No cover photo available.

Kap Hoorn

original German Edition

Funagain Games does not stock this edition of this title [], but it may be available in another edition. Try: Cape Horn
Notify me if/when this item becomes available:
(you will be asked to log in first)
Please note: This is an imported item. Game components are language-independent. An English translation of the rules is provided.
Product Awards:  
Games Magazine Awards
Games Magazine Awards
Best Family Game Runner-Up, 2000
Ages Play Time Players
12+ 45-60 minutes 3-5
Designer(s): Thorsten Gimmler
Manufacturer(s): Kosmos
Please Login to use shopping lists.
Deals available! Special Offers Available!
FREE Shipping!
FREE SHIPPING AT $75
When your order total reaches $75 it qualifies for free ground shipping in the contiguous United States!
Read full details...
Zoom In Photo 1 Image: Kap Hoorn
Close Zoomed Image Kap Hoorn
Photo 1

Product Information

  • Designer(s): Thorsten Gimmler
  • Manufacturer(s): Kosmos
  • Artist(s): Claus Stephan
  • Year: 1999
  • Players: 3 - 5
  • Time: 45 - 60 minutes
  • Ages: 12 and up
  • Weight: 1,045 grams
  • Language Requirements: This is an imported item. Game components are language-independent. An English translation of the rules is provided.

Contents:

  • 1 board
  • 90 wind cards
  • 9 nautical stations
  • 15 station tokens
  • 5 clipper ships
  • 5 log books
  • 5 sailing markers

Product Reviews

***�
Average Rating: 3.5 in 4 reviews


*****
Hoist your sails landlovers!
July 12, 2001

This is a terrific game! I'm not going to talk about the rules since they've been explained by others. This game is all about planning ahead. Even if your tiles are not useable by yourself, they can be used as devious misdirections for others. The sailing points are crucial to your strategy: they can help you avoid tiles by sailing in another direction, buy tiles and move your vessel again. If your gamers take too long to lay down their tiles, I suggest a timer. I didn't mind waiting for my turn because this game forces you to constantly rethink where you want to go. My friends and I have put this in our regular game rotation, along with [page scan/se=0482/sf=category/fi=stockall.asc/ml=20]Wizard, Settlers of Catan and [page scan/se=0949/sf=category/fi=stockall.asc/ml=20]Cafe International to name a few. If you like strategy games, this is the one!

***
by Marc
Entertaining concept, but lacking something....
May 22, 2002

The concept of this game is rather intriguing, but the gameplay with 3 players seemed a bit, well... bland. Perhaps this game would be ideal for 4 or 5 players, but when I played a 3 player game with friends, the play, like the waves around the Cape Horn was rather 'choppy'. We decided that the game concept was a cross between Mississippi Queen and Streetcar. M.Q. in that you manipulate the speed and/or coal burning points much like you manipulate sailpoints, and Street Car in the abstract tile laying to reach pre-set 'destinations'. I would rate this game on the lines of M.Q. It's moderately fun, but nothing to write home about. There are interesting differences from both of these games like the diagonal tile play options and the winning conditions. Maybe my thoughts will change with more players but for the 3 player game I'd give this game a so-so on my 'top games' list.

***
Rough Seas Ahead...
September 08, 1999

I have always wanted to design a game. I have ideas, but cannot piece together a completed project that works, so I envy Thorsten Gimmler's 'Cape Horn', as it is his first published game. 'Cape Horn' is an interesting game, but not without its faults. First is the 'racing' marketing of the game. This is NOT 'Formula De' on the high seas. 'Cape Horn' plays much more like 'Steetcar' as a tile laying game with sailing ships.

Players navigate around Cape Horn using tiles with wind/distance directions printed on them. You must place tiles adjacent to exsisting tiles (an excellent way to get rid of unwanted tiles) belonging to any player. The tiles are neutral, so you may play/move on anyone's tile, even replace an exsisting tile within certain conditions. The true decision making of 'Cape Horn' is saving and using your 'sail points' at the right time to pounce ahead of your opponents.

The second flaw in the game is the ending. Players may win by collecting two different colored navigational points and crossing the finish line, or collect three different naviational points and end the game. The latter victory condition left my players feeling like the race never ended. There was no big 'finale' of sailing across the finish line. I highly recommend playing the game to the finish line after collecting two nav. points, and for advanced players, collect three nav. points AND continue to the finish line.

'Cape Horn' overall is a good game with nice, easy to read tiles, wooden pieces, and easy to learn rules. Just remember to play to the 'finish line' or you may have a mutiny on your hands!


Show all 4 reviews >

Other Resources for Kap Hoorn:

Board Game Geek
Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.
Luding Database
The Luding Database is a game database that contains several thousand games, authors and publishers. There are also links to game discussions at more than 60 sites around the web.
Funagain's Current Promotions
We've listed all our current deals on one page to help you get great games and save a bundle too! Click here to take a look.
Gift Certificates
Track My Order
Email Address:
Order #:
FREE Shipping!
FREE GROUND SHIPPING in the contiguous US! And now includes deals on Express Shipping. Read full details...
The Dice Tower Podcast
Board Games with Scott Video Blog
Gamer's Notebook from Mike Siggins
Mailing List
Keep up to date on the latest deals and offers from Funagain on our mailing list! Read full details...
Funagain is on Facebook!
Funagain is on Twitter!