|
Musings On...
Pirate's Cove (#4)
Jeremy: Do you remember
the good ol' days when you sat around a table with a giant multicolored
map of the world, rolling dice hundreds of times trying to conquer places
like Western Canada and Irkutsk? Well, I remember that game, and I
remember those times, and I left them behind long ago in search of better
games with better mechanics. So what am I doing playing Pirate's Cove?
This lavish production from Days of Wonder certainly looks wonderful with
an exquisitely illustrated board depicting a series of islands, and great
pirate ship pieces...and tons of dice. Pirate's Cove is a unique blend of
German mechanics, and American sensibilities (read: obsession with dice.)
And it works surprisingly well as players will move to islands and improve
their ships by way of simple and clever mechanics, then meet each other in
battle on the high seas, rolling dice till someone's tattered ship
high-tails it in surrender.
Shawn: I certainly do remember those days, except I live
in Western Canada. I just got ready to type 'I don't mind dice', until I
began to really think about that. And I realized I actually DO mind dice.
And sadly, I think the use of the dice in Pirate's Cove is a large reason
why. What, I have to role a 5 or 6 to hit? That's nice, I'll just roll
specifically with a short twist of the wrist and 4 shakes, and I should
roll that 5 if I planned the drop of the die properly. The dice add a
sense of luck and randomness to a battle, which I'm sure some are happy
with, however I think that's what I don't like about Pirate's Cove. Long
battles between two ships, that take longer than they really should.
Despite this, I think I might still like this game.
Tom: Dice
are the bane of some of my games, as I'll never forget a game of Axis and
Allies where my opponent rolled 6 "1"'s out of ten dice in a crucial
battle. And yet, at the same time, they have been a source of great
victories for me. I must confess that I'm not a fan of "dicey" games,
UNLESS there is a great theme and/or other strategies. For me, Pirate's
Cove isn't really about the battles; it's about choosing the right island
and more importantly about the theme. I can't name five games that have
more theme than Pirate's Cove. Whenever I play the game, even serious
people emit some "Arg, Matey's" every once in a while, and the cards,
board, and pieces all help promote this.
Shawn: I agree, sometimes I
actually don't mind the dice, like in Duel of Ages actually. And I think
theme is a heavy factor in that case. But you are right, it's the theme of
Pirate's Cove that probably makes me still like it. I will say I've only
had the pleasure of two games (but my copy just arrived today!) and of
those games I did not like the first, and almost liked the second. But I
still bought it! It's because I am a pirate freak. I have been since I was
little (I had every piece of Pirate Lego I could get my hands on). Theme
is strong in this game, and might very well defeat the dark side of the
dice. So the question is then, would I like it if I wasn't into Pirates?
My guess is no, unfortunately. I wonder if there are any other wonderfully
fun themes that could somehow be applied to this game. Star Wars with
Bounty Hunters maybe?
Morgan:
Pirate's Cove is so rich in color and texture that it is easy to get
consumed by the experience and not sweat the fact that you are getting
your ass kicked by bad dice. The mechanics are not complicated, in some
ways you might even say that the game suffers by its simplicity. There is
no elegance here, as this can be more or less lather, rinse and repeat.
What makes it worse is that the board gives the illusion of movement upon
first glance by having a map with a grid on it, yet neither mean anything.
There really is no sense in this being a board game at all, the islands
could be cards, the chests a counter on your mat, but without the board it
would fail. If it were any more abstracted, the game would be exposed to
show the flimsy machinations it relies on. While people knock the game for
being nothing but frosting, I say all hail frosting and the creamy
deliciousness of it all. For me, I look to games as a way to escape and as
a way to interact with my friends; this game's bilge is overflowing with
these qualities. What this game lacks in depth, it represents with a high
fun quotient.
