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This book contains 400 or so story entries, a map, and a section at the back sealed by perforated card and more dire "no-looking" warnings.
#PLAID HAT GAMES SEAFALL MANUAL#
If you succeed at a roll, you consult a manual named the “Captain’s Booke,” presumably by someone who has never actually read any Elizabethan English. The chests are lined neatly to one side of the game box, and players are strictly banned from peeking at their contents until the appointed time. Slowly, over the course of the next dozen-and-a-half games, that purpose is revealed via a series of six sealed cardboard chests emblazoned with arcane symbols. Aside from a vague mandate to explore, it’s not entirely clear what you’re meant to be doing. There are a couple of nearby unexplored islands and a whole expanse of empty hexagonal sea. Players permanently alter the game as they play it-writing on the board, triggering the introduction of new rules, and generally making the game their own unique experience through their actions.Īt the start of things, the players, as mainland noble families beginning to explore the western sea, start with two plastic ships at one edge of a large, mostly empty board. Its central conceit is its "legacy" aspect: it was designed to be played between about 12 and 20 times-and no more-by the same group of three, four, or five players over the course of about 45 hours. SeaFall is an incredible work of flawed genius. The short answer is “yes, very.” But there’s a long answer too, and that one starts with a “but”. Further Reading Pandemic Legacy is the best board game ever-but is it “fun?”