TRANSATLANTIC
GAME MATERIAL
5 Sea Regions
5 Player Sheets for 2-4 players
1 Ship Market (3 pieces)
1 Victory Point Chart
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
110 Cards
8 Victory Point
Markers
2 Final Scoring
Overview tokens
67 Markers
START
1 Start Player Card
54 Action Cards
32 Player Card
22 Extension Cards
8 per player
(A and B)
SCOTIA
£ 20
ARIEL
£ 20
OREGON
16 Coal
Bunker
13 Freight 12 Mail 13 Passengers
32 Contracts with values 1 and 3:
80 Banknotes (10, 20, 50 and 100 thousand Pounds)
55 Ships and Buildings (on reverse side 0-10)
NY
12 Blue
Ribands
20
10
£ 50
£ 100
>>THE TITANIC IS DESIGNED
TO BE UNSINKABLE<<
50 20
10
10
POUNDS STERLING
15
4,000
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Scotia
300
1,000
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13
100
7,000
4 Sailing Ships
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17
Albert Ballin
TRANSATLANTIC MARITIME BANK
100
THOUSAND
POUNDS STERLING
POUNDS STERLING
Navigare
necesse est.
Navigare
necesse est.
AZ 5789369947
AZ 6671269941100 50
TRANSATLANTIC MARITIME BANK
THOUSAND
100
TRANSATLANTIC MARITIME BANK
1,400
45 Steam Ships
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POUNDS STERLING
AZ 6674859321 50 20
10
>>MEIN FELD IST DIE WELT<<
Sir Samuel Cunard
50
THOUSAND
Navigare
necesse est.
Navigare
necesse est.
TRANSATLANTIC MARITIME BANK
100
>>STEAMERS PROPERLY
BUILT AND MANNED<<
Heinrich Wiegand
20
THOUSAND
AZ 667485932120
10
100 50
>>IN BREMEN VERWURZELT,
DEN GLOBUS UMFASSEND<<
J. Bruce Ismay
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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
The setup is described in detail on a
separate page.
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.
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.
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.
THE SHIPS
The year determines whether a
ship can enter a region or not.
The income generated when the
ship transports
The ship’s historical name
£ 50
£ 120
AUGUSTA VICTORIA
There are 5 different flags
(blue, black, green, white, red).
They represent 5 categories in
which players score victory points.
Players mark their ships
with 1 captain.
19
8,000
The ship’s basic
price on the ship market
Steamships need coal for transporting. Sailing Ships can always transport and do not need coal.
1,100
The passenger capacity
The ship’s tonnage
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
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.
HAMMONIA
DEVONIA
12
3,000
1,000
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4,000
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13
£ 30
£ 50
1,100
STIRLING CASTLE
5,000
14
18
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£ 30
£ 50
500
£ 40
£ 70
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£ 30
£ 40
£ 50
£ 100
OREGON
4,000
16
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800
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7,000
17
1,400
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UMBRIA
18
8,000
£ 60
£ 130
1,500
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20
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5,000
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4,000
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GERMANIC
15
ADRIATIC
14
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£ 40
£ 80
1,200
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£ 30
£ 50
700
30£ 40
£ 70
£ 40
CITY OF BERLIN
£
ABYSSINIA
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4,0005,000 13 15 1,000 600
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11
Example A player purchases the NUBIAN (white flag) for £40 and the HAMMONIA (blue flag) for £70 + £30 =
£100. He pays a total of £140 to the bank and takes both ships. Now the ship market is restored: The DEVONIA
(red flag) is in the leftmost position and therefore is placed inside the docks near the Victory Point Chart. The
remaining 3 ships move left, and the empty positions are refilled with 3 new ships from the ship’s 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 at
the same time 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.
Example: Green deploys the UMBRIA which finally pushes
out the GERMANIC. In this example she cannot enter on top
elsewhere. But as the South Atlantic still
£ 60
£ 130
has an empty position, she can enter there
in between. Green wins a Blue Riband and
adds a marker to his player sheet.
