Roll 4 MORE Rum
The tavern got louder than usual that night.
Not for the music, or the cheap rum. But because of news from the sea. The Maelstrom was back.
At first, it was just a whisper between soaked coats and torn maps. Then came the stories. Islands swallowed. Ships dragged into the waters. Treasures lost.
Wait… treasures lost?!
That’s right. TONS of them. Out there for the taking near the ever-growing Maelstrom…
Any reasonable person would stay far away from the water. But pirates, as it turns out, are not reasonable people.
So the anchors rise. The sails flap open. And all the pirate captains set sail to see who claims the treasure first!
For somewhere out there, beyond the waves, there is rum to claim, treasure to chase, and glory to steal before the sea decides it’s done with everyone.
The Maelstrom is hungry. The pirates are drunk.
In this battle of pirates vs pirates and pirates vs Maelstrom, who wins?
Entry: before playing the game
First impression
It feels good to play games long enough for some of them to start coming back as second editions!
I recently experienced that with Dragon vs Kingdom’s 2nd edition back in May, and now I’m re-experiencing it with Roll 4 MORE Rum.
A short note though: I haven’t exactly played Roll 4 Rum, but rather “visually” played it by watching a good number of playthrough videos back when the game launched in November 2024. And it was super interesting. So yes, I’m super-stoked to finally have this new edition on my table.
More than anything, what stole my attention from the second edition, and I’m sure it will do the same for many others, is the stunning artwork.
It is a huge leap from the more iconographic look of the first edition, and it makes Roll 4 MORE Rum feel much more immersive than it was.
I also talked with Florian, the creator of Roll 4 MORE Rum and many other PnPs that are already in my hall of fame (Essence: The Grim Expeditions, VoidRoll, and Rook & Ruin), and here’s what he said:
“Driven by nostalgia for my first PnP and a clear vision of how I would design it today, I decided to give it a massive overhaul. This time, all the bonus content, plus new pirate captains and special crew members, is included right from the start to give the game the fresh, solid foundation it deserves.”
Click here to read Florian’s full interview.
With the captivating artwork, the newly added gameplay layers, and my curiosity for Roll 4 Rum finally coming full circle, I can’t wait to try this one out.
A bit on the game
Roll 4 MORE Rum is a pirate roll-and-write where every player takes charge of a captain and sets sail across a map that is gradually being threatened by the ever-growing Maelstrom.
Your goal is to visit ports, gather what you need, hunt for treasure, and eventually make your way toward the final destination where the royal treasure awaits. But of course, the sea is not going to make that easy for you.
Each round starts with the rolling of dice, which are assigned to three areas: Fate, Sail, and Torrent. That gives the game its main rhythm. Fate decides what the harsh waters throw your way, Sail decides how you move, and Torrent decides how the Maelstrom keeps spreading across the map.
Ports are where you can slow down for a bit. They provide rum points, let you gather food, repair your ship, and bring crew members into your little pirate operation. But even those stops come with pressure, because your crew needs to be fed, and the other captains are not exactly waiting around.
Then there are the Krakens. If you sail onto one, you’ll need enough crew to defeat it, and doing so can reward you with loot and extra points. There is also the Skull & Bones track, which adds another layer of danger when you cross paths with cursed locations in the sea.
Once a player visits their fourth port, the location of the royal treasure is revealed. But before you aim for that final destination, you need to visit five ports first. Once someone visits five ports and then reaches the revealed X-marked spot, the winner is the pirate with the most rum points.
On top of that, Roll 4 MORE Rum brings in captains with their own abilities, special crew members, Fortune cards, Glory quests, and multiple maps to explore.
So while the core idea is easy to follow, it certainly throws a lot of questions at the players. Where do you sail next? When do you stop at a port? How close is too close to the Maelstrom? And how much trouble are you willing to take on for a little more rum?
All you need
The setup is pretty simple.
Print 1 map sheet per player, then print the captain and crew cards, along with the Fortune and Glory decks.
So depending on your player count, you need 1 map sheet per player, plus 6 more pages for the cards. Since I wanted to try the game in 2-player mode, that meant 2 map sheets + 6 pages, for a total of 8 pages to print.
I recently confessed something rather notorious in my latest newsletter issue about building PnPs. One thing I shared there was my debut with using rounded corner cutters.
And I can’t get enough of it! The cards look pristine.
With the map sheets and cards sorted, grab 3 D6 dice, plus a pen/marker for each player. Best to keep a few extra dice and tokens around to keep track of your captain’s ability, the Glory cards, and the Fortune cards.
You’re ready to set sail!
Entry: after playing the game
Findings
Can’t get more pirate-y than this!
You’re a pirate captain who’s drunk to the brim, hiring crew members, taking on Krakens, sacrificing your own crew when needed, navigating through harsh waters, and sailing between one port after another in search of lost riches.
You are fishing to feed the crew members on board who are still alive, toying with faith, and watching a Maelstrom grow bigger with each passing moment, destroying things along the way.
THAT is as pirate-y as it gets! Haha.
The Maelstrom reminded me of the one that Calypso released in Pirates of the Caribbean: At World’s End, with pirates fighting it out while they were at the heart of it. The game reminded me a lot of the Pirates of the Caribbean series, which is a big success for the game. Cause you are supposed to feel like a tipsy pirate.
No sleep. Drunk. Juggling multiple hats. Risking your life in search of gold. Hiring crew only to sacrifice them to defeat Krakens, for MORE gold!
