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Hoist the T.I.M.E Agency flag and ready yourselves to cross the high seas with Brotherhood of the Coast, the seventh T.I.M.E Stories expansion. Four seasoned T.I.M.E agents have been sent on a mission in the Caribbean in the 17th century, but contact has been cut off and their location remains a mystery. The receptacles in question are four well-known buccaneer brothers, and your help is needed to track them down. Rally your motley crew and ready yourselves for anything is possible in the waters that await you.
dliwespf
I love the T.I.M.E stories series - but this one made me angry. Maybe a part of it was bad luck. Like anytime it looked like we really got the game going and made some progress - we got dragged into a sea fight we knew we couldn't win and got sunk, ending the trip and making us start over. This happened three times, on the first trip we actually ran out of time. Additionally: I died four times. Maybe not all deaths can be blamed on the game but instead have do be blamed on me, and maybe this is somewhat to be expected from a pirate scenario. But this was so frustrating. Drawing a card, that basically says: "Sorry, you're dead" despite being on full health before us just annoying. After playing all previous scenarios and only dying once or twice in total, I had not expected this. And finally on the mechanics (SPOILERS AHEAD!): This is a pirate scenario, so why don't you make us steal a boat, capture a ship and do pirate stuff? Why is this basically an economics simulator, where you have to find the Rum island (we finally did on our third trip), drag the barrels from the cellar on board (time consuming, the more time you waste here, the more barrels you can haul), ship the barrels to another habour, sell them in order to be able to buy a boat and hire mates? When we finally were able to do that we had already restarted the game thrice and lost all ambition to keep playing. I'm sorry, there seem to be quite a bunch of people out there that like this scenario - but I don't. I loved its predecessor "Estrella Drive"; I think it's the best one in the series (haven't played "Madame" yet), and was quite excited about this one - but in the end left disappointed.
Engoduun
One of the best expansions yet! Be warned, though, that if you have not played many modules you should at least have played "Dragon Prophecy", "Lumen Fidei", and "The Endurance Expedition" before this to get the most out of the story. There are so many new story lines and new infos in this expansion which you might easily miss. The meta plot gets a dramatic boost as well, plus it felt like cruising around in the Monkey Island setting somehow. Pretty awesome! We discussed a LOT during and after this expansion, even more so than with the others, so the authors must have made something right. Looking forward to the future modules to come. Addendum: there is one puzzle which has a slight design flaw regarding its graphical presentation in the game. We all missed a pivotal clue due to sloppy design/printing, although we did solve it via another route in the end. It still left a little scar. The intended solution itself was great.
dtmulhol
This one was my favorite of the time stories I've played thus far. The story felt branching, there was a feeling of agency. The puzzle(s) were a little easy, other than one part that ended up being some guessing (apparently there was one location we missed that explained that part). All in all, definitely our favorite.