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2-4 players, 60-120 minutes, 12 years and older |
Author | Mac Gerdts |
Illustrator | Dominik Mayer |
Published by | PD-Verlag |
Online since | 2020-04-10 |
Developed by | Tom Powers (mregamr) |
Boardgamegeek | 163805 |
Complexity | 3,07/5 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
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Transatlantic
Overview of the Game
Start
The setup is described in detail on above.
Each player receives 1 random Sailing
Ship. The owner of the oldest ship
becomes the starting player and takes
the Start Player card. Players take
their turns in clockwise order.
Before starting to play, each player
purchases a steamship from the ship
market in anti-clockwise order and
deploys it.
Players keep their action cards hidden
in their hands.
Game Flow
A player’s turn consists of playing one card and
executing the related action/s. Played cards
are stacked in front of a player in such a way
that the last card played is always visible to
others. When their Director card is played,
players return their stack of played cards to
their hands. In the course of the game players
acquire additional cards.
Ships are purchased from the ship market and
deployed in sea regions. They are the most
important source of cash, especially when
transporting. In combination with personal
markers on the player sheet and neutral ships
in the docks, they also are the main source of
Victory Points (VPs). VPs are already gained
during the game, for instance when older ships
are scrapped, as well as in the final scoring
round. In combination with Trade Houses, ships
may also gain VPs when transporting.
Game End
The game ends after the last steamship is
purchased from the ship market. The current
round is completed, and one additional round
is played.
Game Components
Game Boards
5 Sea Regions
5 Player Boards for 2-4 players
1 Scoreboard
1 Ship Market Board, Double-sided (3 pieces)
108 Wooden Pieces
10 captains and 7 houses in 4 player colors
40 coal cubes
110 Cards
1 start player card
8 player action cards per player color
22 extention action cards (2 identical sets of 11)
55 Ships and Building
Scotia
4 sailing ships
45 steam ships
5 HQ buildings
Miscellaneous Cardboard
1 director in 4 player colors
2 victory point markers in 4 player colors
2 final scoring overview tokens
67 Markers
12 blue ribands
16 coal bunkers
13 freight
13 mail
13 passengers
32 Contracts (values 1 and 3)
80 Banknotes (values 10, 20, 50 and 100 thousand pounds)
1 Game Rules
1 Quick Intro
1 Booklet "Age of Steam Ships"
The Ships
The Ship Market
When purchasing a ship from the ship market the cost is paid to the bank. Its total price consists of the basic price depicted in the red
field on the ship itself plus the additional cost depicted under its current position on the ship market. Finally the market is restored: The
ship in the leftmost position is placed inside the docks, the remaining ships move left, and the empty positions are refilled from the stack.
Deploying Ships
Playing a corresponding action card, players deploy new ships at the
top of the sea regions.
As younger ships (by year of construction) are always located
above older ones, a region can only be entered if the new ship is
the youngest inside that region. As an exception from
that general rule, a new ship may be deployed in a position in between
other ships, according to their age, if that region still has free
spaces left and there is no other region where it could enter at
the top.
If a new ship enters a region, all older ships move down one position
to accommodate it. If a region cannot contain more ships, the oldest
ship is pushed out and has to be redeployed immediately if that is
possible (applying the deployment rules from above, the ship’s owner
decides). If no redeployment is possible, the ship is scrapped instead.
In that case, it may bid farewell by transporting a last time (see:
Transporting with Ships, the owner collects the ship’s income and,
if appropriate, VPs from Trade Houses). Finally, the scrapped ship is
scored in the usual way (see: Ship’s score). The scrapped ship is
now out of the game and does not enter the docks.
Special case: Newly purchased ships which cannot enter a region
remain with their owner and only score during the final scoring round.
If a newly deployed ship is the fastest in the North Atlantic region (or
New York), it wins a Blue Riband, and its owner places a respective
marker inside his player sheet.
The action cards TRANSPORT, REGION, BLUE RIBAND,
GLOBAL, CARGO, and CRUISE (= cards marked with a small
anchor) allow ships to transport and thus collect income. This
is done as follows:
1. Each transporting steamship loses 1 coal unit. Steamships
without coal cannot transport. Sailing Ships never need coal.
