Bienvenue à bord
Bienvenue à bord Rulebook
Table of Contents
Table of Contents
On Board (2022 edition)
2 players, ages 8 and up, 20 minutes.
Components
- 2 Ocean Liner score sheets
- 2 erasable markers
- 2 Player Aid cards
- 60 Cruise cards, of which: 33 Passenger cards, 18 Cabin cards, 9 Objective cards
- 6 Captain cards
- 6 Luggage cards
- 6 Special Passenger cards
- 5 Port of Call (Escale) cards
Setup
Each player takes an Ocean Liner sheet and a marker.
Shuffle all the Cruise cards.
If you play with the Luggage cards and/or Special Passenger cards, apply the instructions given on p.6 and p.7 (see "Expansions" below).
Shuffle the five Port of Call cards and keep four of them. Place the remaining card, without looking at it, in the box. It will not be used for this game.
Then build the draw pile following this rule: fifteen Cruise cards, one Port of Call card. Repeat this process three times. In the end you have a pile with Port of Call cards inserted between the 15th and 16th card, between the 30th and 31st, between the 45th and 46th, then the fourth and last Port of Call after the 60th card.
Give each player a Player Aid card, face down. The player who has the green card begins the game.
Course of the Game
The game is played over twenty turns. Every five turns, the players resolve a Port of Call card.
During each turn, starting with the first player, one player takes the role of the Distributor (Répartiteur). This player draws the first three cards of the draw pile and reveals them, face up, in the middle of the table.
The Distributor then divides these three cards into two piles, one pile of one card and one pile of two cards, always face up.
Their opponent then chooses one of the two piles (either the pile of one card or the pile of two cards available in the centre of the table) and takes its card or cards.
The Distributor finally takes the remaining cards of the pile. The players resolve their cards simultaneously (in the order of their choice). To do this it is enough to transfer the elements onto their score sheet. The cards are then discarded.
The Distributor role then passes to the other captain and a new turn begins.
The Green player (starboard) is the Distributor on odd turns; the Red player (port) is the Distributor on even turns.
The Different Cruise Cards
There are three different types of cards.
Cabin cards
At the start of the game, on their score sheet, each player has four open cabins (already outlined). When a player takes a card allowing them to open cabins, they outline as many closed cabins (dotted) as indicated by the card. These cabins are now open and can accommodate passengers.
Note: there are three levels of cabins (one, two or three stars); the player must respect the levels indicated by their card.
If a player must open a cabin but no longer has any space of that level, they may open a cabin of a lower level instead. If this is not possible, the opening is lost.
There is a special cabin card. It allows the player to open a total of three stars of cabins of their choice. Thus, they may choose to open three level 1 cabins, or one level 2 cabin and one level 1 cabin, or one level 3 cabin.
Some cards of the game's expansions allow modifying this number of stars.
Passenger cards
When a player takes a passenger, they must place it in one of their open cabins. They write in the porthole of the cabin the number of points or the symbol indicated on the Passenger card.
Each passenger asks to be placed in a cabin of a certain level (one, two or three stars). If a passenger is placed in a cabin of a lower level than the one requested, the player checks one Discontented Passenger box (-2) (whatever the difference between the level requested and the level granted).
If a passenger is placed in a cabin of a higher level than the one requested, the player checks one Satisfied Passenger box (+2) (whatever the difference between the level requested and the level granted).
If a player has no open cabin and must place a passenger, they discard the card and check one Discontented Passenger box.
Warning: if a player can place a passenger, they are obliged to do so.
Explanation of the Passenger card effects
- Number (e.g. 4, three stars): The player writes the number in the porthole of the cabin. At the end of the game, they gain the indicated number of victory points.
- Number with a condition (e.g. 5, two stars, "no [Sun] symbol = Discontented"): The player writes the number in the porthole of the cabin. If they do not have the indicated symbol at the moment the card is taken, they check one Discontented Passenger box.
- Symbol (e.g. [Glass], one star): The player draws the symbol in the porthole of the cabin: [Sun], [Die] or [Glass].
- ? (three stars; ? = [Die]/[Sun]/[Glass]): At the moment the player takes this card, they choose and draw the symbol of their choice in the cabin.
