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Main Catalogue |  Board Games & Card Games |  Sierra Madre Games |  Lords of the Spanish Main

Lords of the Spanish Main

Lords of the Spanish Main


Price: £14.99

 

Board Game; 2-8 Players by Sierra Madre Games Each player, representing a historical individual in the year 1600, attempts to make his fortune in the Spanish Main. One player is the Marqués de Guadalcazar, the Spanish governor of Española. He is not averse to dealing in contraband goods with the merchant fleets of the other players. During each yearly turn, a player bids upon properties and slaves, establishes colonies, and maneuvers his ships for either trade or piracy. He is free to perform almost any negotiation or deal with the other players. In 1605, the treasure player (usually the Marqués) sails the first treasure flotilla, using either his own fleet, or a contracted foreign one. If the voyage successfully avoids the pirates of the other players, the treasure is divided up as agreed among the collaborators. The player finishing with the greatest gold and treasure wins. ++++++++++++++++++++ Counter magazine review ++++++++++++++++++++ Sierra Madre Games 2-8 players, 3 hours designed by Phil Eklund reviewed by Stuart Dagger Autumn 1993 saw the arrival of Sumo 13 and with it the news that there were sounds emanating from Sumo Towers that were reminiscent of the restaurant scene in When Harry Met Sally. The cause was a game called Lords of the Sierra Madre from the hitherto unknown to us designer/publisher Phil Eklund. Like the lady at the next table in the aforementioned film, I decided straightaway that ``I\'ll have what he had\'\'. Unfortunately, the effect wasn\'t repeated when we tried the game up here - a case, maybe, of dour northerners and a lower ambient temperature. I understood why Mike had been so taken with the game, but it just didn\'t click with us in the way it had with him. Based on this experience I didn\'t try Phil\'s other games, but my interest was reawakened when I saw his name on the lists for Essen back in October and that he would be bringing this new one along. It went on my list of games to look at, but by the time I got round to it on the Friday, the small number of copies he had brought over had all been sold. Mike obviously got there quicker, for as you will recall, he went on to make it his choice as the best game of 2006. Along with the others in the series, it can now be bought in the UK - Leisure Games have it on their list - and so availability is not a problem. Lords of the Spanish Main, like its three predecessors (Lords of the Sierra Madre, of the Renaissance, and of the High Frontier), is a historical simulation game with a fairly strong role-playing element. One player takes the role of the Marqués de Guadalcazar, who is the governor of the colony of Santo Domingo and the man charged with the job of getting South American gold back to Spain. The others are assorted characters of various nationalities, such as Francis Drake, Walter Raleigh and Peter Stuyvesant. They have fleets with which they will trade, raid and perhaps turn to piracy. Over the course of the game players will found colonies, acquire extra characters & fleets and try to get their hands on those Spanish gold shipments. The object, as you would expect, is to become rich. The game is card-driven and begins in 1600 -a bit too late for Drake, but he is such a charismatic individual that the designer felt a bit of stretching was in order. Each round is a ``year\'\' and begins with the turn-over of a double purpose card containing both a local event and either a European event (approx 10% of the time) or an asset (the other 90%). The local event will be bad news for the colonies and units in one area of the board - disease, hurricanes, mutinies and so on. After this has been resolved, the card, if it is an asset, assumes its function as such and is auctioned. These assets are either ships, colonies, native tribes or ``Mordida\'\' cards, of which more later. A colony will require a couple of years of further investment before it starts to show a return; the others are usable immediately. The turn of the card and resolution of the local event is phase one of the round; its auctioning comes in phase three. In between is ``capitalization and skullduggery\'\'. ``Capitalization\'\' is paying for so-called ``immature\'\' colonies and upgrades that are not yet up and running. This might be a colony card that you bought the round before, or a fort or colony improvement that you started but which is not yet complete. The ``skullduggery\'\' is tied to the mordida cards, each of which carries a list of things that

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