Summary: This is a pirate-themed tactical race game with player interaction and side goals (e.g. detouring for treasure). The winner is the player who best balances their position in the race with their success at the side goals.
Setting: Jamaica, 1675.
After a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica, with the explicit order to cleanse the Caribbean of pirates and buccaneers! Instead, he invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner.
Goal: The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner.
Gameplay: The game is played in rounds. Each player always has a hand of three cards, and a personal board depicting the five "holds" of their ship, into which goods can be loaded during the game. Each round, one player is designated as "captain," with the next clockwise player being captain in the following round, and so on. The captain rolls two standard D6 dice, examines her cards, then announces which die will correspond to the "day" and which to the "night." Each player then simultaneously selects a card from their hand and places it face down in front of them. Each card has two symbols on it, one on the left - corresponding to "day" - and one on the right ("night"). The symbols indicate either ship movement (forward or backward) or the loading of a type of good. After every player has selected a card, all cards are revealed simultaneously and then resolved clockwise one by one, starting with the captain's. When it is a player's turn to resolve her card, for first the left symbol on her card and then for the right symbol, the player will load a number of goods or move a number of spaces equal to the number of pips showing on the corresponding day or night die for that round. Thus the main decision each player makes during the game is which of their current three cards would best serve them on a particular turn, given the values of the day and night dice. Finally, during the race, when a player lands on a spot already occupied by another player, there is a battle. Battles are mainly resolved by rolling a "combat" die, but players may improve their chances by using "gunpowder" tokens from their holds, if they loaded any on previous turns. The winner of a battle may steal some goods or treasure from the loser.
The Component Game - Round 2
Jamaica: The Crew Unboxing
- pretty and well-rated
- enjoyed at four players; likely better at six
- no explicit cons described in transcript
Mechanics (from transcript analysis)
- not specified in transcript — Speaker mentions four-player games and desire for six players to maximize play, but mechanics are not explicitly described.
Video topics + discussion points
Quotes (from this video)
- it's just too random too quick
- the game played itself
- I bought it because of the crazy art and you've got that crazy cover and it's just wonderful stuff and ideas in the box
- it's so busy
- the four player colors are gray black tan and brown they're the same colors so you're like is that a player color is that a resource
- backstabby
- incredibly abstract and really not engaging for me at all
- the idea of this just totally blew my socks off
- but ultimately it is a big old area majority game
- I've actually just posted before this video a full run through of this game, including that run through I played it three times and I'm just really into it
- grabbed it for only $20.9 bucks
References (from this video)
- Gorgeous artwork
- Stunning looking
- Not complicated enough for my tastes.
- pirate race
- archipelagos
Mechanics (from transcript analysis)
- Race game — It's a race game. You're racing around these archipelagos in your ships.
Video topics + discussion points
Quotes (from this video)
- This is a GORGEOUS game.
- It's not complicated enough, i guess, for my tastes.
- i like more complex games, and Jamaica wasn't really it.
- It's gorgeous. i love LOOKING at it.
- The whole thing, i mean it's... production values: off the charts.
- Looks like it spices the game up a little bit.
References (from this video)
- Absolutely eye-popping artwork that won awards.
- Not considered a pirate game, despite the artwork.
- Gameplay is simply a race around a circle, lacking thematic integration.
- The expansion added more pirate elements but felt like superficial additions ('pastiche').
- Doesn't pass the 'pirate smell test'; not piratey enough.
- piracy (artwork only)
- around a circle on a map with islands and blue ocean
- Merchants & Marauders
- Jamaica: the Crew
Mechanics (from transcript analysis)
- Card Play — Cards are used to determine movement or actions in the race.
- racing — A race around a circle using cards to move pawns further than others.
- Set Collection (Expansion) — The expansion involves hiring crew members with different roles that can help in the race.
Video topics + discussion points
Quotes (from this video)
- If you want to play liar's dice, you just go buy a bunch of dice.
- It's a drinking game, if you're into that. Gambling game, if you're into that. It's probably a whoring and a murder game, if you're into those things. This is why pirates played it.
- Well, i think it's fair to say that Dead Reckoning owes a lot to Merchants & Marauders.