The Lovers: This is the only case where a passenger does not occupy a free cabin. This type of passenger boards in a cabin that must already be occupied by another passenger. The player draws a heart on the door of the cabin, under the porthole. They then record the value of their "Lover" in the heart (1 or 2 points). Note that some expansions allow increasing the value of the "Lovers".
The symbols of the Passenger cards
There are three symbols in the game, which correspond to different strategies for trying to win.
- [Glass]: At the end of the game the player gains a number of victory points depending on the number of [Glass] symbols they have: 1 = 2, 2 = 6, 3 = 12, 4 = 20, 5 = 25, 6 = 28, 7 = 32 (printed on the sheet as 2/6/12/20/25/28/32).
- [Sun]: At the resolution of each Port of Call step, the player gains 2 victory points per [Sun] symbol on board their liner.
- [Die]: When a player draws a [Die] symbol in a cabin, they immediately check one Satisfied Passenger box for each of their [Die] symbols present in the cabins of their Ocean Liner sheet. The first player to board allows one Satisfied Passenger to be checked; the second, two more, and so on.
End-of-game Objective cards
When a player takes an objective, they record it on their sheet in one of the dedicated spaces. This objective will earn them victory points at the end of the game. There are nine different Objective cards in the game.
- At the end of the game the player gains 2 victory points for each of their open cabins that contains no passenger.
- At the end of the game the player gains 1 victory point per symbol of the chosen type. The choice is made at the moment the player takes this card: they choose and draw the symbol (the ? is not drawn).
- At the end of the game the player gains 2 victory points for each of their symbols corresponding to the objective (three cards: 2 points per [Die], 2 points per [Glass], 2 points per [Sun]).
- At the end of the game the player gains 5 victory points for each of their trios of different symbols [Sun], [Die] and [Glass].
- At the end of the game the player gains 2 points for each of the Ports of Call that brought them 6 victory points.
- At the end of the game the player gains 1 point for each of their trios of Satisfied Passengers.
- At the end of the game the player gains 1 point for each of their Discontented Passengers.
Port of Call Cards
Every five game turns, a Port of Call occurs. Both captains resolve an intermediate count and score points.
Resolution
The resolution of a Port of Call card takes place in several steps:
- Each player scores 2 points for each of their [Sun] symbols, which they record in the space provided on the Ocean Liner sheet.
- Then the players reveal the Port of Call card. As a reminder, these are the four cards among the five that were selected at the start of the game and inserted every fifteen Cruise cards.
- The player who has the most of the element indicated by the card records six victory points on their sheet.
- Their opponent gains the compensation bonus indicated in the lower part of the card.
- The card is discarded face up and the game continues.
In case of a tie, both players gain the compensation bonus and nobody scores the 6 points.
The Port of Call cards
- The player who has checked the most Satisfied Passengers records 6 victory points on their sheet. Their opponent checks one Satisfied Passenger box.
- The player who has drawn the most Symbols ([Die]/[Sun]/[Glass]) records 6 victory points on their sheet. Their opponent draws in a free cabin the symbol of their choice.
- The player who has opened the most cabins (occupied or not) records 6 victory points on their sheet. Their opponent opens a level 2 cabin.
- The player who has filled the most cabins records 6 victory points on their sheet. Their opponent obtains a "Lover" worth 2 points, which they add to an occupied cabin.
- The player who has checked the fewest Discontented Passengers records 6 victory points on their sheet. Their opponent gains an end-of-game objective: gain 1 point per open 3-star cabin.
End of the Game
After the resolution of the last Port of Call card, the players add up all their victory points. The player with the most points is declared the winner and may ask to be called Captain until the next game.
The total is the sum of the categories printed along the bottom of the score sheet.
Expansions
The six Captain cards
At the start of the game, each player randomly receives two Captain cards among the six.
Of these two cards, each player chooses one and discards the other, which is returned to the box.
Then both players reveal their Captain card simultaneously and place it in the space provided on the score sheet (top left).
Captain cards give you a power for the whole game. This power may be permanent, or it may be activated once between each Port of Call (maximum four activations per game).
- Once between each Port of Call, you may give a card you have just taken to your opponent.
- Once between each Port of Call, when you open one or more cabins, you may add a total of 2 stars to these cabins.
