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Fortunes of Scoundrel Bay (engl.)

Fortunes of Scoundrel Bay (engl.)      
Game titleFortunes of Scoundrel Bay (engl.)
Item numberMTG122
AuthorsVegard Eliassen Stillerud, Eilif Svensson, ?smund Svensson
IllustratorBilly Christian, Sylvain Leroy
Number of Players1 - 4
Agefrom 14 Years
Durationapprox. 75 minutes
Weight2360 g
Manufacturer MatagotMatagot (2025)
Contact data
Instructions inEN
Customer RatingThere are currently no product reviews.
Important notes Warning! Not suitable for children under 36 months. Risk of suffocation due to small parts.
Article StateNew and original packaging

Description

You have finally reached the archipelago of Scoundrel Bay! Here, amidst treasures and dangers, fortune awaits any crew daring — or foolish — enough to seize it.

In Fortunes of Scoundrel Bay, players are pirate captains who try to collect the most gold by conquering harbors, seeking hideouts, delivering crates, digging up treasures, and gaining reputation by fighting monsters. During the game, each player builds up their crew to unlock stronger actions such as digging for treasure, invading hideouts, and picking up and delivering crates. On your turn, play one card from your hand and choose one of three actions for it: Recruit, Sail and shoot monster, Invade.

You may not pick the same action you took on your previous turn. The deck contains 84 unique, multi‑use cards, and every card works with all three actions. After each of five reefs, you resolve an event and feed your crew. The game ends as soon as a captain crosses the fifth reef. Sailing quickly shortens the game, but racing ahead might leave your engine too weak to claim victory.

In the box, you'll find unique player power tiles, asymmetric player boards, screen-printed captain figures, screen-printed pirate ship figures, 108 pirate figures, event cards, and a lot more.

Fortunes of Scoundrel Bay is a high interaction game in which players compete to gain area‑majority over lucrative islands, outpace foes in an open draft of crew cards, race to engage monsters before others can, and outwit captains in tense blind bids — all without resorting to negative or take‑that attacks.


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