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New Bedford box art
2016 Ranked #1,816

New Bedford

Whaling-town strategy game where players build New Bedford, send ships to sea, and profit from the golden age of whaling. Workers split between town and voyages, so every expansion must balance local industry with uncertain returns from the ocean.

Strategy Games City Building Worker Placement Animals: Whales States: Massachusetts

Players

1-4

Play time

30-60 min

Age

12+

Complexity

2.36/5

Rating

7.06

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Set in the mid-1800s, the golden age of whaling, New Bedford gives you the chance to build the Massachusetts town of the same name into a thriving whaling community. Gather resources to add buildings with new actions and launch ships to go whaling.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Set in the mid-1800s, the golden age of whaling, New Bedford gives you the chance to build the Massachusetts town of the same name into a thriving whaling community. Gather resources to add buildings with new actions and launch ships to go whaling. Go out longest for the best choice, but wait too long and the whales become harder to catch. And don't forget to pay your crew when ships return! Carefully balance time management and timing to earn the most points in this medium-weight worker placement and resource management game. In more detail, over twelve rounds players take turns placing two workers per round, one at a time. The town board and whaling board contain basic game actions: taking goods (food, wood, brick), selling goods, building buildings, docking ships, and launching ships. These actions can be used multiple times per round, with the first player to do so in a round receiving a bonus or more goods or reducing the number of goods paid. Most buildings add extra action spaces with new actions, combined actions, and more powerful versions of basic actions. You own whatever you build, with others needing to pay to use them and you earning points from them at game's end. You need to pay to send ships whaling, choosing how far out to send them. At the end of the round, ships move closer to shore and whale tokens are drawn randomly. Ships that are farthest out have first chance to pick the valuable sperm whales, but as they move in, others have the opportunity to launch farther out and get a better pick, possibly leaving you with only empty seas. Over the course of the game, whales become more rare and empty seas more common. Once a ship reaches shore, a percentage of the profits (the "lay") must be paid in order to keep the whales selected. After twelve rounds, all ships must return, and players total their points from buildings, whales, and extra money. High score wins.

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1–4
Play time
30–60 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Nathaniel Levan

Artists

2
Nolan Nasser Jorge Ramos

Publishers

1
Dice Hate Me Games

Linked items

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