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Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
Eleanor & Park
Eleanor & Park
Rainbow Rowell | 2016 | Young Adult (YA)
A love story that is not a love story, but is a love story with lessons sometimes everything falls into place as you want it and yet can somehow.

The most confusing sentence I will ever form about book. I loved Fangirl, so it was no trouble picking this up the next time I went to Barnes & Noble. Everyone told me how much they loved this book while I was reading Fangirl and though it has sat in the stack of books for months waiting for me to pick it up yesterday felt like the day to start.

I could not put it down.

Eleanor is not perfect. She is not skinny as a twig, instead the beautiful thickness of the oak itself. She has hair the brightest red you could ever think of that curls at every chance on top of each other and freckles to match on the pale skin. If that was not enough she dresses in such a manner that demands to make her be noticed if you somehow looked over her curly mop. In short, Eleanor is not your typical girl in books. I've realized I've said this before. I really truly mean it as I do each time. Eleanor is not the heroine who discovers powers. Eleanor does not magically win anyone over because she suddenly alters changeable things about herself. No, she remains true to herself through the story. She is hardly ever able to accept the good since she has only known awful.

Awful tends to weed back into her life, no matter how much Park could pluck it away for a short time.

Park is one of those people who is there, yet is not there. He is not popular, but he is not unpopular. He skims by with little to no effort. If it was not for his father being a Vet, if it was not for his family always living in town since before it was a town, then Park may not have had it so easy. He would have gotten more crap about being 5'4" and slender. He would have gotten beat up for being half Korean. Not a lot happened to Park. Girls were few. Millstones were slim. Everything was this nice norm where he had little worries. His biggest worry was learning stick. Until he sees Eleanor because then it becomes an uphill battle worrying if he will keep is so-so status or not all with Eleanor suddenly being dropped his lap. He’s never felt much of anything. Never felt good enough. Never felt bliss. Never felt it all made sense. She changed that, even if she frustrated him to no end with how she talked and acted. It all changed. Though even he remained the same.
  
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Back in the Motherland by Leonard Cohen
Back in the Motherland by Leonard Cohen
2011 | Rock
1.0 (1 Ratings)
Album Favorite

"I’d always quite liked Leonard Cohen, but when he died we’d just started making this record and that sent me into a deep Cohen shaped hole. It also came at a time where I felt quite lost as a songwriter and we were still trying to figure out what we wanted to do with this record. “That was about eighteen months ago and he really helped me to rediscover my voice I think. He reminded me how important it is to be yourself - to be cynical, to be dark, to try and be sexy, to put all of yourself into what you do, to be idiosyncratic, unique and personal in your approach to songwriting. I was in the midst of trying to write about quite universal themes and attempt to be as universal as possible and I think I maybe lost my way a bit, but he helped me to rediscover things. “He’s just so clever as well. If you’ve got a broken heart the second verse in ‘Take This Waltz’ is so good, I love how he can take a really simple sentence, switch out one word and completely flip the meaning; “There's a concert hall in Vienna where your mouth had a thousand reviews”, that’s so evocative and he does that all the time. For this record it got me into the habit of writing entire songs before the music, I’d write an entire lyric before I had any melody, which is actually what I used to do when I was eighteen. Then I could try and focus on trying to be funny, cynical and as honest and personal as possible. “I guess it’s like the difference between a book and a film isn’t it? People often ask me why I don’t like poetry or read it and it’s because I find it really hard to bring it to life, I’d much rather listen. A lot of my friends say ‘you’re so obsessed with lyrics, why aren’t you interested in poetry?’ but for me they don’t really come to life off the page. Leonard Cohen is a poet, but its poetry set to music and he brings it to life. For me, he’s more relatable and easier to connect with than Bob Dylan, you know what he’s talking about, but he does it in a very clever way. “I chose this song because I had a broken heart when he died. I was almost listening to it as poetry more than a song and actually it’s not my favourite song of his, but in the second and third verses, he talks about people being sentenced to death by the blues and it’s really evocative. I’m sure I wrote ‘Young American’ because of him, that was the first song I wrote for the record and that was lyrics first and then put to music, because of verses like that. I was trying to be naked in my approach to lyrics"

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