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Stonemaier Games | Libertalia: Winds of Galecrest | Board Game | Ages 14+ | 1-6 Players | 45-60 Minutes Playing Time

£9.995£19.99Clearance
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I know I said I would stop. But if you're being honest with yourself, you didn't really want me to.) Product Details: The SKU is STM550. It will be published in a number of languages from the following partners: Grok, Feuerland, Matagot, Phalanx, Ghenos, DeltaVision, Maldito, ALBI, 999 Games, and Surfin’ Meeple.

Libertalia’s strength is in Mori’s design. With each player beginning the game with the exact same cards, emphasis is on timing and card choice as opposed to player resources and random card draws. The 30 different card effects are well thought out and work well in combination with each other. The resulting card interactions, (and consequently, player interactions) provide an entertaining and compelling journey toward Pirate retirement. The booty tokens that remain (eventually) at the end of this phase are left on the board until the end of the current campaign. Phase 4: NightAt the end of each voyage, some cards and most loot tokens also have an “anchor” power that activates. These mostly net you some bonus gold but there are fun exceptions such as the hook token that lets you keep a card you’ve played in your tableau, which can be handy if it has an ongoing “night” effect. Libertalia: Wind of Galecrest makes full use of the simple day, dusk, night and anchor system to come up with some really engaging effect combos, ensuring there’s plenty of variety among its motley crew. The flip side of the board even has a whole new set of loot token effects to increase player interaction. The simplicity in the design of Libertalia: Winds of Galecrest belies the depth of strategy inherent in the game. Players can never be totally confident that playing the highest-ranking pirate from their hand will get them the best loot token. Also complicating things is that players know what cards everyone else has access to, so the game becomes a mind game of anticipating the moves of others. “I know that they know that I have the card that they think I know that they’ll play.” That is often where most of the fun in the game is: The intricacies of predicting the plays of others and doing one’s best to undermine it.

Libertalia allows the internal politics of a pirate crew to play out over three rounds of careful card play. With 30 different crew members, each interacting in different ways, Libertalia looks to find who is best at managing the varying desires and personalities of their cards (errr… crew). Paolo Mori’s design hadn’t left my collection since that fateful August day. It survived more than a few of my purges, including the Great Board Game Dump of 2017, where so much of my cardboard went to a better place.Starting from left to right, the characters chosen will activate a daytime power, should they have them. This may be gaining doubloons, taking loot tokens or making matters difficult for your opponents. Once the day has happened, the dusk phase happens, starting with the rightmost player. Pirate’s Cove (2002) – another simultaneous action selection game that involves hand management, as players try to capture treasure from six different islands. If one or more players end up on the same island, their ships battle using dice to decide who gets the treasure. A lighter pirate game that takes 90 minutes. Great for family, casual, and avid gamers.

More characters means more variety from game to game. This equates to more replay value. It also means sometimes you might get a hand of crew members that don’t work together well. This can be annoying, but if you can still try to figure out a better synergy than your opponents. If you like Mission: Red Planet, Broom Service, and other hand-management games, we think you will enjoy sneakily managing your crew in Libertalia: Winds of Galecrest!

This will also activate if it has a dusk power, such as the sabre. Finally, dusk turns into night and any night-time powers from characters in your ship will trigger. These will trigger every time you enter the night phase on your voyage, so keep these in mind! Once you have completed every day (and night) of your voyage, you have returned to shore. Reputation is used to break ties. Since all players have the same exact hand to start the game (and generally the same hand throughout the game), there will be crew members played with the same number. When this happens a player’s reputation is used to break ties. Your reputation is determined randomly to start the game and it may increase or decrease based on the crew members you play. Anytime two or more of the same crew member are played on the same day the player with the lower reputation’s crew member is placed first. Reputation also determines your starting doubloons and income each round. The lower your reputation the more doubloons you get. Place the board in the middle of the table. Each player randomly gets a color by drawing a face-down crew marker card and gets the den, the crew marker card, the score token, and the 30 cards of that color. The players place their den in front of them and their cards next to it.

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