Stryyder[red]Yarhar and avast![/red] We be setting sail for the fabled Libertalia! Last bastion of freedom where a hardy swashbuckler can retire to a life a luxury with his plunder, away from the danger of the sword and noose. But afore we can chart our course, it’s time to fill our hulls to burst with precious gold. Ahoy and weigh anchor!1archivecontrol_editmode_centercomment000
StryyderLibertalia is a hand management game, where rival crews of pirates set sail to collect riches. The game is divided into 3 rounds (campaigns), which are in turn divided into 7 Days. Each day players will play 1 crew card until the 7th, where they return to port with their loot. Whoever amasses the most doubloons wins!2archivecontrol_editmode_centercomment000
StryyderEach player begins Libertalia with 10 doubloons and a hand of 9 crew cards. !!! Note , each player starts with the SAME 9 crew cards. Each crew member has a name, a rank (1-30), a crew power, and an influence value. We will dive deeper into each of these in turn. For now, let’s get started!
It's time to play our first crew member. Click the Beggar (3) card to start the game.3myhand_wrap010myhand_item_6 16 ttdoubloons_84140523 12
StryyderOur Beggar has boarded the ship, along with our opponent’s Granny Wata. The order in which crew are placed on the ship is according to the Rank in the upper left of the card, with lower numbers at the front (left) and higher at the back (right). !!!This is very important as we explore how crew powers resolve.1card_661ee364c10d8800
StryyderThe next step is to resolve our Daytime (golden sun) powers. As you can see from the illustration above the ship, daytime powers resolve starting at the front of the ship. Our beggar steals 3 coins from the player with the highest ranked crew member (Granny Wata). Your doubloon totals are shown near your account name.2card_661ee364c110b200ttdoubloons_84140523 12 ttdoubloons_92049999 12
StryyderThe next step after daytime is Dusk, where we resolve dusk powers and collect booty. Each Day has a set of booty tiles, one for each player. Per the illustration on the back of the ship, Dusk begins at the back of the ship and goes forward.
Yellow tiles score doubloons at the end of the round as follows:
Chests - 5
Jewels - 3
Barrels - 1
Maps - 12 for a set of 3 maps3bootyzone_161ee364c111bc00
StryyderGranny Wata has run off with the barrel tile (the scallywag!). We have only one choice left. Click to take the Map tile.1bootyzone_1_selected61ee3657f033810booty_38 16
StryyderFor the next day we will focus on Dusk powers. Choose the Cabin Boy (5) to play.1myhand_wrap61ee3659b229b10myhand_item_10 16
StryyderAs before, we board the ship. Daytime powers have resolved and now we move to the Dusk phase. Starting at the back of the ship, each crew member resolves their dusk power(orange setting sun), chooses a booty tile then moves to their player’s Den.1archivecontrol_editmode_centercomment61ee367e62f4400
StryyderOur opponent has taken the map tile and leaves us with the Cursed Relic tile. Cursed Relics cause us to LOSE 3 doubloons at the end of the round, but fear not! Our Cabin Boy’s dusk power states that we don’t have to take a booty tile, so we narrowly escape danger.1bootyzone_2_selected61ee36842b87800booty_30 6
StryyderFor Day 3, let’s play the Recruiter (4).2myhand_wrap61ee36842fe1410myhand_item_21 16
StryyderWhen a crew member leaves the ship, they are placed in front of their player, an area called the Den. Crew in the Den remain active and can resolve Nighttime and Anchor powers. But beware, there are ways to send those crew members down to Davy Jones. Crew members that are discarded from the ship or den by a card or tile effect are sent to the player’s Cemetery.1player_den_8414052361ee368ddd61100
StryyderAs you may notice, the Recruiter’s daytime power allows us to bring a crew member back from our Den to our hand, to be used again later in the game. There are a lot more curse relics on the horizon, so let’s get that Cabin Boy back for now. Click on the Cabin Boy in your Den.2player_den_84140523_item_1061ee368ddd76d10player_den_84140523_item_10 16
StryyderNow that you have a grasp on the basic sailing strategy, let’s take a look between days. Play the Mutineer (13).2archivecontrol_editmode_centercomment61ee36b8141b710myhand_item_20 16
StryyderWe’ve touched on the normal Daytime and Dusk phases, let’s look at the night phase. Each Day, once crew members have finished sailing and collecting booty, night powers will resolve on all Crew in each player’s Den. So let's move through the Day/Dusk now.1cardzone_061ee36dc1aa8200
StryyderYour Mutineer activates, discarding your lowest ranked Den character (Beggar) and gaining you 2 doubloons. You also notice that your opponent’s Granny Wata has been getting them 2 doubloons each night for a few turns now. We should probably do something about that…1player_den_84140523_item_2061ee36e87a8d700ttdoubloons_84140523 12 ttdoubloons_92049999 12
StryyderIt's day 5, getting closer to port. Let’s play our own Granny Wata (27).1archivecontrol_editmode_centercomment61ee3723d1fb910myhand_item_23 16
StryyderAfter Daytime powers resolve it is now time for us to choose our booty tile and a new choice has popped up, the Sabre. There are 2 red booty tiles:
Spanish Officer – A Spanish officer arrests the crew member you sent on the ship, sending it to your Cemetery instead of your Den.
