Quick Look: Sick Pirate Mutiny Preview
Year Published: 2019 (Still in development as of 07/27/19)
No. of Players: 4–10
Playing Time: Not Listed
could soon be at hand! But who is on which side?
possibilities of who the pirate is until you can guess them out of the game.
(at least until you are eliminated, or receive the Reward to do so).
We were at the lower limit of group size and the
game played well. The way you get clues on who the other players are is from
the Commands, Rewards, and Punishments. Some of the Commands are physically
based and for some of us who are not in good shape they were undoable. However,
there is the option to not do the Command and move right to the Punishment. This
can also become part of the strategy of hiding which pirate you represent.
|More of the scoundrels|
time ribbing each other about the Commands and whether it was the player
representing the pirate or the other way around.
the players into 2 teams. You also need to decide on what you are drinking; this could be made into a drinking game—we didn’t do that when we played.
player draws a pirate card to depict who they are representing. This is kept secret on
your team, because the other team is trying to find out who you are. The other
three decks—Command, Reward, and Punish—are shuffled separately and placed
face down between the teams.
goes back-and-forth by individual players on opposing teams.
a Command and decide to do it or not. There are 12 Commands, and on each one
there is a pirate who cannot perform the command. This is part of how to gain
clues about the other players.
you choose to do the command, attempt it and see if you succeed. Success earns
a Reward. Failure earns a Punishment.
you choose not to do the Command, return the card to the bottom of the Command
deck and draw a Punishment.
may be played immediately or later, depending on the card.
take place immediately.
cards are drawn they are turned up (except for the later use Reward cards).
you’re unable to draw from any of the 3 decks, gather up all the played cards
and reshuffle the decks.
your turn you can make one guess about an opposing pirate’s identity. If you are
right, they are eliminated. If you are wrong, you’re eliminated. Either way, one
pirate is out of the game.
players are not completely out of the game. They no longer get to take a turn,
but they can help out their team in figuring out who the opposing pirates are.
a pirate theme. What more needs to be said about that?
puzzle mechanic reminds me of puzzles I used to do when I was younger. Through
a process of elimination, you narrow down who the pirate can be. There is more
strategy than that making Sick Pirate Mutiny not just a puzzle to be solved.
There are pirates not in play, there is a small amount of bluffing and
misdirection, and there are also reward cards that allow for some shortcuts to
be used (like guess without the risk of being eliminated).
are not bloodthirsty pirates. They are a little more on the comical side.
to 10 players
play–what do you do when you have an odd number of players?
Pirate Mutiny is small and portable, making it a good cabin game (something you
can travel with and play when the weather keeps you in the cabin). It is also a
good family game when played without alcoholic beverages. There is even a challenge
of being able to fart. Some players wanted to get that Command.
Daniel Yocom – Reviewer
Daniel Yocom does geeky things by night because his day job won’t let him. This dates back to the 1960s through games, books, movies, and stranger things better shared in small groups. He’s written hundreds of articles about these topics for his own blog, other websites, and magazines along with stories, after extensive research. His research includes attending conventions, sharing on panels and presentations, and road-tripping with his wife. Join in the geeky fun at firstname.lastname@example.org.
See Daniel’s reviews HERE.