SeaFall (2016)

 

Board Game - SeaFall (2016) [/]

 

SeaFall is legacy boardgame, meaning you make permanent changes to the game components as you play the campaign. In this case introducing new cards, destroying  some cards, stickering new rules, and stickering islands and other locations on the game board.


After some sort of dark age the people of a continent are ready to explore the nearby seas. Up to five families send out their twin ships to explore, trade and colonize various islands. Each player gets victory points doing many activities, so in general different paths to victory, and a game finishes when one player reaches a certain victory point total.


The winner of a game gets a permanent chosen increase, such as more income or more respect/luck tokens. A player can also get a permanent increase by completing a milestone, such as building five improvements. Milestones are cards laid out and destroyed as they are completed. New milestones are added as the plot unfolds.


The other permanent increase is improving a ship by one point. Ships have attributes for Sail (movement points), Exploration, Raid, Cargo. Exploration and Raid are used for those activities. Cargo for holding goods.


In general basic activities are:


Exploring - You can explore for new islands. Also every island starts out with unexplored spaces and when you explore you find out what random product that space produces. Later on there are tombs (i.e. dungeons) to explore.


Raid - You can raid islands to capture free goods, though making that island a bit angrier at you and that anger does carry over to future games. You can also raid other ships and other home ports.


Trade - Buy goods from islanders then bring them home to sell. Having a lot of money is a force multiplier since there are many things to buy, but money itself doesn't give victory points, which Exploring and Raids do.


Build - Lots of improvements to choose from. You can build on your home port (three items), a colony (one item), or on a ship (two items each). Improvements are worth victory points but can be destroyed and you lose the associated victory points.


There are also advisors you can hire then activate for one-turn bonuses. Buy research cards, each of which gives a small one-roll bonus and you can keep until you use them. You can establish a colony which can be good for long games but maybe not for short games.


There's also a metaplot. As players explore and find things they discover an ancient island, capital of a seaborne empire that used to rule the sea. And a secret society that aligns with the ancient empire. Eventually there's a campaign end goal at the edge of the map...


Our SeaFall campaign has gone seven sessions and maybe we're half way. Although the first couple of sessions were interesting there is a certain amount of repetitiveness to the game.


Every game you basically start out from zero so the first few moves are the same. Also there are only so many tactics. The plot adds some twists but the basic gameplay remains the same.


I can see SeaFall as a traditional board game and having games that are quite interesting. As a legacy game, having to keep playing it to the end, it's a bit long and boring.

Monday, December 10, 2018

 
 
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Monday, December 17, 2018

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