Sabre – Choose a crew in an adjacent player’s Den and send it to their Cemetery.1archivecontrol_editmode_centercomment61ee3731350fe00
StryyderSince our Granny Wata Night ability is going to cause our opponent to discard their Granny Wata, let’s Sabre their French Officer instead. We know they still have their Recruiter in hand, and that French Officer would help them in the future. Click on the French Officer in their Den.1player_den_92049999_item_3461ee3766896d910player_den_92049999_item_45 16
StryyderA lot happened last Night phase. Both Granny Wata are gone, so is the French Officer and our Mutineer got us 2 more doubloons at the cost of our Recruiter.
For the final day of plunder we don't want that cursed relic, so lets try and play a high rank card. Click our First Officer.1archivecontrol_editmode_centercomment61ee3788496be10myhand_item_29 16
StryyderA new twist! More than 1 player has played the same crew member. So how do we decide the order on the ship? If you remember the start of our journey, the term Influence was mentioned, which is on the small gray flag in the bottom left of a crew card. If 2 of the same crew are played, they are placed on the ship with the lowest Influence to the front, unfortunately that's us in this case.1card_2961ee378f8594d00
StryyderNo use crying over spilled grog, though. Let's finish up this turn and head back to port!2archivecontrol_editmode_centercomment61ee378f85af500
StryyderWe have reached the end of our 6 day adventure, time to head into port and count up our spoils! But first, we must resolve the last type of power: Anchor powers. Anchor powers on all crew in each player’s Den resolve at this point. Our First Officer grants us 1 doubloon for every crew member in our Den for a total of 2 additional doubloons.1player_den_84140523_item_2961ee379c0152600
Stryyder...at least he would have, but we forgot about our Mutineer who snuffed the First Officer during the Night phase before we got back to port. But he still got us 2 doubloons, so all's fair in piracy and war.2archivecontrol_editmode_centercomment61ee379c022cb00
StryyderWe now total our score for this campaign. Here is what we ended up with:
19 doubloons
1 barrel – 1 doubloon
1 chest – 5 doubloons
1 map – 0 doubloons
1 sabre – 0 doubloons
1 cursed relic - -3 doubloons
Total = 22 doubloons3archivecontrol_editmode_centercomment61ee379c0567700
StryyderOur score is recorded for the campaign and then we get set for the next one. Close the score window.
All cards in players’ dens and cemeteries, as well as all remaining booty tokens and doubloons are discarded. Players are all given 10 doubloons and add 6 new crew cards to those remaining in their hand.4archivecontrol_editmode_centercomment61ee379c0783100
StryyderAs before, all players are given the same crew cards, however the crew left in their hands from the previous campaign may now be different depending on how they played.5archivecontrol_editmode_centercomment61ee379c0783100
Stryyder Success! You’ve now learned the ways of the pirate. The game continues in the same way for 2 more campaigns.
Day 1-6:
-Play crew
-Daytime powers
-Dusk Powers/Choose Booty
-Nighttime powers
Day 7:
-Anchor powers
-Total your doubloons
Whichever Crew amasses the most doubloons over 3 campaigns wins! Set sail for [red]Libertalia![/red]6archivecontrol_editmode_centercomment61ee379c090fc00
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