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Francis Drake
90m - 120m
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
A time track mechanism is a variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one.
Time Track
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Nautical
63.00
€
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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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andreashun
this looks like a neat exploration, trading game. like this kind of game, like good components. need this
ajewo
Pirate themed, tense worker placement game where players first competitively shop crew, weapons, and provisions on a one-way street to then attack Spanish colonies and ships. Unlike most worker placement games, Francis Drake is competitive but not cut-throat and still feels like a euro game. + Great components + Artwork + Thematic (pirates, historical) + Balanced gameplay: no king making or team building, reset after each round + Race game in the first dock phase ("shopping in Plymouth") - first come first serve (order of goods is randomized each round) + Secret deployment / worker placement: press-your-luck and bluffing (ghost ship) in the second phase (sailing) + 4 different sailing zones where only some players can distribute their workers (depending on collected provisions) + Trading goods used for end-game set collection + Players who pass early get victory points + Characters let players manipulate the strength of the Spanish or peek: depending on what players get in the first phase, the strategies change a lot for the second phase + End round bonus give players a reason to diversify + Box insert # Rules are okay, a bit lengthy # Tense, high interaction but indirect: first come, first serve + hidden unit deployment # Quite hard to teach (mechanics are easy, but all the different shopping cards plus why they are needed is a lot for beginners, however, after the first round everyone will know how everything works) - Does not scale well: best with 5 players (and 6 with expansion) - because everything gets tighter (resources, places) - No real sense of progression between rounds / no engine building (round reset) - Replayability and setup variability: each game feels quite the same - Second phase is fiddly (a lot of components on the board, book keeping, reset after each round) Variant: The two expansions can be used to spice up each round: * Voyage #1: No expansion * Voyage #2: Spain's Revenge * Voyage #3: Montezuma's Legacy Related games: * Egizia (worker placement, tile picking as one way street, very dry, engine building: most collected resources and special abilities are permanent) * Great Western Trail (players move one worker one a path and activate locations, thematic, deck building, engine building) * Tokaido
aandjso
Never will play another 3-p(we did use the light blue tiles) game! Felt not like a pirate game but a soft version Tokaido, you can buy or do whatever you like! Must be at least 4-p.