Pirates

Oltre Mare

Are you the best Merchant of Venice?
Sailing along the courses of ancient Venetians in Oltre Mare, the unknown lands of Barbaria. Looking for the most precious wares and the richest stocks; exchanging wares with other merchants, loading your ship and selling at the market; but at the same time trying to escape the ever-present pirates.... Oltre Mare - Merchants of Venice is an engaging voyage through the Mediterranean Sea, in the golden Age of Sail.

How to play:
On his or her turn, the player can trade Goods (corn, wine, spices, silk, etc.) for other Goods or for money (which also double as points) with fellow players. He or she then plays cards from his/her hand to perform certain actions that allow you to earn money, to draw cards, or to move your ship on the map (where you can obtain special powers). But there is also a dreadful Pirate action that you have to look out for! The cards played also represent the Goods that are loaded as cargo on your ship. The more cards of the same Good type shipped, the more money (and score) you will gain at the end of the game. The cards played will also influence the next turn, so choose your strategy well.

In order to win, you have to trade wisely, choose the right cards to perform the best actions, and maximize the profit from your ship's cargo!

The original version from Mind the Move is a small blue box. Rio Grande and Amigo released a bigger box version with a larger board in 2005.

Sword & Skull

From the publisher, Avalon Hill:

Ahoy, Mateys!

That scurvy villain, the Pirate King, has stolen the Sea Hammer - only the pride of Her Majesty’s Royal Navy - and taken to the seas like the dog he is! It’s up to you to commission a brave officer of the Royal Navy to pursue that black-hearted cur, catch him, and turn him into shark bait. But he’s a rascal, that Pirate King, so you’ll need to recruit one of the dregs of the Queen’s dungeons because sometimes it takes a pirate to catch a pirate. Iffn’ you discover where that swab is hiding, you’ll need to beat the Pirate King in a duel or acquire enough gold to buy back the ship. Act with haste because you’re not alone in this hunt. Whoever saves the Sea Hammer first wins the Queen’s undying gratitude - and the game!

Here's a description of the game from Timothy Rose, who saw a presentation on the game at GenCon:

The "S&S" pirate game is a "track" based game (think "Talisman" more than "Monopoly" ). Each player controls two characters, a "hero" and a "scoundrel" type, and the goal is to retrieve the Queen's flagship from the Pirate King. Of course, each character has different ways to do that, either by derring-do and combat or by more underhanded methods (if you have enough gold, you could even BRIBE the Pirate King to get the ship back!). They showed the box design, pretty standard pirate/cutlass stuff, but nice art.

Caribbean

Description of the game play from co-designer Michail Antonow:

The board shows the Caribbean in the 18th century. Six pirate ships lie in wait on sea, ready to pillage the rich ports or to rob the booty from other ships.

The sea is divided into spaces. Each player is in possession of three safe havens, marked in his color on the board. If only two or three players are playing, the safe havens in the vacant color(s) are treated as normal sea spaces.

The aim of each player is to lure the pirates to deliver treasure crates to one of their own safe havens, and not to the safe havens of the opponents.

The pirate ships do not belong to any player. That is why the players must bribe the pirates each time they want a pirate ship to act on their behalf. And what is the greatest temptation for a Caribbean pirate? Rum of course, barrels full of rum!

In every round the players try anew their best to bribe the pirates. The player who has offered the most rum to a ship gets to move that ship as many spaces as the number of barrels shown on the bribing chip. An active ship can (a) rob a crate from a port or from another ship, (b) reach a crate over to another ship, (c) swap crates with another ship, and/or (d) deliver a crate into a safe haven.

The aim is to have the most doubloons at the end of the game.

Hispaniola

3 to 5 players lead groups of South Seas pirates, angling for the captain's positions on five ships that make up a small pirate fleet. Why? Well, that's obvious: the captains get the bulk of the booty.

All cards (in different colours and numbered from one to fifteen) are shuffled and dealt out (fewer when playing with fewer players). After the trump colour has been determined, a traditional trick-taking game ensues. Whenever a player wins a trick, they get to place one of their sailors onto the captain position of the ship that matches the colour of the trick. If that post is already taken, then the other player must vacate the spot. That can sometimes end up with a sailor being tossed overboard - but they're not out of the game, they seek safety on an island. The more sailors this happens to, the better their chance of being hired again.

At the end of the game, the captains and sailors on the ships are worth points - sailors stranded on islands worth minus points. Minus points are also awarded when a player wins many tricks during the game - which is why these won tricks can also be passed along.

Sewer Pirats

Translated from the publisher's website:

Deep below the world of wasteful humans lies another yet uncharted world, oblivious of the ado of surface dwellers. Only the most courageous creatures from the world above will descend to the mysteries of the underground and board one of the legendary sewer frigates to challenge destiny and to amass immeasurable treasures.

In Sewer Pirats, deep underground in a maze of domed caverns, narrow tunnels, and piped passages, a motley cast of rodents, insects, and other vermin sail the treacherous waters of human refuse aboard bizarre vessels in search of discarded booty. In order to claim the best haul from the abandoned flotsam, players must make careful use of the unique abilities of their crews' rats, cockroaches, weasels, and other critters. Don't settle for less than left-over fast food and dumped toys. Go for your goal to become a true legend among the sewer pirates.

Players compete in deception and tactics to fill the best positions aboard the three pirate frigates. A pirate's rank determines his share of the expected loot – but even the best crew ain't worth nothing without their talismans. Each of the three frigates has its special fetish, and no pirate would dare to board her without the matching talisman for fear of terrific calamities.

Sewer Pirats includes three levels of difficulty as well as thirty detailed pirate figures, twenty Color-Click™ bases, and a rich assortment of game boards, tokens, and cards. Starter rules get you into the game quickly, and a Crew Member Auction variant increases the strategic depth and lighthearted action.