Skip to main content
SeaFall box art

SeaFall

Game ID: GID0279634
Game Info
Year
2016
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

SeaFall is a 4X-inspired game (without player elimination/extermination) set in an "age of sail" world reminiscent of our world.

In SeaFall, the world is starting to claw its way out of a dark age and has begun to rediscover seafaring technology. Players take on the role of a mainland empire that consults with a consortium of advisors to discover new islands, explore those islands, develop trade, send out raiding parties, take part in ship-to-ship combat, and more. As in Risk Legacy and Pandemic Legacy, co-designed by Rob Daviau, SeaFall evolves as the game is played, setting their grudges into the history of the game and building a different narrative at every table as players open up the world.

Due to the complexity of rules interactions in this game, the community (primarily Becq) has created a FAQ called The Captain's Log.

Description

SeaFall is a 4X-inspired game (without player elimination/extermination) set in an "age of sail" world reminiscent of our world.

In SeaFall, the world is starting to claw its way out of a dark age and has begun to rediscover seafaring technology. Players take on the role of a mainland empire that consults with a consortium of advisors to discover new islands, explore those islands, develop trade, send out raiding parties, take part in ship-to-ship combat, and more. As in Risk Legacy and Pandemic Legacy, co-designed by Rob Daviau, SeaFall evolves as the game is played, setting their grudges into the history of the game and building a different narrative at every table as players open up the world.

