Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts

Saturday, 4 April 2015

Pirate Fluxx: The Ever-Changing Pirate Card Game

If you ask any gamer to reel off a handful of quick, casual games, there's a very good chance that Fluxx will be on the list.  Love it or loathe it, Fluxx has become one of the staples of the gaming world since the release of the original version of the game way back in 1997, and has spawned a number of themed sets (14, at the latest count!).
In this article we'll be swashing our buckles, hoisting the colours, and dunking the ship's biscuits, as we take a look at Pirate Fluxx from Looney Labs.


As with all Fluxx games, Pirate Fluxx is a casual, competitive card game for 2-6 players.  In the same way as we did with our reviews of Zombie Fluxx and Star Fluxx, we won't be going into the basic Fluxx ruleset here, as it's identical in every version of the game.  If you haven't played any version of Fluxx before then we'd highly recommend starting by reading our Monty Python Fluxx review, as we detailed the full rules here.
Instead, we'll be looking at some of the additions to this version of the game, and how well the pirate theme is brought to life.

If you've played Star Fluxx or read our review (and if you haven't, then why not? Seriously, we gave you a link just above, you have no excuse!) then you'll know that version of Fluxx tipped it's hat to a lot of franchises, from Hitchhikers Guide to the Galaxy, to Star Wars via 2001: A Space Odyssey.  We might as well start by pointing out that Pirate Fluxx is not franchise-based, so you'll find no Jack Sparrow, no Dread Pirate Roberts, and no Guybrush Threepwood here.  In fact it's not even historically-based, so don't expect to see Blackbeard or Calico Jack showing their faces either.

Sorry, Guybrush, you and your woodchuck have no place here.

It's not all doom and gloom though.  Even without some of popular cultures greatest piratical personalities, Pirate Fluxx still takes players across the seven seas, with ships, rum, gunpowder, treasure and citrus fruits!


As with all themed Fluxx decks, the chosen theme comes through strongest with the Keepers (and, subsequently, the Goals).  Whilst there are pirate-specific New Rules and Actions, the majority of these two card types are still the same as the other Fluxx decks, but the Keepers are all piratical.  Amongst the Keepers in Pirate Fluxx, players will find a wide selection of 'booty' cards, such as doubloons, emeralds and pearls, and a range of fine sea-faring vessels, from mighty frigates to humble dinghies.  They'll find rum, they'll find parrots and monkeys, the king's colours and pirate flags... basically if it's a part of pirate lore, it's probably represented in the Keepers somewhere (except for the governor's daughter, but Pirates! Card Game called dibs on her already).
As with Star, Zombie and - to a lesser extent - Monty Python, some of the Keepers in Pirate Fluxx have special rules, and the way Looney Labs have written these really does make the pirate theme stand out nicely.  For example, there is a New Rule card called Plunder, which allows players to steal a Keeper from an opponent once during their turn.  However, if a player has the Cutlass Keeper then they're (almost) safe from plundering.  They can still be plundered from if the plundering player has the Flintlock Pistol, as flintlock>cutlass.  To trump everything, however, if a player has the Captain's Hat then they can plunder from anyone, and similarly cannot be plundered by anyone (it's important to respect the chain of command).  This makes the Captain's Hat a highly valued commodity in Pirate Fluxx (in no small part due to the fact that the other players are required in the rules to refer to its owner as 'Captain'), and we've been involved in games which have gone on for far longer than they should have, with the Goal being completely forgotten about in favour of fighting over the coveted hat!  One of the most heart-breaking moments as the reigning captain is seeing the malicious look of joy in an opponent's face as they play the Mutiny! card.


Other piratical cards are interspersed throughout the deck.  Whilst Fluxx staples such as Draw 3, Play 2 and Steal a Keeper are still part and parcel of the game, cards like Mutiny! and Walk the Plank! continue to keep the pirate theme running.  But our favourite card in Pirate Fluxx (possibly second favourite - that Captain's Hat is pretty darn cool), and the one which most heavily brings a pirate atmosphere to the gaming table is a New Rule...


In a similar fashion to Monty Python Fluxx's Outragous Accent New Rule, Talk Like a Pirate rewards players for, well, talking like a pirate!  Whether slurring their way through their best Jack Sparrow impression, or "Y'arr!"-ing their way through a turn, players get to draw additional cards for putting on a pirate voice, and for keeping it going uninterrupted.  In our very first game of Pirate Fluxx, one player's phone rang and - unwilling to lose the +1 bonus for maintaining their pirate voice - they answered the phone in pirate character and confused the hell out of the sales caller on the other end of the line.


