Minion Games Dead Men Tell No Tales Core Game

£12.915
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Minion Games Dead Men Tell No Tales Core Game

Minion Games Dead Men Tell No Tales Core Game

RRP: £25.83
Price: £12.915
£12.915 FREE Shipping

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Description

At the start of a player’s turn, they search the ship. Searching involves drawing the top tile from the pile and adding it to the ship. Doors must be placed in a logical manner, and a token is drawn from the bag and added to the tile. A die is also placed on the tile (usually starting at a specific number) to represent the fire level of the room. A player can take 5 actions on their turn and may repeat the same one. Since the artwork is so busy, it’s not as easy as I would like to identify where doors are. To solve for this, there are two blue pips printed on either side of the door to help identify, but even they can get lost in the busy artwork. I do love how thematically illustrated Dead Men Tell No Tales is and the artwork serves the function, just not as well as it could. To win the game, players must find all the treasure tokens and remove them from the ship and escape. Dead Men Tell No Tales ended up being a fun cooperative board game that’s already made it to our tabletop a few times. Because there are so many things to do in the game, I feel like it almost has a puzzle nature to it. The game is not easy to win and will definitely offer up a challenge. Expect to lose this one in the beginning, especially when playing on the harder difficulty levels. In my opinion this game is definitely worth a buy if the type of game you’re looking for is a deep co-op experience that can be played in under an hour and thirty minutes, that has the depth and complexity to be more than a gateway game but, not so heavy it takes a whole evening or weekend to play. In my opinion one of the biggest justifications I look for with games is re-playability and this has it in abundance. No two games ever feel the same and the strong player interaction really promotes the feeling of a true co-operative experience, something that isn't always guaranteed.

Fight Fires-The active Pirate reduces the value of the fire die in their room by one point for each action point spent on this action. If the die is lowered to below one pip, the fire is extinguished and the die is removed from that room.We recently reviewed Atlantis Rising, which replaced Pandemic in our collection on the basis that we found worker placement a more interesting primary game mechanic than set collection. I find myself pleasantly surprised to say that Dead Men Tell No Tales will be sitting right next to Atlantis Rising in the WMTG game collection. I really enjoy the sense of exploration and discovery while rushing through the ship. There’s a constant sense of rising danger that can only be reduced with effective teamwork. The goal of the game is to find and recover all the loot tokens from the ship. This will be anywhere from 4-6 tokens depending on difficulty level and player count. Even though Dead Men Tell No Tales seems to borrow concepts from those games, I still feel like it’s different enough to stand on its own. One mechanic I really enjoy is the way the fire is handled. Each room has a die that signifies its fire level. If that die ever reaches six, the room explodes while destroying everything in it. Furthermore, the fire in all adjacent rooms are increased by one. Some rooms even have powder kegs that will explode on a lower number. Players will have to manage their fatigue level, if it gets too high, they can die. Finally, Dead Men Tell No Tales does a decent job with its player scaling. I tend to prefer the game with 3 players as I feel like I have a bit more control over the board and the downtime is a bit less. At the higher player counts, things can get a little chaotic as the game state changes so much between your turns. Final Thoughts: The Revenge cards make things even more challenging for the players.

