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Seafall

Updated: Dec 12, 2019

As this is a legacy game, I should probably give a spoiler alert, but I don't think this picture gives much away and I won't reveal any secrets in my comments here.


In Seafall, players sail the seas in search of Glory. They score Glory points by exploring, raiding, building, upgrading ships and completing objectives. Their scores and some upgrade bonuses carry on to the next game, and, as you would expect in a legacy game, each play is likely to involve small but significant changes to the board and other components.

Seafall has had a reception that has been at best lukewarm. Some high profile reviewers gave up on the game halfway through. We've stuck with it. The endgame is now in sight and we are going to see it through but we too have been disappointed by several aspects of the game.

We have seen turns where a player is handed a huge chunk of Glory points for a random event, and we have found it frustrating to spend turns building an 'engine' only to find the game over before the engine is even complete: a game year comprises 6 turns and we have yet to play the game and have it go beyond two years. Our most recent game was over on the sixth turn, and that is with our already having adopted a house rule halving the Glory point reward for completing milestone objectives!

Seafall incorporates a 'catch up' mechanism but the advantage of winning usually far outweighs the 'catch up' bonus and the compensatory turn order.

So why have we stayed with the game? Well, despite its flaws, we've enjoyed our plays and we all want to see how the 'story' pans out and what surprises remain in the eked out new cards and the one remaining sealed chest.


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