Contents
Rules for the Transatlantic Game
Are you ready to learn the rules for the Transatlantic Game? Great, let’s get started! This game is all about navigation and strategy as you try to sail across the Atlantic Ocean.
Set-Up
The game board is set up with the North Atlantic Ocean in the center, surrounded by various ports on the east coast of North America and the west coast of Europe. Each player chooses a ship and places it in a port of their choice.
Goal of the Game
The goal of the game is to accumulate the most points by delivering goods and passengers between the ports on either side of the Atlantic Ocean. The game is played over several rounds, and the player with the most points at the end wins.
Gameplay
On your turn, you can take several actions. You can move your ship across the ocean, either by using cards from your hand or by rolling dice. You can also load and unload goods and passengers at the various ports, earning points for each successful delivery.
But be careful, as there are hazards on the ocean that can hinder your progress. Storms can slow you down, and pirates can steal your cargo. You’ll need to strategize and plan your moves carefully to avoid these obstacles.
Strategy
To be successful in the Transatlantic Game, you’ll need to balance your actions. It’s important to plan ahead and think about the best routes to take, as well as the timing of your deliveries. You’ll also need to consider your opponents’ moves and try to anticipate their strategies.
Conclusion
The Transatlantic Game is a thrilling adventure on the high seas. With its immersive gameplay and strategic challenges, it’s a game that will keep you entertained for hours. So gather your crew, set sail, and embrace the excitement of crossing the Atlantic Ocean!
- 5 Sea Regions
- 5 Player Sheets for 2-4 players
- 1 Victory Point Chart
- 1 Ship Market (3 pieces)
- 4 box inserts to be put together
- 108 wooden pieces
- 1 Start Player Card
- 54 Action Cards
- 55 Ship and Building Cards
- 67 Markers
- 4 Directors
- 8 Victory Point 2 Markers
- Final Scoring Overview tokens
- 80 Banknotes
- 1 Game Rules, 1 Quick Intro,
- 1 Booklet “Age of Steam Ships”
Overview
Start
When we begin playing, each of us will get 1 random Sailing Ship. The person who has the oldest ship will become the starting player and will take the Start Player card. We will then take turns, going around in a circle.
So, before I dive into this awesome game, I need to get a steamship. I’ll head to the ship market and pick one up. Oh, and I have to remember to do it in anti-clockwise order. Once I have my ship, I deploy it and get ready to set sail!
Now, here’s a cool thing – each player has action cards. These little beauties are like secret weapons, so I’ll keep mine hidden in my hand. Gotta keep it a surprise!
Okay, here’s how the game goes:
When it’s my turn, all I have to do is play one card and do whatever action it says. Simple, right? I stack my played cards in front of me, making sure the last one I played is always visible to everyone. But here’s the twist – when I play my Director card, I get to take back all the cards I played so far. Sneaky, huh? And as the game goes on, I can get more cards to beef up my options.
Next, I’ve got to buy ships from the ship market and put them in the sea regions. Ships are the key to making some serious cash – especially when I’m transporting stuff. And if I use my personal markers on my player sheet along with some neutral ships, it’s like a winning combo!
While ships in the docks are primarily used to earn Victory Points (VPs), they also serve as the main source of VPs. These points can be gained throughout the game, such as when older ships are scrapped or during the final scoring round. Additionally, ships can earn VPs by transporting goods in combination with Trade Houses.
The End of the Game
Once the last steamship is bought from the ship market, the game comes to a close. The current round is finished, followed by one additional round.
Exploring the Ships
Welcome to the Ship Market!
When you buy a ship from the ship market, you pay the cost to the bank. The total price of the ship includes two parts. The first part is the basic price shown in the red field on the ship. The second part is the additional cost displayed under the ship’s current position on the market.
After the purchase, the market gets restored. The ship in the leftmost position is placed into the docks. Then, the other ships shift to the left, and the empty positions are filled again from the stack.
When you play the game, you have the option to buy different ships using your money. Let’s say you buy the NUBIAN ship with the white flag for ?40, and the HAMMONIA ship with the blue flag for ?70 plus an extra ?30, making it a total of ?100. You pay the bank ?140 in total and you get both ships.