2. When transporting, the owner collects the ship’s income (on
green background) from the bank (Important: the income
is calculated in a different way when playing CARGO or
CRUISE).
3. With Trade Houses, the owner receives 1 VP per ship
multiplied by number of own Trade Houses in that region.
Action Cards
Shipyard
1. The player may purchase 1 or 2 ships from
the ship market. Each ship is equipped with a
captain and loads 1 unit of coal.
2. The player must deploy 1 of the newly
purchased ships immediately. The other ship
remains on the table near his player sheet.
Shipyard (Extension Card)
Like the usual SHIPYARD card, but the player may
load 1 of the newly purchased ships with 1 additional
unit of coal.
Transport
1. One ship must be deployed if possible.
2. The player transports with up to 2 of his own
ships.
Transport (Extension Card)
Like the usual TRANSPORT card, but the player
may transport with up to 3 of his own ships.
Region
1. One ship must be deployed if possible.
2. The player chooses a region where all ships
transport (other player’s ships as well). As a
bonus, he collects the income of the oldest
transporting foreign ship from the bank. All other
players collect their income as well. (example 1)
Cargo
1. One ship must be deployed if possible.
2. The player transports with 1 of his ships and
collects an income of up to £300, depending
on the ship’s tonnage. (example 2)
Cruise
1. One ship must be deployed if possible.
2. The player transports with 1 of his ships and
collects an income of £10 per 100 passenger
capacity (example 3)
Global
1. One ship must be deployed if possible.
2. The player makes a choice:
a) he either transports with 1 of his ships per
different region, or
b) he transports with 1 of his steamships per
different flag. (example 1)
Fleet
The player receives 2 victory points per steamship
with a different flag (example 2).
Purchased ships still waiting for deployment are
included.
Commerce
The player collects £ 50 per own Trade House.
(example 3).
Blue Riband
1. One ship must be deployed if possible.
2. The player may transport with as many of his
ships as he owns Blue Ribands on his player
sheet. (example 4)
Coal
Own steamships are loaded with coal. The player
loads as many coal units as he owns Coal Bunkers
on his player sheet plus 2. The coal has to be
distributed evenly on his active steamships in the
regions. At fi rst, ships without coal are loaded, then
ships with 1 coal (which may be the same ships)
etc. (example 5)
Steamships can carry up to 3 coal units each.
Sailing Ships do not need coal.
Coal (Extension Card)
Like COAL, but the amount is number of coal
bunkers plus 3. The coal may be distributed as
the player wishes. The maximum of 3 coal units
per steamship still applies. (example 6)
Ship Agent
The player may copy the action from a card which
was last played by another player. The action is
executed in a way as if he had played that card
himself. Ship Agents from other players cannot
be copied.
Invest
The player has 2 options:
1. He builds a Trade House in a region where he has a ship and
pays £ 20 - £ 50 (depending on its position). In addition, he takes
a marker, either for freight, mail, or passengers, and puts it into
the corresponding column on his player sheet. Important: each
building site in a region can take only 1 Trade House, and each
player can build no more than 2 houses per region. The North
Atlantic (or New York) has room for 4 houses, but the other regions
only have room for 3 houses each.
2. He purchases a Coal Bunker from the supply, pays £ 50, and puts
it into the corresponding column on his player sheet. In addition,
he takes 2 coal units and distributes them onto 2 different ships
if possible.
Invest (Extension Card)
The player pays £ 100, takes 2 different markers from the supply (coal,
freight, mail, or passengers) and puts them into the corresponding
columns on his player sheet. In addition, he may either build without
further payment 1 Trade House in a region where he has a ship,
or, if a Coal Bunker was included, distribute 2 coal units onto 2
different ships if possible.
Director
1. The player takes all his cards back into his hand. Important: He must take back at least 4 cards including the
DIRECTOR. Otherwise he cannot take this action.
