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TRANSATLANTIC

GAME MATERIAL
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

A B C A

C D D B

108 wooden pieces (of which 68 are in player colors: red, green, yellow, and blue)

10 Captains per player 7 Houses per player 40 Coal Cubes


4 Directors 8 Victory Point 2 Final Scoring
110 Spielkarten Markers Overview tokens
67 Markers

START

12 Blue 16 Coal 13 Freight 12 Mail 13 Passengers


Ribands Bunker
1 Start Player Card 54 Action Cards
32 Player Card 22 Extension Cards
8 per player (A and B) 32 Contracts with values 1 and 3:

55 Ships and Buildings (on reverse side 0-10) 80 Banknotes (10, 20, 50 and 100 thousand Pounds)
10 20 10 50 20 100 50 100
20 20 50
>>THE TITANIC IS DESIGNED >>IN BREMEN VERWURZELT, >>STEAMERS PROPERLY

SCOTIA ARIEL OREGON TO BE UNSINKABLE<<


J. Bruce Ismay
DEN GLOBUS UMFASSEND<<
Heinrich Wiegand
BUILT AND MANNED<<
Sir Samuel Cunard
>>MEIN FELD IST DIE WELT<<
Albert Ballin

100
NY
10
Navigare
THOUSAND
POUNDS STERLING
20Navigare
THOUSAND
POUNDS STERLING
50 Navigare
THOUSAND
POUNDS STERLING
100 Navigare
THOUSAND
POUNDS STERLING

necesse est. necesse est. necesse est. necesse est.

10 AZ 667485932120 10 AZ 6674859321 50 20 AZ 6671269941100 50 AZ 5789369947 100


TRANSATLANTIC MARITIME BANK TRANSATLANTIC MARITIME BANK TRANSATLANTIC MARITIME BANK TRANSATLANTIC MARITIME BANK

4,000 15 300 1,000 13 100 7,000 17 1,400

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Scotia
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4 Sailing Ships
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45 Steam Ships
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5 Buildings
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1 Game Rules, 1 Quick Intro,


1 Booklet Age of Steam Ships

OVERVIEW OF THE GAME


START GAME FLOW in the docks, they also are the main source of
The setup is described in detail on a A players turn consists of playing one card and Victory Points (VPs). VPs are already gained
separate page. executing the related action/s. Played cards during the game, for instance when older ships
are stacked in front of a player in such a way are scrapped, as well as in the nal scoring
Each player receives 1 random Sailing
that the last card played is always visible to round. In combination with Trade Houses, ships
Ship. The owner of the oldest ship
others. When their Director card is played, may also gain VPs when transporting.
becomes the starting player and takes
the Start Player card. Players take players return their stack of played cards to
their turns in clockwise order. their hands. In the course of the game players GAME END
acquire additional cards. The game ends after the last steamship is
Before starting to play, each player
Ships are purchased from the ship market and purchased from the ship market. The current
purchases a steamship from the ship
deployed in sea regions. They are the most round is completed, and one additional round
market in anti-clockwise order and
important source of cash, especially when is played.
deploys it.
transporting. In combination with personal
Players keep their action cards hidden
markers on the player sheet and neutral ships
in their hands.
THE SHIPS
The year determines whether a The ships historical name The income generated when the
ship can enter a region or not. ship transports

AUGUSTA VICTORIA 50
120
There are 5 different ags The ships basic
(blue, black, green, white, red). price on the ship market
They represent 5 categories in
which players score victory points.
Steamships need coal for transport-
ing. Sailing Ships can always trans-
Players mark their ships
port and do not need coal.
with 1 captain.
8,000 19 1,100
The ships tonnage The passenger capacity
The speed in knots
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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
eld 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 relled from the stack.