- if you want to play a theme first game where everything else takes backseat to making you feel like you're captaining a ship through golden age of piracy Caribbean Sea, then Piratoons is the game for you. Oh God, no! i mean Merchants & Marauders!
- if you want a master class in the integration of theme and mechanics...
References (from this video)
- Pirates
Mechanics (from transcript analysis)
- Dice Rolling — A pair of sixes was needed to win the game.
Video topics + discussion points
Quotes (from this video)
- my dog ate a couple pieces once
- we all dressed up as pirates but the people we invited over for dinner we didn't tell them and so we sort of had to provide them costumes as well the only thing we needed to win was a pair of sixes like that was the only possible thing we got the pair of sixes everyone erupted in cheer and somebody came over and was like oh my God what just happened and I went to explain to them what happened and I rolled the pair of sixes again
- we were a bunch of dumb college kids there's like a serial killer and demons and the town is creepy so we managed to through the window of the end we are staying at convince the serial killer to join our side and help us fight the town of demons took over the church boarded it up and then with the serial killer and our own demonic pack and destroyed the town and basically Mad Max left the town in flames on our stolen Jeeps which is not how the DGM that the horror game is gonna go we all survived the town was in Ruins
- the classic board flip played with a gentleman that didn't like uh take that which game was it Godfather never played it but I I don't know if I want to yeah he just did a swipe and I'm like oh man I didn't think that was real it was my story and it was a customer was he invited back you know what I I have a forgiving heart I was not gonna sit down and play a game with him again and I would steer him away from the children I guess
- we were playing formula D and we missed our call to go on stage like Flemish deputies to the stage now we all suddenly like pop up and like haul we have because we have to go down a hall downstairs to the state and get on there and like we run onto the stage at the moment they were supposed to start saying and it was all formula D's fault I'm gonna take the blame myself but formula D was the vehicle that led to us almost being late and probably my being fired
- I had players get into a fist fight over a board game and someone lost a tooth so poor game we were playing d d it was just you know nerves getting on nerves and it just kind of escalated to the point of uh of a brawl so oh my God this thing would happen now
References (from this video)
- Really good game
- Good reprint
- Reprint came and went quickly
- pirate
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the most gamery one I did was definitely Blood on the clock tower
- welcome to time Jinx you know we almost called this the dating game but they sent us a cease and desist
- the outlier doesn't know they're the outlier it could even be you so think about whose answers don't quite fit or seem a bit odd then on your device vote for whom you think the outlier most likely is
- the curtain for hypnot is about to go up you'll love it there's hypnosis and people thinking they're cartoon characters or inanimate objects then they have to figure out each other's identities laugh Riot
- sadly it was a bunch of you know get this old white men that weren't all that excited about the fact that there was a young woman that wrote a wrote a like a basically an RPG based on D and D that was people were that was doing well and so they were just like shock and awe
- I posted a video of uh of uh the the computer reading Ticket to Ride rules I just threw it up see what would happen in your feed throw it out in the world yeah
- it's actually like reading stuff out of order
- I've never seen that kind of play it's never been done I mean yeah he's and here's this thing that sucks is he's his YouTube channel he's a kid right so he can't have comments turned on
- the lead actor in parasite the main the father not the not the um the businessman father that's it yeah it's a it's odd yeah
References (from this video)
- Engaging thematic setting with interactive combat
- Fluid, quick-to-teach mechanics for a family-friendly crowd
- Two-player variant (Ghost Ship) adds a fresh strategic layer
- Rule density can be fiddly when setting up holds and discards
- Dice luck can swing outcomes in combat and movement
- Piracy, treasure raiding, and naval competition
- Pirate adventure around Port Royal, Jamaica
- Light-hearted, adventurous, family-friendly pirate voyage
- Port Royal
Mechanics (from transcript analysis)
- Area Movement — Move ships around ports, pirate layers, and Port Royal spaces; forward and backward movement dictated by dice outcomes
- Card-driven actions with morning/evening slots — Each player plays a card face-down; the captain reveals and executes morning (sun) and evening (moon) actions in order
- Combat dice / pirate battles — Attacker and defender spend gunpowder, roll combat dice, and total determines the outcome
- Combat: Dice — Attacker and defender spend gunpowder, roll combat dice, and total determines the outcome
- Movement on a map — Move ships around ports, pirate layers, and Port Royal spaces; forward and backward movement dictated by dice outcomes
- Resource Management — Load gold, food, gunpowder into ship holds with space constraints and discards when needed
- Resource management / holds — Load gold, food, gunpowder into ship holds with space constraints and discards when needed
- Treasure cards and curses — Treasure cards provide point values and powers; cursed treasures reduce points
Video topics + discussion points
Quotes (from this video)
- this is a game for three to six players with slightly different rules for two players
- that's how you play Jamaica with the 2022 updated rule set
- load these resources onto your ship
- the captain rolls the action Dice at the start of turn
- if your holds are full you must discard all tokens of one hold to make room
- you end your movement on a pirate layer and the space is free
References (from this video)
- liked the game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And then you can challenge each other.