As with most variations on the game, Pirate Fluxx is not without its Creepers; cards which prevent players from winning the game.  However, it's very Creeper-light, with the two above being the only ones in the deck.  Not only that, but they're actually incredibly easy to get rid of compared to most Fluxx Creepers, with Scurvy being removed by the mere presence of citrus fruit Keepers, and Shackles having the option of being bought off with a booty Keeper.  Not only does this quicken the pace of the game, but it also makes it a lot more accessible to the younger gamers in the family, who may otherwise get frustrated with the unshakable Creepers in other Fluxx games.

So that's Pirate Fluxx!  We've always been very open about the fact that we fall into the pro-Fluxx camp, and Pirate certainly doesn't fail to disappoint.  The light-hearted nature of the classic game still shines through the piratical paint-job, but at the same time the pirate theme isn't lost - this still feels like a piratey game, as opposed to just a game with some pirate words on the cards.

The Good Points
  • Each card tells the player exactly what they have to do with it, and so it's a very fast game to pick up.
  • It's a nice compact game, and can easily be taken to a park or pub to play with friends.  Nothing is needed except for the cards in the deck.
  • Pirate Fluxx manages to keep both the feel of Fluxx and the feel of a pirate game, so you'll get precisely the game you hope for out of this.
  • The low number of Creepers and the ease of discarding them makes this a good version of Fluxx for younger players as well as adults.
  • With the right number of players it's quite a quick game to play, and is good to wrap up a heavy gaming session.
The Bad Points
  • As with other Fluxxes, Pirate Fluxx is largely a game of chance, and this luck-based system will not appeal to all.
Recommended Number of Players: 3
Fluxx decks are always good wind-up or wind-down games on any gaming nights.  Pirate Fluxx loses a little of the fun with just 2 players, but with 4 or more (the box advertises 2-6) it can start to drag on as players forget their own Goals and desperately vie to just keep eachother from winning.

Average Game Time: 20 minutes
Pirate Fluxx is difficult to put an average game time on due to its random and unpredictable nature.  We've played games which have been over in a matter of minutes, and some which have gone on for over an hour.  20 minutes is a good, solid, average time though.
...unless everyone is squabbling over the Captain's Hat, then you should steel yourselves for a 3 hour epic!

Replay Value: High
Pirate Fluxx is an excellent wind-down game, and with it being an enjoyable yet generic theme, it's a lot of fun to keep returning to.

The Future: n/a
Each version of Fluxx is its own game, and as such the contents of the box are all you'll ever get of Pirate Fluxx.  However if you've enjoyed the mechanic then there are several other themed Fluxx sets to choose from, including Zombie Fluxx, Oz Fluzz, Martian Fluxx, Cthulhu Fluxx and Stoner Fluxx.

Price: £12
Pirate Fluxx will set you back roughly £12, which is a thoroughly decent price for a stand-alone card game.  The various Fluxx sets seem to be standard fare in most specialist game shops, so even if they don't have the set you're after then they should be able to get their hands on it quickly.



OVERALL SCORE: 8.5/10
 Tea consumed during this review: Tetley Redbush, 2 sweeteners and a dash of lemon.  Brew Rating: 8/10


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Saturday, 16 August 2014

We're still at least 17% alive!

Well we can't really deny that Games & Tea has been quiet of late, so we figured an update was about due - this post is part apology, part explanation.
 
A few months ago you may remember we posted a review of Pirates! Card Game, a Kickstarter project by Jules Prick.  It was our utmost pleasure to see the project reach its funding goal, and knock through its stretch goals on the sprint to the finish line!  We've mentioned in the past how when you ramp up your Kickstarter pledge you start to get jucier rewards, and one of the rewards for Pirates! was a pirate sloop tour around the canals of Amsterdam - the birthplace of the game.  Always eager for a chance to dress as pirates and terrorise a European capital city, we jumped on board (see what we did there?), and as things spiralled out of control it's ended up basically becoming a Games & Tea holiday!  Unfortunately, holidays are expensive things, and as a result a large portion of the last few months has been dedicated to scraping together enough pennies to actually see this thing through (an £80 pledge has now turned into a £700 city break!).
However, the funds are now raised, costumes bought, flights and accommodation booked, and some semblance of normality is starting to be restored!  We're jetting off towards the end of September, so when we get back you can expect an in-depth report on our experience of a Kickstarter launch event, and tales of any other game-related shenanigans we manage to get up to while we're there!
 
