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

£24.86£49.72Clearance
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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. The catch is, that his anchor ability only goes off if he is on your ship during the anchoring phase, and the Gunner was a part of everyone’s hand, which discards a rival character from an opposing ship. The special powers on both crew and tiles are very varied and spice proceedings up like a tot of rum. Also, I find it confrontational when people have decided to spend their time playing with me, but in this game, it works incredibly well with the theme, so everyone knows what to expect.

Once you have played your crew member, the top card of the solo deck is flipped face-up which then becomes the card chosen for the Pilferer. 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. Loot tokens represent the treasure your crew is after, and the tokens themselves highlight their importance.You know what characters your opponent has, how much money they have and what loot items are available.

Recently I discovered it on Board Game Arena, which is a significant part of the story of how the second edition came to be, and I enjoyed the gameplay but there were a few issues I had. During a game of Libertalia, you flip over the top card of the Pilferer deck and play it on the island. Finally night actions are activated, these may be found on recruited characters on each player’s ship in front of them. Setup is quite straightforward, the first decision is whether to play on the calm or stormy side of the board. This highlighted that I am a rulebook person and when I subsequently needed to check something, I didn’t have any point of reference as to where to look.There’s nothing more satisfying than revealing the cards only for someone to see you about to put a teaspoon in their microwave, and to hear the groan (and possible expletives) that head your way. And having had the opportunity to play Libertalia: Winds of Galecrest in the company of friends I can honestly say that I prefer this game as a multiplayer experience. As with any solo board game experience worthy of its salt, in Libertalia: Winds of Galecrest the mechanisms and turn structure remain intact compared to playing the game multiplayer. Functionally, I think it could work since the way the (dual) Automa takes its turns is very straightforward, although there would need to be some tweaking of the language in the Automa deck to determine which player was being targeted. One thing Paolo Mori worked on improving for this release was the two-player game, which was somewhat bland in Libertalia.

Which we’d completely expect because with the simultaneous selection during each day of every voyage. Since most of the decision-making is simultaneous, the game moves at a quick pace, and it’s very fast to set up and put away.It won’t please fans of heavier strategy but for everyone else, with its simple rules and bright components, it makes for a fun-filled outing to the high seas. The artwork is completely revised and, as I said earlier, I like the two sides of the board reflecting the gameplay. There’s pushing and shoving, trying to be first in the line so that you can be the first to take your daytime action, especially if you have a card that affects the loot available. Night abilities happen at the end of every turn where that character still resides on your ship, which is a fancy way of saying “the table in front of you.

However Pilferer doesn’t gain coins, use abilities or gain loot tokens, it simply removes a loot from the day’s findings. I never played the original, but heard great things about it, and I am excited to play this fine-tuned version! We also do not accept products that are intimate or sanitary goods, hazardous materials, or flammable liquids or gases. The cardboard doubloons are fine, I would’ve liked a few more but only because I take the coins for things like Loot tokens as I go which depletes the stash a little.As I mentioned, I’m not a huge fan of pirates as a theme or rather the Pirates of the Caribbean depiction of these seafaring raiders.

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