Let's Go Sailing!
List Price: $16.00
Your Price: $12.99
(Worth 1,299 Funagain Points!)
from 1 customer review
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You are a sailing crew taking your Sailboat from Home Dock to the Island Port. When you get safely there, celebrate a great day of sailing by breaking out rations of milk and cookies. Then it's hoist anchor and set sail for home again.
Sailing is a challenge, demanding the best effort from everyone on crew. Everyone's contribution is valued. Each of us has a supply of Action Cards that we share with each other. We use them to advance the boat, negotiate Strong Currents and High Winds, while trying to avoid Rocks and Reefs. In each game, the location of the Reefs is different. We must keep a Seadog's eye out for potential Breakdowns that could ground us. Save the Coast Guard cards in case we need to be rescued. Or else we could end up being adrift at sea!
- Board 12" x 12"
- Rocks & Reefs
- Ship Stand
- Rules for Regular and Hard games
- a Set of Cards consisting of the Sailboat, Movers, Strong Currents, High Winds, Coast Guards, Distress Signals, and Repair Kits
Average Rating: 4 in 1 review
Of the Family Pastimes games we own, this one and Caves and Claws are primarily geared toward younger audiences. Of the two, this one is the more challenging. There is only one sailboat, which is controlled by the players as a team. The object is to sail the boat across the board and back again. This is not as easy as it looks.
Before the game, several "reefs" are placed randomly on the board. The players are dealt several stacks of cards that are kept inverted except for the top card of each stack. Some cards allow the boat to move a certain number of spaces. Others represent winds or currents that force the boat off-course toward a side of the board or maybe onto a reef. Some cards represent equipment breakdowns, which stop the boat. Other cards are "remedies" that can pull the boat off a reef or repair a breakdown.
The players need to work together to apply the right card at the right time. They have to work efficiently, because there are barely enough movement cards to complete the voyage. Reefs are generally bad, but the players soon learn that if they "run aground" early in the voyage, they can play the appropriate remedy to move the boat to the Coast Guard station which effectively moves them halfway across the board.
The players have either won or lost (as a group) in less than 15 minutes. The game is faithful to its theme and certainly promotes group problem solving, especially toward the end when there aren't many options left. It also works well as a solitaire game. I would recommend it to families who are looking for a quick-playing game that allows them to work together toward a common goal. The game is simple enough for the kids, but engaging enough to keep the adults interested.