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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.
CoyoteStarrk88
I feel like this concept's charm fades away with time. This wasn't bad at all just didn't give the "I cannot wait for the next scenario" feeling that previously was there. I cannot point on a single thing on why would this story stands out of the others. We've seen better art, more charming atmosphere, and better puzzles. The big new thing here -the naval combat- is quite boring. Drawing "At Sea" cards were exiting at 1st but got uninteresting.
BDB13
Un jeu un peu trop répétitif, avec des ennemis trop puissants, une part de hasard dans le lancer de dés et la pioche des cartes beaucoup trop importante. L’étalage permanent des cartes à l’ouverture des lieux lorsqu’il s’agit de refaire des Runs est beaucoup trop fastidieux pour que l’on ait envie de suivre l’ensemble des règles. À la fin, on décide de faire le run en négatif et de perdre cinq unités de temps si le bateau coule.
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.