DMTNT has a wide audience, it is a co-operative game aimed at families over the age of thirteen and heavier gamers alike. The game is well designed boasting a lot of common mechanics that are easy to understand by both audiences but, the combination creates a depth and difficulty that provides an enjoyable challenge to frequent game enthusiasts. This is helped by a well written rule book and great artwork. Although it doesn’t state this to be a solo game, the game can be easily adapted by the solo gamer simply playing the role of more than one pirate. How To Play Do you and your crew have what it takes to make off with all of the treasure and live to tell the story? Or are you going down with the ship in Dead Men Tell No Tales? So the obvious move is to always be lowering all the fire levels, right? Well not necessarily. When you draw the Skelit Revenge cards at the end of your turn, some will have you increase all the fire dice matching the drawn number by one. So if you’ve been working really hard and lowered half the dice to a 3, well now all those dice are increasing by one. It almost behooves you to keep your fires at different levels to avoid something like that from happening. After giving Dead Men Tell No Tales a few plays, I could definitely see an influence from some older cooperative games. Dead Men Tell No Tales feels like a mix of Pandemic and Flash Point: Fire Rescue. And that’s not a bad thing. Both are good co-op games that have their own hits and misses.Lastly, what happened to Jeff Petersens “Family of Gamers” series? This was something I was going to start on BGG and still might. My problem revolves all around the resources required to maintain a blog like that. BGG has a voted age of this game to 8+. Do you feel this to be an accurate age rating or is that swayed by the fact that it is coop and someone can provide input? The actions don’t seem to be too complicated but they never do on the surface. The depth of a game is where the 10-12 age group has a harder time understanding. They see the surface and that’s as far as they get. With all those demands on a player’s actions, it really made me enjoy how there are quite a few ways to lose. This forces players to balance out their actions and not just focus on a few. I’ve lost Dead Men Tell No Tales in a couple of different ways, this game can really keep you on your toes, especially at the harder levels. Players can freely swap out items cards (for an action) on their turn. Walk: Move to an adjacent room. If the room has a higher fire level than the room you’re leaving, you take the difference in fatigue. To summarise, ultimately I think for a game to be worth buying everything else can be ignored if the following two criteria are met, did I have fun when I played it? And do I want to play it again? If both those are a yes then its worth time and money invested into it. Final Thoughts

My favorite aspect of the components has to be the artwork. From the inferno on the ship tiles to the well drawn pirate cards, I found the artwork to be both thematic and engaging. The artwork was not only visually pleasing to look at, but also done in a way where it doesn’t interfere with actually playing the game. Props to illustrator Chris Ostrowski on a job well done! Skelit’s Revenge. The most feared ship on the high seas… you’ve finally overtaken it. Captain Fromm and his skeleton crew have amassed a massive treasure, and now is your chance to board and plunder it all! Trapped – If players ever need to place a new Room Tile but there aren’t any available doors to connect it to, they are considered trapped and lose the game. Klenko is an independent designer whose past work include dexterity games Fuse and Flipships, along with espionage strategy title Covert and the compact Pandemic experience Rapid Response. If you ever move into a room with an enemy, you must immediately fight (not an action). This involves rolling a die and adding the result to your battle strength. If you roll equal to or greater than the strength of the enemy, you kill him.Take Pirate Actions –With the exception of Lydia Lamore who has six, each Pirate has five action tokens that are spent to resolve actions. The studio said it will not be touching the rules for the base game, instead focusing its resources on a broad art pass aimed at updating most major elements - tokens, ship pieces, player boards and cards among them. Senior producer Dan Bokanowski mentioned in a BoardGameGeek thread that the reprints will also slightly change the shape of the box to a larger square, add fire and explosion tokens from the expansions into the base game and - perhaps most exciting to players - swapping the pirate meeples for the miniatures that were originally in a separate expansion. If enough treasure tokens have been destroyed (due to room explosions) that you can’t meet the game’s goal.

Any actions not used can be given to the next player for them to use on their turn. After all players have taken their turns all actions are returned to each player meaning at the start of each new round every pirate starts with their full action allocation unless a card or penalty instructs otherwise. Co-operative games often attract families, and the popular-with-children pirate theme doubles that appeal. The 13+ age guide should certainly be interpreted liberally; savvy whippersnappers aged nine and up make more than capable crew members. However, this is by no means an entry-level option as play feels intermediate rather than beginner, so don’t expect any cabin kids to go it alone.Dead Men Tell No Tales is a cooperative board game for 2-5 players that plays in about 60 minutes. Dead Men Tell No Tales plays best with 3-4 players. Game Overview: In my opinion this game is definitely worth a buy if the type of game you’re looking for is a deep co-op experience that can be played in under an hour and thirty minutes, that has the depth and complexity to be more than a gateway game but, not so heavy it takes a whole evening or weekend to play. In my opinion one of the biggest justifications I look for with games is re-playability and this has it in abundance. No two games ever feel the same and the strong player interaction really promotes the feeling of a true co-operative experience, something that isn’t always guaranteed.



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