18
1,500
8,000
UMBRIA
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OREGON
7,000
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3,000
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4,000
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5,000
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17
COLUMBIA
16
DEVONIA
13
GERMANIC
15
£ 50
£ 100
1,400
£ 40
£ 70
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800
CITY OF BERLIN
5,000
£ 30
£ 50
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1,100
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1,000
£ 40
£ 80
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1,200
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15
ARIEL
13
£ 40
£ 70
600
£ 20
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100
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NUBIAN
TRANSPORTING WITH SHIPS
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).
Example
Yellow owns 2 Trade houses in
the South Atlantic. By playing the
TRANSPORT card the GERMANIC is
able to transport.
The GERMANIC loses 1 coal unit and
generates an income of £40.
£ 40
£ 80
GERMANIC
In addition Yellow receives 2 victory
points for his ship with 2 Trade Houses
inside that region.
5,000
3. With Trade Houses, the owner receives 1 VP per ship
multiplied by number of own Trade Houses in that region.
15
1,200
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ACTION CARDS
Shipyard
Purchase up to
2 steamships.
Deploy 1 of
them at sea.
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.
Transport
Deploy 1 ship (if possible)
Let
2 of your
own ships
transport.
TRANSPORT
1. One ship must be deployed if possible.
2. The player transports with up to 2 of his own
ships.
REGION
Region
Deploy 1 ship (if possible)
Choose 1 region.
All ships in that
region transport.
Take the income
of the oldest
transporting ship of
another player as
your extra bonus.
Cargo
Deploy 1 ship (if possible)
Let 1 ship
transport, earning
an income of:
5,000 t
10,000 t
20,000 t
30,000 t
£ 100
£ 150
£ 200
£ 300
Cruise
Deploy 1 ship (if possible)
Let 1 ship
transport,
earning
an income
of £ 10 per
100 passengers.
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)
Shipyard
Purchase up to
2 steamships.
Deploy 1 of
them at sea.
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.
Load
1 of them with
1 extra coal.
Transport
Deploy 1 ship (if possible)
Let
3 of your
own ships
transport.
TRANSPORT
(Extension Card)
Like the usual TRANSPORT card, but the player
may transport with up to 3 of his own ships.
Example 1:
Yellow plays REGION. His
income is £ 40 from the
GERMANIC plus a bonus of £ 70
from the CITY OF NEW YORK.
This is the oldest transporting
foreign
ship
because
the
ABYSSINIA has no coal. In total
Yellow collects £ 110, and Red
collects £ 70. In addition both
players receive 1 victory point
each in combination with their
trade houses.
Example 2:
Red plays CARGO. As the CITY
OF NEW YORK has a tonnage
of 11,000t, he collects £ 150 and
receives 1 victory point.
Example 3:
Red plays CRUISE. As the CITY
OF NEW YORK has a passenger
capacity of 1,700, he collects £
170 and receives 1 victory point.
£ 70
£ 160
CITY OF NEW YORK
11,000
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5,000
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4,000
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19
1,700
£ 40
£ 80
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GERMANIC
15
1,200
£ 30
£ 40
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ABYSSINIA
13
1,000
Important: All transporting steamships lose 1 coal each!
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Global
Deploy 1 ship (if possible)
Let 1 ship
per region
transport
or
Let 1 steamship
per flag
transport.
Fleet
Get
2 Victory Points
per active
steamship
with a different
flag.
GLOBAL
ACTION CARDS
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
Example 1:
Green plays GLOBAL. As the COLUMBIA carries no coal, and the
ARIEL has no flag, in any case (region or flag option) only 2 ships can
transport. Green chooses the region option in order to transport with
the ARIEL and thus preserve the coal on the DEVONIA. Green collects
£ 80 and receives 3 VPs. The UMBRIA loses 1 coal.
Example 2:
Green plays FLEET and receives 6 victory points.
Example 3:
Green plays COMMERCE and collects £ 150 for his 3 Trade Houses.
The player receives 2 victory points per steamship
with a different flag (example 2).
Purchased ships still waiting for deployment are
included.
UMBRIA
8,000
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18
COLUMBIA
Commerce
Get £ 50
per house
you own.
