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Ghost Galleon Plot
12 Realms - Ghost Galleon (German edition)

12 Realms: Ghost Galleon (2015)

Players
4–5
Best: 4
Playing time
90–90 min
Age
10+
5.89
Average rating
31
Ratings
3.00/5
Weight
Alternate names:12 Realms: Geistergaleone
Designer:Ignazio Corrao, Alexander Argyropoulos, Michael Andresakis
Artist:Michael Andresakis, Jerome Jacinto
Publisher:MAGE Company +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 7, Interaction 10, Complexity 6, Theme 9
Strategy5.0
Luck7.0
Interaction10.0
Complexity6.0
Theme9.0

This game's strategy, luck, interaction, complexity and theme.

FantasyDiceAdventureExpansion for Base-gameAction PointsTeam-Based GameCooperative GamePoint to Point MovementArea Majority / InfluenceAction Queue

Overview

A terrible force was sent to the Bones Island by the Dark Lords: the Flying Dutchman. They decided to recruit the undead pirates to protect the Cursed Treasure of the Skull Cave. The curse of the Flying Dutchman falls upon the Area where it travels, and the Heroes cannot enter there and fight the Invaders. Beware now! Combine your forces with the other Heroes in order to destroy the undead pirates and take back control from the Flying Dutchman! Your mission is to destroy the Black Fortress in each active Realm but first you must take control over the Galleon by destroying the Ghost Galleon's pirates. If the Invasion marker reaches number 20 in an active Realm, then all players lose the game.

To take control over the Galleon you must first destroy the 4 pirates. Each one has a question mark (?). Roll the Talent Die to determine the Talent needed to destroy each one. There are town cards and Bonus town cards that allow you to kill all the Invaders in a Realm. The pirates are not affected by ANY Town card except Musket and Pistol! The other way to destroy the Pirates is to move your Hero to the Area where the Galleon has stopped and exploit 1 Swiftness Talent in order to get on board and start the attack. Yes, this Area is Cursed, but if you state that you want to get on board and offer an extra Swiftness as a tribute, then you can enter the ship. When you take control over the Galleon, move your Hero onto it. Now you are Cursed too, and you can never leave the Galleon and as an extension you cannot buy any town cards. In each round, you can move the Galleon 1 Area forward or backward by spending 1 Swiftness Talent. If you have more Swiftness Talents, then you can exploit them to move the Galleon more than once. To destroy a Black Fortress you must exploit 2 random Talents by rolling the Talent die. First, you must move your Galleon to the Area where the Fortress is placed, and then you can attack it.

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