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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.
Chris Schreiber
FAVORITES Asylum (changed our expectations for gaming) Marcy Case (such an exhilarating experience) ESSENTIAL Prophecy of Dragons (so fun and imaginative) Brotherhood of the Coast (captured us completely) SOLID Lumen Fidei (had a blast!) PRETTY GOOD Endurance (opening conceit was cool) Behind the Mask (great until lackluster ending)
CarlosSpicyweener
-sold- Well well well... Cool setting, nice design ideas... but... The more expansions I play the more I cool down on T.I.M.E Stories. First of all the release cycle is slow. We are far away from the the initial 3 per year. This is just too slow. Especially with the meta story between the scenarios. You can't remember the little stuff that you learn months later... so it just is a "different scenario each time" game. The second thing is that the scenarios show that ideas are too ambitious. They want to pack so much into each scenario but this results in a game of too many repetitions. You are doing several runs just to optimize your flow so that you can manage to win. This is ok but not if you do this every scenario and then for 2-3 tries AFTER you figured out what to do... No, you need to spend another hour to just do everything in the correct order that you make it in time. I'm sorry T.I.M.E Stories but you did so well in the beginning.
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.