30 40

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NUBIAN HAMMONIA

40 70

DEVONIA 30 STIRLING CASTLE 30 OREGON 50 UMBRIA 60


50 50 100 130
3,000 12 1,000 4,000 16 800

4,000 13 1,100 5,000 14 500 7,000 17 1,400 8,000 18 1,500


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Example A player purchases the NUBIAN (white ag) for 40 and the HAMMONIA (blue ag) for 70 + 30 =
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4,0005,000 13 15 1,000 600

4,000

5,000
6

100. He pays a total of 140 to the bank and takes both ships. Now the ship market is restored: The DEVONIA
11

GERMANIC
ABYSSINIA

ADRIATIC
14

15
CITY OF BERLIN

(red ag) is in the leftmost position and therefore is placed inside the docks near the Victory Point Chart. The
1,200

remaining 3 ships move left, and the empty positions are relled with 3 new ships from the ships stack.
700
40

50
30

80
40
30 40
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70
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DEPLOYING SHIPS Example: Green deploys the UMBRIA which nally pushes
Playing a corresponding action card, players deploy new ships at the out the GERMANIC. In this example she cannot enter on top
top of the sea regions. 60
elsewhere. But as the South Atlantic still
UMBRIA

As younger ships (by year of construction) are always located 130 has an empty position, she can enter there
above older ones, a region can only be entered if the new ship is at in between. Green wins a Blue Riband and
the same time the youngest inside that region. As an exception from 8,000 18 1,500 adds a marker to his player sheet.
that general rule, a new ship may be deployed in a position in be- Schiffe_Vorderseite.indd 20 17.08.2017 13:59:01

tween other ships, according to their age, if that region still has free OREGON 50
100
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 7,000 17 1,400

to accommodate it. If a region cannot contain more ships, the oldest Schiffe_Vorderseite.indd 19
40
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40
COLUMBIA CITY OF BERLIN

ship is pushed out and has to be redeployed immediately if that is 70 70

possible (applying the deployment rules from above, the ships owner
decides). If no redeployment is possible, the ship is scrapped instead. 3,000 16 800 5,000 15 600
In that case, it may bid farewell by transporting a last time (see:
Transporting with Ships, the owner collects the ships income and, 30 20
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DEVONIA ARIEL

50
if appropriate, VPs from Trade Houses). Finally, the scrapped ship is
scored in the usual way (see: Ships score). The scrapped ship is
4,000 13 1,100 1,000 13 100
now out of the game and does not enter the docks.
Special case: Newly purchased ships which cannot enter a region Schiffe_Vorderseite.indd 13
GERMANIC 40
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80
remain with their owner and only score during the nal 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 5,000 15 1,200

marker inside his player sheet. Schiffe_Vorderseite.indd 10 17.08.2017 13:59:00


TRANSPORTING WITH SHIPS Example
The action cards TRANSPORT, REGION, BLUE RIBAND, Yellow owns 2 Trade houses in
GLOBAL, CARGO, and CRUISE (= cards marked with a small the South Atlantic. By playing the
anchor) allow ships to transport and thus collect income. This TRANSPORT card the GERMANIC is
is done as follows: able to transport.
1. Each transporting steamship loses 1 coal unit. Steamships
The GERMANIC loses 1 coal unit and
without coal cannot transport. Sailing Ships never need coal. 40
generates an income of 40.
GERMANIC

80
2. When transporting, the owner collects the ships income (on
In addition Yellow receives 2 victory
green background) from the bank (Important: the income
points for his ship with 2 Trade Houses
is calculated in a different way when playing CARGO or
inside that region. 5,000 15 1,200
CRUISE).
3. With Trade Houses, the owner receives 1 VP per ship
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multiplied by number of own Trade Houses in that region.

ACTION CARDS

Shipyard SHIPYARD Shipyard SHIPYARD (Extension Card)


1. The player may purchase 1 or 2 ships from Like the usual SHIPYARD card, but the player may
Purchase up to
the ship market. Each ship is equipped with a
Purchase up to
2 steamships. 2 steamships. load 1 of the newly purchased ships with 1 additional
Deploy 1 of
them at sea.
captain and loads 1 unit of coal. Deploy 1 of
them at sea. unit of coal.
2. The player must deploy 1 of the newly Load
1 of them with
1 extra coal.
purchased ships immediately. The other ship
remains on the table near his player sheet.

