Review: Rum and Pirates
An import from Rio Grande Games, Rum and Pirates is an enjoyable set collection, worker placement game for 2 to 5 players. Each player represents a gang of pirates seeking to gain renown for their captain while visiting a local port town. They corral their captain to look into rumors of treasure, arrange a romantic rendezvous for the captain at a secret location, or get into brawls with the town guard. All the while they seek to gather up tokens worth points and after five rounds, the player with the most points wins.
The board is made up of nine pieces that are laid out in a 3 by 3 grid of twisting alleyways and intersections. The clever bit with the design of the board is that each section freely aligns with all of the other sections meaning you can get a wide variety of board layouts from game to game. The captain is represented by a single piece and always starts each round at a specific location.
Players take turns moving the captain by using their supply of pirates. For each segment of an alleyway path, they place a pirate. The player ends their move at an intersection moving the captain piece and completing the action at that intersection. They can then pass their turn or continue moving the captain paying a gold coin.
The trick when moving the captain is that each alleyway gets blocked off from their pirates as well as pirates from opponents. So as the round progresses, options for moving through particular intersections become limited. The captain can move off the board and enter from any other open alleyway path from another board edge. This can be a great means to move to a choice intersection, but is costly requiring a gold coin as well as an extra pirate.
As the captain goes through the town, they will pick up pieces of maps, collect pirate booty, or potentially find chests of treasure. Essentially it becomes a set collection game with various tiles. Some score points outright but most require a matching tile or a set number of tiles to award points. It becomes a challenge navigating to intersections to score a combination of tiles, as the player has to balance their supply of pirates for movement, and hope that a clear path can remain open. Having extra gold is very helpful too as you can guarantee being able to steer the captain to choice locations in order to complete tile sets.
To the backdrop of this is another mini game, where players retire their pirates at the ship to rest for the night. A player has an option to bow out of the round and remove any pirates in their supply to the docked ship. At the end of the round, all players with pirates at the ship go through rounds of tussling as they wrangle for the best sleeping spots either in the crow’s nest, the hammocks, or on the deck of the ship. They line up their pirates in a single row based on who entered the ship first and roll dice to see who is eliminated.
It’s a bit laborious to describe effectively, but essentially every player is rolling off for each individual pirate. If a player has 4 pirates and another has 3, then the player with 4 pirates moves one unchallenged pirate across the mast and it is automatically in the next round. The player that went to the ship first rolls a d6. The next player must roll equal to, or higher, to beat that roll. Every player rolls once and the winner advances to the next round, while the losers take their pirates back. In general, the more pirates, and the later you head back to the docked ship, the better you will do in the wrangle.
This continues until there is a first, second, and third place, with each scoring tile points accordingly. You can score a significant number of points and if at least three players are participating, then each one is guaranteed getting a tile for some points. It can be a viable strategy to opt out trying to move the captain to select intersections and instead shoot for getting the best bunk on the ship.
The Good – It’s a fun and different type of worker placement game. I like how you can effectively limit and cut off players moving towards specific intersections. But managing your total is a challenge. While some people might hate it, there is some variation in the point values for tokens. So you can expect a range of points rather than a set amount and this little bit of variation adds some unpredictability. Also gathered tokens are placed under a large tile, hiding it from other players, so this adds some tension to the final rounds as you don’t have precise point counts from other players.
I also like the small mini game with the bunk wrangle at the end of each round. If you get a poor turn, you can opt instead to heavily shift over to the wrangle and scoop up quite a few points. Having another option aside from getting tile sets maneuvering the captain through the city streets is great. The card stock for the tokens and map boards are thick and solid. The player pieces are also nice bits of chunky plastic. Lastly there is a fantastic plastic tray organizer which is wonderful as there are several different cardboard chits to keep organized.
The Bad – The game has a sort of take that mentality with the moving of the captain, and other players can wreck your turn at times. While there are ways to mitigate this, it might turn some players off. There is also somewhat of a gamble when picking up certain tokens. Sometimes getting a rendezvous token can be tricky as you might have to go across the map, or getting some pirate items might not quite fill out the sets you currently have. This lack of predictability might be frustrating for a few players.
The artwork is simple and a bit cartoon-looking, and some of the item icons can take a second look to ensure you have the proper matching sets.
The Verdict – Rum and Pirates is a great little game. The management of your pieces and shrewd use of gold to take extra turns is challenging. Also as you essentially block off routes, you can shrewdly plan out ways to cut off players working towards certain scoring tile sets as you push towards areas on the board that can help you out.
This alone would be pretty fun, but having the option to dabble in another side-game for additional points is also helpful for the player to have different paths to win. Added to this are rum barrels which allow for rerolls providing the player a chance to recover from a string of bad luck and alleviate it some. It’s a nice touch that the map boards are segmented and can be shifted around to add variety from game to game.
Overall it’s an enjoyable board game that is surprisingly challenging despite the light elements and theme. The look and feel isn’t as polished as some modern worker placement and set-building games. You could argue it’s likely dated some. But you’ll find a game that seems to appeal to a wide audience. Younger players will likely enjoy the tactile feel and play of shuttling their captain to pick up tokens for points, but it’s deceptive in how light it initially appears. You can dig a bit deeper and realize paying a little gold to take a second action, or snagging some rum to help with the wrangle in the end of the round, can make you ponder and plan out more during your turn. It’s that broader appeal which makes up for any shortcomings. Rum and Pirates is an enjoyable game, and likely would appease a wider age audience range that what you might initially expect.