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Trickin' in the Riggin': A Skull King Board Game Review

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12 Feb 2020 00:01 #307065 by WadeMonnig
Skull King isn’t just about how many cannons you are...

Pirates come in all forms. For instance, I had no idea when my package came from Grandpa Becks’ games that a pirate (my daughter) would shanghai Skull King out of the package and force me a cutlass point (or just bat her eyes) to play it immediately. Luckily, even when on the business end of pirates wrath (slight drumming of the fingers), Skull King is a trick-taking game that is easy as walking the plank to teach and a tropical breeze to learn.

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12 Feb 2020 13:26 #307066 by Jackwraith
Wait. The pirates (i.e. central theme of the game) have extra abilities that aren't printed on the cards...? Doesn't that seem like a rather basic production requirement utilized by card (or card-oriented) games for, oh, 45 years now (CE)?

I'm not a huge fan of trick-takers. I was pretty good at Euchre, as my old business partner and I used to lay waste to everyone we encountered, but didn't really enjoy the game. Having to constantly consult a rulebook during one would be an automatic deal-breaker.
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12 Feb 2020 15:03 #307069 by WadeMonnig
In the games defense, they are secondary/advanced powers that aren't used until you decide you want to. They were added in the expansion, i think adding them to the cards, even in icons, might confuse more than be helpful. I rarely use them myself.

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