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This has become one of my favorite games because it has a little of all of the classic game points: Direct battle, a little greed, strategy, risk, blind luck (or fate), and it requires you to pay attention to what others are doing or have done. And of course, there's pirates involved, so half a star just for that!I've had this for almost 6 years now, usually going as a two-player game. Recently we did a 4-player game and that complicated it to the point that I felt my brain was melting from the complications of having multiple merchant ships in play and trying to figure who had done what, and what could or needed to be done to stop some ships from getting away, all the while deciding what MY best strategy would be.Personally I love such complication, and I could tell that our group was fully invested in the gamble and the concentration afoot. We played it four times through and I think we were all mentally exhausted by the end! For that reason I'd have to agree that age 10 would be the low limit, because perhaps anyone younger would lose alot, and get frustrated with the game. On the other end of elderly, this game is great for anyone of any age who likes to warm up their noodle with all the aforementioned game points.As a two player game there's a bigger tendency to gather cards longer, and only get to serious business when you have a serious arsenal amassed. But the 4-player version sure changed it up, when you realize that opportunities are precious to recognize, as others draw cards and the deck disappears. Perhaps a 3-player game would be the most fun, to trim down the hyper-urgency and complication that 4 players brings. Regardless, it really satisfies as a balance between fate and strategy, and well done for being just a deck of cards; no board, pawns or dice required.The art is great, the cardstock strong, my only complaint is that the blue and the green suits are too similar in tone/saturation, so it's a little annoying to have to focus on that concern. The 4 color suits are: gold, green, blue and purple; they could have been separated more distinctly.As someone else had mentioned, maybe it might be worth to try allowing TWO actions per turn; especially in a two player game it might make things more interesting, if not just speed it up. Yet it certainly doesn't need to be sped up because game duration seems just right. Time was the worst pirate in the 4-player games!I don't review much but I just love this card game. I recommend it to everyone I know, and it's worth taking the time to grasp the complication implications of multiple merchant ships on the table. It's a great example of simple mechanics with exceptional possibility and variation each game, and the right amount of having to think in order to win. For such a trim combination, 4.5 stars.When I purchased this, I thought it was more of a children's game. I should have read that it was for at least ages 10 & up. It isn't an extremely complicated game, just rather puzzling at first. I like the game, but need to take a good 5-10 minutes to explain it to any new players. To give you an idea of the game, I'll review the rules for you:-Either draw 1 card or play/discard a card (no hand limit)-Merchant ships get played in the middle where anyone can try to capture it-Play a pirate ship on any merchant ship-1 color is allowed per player's pirate ship on a merchant ship. This means if player A plays purple, B then has to choose another color. One doesn't have to stay with one color when attacking another merchant ship-You can add more of the same color pirate ships after you have attacked a merchant ship-A merchant is captured if no one played on the merchant ship after 1 turn or a player had the most skulls from the end of their turn until the beginning of their next. This means I play 3 skull pirate ship on a merchant ship that I had 2 skulls already. If nobody beats 5 this turn around, I capture the merchant ship on the start of my turn.-Pirate captains beat any number of skulls. However, the last pirate captain played on a merchant captures it, which means a full round the table is required. At least one pirate ship on a merchant ship is required to play a pirate captain.-Admiral is same as Pirate captains except he can only be played on your own merchant ship-Game ends at the after the draw deck is gone & one player is out of cards. The winner is the one with the most coins that merchant ships carryThe fun in this game comes when you need to make a decision as to make a current attack stronger, try for a new merchant ship, play a new merchant ship, or throw down a pirate captain! This can be a good lesson in opportunity cost. How much are you willing to pay to get a merchant ship?Overall:I love games that have simple rules but extensive strategy with a hint of random for fun. This game fits does all three. The game has fun aspects that a whole family with kids can enjoy.Rules:The rules of loot are simple. Players take turns either drawing a card from the deck, or by playing either a merchant or one of four colored pirate ships from their hand. Each merchant or pirate ship has a set attack strength (Pirates) or value (Merchant). If a merchant ship is placed in the playing field all of the other players have a opportunity to attack a merchant ship with a pirate or to place their own merchant ship. If a player attacks a merchant ship with a pirate, then no other player playing after can attack with a pirate of the same color. The player who attacks the merchant with the most amount of pirate points, and no one else has attacked in 1 round wins the merchant ship (and the gold value).The rules are simple enough that our 6 year old can play and enjoy the game.Winning:When all of the cards are gone and one player can no longer play (ran out of cards) then the points of the merchants that each player has collected are tallied. The individual with the most merchant points wins.Strategy:The strategy of the game comes in knowing when to play each card type. After a merchant is payed should you play another merchant? (merchants that remain un attacked for one round go to the original player) Do you play a high point pirate (there are limited high point cards) or do you build your deck? Running out of cards in this game can be detrimental so working on when to hold em and when to fold em is crucial.Random:This game gets its random aspects from the card shuffling. This provides an unknown of what player has what cards, and if one draws what card will come up. The number of cards is high enough that the probability of 'luck' alone winning a game is low, but card count is low enough to ensure the game progresses quickly.Bought for rainy days at the caravan. Small and easy to pack. This card game is a little more complicated than some out there and requires more thought which can take away from the fun. If you like your games a "little" more complicated this is a good game for you. Card quality is good and the art work is fun. This is one of those games that can be played by two players but works better with more players.Our grandson, with guidance, is able to play this game altho' he's only 5. It states from age 10. I think age 7+ could play this game. Its fun collecting merchant ships with varying amounts of gold. A game of tactics for the older child.Fun game! Really fun when playing with 6 people. Not so good as a two player, but still fun. Well worth it if you want a quick and simple game with depth to it too.This is a great game. We play this as a family with my 2 kids aged 8 and 10 and they love it so we bought one for our nephew who loves playing it when he visits.Addictive game, great for camping, kids love it.