We're also hoping to get back to a decent reviewing rate fairly soon - one of the downsides to spending so much time raising holiday funds is that we've been unable to get together for fun game times.  We're very eager to get reviews of Space Alert, Firefly: The Board Game, and Space Cadets: Dice Duel on the go, so please bear with us, we promise we're doing our best to restore our former glory!
 
We figured we might as well end this article with a couple of impending releases which currently have us salivating!  Free advertising is not what Games & Tea is about, so it's just a coincidence that these are both from Fantasy Flight.
 
 
If you're one of those rare people in the world who have heard of the Star Wars franchise, this might just grab your interest.  StarWars: Imperial Assault is a strategy board game set in between A New Hope and The Empire Strikes Back, immediately following on from the destruction of the first Death Star (yes, this means you get to play as non-robohand Luke).  Fantasy Flight do seem to be fond of the "1 vs many" gaming style, and they've gone with this approach for Imperial Assault, with one player controlling the Imperial side whilst up to four other players assume the role of the Rebel Alliance.
As you'd expect from Fantasy Flight, the game components look lavish, with no expense spared in production values.  The thing which really caught our attention though is that as well as just setting up for a single game, there is a full narrative campaign of missions which players can enjoy as they watch an unfolding story.  With 59 double-sided map tiles there should be no shortage of battlegrounds, so in theory this should be a game with a high replay value.
 
 
 Again, sticking with the Star Wars universe (Fantasy Flight do love making the most out of their licenses!) we have Star Wars: Armada.  The X-Wing Miniatures Game took the world by storm upon its release last year (check out our review of it here), with demand for more ships far outstripping Fantasy Flight's supply.
Whilst X-Wing did have a few mid-scaled ships such as The Millennium Falcon and Slave-I, the scale of the fighters made larger ships unfeasible, and even though many players were keen to see the release of Star Destroyers and other such capital ships, most knew it was an unrealistic hope.  But Fantasy Flight are never ones to let down their fans and turn down a money-making opportunity in the process, and as a result we have Armada on the way!
Unlike X-Wing, Armada operates on a much smaller scale.  Whereas its predecessor gave players individual fighters to operate, Armada gives you squadrons of fighters which operate as one, and the mid-scaled ships are replaced by the Star Destroyers we all always wanted!  It's not just a case of making everything smaller and keeping the rest of the system identical though - for on thing movement is very different, as players find themselves having to compensate for inertia when piloting such hulking masses around the gravity-free abyss of space.
Due for release later this year, Armada does have us very excited, and we're certainly not the only ones hoping it lives up to the hype!

Saturday, 12 April 2014

Pirates! Card Game Kickstarter Review, Part 2: Gameplay & Verdict

This review is for a project still at the Kickstarter stage.  As such, final game contents may vary from those shown here.
In our last article we took a look at the box contents of our review copy of Pirates!, a card game by Jules Prick for 2-6 players.  Today we're going to break down the gameplay, give our thoughts on the pros and cons of the game, and give it an illustrious Games & Tea final score (yes, we've now decided our final scores should be illustrious ... it was bound to happen eventually).  As an in-development project it is reliant on crowd-funding, so if you like the sound of our review then please head over to its Kickstarter page and pledge your support.