Tom: I don't quite
understand why the mechanics of the game are thought to be so "thin". I
think that the simultaneous selection for the islands, the decisions when
and what to upgrade on your ship, and when to turn in your treasure all
add a layer of strategy to the game. But even if these mechanics weren't
in place, I would submit that the game was so much fun, and so thematic,
that nothing else matters much. If I want a game full of powerful
mechanics, and one that I can play with my gaming friends, then I'll play
Powergrid or Maharaja (sorry, Jeremy). But if I want to play a game where
shouting occurs, where poor pirate accents fill the air, or where, most
importantly, everyone has almost too much fun, then Pirate's Cove is the
first game I'd pull out.
Shawn: I will admit that the reason I bought the game was
mainly because it looked so amazing, I wanted it on my game shelf in my
living room. The look of a game really helps me break it out to my friends
and family, and I'm sure they will all like Pirate's Cove. My question is,
will it be a gut reaction to how it looks (like special effects in
movies), or will they like it because of more? Tom and Morgan have
illustrated a pretty picture of how much fun this game is and what it
induces in even serious people. I think a good comparison for this is
actually a movie about Pirates. Pirates of the Caribbean! It was fun, had
great special effects, pirates, very colorful, humor, and an awesome
pirate. The awesome pirate even got nominated for best actor because the
serious people even had fun! But wait… is anyone really watching it
anymore? I know even my brother, who absolutely loved the movie to death,
hasn't watched it since Christmas. And yet he still watches the Lord of
the Rings trilogy once a month. Does Pirate's Cove have staying power?
Morgan:
For me it seems silly to try and consider the lasting power of this game.
Because, Pirate's Cove relies so heavy on player interaction and theme
rather than on mechanics it relegates itself to an occasional play game.
It is like ice cream. It is yummy, but you just can't live off of it. This
game will never be a staple, rather it simply works as a diversion between
other deeper more intense games. That said, on the infrequent night when
you whip this puppy out, smiles will appear on everyone's faces. Tom had
mentioned that he felt this game's mechanics shouldn't be discredited. In
some ways I would have to agree, but only in that they facilitate the fun
rather than being particularly innovative. Pirate's Cove is more or less a
game of Raj or perhaps the second half of For Sale. You choose blindly, in
hopes that you intuitively guessed what the other players are going for.
Pirate's Cove succeeds in that rather than just taking what is sought
based on sheer numbers or might, i.e. higher property cards as in For
Sale, you have to duke it out -- you have to earn it. Sure the battle
system is overly simple, but it leads to intense little battles that you
can't help but care about. Why should you care? Because you just spent the
last couple of turns building up your ship like a character in an RPG. It
forces you to invest in your game. So when the cannons start firing do you
retreat, or do you hope to cut the bitterness of your injuries with the
sweet taste of your enemies suffering.
Shawn: What an excellent
explanation Morgan, you've made me look forward to playing my new
purchase, which I thank you for. You know, I don't think in my games much
thought was taken by way of building up the ships, more concentration was
placed on the cards available at the islands. Yes, the more I think about
it, the more I see a strategy to the game that isn't noticed at first.
Jeremy: I'm
with Morgan on this one (mmmm...icing!) When I first sat down to play
Pirate's Cove, I might've found myself a bit disappointed upon learning of
all the dice rolling I'd be doing, but any misgivings I had were quickly
forgotten upon actually playing the game. The "German" part of the game --
trying to outguess your opponent's in order to pick up loot and outfit
your ship -- makes for a good game, then the "American" part of combat
resolution using dice...I can't sit here and defend the intangible
"fun-factor", I just know that every time I have played Pirate's Cove,
that fun-factor has been there. Maybe enough "German" to keep me happy,
and enough "American" to please my mass-market suckled non-gamer buddies?
