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Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
A Certain Threat (Merriman Chronicles #1)
A Certain Threat (Merriman Chronicles #1)
Roger Burnage | 2012 | History & Politics, Thriller
9
9.0 (1 Ratings)
Book Rating
Set at the end of the 18th Century just before the Napoleonic Wars, this follows the exploits of Lietenant Merriman. Injured in a battle with Barbary pirates he is given leave and returns to his family's home near Chester. He learns of a gang of smuggers who have taken a Customs ship. Before long he is summoned back to London and given command of his own ship to investigate this theft and also rumours of Irish and French involvement.

What follows is a cracking story that combines Naval adventure in the age of sail with investigation into the mystery around the loss of the Custom ship. Merriman is a strong lead character, a capable officer who looks after his men as best he can at a time when the navy was hard and brutal work, with many seamen ending up dead or injured on even the most routine missions. He is also relentless and imaginative, using the information and resources at his disposal to maximum effect to uncover the true purpose of the smugglers.

Burnage shows tremendous ability in his writing. The tone and dialogue feel very authentic, the characters well drawn and memorable. Every scene drives the plot forward or builds Merriman's character and there is a real sense of momentum and drama in the story. The descriptions of the naval encounters are a real highlight, exciting but clearly showing the danger that existed at the time, as well as the skill required by every member of the crew to ensure victory in any engagement.

Overall this was a terrific book and I would recommend it to readers of any age as a thrilling story. An easy 5 stars and an introduction to what promises to be a thrilling series.
  
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…?
  
Assassin's Creed IV Black Flag
Assassin's Creed IV Black Flag
Action/Adventure
I have to say Ubisoft truly redeemed themselves in my eyes with Black Flag. It seems they truly listened to the feedback from fans and Assassin's Creed IV was their heartfelt apology and I gladly accept it. I just finished the game and I loved every minute of it.

A Pirate's Life For Me!

The protagonist Edward Kenway is a great character because he starts off brash and a bit arrogant, but as his adventure continues he evolves into a smarter and more subtle man with a good heart. There are many other fantastic characters including some well known pirates; and lots of adventures on the high seas and around the vast world of this game. The main story is excellent and Edward is complex and interesting; he actually shows emotions and you feel the passion and bravado coming from him. The people he befriends are also memorable along with some pretty diabolical villains which makes for a great story all around.

There are also some great naval battles and here is where I sing the praises of the controls for the ship. They are 100% better than Assassin's Creed III. The controls are easier to use and respond faster too. You can upgrade the Jackdaw (Edward Kenway's ship) with some pretty spiffy hull armor, sails, rigging, weapons and be one hell of a badass with your glorious ship. You can even do some pretty epic battles taking down forts and taking them over. These battles are actually FUN. I know I cackled gleefully in delight as I took down a pirate hunter man o'war battleship and followed it up with an epic battle taking over a fort. It was refreshing to be genuinely enjoying a game and just having a good time with it.

Epic battles at sea are the best!

The world of Assassin's Creed IV is massive; there's lots to see and do and plenty of areas to explore. Sail everywhere in the game because there are so many great things to find such as hidden Mayan temples, ship wrecks full of treasure, and much much more. There are plenty of side quests and side missions to do too and some of them add a bit more to the story of Edward and company. You can even upgrade the various towns and even find new sea shanties for your crew to sing while you're on your adventures. And of course there's the downloadable content and multiplayer to add even more things for you to enjoy in the game.

Discovering new locations like this one is grand!
You do have your time in the real world too with our old friends Abstergo of course, and this aspect while brief is also quite fascinating because you can learn some pivotal plot points about characters from the previous game and run into a few familiar faces as well. I was a little thrown off that it was in first person mode, but the camera was very steady and it's only for a short time; so my vertigo didn't kick in thankfully. There are some brilliant plot reveals too in the real world scenes and there are some mini games here where you can unlock some item trophies and more information for your Animus database.

Remember these jerks? Oh yeah, they're still around.
After finishing it, you can continue the game finishing up any side quests you missed or unlocking achievements with the various mission goals. Overall, Assassin's Creed IV Black Flag is not just an amazing game; it's a great time for anyone who loves the series and enjoys an honest to goodness game about pirates, assassins, and tons of incredible adventures. I know I will be playing through it again because it was that much fun for me. If you haven't picked it up yet, what are you waiting for? There's adventure and glory to be had!
  
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Alanna (227 KP) rated Kingdom Hearts III in Video Games

Feb 19, 2019 (Updated Feb 19, 2019)  
Kingdom Hearts III
Kingdom Hearts III
2018 | Action, Role-Playing
Story (1 more)
Worlds feel bigger
Kingdom Hearts 2 was better imo (3 more)
The theme park mechanic is not very interesting
Too many/Too long cutscenes
No Final Fantasy characters
As someone who has played 3 of the previous games I was isanely excited to play this game. Unfortunately, I was quite disappointed. The game does not hold a candle to the second game.