Due to the complexity of rules interactions in this game, the community (primarily Becq) has created a FAQ called The Captain's Log.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–5 of 5
Video BGxkpkkRnF0 Watch It Played Discussion at 0:39 sentiment: positive
video_pk 65261 · mention_pk 158896
Watch It Played - SeaFall video thumbnail
Click to watch at 0:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • So much fun
  • Every game changes the next game's outcome
  • Legacy style play
  • Gorgeous game
Cons
none
Thematic elements
Comparison games
  • Risk Legacy
Mechanics (from transcript analysis)
  • Deck building — you can go ahead and build your own decks, play with the decks already built in there, or go ahead and draft the deck play style.
  • legacy — as you play you're changing permanently what's happening on the board which will affect future plays. Just like Risk Legacy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everybody Welcome to watch play my name is Rodney Smith and this is Isaac mea games hi Rodney how you doing Isaac I am doing fantastic you know what there's a problem there's a problem I tweeted pictures of the products on this table that we're about to look at and then I just got a bunch of questions well like people like our stuff they want to talk about our stuff questions I don't have answers to and I'm hoping I answer correctly yes we're blaming you
  • and this is the first time that he's able to do it without another license and pach and so it's all robbed out here in this game it's just amazing and a very different animal from R Legacy I know I did a play test of vtg conon which is very fun to do this earlier iteration but still very different St play very engaging really Drew Us in I think you obviously people are excited about it and I think there's good reason to be very much so and there's something else to be excited about on this table yes yes yeah
  • ashes is taking everything that I loved about of Competitive Gaming when I was in middle school and high school and early on and just kind of giving my own twist to things kind of fixing the problems that I saw in the gaming gaming and also giving players the ability to have a ton of different options in one box that isn't going to break the B and gives them lots of cool different things that they can do that will just create lots of fun and memorable moments for them and their friends can't wait to see the final version
  • this is just a box just like SE it's just a box it's just a mackup box all of these that we just saw here today are mackup boxes The final products have yet not yet been produced but they will be very soon we're expecting tail feathers hopefully before the end of the year we're aiming to try to have it you guys by Christmas big tee you're just a big teas yes but we love it we love it
References (from this video)
No references stored for this video.
Video yJjoxACoVuM watch it played Rules Teach at 0:30 sentiment: positive
video_pk 65131 · mention_pk 158759
watch it played - SeaFall video thumbnail
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Offers a campaign with hidden components and rules, encouraging discovery over 15 games.
  • Allows players to name their leader and province.
  • Provides multiple paths to victory through glory accumulation.
  • Includes a system for upgrading ships and building structures.
  • Raiding and exploration mechanics add player interaction and discovery.
  • A system for managing enmity and its consequences is present.
  • End-game rewards and legacy elements for future games.
Cons
  • Some rules and components are not revealed until later in the campaign, potentially leaving new players with incomplete information initially.
  • The prologue scenario has specific limitations, such as not being able to raid other players' provinces.
  • Some mechanics, like researching, are not available in the first game.
Thematic elements
  • collecting resources from inhabited islands to strengthen a province and gain glory, risking peace with neighboring provinces
  • unexplored seas
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players take a full turn consisting of hiring an advisor, buying a treasure, debating an advisor, or performing up to two actions from a chosen guild (Sail, Explore, Build, Trade, Raid, Tax).
  • Campaign — Several game components and rules are hidden until unlocked over the course of playing 15 games of the campaign. The game is played over several years, each broken into a winter phase and six rounds. The game ends when the last island is discovered or a player reaches a target glory marker. Players accumulate glory over multiple games.
  • Enmity Tokens — Tokens represent acts of aggression. They can be placed on province board sites or island sites. They affect raid costs and can lead to losing glory if not placed.
  • exploration — Players can explore island sites by rolling dice. Successes are compared to the site's defense value. Failing can result in ship damage or sinking. Successful exploration allows players to read passages from a captain's book and place stickers on the board.
  • milestones — Players can claim milestones if they meet the requirements. In the prologue, reaching multiples of three glory triggers filling island names and claiming milestones.
  • Raiding — Players can raid sites on opponent provinces or islands. Raiding involves dice rolls and can result in damage to the raiding ship. Successful raids yield plunder, such as gold, goods, upgrades, or treasures, and place enmity tokens.
  • Resource management — Players manage gold, reputation, and fortune tokens. Resources like wood, linen, spice, and iron are collected and used to buy upgrades, structures, or treasures.
  • ship management — Ships have a sail value and can be upgraded. Ships can move goods between holds and warehouses. Ships can take damage, be repaired, or sink.
  • Title System — Players choose a province and leader, with titles determined by rank relative to other players. The player with the least prominent rank begins the game. Titles are reassigned based on campaign glory totals.
  • Victory condition — The player with the most glory wins. Ties are broken by the least prominent title, then most milestones completed, then least prominent title in the final game. In the prologue, the game ends when the last milestone is collected.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • in Sea fall there are several game components and even rules that will not be revealed until unlocked over the course of playing the 15 games of the campaign
  • The player with the most glory then wins if there's a tie than the tied player with the least prominent rank in the game that you're concluding chooses which title they want
  • The player with the most recorded campaign glory then wins and becomes emperor of all the lands
References (from this video)
No references stored for this video.
Video eq34V_wYzus Paula Deming Discussion at 2:15 sentiment: neutral
video_pk 41164 · mention_pk 124871
Paula Deming - SeaFall video thumbnail
Click to watch at 2:15 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Adds a dramatic twist by tying reward to second place
  • Engaging for listeners who enjoy social dynamics
Cons
  • Ambiguity around the game's concrete rules
  • Not a clearly defined existing game in the transcript
Thematic elements
  • Competitive social dynamics and reward structures
  • Regional competition with a social atmosphere and surprise twists
  • Casual banter with playful tension
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — Performance is evaluated within a defined region leading to a regional reward.
  • region-based scoring — Performance is evaluated within a defined region leading to a regional reward.
  • Simultaneous reveal — Key outcomes or rewards are revealed at specific moments.
  • social competition — Participants engage in a conversational or social challenge; outcome determines a fictional reward.
  • timed reveal — Key outcomes or rewards are revealed at specific moments.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Just working on the gains.
  • Let's go.
  • You can't rush a good strategy.
  • I have no limit.
  • Oh, what are you going to have for breakfast? I'm not sure yet.
  • breakfast? I'm not sure yet.
  • I'm still analyzing all the options and running simulations on how each one will affect my day.
  • You decided yet?
  • It's just breakfast. It's the most important meal of the day.
  • I don't want there to be any secrets between us. I want to know everything about you.
  • Tell me everything.
  • You should see your face. Boo! Gotcha.
  • Surprise. It's a birthday.
  • Now, whoever comes in second in this region will actually win the Starfall.
  • That's why they say secret secrets are no fun unless they're shared with everyone.
References (from this video)
No references stored for this video.
Video 9Z4-gVVShV8 The Cardboard Herald Discussion at 2:06 sentiment: positive
video_pk 10069 · mention_pk 29623
The Cardboard Herald - SeaFall video thumbnail
Click to watch at 2:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative legacy structure that rewards long-term play
  • Strong thematic setting with memorable moments
  • Encourages group storytelling and shared memory-building
Cons
  • Complex setup and learning curve
  • Campaign cadence can be demanding on time
Thematic elements
  • legacy progression, exploration, and evolving narrative
  • A seafaring civilization exploring and expanding across islands
  • campaign-driven with evolving content and story arcs
Comparison games
  • Charterstone
  • Mice and Mystics
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • exploration — Players uncover new areas and content as the campaign unfolds
  • legacy progression — Campaign evolves with permanent changes to components and story
  • Resource management — Gaining and spending resources to progress and upgrade
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's probably my first experience with tinkering with game design probably when I was in sixth grade.
  • "a freaking masterpiece of dudes on a map games"
  • it's just a phenomenal day and something I'll always remember fondly it was perfect
  • I still have that sitting around at my home
  • the eyepatch being worn that we had snuck into this game largely because it made sense in the game
References (from this video)
No references stored for this video.
Video h96fNdI0PCQ Actualol Top List at 9:45
video_pk 2077 · mention_pk 5987
Actualol - SeaFall video thumbnail
Click to watch at 9:45 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • legacy exploration with ship voyages
  • age of discovery
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I’m really excited to check this one out
  • the Networks ... my most anticipated game
  • box art ... London's Southbank
  • the artwork is just phenomenal
  • how the theme is brought to life through mechanics
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–5 of 5
View on BoardGameGeek