Category: Strategy Games
English language edition
Within the dark cold depths of the sea lies a world that could have risen from the works of Jules Verne. Here beneath the silt and sand of the sea floor resides the resting place of an ancient civilization once the marvel of the world. Swallowed by...
Mississippi Queen: The Black Rose
original German edition
The inenvitable expansion for the Game of the Year 1997,
Mississippi Queen. Now 2-6 players can get into the action with one player always being the Buccaneer on Black Rose. The expansion includes 2 Paddle Steamers, 6 River-sections (including...
This is a game of sailing ships in the South Pacific. On each turn, players have to hire a new crew for their ship. To attract Captains and Mates, they display the wages they're offering. After hiring the crew, the ships set sail, with the crew...
Halunken und Spelunken
Place and Time: An English port, 1750. Welcome to a period of unrivaled prosperity and economic growth. Maritime trade has expanded across the seven seas; never before have so many British ships plied the ocean waves. As a result, qualified sailors...
Odyssey: Wrath of Poseidon
The war is over, and your ships set sail back to your homeland after a long absence. But, to do so, you must beg forgiveness of the wrathful sea god, Poseidon.
Survive: Dolphins & Squids & 5-6 Players...Oh My!
All three mini-expansions for Survive: Escape From Atlantis! are collected together into one box: Survive: 5-6 Players, Survive: Dolphins & Dice, and Survive: The Giant Squid.
(Temporarily Out of Stock)
The Mediterranean Sea is the lifeline for merchants living in the lands on its shores. In Oltre Mare, players represent competing merchant families plying their trade throughout the region. As the players move their ships from port to port, they try to...
Naval Spotter Playing Cards: 1940's - 1960's
The facsimile edition of a deck first issued by the Department of the Navy's Training Center shows side view silhouettes of U.S. and foreign battleships on each card.
In this trick taking game, players try each round to take the central ship card, which has a wind direction. If you sail with that wind, your card counts full value... sail against and it's worth nothing. At the end players score for certain...