Whatever the case may be, and as frustrating as die-roll dependant games
always will be to me, there is something about Pirate's Cove that makes me
very glad I pulled it out. (How's that for scientific? =)
Tom: Well, I
COULD eat ice cream all the time! But on the other note, another big kudos
to the game is the components, at least those from the new Days of Wonder
editions (I've never played the other). When I put a game down on the
table that looks like a pirate map, with pirate ship pieces and little
wooden chests, the theme springs out and hits people smack in the face. I
think the "fun-factor" can be explained very briefly in this game:
excellent bits combined with simple, fast rules combined with a healthy
dose of theme. And all of that aside, I still think the game is balanced
and fair. To all those who think that the game is all fluff with no bite,
I say, "Posh!"
Shawn: Pirate's Cove definitely has an undeniable fun
factor, that rises the game above its dice rolling. I do enjoy it and have
a feeling that the more it gets taken off the shelf, the more I'll
actually like it. And I know it will get taken off the shelf a lot (It's
Pirate's!!!).
Jeremy: It's not a terribly complicated game, and so most
of our discourse has been fairly straightforward too (except for our
delicious analogies which have renewed my desire to play Pirate's Cove --
though whether this has more to do with the analogy itself, or actual
gameplay, I can't pretend to know.) The real question for me, is how much
do I like this game? I realize my comments so far betray my ambivalences:
on one hand, dice do tend to drive me nuts, on the other hand, the game
experience tends to be a lot of fun. Dice have a place in combat games I
think, if only because combat is uncertain, and dice rolls do a good job
of simulating that uncertainty. I guess I should point out that though I
do enjoy playing this, I don't own it and have never made a serious
attempt to acquire it. It's incredible fun...once in a while.
Morgan: Look,
this game succeeds in everything it set out to accomplish. Fast, Fun and
Furious. What it really comes down to is that if I'm in the mood for
playing Pirates there are only two viable options for me. One of them is
to step into Richard Berg's insanity that is Blackbeard (something that
only works if there are three people with three boats and one person that
knows the rules inside and out that can keep the cards going) which is
absolutely exclusive, or I can choose Pirate's Cove which is inversely
proportionately inclusive. You can guess which one is going to hit the
table more often. For a game that costs $50 it had better earn its keep.
So far for me Pirate's Cove has done just that. I suspect that this bad
boy will be a serious long haul pack mule that will be working its magic
for many years to come.
Tom: Well, I don't consider Pirate's Cove a dessert,
necessarily. It's more like one of my favorite foods, one that I can eat
over and over and over... Pirate's Cove has just barely missed my top ten
favorite games (it's currently #11), and is one that I have introduced to
many, many groups of people with great success. That is solely because of
its fun factor, which is influenced by the theme, but not necessarily
dictated by it. If you want a FUN game, and one that you can play
constantly, then this should be high on your list. Tremendous components,
easy rules, and a pirate theme - this game is a prime steak amongst games!
Tom's Rating:
9.5/10 Jeremy's rating of Morgan's comments:
8/10 Jeremy's rating of Pirate's Cove: 7/10
Shawn's rating: 7/10
Morgan's rating:
9/10
Tom Vasel
is a game enthusiast currently living in Korea. He has written over 200
reviews, which can be found at www.boardgamegeek.com, and plays games solely to have
fun.
Jeremy Avery writes reviews for www.funagain.com, and is
the designer of www.geocities.com/yahugaming - a web page devoted to
helping people learn more about 'German' games.
Our guest
reviewers are:
Shawn Christenson is a self-employed web-developer,
and self-professed geek. Being that he works from home, Shawn tends to
look at the BGG more than his work. Shawn and his wife run a monthly game
night, which they have dubbed a 'Boardgy'.
Morgan Dontanville is a
pop culture fanatic. His obsession for gaming is only matched by music,
movies, books and comics. He is indecisive and is distracted by shiny
objects, he had worked in the music industry for 10 years broken up only
to train under a master chef. Later, he embarked on a two year stint at DC
Comics, currently he is involved in digital film editing and has been
badgering most of the American game companies with his game prototypes. He
games with a regular crew in Brooklyn (BQE Gamers), but gives into game
lust and cheats on them often with any other floozy group that comes
along. His two favorite things are fun and cheese.
|