After you buy the ships, the ship market needs to be restored. The ship with the red flag, known as the DEVONIA ship, goes to the leftmost position. This means it is placed inside the docks near the Victory Point Chart. The other 3 ships in the market move to the left, and the empty positions are filled with 3 new ships from the ship’s stack.
How to Deploy Ships
To deploy new ships, you need to play a corresponding action card. Once you have the card, you can place your new ships at the top of the sea regions.
There’s a rule that determines which region you can enter with your new ship. The new ship needs to be younger (by year of construction) than any ships already in that region. This means a region can only be entered if your new ship is the youngest ship there.
Hey there! So here’s something interesting: sometimes, when it comes to placing a new ship in a fleet, there’s a little exception to the usual arrangement. You see, if there’s a spot available right in the middle of the fleet, a new ship can actually be put there, in between the other ships. But, there are a couple of conditions for this to happen.
First, that middle spot has to be free. If it’s already taken up by another ship, then sorry, no new ships allowed there. Second, there can’t be any other region where the new ship could go to the top spot. It has to be that specific middle spot or bust.
Now, let’s say a new ship does manage to squeeze into that middle spot. Well, all the older ships have to make room for it. They move down one position each to accommodate the newcomer. It’s like a little shuffle to make sure everyone fits.
But what if a region is already at full capacity? That’s when things get tricky. The oldest ship in that region gets bumped out and has to find a new spot right away. Of course, there are rules for where it can go. The ship’s owner gets to decide where it gets redeployed, following the same deployment rules as before. It’s like a game of musical chairs, but with ships.
If a ship cannot be redeployed, it is scrapped instead. In this case, it gets one last journey where it transports goods or people. The owner gets the ship’s income, and if applicable, victory points from Trade Houses. After that, the ship is scrapped and scored as usual. Scrapped ships are permanently removed from the game and do not return to the dock.
Exception: Ships that are newly purchased but cannot enter a region stay with their owner and only score points during the final scoring round. If a newly deployed ship is the fastest in the North Atlantic region or New York, it earns a Blue Riband. The ship’s owner places a special marker on their player sheet to show this achievement.
Example: I deploy my ship, the Umbria, which pushes out the Germanic. I can’t enter on top elsewhere, but since the South Atlantic has an empty spot, I can enter there in between. I win a Blue Riband and add a marker to my player sheet.
Traveling with Ships
The cards TRANSPORT, REGION, BLUE RIBAND, GLOBAL, CARGO, and CRUISE (cards with a small anchor) allow ships to transport and collect income. Here’s how it works:
- Each transporting steamship loses 1 coal unit. Steamships without coal can’t transport. Sailing Ships never need coal.
- When you transport, you collect your ship’s income (shown on a green background) from the bank. It’s important to note that the income is calculated differently when playing CARGO or CRUISE.
- If you own Trade Houses, you’ll get Victory Points equal to the number of Trade Houses you have in each region.
For instance: I own 2 Trade houses in the South Atlantic. If I play the TRANSPORT card, I can move my GERMANIC ship.
My GERMANIC ship will lose 1 coal unit, but it will generate an income of ?40. Additionally, I will earn 2 victory points because my ship has 2 Trade houses in that region.
Action Cards
Additional Rules
Scotia
The SCOTIA is a neutral ship that starts in the North Atlantic (or New York). It always carries coal.
Director Tokens
When it comes to playing the game, I have a secret weapon called the Director Token. It’s like my own personal power-up. Instead of using a card from my hand, I can use the token to copy a card from the open display. Pretty cool, right? The only catch is that I can only use the token once, so I have to choose wisely when to use it.
Now, here’s the thing about the open display: it doesn’t change. All the cards stay where they are, so I can always see what’s available. It’s like having a menu of options right in front of me.
Player Sheet
Even if one of the columns on my player sheet is already full, I can still get more Blue Ribands or other markers. I just place them beneath the sheet, and they give me an extra victory point for the corresponding flag. It’s a neat way to boost my score even more.
