![]() The navigation dice have a cool, frosted look with greek-looking numbers instead of pips. The Fate of the Gods cards are smaller, but they look cool and get the job done. The individual player boards aren’t huge, but they are plenty big to hold the rolled dice, cards, fish tokens and provide a fairly comprehensive player’s guide. The bottom row pieces together fairly well, but I did have a little trouble with pieces sliding around as they got stacked. Overlapping and interchanging the pieces not only looks cool, but adds a ton of fun to the gameplay. The components as a whole are pretty solid, but the piece that stands out he most is the modular, central game board. ![]() Once you’ve settled on your dice, you’re then tasked with planning out your turn on the board. You’ll receive opportunities to re-roll die in the form of fish you gather and certain places on the board give you a 3-move boost. There are plenty of opportunities to mitigate those die rolls through the game though. Obviously, the risk here depends on the previous value and the circumstances of the game. They may roll the final movement die, but unless it exceeds the total of the previous die, they lose both dice. Players now have the opportunity to push their luck. ![]() From there, you’re faced with a decision: to roll the next movement die or not. Players then roll the first movement die. This initial die really just gets your ship “going”. ![]() Players begin by simultaneously rolling the frosted navigation die made up of 1, 2 and 3 numbered sides. The sum of these dice will ultimately determine the potential points your ship can travel during a turn… but it isn’t that cut and dry. The primary tool used in the game are 3 individual dice, each player is given at the start of the game: a navigation die and 2 movement dice. ![]()
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