Table feel
Moderate level of interaction with a good mix of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Players
2-4
Time
45-60
Age
10+
Weight
2.25
Rating
5.92
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good mix of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Sail Away has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.
Sail Away has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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 balanced role.
In Sail Away, the players are a gang of Caribbean merchants of questionable repute who are racing to load their ships with goods from the local islands, then ship them out — all the while hiring pirates and using any means necessary to get ahead of the competition. The object of the game is to earn the most points by launching ships, collecting gold, and completing objectives. Players take turns placing crates on resource-producing islands. When all the spaces on an island are full, all players with crates on that island transfer those crates to their ships. Once you have filled a ship with the required resources, you can launch it. The launched ship provides points as well as unlocking various single-use abilities. Players can also place pirate crates. Pirate crates can be used to muscle in on your opponents' resources as well as activate dastardly pirate actions such as stealing resources or earning a fee each time a ship is launched. The game ends when a player has launched five ships. Players earn bonus points for completing public and secret objectives. The player with the most points wins.
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