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

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Finally, the “Night” phase occurs, where all characters in a player’s den having Night powers my execute them. These powers execute each day, so some of these Night powers can be pretty beneficial. Pirate games need treasure, and Libertalia gives treasure collection its own phase. Your crew’s abilities will be played from lowest value to highest (typically higher numbers have stronger effects), but you collect booty from highest to lowest (assuming your crew survived the day). When the Saber is taken you must choose a character from an adjacent player's den and discard it if possible.

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.” Through all the phases players are trying to obtain doubloons. The player with the most doubloons will win. Doubloons are scored at the end of each campaign, after which players will start the next campaign with 10 doubloons, just like the start of the game. If you enjoyed the original Libertalia or like games with lots of interaction give Libertalia Winds of Galecrest a try. It plays differently every time you play and if you don’t mind a bit of chaos is fun every time too.

Object of the Game

The richest player at the end of the game is the winner. With their help, The author would like to thank, Libertalia will come to life! I can't remember the exact moment, but I think in season 2 he just really lets his anger get the best of him, beating people up on the sidewalk for the most trivial stuff. Just his explosive temper,... With the recent reprint of Libertalia, Stonemaier Games has also provided a new Automa for solo play, which is what this review will cover. I’m quite new to the concept of solo board games but I’m really enjoying it. It's great for when I’m desperate to play a game but can’t gather enough people. Before Setting Sail That strange idiosyncrasy aside, the game is one of the best designed on the market. Gameplay is elegant. And once more it bears mentioning that the art design is second to none. Artists Ben Carre and Stéphane Gantiez have created a feast for the eyes, each character perfectly rendered to a degree that they could come to life right off the cards. The art alone inspires and supports the theme, and makes the game that much more enjoyable. Note: All crew must resolve as much of their actions as possible, even if disadvantageous to themselves or their controller!

The life of a pirate is free and open, and that’s reflected in Merchants and Marauders, an open world adventure board game where you’re able to choose your own path to victory. While historians probably still baulk at it, it’s easily the most real history-inspired game on our list. 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. The fortune of each player is equal to the number of doubloons in their den, to which are added the following sums: 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. For those concerned about replayability, don’t worry, while everyone starts with the same nine cards as each other, those nine cards are randomly selected each game.

Preparation for the next campaign

Each set of 3 treasure maps is worth 12 doubloons. Sets of 1 or 2 treasure maps are worthless as they are incomplete. Broadsides and Boarding Parties (1982) – a classic light, tactical game for two, where you command a pirate ships try to sink each other. This game could be #1 on either physical size (the pirate ships are a foot tall) or on nostalgia (old MB Gamemaster Series). Gameplay lasts about an hour. Great for family, casual, or avid gamers. The only other component is a board plus some tiles to place on it to vary the effects of the loot tokens. It’s double-sided, printed with player aids and everything is laid out in a neat and effective manner to help facilitate the gameplay. Rules and How it Plays

The art in Libertalia is telling you how good the game is, and it's not lying. This is a really smart game. It's tense and surprising and fun. What could be a simple game of blind bidding for the best prizes becomes a cutthroat power play with more depth than you thought you were going to find. Like with the regular game of Libertalia, there are lots of ways to strategise how you’re going to get the best loot and if getting the best loot is even worth it. Should you instead prioritise getting shipmates with night time or anchor abilities? Will that score more in the end? There is no set answer to those questions in this game, but there’s definitely plenty to think about. Libertalia: Winds of Galecrest is a game of reading your opponents at the table and working out what others might play. With the added spice of varying degrees of take that everyone at the table is invested with a good level of player interaction. The loot tokens are not only upgraded in terms of component quality, but also because they now have multiple ways to play with them, which helps variability. Adding more characters (and tweaking some originals) also improves overall replay value. Once everyone is ready, the players reveal their chosen crew members and place them on the cargo ship from lowest on the left to the highest on the right.

Resolve dusk abilities right to left with characters being placed on ships and receiving loot. The Pilferer card and loot is discarded. Loot is taken based on the priority list (unless stated otherwise). OK, I'll stop. Diarrhea jokes at a game blog? Gross. Just juvenile. Instead, I'll remind you to come to GenCon so I can sign your boobs.)

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