Seafarers
Ships, islands, gold fields, the pirate and the nine scenarios.
Seafarers spreads the game across islands. You keep everything from the base game and add ships.
Try the guided lesson first: it puts you on a coast, has you launch two ships toward the next island and shows you how the pirate works.
Guided lesson
Play a real game while a coach shows you each move. Nothing is saved.
Ships, sailing to new islands for bonus points, gold fields and the pirate.
Ships
A ship costs
lumber +
wool and sits on an edge next to water, the way a road sits on land. Ships must connect to your network, and a line of ships can carry on from a settlement on the coast. Roads and ships only join up through one of your settlements.
At the open end of a line, you can move one ship per turn to a new spot, as long as you didn't place it this turn.
Ships count toward the longest trade route along with your roads.
Step by step: sail to a new island
- Build a
settlement on a corner that touches the sea.
- Tap Build ship and pick a glowing edge on the water next to it. Keep adding ships edge by edge toward the island you want.
- Ship line ends far from where you need it? On a later turn, tap Move a ship to lift the last ship and set it down elsewhere at the open end.
- When your line touches the new island's coast, build a settlement there. Your first one on each new island usually earns bonus points.
New tiles
Gold fields pay any resource you choose.
Sea and some islands may be hidden under
fog in certain scenarios: reaching them reveals the tile, often with a reward.
The pirate
The pirate sits on a sea tile. When you roll a 7 (or play a knight) you may move the pirate instead of the robber. It blocks ships next to it from being moved or built, and you steal from a player whose ship is beside it.
Island bonuses
In most scenarios, your first settlement on each new island earns bonus points.
Scenarios
| Scenario | Target | What's special |
|---|---|---|
| Heading for New Shores | 13 | A familiar island with small islands across the water |
| The Four Isles | 12 | Four equal islands; each one you reach pays bonus points |
| The Fog Isles | 12 | Half the map is hidden; discoveries pay out |
| Across the Desert | 12 | A desert belt splits the island |
| The Forgotten Tribe | 13 | Sail along the tribe's coasts for points, cards and harbors |
| Cloth for the Isles | 14 | Link ships to weaving villages; 2 cloth = 1 point |
| The Pirate Isles | 10 | One ship line to your pirate fortress; capture it to win |
| Wonders of the Isles | 10 | Claim a wonder and build it in four stages |
| A New World | 12 | A random archipelago every game |
Tips
- Ships are cheaper than roads in the resources most players lack (no brick), so a ship line can be the fastest route to open land.
- Island bonus points are worth chasing early, before the good coastal spots are gone.
Ready to try it?
Play Hexlands