One aspect that made the previous game great is that each enemy had timed reaction attacks that made each and every battle special. For example waiting for one if the organisation's weapon to drop so that you could use it. In this version it felt like a lot more button mashing or using the triangle reactions (which were given out too often) made this an easy game to finish. I only ever found one boss that needed more strategy.

I get that it's a game for all ages, new fans and old but I became annoyed at the cutscenes repeating the information from the last games when there is a theatre in the main menu telling you about the previous games. I found myself becoming impatient during the cutscenes wishing that they would hurry up with the new plot.

I feel like the voicing acting or the pacing of the scenes was slow and unnatural. I really disliked it this time around.

This is more of a personal issue but I was quite upset that they got rid of the final fantasy characters as well. I wouldn't have minded that they were not in any of the cutscenes but at least let them walk around their respective worlds


Otherwise, it is a visually stunning game and I have to applaud Square Enix for their Pirates of the Caribbean world which is my favourite.


If it's your first KH game then I would definitely recommend playing but I believe that KH 2 is better.
  
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Cat Danger Allan (29 KP) rated The Princess Bride in Books

Jan 27, 2020 (Updated Jan 27, 2020)  
The Princess Bride
The Princess Bride
William Goldman | 1973 | Romance, Science Fiction/Fantasy
10
8.6 (53 Ratings)
Book Rating
Top notch story telling (0 more)
Nothing. Nothing in this book could ever be bad! (0 more)
It is still my favourite book in all of the world. And more then ever, I wish I had written it
Contains spoilers, click to show
I watched the movie and loved how closely it related to the fairy tale in the book. We have Wesley and Buttercup who fall in love. However, when Wesley goes to make his fortune his ship is taken by the dreaded pirate Rogers, who never leaves a man alive. So Buttercup in her depression agrees to marry Prince Humperdink. One day Buttercup is kidnapped by a swordsman, a giant and the brains of the group. And so it goes.

This fairy tale has everything you could wish for. True love, a giant, a deadly forest, sword fighting, magic, pirates. You name it, its probably in there.

But what makes this writer so incredible. Is the abridgement section. Goldman writes this as if he's talking about his childhood story, alas this is all a fairytale too. The introduction where he talks about getting a copy of this book for his child's birthday like his father had done for him is one big hoax. He talks about removing all the sections and chapters from the book that never existed. He is just a great writer

The reunion scene he leaves an address to his publishers and promotes people to write in and ask for a copy of the scene. But this writer is so incredible, he replies back to these messages with a new fake story. It is all about how he is getting sued by Florin and cannot release the scene. If you would like to read the response I found a copy on twitter:

https://twitter.com/LettersOfNote/status/1063443712666161154?s=09

I just found that the storytelling was just so perfect, there was nothing you could not enjoy.
  
A Not So Dead Man's Journey
A Not So Dead Man's Journey
C. J. Jordan | 2019 | Science Fiction/Fantasy
6
6.0 (1 Ratings)
Book Rating
Needs a good edit/proof-read
The first book in this new author's series immediately throws the reader into an exciting Indiana Jones-style ruined temple where the main character, Alden, is searching for ancient magical texts.
From the end of this scene, however, the tone changes dramatically as Alden returns home to a painfully dull and twee life with his wife and daughter. This section is laboured and very dull, going way beyond setting the scene and embedding the characters.
Alden is then thrown into a new quest as he is kidnapped by pirates and taken far away to take part in a magical ritual. From here, where the story should be hooking you and growing, the pace is all wrong and I felt like I was the one taken prisoner by this book.
Alden goes through something of a transformation (which is not explained in any way, but that is largely fine) and having been away for 10 years he travels home.
A number of things about the story are just absolutely implausible, and inconsistent. Characters who have barely met, let alone like each other are suddenly best friends with so many fond memories. Magical abilities are suddenly revealed which would have been very useful earlier in the story. And the underlying plot needs a lot of work to thrash out the details and character motivations.
The author's narrative tone is quite charming, but a little twee for some of the darker sections of the story, and the character's thoughts are quite irritatingly thrown in and generally add little of substance.
The writing needs a lot of work, there are so many spelling errors and grammar crimes. And the punctuation is all wrong as well, which may sound pedantic but at times it does throw the reader off and make them question what the sentence meant (see "helping your uncle jack off his horse").
I am convinced there is a good story in here somewhere but it needs a really thorough proof-read and substantial editing.
  
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Heather Cranmer (2721 KP) created a post

Jul 12, 2022  
Author Chris Mullen stops by my blog with an interesting video interview. Give it a watch, and read up on his young adult Western historical fiction novel ROWDY: WILD AND MEAN, SHARP AND KEEN. There's also a great giveaway for a chance to win autographed copies of the Rowdy series books and a Rowdy t-shirt!

https://alltheupsandowns.blogspot.com/2022/07/book-blog-tour-and-giveaway-rowdy-wild.html

**BOOK SYNOPSIS**
Thrust to the mercy of the Mississippi river, thirteen-year-old Rowdy floats safely away as he watches the smoke rise from his burning farmhouse. Now alone in the world, his perilous journey of survival begins, challenging and shaping him into the young man his father would want him to become.

