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Forgotten Waters
120m - 240m
2 - 5 Players
Ages 14+
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
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Nautical
53.00
€
30 day low:
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Forgotten Waters quantity
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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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Athaldor
It's an event game and you play it for its really good voiceacting, its jokes and its well-crafted story. However, the gameplay itself can feel dull to competitive players and especially to those embracing heavier euros. It lacks player agency and thus the group can feel like the game plays them. That's perfectly fine if everyone around the table knows what they're getting into: a story-driven experience, an interactive movie. Don't expect crunchy and meaty decisions, and you're golden. The game also appears lighthearted and thus players may expect it being a breeze to win, but that's a big misunderstanding. It is actually pretty tightly balanced, and losing can feel really anticlimatic, due to its whole presentation.
archrobin
Can't recommend the game enough! It's everything I like including playing with 6 more players, easy to setup and teach, fun and breezy to play with satisfying endings :D
Andy Parsons
At last, an exception to the rule that all pirate games are terrible. Forgotten Waters is a bit of a romp, with lots of laughs and plenty of violence. There are also surprising amounts of sex; my character, Loveless Lulu, was without love for a whole ten minutes. And there is thieving from other players, which strikes a slightly bum note in what's otherwise an entirely coop game. It is essentially a choose your own adventure book grown large, with a board, tiles, cards, chits, tracks to track things, and an app. The app performs the role of the adventure book. You tap in "page" numbers, then it recites a paragraph or so of story and offers options about what to do next. There is also an actual book of locations, with a menu of things to do in each one. It can feel a tad repetitive as yet another frigate appears on the horizon and you're faced with the exact same options you've seen before. In the first adventure, at least, none of the decisions you're presented with seem particularly taxing or hugely consequential. It is a romp, after all. Production quality and artwork are both very good. The rulebook is a bit of the mess, relying on the app to fill in some of its blanks.