Distant Seas
Quick Rules to the Contemporary Scenario
Setup:
- Each player takes the GC1 ship in his color.
- Each player also takes the Bid/Fortune markers in his color.
- Divide Cargo cards by type, shuffle and place face up in the corresponding continents.
- Divide the Ballast cards into stacks of 1 and 5 and place on marked areas.
- Divide the Bullion cards into stacks of 1 and 5 and place on marked areas.
- Shuffle the Fortune deck and place face down in the marked area.
- Use the dice to pick the first player.
- First player places a Ship at any seaport, usually one where there is a cargo
and takes a turn.
- Then the second player clockwise places a ship at any seaport and so on.
The Turn:
- Player rolls the dice once for each ship he owns.
- If the result is 2, 3, 11 or 12, draw a fortune card and obey results.
- Each ship is moved in any order, but may not interleave. Movement includes
loading and unloading.
Movement:
- Each ship gets 8 MP per turn.
- Diagonal movement is OK.
- Entering and exiting a seaport is free with these limitations:
- To get free seaport entry, you must enter the port as soon as
you arrive in the sea space.
- To go from port to port in the same space costs 1 MP.
- Canals have no MP cost, but cost 1 Ballast Point to use.
Cargoes:
- Loading costs 1 MP.
- Ship type must match the cargo type to load.
- Taking a cargo means placing it on one's own Cargo in Transit space.
- Unloading costs 1 MP.
- The card is placed on the player's pile and he receives the number of Cargo Points listed.
- During any trip between two ports, a ship must carry either Cargo or Ballast.
- A ship must be unloaded of Ballast before it may load Cargo.
- To load Ballast, just draw a 1 point Ballast card and place it in Cargo in Transit.
Place in the player's pile when this is unloaded.
- When a BC or T carries a cargo designed for a GC or RC, it is paid double Cargo Points.
- If the top cargo card for a region that a ship is in does not match a player's ship
type while that ship is in or adjacent to a
port hoping to load a cargo, the player may search the deck
by removing cards one at a time to the bottom of the deck until a matching
card is found.
Fortune:
- Storms in a particular sea space affect all ships in the space.
The card is placed in the space and a Fortune marker of the drawing
player is placed on the card. It will last until the start of that
player's next turn (place the card at the bottom of the deck).
Any other ship which sails in must also roll
two dice and check for storm damage. Ships in port are not affected
unless the card specifically indicates otherwise.
- Damaged ships move at half speed, i.e. each space costs 2, to the nearest port.
- Once the damaged ship reaches port, it loses the rest of its movement (it may
unload but not load) and all
of its next turn while being repaired. It still rolls dice for Fortune.
- A player takes 5 Ballast to pay for repairs.
- A damaged ship which is damaged a second time sinks.
- Sunk ships are removed from the map.
- Any Cargo card loaded by the sunk ship is removed from the game.
- The ship may be re-purchased later.
- If the lost ship was the only one the player has, the player may but its
replacement on credit and place it at any port on the very next turn, but
may not buy more ships until this one is paid off.
Buying and Selling Ships
- Must occur during the turn of the player in question.
- Must occur in a port.
- Player adds up Cargo and Bullion points and subtracts Ballast to determine purchasing power.
- When purchasing, players must also pay to get rid of all Ballast points.
- Used up Cargo cards are placed in the "Discard" area.
- Change is taken as Bullion points.
- Costs are as follows:
Type | To Buy | To Sell |
General Cargo (GC) | 25 | 15 |
Refrigerated Cargo (RC) | 30 | 20 |
Tanker (T) | 40 | 25 |
Bulk Carrier (BC) | 40 | 25 |
- The new ship may be placed at any port and moved in the same turn in which it is purchased.
- A ship may have moved on the turn in which it is sold, but if a new ship is
purchased on the same turn, that ship may not be moved.
Victory Conditions:
- Game ends when all of the cargo cards have been delivered.
- Players add to their scores points on Cargo cards and Bullion cards.
- Each Ballast point is a negative victory point.
- Each ship is worth its selling price.
- The player with the highest net total wins.
Last update:
Wed Dec 20 15:56:03 PST 2000
Please forward any comments and additions to
Rick Heli