Blue Riband
Deploy 1 ship (if possible)
Let 1 ship
transport
for every
Blue Riband
you own.
Coal
Load as many
coal units as:
Amount
+2
Distribute
them evenly.
COMMERCE
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 first, 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
Load as many
coal units as:
Amount
+3
Distribute
them as
you like.
3,000
The player collects £ 50 per own Trade House.
(example 3).
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)
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5,000
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Copy the
last card
played
by an
opponent.
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.
15
£ 40
£ 70
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800
4,000
£ 40
£ 80
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1,200
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1,000
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£ 30
£ 50
DEVONIA
13
1,100
£ 20
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ARIEL
13
100
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Example 5:
Green plays COAL. He has only the coal bunker
printed on the player sheet and therefore may
distribute 1 + 2 = 3 coal units evenly on his
steamships. At first the COLUMBIA has to
load 1 coal, then both the COLUMBIA and
DEVONIA load one more coal unit each.
Example 6:
Green plays COAL – EXTENSION CARD.
He may distribute 1 + 3 = 4 coal units on his
steamships as he wishes. He loads the UMBRIA
with 1 coal, whereas the COLUMBIA with
3 coal units.
Shipyard
Kohle
Lade Kohle:
Purchase up to
2 steamships.
SHIP AGENT
GERMANIC
1,500
Example 4:
Green plays BLUE RIBAND. 3 Blue Ribands on his player sheet
enable him to transport with up to 3 ships. As the COLUMBIA carries
no coal, he transports with the UMBRIA, DEVONIA, and ARIEL.
He collects £ 110 and receives 5 victory points. The UMBRIA and
DEVONIA lose 1 coal each.
Anzahl
Ship Agent
16
£ 60
£ 130
+2
Deploy 1 of
them at sea.
Verteile
die Kohle
gleichmäßig.
Cruise
Deploy 1 ship (if possible)
Let 1 ship
transport,
earning
an income
of £ 10 per
100 passengers.
Ship Agent
Kohle
Lade Kohle:
Copy the
Anzahl
last card
+2
played
by an
opponent.
Verteile
die Kohle
gleichmäßig.
Example: These are the last action cards of the other 3 players. The
4th player plays SHIP AGENT. He now may choose either to use the
action SHIPYARD, or the action CRUISE. The SHIP AGENT of the 3rd
player cannot be copied.
ACTION CARDS
INVEST
Invest
The player has 3 options:
Purchase
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
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.
or
+
DEVONIA
13
4,000
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£ 30
£ 50
1,100
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Yellow plays INVEST. Having a ship in the South
Atlantic he builds a Trade House there for £ 20.
In addition he chooses a marker for freight for
his player sheet.
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.
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
Purchase for £ 100
2x
1x
Yellow plays INVEST – EXTENSION CARD. He
pays £ 100 to the bank, takes 1 Coal Bunker plus
1 marker for freight, and either builds a Trade
House or loads 2 ships with 1 additional coal unit
each.
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.
and take
Director
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.
Take all cards
back into hand.
(at least 4)
1x
2x
INVEST (Extension Card)
≠
Finally choose 1 card
from the bank and
play it immediately.
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).
Cruise
Fleet
3. The player chooses 1 new action card from the
open display, plays that card immediately, and
executes the related action.
per active
steamship
with a different
flag.
Load as many
coal units as:
Amount
+3
Distribute
them as
you like.
Invest
Purchase for £ 100
2x
1x
and take
Deploy 1 ship (if possible)
Let 1 ship
transport,
earning
an income
of £ 10 per
100 passengers.
Transport
Deploy 1 ship (if possible)
Let
3 of your
own ships
transport.
Discard Pile
Commerce
Blue Riband
Get £ 50
per house
Deploy 1 ship (if possible)
A player decides to take CRUISE and plays that
card immediately. After that, the display is restored:
FLEET leaves the supply and is put onto the separate
stack to the right, the remaining 3 cards move left,
and 2 new cards are displayed.
you
Let own.
