Category: Strategy Games
In 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get the favor of evaluating committees...
Wayfinder is a beautiful abstract game set in the ocean, as players attempt to establish the most villages on islands. Players move their Wayfinder around, placing tribesmen on islands to form villages, and increase their points in this strategic...
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...
Model Kit: Pirate Ship: Black Swan
The Zvezda 1/350 Black Swan Pirate Ship Easy Assembly from the plastic ship model kit range accurately recreates the real life 'pirate ships'. This model may require paint and...
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.
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...