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Caribbean

Six neutral pirate ships, three safe havens each, and rum as the only currency that gets them to carry crates to you.

Six pirate ships roam the 18th-century Caribbean, and none of them belongs to you. That is the catch of Caribbean (2004): the pirates work for whoever pays them best, and the currency is rum. Each player owns three safe havens on the board, and your goal is to get the pirates to deliver treasure crates to your havens, not to your opponents' ones. So you bribe, bluff and time your moves so that the ship ends up where you want it. The board is split into spaces and the ships move step by step. For two to four players and about half an hour, with a lot of looking at what everyone else is planning.

Six neutral pirate shipsBribe pirates with rumDeliver crates to your own havens

Who it's for

You like pirate theme, simultaneous plans and bluffing, with four players around a short game.

Not for you if…

You want full control of your own pieces. Here the ships belong to nobody, and plans often get hijacked.

Vibe's take

Scheming and a bit chaotic. You plan your actions ahead, then watch the ships do something slightly different because rivals bribed them too, which keeps everyone leaning over the board.

#5,234 on BGG

of over 30,000 ranked board games

Published 2004 Β· 22 years ago

older than 88% of games

In 2,131 collections

collected more than 34% of games

2–4 players Β· ages 8+

Best with 4

about 30 min

shorter than 69% of games Β· typical 30–90 min

Complexity: light

Explained in 5 minutes Β· 1.7 out of 5 Β· lighter than 65%

Opinions: broad agreement

Most people rate it similarly

Language: no text

Playable without the language

Play style: competitive

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