ABG All Board Games
Pirate King box art

Pirate King

Players

2-4

Time

?-?

Age

8+

Weight

2.32

Rating

5.60

Fit

Teach 2.9

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 2.5

Luck-sensitive

Table feel

The final interaction score for Pirate King is 7.4, indicating a game with a moderate level of direct confrontation and strategic depth. Players must frequently be aware of and react to each other's strategies, but there is less emphasis on cooperation.

Replay value

Pirate King has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Pirate King has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.

Overview

Pirate King is a game where players take on the roles of pirate captains. Players sail around the Caribbean trying to become the Pirate King by smuggling cargo and capturing territories. Players set sail by choosing how far they would like to move each turn and roll a d12 to determine how far they will move. Rolling too low or too high will cause a player to overshoot or undershoot his or her target, but a good roll will hit a player right where he or she wants to go. Wherever a player lands on a territory, he or she has choices to make about what actions to take, whether that be to capture the port, pay the owner a dock fee, or attempt to wrest control of the port from the current owner. Players draw cards that have good or bad effects on the Pirate's Booty or Captain's Log spaces, and further spaces have effects on players Players gain points by holding territories, having Great Treasures, or by defeating the Commodore. The game is over when a player has 16 points.

Media

No media imported yet.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Credits

Designers

1
Flaster Siskin

Artists

1
Cliff Cramp

Publishers

2
FlasterVenture LLC Temple Games, Inc.

Linked items

No linked items imported yet.