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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.
Cogliostro
Sehr schöne Story mit demf reien Fahren der Boote. Die Kämpfe waren durch die Unterstützung auch schaffbar. Der Seekampf war ähnlich spannend.
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.