Skip to main content

Board Game Review: Black Skull Island

Black Skull Island is a quick playing 2-9 player card game from Strawberry Studio (now under the publisher Board and Dice).

I was sent a review copy of the game and it only seems to make it onto the table when we need a filler game to serve as an appetizer before a meaty Euro. The gameplay is extremely simply: each player gets 2 pirate themed character cards and selects one of them to play during a round, keeping the other one in hand. Every card is numbered from 0 to 15. All players reveal their character cards simultaneously and then the actions on the cards are executed by the players who hold them in sequential order of the the card numbers. Most actions focus either on (1) drawing booty (treasure cards or coin cards), (2) stealing or deactivating other players’ character cards, (3) stealing or swapping booty cards  from/with another player or (4) an order for all players to pass a character card to their left or right. Over successive rounds, booty cards worth 0-4 coins build up in players' hands and as soon as a player acquires their 7th booty card, the game is over. At that point, whichever player has the most coins in their booty collection wins the game.

Black Skull Island  is a lot of luck mixed with a little take-that and honestly, it all feels very random by the end, regardless of what cards you’ve played. I couldn't muster up anything but apathy for the outcome as I felt it was completely divorced from my actions.

The components consist of 109 well-constructed cards (no sleeving is necessary as the cards are coated unless you play very frequently), with cutesy artwork that I'd deem adequate but unremarkable.

That's really the best way to summarize the entire game - unremarkable. If you're into take-that filler games, there are much more compelling and entertaining options out there and likewise if you love point collection card games, there are many I'd recommend over Black Skull Island. The saving grace for this game is that it's kid friendly, so if you need an easy and accessible game to teach to your little ones and give them something to do with their friends, you could pass this their way. An inexpensive birthday gift for a tween perhaps or the kind of thing you might bring to a secret Santa exchange. Otherwise, meh.

--------------------------------------------------------------------------------------------------------------------------------------------

Publisher: Strawberry Studio
Players: 2-9
Actual Playing Time (vs the guideline on the box): About 10 minutes
Game type: point collection, take-that
Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.

Comments

Popular posts from this blog

Board Game Review: Expeditions Gears of Corruption

L ast year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption , and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them.  That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions fo...

Board Game Review: Expeditions

Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat). Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers. During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds ...

A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin!

What follows is the true and unredacted account of my tour of duty as a command leader for the Yin Brotherhood. Map: 5p POK Kazadoom’s Notch Map generated on https://ti4-map-generator.derekpeterson.ca/ Factions: Yin, Yssaril, Nekro, Vuil’raith, Hacan. Round 1 objectives: Engineer a Marvel (R1-1); Push Boundaries (R1-2) Five experienced leaders gathered this weekend to prove themselves worthy. As the Yin, I found myself wedged between the Hacan (around the corner of a notch in the galaxy) and the Yssaril. Word had come down to the Blessed on Darien through our ambassadors and spies that both nearby factions were set on amassing larger fleets and armies, but to what end we were unsure. The Blessed discussed the matter at great length and decided our best defense was to rebuild our flagship the Van Hauge and to take control of as many planets as we could (more, at least, then our neighbors). That would allow us to stand firm in the face of any aggression. As a command leader, I...