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Captains log: Yaaarrrr - Date: May 30th 2025
We had the great pleasure of playing Man ’o’ Kent games ‘Boarders and Black Flags’ - Pulp Pirate Skirmish Wargame! - It pretty much ticks all our boxes just from the brief tagline! Ahoy thar! Pirate steev reporting for duty garh...

The Booty
We have a perfect bound, 65 page full colour A5 rulebook, enough miniatures to get us started - 5 pirates, 8 or so undead pirates - depending on how you count wraiths and piggy backing Skelliwags. In this edition we also got some super MDF scenery and tooling that helps the game along.

The Setup
Starting with the miniatures; Great quality overall with really good sculpts. Maybe the test versions we received had slightly less detail in the faces than we’d like but painted up they’d look great. There’s a lot of character in there - we especially liked the Buccaneers parrot, the Skelliwags detachable head and the general stature of the undead pirates - part drunk, part lurching - all dead!
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Peg legs tho. Jaysus... hard to stick to the bases so we broke out the jewellers drill to get a good grip where needed. Overall though, easy to assemble and they want to be painted. Disappointed we didn’t have time.
The deck is around 18” by 36”, or for those of you watching in colour, 45 cm by 90cm. The scenery is very nice but the version we received needed some careful trimming on the larger pieces. For the masts we needed to trim off around 2mm on the interior slots, and on the captain's quarter’s we needed to remove around 3mm. Disappointing that this was such a uniform inaccuracy and won’t be delighting any first timers, but it’s a simple fix and a common complaint. Once the changes were made the pieces fit together nicely and provide a nice backdrop for the game if a little sparse.

The lineup
We received human pirates and an undead bunch of Skelliwags.
The humans had special skills based around jumping from mast to mast - equivalent to teleporting around the field of play. The Skelliwags had a much more interesting mechanic in that it was much easier to sacrifice your player to get them to re-enter the game. You have a constant stream of new recruits as pieces are removed from play and returned so a starting position next turn can be more advantageous than having your bony henchmen rolling around the deck..

The action
Turns are quick when you get going and it’s easy to fall into the rhythm of play.
There’s an unusual approach to dice modifiers/chaos - lying! Like all good pirates y’er not to be trusted! You have multiple chances to lie to your opponent, and conversely to throw down the gauntlet of honour and demand satisfaction for the lies your opponent is spewing.
You Sir, Are a liar!
You can challenge the lies and if you’re correct the lying liar loses lying dice, if you’ve made an unfounded accusation then not only must you hang your head in shame like a Sunday newspaper gossip journalist, but you also lose lying dice! The modifiers come in handy as one false move could mean you’re pushed overboard by debris or exploded by a bomb or just shot off the boat with a shotgun. We found the actual ‘lying’ bit (when do we declare a lie?) quite hard to get the hang of but the underlying mechanic is sound.
A much more immediate mechanic that we totally loved was the shifting ground. Every turn the boat can shift and send debris and prone characters tumbling. This is a great way to bring the chaos and has huge potential.

The gameplay
6 phases make up the mainstay:
The lying phase
Reinforcement phase
Movement phase
Attack
Special
Pitch & Yaw!
The only phases that need explanation are the lying and the Pitch and Yaw.

Lying
We played a few games, tried the lying rules and couldn't really get on with them. We couldn’t decide when to declare we were lying or if it mattered. We didn’t stick with the lying element, and used the lying dice just as a pool of modifiers which worked really well for us, and added some nice moments to the games.
Pitch and Yaw
This is fantastic. Although it’s all pitch and no yaw!* The boat only goes from port to starboard? although after playing a few rounds we can see why. As the assailant starts on one side of the board then a yaw moment (where dangerous scenery could potentially move across the length of the boat) could destroy an entire opponent's force in one turn... but we liked the idea of it. Next time we play we’re totally going with this mechanic.
*Technically it’s rolling, but no-one cares and don’t call me Shirley.
Combat is good and saving throws are easy to recall and play becomes quick once you get over the dense and weirdly organised manual - not that it impacts the game but I found myself leafing back and forth more than I'd have liked for such a simple game. We liked the non-lethal combat and took great pleasure in shoving each other off the boats - we’d have also enjoyed some multi round wrestling but boat pushing is good enough.

Summary
This is a game with a heap of great ideas squashed into a tiny package. Maybe too many great ideas. The basic premise - pushing each other off a moving boat works really well - basically freeform Bloodbowl without the ball complication - once you’ve got your sealegs and understand the whole lying, and honest lying business then there’s serious potential for competitive and long term play with the campaign rules. Again, - loads of ideas in such a small package. Great stuff.
We’d have rather seen more focus on developing the strong mechanics - pitch and yaw, shove and impact and the character skills. But as a first edition it’s super. With a few adjustments and maybe some simplification this has the potential to be a great beer and pretzels game. We enjoyed it. will play again.
Check it out on the Man ‘O’ Kent Games website ←This is an affiliate link. Pirates gotta eat…