|
|
|
|
|
List Price $3.99 - you can save up to $1.50 (38%) |
|
|
|
Shipping weight: 0.1 pounds
|
|
The new standalone expansion for the amazing Pirates of the Spanish Main constructible strategy game is here: Pirates of Davy Jones' Curse ! Ghosts, demons, zombies, and sea monsters threaten ships sailing these dark waters. The supernatural becomes the super-fun as the Cursed join the hunt for gold and glory, and nothing less than the souls of good pirates everywhere are at stake!
Each person can play from one affordably-priced Game Pack. Packs contain two ships, a crew or treasure card, a die, an island/terrain card, and rules of play. Every 36-count Display contains three Limited Edition ships!
Contents: 2 sailing ships, 1 treasure or crew card, 1 cardboard island card, 1 rules sheet, 1 die.
|
|
| [Customer Reviews] Write your own review |
Since the Davy Jones series is by far my favorite of all the series' of Pirates cards, I will try to give some unbiased facts on the set. This will no doubt be difficult, as I find the new Cursed faction to be undeniably more powerful (and cool looking) than any other previous faction. Perhaps others will disagree, but I have found the Cursed to be the most useful faction and I have used them in more victories than any other type of ship, so forgive me if I hold them in a brighter light.
Unfortunately, with greater power comes greater consequences - that is, more of the other factions' ships come with descriptions like "Gain +1 to all cannon rolls when firing on Cursed ships", or "Gain +1 to boarding rolls against Cursed ships". There are quite a few like this. If your opponent has a vast ship collection and knows you'll be playing with some Cursed boats or Seamonsters, you'd better come up with a new plan.
Speaking of Seamonsters... They were the big new innovation with this series, and I must say, they're a little disappointing. High point values and sub-par abilities often leave you with an underpowered fleet when your opponent decides to dismember your squid. Their real power lies in their ability to dive and avoid damage. But other than that, they can't hold treasure or crew, and simply become high point-cost ship killers, which often makes your opponent hunt the Seamonster until it's sunk. A few have some cool abilities. Some can cause fires on ships by chance, and others can't be pinned when ramming.
Bottom line is that the new ships are amazing and incredibly useful in your choice fleet, and the Seamonsters, while cool, end up being little more than just a scare tactic. But it never fails - everytime I get a Seamonster, I get more excited about it than any other ship in the pack... they're just too cool to ignore! -- By Sparechange from Duluth, MN on February 23, 2007 |
|
|
|
|