TRANSPORT TRANSPORT
Transport Transport

Deploy 1 ship (if possible)


(Extension Card)
Deploy 1 ship (if possible)

Let 1. One ship must be deployed if possible. Let


Like the usual TRANSPORT card, but the player
2 of your
own ships
2. The player transports with up to 2 of his own
3 of your
own ships
may transport with up to 3 of his own ships.
transport.
transport.
ships.

REGION Example 1:
Region 1. One ship must be deployed if possible.
Yellow plays REGION. His
Deploy 1 ship (if possible)

Choose 1 region.
2. The player chooses a region where all ships income is 40 from the
All ships in that
region transport.
transport (other players ships as well). As a GERMANIC plus a bonus of 70
Take the income
of the oldest
bonus, he collects the income of the oldest from the CITY OF NEW YORK.
transporting ship of
another player as
transporting foreign ship from the bank. All other This is the oldest transporting
your extra bonus.
players collect their income as well. (example 1) foreign ship because the
ABYSSINIA has no coal. In total CITY OF NEW YORK 70
160
Yellow collects 110, and Red
collects 70. In addition both
players receive 1 victory point
Cargo

Deploy 1 ship (if possible)


CARGO each in combination with their
trade houses.
11,000 19 1,700

Let 1 ship 1. One ship must be deployed if possible. Schiffe_Vorderseite.indd 24


40
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Example 2:
GERMANIC
transport, earning
an income of:
2. The player transports with 1 of his ships and 80
5,000 t
10,000 t
100
150 collects an income of up to 300, depending Red plays CARGO. As the CITY
20,000 t 200 OF NEW YORK has a tonnage
30,000 t 300 on the ships tonnage. (example 2)
of 11,000t, he collects 150 and
5,000 15 1,200
receives 1 victory point.
Example 3: Schiffe_Vorderseite.indd 10
ABYSSINIA 30
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40
Red plays CRUISE. As the CITY
Cruise

Deploy 1 ship (if possible)


CRUISE OF NEW YORK has a passenger
capacity of 1,700, he collects
Let 1 ship
1. One ship must be deployed if possible. 170 and receives 1 victory point. 4,000 13 1,000
transport,
earning
an income
2. The player transports with 1 of his ships and
of 10 per collects an income of 10 per 100 passenger Schiffe_Vorderseite.indd 6 17.08.2017 13:58:59

100 passengers. Important: All transporting steamships lose 1 coal each!


capacity (example 3)
ACTION CARDS

Global
GLOBAL Example 1:
1. One ship must be deployed if possible. Green plays GLOBAL. As the COLUMBIA carries no coal, and the
Deploy 1 ship (if possible)

Let 1 ship 2. The player makes a choice: ARIEL has no ag, in any case (region or ag option) only 2 ships can
per region
transport a) he either transports with 1 of his ships per transport. Green chooses the region option in order to transport with
or
different region, or the ARIEL and thus preserve the coal on the DEVONIA. Green collects
Let 1 steamship
per flag
transport. b) he transports with 1 of his steamships per 80 and receives 3 VPs. The UMBRIA loses 1 coal.
different ag. (example 1) Example 2:
Green plays FLEET and receives 6 victory points.
Example 3:

FLEET Green plays COMMERCE and collects 150 for his 3 Trade Houses.
Fleet

Get
2 Victory Points
per active The player receives 2 victory points per steamship UMBRIA 60
steamship
with a different
flag.
with a different ag (example 2). 130

Purchased ships still waiting for deployment are


included.
8,000 18 1,500

40 30
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COLUMBIA DEVONIA

70 50
Commerce

Get 50
per house
you own.
COMMERCE 3,000 16 800 4,000 13 1,100

The player collects 50 per own Trade House.


