Read the wind two days ahead and sail an archipelago all evening.
A five-hour age-of-sail epic where a visible two-day weather forecast governs everything – the wind on the Beaufort track decides how far you travel and which actions are even open to you.
Who it's for
Crews who want a genuinely long nautical adventure with trade, combat and shipbuilding in a single box.
Not for you if…
Five hours at the table is beyond what your group will realistically finish in one sitting.
Vibe's take
Sprawling and atmospheric – simple movement rules hide a planning puzzle in which the weather panel quietly dictates your whole route.
newer than 95% of games
collected more than 18% of games
longer than 99% of games · typical 30–90 min
For experienced groups · 3.8 out of 5 · heavier than 96%
Text on cards or in the rules
Semi-cooperative: you fight the game together, one player wins