Come Hell or Highwater, may the wind catch your sails.

Publicerad: Torsdag, 6 juli 2017, Skribent: Andres

My dream is always the same.

Far to the west, the setting sun splashes red and gold.

I feel the pull of power, of riches untold that lie beyond the horizon, I know that power untold will be mine if I can but claim it first. Glory shall be mine, and mine alone.

After 8 months, my gaming group has finally finished Seafall. For those of you not in the know, Seafall is a massive board game about glory in the high seas, set in a fictional universe in the age of exploration. Play is played over a long campaign, the big gimmick here is that the board at the beginning of the campaign is more or less blank, representing the high seas, waiting for an intrepid explorer to discover its secrets.  Each game will see the players making permanent physical changes to the game board its self. Players will mark the location of new islands with the placement of stickers on the former empty sea space, marking the island for its different production and locations as well as marking other structures that would be a spoiler to discuss now.

Seafall has been a one of a kind experience that I don’t think could ever be matched. The slow unveiling of the curtain of this large world and sapping story is a thing of beauty. Never before have I seen a game try so hard to blend Euro mechanics and gameplay with an evolving story as a framework.  The campaign has so many twists and turns and revelations, including one of the more interesting and unique components  to ever be added to a board game. Trying to keep this spoiler free is very difficult, so I’ll leave you with this. If you want a game that constantly subverts your expectations, and one you’ll be talking about with your game group for years to come than I think you should take the plunge for Seafall.


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