My Account
Your cart is currently empty.
Shop by Age Shop by Players Kids Family Strategy Card Party Puzzles Toys Extras
Pre-Order Games Ashland Store Eugene Store Facebook Facebook
Join Our Newsletter
Cape Horn
Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.

Cape Horn

English language edition

Funagain Games does not stock this edition of this title [], usually because it's out of print.

Notify me if/when this item becomes available:
(you will be asked to log in first)

Product 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): Rio Grande Games, Kosmos

Please Login to use shopping lists.

Product Description

Before the opening of the Panama Canal, ships sailed from the east coast to the west coast of North or South America via Cape Horn. It was a long and dangerous journey, but it was the only way. There were regular races from New York to San Francisco for those daring enough to test their skills against the elements. Now players can relive those races in this game. Movement is governed by placing wind tiles along the route. Players can place tiles to either help themselves or to hinder their opponents. First one to collect three station tokens or cross the finish line is the winner.

Product Awards

Games Magazine Awards
Best Family Game Runner-Up, 2000

Product Information


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

Product Reviews


Average Rating: 3.5 in 4 reviews

Sort reviews by:

by Marc
Entertaining concept, but lacking something....
May 21, 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.

Note: this review refers to a different release of this product.
Hoist your sails landlovers!
July 11, 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!

Note: this review refers to a different release of this product.
Rough Seas Ahead...
September 07, 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!

Note: this review refers to a different release of this product.

Show all 4 reviews >

Other Resources for Cape Horn:

Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.