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Rum & Bones: Second Tide
30m - 75m
2 - 5 Players
Ages 14+
In programming, every player must secretly choose and commit their moves for the next 'n' turns. Then each player plays their turns out according to the choices made. The key to Action / Movement Programming is that all players choose and lock in their actions, prior to anyone executing any of their actions.
Action / Movement Programming
In Action Point (AP) Allowance System games, each player is allotted a certain amount of points per round. These points can be spent on available actions, until the player does not have enough remaining to "purchase" any more actions.
Action Point Allowance System
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
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
Nautical
80.00
€
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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ajewo
Pirate skirmish game. Best with 2 players. Pros: + Theme (Pirates of the Caribbean) + Components (plenty of miniatures) + Different maps / scenarios + Different factions and captains with special abilities + Hand management: cards can be played on certain events + Unlockable / upgradable abilities (different than in first edition where you have to pay coins to activate the abilities each time) + Less downtime and more strategy due to changed turn structure in the Second Edition Neutrals: # Language dependent # Race for victory points # Very chaotic, a lot of dice rolls, dice based combat # Big game box # Plenty of expansions
ciggie
Not a bad game but like most miniature games it focuses on getting as many minis into the box and onto the board during the game as you possibly can. At least in this case you don't feel like you are moving them all every round but there is still a fair amount of movement with the action. I heard a lot of negative things about the first version, but this version played fairly smoothly after a few rounds. I wouldn't mind playing it again, but it did go on a little long almost 90 minutes. If this was actually in the 45-60 min range I would consider picking it up, but with all the dice rolling each turn I would find it hard to get the game length shorter.
Deacis
Kickstarter. Love it so far! Really gives you the feel of playing a tabletop MOBA game. Best pirate themed game with miniatures I've played. Factions and heroes are fun and thematic!