40 20
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(example 3).
GERMANIC ARIEL

80

5,000 15 1,200 1,000 13 100

Blue Riband

Deploy 1 ship (if possible)


BLUE RIBAND Example 4:
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1. One ship must be deployed if possible. Green plays BLUE RIBAND. 3 Blue Ribands on his player sheet
Let 1 ship
transport
for every
2. The player may transport with as many of his enable him to transport with up to 3 ships. As the COLUMBIA carries
Blue Riband
you own.
ships as he owns Blue Ribands on his player no coal, he transports with the UMBRIA, DEVONIA, and ARIEL.
sheet. (example 4) He collects 110 and receives 5 victory points. The UMBRIA and
DEVONIA lose 1 coal each.
Example 5:

Coal COAL Green plays COAL. He has only the coal bunker
printed on the player sheet and therefore may
Load as many
Own steamships are loaded with coal. The player distribute 1 + 2 = 3 coal units evenly on his
coal units as:
Amount
loads as many coal units as he owns Coal Bunkers steamships. At rst the COLUMBIA has to
+2 on his player sheet plus 2. The coal has to be load 1 coal, then both the COLUMBIA and
Distribute distributed evenly on his active steamships in the DEVONIA load one more coal unit each.
them evenly.
regions. At rst, ships without coal are loaded, then Example 6:
ships with 1 coal (which may be the same ships)
Green plays COAL EXTENSION CARD.
etc. (example 5)
He may distribute 1 + 3 = 4 coal units on his
Steamships can carry up to 3 coal units each. steamships as he wishes. He loads the UMBRIA
Sailing Ships do not need coal. with 1 coal, whereas the COLUMBIA with

COAL (Extension Card)


3 coal units.
Coal

Load as many Like COAL, but the amount is number of coal


coal units as:
Amount bunkers plus 3. The coal may be distributed as
+3 the player wishes. The maximum of 3 coal units
Distribute
them as per steamship still applies. (example 6) Shipyard
Kohle Cruise Ship Agent
Kohle
you like.
Deploy 1 ship (if possible)
Lade Kohle: Lade Kohle:
Purchase up to Copy the
Anzahl Let 1 ship Anzahl
2 steamships. last card
transport,
+2 +2
played

SHIP AGENT
earning
Deploy 1 of by an
an income opponent.
them at sea.
Verteile of 10 per Verteile
die Kohle 100 passengers. die Kohle
Ship Agent gleichmig. gleichmig.

The player may copy the action from a card which


Copy the
last card was last played by another player. The action is
played
by an executed in a way as if he had played that card Example: These are the last action cards of the other 3 players. The
opponent.
himself. Ship Agents from other players cannot 4th player plays SHIP AGENT. He now may choose either to use the
be copied. action SHIPYARD, or the action CRUISE. The SHIP AGENT of the 3rd
player cannot be copied.
ACTION CARDS
Invest INVEST
Purchase The player has 3 options:
1x +
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
or

+
a marker, either for freight, mail, or passengers, and puts it into DEVONIA 30

the corresponding column on his player sheet. Important: each 50

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 4,000 13 1,100

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only have room for 3 houses each. Yellow plays INVEST. Having a ship in the South
2. He purchases a Coal Bunker from the supply, pays 50, and puts Atlantic he builds a Trade House there for 20.
it into the corresponding column on his player sheet. In addition, In addition he chooses a marker for freight for
he takes 2 coal units and distributes them onto 2 different ships his player sheet.
if possible.
3. He pays 50, takes 1 marker, either for freight, mail, or passengers, and puts it into the corresponding column on
his player sheet.

INVEST (Extension Card)


Invest

Purchase for 100

2x The player pays 100, takes 2 different markers from the supply (coal, Yellow plays INVEST EXTENSION CARD. He
and take freight, mail, or passengers) and puts them into the corresponding pays 100 to the bank, takes 1 Coal Bunker plus
1x columns on his player sheet. In addition, he may either build without 1 marker for freight, and either builds a Trade
further payment 1 Trade House in a region where he has a ship, House or loads 2 ships with 1 additional coal unit
or, if a Coal Bunker was included, distribute 2 coal units onto 2 each.
different ships if possible.

