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SeaRovers is live (Buccaneers setting sail)

Update: SeaRovers has launched on Kickstarter and the campaign will run for 20 days. You may pledge for a copy of the game. A limited edition artist's proof is also available.


Our preview post below was published on November 2.

 

If all goes well, since the relaunch of the game has been postponed several times, SeaRovers will go live on Kickstarter on November 4. This is a 1-4 player hand management and dice rolling game in which you play as a notorious pirate of the Caribbean at the end of the 17th century.


(Update Nov. 4: Launch postponed for a later date this month).

Image source: BGG

You will begin the game by choosing your pirate and their vessel, and receiving a set amount of doubloons, 5 Attack cards, one Haven card, and a hand of 8 cards from the main draw pile. The solo game lasts 10 rounds. At the start of your turn, you may either purchase a card from the market or draw a card from the main deck. The Hurricane marker is initially set at 1, and you have to roll the dice to determine the direction of the wind. Then, you play cards from your hand by paying their cost to activate them. Some cards can be used to assemble vessels and equip them with guns and crew.


To move your ship on the map, you have to check the nautical skill of your pirate and the direction of the wind, and roll the dice. Depending on the result, you will be moving ahead that number of hexes. To gain booty, you can try to resolve your Attack cards by sailing to the point mentioned on each card. The attack is performed by rolling dice for both sides. If you succeed, the Attack card is replaced by a new one, otherwise it stays on the table. To win the solo game, you have to earn six doubloons by the end of the tenth round.




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