Pulled from the waters, he is given a chance by a lone river Captain and his mate. Rowdy has grown strong working the river but must use his wit as well as his strength to confront a bullying crewman and survive a surprise attack by river pirates.

Growing up on the Mississippi river was a start for Rowdy, but Dodge City, Kansas proves it has its own challenges. He was warned not to get entangled with Patrick Byrne Byrne, Dodge City’s most powerful rancher. Unknowingly crossing Byrne, he faces life and death decisions. Rowdy's only option is to run.

Survival is what he has come to know all too well. His escape across the plains nearly claims his life. Through a stranger's help, Rowdy recovers and finally discovers Lincoln, New Mexico, and acquires a new friend along the way. Rowdy is settling in when hired guns sent by Patrick Byrne find and confront him. Blood, bullets, and tears bring Rowdy's world to a showdown. Fighting for what was right is his code, living life for others becomes his way, and staring danger in the face is what he must do if he can truly be Wild and Mean, Sharp and Keen.
     
Pirates of the Caribbean: Dead Men Tell No Tales (2017)
Pirates of the Caribbean: Dead Men Tell No Tales (2017)
2017 | Action, Adventure, Fantasy
Hilarious (2 more)
Great Cast both old and new
New Pirate legend to give the plot a direction
Some of the comedy feels forced (0 more)
One of the better installments
The 5th film in the Pirates of the Caribbean franchise, certainly had a lot to live up to and some things to make up for after the previous two films didn’t do as well with the critics. With a few of the original cast returning, and some fresh new faces to join them, Salazar’s Revenge was always going to be intriguing, as the audience members such as myself, wanted to know what new fantastical story this new film would tell, what trouble had Captain Jack Sparrow gotten himself into this time, and what idiotic plan would he come up with to get himself out of it.

The new cast included the young and beautiful Kaya Scodelario (Maze Runner / Skins / Moon) as Carina Smith, alongside the also young Brenton Thwaites (Home and Away / Maleficent / Gods of Egypt) as Henry Turner, the son of Will Turner portrayed by Orlando Bloom, who returns to this instalment as only a minor character, but one that sets the film in motion. Both of these new young performers excel in their roles and deliver a performance that is reminiscent of their predecessors in the franchise. Watching these two was like watching Orlando Bloom and Kiera Knightly in The Curse of the Black Pearl, with moments that reminded more so of their evolved relationship in the Dead Man’s Chest. Though Carina and Henry are not (yet) together throughout the film, you can clearly see that their shared goal to reach a mysterious legend that may or may not be true, in honour of their father’s, brings them closer and closer and time goes by and events begin to unravel.

Our new villain, Captain Salazar, is portrayed by Javier Bardem (No Country For Old Men / Skyfall / The Sea Inside) and brilliantly portrayed at that. He’s menacing and ruthless, and very haunting. His goal is clear and he does not rest until he finds Jack Sparrow. This film franchise has seen plenty of cursed men chasing the drunken idiot Captain all over the world, but Salazar is one thing the others were not….he is not a pirate. In fact he is the exact opposite, he was a naval captain for the Spanish and hunted pirates. This was his life, and this was his curse. His hatred of Jack Sparrow runs deeper than any villain set before him and this is what makes the film an exciting experience.

My only issue that whilst it is hilarious and I continued to laugh, this film seemed to be bursting at the seems with jokes and gags which sometimes felt forced. Trying to live up to the humour of the first film, but instead of always being perfectly timed to the right moments now and then, it seems to be in almost every conversation. This doesn't ruin the film in any aspect, just something I picked up on.

The fifth film is, in my opinion, definitely one of the better of the franchise. It excels in being a hilarious, exciting, action packed fantasy film, which is great for an audience of almost any age. Being a Disney film, it is suitable for children under parental guidance and older audiences from the teenagers to the elderly.

The effects get better with each instalment in the franchise and this film proves it with some beautiful imagery of the seas and the events that take place. The films makeup and set design are also incredible and fantastic to witness, as we see new treasures and new ships that take you to a whole new world, right there in the cinema.

If you’re going to watch this film, which I highly recommend, then do so at the cinema because like most films, your experience with the film will not be the same if you don’t watch it on the big screen. I saw this film in IMAX and it was stunning and incredible and just an absolutely thrilling experience.

Salazar’s Revenge (or Dead Men Tell No Tales, as it’s known in America) is most certainly going to be one of my favourite films of the year.
  
Show all 3 comments.
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Connor Sheffield (293 KP) May 29, 2017

I was also cautious about it when it was advertised. I love the franchise but none of the previous 3 have managed to nail the charm of the first one.

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Christina Tsitlakidou (43 KP) May 30, 2017

I'll take your word for it :) going to watch it at some point during the week

YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).