
With raiding, your raids can disrupt my game so much that I was forced to focus on raiding as well. Even if we were both exploring, we’d only gain friction when we sought the same sites. If you were exploring and I was trading, we would rarely overlap. What happened in many early versions is that the player who was going the military route dictated the game to the other players. If I take something from you, you both lose it and I gain it.

There were never issues with this in the game. But, instead of paying gold, you pay with enmity. When used against islands, raiding works like buying – you take something. Rather than go through the exact ins and outs of each action (hint: take the Soldiers Guild and Tax when you’ve got nothing to do other than sailing in a turn) I thought I’d take a look at raiding and where it fits in the SeaFall world. During game 1, raiding provinces is available, but raiding ships is not possible. Players may not raid each other during the prologue. It was the opposite of the merchant guild retail is for suckers, those with might just take what they want.Īn excerpt from the rulebook. I already know that enmity and how it works will be my main focus on message boards.įrom the start I wanted cannons firing, people stealing cargo, sinking ships, and burning down buildings. The end result works well but takes some effort to understand. Of all the elements of the game, getting the Soldiers Guild to work took by far the longest. What game about ships avoids these? Some days while designing, I wished fervently that Seafall didn’t have them.

US orders over $100 are eligible for free shipping. Pre-orders of SeaFall from receive a full set of over 100 upgraded metal coins. In our SeaFall designer notes, Rob offers an early glimpse into the world of SeaFall - without spoilers, of course! SeaFall: A Legacy Game is available for pre-order at the store.