The goal in Pirates! is to become the greatest pirate captain, either by being the first to accumulate 7 Pirate Points, or by simply eliminating the opposition.
To start the game each players is given a purple Big Sloop as their starting ship, as well as 11 crew tokens to man them.  The Pirate Card and Adventure Card decks are shuffled and placed within easy reach of all players, then each player is dealt 2 Pirate Cards and 3 Adventure Cards off the top of the decks.  Once all players have their starting hands and the beginnings of their pirate fleets, it's time to take to the high seas and find out who has what it takes to rule the waves!
Because sometimes a regular sloop just doesn't cut it...
Each player's turn consists of 4 phases: upkeep, adventure, re-organise, and draw.  The upkeep phase involves drawing 3 Pirate Cards to add to the player's hand, and adding new crew members to their fleets.  To do this, the cargo values (represented by the barrel in the bottom-right corner of the card) are added up across the player's fleet, and they receive that number of crew tokens to distribute as they wish.  The other values on the card are (from left to right) speed, cannons, and starting crew/maximum crew - all of which we'll address in due course.  The gold skull and crossbones icon represents a pirate point - most ships are worth just one, but some powerful vessels are worth more if a captain is ruthless enough to defeat them!
The adventure phase requires the player to place all of their Adventure Cards face-up on the table in front of them, and then decide which cards (if any) they will attempt to beat.  Alternatively, they can choose to attack one of their opponent's ships, which can come in handy when another player is getting close to their seventh Pirate Point!  Most of these cards are other ships which can be added to their fleet, but some are treasure cards which can have altogether different benefits!  Each ship in a player's fleet may only go after one Adventure Card per turn, so the players must decide whether to play the game cautiously or risk it all for gold and glory!  Seeing as combat plays a very large part in Pirates!, let's take a look at how it works...
This Big Sloop has decided to try and take on the David Le Roi for a very desirable reward of 2 Pirate Points.  The David Le Roi may not be tough, but with a speed of 7 she's fast, and so the Big Sloop must catch her first of all!  The player rolls the wind dice, and adding the dice total to the Big Sloop's speed, they must match or beat the David Le Roi's speed in order for battle to commence.  This may sound easy enough, but the wind dice features both positive and negative values, so if the Big Sloop is caught in a headwind then their quarry will escape unharmed!
Fortunately in this case the Big Sloop rolled a +1, allowing them to catch the David Le Roi.  Now they can engage eachother!
Before the crews go head-to-head, both ships get a chance to unleash a barrage of cannon fire upon eachother!  Each ship rolls a number of dice equal to their cannon value, and for each cannon icon rolled the enemy ship loses a crew member.  In this instance the Big Sloop has no cannons so must sit by whilst the David Le Roi fires two shots back at them!  Out of the two dice, one cannon icon was rolled, so the Big Sloop is reduced to 12 crew members before the hand-to-hand fighting starts.
Most pirates are not above using dirty tactics to win a fight...
Each ship rolls a number of dice equal to their remaining crew tokens.  This time, players are looking to roll crew icons on the dice, and for every one rolled the enemy loses a crew.  This process is repeated until one ship's crew is completely destroyed, and then the last man standing takes possession of the now empty ship!  This may sound like a lengthy and repetitive process, but the cap on the maximum crew of each ship brings this down to a manageable level.  The newly acquired ship is then given new crew members equal to its cargo value, and then it joins the victor's armada, adding to their Pirate Point total!
Some Pirate Cards can be played to give ships permanent upgrades, whereas others can give bonuses which last for just one round of combat.  These cards can also be stacked to give brutal combinations which can change the course of a game.  In the photo above, the Big Sloop has been upgraded with +3 cannons.  At the start of the battle, it was given the card "Chain Shot" - giving it a further +3 cannons - twice, and "Fast Reload", giving it x2 cannons.  All of these bonuses combine to give the Big Sloop a devastating +18 cannons for one round, giving it the chance to destroy an enemy ship's entire crew before the hand-to-hand fighting even begins!  This is a great example of how managing the Pirate Cards can be used to tremendous effect.
Following on from the adventure phase, the reorganisation phase allows players to redistribute their crew across their fleet, and sell any unwanted ships for their cargo value's worth in crew tokens.  Whilst this may sound counter-productive, selling ships to boost your total crew can prove to be a life-saving decision if players find themselves spread too thin!
Finally, in the draw phase players draw 3 new Adventure Cards to be played next turn.  You may be wondering why this is done at the end of the turn, rather than the beginning of the next one, and we have to admit we wondered the same thing when we first read the rules.  Once we started playing, however, we realised that this actually increases the strategic depth of Pirates!, as it forces players who are under attack to decide whether to use their Pirate Cards to help defend their ships, or to keep them in-hand to help complete their Adventure Cards in the next turn.
Play continues until one player secures that coveted seventh Pirate Point, or until only one remains in the game (the loss of a player's final ship results in their elimination).
So that's Pirates! in a nutshell!  So the all important question (and the one, we hope, for which you were awaiting an answer): what did we think of it?  Well to start with, we liked the fact that it's a card game with a little bit extra.  It might sound shallow, but the simple addition of some tokens and a themed-dice mechanic just makes it feel like it has a little more substance than a regular card game.
Looking beyond this, there's a lot about Pirates! which has been well thought out.  It's nice to see a card game which isn't a party game, but works well with more than two players.  It toes the line well between being a casual game and one which requires some slightly deeper, forward planning, giving an enjoyable experience without becoming too taxing.
The battle system works very nicely for the most  part - in the world of gamers there do seem to be a lot of anti dice-rolling voices, but in our opinion it adds a nice random element to any game.  Sure, no-one likes to just roll straight dice against eachother, but as an addition to a tactical element we believe it has its place in games, and it works well here - it's a great thrill when your opponent boards one of your ships with a larger crew, and some lucky dice rolls leave your crew heroically victorious against all the odds!  There's a nice variety of ships to chase down and plunder, from heavily-armed galleons to swift little sloops, and the wide range of Pirate Cards allows for some dramatic table-turning and devious thwarting of enemy plans.  Also - and this did surprise us a little - none of the Pirate Cards are drastically overpowered.  Many card games do suffer from having a few overpowered action cards which give the holder an unfair advantage, but Pirates! seems to have steered clear of this pitfall.
As mentioned earlier, the small touch of drawing Adventure Cards at the end of players' turns is another good mechanic, as it allows players to plan out their turn ahead, and forces them to decide whether to stick to the plan or use their cards to intervene if their own ships come under attack.
The victory condition of 7 Pirate Points seems spot on as well.  In many of our games, players would quickly reach 5 points as they each focused on their Adventure Cards rather than eachother, and then the game would become much more aggressive as they each tried to prevent eachother from scoring those final 2 points, whilst trying to edge their way there themselves!  This made those final points a very tough slog, only adding to the careful tactical planning of each turn.
This is something of a double-edged sword, however.  We did have a few games where a couple of players both reached 5 points fairly quickly, and then in the following few turns their attempts to keep eachother from winning ended up knocking both players back down to 2 points.  This was repeated a few times, making the game feel as though it was stuck in something of a "Groundhog Day" loop.
You may have picked up on the fact that we said the combat mechanic works "for the most part".  The only downside to it in our opinion came up when two large crews went up against eachother.  When you have two ships with roughly 20 crew members and 10 cannons each going head-to-head, the dice-rolling can start to become a little tedious.  This didn't come up very often, but during one battle over 80 dice were rolled before one heavily-battered ship emerged as the victor!  We did wrack our brains for a while to try and think if there was a way to streamline this mechanic for larger engagements, but we came up blank.
So, let's break it down into a nice, bite-sized summary...
The Good Points
  • Pirates! fits together very nicely overall, and works as a nice semi-casual game.
  • It's a quick game to learn, but has a tactical edge for players can develop.
  • Up to 6 people can play Pirates! at once, making it a good social game.
  • It doesn't require a great deal of space to play.
  • It's about Pirates!  Everyone loves Pirates!

