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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)

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.

Important: All transporting steamships lose 1 coal each!



Global

  1. One ship must be deployed if possible.

  2. The player makes a choice:

    1. he either transports with 1 of his ships per different region, or
    2. he transports with 1 of his steamships per different flag. (example 4)

Fleet

The player receives 2 victory points per steamship with a different flag (example 5).

Purchased ships still waiting for deployment are included.


Commerce

The player collects £ 50 per own Trade House. (example 6).


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 7)

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 8)

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 9)



Example 4: Green plays GLOBAL. As the COLUMBIA carries no coal, and the ARIEL has no fl ag, in any case (region or fl ag 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 5: Green plays FLEET and receives 6 victory points.

Example 6: Green plays COMMERCE and collects £ 150 for his 3 Trade Houses.



Example 7: 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.

Example 8: 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 fi rst the COLUMBIA has to load 1 coal, then both the COLUMBIA and DEVONIA load one more coal unit each.

Example 9: 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.

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.





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.

Invest

The player has 3 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.


    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 (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 shuffled and then used.

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.


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