- Once between each Port of Call, when you must record a symbol, you may change it to the symbol of your choice.
- Your [Sun] symbols fly 1 additional point (3 points instead of 2) at each Port of Call.
- Each time you take a Lover, the latter is worth 3 additional points (thus 4 or 5 points, depending on the cards).
- When you are the Distributor, you may place one of the two piles face down.
The six Luggage cards
During setup, shuffle the six Luggage cards and add them to the draw pile.
Then, without looking at them, remove six cards from the draw pile and place them in the box.
It is with this pile of cards that you build the definitive draw pile by adding to it the four Port of Call cards drawn at random.
When you take a Luggage card, place it face up next to your Ocean Liner sheet in the indicated space.
You may discard one (or several) Luggage card(s) at the moment you judge appropriate to trigger its effect.
- When you must record a symbol, discard this Luggage to record the symbol of your choice.
- When you take the role of Distributor, discard this Luggage to place one of the two piles face down.
- When you take a Lover, discard this Luggage to add 2 points to the value of this Lover.
- Discard this Luggage. During this turn, for each Discontented Passenger box you must check, check a Satisfied Passenger box instead.
- Discard this Luggage to give a card you have just taken to your opponent.
- When you open one or more cabins, discard this Luggage to add two stars to these cabins.
The six Special Passenger cards
During setup, shuffle the six Special Passenger cards (three Mechanics and three Castaways) into the draw pile. Then remove, without looking at them, six cards from the draw pile and place them in the box.
When you take a Castaway or Mechanic card, place it face up next to your Ocean Liner sheet in front of one of your three Cabin lines (1, 2 or 3 stars). If the three lines are occupied, the card is discarded and its effect does not apply.
At the end of the game, Special Passenger cards make you gain or lose victory points. A Mechanic earns you 1 point for each occupied cabin in its line. A Castaway makes you lose 1 point for each empty cabin in its line.
Playing with several expansions at the same time
You may play with the Captains and one other expansion without change.
If you decide to play with the Luggage cards and the Special Passenger cards, the setup is slightly modified. Do not remove any cards at the time of building the draw pile. Place eighteen cards between each Port of Call card instead of fifteen.
We advise you to have a good experience of the game and its expansions before playing with several expansions at the same time.
Original 2019 Edition Rules (Bienvenue à bord)
The booklet reprints the rules of the original edition (translated here).
2 players, ages 8 and up, 20 minutes.
Components
- 1 pad of Ocean Liner sheets
- 60 Cruise cards, of which: 33 Passenger cards, 18 Cabin cards, 9 Objective cards
- 4 Port of Call cards
Setup
- Each player takes an Ocean Liner sheet and a pencil.
- Shuffle all the Cruise cards.
- Shuffle the 4 Port of Call cards.
- Then build the draw pile by placing 1 Port of Call card face down, then 15 Cruise cards. Repeat this process three times.
- Determine the first player randomly.
Course of the Game
The game is played over 20 turns. Every 5 turns, the players resolve a Port of Call card.
During each turn, the first player takes the role of the Distributor. This player draws the three first cards of the draw pile and reveals them. They then divide these three cards into two piles, one pile of one card and one pile of two cards.
Their opponent chooses one of the two piles and takes the card or cards. The Distributor takes the remaining pile (one or two cards). The players resolve their cards simultaneously (in the order of their choice) then discard them.
The Distributor role then passes to the next player and a new turn begins.
The Different Cruise Cards
There are three different types of Cruise cards.
Cruise Cabin cards
When a player takes a card allowing them to open cabins, they outline as many closed cabins as indicated by the card. These cabins are now open and can accommodate passengers. Warning: there are three levels of cabins (indicated by their number of stars); the player must respect the levels indicated by their card.
If a player must open a cabin but has no closed cabin of that level left, they may open a cabin of a lower level. If this is not possible, the opening is lost.
There are two special cabin cards. These allow the player to open a total of three cabin levels of their choice. Thus, they may choose to open three level 1 cabins, or one level 2 cabin and one level 1 cabin, or one level 3 cabin.
Cruise Passenger cards
When a player takes a passenger, they must place it in one of their open cabins. They write in the window of the cabin the number of points or the symbol indicated by the passenger.
