
2012 · Card Game
Libertalia
Rival pirate captains compete to claim loot and reputation over the course of three voyages. Each round, players simultaneously play crew cards that have unique effects and shared types with opponents, then resolve them in turn order to capture ships, treasure and influence. Hand management and timing matter as players predict rivals’ choices, exploit card abilities and react to shifting opportunities. Scoring tracks booty and standing; the highest total after three rounds wins.
- Players
- 2–6 best 4
- Playing time
- 40–60 min
- Age
- 14+
- Complexity
- 2.2 / 5
About the game
- Design
- Publisher
Where to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 277
- Plays logged
- 290
- Players
- 40m 42s
- Average play
- 43
- In collections
- 13
- On wishlists
6.6/10
from 45 Ludoya reviews
Garfield9.0 #2.2 %Legendary Metal Coins Necromancer% We had so much fun playing this! A lot of interaction. Great variety with the 30 cards. [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Quite abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Choose a card... --> Interaction: :star::star::star::star::star: <!-- size 7]Great with the right group --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Nothing special --> Luck: :star::star::star::star::nostar: <!-- size 7]There is luck involved, yes --> Strategy: :star::star::star::star::nostar: <!-- size 7]But you also should have a strategy... --> Components: :star::star::star::nostar::nostar: <!-- size 7]Nothing special --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Quite easy --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::star::star: <!-- size 7]It's played simultaneously, but sometimes a player takes longer to choose a card --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Different cards --> [/c]
Mestremuten4.0 Rating: 2/5 Production value: 2/4 Is the game in my collection/Love to have?: 0/1
Evan3.5 In this game, each player gets a deck of 30 pirates, and then 9 are selected and everyone gets a hand of those 9. Then 6 times, players play a card at the same time, and cards are resolved in number order. The cards punch each other, hurt you, hurt other players, ect. Then in reverse number order you grab a treasure from the pool of available. The sucky treasures are cursed for minus points, so grabbing last is bad. Then you carry over the 3 extra cards you didn't play into the next round and everyone gets 9 more cards that again are all the same. All this works out to be a sort of interesting game where you are building your hand round to round and trying to predict other player's strategies. The game can have downtime issues with analysis paralysis players and a lot of turns can come down to tiebreakers, which are all or nothing depending on the tiebreaker number of your card, which are all different based on player color on otherwise symetrical cards. It's also hard to plan between rounds as you only carry 3 cards into subsequent rounds and you don't know what the new cards will be. A lot of games like this do it for me, but this one just doesn't. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If two players play the same character, who is considered higher rank and acts first?
Ties are broken by the character's influence (the silver mark): the card with the higher influence is treated as the higher rank when sorting and resolving actions (see p.3 and sunrise sorting on p.5).
In what order do Day and Dusk special actions resolve?
Day actions resolve in increasing order of rank (low to high), while Dusk actions resolve in decreasing order of rank (high to low) (special action timings p.3; Phase 2/3 on p.5).
When and in what order are Night actions resolved?
Night actions are resolved during the Night phase while the character remains in your den; they are normally resolved simultaneously, but if an order is required use decreasing character rank (p.3; Night phase and order clarification p.5 and p.6).
What happens to characters at the end of a campaign — can I use them again?
Any characters in graveyards or in players' dens are removed from the game and cannot be used again; between campaigns each player keeps only the unplayed cards (typically 3) and draws the new shared cards for the next campaign (setup and preparation p.4 and p.6).
What do the Saber and Spanish Officer booty do when I take them at Dusk?
If you take a Saber you must discard a character from a neighboring player's den (if no adjacent characters nothing happens) and place the Saber face‑down in your den; if you take a Spanish Officer your played character is discarded instead of being added to your den and the officer is placed face‑down in your den (Dusk phase details and examples on p.5).
Do booty tokens have to be flipped immediately when taken, or can they stay face‑down?
Booty tokens may remain face‑down until a game action requires they be looked at; reveal the relevant booty token when resolving that action, and discarded booty tokens are returned to the bag (clarifications p.6).
Free, on web, Android and iOS
Play Libertalia with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.