Director DIRECTOR
Take all cards
back into hand. 1. The player takes all his cards back into his hand. Important: He must take back at least 4 cards including the
(at least 4)

1x
DIRECTOR. Otherwise he cannot take this action.
2x 2. If at least 6 cards are taken back, he receives 1 coal bunker or marker for freight, mail, or passengers for his player
Finally choose 1 card
from the bank and
sheet. With a minimum of 8 cards taken back,
he receives 2 different markers (but never a
play it immediately.

Blue Riband). Fleet Coal Invest


Cruise

Transport
Deploy 1 ship (if possible)

3. The player chooses 1 new action card from the Get


2 Victory Points Load as many
Purchase for 100
Let 1 ship
transport, Deploy 1 ship (if possible)

2x
coal units as: earning

open display, plays that card immediately, and


per active
steamship Amount an income Let
of 10 per
with a different
+3 100 passengers.
3 of your

executes the related action.


flag. and take own ships

1x
Distribute transport.
them as
you like.

4. The open display is restored: The card in


leftmost position is removed and put aside on Discard Pile
a separate stack, the remaining 3 cards move A player decides to take CRUISE and plays that
left, and 2 new cards are displayed. There must card immediately. After that, the display is restored:
Deploy 1 ship (if possible)
per house
Blue Riband

Get 50
you
FLEET leaves the supply and is put onto the separate Let own.
transport
for every
you own.

Commerce
Blue Riband
always be 5 different cards on display; duplicate
1 ship

cards go to the separate stack immediately. If stack to the right, the remaining 3 cards move left,
and 2 new cards are displayed.
the original stack is empty, the separate stack
is shufed and then used.

FURTHER RULES
SCOTIA Player Sheet 1. A player may purchase 1 ship plus
The SCOTIA is a neutral ship which starts in Even if a column is full, more Blue Ribands 1 headquarters, or only 1 headquarters,
the North Atlantic (or New York). She always or other markers can be acquired. They are but never 2 headquarters at once.
carries coal. placed beneath the player sheet and count Important: If only 1 headquarters is
1 additional VP for their respective ag. purchased, no ship enters the docks
Director Tokens
(headquarters never enter the docks).
With his personal Director Token Headquarters
The ship market is restored in the usual
a player copies a card from the They appear on the ship market after the last way as long as possible.
open display, instead of playing a steamships. They count just like ordinary 2. A purchased headquarters is marked with
card from his hand. After using the ships in the nal scoring round (depending a captain and remains on the table near
token once it is out of the game. on their ag). They are purchased like a ship the player sheet.
The open display does not change; all cards with SHIPYARD and have to be paid with
remain in their position. the usual additional costs as written on the
board. Additionally, the following rules apply:
SCORING
SHIPS SCORE SCORES DURING THE GAME
The ships score is the main way to generate Victory Points Victory Points (VPs) are tallied with a captain on
(VPs). Depending on the situation on the personal player the Victory Point Chart. While playing the game,
sheet, VPs are gained for ships (and headquarters) of a VPs may be gained in 3 different ways:
certain ag. As shown here, a player receives 7 VPs per 1. If a ship is pushed out of its region and cannot
ship with a blue ag, 3 VPs per ship with a black ag, and be deployed elsewhere, it is scrapped and scores
5 VPs per ship with a green ag. immediately (see Ships score). It is taken out
Additional VPs are gained with the help of ships with a Docks of the game and does not enter the docks!

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certain ag inside the public docks. As shown here, each 2. If ships transport in a region where their owner

4,000 8,000

4,000 5,000

7,000
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14

6
blue ship receives 2 VPs extra, each black ship 3 VPs extra,

BELGENLAND
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ABYSSINIA
has Trade Houses as well (see Transporting

25

OREGON
11
14

13 8,000

17
AUGUSTA

CITY OF BERLIN
and each green ship receives 1 VP extra. The docks VPs

20
191,200
with ships).

15
1,,000 18 600 1,500
1

1,400
VICTORIA
60 120
30 50

40 70 130
UMBRIA

100
50
are the same for every player.

30
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1,100
3. With the action card FLEET.

