The game board is a nice-looking segmented map of the Caribbean Sea, and it starts with six pirate ships deployed at different places in the middle of the sea. Now, it's your job to bribe the pirates into picking up treasure chests for you from different ports on the various coasts that border the Caribbean Sea. While they're moving, pirate ships can not only pick up treasure from the ports, but they can also steal a treasure from a boat they happen to pass on their routes. The goal is to get the treasure delivered to one of your three personal "safe havens" in the sea. The first player to acquire a certain number of treasure coins is the winner...the number of coins differs depending on the number of players.
Here's where it gets good. You have seven tiles numbered -1, 0, 1, 2, 3, 4, and 5. You must use these tiles to assign bribes to each of the six pirate ships in alphabetical order (their names start with A, B, C, D, E, and F). Your bribes are hidden from the other players. The seventh tile is used for tiebreakers (which themselves have a twist). After each player has decided on the bribe values, all the players reveal their "A" bribe. Whichever player assigned the highest bribe to the "A" ship gets to move it a number of spaces equal to the bribe (unless any other players used their "-1" tile, in which case the move is reduced by one for each "-1" played). If there is a tie, the players then decide whether or not they want to use their tiebreak. If none of the players use their tiebreak, nobody gets to move the boat. If only one player chooses to use his tiebreak, he gets to move the boat. If both players chose to use their tiebreak, the highest tiebreak value gets to move the boat. And if the tiebreaks are equal, then nobody gets to move the boat. After this, the same process happens for the "B" boat, then the "C" boat, etc. One more thing...since the boats move in alphabetical order, there's a chance that an earlier ship can steal treasure from a ship that moves later, which can often screw the guy who wins the later ship. After the F ship has been moved, another round starts.
All this to say, you really have to figure out where your opponents are planning to make their big bribes, and plan accordingly. And of course, plan for them to figure out what you're planning based on what you think they're planning, etc. etc. Our latest game was particularly brutal...Noel and Gabriel got to an early lead, and Terry and I had an awful start because we kept planning to do the same thing (and our tiebreakers tied multiple times!) But the two of us caught up eventually, and Terry ended up winning!
So in addition to having a nice-looking board and pieces, the game has a fun inter-player mechanic that keeps you guessing the entire game. Even though I've only played it twice, I highly recommend it. I imagine it would be fun for three players (both of my games have been 4P), but it doesn't seem like it would work all that well with two. I haven't played with the kids yet, but I'm thinking the bidding aspect of the game might be a bit advanced for my 5 and 8 year old.