Headquarters
Now, let’s talk about headquarters. These special cards show up in the ship market after all the regular steamships are gone. They’re kind of like extra ships, but they have a special role in the final scoring round. Depending on their flag, they count just like any other ship for victory points. But here’s the catch: I have to buy them using the SHIPYARD action, and I also have to pay the extra costs listed on the board. So they’re a bit more expensive, but they can be worth it in the end.
So those are the basics of how these special features work. They can really add an extra layer of strategy to the game, and it’s fun to figure out when and how to use them to my advantage.
- If a ship gets pushed out of its region and can’t be deployed elsewhere, I scrap it and score immediately (see “Ship’s score”). The ship is taken out of the game and doesn’t go back to the docks!
- If my ships transport in a region where I also have Trade Houses (see “Transporting with ships”).
- Using the FLEET action card.
I wanted to talk to you about a game I’ve been playing lately called “The Importance of Ships and Headquarters in the Sea Adventure.” It’s a really interesting game where you have to make some important decisions.
In this game, you have the option to buy either 1 ship and 1 headquarters, or just 1 headquarters. You can never buy 2 headquarters at the same time. It’s important to note that if you only buy 1 headquarters, you won’t have a ship in the docks. Headquarters don’t go in the docks, so keep that in mind. The ship market is replenished as usual for as long as possible.
When you purchase a headquarters, make sure to mark it with a captain and keep it near your player sheet. This will help you keep track of your progress in the game.
Now, let’s talk about scoring. The score of your ship is an important factor. You need to strategize and make wise decisions to maximize your score. Don’t forget to consider the value of your headquarters and how it contributes to your overall score.
I hope this gives you a better understanding of the game. If you’re looking for a challenging and fun adventure on the high seas, then you’ll love “The Importance of Ships and Headquarters in the Sea Adventure.” Give it a try and see how well you can manage your ships and headquarters to achieve the highest score possible. Good luck!
The ship’s score is what gives me Victory Points (VPs). Depending on what flag my ships (and headquarters) have, I can earn VPs.
For example, if I have a ship with a blue flag, I get 7 VPs. If I have a ship with a black flag, I get 3 VPs. And if I have a ship with a green flag, I get 5 VPs.
The image above shows the docks.
I can also get extra VPs by having ships with certain flags in the public docks. Here’s how it works:
– A blue ship in the dock gives me 2 extra VPs.
– A black ship in the dock gives me 3 extra VPs.
– And a green ship in the dock gives me 1 extra VP.
It’s important to note that all players get the same VPs from the docks.
During the game, my score is determined by the number of VPs I have. It’s like my point total, and it’s important to keep track of it.
When I play the game, I earn Victory Points (VPs) that are counted on the Victory Point Chart by my captain. There are three different ways for me to gain VPs:
End of the Game
When the game ends, I gather all my ships, whether they are in regions or still waiting for deployment, along with my headquarters, and score them all together as usual.
Additionally, I receive 1 VP for every full amount of ? 100 cash that I have.
When I play this game, I earn victory points (VPs) by acquiring rows of markers on my sheet. It’s important to note that I don’t earn points for markers that are already printed on the sheet. The number of VPs I receive depends on which row I complete. The first row gives me 5 VPs, the second row gives me 10 VPs, the third row gives me 15 VPs, and the fourth row gives me 20 VPs.
But that’s not all! I also score VPs for the markers in the incomplete uppermost row. The number of VPs I earn for each marker depends on which row it is in. For example, if it’s in the first row, I earn 1 VP. If it’s in the second row, I earn 2 VPs, and so on.
Looking at the player sheet depicted here, it would score a total of 21 VPs. Pretty impressive, right?
I keep track of my VPs with a captain on the Victory Point Chart. Every time I reach 50 VPs, I place a VP marker on the chart to show my progress.
The player with the most VPs is the winner of the game. It’s that simple!
But what happens if there’s a tie? Well, in that case, the tie is broken by looking at who owns the youngest ship. So, make sure you have a youthful vessel to secure victory!