40 60
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FINAL SCORING Example for a nal scoring round
Players gather their ships, either from the regions or still Both the personal player sheet and
waiting for deployment, together with their headquarters the public docks are shown to the
and score them altogether in the usual way as described right. The player has 290 cash
above (see Ships score). and owns the following 6 ships and
In addition they receive 1 VP per full amount of 100 cash. headquarters:
MAURETANIA 100 BALTIC 60 FRANCE 90

Players receive VPs for complete rows of markers they 300


ADRIATIC
150
30
50
220

have acquired on the sheet (not for markers already 32,000 26 2,200 24,000
CITY OF NEW YORK

16
70
160
2,800 25,000 23 2,000

printed). The rst row gives 5 VPs, the second row 10 Schiffe_Vorderseite.indd 43 17.08.2017 13:59:03
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4,000 14 700 Schiffe_Vorderseite.indd 46
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11,000 19 1,700
VPs, the third row 15 VPs, Schiffe_Vorderseite.indd 52
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and the fourth row 20 VPs.


In addition, each marker in Ships and Headquarters score:
0 Points (printed)
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the uppermost incomplete black: 2 x (9+3) = 24

5,000 4,000
4,000 8,000

4,000 5,000

4,000
7,000
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14

10
row scores as follows: 5 Points green: 3 x (10+1) = 33

BELGENLAND

GERMANIC
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ABYSSINIA

3,000

ATLANTIC
11
25

13
OREGON
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16

15 7,000
14

14 6,000
13 8,000

17
1 VP if it is the rst row, red: 1 x (7+5) = 12

CITY OF BERLIN
AUGUSTA

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DEVONIA
COLUMBIA
COLUMBIA
20

23
191,200

151,000 18600 1,500

131,200
16
1,
1,200 18800
1,400
2 VPs if it is the second, 10 Points VICTORIA

9,000

B
BRITANNIA
60 120
30 50

40 70 130
UMBRIA

100
50

60 70 90
ORMUZ

80 50 60 50 70
RITANNIA
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31

40 30
30 40 60

30

151,12,
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1,100

etc. The player sheet as

100
Cash: 2 VPs for 290.

A
ARMENIAN

RMENIAN

000
13 400 14900
2 x 3 = 6 Points
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40 40
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HAVERFORD
depicted would score a

400

30 30 40
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total of 21 VPs. 0 Points Player Sheet: Docks

700
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All VPs are tallied with The rst row is complete and scores 5 VPs.
a captain on the Victory The second row is incomplete and scores 2 VPs per marker.
Point Chart. Whenever reaching 50 VPs, the player places All markers on the Player Sheet score 5 + 4 x 2 = 13 VPs.
a respective VP marker at the chart. Winner of the game
In total, the player scores 24 + 33 + 12 + 2 + 13 = 84 VPs.
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 Variant President
separately or in combination: Green deploys the
The action card DIRECTOR is replaced by GERMANIC 40
GERMANIC. With 80
Variant Ship Market the PRESIDENT card. In addition, contracts
most tonnage and
Here the reverse side of the Ship Market enter the game as a new element. They
passengers he wins
is used. There are no additional costs to are gained only when deploying a new
2 contracts. The 5,000 15 1,200
be paid. But only ships purchased from the ship: For each of the 3 characteristics tie in knots is not
rst 3 market positions start with coal. The tonnage, speed, and passenger capacity enough!
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SCOTIA 20
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other 3 ships are deployed after purchase the player gains 1 contract, if his new ship NY

without coal. outnumbers all other ships in the region


(example). Ships being pushed out cannot 4,000 15 300
gain contracts elsewhere.
PRESIDENT
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President

Take all cards


back into hand. 1. The player takes all his cards back into his hand. Important: He must take back at least 5 cards including the
(at least 5)
PRESIDENT. Otherwise he cannot take this action.
1x
20 2. For 3 contracts each he may buy 1 Coal Bunker or marker for freight, mail, or passengers for his player sheet. If he
Finally choose 1 card
from the bank and
has enough contracts, he may buy even more markers, which have to be different (but never a Blue Riband). Leftover
play it immediately.
contracts are sold for 20 each to the bank.
3. and 4. like DIRECTOR.

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