2. If at least 6 cards are taken back, he receives 1 coal bunker or marker for freight, mail, or passengers for his player
sheet. With a minimum of 8 cards taken back,
he receives 2 different markers (but never a
Blue Riband).
3. The player chooses 1 new action card from the
open display, plays that card immediately, and
executes the related action.
4. The open display is restored: The card in
leftmost position is removed and put aside on
a separate stack, the remaining 3 cards move
left, and 2 new cards are displayed. There must
always be 5 different cards on display; duplicate
cards go to the separate stack immediately. If
the original stack is empty, the separate stack
is shuffl ed and then used.
President
1. The player takes all his cards back into his hand. Important: He must take back at least 5 cards including the
PRESIDENT. Otherwise he cannot take this action.
2. For 3 contracts each he may buy 1 Coal Bunker or marker for freight, mail, or passengers for his player sheet. If he
has enough contracts, he may buy even more markers, which have to be different (but never a Blue Riband). Leftover
contracts are sold for £ 20 each to the bank.
3. and 4. like DIRECTOR.
Further Rules
SCOTIA
The SCOTIA is a neutral ship which starts in
the North Atlantic (or New York). She always
carries coal.
Director Tokens
With his personal Director Token
a player copies a card from the
open display, instead of playing a
card from his hand. After using the
token once it is out of the game.
The open display does not change; all cards
remain in their position.
Scoring
The ship’s score is the main way to generate Victory Points
(VPs). Depending on the situation on the personal player
sheet, VPs are gained for ships (and headquarters) of a
certain flag. As shown here, a player receives 7 VPs per
ship with a blue flag, 3 VPs per ship with a black flag, and
5 VPs per ship with a green flag.
Additional VPs are gained with the help of ships with a
certain flag inside the public docks. As shown here, each
blue ship receives 2 VPs extra, each black ship 3 VPs extra,
and each green ship receives 1 VP extra. The dock’s VPs
are the same for every player.
Scores During the Game
Victory Points (VPs) are tallied with a captain on
the Victory Point Chart. While playing the game,
VPs may be gained in 3 different ways:
1. If a ship is pushed out of its region and cannot
be deployed elsewhere, it is scrapped and scores
immediately (see “Ship’s score”). It is taken out
of the game and does not enter the docks!
2. If ships transport in a region where their owner
has Trade Houses as well (see “Transporting
with ships”).
3. With the action card FLEET.
Final Scoring
Players gather their ships, either from the regions or still
waiting for deployment, together with their headquarters
and score them altogether in the usual way as described
above (see “Ship’s score”).
In addition they receive 1 VP per full amount of £ 100 cash.
Players receive VPs for complete rows of markers they
have acquired on the sheet (not for markers already
printed). The fi rst row gives 5 VPs, the second row 10
VPs, the third row 15 VPs, and the fourth row 20 VPs.
In addition, each marker in the uppermost incomplete
row scores as follows:
1 VP if it is the first row, 2 VPs if it is the second,
etc. The player sheet as depicted would score a
total of 21 VPs.
All VPs are tallied with a captain on the Victory
Point Chart. Whenever reaching 50 VPs, the player places
a respective VP marker at the chart. Winner of the game
is the player with most VPs. In case of a tie, the owner of
the youngest ship wins that tie.
Variant
There are 2 variants, which may be applied
separately or in combination:
Variant Ship Market
Here the reverse side of the Ship Market
is used. There are no additional costs to
be paid. But only ships purchased from the
fi rst 3 market positions start with coal. The
other 3 ships are deployed after purchase
without coal.
Variant President
The action card DIRECTOR is replaced by
the PRESIDENT card. In addition, contracts
enter the game as a new element. They
are gained only when deploying a new
ship: For each of the 3 characteristics
tonnage, speed, and passenger capacity
the player gains 1 contract, if his new ship
outnumbers all other ships in the region
(example). Ships being pushed out cannot
gain contracts elsewhere.
Player Sheet
Even if a column is full, more Blue Ribands
or other markers can be acquired. They are
placed beneath the player sheet and count
1 additional VP for their respective flag.
