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Tortuga 1667

In stock
Facade Games
Earn 26 Bandit Bucks when you order this product!
Number of Players 2-9
Playtime 20-40 Min
Suggested Ages 12+
Designer(s) Travis Hancock
Publisher Facade Games

The year is 1667 and you are a pirate sailing the seas of the Caribbean. A Spanish Galleon floats nearby, and you’ve convinced your crewmates to work together to steal all of its treasure. What you haven’t told your fellow pirates is that you have no intentions on splitting the treasure once you have it. Your crewmates have told you have their loyalty and that they’ll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you’ve seen your friends’ pistols and heard their whisperings of a mutiny. You know that no one can be trusted.

Tortuga 1667 is all about the interactions you have with the other players. In some cases, such as when you and your shipmates are attacking the Spanish Galleon, you will need to rely on your enemies in order to succeed. However, in the very next turn, your shipmates might stab you in the back with a mutiny in order to keep all the treasure for themselves.

Since nobody has a "hand" of cards, this game is also about knowledge and communication regarding the community Event cards. Unless you are in desperation mode, it is not recommended to reveal Event cards at random. Roughly half of the Event cards can hurt your team drastically. It's often in your best interest to take an action to view the cards first, or to rely on the knowledge of a trusted ally. Knowing where harmful Event cards are located lets you force an enemy to reveal those cards and suffer the consequences. The most successful players will be the ones who are able to discern who is on their team and then share vital information with them at opportune moments.

Vote cards also play a major role in the game. Each Vote card contains three sections - one each for Attacks, Mutinies, and Brawls. Players must put themselves in the best position to use their Vote cards, since their hand of Vote cards might not always be ideal based on their pawn location. For example, it may be worth putting in Water, causing an attack to fail, in order to save a Crossbones card for when you want to Mutiny against your captain.

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