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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
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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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arokyo
Great, easy teaching co-op game, but hard! With multiple ways to lose and only one way to win, you'll feel like things are handled and everything will blow up in your face the next turn. Literally. Still a lot of fun. Recommended for people who want a co-op game that marries mechanics and theme effortlessly.
Boylemaker1988
I've played this three times so far, twice with a group of four, and once with only two of us, both playing two pirates. Have only won once. The game is very difficult so far, but in a good way; it requires a lot of coordination and cooperation between all of the players, making sure that everyone is maximizing their turn and doing as much as they can to 'beat' the ship back. For that reason, the only time I've won is the game with two players (each playing two pirates), as we worked together through each turn. With four players, everyone was too much in it for themselves and the ship quickly overwhelmed us (we don't play a lot of co-op games in my household haha). Similar to Shadows of Camelot, each player's turn consists of several stages, the last of which is basically giving the 'board' a turn to do something awful and make your situation worse. Each player first flips over a tile and adds it to the ship, then draws a marker out of a bag and places it on that tile (representing pirates in most cases that you have to kill). Also on each tile, a die is placed on it representing the fire level in the room. At the end of everyone's turn, they flip over a card which, on top of other things, has the potential to raise the fire level in any number of rooms in the ship. If a die any any room hits 6, that room explodes and is no longer usable, and the fire can also spread out and raise the level of other adjacent rooms. Players can spend their actions each turn fighting pirates, lowering the fire levels, or looting treasure and fleeing the ship. I've noticed that for the first 2/3 of the game, it's easy to feel like you have a handle on things and the game seems relatively easy. It's really during the last 1/3 that things start to get hairy, as fire levels continue to rise without pause and you've soon got a couple of blazing infernos going that noone can get to, on top of the pirates the game continuously adds to the board. In the only game I've won so far, the game was nearly lost at the end when rooms started exploding before we had evacuated all of the pirates (the tense situations are part of why I love this game!). The game has some strict victory conditions which can make it very hard to beat, even on easier settings. My only real complaint at this point are some vagueness in the rule book around some situations that aren't explained and aren't necessarily easy to intuit, in terms of what the developer intended.
ArkhamSign
Another KS purchase that comes with a dose of regret. The theme sounded so cool. But the components are not that great. It seems they may have gone into production too soon and had to go with sub-standard components. The rule book is a bit of a mess so it took us several games to get the actually gameplay right. 1st we thought it was too easy as we won our first game with hardly any problem. Then we realized we were playing movement and the fires wrong. Then it suddenly exploded (literally in game play mechanisms) into what seemed a nigh impossible exercise in futility. Then we found out that we were using the action point system wrong. You can see where this is going. The rule book is not laid out in a simple way so that you can understand how it plays through. Each time we thought we were getting it right we would find this rule tucked away somewhere and we'd have to start over again. In one play through we had to restart the game twice before we seemed to get it right. Still not sure we did.