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Pirate’s Cove
60m - 90m
2 - 5 Players
Ages 8+
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
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
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
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
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
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Admiral Fisher
This is wonderful. You have to play it as a light game and not as a serious brain-burner. If you do, then this is hard to beat. It'll never replace Euphrate and Tigris for depth, but that's not the point is it? So why does it deserve a 10? Well, it's got - great player interaction, reasonable strategy (choosing whether to go for tavern cards, gold, treasure, upgrades etc), edge-of-seat tactics during battle and a superbly linked theme, which brings a huge amount of fun. On top of that, the components are superb. One of the best things about the game is that there's an opportunity to make your own cards (esp the dangerous Legendary Pirates) and you can decide to work with your fellow players as well as attempt to better them. A myriad of minor varitations add interest. I'd recommend "the drunken pirate," parlay, kidnapped, press gang and some of the other cards suggested on the dedicated Days of Wonder Web-site. I've put forward a few ideas there myself and everyone's very helpful and friendly. You can add your own Legendary Pirates - I've made a complete set of six new ones. Let me defend this game from the oft made criticism that a player can be out of contention after a poor first round or two when you get beaten in battle. It's just not true. First, there are several ways of avoiding battle if that's what you want to do. Second, there are several paths to victory, most of which I've taken and triumphed with. Third, I've actually seen a friend lose 3 battles in the first 4 rounds and still win the game. He did this by first collecting a large number of tavern cards, then beating the navy, then burying loads of treasure. Fourth, hey doesn't Age of Steam put players with a bad start out of the game? The accusation is actually truer for AoS than it is for PC, yet the former doesn't get the same amount of flack about that that this does. There is a certain breed of gamer about - you know the type, who considers it his solemn duty to pick holes in any game he finds - especially if it commits the heinous sin of being a light, highly themed, fun game. Pirate's Cove is their sort of target. Yet, this game does exactly what it says on the box. In this, it succeeds gloriously where sometimes other games fail, so what is their point? If you want a colourful, extremely entertaining, fun game with a fair degree of luck (well this is a Pirate Game for heaven's sake), a fair amount of strategy and tactics when you study it, a strong theme and lots of player interaction - well, you've just found it. Ignore those who love only heavy, dry games and seek to sink this one. Let them seek their perfect ideal of a game elsewhere. Buy this if you like fun!
AnakinOU
The dice can really hurt you, and the "6 dice on all attacks" parrot is ridiculous. Now that THAT'S out of the way, this is a pretty fun game. The rulebook was very pretty, and full of theme, but at times that *almost* got in the way. Once you figure out how to play, though, it's definitely fun. Don't expect too many major agonizing decisions, let the dice fly, and have fun.
agius1520
It looks nice being a Days of Wonder production but the game doesn't function very well, once you have lost a battle you are almost completely out of the game because there will be one weak section of your ship that you need to repair and if that island has the legendary pirate or another player who can exploit your weakness again then you lose another fight. A couple of the parrot cards seem quite over powered as well.