The Bad Points
  • In larger battles the dice-rolling element of combat can go on a little too long.
  • Players can sometimes get stuck in a loop of mutual annihilation, although this lessens with higher player numbers.
Recommended Number of Players: 4
The first games of Pirates! we tried out involved just 2 players, which does work, although the odds of a mutual annihilation loop do increase!  3 players works nicely, but we found that 4 provided the best overall experience, giving players plenty of targets to choose from without spreading their attacks too thinly.
Average Game Time: 45-60 minutes
Pirates! isn't one of the quickest card games in the world, but that's entirely down to the tactical element of the game.  Unlike some card games such as Fluxx, which can feel like they'll go on forever, Pirates! always makes the players feel as though they're heading for their goal.  We found 2 player games lasted around 30 minutes, with that time slowly increasing with the player numbers.
Replay Value: Medium
There are enough combinations of Adventure Cards and Pirate Cards to keep Pirates! fresh for quite some time, although not forever.  The games do go on for long enough though, that a decent games night will probably only accommodate one or two rounds, so it shouldn't be a game that goes stale too soon, and the potential for future expansions (see below) can only enhance its longevity.
The Future: Bountiful 
Being a project currently in development, it's difficult to pin down the future of Pirates!, but we've been in touch with the creators to get a rough idea of where this game may go if it achieves post-Kickstarter success.  Whilst we don't want to go into too many details and make promises on behalf of the Pirates! team, ideas are currently bouncing around for future expansions which will include additional mechanics to give the game a little more depth.  There is certainly potential here for Pirates! to grow far beyond its humble beginnings.
Price: £20
Being a Kickstarter project, backers have the choice of how much they want to put in to try and help it on its way.  A small amount can go towards simply supporting the project, whilst larger amounts reap greater rewards, such as a sloop tour down the canals of Amsterdam!  To simply secure a copy of Pirates! upon its release though, will set you back £20.
OVERALL SCORE: 8/10
Tea consumed during this review: Our penultimate bag of Twinings green tea/every day tea blend, with milk and 2 sweeteners.  10/10


