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|CHOKING HAZARD -- Small parts. Not for children under 3 yrs.|
Yo-Ho-Ho and a Barrel of Fun! Set sail for an exciting adventure of strategy and skullduggery in this captivating card game. Storm your opponents' merchant ships and seize valuable treasure. But watch your back, matey -- plundering pirates are out to capture your ships as well! The player with the most loot rules the high seas.
AKA: Pirat; AKA: Korsar
Age range: 10 and up / Number of players: 2 to 8 / Play time: 20
78 cards:, 25 merchant ships, 48 pirate ships, 4 pirate captains, 1 admiral, rules of play
|Average Customer Rating:
|| based on 166 reviews|
Average Customer Review:
( 166 customer reviews )
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Most Helpful Customer Reviews
127 of 131 found the following review helpful:
Arrr, Thar be fun times ahead Matey!Feb 23, 2006
By M. E Guymon
I bought this game on the fly cause the cover illustration looked so interesting that I couldn't resist. The instructions were a little confusing to understand at first, but once gameplay started it was picked up pretty easy and much fun was enjoyed by everyone. The game is geared for those ages 10 and up, but it was so easy to understand and so much fun, that my 8 year old neice was able to play without teaming up with an adult. The game promotes math skills which is a HUGE plus since many games today are only about fun. This game has it all, fun, education and the artwork on the cards is fantastic. When we played, we threw in chocolate gold pieces so we'd have real pirate plunder and everyone had to speak like a pirate. It's a really great way to spend quality time with your family and it's fun for all ages!
122 of 126 found the following review helpful:
Earlier Reviewer Mistaken About RulesJun 22, 2008
By James Dawson
A previous reviewer of this game who claimed that there is a flaw in its rules was incorrect. That reviewer wrote: "The problem is one person can basically just wait the other person out and keep drawing cards and rarely ever play until the deck is out. Then at the end, that player will still have cards after the other player has long run out, meaning that they just lay down merchant ships and collect them." Actually, that would be impossible if the game's printed instructions are followed. They state that "The game ends when the draw pile has been depleted and one player has played his last card." In other words, as soon as the draw pile is gone and one player is out of cards, the game ends. And even more importantly, players at that point who are stuck with merchant-ship cards in their hands have to DEDUCT those cards' values from their score! Here is that part of the instructions: "Total all of the gold coins from the merchant ships you've won, then deduct the number of gold coins from the merchant ships still in your hand at the end of the game." Those rules make it pointless to try waiting out the other player by hoarding cards, because the hoarder risks getting stuck with them at the end of the game and paying a heavy penalty. (I wanted to point these things out because this really is a great game, and I don't want anyone to hesitate about buying it due to misinformation! Yo-ho-ho!)
67 of 69 found the following review helpful:
a lot of fun - ages 7 and upSep 29, 2006
By B. G. Heyer
Friends from out of town introduced us to this game, and the time passes so quickly with this game. The instuctions are a little laborious, but once you start playing everyone catches on. It's a strategy game at several levels. The cards have 1) pictures of merchant ships with differing levels of loot (gold pieces) 2) pirate ships at various 'power' levels and 3) pirate admirals (trump card, effectively.) As the game progresses players attempt to capture other players' merchies and maximize gold pieces while trying to prevent their own merchies from being captured.
Trust me, it's fun for the family. And of course, everyone can talk like a pirate.
14 of 14 found the following review helpful:
Loot - great mass appealApr 22, 2008
By Matthew Cordeiro
I've played Loot with many different people, some were serious gamers, others not so much. Loot appeals to a large audience for a number of reasons. At about 20 minutes per game, it's fast to play and doesn't get bogged down in intricate rules or game mechanics. It's also a good balance between luck and strategy. Plus, who doesn't like pirates?
The premise of the game is to capture merchant ships by attacking them with pirate ships. Both types of ships have varying card values, plus there are some trump cards. The strategy is determining which ships to go after and how much you want to fight for them.
This is a great card game at a reasonable price. The card design is very cartoonish, which is great for younger players. My only complaint is that the colors used to distinguish the 4 sets of pirates should have been more contrasting. The purple, navy, and dark green look awfully similar.
21 of 23 found the following review helpful:
Arrr Matey That be some good LootJul 06, 2011
By Ryan Gravette
I love games that have simple rules but extensive strategy with a hint of random for fun. This game fits does all three. The game has fun aspects that a whole family with kids can enjoy.
The rules of loot are simple. Players take turns either drawing a card from the deck, or by playing either a merchant or one of four colored pirate ships from their hand. Each merchant or pirate ship has a set attack strength (Pirates) or value (Merchant). If a merchant ship is placed in the playing field all of the other players have a opportunity to attack a merchant ship with a pirate or to place their own merchant ship. If a player attacks a merchant ship with a pirate, then no other player playing after can attack with a pirate of the same color. The player who attacks the merchant with the most amount of pirate points, and no one else has attacked in 1 round wins the merchant ship (and the gold value).
The rules are simple enough that our 6 year old can play and enjoy the game.
When all of the cards are gone and one player can no longer play (ran out of cards) then the points of the merchants that each player has collected are tallied. The individual with the most merchant points wins.
The strategy of the game comes in knowing when to play each card type. After a merchant is payed should you play another merchant? (merchants that remain un attacked for one round go to the original player) Do you play a high point pirate (there are limited high point cards) or do you build your deck? Running out of cards in this game can be detrimental so working on when to hold em and when to fold em is crucial.
This game gets its random aspects from the card shuffling. This provides an unknown of what player has what cards, and if one draws what card will come up. The number of cards is high enough that the probability of 'luck' alone winning a game is low, but card count is low enough to ensure the game progresses quickly.
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