Seven SeasPlayers
2 - 6
Play Time
45 minutes
Mechanics
  • Pick-up and Deliver
  • Roll / Spin and Move

Seven Seas

This is an economics game about the world-wide shipping business.

At the start of the game, each player gets some cash, a B-class merchant ship (which can later be upgraded to A-class), and the choice of a home port. A-class ships move faster and carry more cargo, but cannot navigate the Suez or Panama Canals. The home port is important, because it counts as a permanent trade contract and many of the game functions can only be carried out there.

During the game, players draw destination cards and cargoes, which can then be bought from the bank. Cargoes can only be sold in one of the destinations - each card has 3 to choose from. Players can also buy trade contracts for the ports, which brings in more profit when selling cargo there and forces other players to pay fees when visiting those ports. At the start of the game there's a basic profit for selling cargo; stock market fluctuations (event cards) may later change this.

Movement at sea is by die rolling. A 1 or a 6 result in drawing an event card, which may be positive or negative and may affect other players also.
Events include icebergs, hurricanes, carrying Royal Mail, competing for the Blue Ribbon prize, accidents, smuggling etc.

A player that loses her ship or goes bankrupt must turn to piracy, at least temporarily. Piracy may be profitable, but also carries a score penalty at the end of the game.

Players can also buy insurance to protect against losses, or convert cash into gold bullion which is safer from market fluctuations and other hazards.

The game ends as soon as any player decides to end it by calling out "Stand By". All players now make their way back to their home ports, where all their assets are converted back to cash; winner is the player who has amassed the biggest fortune by any means available in the game.