| GMT Home Page | P500 Page | Games Page | Order Page | Help |
![]() |
![]() |
|
|
SneakPeeks
Note: Unless otherwise noted, all samples below are from final graphics. GMT Games claims copyright on final works but no copyright on images marked as playtest samples.
|
"Dangerous
pirates are sailing
on the high seas, ready to board your ship and steal victory!
Sail your own Pirate ship throughout the islands of the Caribbean,
stopping
at as many ports of call as possible to enhance your reputation as a
fierce Buccaneer. Battle with your opponents, board their
ships
and take
their crew and provisions. Finding treasures with Buried
Treasure
maps can earn you even more Victory points, but make sure the winds are
blowing in the right direction! Learn to use the stronger
East-West
winds to your advantage. Cooperate with other Pirates to have
the
wind blow where you need it and use your allotted actions wisely to
keep
your score in the running for the win."
Winds of Plunder
is a Euro-style board game set
at the close of the Golden Age of Piracy. In this game, pirates have
naught to fear but each other as they plunder the Caribbean. But peace
has broken out in Europe, and the clock is now ticking on the days of
easy piracy.
As the name implies, there are two central elements to
each
turn of the game: manipulating the Winds, then
gathering as
much Plunder for your ship as possible. Plunder
translates into
Victory Points, and the player with the most Victory Points after nine
(9) game rounds is the winner.
Wind direction and turn order are
both re-established
each turn by voting with a renewable but limited supply of Wind cubes.
Players must decide whether to seize control of the winds directly,
cooperate
with others, or position themselves while plundering to take advantage
of their opponents' placement. But while voting for wind direction can
be cooperative, the same Wind cubes voted also apply to control of turn
order for plundering -- and there, it's every pirate for himself!
After establishing the wind direction, players spend
actions
and sail in order to gain plunder. The route to victory becomes easier
for the players who amass the most Weapons, Crew, and/or Provisions
aboard their ships as
they sail. Each of these shipboard items confer special advantages;
Weapons are always useful, and the player with the most of each
shipboard item also obtains an Advantage Marker with a special bonus.
Plunder takes many forms: directly
with Victory Points
gained from ports, each other, and from establishing reputations in the
various map areas; indirectly at the game's end with Weapons, Crew,
Provisions, and unused Wind cubes.
Rules and references for this game appear in four
languages: English, French, German, and Italian. Cards are in
English; a multi-lingual text reference for the cards is provided.
Equipment for Winds of Plunder
includes:
Winds of Plunder is for 3 to 5 players. It takes approximately 60-120 minutes to play, depending on the number of players. The Quick Start sheet provides all relevant rules on a single page, allowing new players to start their first game quickly.
Designer: Alan M. Newman
Developer: Tony Nardo
Retail Price: $45