Pyramid Review

Walk the Plank

Published by Green Ronin

Designed by Brian Hess & Evan Sass

Edited by Bill Bodden, Brian Hess, & Eric Sass

Art by Ramsey Hong, jim pinto, & Hal Mangold

70 cards (five suits of 13 cards each, two Walk the Plank! cards, one Sea Monster! card, one I'm the Captain card, one advertisement), rules sheet; full-color, tuck-boxed, three to nine players; $14.95

For a group whose romanticized contingent disappeared over a century ago, pirates are certainly hale and hearty when it comes to modern media. There's no getting rid of them in the game industry, that's for sure, though in Green Ronin's new trick-taking card game Walk the Plank you may have to dispense with a few of them.

The object of the game is to be the last one to take a trick and become captain.

You and your mates (three to nine of you) have your ship; what you don't have is a leader. Everyone has it into his head that he is best suited to wear the mantle of captain, but he needs to convince everyone else. The man in command (for now) is whoever draws the highest card from the deck. For the first round, everyone receives seven cards. They number one to 13 in five different suits (Monkey, Doubloon, Hookhand, Pegleg [sic], and Parrot); somewhere in the deck also sit two Walk the Plank! cards and a lurking Sea Monster! Another card is flipped up to show what the trump suit is for the inaugural hand.

At first blush, it's a lot like Hearts. The captain leads with whatever . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: June 29, 2007


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