Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Description of the game play from co-designer Michail Antonow: The board shows the Caribbean in the 18th century. Six pirate ships lie in wait on sea, ready to pillage the rich ports or to rob the booty from other ships.
Core mechanisms
Key systems that shape the decisions players make.
Action Queue
Place actions into an ordered queue that resolves now or on later turns.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Auction/Bidding
Bid against other players to determine who receives an item, action, or priority.
Pick Up and Deliver
Collect goods at one location and transport them to another for rewards.
Simultaneous Action Selection
Choose actions secretly or concurrently before revealing them together.
Read the full game description
Description of the game play from co-designer Michail Antonow: The board shows the Caribbean in the 18th century. Six pirate ships lie in wait on sea, ready to pillage the rich ports or to rob the booty from other ships. The sea is divided into spaces. Each player is in possession of three safe havens, marked in his color on the board. If only two or three players are playing, the safe havens in the vacant color(s) are treated as normal sea spaces. The aim of each player is to lure the pirates to deliver treasure crates to one of their own safe havens, and not to the safe havens of the opponents. The pirate ships do not belong to any player. That is why the players must bribe the pirates each time they want a pirate ship to act on their behalf. And what is the greatest temptation for a Caribbean pirate? Rum of course, barrels full of rum! In every round the players try anew their best to bribe the pirates. The player who has offered the most rum to a ship gets to move that ship as many spaces as the number of barrels shown on the bribing chip. An active ship can (a) rob a crate from a port or from another ship, (b) reach a crate over to another ship, (c) swap crates with another ship, and/or (d) deliver a crate into a safe haven. The aim is to have the most doubloons at the end of the game.