Headquarters
They appear on the ship market after the last
steamships. They count just like ordinary
ships in the final scoring round (depending
on their flag). They are purchased like a ship
with SHIPYARD and have to be paid with
the usual additional costs as written on the
board. Additionally, the following rules apply:
1. A player may purchase 1 ship plus
1 headquarters, or only 1 headquarters,
but never 2 headquarters at once.
Important: If only 1 headquarters is
purchased, no ship enters the docks
(headquarters never enter the docks).
The ship market is restored in the usual
way as long as possible.
2. A purchased headquarters is marked with
a captain and remains on the table near
the player sheet.
General
Card and ship text can be difficult to read, even on larger screens.
You can view larger images of most items by clicking on the
(magnify icon)
present near the different areas of the screen (action card display,
ship market, region display, player hand, player marker tableau).
You can click on
(info icon) to see more information about the docks and the player marker tableau.
Viewing Opponent Info
To view opponent hands, discards, undeployed ships, marker tableaus, and ship point values,
click on the captain marker (located on the bottom right of the screen)
for the player you wish to view. The currently selected player will be shown
with a white dashed outline around the captain marker.
The magnify icons are available to view larger
images of opponent info.
About The Screen
There is a lot of information on the screen, so here's a description of everything
on the screen, from top-left to bottom-right:
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Action Card Display (top left) - Cards available to pick up when you play your
Director/President action card, or when you use your Director/President token
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Action Card Draw Pile - The cards that will replace cards drawn from
the action card display. The top number is the number of action cards remaining in the draw pile;
the bottom number is the number of action cards in the discard pile; the letter on the back
of the card shows whether the next card is from Deck A or Deck B (not really important for gameplay).
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Played Action Cards (top center) - Cards played by opponents and therefore available to be copied
with the Ship Agent/Ship Agent Extension card. Note that Ship Agent cards cannot be copied.
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Docks (top right) - Top row of numbers shows how many ships of each color are in the docks. The captain
token to the left of Ship Point Values shows which player's point values you are viewing.
The bottom row of numbers shows the potential point values of each color ship for that player. These are the points
that will be scored when ships are scrapped, and also for ships currently owned if the game were to end now.
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Ship Market (2nd row left) - Ships/HQs available for purchase. If a coal icon is shown on the ship, then
that ship comes with coal when purchased.
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Ship Draw Pile (2nd row right) - Ship cards that will replace purchased ships/HQs. The number on the deck represents
the 5-year date range for the ships and is not very important for the game. 9 is the highest value for ships. 10 represents
HQs.
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Region Display (3rd row left) - This shows deployed ships, who owns them, and how much coal they have. Anchors represent
spaces where ships can be present. Once all anchors in a column are full, ships deployed to that column with displace the last
ship in that column (which will either be scrapped, or redeployed by their owner).
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Player Info (middle right) - The black ship icon represents the start player (first to play an action card).
The black arrows on the left and right pointing inward represent the player on turn. The hands of cards show cards
in hand (black text on white cards) and discards (white text on back cards). The director/president token will have an X
if it has already been used. If playing the President variant, you'll see a Contract icon with a number over the top showing
the number of contracts you've earned since last playing the President action card. Money is shown in the upper right.
Current points (end game points) are shown on the bottom right. Player name is at the bottom.
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Player Marker Tableau (right, below player info) - This shows ship and marker counts. The captain token in the upper left signifies which
player's information is being viewed. The numbers imposed over the flags show the number of ships owned of that color. The numbers
imposed over the markers show how many markers of each type the player has. Everyone starts with 1 marker of each type.
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Player Hand/Discards/Undeployed Ships (bottom left) - This shows your current hand and discards (if any). Available cards are shown on the left.
Discards are shown on the right and have a purple band at the bottom (which also shows the number of discards). Undeployed ships
(if any) are shown on the far right.
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Player Captain Markers (bottom right) - This shows captain markers for each player in the game. The currently selected
captain marker will have a white dashed outline, meaning this is the player's info that is being shown all over the page. Areas
affected by this selection will show a captain token in that player's color.
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