Table feel
Moderate level of interaction with a mix of direct and strategic confrontation.
Players
2-4
Time
30-50
Age
6+
Weight
1.33
Rating
6.19
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation.
Captain Black has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn, providing a balance between accessibility and depth. Overall, Captain Black has a strong replayability score of 7.78 out of 10.
The final luck score for Captain Black is 6. The game has a notable but not exclusive impact of random elements on the game outcome. While there is some room for players to influence or mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
Captain Black is a cooperative board game with an electronic game master and a 3D pirate ship. The goal is to protect the pirate ship of Captain Black's ghost against all dangers and reach his treasure island in a given but unknown number of rounds. After assembling the pirate ship from the box and provided parts, you select the difficulty and activate the figurine of Captain Black's ghost, the electronic game master. A player round consists of rolling the die, moving up to the rolled number of spaces on the ship with his sailor, moving and activating the Captain, and solving the present or announced tasks at the location: fighting pirates, sea creatures, rats, fires, leaks or some mini games: blind snatching of items, throwing cubes, push ups/knee bends, etc. If all of these tasks are solved before night falls (i.e., the number of rounds is reached), the sailors have won; if night falls or the ship sinks or is seized by the pirates, the game is lost. The Captain is powered by batteries and directed by plastic platforms on each ship location. The output is acoustic.
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