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Jamaica
30m - 60m
2 - 5 Players
Ages 8+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Nautical
35.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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adamw
Surprisingly great game that plays in about 30-40 minutes even with 4 or 5 people, it's Pirate's Cove light. It is very nicely produced - great components. The wooden dice are over sized and easy to handle. Great for kids too since the mechanics are gentle and speedy. The luck is evened out by your card draw decisions. Lovely design. I'm very glad I have it!
Alexlimol
Fun, family oriented, ship racing game. The movement is card driven but a pair of dice determine the amount of times you will perform the various actions, you can also pursue treasures and fight other ships. Gorgeous components in a light pleasurable game.
Alan Stern
A fun pirate racing game. The cargo hold rule (can't swap out same type of cargo) provides an interesting consideration. The captain choosing the order of the dice (day/night) provides a nice element of control (when you're the captain). The card mechanism provides choices while still constraining options. The treasure cards are a nice addition and incentive, though I think some of them may be a bit overpowered (particularly the saber – I won all my battles, though I lost the game by a hefty margin). Also, the art is incredible! Production value is rather nice. Of course, the big negative is that it's all random. The battles, the dice, the card draw. Don't take this one seriously or try to plan too much, it ebbs and flows a lot. Plus, there's a huge bonus (5 pts) for crossing the finish line. I think that bonus, and the others on the final 8-10 spaces, may be a bit much. Seemed to somewhat lessen the need for lots of gold cargo. A fun game but very random and with a few aspects that may be considered slightly imbalanced. (Only slightly, not a huge problem.) The art and production value do give this a nice bump, though. The reason I rate it a 6 instead of a 7 is because, while it was fun, it wasn't as much fun as other random and/or racing games I've played. The random elements often feel chaotic and the player often has to choose from the lesser of his undesirable choices. Yes, part of the game, but annoying at times, nonetheless. Play this one, it's definitely worth a try, but know that it's pretty random.