If you enjoyed this article and want to see more of the same, come and like us on our Facebook page to keep up to date with our reviews, as well as our general day-to-day ramblings!



Pirates! Card Game Kickstarter Review, Part 1: Box Contents

This review is for a project still at the Kickstarter stage.  As such, final game contents may vary from those shown here.
 
If there's one thing here at Games & Tea that really gets our blood pumping (other than games and tea) it's zombies.  Ironic, really, considering the lack of blood flow in the undead themselves, but each to their own.  If there's a second thing that does it, then it would probably be pirates.  There's a certain romanticism about the freedom of sailing the seven seas, going wherever the wind takes you, and stealing vast quantities of shiny things.  There's something even more fun about the notion of catching a good tailwind and pulling alongside your best friend's ship for a devastating broadside!  So with that in mind we were all too happy to receive a review copy of Pirates!, a card game for 2-6 players by Jules Prick, in order to bring you our thoughts for the Kickstarter launch.  The last game we reviewed with exclamation marks in the title was the distinctly average Zombies!!!, so we were trusting in those roguish seafarers to restore our faith in our favourite item of punctuation.
 
Drink up, me hearties, yo ho...
 
The goal of Pirates! is a simple one: to become the greatest pirate captain on the high seas!  It sounds simple enough, but when you have 1-5 other pirate captains with their eyes on the same title, things become a little bit tricky.  To become the greatest pirate, players must accumulate 7 Pirate Points, through feats of adventure and fighting prowess.  Alternatively, for the more aggressive player, victory can be achieved by simply annihilating the opposition!  But we're getting ahead of ourselves (as usual), so let's take a look at the contents and mechanics of Pirates! before delving into our thoughts on the game...
 
 
There are two main decks in Pirates!, both of which are communal, giving no player an unfair advantage right off the bat.  The first of these are the blue-backed Adventure Cards, of which there are two types: ships and treasure.  There are different types of ship in the game, each with different stats in terms of speed, firepower and crew capacity, and defeating these ships to add to your fleet is the main victory tactic.  The treasure cards are generally used to boost players' pirate forces by giving them extra crew members for example, as well as serving a second overall purpose: the player with the most treasure cards at any time takes possession of the oversized Treasure Cave card, giving them one additional precious Pirate Point.
 
 
The second deck consists of the red-backed Pirate Cards which are used to form the players' hands.  There are three different types of Pirate Cards; Your-Turn-Only and Battle Cards, which allow players to take actions which boost their resources or give them the edge during a battle, and Inventory Cards which are used to upgrade ships in their fleets.  Managing these upgrades and making the best use out of these actions can turn the tides (see what we did there?) of battle, and determine which captain is left standing when the smoke clears.
 
 
In addition to the two main decks, there are also the purple-backed Big Sloop Cards.  These are the basic starting ships, and each player receives one at the beginning of the game - even Blackbeard and Davy Jones had to start somewhere!
 
 
Pirates! also features some rather unique dice, which are used to determine the outcome of battles.  In our opinion these are the coolest things about the box set, with the sides of the black dice featuring cannons, cutlasses and compasses!  The blue die is used to determine the vital wind speed in ship-chases, and so features plus and minus values.
 
 
Finally, we have the crew tokens.  These are used (as you might have guessed) to keep track of the number of crew on each ship under the players' commands.  Each ship has a maximum crew compliment, and players will want to try and keep them as full as possible to ensure victory over their opponents!
 
Being a review copy our game didn't include them, but in addition to the oversize Treasure Cave card mentioned earlier, the full game should feature a few more oversized Fame Cards, as well as quick-reference setup and turn order cards to help speed the game along.
 
So that's the box contents of our review copy of Pirates!  Come back for Part 2 of our review to see how the game plays and our thoughts on it as a whole, but in the meantime check out their Kickstarter page here to find out some more information from the creators themselves!