial wins. If tied, the player with the higher reputation wins the tie. We also have now ten more characters to head out on the voyage, as well as a double-sided board. The significance of that board is to give a different challenge by changing up the abilities of the loot tokens. Even better is the option to mix and match the different sets of abilities to create unique combinations each time. Libertalia’s strength is in Mori’s design. With each player beginning the game with the exact same cards, emphasis is on timing and card choice as opposed to player resources and random card draws. The 30 different card effects are well thought out and work well in combination with each other. The resulting card interactions, (and consequently, player interactions) provide an entertaining and compelling journey toward Pirate retirement.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
  • Sold by: Fruugo

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