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Pirate Games: Theme or Function?
- Jackwraith
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Two very different approaches to pirate games seem to embody the age-old Ameritrash vs Euro conflict.
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- Jackwraith
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Gary Sax wrote: M+M is a truly a savage and merciless combat system, like way more than most comparable AT games. I get why people aren't into it but talk about very real high stakes.
No argument there. It is extremely punishing. But that's kind of why I drove the comparison with Talisman. When you lose a combat in Talisman, you're dead. You have to start over and all your gear drops on the board and you start without anything you may have gained with that character. In contrast, death in M&M at least allows you to keep all the Glory (VPs) that you've gained AND all the gold that you've stashed. So, you're starting out with a new boat and without all the gear/crew you have had, but you're at least not completely starting over.
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WadeMonnig wrote: One interesting note is that Sebastian Bleasdale (Black Fleet) is a long time playtester of Reiner Knizia. It's hard to unsee Knizia's influence on the design (all in fantastic and pure gameplay ways).
Heh. That's a great point. In fact, Amun-Re probably would've been the better comparison, since it employs a card system roughly similar in terms of the bonuses that you can gain for that single turn, like the Fortune cards in Black Fleet. But T&E has combat, which Amun-Re doesn't, so I went in that direction.
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Gary Sax wrote: M+M is a truly a savage and merciless combat system, like way more than most comparable AT games. I get why people aren't into it but talk about very real high stakes.
Being able to pull off a boarding action and capture an opponent's galleon or NPC man o war when you have a sloop is one of the greatest feelings in the game.
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If memory serves, several of the captains, at least in the expansion, are loosely based on game company staff members, or at least their likenesses.
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jpat wrote: "The board represents the, you know... actual Caribbean region, from Cartagena to St. John. Many of the captains are very loosely based on actual historical figures who were present in that area . . ."
If memory serves, several of the captains, at least in the expansion, are loosely based on game company staff members, or at least their likenesses.
The expansion captains were playtesters and the like. I really dislike the expansion captains for that reason. That and the neckbeardy artwork.
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I've said it before, but if Christian reskinned his game to be in GW's Old World setting.....Sigmar be praised!
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Every player has a plastic treasure chest, where they keep their (plastic) coins and (glass bead) gems. They conquer ports and plant their flags. They can shore up the defenses at the ports they control. You hire crew and purchase cannons, and the crew tokens have great art. There are goods to ship and battles at sea, plus an NPC naval vessel hunting players for a bounty. You move your ship by aiming for a particular nearby space and then randomly determining how much the wind helps or hurts your movement. There are even curses and magic artifacts.
The game is designed for 2 to 4 players, but runs a little long for modern tastes, up to maybe 3 hours. With respect to this discussion, Pirate King is a triumph of theme and style over function.
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- Jackwraith
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It's a fun game, but at this point I like it in spite of its combat.
I really like Pirate's Cove too. It's the kind of pirate game that feels designed for me, with all its bluffing and double-guessing.
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So i tend to gravitate to the more focused games like pirates cove that just does 1 piratey thing instead of a much more complex game that tries to do it all.
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