Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Dead Men Tell No Tales
60m - 75m
2 - 5 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Nautical
39.00
€
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
agentpatman
I found this game pretty unique. It is a mix of flash point and maybe pandemic. I don't know that I would want to play it regularly. The main issue is how fiddly it is. Every turn you reveal a tile and place it, then reveal a token. Next you can take all your actions, then you reveal another card and have to manipulate a bunch of dice, add a bunch more tokens, or move characters around and then complete any battles. When your turn is grab the loot, rest, move, followed by adjusting 15 things, it starts to drag towards the end. The game does feel alive with this so it is a bit unavoidable for the experience, but I wish it was streamlined a bit more. Don't forget most of the actions cost fatigue and you need to manipulate that dial back and forth. Another issue is the randomness. The difficulty is adjusted by just doing more of the same so the randomness means you could have all the treasure you need right off the bat or some unwinnable combo of them coming out at the end. I would have like to have seen two piles or some distribution of the randomness to ensure a consistent experience. Battle is lucky but you do have mitigation abilities which is nice. Your turns are largely the same. Move, occasionally battle, move again. Counting up all the path for the fatigue gets to you after awhile. Especially when you are running. The rulebook and player aids were not the best. Lot of little rules sprinkled everywhere. There is no iconography anywhere to help remember them. Things like leaving the ship to recover is fatigue half rounded down and automatic ending of your turn. Having to force drop treasure during battle. Remembering what different numbers of deckhands needs. Remembering how the deckhands are added and move-added (not actually moving them) which is odd. The overall experience aside from the issues was great. It felt thematic and left some abstract stories. The ship exploded over here, all the dice are 4s and one card could really hurt, and we got it next card draw. Racing around trying to prevent keg explosions or room explosions can be thrilling, its just so short lived. You get to experience that 6 times if you lose which means you'll probably be at 4-5 if you win. That is so little after a few hours playtime of actual things happening in the game. The most fun bad part is the explosions and you only get a few of those before you lose. I want to see more of that and have the game end triggered another way so we can to live that level of excitement more often. More explosions means more lost tiles so we have to run around more. The kegs is a cool idea but having that trigger game end is a bit odd. I think it would have benefited like flashpoint from different premade maps to control the experience. Maybe have the tokens face down so you have to reveal them and have surprise fighting. This way half the steps are eliminated and you can focus on the actual fun parts of taking your actions, finding treasure, and getting out of there. That would hurt variability but I think variability in this case actually hurts the experience because it is so random.
blinkingbug
Co-op game in the vein of Pandemic and Flash Point. You play totally metal pirates who have started a fire on a pirate ship full of undead and are attempting to loot the treasure and get out alive.
apollak10
After one play with 4, lost to the Deck Hands. Will update later after more plays, but seems like a great co-op with no obvious issues at this point. Bit of a cross between Pandemic and Flash Point Fire Rescue.