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Dan Poole
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Plunder » Forums » Reviews
A Fine Pirate Game
Plunder is a neat pirate game for 2-4 players that is basically all card-based. The map is slowly constructed over the course of the game by playing cards which either represent ports, coastland or open seas. As the game progresses, the map will look something like this:

(image by kracken)

A players moves his ship token around this ever-expanding world looking for merchant ships, which are also represented by cards:

(Image by vetinari7878)

Once a merchant ship is found, you can attack it; you go through several steps to see if you capture the ship and its booty. Some ships will try to flee. If not, or if you catch up to it, then you broadside then attempt to board. All this is done by comparing your cards to the other ship's stats. All cards have a numerical rating which are discarded to overcome certain requirement numbers. For example, an attacked merchant ship may have a cannon rating of 4; therefore, during the broadside step, you have to discard a 4 or higher card to win this phase of combat. You can also try attacking other players' ships and ports. Note ships/ports are of certain nationalities which then become your enemy when attacked.

Once you successfully plundered a ship, you can take the ship as your own or sell it for gold in port. You also take its plunder and sell it in port. Note you can only sell plunder in a port of a nationality in which you own a letter of marque. Also note you can trade legitimately by purchasing cargo at one port and selling it for more at another (boring, yawn).

You can also have a first mate (though you have to pay him every turn along with your crew). He will incur special abilities.

Your ship is also represented by a mat:

(image by vetinari7878)

Your default ship is a pinnace, though this can be upgraded with a plundered ship as mentioned above.

There are event cards which make the game more interesting and less predictable.

Set Up
At the beginning of the game, each player is given 5 silver, a ship, a ship mat and a hand of 6 cards.

The Tortuga card is placed at the center of the table with 4 Open Sea cards placed surrounding it.

Game Turn
1. Resolve Endcounter: resolve any encounter that was given to you by another player last turn.

2. Pay the Crew and First Mate. Mutiny occurs if you forget to pay the crew.

3. Travel and Scouting (resolve in order)
a. Scout (Optional): play a Map Card if your location has a blank side.
b. Move: May move 1 space if doing so leaves you with 6 cards or less.
You must stop moving if you enter a port or coastland space.
c. Draw: If you moved 1 space, you must now draw card.

Repeat steps a-c if possible/desired

4. Act: You can do 1 of the following:
a) Play an Act card
b) Trade if you are in port. You may buy and/or sell plunder or legitimate trade.
c) Attack either a merchant ship, pirate ship or another player.

5. Play an Encounter (mandatory): Give a card to the player on your left for them to resolve during their encounter phase. If it is an irrelevant card (i.e. a Map Card), it is discarded. If it is an Event card, they must resolve it (i.e. Reefs, Kraken etc)

War can be declared between 2 countries which then enables players to obtain a Letter of Marque from one of these countries (the other faction automatically becomes your enemy),

The first player to reach 60 silver wins

My overall Ratings:

Theme: 9 The game feels and plays like a pirate game. It is certainly not a "pasted-on" theme.

Mechanics: 7.5 I love the exploration aspect where cards are used to create an ever growing world. I don't like knowing the outcome of combat against non-player ships before it even starts (i.e., you have all the right cards lined up in your hand). There is a dice rolling variant that helps add a little more uncertainty to combat outcomes. Now obviously if you attack another player, the outcomes are totally unknown until they are resolved.

Strategy: 7.5 There is obviously luck, since it is a card game. Nonetheless a lot of planning and careful decisions have to be made regarding carding card management. i.e., do you keep a juicy card for its text, or do you use it for its high numerical value?

Rulebook: 7 A little ambiguous and unclear at times. There is a revised presentation of the rules here in the files section that is more clear.

Artwork/asthetics: 7.5 Everything is paper of course. A lot of people like using plastic ships, but then they won't fit in the box. The box itself is shaped like a neat little treasure chest. Everything packs in there fairly well. The artwork on the cards is subtle yet tasteful. The cards themselves are of average quality. The flags, goods and money chits are of nice cardstock.


Overall Factor: 8.0
This is my favorite pirate game. The new Blackbeard was less than satisfactory for me (I actually prefer the original). There is not a lot of flashy bits here. Just some cards, chits and paper mats and ships. Nonetheless, the game is a lot of fun. I really like the exploration factor; the world starts off as Tortuga and 4 open sea areas. As the game progresses, the world unfolds as new cards are layed down. This ever-changing map makes for a different game every time.

I don't like the fact that combat with non-player ships is almost always predetermined before you even engage. Therefore I like the variant here adding a d6 roll to the outcomes. I also don't relish the fact that all "random" events (exception: the storm card) are controlled and played by one player onto another player. On the other hand I understand some of this is necessary, since a lot of events are situational (i.e., a pirate must be in port etc.). There are advanced rules which allow you to control fleets of ships, but to me these rules bog the game down without really adding much.

Lastly, and sadly, this game is out of print. There could have been so much to do with this game with regards to a higher quality reprinting, expansions etc. Nonetheless, if you like pirate games and can find a copy of this little talked about gem, I say get it without hesitation!!
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Nice review of a great game. I would say though, maybe work on your structure near the middle of the review. I had a hard time keeping up.
Dan Poole
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Quote:
work on your structure near the middle of the review.


I know exactly what you are talking about. My goal in reviews is always to give a synopsis without regurgitating all the rules. I hate reading reviews that do this (and I have been guilty of doing this I admit). For me, the art of a good review is to summarize key points succinctly and clearly; however, with more complex concepts, my brevity sometimes becomes chaotic. aAgreat example is David Lynche's "Dune." A potentially great movie that was compromised by cramming too many complex storylines and history into a several hour movie. Anyways, thanks for the heads up, and as always, I try to improve each review :)
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voynix wrote:
Quote:
work on your structure near the middle of the review.


I know exactly what you are talking about. My goal in reviews is always to give a synopsis without regurgitating all the rules. I hate reading reviews that do this (and I have been guilty of doing this I admit). For me, the art of a good review is to summarize key points succinctly and clearly; however, with more complex concepts, my brevity sometimes becomes chaotic. aAgreat example is David Lynche's "Dune." A potentially great movie that was compromised by cramming too many complex storylines and history into a several hour movie. Anyways, thanks for the heads up, and as always, I try to improve each review :)


I'm afraid I'm rather more guilty of regurgitation of rules than you are. But I do try to keep them short without sacrificing order. I think that summarizing the rules helps anyone reading the review understand the gameplay.
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