Winds of Plunder

Game Review

by Ed Rozmiarek



I was able to play a playtest version of GMT's new Winds of Plunder game at Gulf Games 12 in Williamsburg, VA. When I left the table I had a very favorable impression of the game and had already decided to place an order for the game which I did as soon as I got home. The game is on GMT's P500 list with a price of $49.00. Since the game has been announced and preorderable from GMT, I was given permission to discuss the game openly.

The game is played over nine rounds. The board consists of a map of the Caribbean which has been divided into four north/south zones. Within each zone are three ports of call, for a total of 12 ports. The board also contains a score track surrounding the map as well as charts to keep track of the items you collect during the game. There is also a handy list of the ports listed in order from north to south. This list helps you determine which ports are valid to sail to based on the wind direction (more on this later).

After starting at a random port, each round you sail your pirate ship to one of the other ports to collect your booty. Each port has a random treasure token that gives you 2 to 5 victory points as well as other goods (extra crew, weapons, provisions or a treasure map). After one player's ship lands at a port and receives the booty there, the treasure is replaced with another token.

The novel mechanism in the game is the wind that controls where you can sail your ship. Each round the players vote on the wind direction (N, S, E, W) and the wind strength. The direction that receives the most votes wins and controls the movement of the ships that round. If the wind blows north or south, you must move within your current zone in the wind direction and optionally go east or west by one zone (i.e. if the wind is blowing south, you may move southwest). However, the east/west trade winds are stronger and if they are blowing, you must move 1 or 2 zones in the direction of the wind (although you can move anywhere within the destination zone). Players vote with wind cubes to control the wind. Each player starts with ten cubes and can buy more each round by using one or more action points. The player who voted the most for the winning wind direction is "Black-beard" that round. Blackbeard decides who goes first that round (some times you don't want to go first) and also breaks ties.

Each turn players also get three action points. These are used to buy action cards, play action cards, buy more wind cubes or make a "gust of wind". There are a variety of special actions you get to perform with the action cards. Things such as stealing wind cubes, limiting another player to only two actions, getting extra provisions, taking a second turn (only if in last place and by burning a crew), etc. There is a good mix of helpful cards that give you a bonus and "take that" cards that you play to slow down the another player.

If the player needs more wind cubes, they may be purchased with actions points. One action point will get you two wind cubes, two action points - five cubes and if you use all three action points you can buy nine wind cubes.

The last option for action points is the "gust of wind". If the wind vote goes against you and you find yourself with no where to move (for example, on the coast of Mexico with the wind blowing west), you may use all three actions points to buy a gust a wind. The gust will blow you to any port on the board. It seems powerful, but it is really painful to use all three action points for this.

Players score victory points in several ways. The main way is by sailing to the ports each turn. Players can receive bonus VPs by collecting treasure maps and then visiting the ports with the treasure. The players also get victory points at the end of the game for the provisions (one for one), crew (1 VP for each two crew) and weapons (1 VP for each 3 weapons) they have collected during the game. These three items also have other uses during the game. Having the most provisions scores you a bonus victory point at the start of your turn. Having the most crew gets you an extra action each turn. As for weapons, if you arrive at a port with another ship there and you have more weapons then the other ship, you may board that ship. If you board a ship, you may trade supplies or steal 2 victory points. Also at the end of the game, left over wind cubes score you victory points (1 VP for each 3 cubes).

The game we played had 4 players and finished in about an hour. (The game handles up to five players.) For those of you who complain about the theme not fitting the mechanics, this game is for you. The game fits the pirate theme well and the game play flows very nicely. The only down side I see if that the GMT P500 price is $49 and the list price is $65, pretty high given comparable games, but I think this is a unique game which deserves to be published and see the light of day.

Note: I have no connection to GMT, I just want to see the game published. In fact, I had sworn off of P500 list as I was one of the people whose credit card was charged for Santa Fe Rails and Rome but did not see the game for a year afterwards. After reading about the GMT changes, I hope they have their act together on this one.


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