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Treasure Island
45m - 45m
2 - 5 Players
Ages 10+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Games using the line drawing mechanic involve the drawing of lines in one way or another. Lines may be used to connect objects as in Sprouts, to isolate objects, or to create areas as in the classic Dots and Dashes, also known as Square-it.
Line Drawing
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Deduction
53.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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bcnevan
Slight miss. With improved focus on the game's usability, this could have been a slam dunk. The pirates begin the game without much direction. Information explodes and trickles in via Long John Silver. Unless the pirates are lucky with a stab in the dark, they will narrow the map down to a few likely areas where the treasure is hidden, but they also will be left with only a few actions to find the treasure within those limited areas. The process is fun for both parties. Though, Long John Silver probably has more fun than the pirates, since that player has so much more to do (and the clues/bluffing is well done here). The ultimate outcome of the game, however, can be a bit of a problem. It seems the pirates always get close, so finding or missing the treasure is typically a matter of a few millimeters; that's quite unsatisfying and a bit damning of a few component choices. The smaller planning map definitely causes some judgement on the exact placement of the treasure, but the exact placement is typically what separates a pirate win or loss. People that want a lighter, faster Fury of Dracula might be pleasantly surprised if they're willing to allow for some inherent inaccuracy in treasure placement Similar to the Dracula player, the Long John Silver player needs to understand that they are generating an experience for the pirates; close calls must go to the pirates. Overall, it's probably best served as a family game. The rule book is a horrible translation from French.
Bfan
I just love the style and mechanic of the game. Each round I play is different and I always enjoy playing it. I love how Treasuer Island thematically works out. All in all a very good game
Amnesix
Rien à redire, mécanique toute nouvelle : de l'interaction, du fun, et de l'immersion : un cocktail forcément gagnant. Bravo encore à toute l'équipe qui a créé ce bijou.