冥海航迹

2022 · 战斗

冥海航迹

Players command a customizable ship and crew in a Caribbean-style archipelago, exploring a mostly hidden map to find trade, treasure, and uninhabited islands to claim. Play revolves around a card-crafting crew system: each crew member is a sleeved card that gains transparent advancement cards and levels up over time to change available actions. Ships have upgradeable stats and cargo boards for loading treasure and resources. Conflict occurs at sea and over islands, with combat resolved through a dynamic cube-tower mechanism influenced by crew abilities and ship powers. Scenario-style saga content unlocks gradually as games are played, revealing new secrets and options.

人数
1–4 最佳 3 人
游戏时长
90–150 分钟
年龄
14+
复杂性
3.4 / 5
8.4 来自 Ludoya¥552.64 起探索领土建设场景/任务/战役类桌游模块化棋盘区域多数 / 影响力

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103
已记录对局
109
玩家
2h 32m
平均时长
37
收藏数
37
愿望清单数
1
已预购

8.4/10

基于 19 条 Ludoya 评测

  • Garfield10.0

    #13 Great pirate game with a beautiful card building mechanism. Unfortunately downtime can be huge! Spielmatte im Dach. [c] Theme: :star::star::star::star::star: <!-- size 7]Haarrrrrrrrr! --> Gameplay: :star::star::star::star::star: <!-- size 7]Great things you can do as a pirate --> Interaction: :star::star::star::star::nostar: <!-- size 7]Fights against each other are possible --> Artwork: :star::star::star::star::nostar: <!-- size 7]Very nice --> Luck: :star::star::star::nostar::nostar: <!-- size 7]Cube rolling in fights --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]Multiple strategies possible --> Components: :star::star::star::star::nostar: <!-- size 7]Everything is great except the flag for the ships --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]It takes long, but it's great! --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (40min) --> Rules quality: <!-- size 7]not read --> Setup time: <!-- size 7]can't remember --> No downtime: :star::nostar::nostar::nostar::nostar: <!-- size 7]Can be huge :/ --> Replay value: :star::star::star::star::nostar: <!-- size 7]Different strategies and just because it's pure fun! --> [/c]

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规则问题

由 Ludoya 的规则助手根据规则书回答。

How far can I move my ship when I set Sails — and what happens if I stop on an unexplored Ocean board?

You set Sails once before moving and move one Ocean board per Sail (move the sail cube left for each board); you may move orthogonally only. If you stop on an unexplored board you must explore it (flip it) and you may not explore more than one Ocean board in the same turn (Deckhand Rulebook, pp. 8–9).

Do unused Sails carry over to my next turn or do I lose them?

Unused Sails do not carry over — during Cleanup you set your Sail track to 0 and cannot keep unspent Sails for the next turn (Deckhand Rulebook, pp. 8, 12).

Can I buy an Advancement while I'm in Pirate mode, or only in Mercantile mode?

You may buy or resolve an Advancement if your Ship is at the same location as that Advancement and you can pay its cost; Pirate vs Mercantile mode affects interactions with other players but does not prevent you from buying advances at your location (Deckhand Rulebook, pp. 10, 12).

What's the exact order for resolving a ship battle — what do we do first and last?

Resolve battles in this order: 1) take Battle cubes, 2) drop Battle cubes, 3) resolve Battle abilities, 4) resolve the Battle ship (exploding shots/plunder/damage), and 5) determine the outcome; exploding shots are resolved first when processing the Battle ship (Deckhand Rulebook, pp. 17–19).

What happens if I run out of cubes (crew/cannon) during play or a battle?

If you need cubes but have none available you may remove that many of your non‑permanent cubes from any islands and use them, provided doing so does not change control of an island (Deckhand Rulebook, pp. 14, 17).

When I place Influence on an island, how do I take control and what are permanent cubes?

You control an island when you have more cubes there than any other player (counting permanent cubes) and you have more cubes than the number of empty slots; when you take control you immediately place an extra permanent cube in the island’s permanent area, which counts toward control but can never be removed (Deckhand Rulebook, p. 16).

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