Shipping & Chartering

Not Rated
No ratings yet
Login to vote
Players
2-6
Weight
N/A

⚙️ Game Mechanics

How this game works - core systems and player actions

🏢 Publishers

📖 About This Game

Tactical trading and travel game for 2 to 6 people. The players each receives a colored ship owner (character) and the appropriate charge! The locomotion occurs with a W6 in five trades. The shipowner can buy ships in cash or on credit on his train, the ship arrives at the home port of the corresponding area. There are various instructions on "telex" cards, which means: "travel" the voyages from port to port and "round trips" the voyages from the home port to a destination port and back to the home port. Only fully loaded ships can travel, if they are not fully loaded, they will cost you a "mooring fee" every time the player rolls a dice! If you have his charge (you get this in certain fields of the orbit!) Completely, then the color chips are turned with the closed side up. The shipowner and all his loaded ships move forward after rolling the dice with the thrown number on all their ways. Ships can be bought or sold in their home port, and the area of use can also be changed. A charter ship and the possible meetings of the ships in the same fields bring some additional options in the game. You agree on the end of the game at a certain time, who then has the highest total amount wins the game. —user summary