1 ship
transport
for every
Blue Riband
you own.
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 shuffled and then used.
Get
2 Victory Points
Coal
FURTHER RULES
SCOTIA
Player Sheet
The SCOTIA is a neutral ship which starts in
the North Atlantic (or New York). She always
carries coal.
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.
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.
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.
SCORING
SHIP’S SCORE
SCORES DURING THE GAME
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.
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:
OREGON
17
CITY OF BERLIN
£ UMBRIA£
ABYSSINIA
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£ 50
£ 100
1,400
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40 £ 60
30
£ 40 £ 70 £ 130
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£ 30 £ 50
£ 60 £ 120
VICTORIA
2. If ships transport in a region where their owner
has Trade Houses as well (see “Transporting
with ships”).
7,000
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Docks
13 8,000
1,,000 18 600 1,500
1
15
4,000 5,000
AUGUSTA
BELGENLAND
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20
11
1,100
3. With the action card FLEET.
Example for a final scoring round
Both the personal player sheet and
the public docks are shown to the
right. The player has £ 290 cash
and owns the following 6 ships and
headquarters:
MAURETANIA
32,000
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26
£ 100
£ 300
2,200
£ 60
£ 150
£ 30
£ 50
CITY OF NEW YORK
£ 70
£
160
16
2,800
24,000
4,000
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11,000
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FRANCE
BALTIC
ADRIATIC
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14
19
700
1,700
23
25,000
£ 90
£ 220
2,000
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40 30
30 30 £ 40
£ 80 £ 50 £ 60 £ 50 £ 70
700
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HAVERFORD
£ RITANNIA
£RMENIAN
£
£
GERMANIC
DEVONIA
B
BRITANNIA
A
ARMENIAN
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Player Sheet:
Docks
The first row is complete and scores 5 VPs.
The second row is incomplete and scores 2 VPs per marker.
All markers on the Player Sheet score 5 + 4 x 2 = 13 VPs.
In total, the player scores 24 + 33 + 12 + 2 + 13 = 84 VPs.
000
15 7,000
131,200
151,12,
100
13 400 14900
5,000 4,000
9,000
400
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30
40 £ 40
£ 60 £ 70 £ 90
£
£ ORMUZ
COLUMBIA
COLUMBIA
ATLANTIC
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14 6,000
16
1,
1,200 18800
3,000
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£ 50
£ 100
1,400
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10
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13
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23
31
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4,000
OREGON
17
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30 40 £ 60
£ 40 £ 70 £ 130
CITY OF BERLIN
£
£ UMBRIA
ABYSSINIA
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7
16
7,000
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£ 30 £ 50
£ 60 £ 120
VICTORIA
1,100
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151,000 18600 1,500
13 8,000
4,000 5,000
AUGUSTA
BELGENLAND
191,200
Cash: 2 VPs for £290.
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20
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11
14
4,000 8,000
Ship’s and Headquarter’s score:
black: 2 x (9+3) = 24
green: 3 x (10+1) = 33
red: 1 x (7+5) = 12
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14
25
Players receive VPs for complete rows of markers they
have acquired on the sheet (not for markers already
printed). The first 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
0 Points (printed)
the uppermost incomplete
row scores as follows:
5 Points
1 VP if it is the first row,
10 Points
2 VPs if it is the second,
etc. The player sheet as
2 x 3 = 6 Points
depicted would score a
total of 21 VPs.
0 Points
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.
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In addition they receive 1 VP per full amount of £ 100 cash.
191,200
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”).
14
4,000 8,000
FINAL SCORING
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25
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.
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!
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
first 3 market positions start with coal. The
other 3 ships are deployed after purchase
without coal.
President
Take all cards
back into hand.
(at least 5)
1x
£ 20
Finally choose 1 card
from the bank and
play it immediately.
PRESIDENT
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.
Green deploys the
GERMANIC. With
most tonnage and
passengers he wins
2 contracts. The
tie in knots is not
enough!
GERMANIC
5,000
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15
SCOTIA
NY
4,000
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15
£ 40
£ 80
1,200
£ 20
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300
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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.