- But it is like I like the fact that the game does that that it's hard.
- And when we played it, I was like, "Oh, I get it now." Cuz it's so hilariously funny.
- Mashy Meeples had said something about um like aircon feels like home cuz you're just with people who want to be there, want to play games.
- It's just a nice experience.
- And I think sometimes, you know, when we're just at home playing games, you're like, "Yeah, I love games." But there's something really special about a convention and being with people and meeting up with people that you don't always
- the buzz and the buzz of people enjoying themselves and having a good time.
- And then we drove to McDonald's. We drove to McDonald's with a view.
- And then this one, this service station happens to have a the adult supertore must be the biggest in the land.
References (from this video)
- The rulebook is designed as a treasure map, which is impractical for looking up rules.
- Pirate racing game
- Rulebook designed as a treasure map
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Beyond learning the game a rule book will often be used as a reference and so it should also serve that purpose well
- the rule book not only needs to provide the information but it needs to provide easy ways to find the information inside of it
- you don't want to have to be trying to pick through information on the War of 1812 and George Washington's hair stylist I just want the answer to my question so I can get back to my game
- Blind play test your rulebook
- if the frequently asked questions document is longer than your rule book it's time to rewrite your rule book
- the problem is Publishers are not willing to pay a profession to write their rule book
- Rule books should ensure you that you are contractually going to understand the game and not look like a contract for an insurance
References (from this video)
- Simple rules
- Gorgeous art
- Family-friendly theme
- Underrated game
- Worth having available
- Gateway gamers can feel overwhelmed
- Difficult to make fit for introduction
- Family-Friendly
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- there's a few things more satisfying than telling someone your hobby is tabletop gaming and getting raised eyebrows that look to say that's a hobby then introducing them to modern board gaming and waiting for that moment when they say oh that was fun let's play again
- my gateway introductory go-to game has been camel up
- that was actually such a proud moment as a gamer having a game that I introduced to someone that they in turn then wanted to introduce to someone else and that other person enjoyed it so much that they asked to keep the copy of it
- the mechanism where the camels stack on top of each other or underneath and whoever camels on top is actually in the lead it can lead to some moments of oh interesting when you're playing
- Catan Carcassonne tickets ride and Dominion they teach virtually all the mechanisms you play those and you can play anything
- it really depends on the person that you're trying to get to play board games do they play any kind of games you know video games RPGs card games if yes try to build on that and find the right game for them
- pushing a game on to someone who's not interested in it is not going to do as much to help introduce them to the Hobby in a good way as kind of finding out where they're coming from
References (from this video)
- easy to teach
- family-friendly
- fast to play
- fun for groups
- pirate adventure and racing
- Caribbean island with pirate-themed race around the island
- light family-weight
Mechanics (from transcript analysis)
- Card-driven actions — players use cards to influence movement and events on the track.
- Race — players compete to complete a circuit around the island.
- racing / competition — players compete to complete a circuit around the island.
Video topics + discussion points
Quotes (from this video)
- They are what I would call omniamers.
- El Grande seems to be the forgotten game because to me that is still the most perfect board game ever made.
- I absolutely love all of the work that Tom does.
- Cosmic Encounter is just so so much fun.
- The complete lack of El Grande.
- The minis are way too big. Just ridiculous.
References (from this video)
- Less favored by owner
- Family-weight but more complex than deserved
- Heat: Pedal to the Metal
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's your game night, so you get to decide.