And all those riches only lead to more rum, which contributes to rum points!
All that for some rum?! That’s the pirate life alright.
The map sheet also contributes a lot to this. It feels like a proper pirate’s treasure map, with everything detailed to the dot. A big, big leap from the first edition, I must say.
DON'T skip the multiplayer mode!
I’m a sucker for solo games, so I was glad to see Roll 4 MORE Rum have a solo mode. And yes, the solo mode is fun.
But for me, the game gets to its absolute best when you play it competitively. I played it 1v1 with my wife, and we had a blast.
The action pattern in 2-player mode reminded me a bit of the 1-2-2-1 penalty format football (soccer) had for a while.
Here’s what I mean:
Player 1 rolls the dice, then both players assign those dice to their own sheets. Player 1 resolves first, followed by Player 2.
After that, Player 2 becomes the active player and rolls the dice. Again, both players assign them, but this time Player 2 resolves first, followed by Player 1.
So across two rounds, the resolving order goes Player 1, Player 2, Player 2, Player 1.
That little rhythm made the 1v1 mode feel really interesting to me, because you are not just reacting to the dice. You are also reacting to who gets to act first and how much can change before your next move.
And that is only one part of why multiplayer shines here.
Ports become more competitive too. The first player to reach a port gets the highest available rum points, while later players get the lower values. So if someone beats you to a port, it does not just hurt your ego. It can hurt your score too.
The same goes for the royal treasure. Once the first player visits their fourth port, the treasure’s location is revealed for EVERYONE. From that point on, the whole table knows where the final race is heading.
And then there are the special crew members.
You might have your eye on one, thinking they would fit perfectly into your little plan. But another player can reach the right port and snatch that crew member before you can say “aye.”
So yes, it can get pretty competitive out there, as your fate is tied to the other players. And vice versa.
Captains, crews, fortune and glory
The captains, crew members, Fortune cards, and Glory cards do not feel like random additions thrown in just to make the game bigger. They give the game more depth, and more importantly, more reasons to try it again.
The captains are a great starting point. Each one comes with their own ability, which gives you a little specialty from the very beginning. Captain Hammer, for example, has Shark Maneuver, which lets you move 2 spaces in any direction instead of using your Sail die value.
The crew members then add another layer on top of that. Torty Treasure, for example, lets you gain twice as many treasures whenever you would gain treasure.
Then you have the Fortune cards, which are basically one-time paid little tricks you can pull off when the timing feels right. I love that idea because pirates should have unfair tricks. Favorable Winds fits that perfectly, as it lets you adjust your Sail die by 1 by spending 1 gold coin.
And finally, there are the Glory cards. These are shared objectives that everyone can see, which means they create a different kind of pressure. The Port Master, for example, rewards the first player to visit 4 ports.
So these extra layers do not make the game feel heavier just for the sake of it. They make each captain feel a little different. They make crew choices a game-changer. They give players more things to chase, and more ways to turn things around.
Bear in mind that both Fortune and Glory decks have 9 cards each, but you only use 3 from each deck in a game, so there are plenty of combinations to play around with.
What makes this tipsy game a gem
Roll 4 Rum was already among the PnP greats, and with the upgraded artwork, newly introduced captains, crew members, Fortune cards, and Glory cards, the game undoubtedly got much better than before.
But if you ask me what really makes this game stand out, then I’d say it’s what happens behind the curtain that makes this an absolute gem.
Take Roll 4 Rum’s 2024 Gamefound campaign, for instance. Following the campaign, Florian ran a YLA, a year-long adventure, where he ran polls for the game and released a new map EVERY month for a year for its backers. What an amazing idea!
Imagine coming back to one of your favorite games every month with new challenges, new ways to approach the map, and new ways to score more rum.
And this time, with the campaign for Roll 4 MORE Rum still running as I write this, I can see Florian reaching out to the community again. He’s posting updates, running polls, asking backers what animal should become a future captain, and even letting the community vote on themes and mechanics for upcoming maps.
So this whole thing feels heavily community-driven, and I respect that from the bottom of my heart.
And clearly, the community nodded back in big numbers, with 1100+ backers for Roll 4 Rum back in 2024. HUGE numbers for a PnP campaign!
It’s still early days for Roll 4 MORE Rum, but I’m sure it won’t be far from its predecessor. Maybe even more!
Hoist the sails, matey!
There’s no greater glory than plunging into the middle of a Maelstrom and fighting off a couple of Krakens, all while racing with other pirates in search of treasure you may or may not get… all in the hope of more rum!
Ready to set sail, captain?
Recommended items
Game Overview
Publisher: Florian Fiedler
Designer: Florian Fiedler
Artist: Allefer Souza
Number of players: 1-4
Difficulty level: Medium
Rounds of gameplay needed to learn: 1 to 2 rounds
Game duration: 30 minutes
Available on: Gamefound
Theme: Roll-and-write | Pirates chasing treasures and rum
Number of pages and color: Minimum 7 pages (solo), maximum 10 pages (4-player)
Assembling difficulty level: Pretty easy. Building 26 cards in total.
Lamination: Recommended for map sheets, unless you hate lamination glares like I do.
Additional elements required: A pen, 3 D6 dice and a few extra tokens/dice PER player.
Time to learn: Within 20 minutes
Travel-friendly: 10/10
Shelving friendly: 10/10
Rating from PnP Time: 9.25/10

Tas is a game designer and blogger based in Bangladesh, with the dream of exploring the world of games and introducing it to anyone new to it.




