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Sea of Thieves: Voyage of Legends Board Game Reviews

3.9 Rating 17 Reviews
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Location:

Osprey House, 217-227 Broadway,
Salford,
Manchester
Stretford
M50 2UE

Love the game! I’ll be looking into buying more from you guys! I run a small side thing with a few hundred other people in our gaming group that I will recommend them to y’all!
1 Helpful Report
Posted 1 year ago
can't say ordered a month ago and still haven't received any response yet for the email i sent them and no news about my order
4 Helpful Report
Posted 1 year ago
Ordered this, but after almost a month with no shipping confirmation its kinda hard to write this review you keep asking for.. Still looking forward to trying out the game with friends though!
3 Helpful Report
Posted 1 year ago
They game is easy to learn and a ton of fun and I love the quality of the pieces great work
1 Helpful Report
Posted 1 year ago
Beautiful game true to the video game which I love so much! The player manual needs a bit of work though and does not flow well to learn the game. Instructions not clear at all and we struggled greatly and the entire table got very frustrated. More with this game than any other in my collection. Also, some significant accessibility issues with the playing pieces. Symbols on games pieces and cards and text need to be much larger!! I would probably return this if I could and try the SoT RPG instead.
4 Helpful Report
Posted 1 year ago
Excellent crafter high quality tabletop tile game. The graphics, textures and gamelay are wonderful . I highly recommend to any sea if thieves player or any fans of any pirates. Worth it!
Helpful Report
Posted 1 year ago
Author didn't leave any comments.
1 Helpful Report
Posted 1 year ago
The rules overlap a handful of terms/have similar terms for multiple things which made learning the rules a bit tedious. Some examples: - Crew/Crews/Crew rolls: The individual token is labeled "Crew" but the ship is also labeled "Crew" making "a die roll per crew" ambiguous. - Cargo/Resources/Loot/Treasure: The rules label these as the same headers which makes them seem like different things. After getting through two games, cargo encompasses the other three and should be a different header in the rules book. - Actions/Action Tokens/Action Types/Tasks (sub-actions): One action is comprised of three sub-actions (quest, tasks, action types), two of which are comprised of further sub-actions (sub-sub-actions?). Quests could be allowed to be put down at any point during a turn. Tasks could be separated into their own phases or allowed to be performed at any time during a turn (Tasks Phase > Actions Phase > Tasks Phase > Actions Phase etc). This leaves actions to be their own area making tasks and action types less convoluted with sub-actions nested in an already sub-action. The catch-up mechanic of drawing extra fortune cards felt good when the points were close but quickly ended up clogging up the lowest point player's hand. If a player falls too far behind, it slows the game down drastically and becomes a lot to manage. We had a game where a player got unlucky and failed their turn killing skeletons twice and sunk by an unfortunate skeleton sloop spawn then was drawing 3-4 fortune cards per turn. They had to slug through which ones to discard (fortune cards discard down to 3), then the scurvy knave mechanic, then their regular turn all while keeping up with other's turns and any races they were doing for loot. Once we got through the first few games of re-reading the rule book turn after turn to figure out which crew, crews, action, action type, task type, etc, the game felt very much like Sea of Thieves from a mechanical standpoint. We went around collecting loot, shooting each other's boats, kegging each other and found ourselves playing the game more for the enjoyment of the game rather than hard-focusing on winning by rushing points.
3 Helpful Report
Posted 1 year ago