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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.
Akado
This scenario felt most similar to Lumen Fidei, which I really enjoyed. This was a huge hit, despite some errors and annoyance with one of the puzzles and one of the locations. Decent choice of characters (although it felt like some were just bad), and I enjoyed the story and mystery, but felt some of the exploration felt unpolished and rushed, perhaps due to that [-]rumored "2.0 version" teased at Essen[/-] announced "Blue Cycle" version. While I was not as big of a fan of the way this (and Lumen Fidei) approached combat, I did enjoy the story and the character progression and the mechanics of this one. Even if it's just something else to manage, it was fun getting different ships!
bigmac33070
I played through the latest set for T.I.M.E. Stories over 2 nights. It took me 6 runs to get through this massive set. Here are some of the things I enjoyed about it: This set has much less of the Groundhog day feel to it as you can save 3 items between runs. This lead to much less back tracking. The Sailing mechanism was handled very well. Drawing a random card when sailing was kind of fun. I did have to kill off some Allies and one my runs ended due to scurvy, but still enjoyable. Naval Combat was a fun change to basic combat. Upgrading your ship is essential not only for the random fights but for the big bad combat near the end of the scenario. I got the 25 gold ship early on and it helped a lot. The various decks for each island were a neat twist. Each had it's own kind of feel to it. There was a good balance between combat and puzzle solving. I was lucky enough to search a completely random spot that gave me a clue for the final scene (which path to take). The puzzle with the symbols was also pretty fun (the one that gives the coordinates for the hideout). Agent assisting was AMAZING!!! You can add the relevant statistic of another Agent in the same spot to your roll as extra successes. This was great in Combat and in many of the Dexterity checks in the game. So, another great time for this game. I was about ready to give up after Estrella Drive, but this one has got me interested in the finale of this iteration of the game, the Madame scenario. I will probably end up selling everything for the game after doing that one but it really has been a great ride.
BassForever
One of the best scenarios of TS, several ways to win the scenario, and a very enjoyable setting to explore