Ships | Schooner | Brig | Full-Rigged |
Capacity (Most it can carry at one time) |
2 crates | 4 crates | 5 crates |
Speed when empty * with full wind |
6 days per turn | 4 days per turn | 2 days per turn |
Speed when loaded to capacity * with full wind |
3 days | 2 days | 1 day |
Speed when empty with partial wind | 3 days | 2 days | 1 day |
Speed when loaded to capacity with partial wind | 2 days | 1 day | 1/2 day |
Time spent in port | 1 day | 1 day | 1 day |
Ports | Cargo |
Panama | Coral 2 crates |
Dominican Republic | Propeller 1 crate |
Cuba | Engine 2 crates |
Puerto Rico | Smoke stack 2 crates |
Jamacia | Tools 1 crate |
Home Port = New Orleans |
Rules of the Game
1. You must complete the journey in the least amount of turns.
2. Variables - speed, wind and capacity.
Speed - affected by the cargo and wind
Wind - decide by the role of a die 1,2,3 is partial wind 4,5,6 is full wind
Capacity - differs from ship to ship and affects speed. (determined by ship size)
3. Objective of game is to pick up various parts of a steam engine and return them to your home port.
4. Storm Variable - if you roll a 3 or 4 you have a chance of encountering a storm. The team must now make a decision whether or not to take the risk of sailing into the perspective storm. If they decide to go on they must roll the die again to determine the outcome of the storm. A roll of a:
1. Storm misses completely
2. Small storm slows the ship down. (lose 1/2 a day)
3. Ship is blown off course. (lose 1 day)
4. The crew completely loses track of the ships course. (lose 2 days)
5. The sails and mast are damaged. (lose 4 days)
6. The ship is completely destroyed. (start over)