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Pirates of the Caribbean: Dead Men Tell No Tales (2017)
Pirates of the Caribbean: Dead Men Tell No Tales (2017)
2017 | Action, Adventure, Fantasy
Also known as "Salazar's Revenge" (instead of "Dead Men Tell No Tales") in certain circles - I think maybe Dead Men is the American subtitle? - this is the fifth Pirates of the Caribbean film, with Johnny Depp again reprising what is (for me) his most iconic role of the Pirate Captain Jack Sparrow.

This ties itself closer to the original trilogy than the last entry ("On Stranger Tides"), with the return of certain key characters from that trilogy 'bookending' the plot, and with a close familial tie to one of the key characters of this.

Indeed, we're also back to basics with the plot of a supernatural threat to Sparrow, and of his wish to reclaim the captaincy of the Black Pearl (his ship), ALONGSIDE the return of Captain Barbossa (yet again)...
  
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.
  
Butterfly Islands (Chronicles of the Twenty-One Butterflies Book 1)
Butterfly Islands (Chronicles of the Twenty-One Butterflies Book 1)
Chris Seabranch | 2016 | Science Fiction/Fantasy, Young Adult (YA)
8
9.0 (2 Ratings)
Book Rating
Girl pirates (4 more)
Magic
Quests
Amazing setting
Action & Adventure
Girl Pirates, Treasure, Sword Fights, and Adventure! Yes, please!!!
I read this book because the Kindle version was offered for free on Amazon.
I didn't know what to expect and I honestly thought it was going to be a failed version of some of my most loved pirate stories. But because it featured female pirates, I knew I HAD to read it! And, girl, am I glad I did!
This is the first of a series of 5 books and it did not disappoint! This book had action, adventure, life changing decisions, sword fights, a treasure hunt, pirate ships, and even a couple villains that I ended up truly hating.
The story begins with 15-year-old Casey fleeing her marriage to a much older, very cruel man, which was arranged by her abusive step-father. Casey struggles with leaving because she knows what horrible fate awaits her mother at the hands of her step-father.
As Casey makes her escape, in her wedding dress, she is easily trailed by the very sadists that insist she make good on her step-father's arrangement. Casey runs deeper into the jungle and is rescued by the Twenty-One Butterflies just as the dogs are loosed on her.
Once she observes the ways and learns the values of the group of women that are the Twenty-One Butterflies, Casey makes yet another life-altering decision to join them.
Adventure, danger, training, sword fights, and sisterhood ensue as Casey embarks on her journey to become a Twenty-One Butterfly.
I fully intend to continue the series and discover Casey's fate as well as the fates of the rest of the Twenty-One Butterflies!
  
FS
Fast Ships, Black Sails
6
6.0 (1 Ratings)
Book Rating
I meant to write this review with the book in my hands, which is really the only way I can properly review any anthology. Alas, the volume had to be returned to the library before that happened (and before that, Sam was enjoying it). As it is, some stories just didn't register strongly enough for me to remember them.

On the other hand the stories I do recall were really, really good, and if I could rate them on their own they'd get 4s and 5s.

I'd read Elizabeth Bear and Sarah Monette's "Boojum" online, but it was so good that I read it again. I adore their work (individually and together). That story was actually the only reason I even considered reading the book, as I'm not really much of a pirate fan. I'm not into too much darkness in my leisure reading, and I don't like antiheroes.

Next, "Pirate Solutions" by Katherine Sparrow was so good that I insisted that Sam read it. RIGHT THEN. I think Katie would have enjoyed it, too. It should be added to the "poly culture" lists. I'll be looking for more of Sparrow's work!

Naomi Novik's "Araminta, or, The Wreck of the Amphidrake" was all right, and I do remember it. It just didn't really toast my bread—possibly because I found Araminta to be an annoying brat.

"Elegy for Gabrielle, Patron Saint of Healers, Whores and Righteous Thieves" by Kelly Barnhill was absolutely lovely. I can't describe it beyond that without spoiling it for you, which would be criminal.

Carrie Vaughn managed to make me cry with "The Sea Nymph's Child." It was especially poignant to me right now, at this point in the parenting process.

We may well end up buying a copy of this one. It's certainly worth the cover price!