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Winds of Plunder



"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 round 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 game rounds is the winner.

Wind direction and turn order are both re-established each round 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.

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 where necessary.

Equipment for Winds of Plunder is as follows:

  • A mounted game board depicting the map and the shipboard tally areas
  • Instruction booklet
  • Quick Start sheet
  • Pictographic Reference sheet / Card Text sheet
  • Wind arrow marker
  • Game Round marker
  • "Blackbeard’s" tile
  • 18 Victory Point tiles
  • 55 playing cards (total)
  • 5 Compass tiles (one per player) with rotatable arrow indicators
    • 5 sets of player pieces in different colors, each containing:
      • 30 wooden Wind cubes,
      • a wooden pirate ship marker, and
      • a scoring disc

    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


    Customer Reviews
    # of Ratings: 10
    1. on 10/22/2007, said:
    A good euro style game.
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    2. on 9/25/2007, said:
    This is a very good game. Nice euro-historic game. I've played with euro and war gamers alike and both groups have asked to play it again.
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    3. on 8/13/2007, said:
    Hats off to GMT for producing a 'Euro' style game that sits comfortably with it's contempories. Components, game play, multi-faceted scoring mechanics and victory paths with a very manageable playing time - first rate family game that offers a 'real' challenge. I've played twice now and still haven't managed to grasp a winning strategy. Those treasure maps have an high cummulative return... hmmm, but they are rather 'luck' driven. What about reputation by sea area, that's a certain route to success, isn't it? Arh, but what about those advantage cards, largest crew's additional action is a must have but, then again, those weapons punch above their weight for plunder but score low at game's end... mmm, decisions, decisions. Maybe one day, given a fair wind and a little luck, I will set sail on the right course.
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    4. on 8/10/2007, said:
    Intriguing and interesting. Not that complex rules wise. The first play was greeted with enthusiasm, but strangely few requests to get this one back to the table. Certainly the wind and bid mechanism are interesting - but a lot of picking on the other players. If you are looking for a gentle cooperative game, this isn't it. This is mean, combative pirates.
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