Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Players
2-6
Time
?-?
Age
?+
Weight
1.6
Rating
6.00
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Nautic Miles has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their strategy over time. With good scalability and moderate easiness to learn, Nautic Miles achieves a solid replayability score of 7.9.
Nautic Miles has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Nautic Miles offers a balanced mix of luck and strategy.
This game is a distant relative of Mille Bornes. You play Convoy cards hidden and try to take them across (accumulate 4000 nautical miles). When an Alert is played, the convoy is vulnerable to attack by warships (carrier beats destroyer beats frigate and so on down to the sub, but two subs beat the carrier); if you cannot defend against the attack, your convoy is sunk (score is based on the convoy's tonnage). Otherwise it survives and the alert is passed. You can play an End of Alert, of course. Two Airplane cards in a row (by the same player) will also sink the convoy; the Airplane Hit card defends. The Mine sinks the convoy outright unless a Minesweeper is played. The Storm slows you down but you cannot be attacked except by the Mine. You can fly the Neutral pavilion, which protects you against anything but the Mine. Radar cards can reveal the convoy's value. This may be good, revealing the decoy Fishing Trawler (of no value), or bad --the revealed convoy is worth double, either to the sinker or the player! The game is played in several hands until a set score is reached.
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