- Storing your games vertically isn't perfect.
- If your shelves are overflowing, why not play a game that doesn't take up any space because it's Hearthstone.
- This is your game night.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Bollocks.
- This is a Splatter game that got a reprint a few years ago.
- I'll probably jump off a [ __ ] bridge or something.
- Stop [ __ ] lying.
- I'll personally come around your house with a slapstick and whack you around the head.
References (from this video)
- Clear, approachable setup and a brisk tutorial feel
- High player interaction and meaningful combat outcomes
- Rich variety from treasure and power cards
- Pacing supports multiple laps around the map without overstaying welcome
- The pirate flavor is light, thematic, and humorous
- Randomness from dice can swing results and disrupt planned strategies
- Combat can become chaotic and potentially frustrating for some players
- Endgame scoring can feel fiddly and requires attention to multiple card effects
- Treasure hunting, piracy, betrayal, and racing back to Port Royale
- Caribbean island of Jamaica, pirate race
- Swashbuckling, humorous, and chaotic
Mechanics (from transcript analysis)
- action dice placement — Captain rolls two action dice and assigns them to navigation slots; players secretly pick one of their own three action cards; morning and evening actions must be executed in order.
- combat and gunpowder — Battles occur when ships share a space; attacker and defender spend gunpowder and roll a combat die; stars end battles instantly in favor of the star-roller; Suron Saber power can alter rolls.
- Dice Placement — Captain rolls two action dice and assigns them to navigation slots; players secretly pick one of their own three action cards; morning and evening actions must be executed in order.
- Endgame scoring — Score is determined by distance around the island, gold carried, and revealed treasure cards (with some being cursed or worth points); ties are resolved by distance traveled.
- loading resources — Resources (gold, food, gunpowder) are loaded from the bank into cargo holds; each hold holds a single resource type; six gold on a six is a notable boost; no splitting loads across multiple holds.
- movement and space costs — Movement is around the Jamaica map with costs on most spaces unless you land on a pirate lair; you pay gold or food according to space type and timing rules; landing on lairs can trigger treasure discovery.
- shortages and penalties — If you cannot pay a space’s cost, you resolve a shortage with a dedicated die that can move you backward or trigger other consequences; shortages never push you past Port Royale.
- treasure and power cards — Treasure cards stay face down to reveal at game end unless drawn via lairs; power cards grant permanent abilities and are kept face up; two types exist (power cards and treasure cards).
Video topics + discussion points
Quotes (from this video)
- The object of the game is to race your ship all the way around the island and make it back to Port Royale.
- The captain sets the tone, everyone secretly commits to a plan, and then the chaos unfolds.
- The pirate with the most points earned from how far you traveled, how much gold you've collected, and the treasures you managed to steal.
- Same dice, new lies, fewer friendships.
- If you land on a pirate lair that still has a treasure token, you remove it and immediately draw a treasure card.
- The end of the game is triggered when one player reaches or passes Port Royale.
References (from this video)
- Tight integration of theme and mechanics
- Elegant dice control with meaningful choices per turn
- Strong interactive tension without resorting to overt aggression
- Clear visual cues for left/right bonuses that map to cards
- Interaction relies on others' card holdings, which can feel arbitrary
- Not fully simultaneous; can cause groaning or negotiations between turns
- Some players might prefer more direct interaction than the shared-dice mechanism provides
- Pirate adventure, treasure, and competitive racing
- Caribbean pirate race in a Jamaica-themed setting
- Competitive race with intermittent negotiation and thematic moments
Mechanics (from transcript analysis)
- card-based benefits with dice-weights — Each player has three cards in hand, each providing a left and a right benefit whose value is determined by the dice placement.
- Dice Placement — On a turn, the active player rolls two six-sided dice and places one die on the left and the other on the right; the left die typically corresponds to a stronger benefit and the right die to a weaker one on a chosen card.
- dice placement (left vs. right) — On a turn, the active player rolls two six-sided dice and places one die on the left and the other on the right; the left die typically corresponds to a stronger benefit and the right die to a weaker one on a chosen card.
- forward/backward movement tradeoffs — Chosen cards may move a player forward and force a backward step, creating a deliberate balance between speed and risk.
