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I love the concept of the game, the art, and spirit; it's wonderful. 

I haven't actually played in part because I worry that I'm getting a rule wrong. Getting to a house (4 space of movement = 4 roles), boarding the house (2 roles) and getting home (4 roles) requires 10 successful Action roles (even if you don't do anything extra/fun on the way). Since Actions have a 50/50 chance of working, that means marking 10 Problems - which is 4 more than you need to explode. 

Complication cards can help, obviously, but mostly (unless you're very lucky) I think will just postpone the Problem. 

So it seems like most voyages should end in disaster - players would have to be very lucky to make it home with sweet, delicious trash.

Am I missing something? (Maybe clever Complication use can help - I haven't run the odds on that.) Or some other mechanic? 

Don't fret! You don't necessarily mark 10 problems. I've played several games where we sailed through with very few Ship Problems, and in more than half the games, we managed to make it home in one piece. I think it owes a lot to the simple fact that no dice reproduce their odds perfectly: Sometimes, you roll well ... and sometimes you don't. 

The Complications cards tip that equation just enough in your favor, especially if you play them strategically. For instance, if you play a card that's tagged with the kind of problem you'd mark next anyway (or with one you've already marked), it doesn't cause problems to snowball.

I encourage you to give it a whirl. You might be surprised!

Thank you for the encouragement! Mostly wanted to make sure I wasn't missing some rule or process top tip the odds (especially if playing with kids and/or easily frustrated people...though those probably aren't the target audience)