Each passenger asks to be placed in a cabin of a certain level (one, two or three stars).
If a passenger is placed in a cabin of a lower level than the one requested, the player checks one Discontented Person box (-2) (whatever the difference between the level requested and the level obtained).
If a passenger is placed in a cabin of a higher level than the one requested, the player checks one Satisfied Person box (+2) (whatever the difference between the level requested and the level obtained).
If a player has no open cabin but must place a passenger, they discard the card and check one Discontented Person box. Warning: if a player can place a passenger, they are obliged to do so.
Cruise Objective cards
When a player takes one of the eight objectives, they record it on their sheet in one of the dedicated spaces. This objective will earn them victory points at the end of the game.
Explanation of the objectives:
- The player gains 2 victory points for each of their open cabins that contains no passenger.
- At the moment the player takes this card, they choose the symbol of their choice. At the end of the game each symbol of the chosen type present on their sheet earns them 1 victory point.
- The player gains 2 points of victory for each of their symbols corresponding to the objective.
- The player gains 5 victory points for each of their trios of different symbols: [Glass], [Sun], [Die].
- The player gains 2 points for each of the Ports of Call that brought them 6 victory points.
- The player gains 1 point of victory for each of their trios of Satisfied Persons.
- The player gains 1 point of victory for each of their Discontented Persons.
Effects of the Cruise Passenger cards
- 4 (three stars): The player writes the number in the cabin. At the end of the game, they gain the indicated number of victory points.
- -2 (two stars): The player writes the number in the cabin. At the end of the game, they lose the indicated number of victory points.
- [Glass] (one star): The player draws the symbol in the cabin.
- ? (three stars): At the moment the player takes this card, they choose and draw the symbol of their choice in the cabin.
- 5 (two stars, no symbol = Discontented): The player writes the number in the cabin. At the end of the game, they gain the indicated number of points. If the player does not have the indicated symbol at the moment the card is taken, they check one Discontented Person box.
The symbols fun, sun and game
There are three symbols in the game.
- [Fun] ([Glass]): At the end of the game, the player gains a number of points depending on the number of [Fun] symbols they have.
- [Sun] (camera): At the resolution of each Port of Call step, the player gains 2 victory points per [Sun] symbol.
- [Game] ([Die]): When a player draws a [Game] symbol in a cabin, they immediately check one Satisfied Person box for each of their [Game] symbols present in the cabins of their Ocean Liner sheet, counting the symbol they have just drawn.
The special symbol love
There is one special symbol in the game. The player must not place this passenger in an open cabin but in a cabin already occupied. They draw the symbol on the cabin. At the end of the game, they gain the indicated number of victory points. If there is no occupied cabin available, the bonus is lost and the player must check one Discontented Person symbol.
Resolving a Port of Call Card
The resolution of a Port of Call card takes place in two steps:
- Each player scores 2 points for each of their [Sun] symbols, which they record in the space provided on the Ocean Liner sheet.
- The players reveal the Port of Call card.
- The player who has the majority of the element indicated by the card records 6 points of victory on their sheet.
- Their opponent gains the compensation bonus indicated in the lower part of the card.
- The card is discarded face up and the game continues.
In case of a tie, both players gain the compensation bonus and nobody gains the 6 points.
The Port of Call cards
- The player who has checked the most Satisfied Persons records 6 points of victory on their sheet. Their opponent checks one Satisfied Person box.
- The player who has drawn the most Symbols ([Game]/[Sun]/[Fun]) records 6 points of victory on their sheet. Their opponent draws in a free cabin the symbol of their choice.
- The player who has opened the most cabins (occupied or not) records 6 points of victory on their sheet. Their opponent opens a total of two levels of cabin of their choice (two level 1 cabins or one level 2 cabin).
- The player who has filled the most cabins records 6 points of victory on their sheet. Their opponent gains a level 2 love symbol, which they place immediately in an occupied cabin.
End of the Game
After the resolution of the last Port of Call card, the players add up all their victory points. It is enough to transfer the sum of the points gained per category into the spaces provided for this purpose at the bottom of the Ocean Liner sheet.
The player with the most points is declared the winner and may ask to be called Captain until the next game.
In case of a tie, the player who has satisfied the most passengers wins the game.