- interactive but not fully simultaneous play — While all players use the same dice, decisions are made sequentially by the current player, introducing interaction without strict simultaneity.
- shared dice resolution — All players then resolve their actions using the same two dice in the same left/right positions, selecting cards from their hands to leverage those values.
- Simultaneous Actions — While all players use the same dice, decisions are made sequentially by the current player, introducing interaction without strict simultaneity.
Video topics + discussion points
Quotes (from this video)
- on any given turn of the game, the active player will roll these two d6 dice and then they will place those dice one on the left and one on the right.
- the strength of that benefit is based on these two dice.
- if I'm the active player and I have a card with an ability in the upper left that I want a lot of and maybe an ability on the upper right that I want a little, which is pretty rare.
- which dice goes on the left, which die goes on the right and then which card in my hand do I want to play.
- but then all other players also use those same dice in the same position that the active player put them in, and they also play a card.
- we're not doing this simultaneously, but we are interacting in a somewhat passive way.
- it's a really clever mechanism.
- Jamaica is a pirate themed racing game that really does embrace the pirate theme quite well.
- there's quite a bit of interaction between the players that feels interactive.
- it's attacky, but it doesn't feel all that bad when you get attacked or when you lose.
References (from this video)
- long-running enjoyment in the past
- years since last played
- not prioritized for return
- pirate era racing
- caribbean island race
- story-driven competition
Mechanics (from transcript analysis)
- race / route planning — Players race ships around Jamaica collecting loot and upgrading routes.
Video topics + discussion points
Quotes (from this video)
- it's a full-time successful job for me
- the newest macbook pro line is significantly faster
- i'm in a much better headspace about the numbers
- i'm not sitting there thinking that a three video per week plan is sustainable
- there's a lot of evidence to show that putting out more videos is not necessarily better for me
References (from this video)
- Interactive gameplay
- Fun combat mechanics
- Engaging resource management
- Complex rules
- Potentially long game duration
- Pirate navigation and competition
- Pirate race around Jamaica
- Competitive board game
Mechanics (from transcript analysis)
- Combat — Players can fight each other using dice and cannons
- Movement — Players move around the island board using dice
- Resource Management — Managing food, gold, cannons, and balloons
Video topics + discussion points
Quotes (from this video)
- We're going on a flaming cruise. Who can believe that?
- We'll be doing board game tournaments, open play sessions, and live shows
References (from this video)
- Colorful and bright
- Excellent pirate theme
- Take that mechanics are fun
- Cute seagull cards
- Had so much fun wanted to buy it
- Only played twice
- Haven't played enough yet
- Pirate ship racing and plundering
- Caribbean pirate racing
- Colorful pirate adventure
- Downforce
- Quest for El Dorado
- Camel Up
Mechanics (from transcript analysis)
- Card playing — Playing cards to move and collect treasure
- Rondel — Racing around circular track
- Take That — Can screw over other players
Video topics + discussion points
Quotes (from this video)
- It's not worth winning if you can't win big
- This is probably the funnest game I can't see anything supplanting camel up for me
- We're so intelligent we're beyond Quest for El Dorado
- Camel up has a pyramid that poops dice
- I love rolling dice
- There's not a ton of racing games which is crazy
References (from this video)
- Light to mediumweight with accessible rules
- Fun theme and pirate vibe
- Engaging action and interaction at the table
- Components described as plain relative to the theme
- Some players may prefer deeper strategy
- Pirate/robber fleet competition with a racing motif
- Caribbean island racing and treasure hunting
- Light, thematic, approachable
Mechanics (from transcript analysis)
- Combat/interaction — Cannon fire and ship battles against competitors.
- Hand Management — Dices, loot management, and ship actions constrain choices each turn.
- Race — Players race around an island to collect and deliver treasure and cargo.
- Race game — Players race around an island to collect and deliver treasure and cargo.
Video topics + discussion points
Quotes (from this video)
- enter from a place of curiosity not judgment
- what is my desired result, is it helpful and is it kind if it's not helpful and it's not kind you probably shouldn't say it
- recognizing intent but speaking to impact
- play testing is the most exciting, most important part of play testing
- it's about entering conversations with curiosity and not judgment
- don't judge Monopoly, don't judge people who enjoy different games