SeaFall teases us constantly but it so often feels like you’re stealing glances at some sprawling epic adventure from the window of a passing train. That initial elation of unlocking all this new stuff is tainted by the faint whiff of recently expired feline. This method of delivery is both a blessing and a boon for as the campaign progresses and each new box smears its goodness over the existing game like so much crunchy peanut butter the contents of the subsequent boxes starts to resemble Schrodinger’s moggy. Whereas in Pandemic each box felt like a thunderclap of new content SeaFall’s legacy moments permeate into the status quo loading each turn and decision with the possibility of changing the game state in some way. As with Risk and Pandemic, SeaFall has those marvellous boxes each a tantalising prospect of new and exciting developments however its in how it chooses to utilise them that differs from its illustrious predecessors. The one area that the game does deliver is the abundance of the Legacy experience. Which makes the fact that while SeaFall does indeed contain all of these things it’s a crushing disappointment to discover that it never manages to truly capitalise on any of them. Paired with the legacy system that actively encourages stickering boards, ripping up cards and writing on things it’s a heady mix and an idea ripe with exciting possibilities.Īnd upon first encountering the contents of this voluminous box you’d be pretty optimistic that the journey you are about to take would be exactly that. Set during the age of sail it follows you as you nurture your province of bumbling merchants as they venture out into uncharted waters, happening upon mysterious islands and high adventure slowly uncovering the mystery of the lost civilisations that came before you. Skip forward to this past Friday and our campaign came to a abrupt close on its fourteenth game.įor those of you unaware of SeaFall then let me sum that up as briskly as I can. SeaFall was absolutely and unequivocally my most anticipated game since first teased by Rob Daviau some four years ago. Now, for the first time ever Rob has built a world and game from scratch around the Legacy idea. Both were important and acclaimed games whose innovation and scope sent ripples through the board game community. It was preceded by Risk: Legacy and Pandemic: Legacy Season 1. SeaFall is the third Legacy game designed by Rob Daviau. Player choices have irreversible impact on the game world as the game board changes, cards are modified and sealed packs are opened revealing twists and turns in an epic storyline. Like the players who play them, Legacy games 'remember' what happen from game to game. SeaFall is a 'Legacy' board game designed by board game industry veteran Rob Daviau. Sail until the sea falls off the edge of the world! Sail the open sea in search of new lands. Wealth and fame await leaders who are cunning and brave. The great provinces have just begun re-establishing seafaring technology. The world is emerging from a dark age where history and knowledge were lost.