Distress in the lifeboat
A sea journey is fun, a sea journey is beautiful. But who traveled the sea, can swim very fast. No, they are not talking about the Titanic, but from the Santa Timea. This proud ship went to the shores of three small islands in and the crew tried to escape as quickly as possible.
But there is a problem with the boats. These are bursting with holes. Which creates the three to six fur seals to bring his men to the saving to the safest bank? IM lifeboats in distress by Ronald betting ring from the Argentum publisher we'll find out.
The beautifully illustrated game board shows the declining Santa Timea, and the three unnamed islands. In between there are seven columns of four waves. These are used in the game to mark the progress of the rescue boats. which are also mentioned seven times. They carry the player colors green, red, yellow, blue, purple and white. In addition, a neutral black boat is included.
When the game starts, each player placed the boat in its color on any web before the first player uses the black boat. The boats move only straight ahead. Changing the web is not possible in the game. The choice of the path there is also the potential target of the boat. This fact is interesting in so far that the islands provide a different number of points for the achievement.
The boats are placed, players must divide their sailors on the boats. Each player has two pilots (large pawn) and the number of players four or five sailors (small pawns). In turn, players place one piece on the boats. The color of the boat is irrelevant.
Goal is to reach his sailors majorities, since it at certain times in the game comes to important votes, which can take only the occupants of a boat. Here, every two and every sailor helmsman one vote.
The last step before the start of the game is to distribute the cards. Here each player gets one card in the colors of the boats (color maps) and three master cards. The entire game is controlled using these cards. In the game it always comes back to vote. The players put on the verdict from one card face down.
Once all players have voted, it will be given. The color that occurs most often is, depending on the topic of vote winner just above losers.
A draw is made by the first player's decision. So far so familiar. The master cards bring a little spice to the mechanism. If a player plays a captain, he makes the decision, but must then give the captain. If several players have traveled a captain, although they lose the captain, but have no influence on the result. The timing of the use of the master must therefore be carefully considered.
Here we go. In each round is another player starting player (in a clockwise direction), gets the starting player and leads the round by the following phases:
Leak:
The players vote on which boat gets a leak. A leak is a blue wooden disk, which occupies a place on the ship. Is no room free, must "get out" an inmate. Only the passengers of this boat from voting, a figure which player loses. If at the end of a phase more leaks in a boat as passengers, it sinks. The boat and its occupants from the game.
Driving:
The players vote as to which boat should go one step further. The ship reaches an island, get off all the passengers and the boat is parked on the bar at the edge of the field.
Change to:
On the boats is the panic broke out and all the sailors are desperate to change to increase the chances of rescue. This phase is carried out in two steps. First, each player starting with the first player to take a character from a boat and they get behind the boat in question. This from each boat must be removed just a figure.
Then the pieces are put back into the boats. This starts the player who has recently exited. The boat will be entered into which is freely chosen, it must not only be the boat, behind which stands the own man. Is no space, the figure is taken from the game.
The game ends when all the boats out of the game or on the islands have arrived. The winner is the player who has achieved with its sailors the most points.
RESCURE IN LIFEBOAT scores especially with its excellent material and great illustrations. But the game looks cuter than it is. It is marked by promises, intrigue and great speeches. The votes are always exciting to contribute not the least the captain's cards.
However, it should adopt rules that do not escalate the discussion before a vote. In our rounds it is managed so that when the first player places his marker on the board, are immediately stop all negotiations and a decision must be made. This creates room for new tactical opportunities.
Thus, the first player at a decision once and put his marker away. This prevents any collusion and makes this vote so exciting. As the game of interaction, lives should be at least four players must be involved. Also important is that you should not be resentful, and the game as the looks, what it is - fun. There will always encounter situations where promises are broken or other little nasties to bear. Who does not like, should stay away from the game. Conversely, those who like interactive games, comes to this game is not over.
Name: Abandonment in the lifeboat
Players: 3-6
Age: 12 years
Duration: 90 minutes
Author (s): Ronald Wettering
Publisher: Argentum Verlag
Year: 2006
Tags: Argentum Verlag











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