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Voyages

Voyages Rulebook

Table of Contents

Table of Contents

  • How to Play
  • The Dice & Sailors
  • Round Structure
  • Actions
  • Duties
  • Cargo
  • Ways to Gain Legendary Stars
  • Game End
  • When Playing Solo
  • Scoring
  • Frequently Asked Questions
  • Expansion Maps

How to Play

VOYAGES is played over a series of rounds. Each round, players draw a line to mark the passage of their ship (starting first from the start island, and then from the end space of their last turn). Players may perform actions, or land on islands depending on what space they end the round on. Some of these actions will earn the players legendary stars. When ONE or more players earn their third legendary star, one final round is played.

The Dice & Sailors

The game uses 3 standard 6-sided dice. The dice are rolled each round and all players simultaneously use the same results. You can modify your own results by +/-1 by exhausting (crossing off) sailors. Heroic sailors allow a die result to be changed to any other result. The only limit on the number of sailors / heroic sailors you can use per turn is the number you have available. A dice can be modified multiple times but results can never be modified above 6 or below 1. Dice results can wrap (so a 6 can be changed to a 1 using a sailor and vice versa). Players start with 6 sailors (already outlined on the game sheet).

Round Structure

  1. One player rolls three D6. Each player uses each dice exactly once.

  2. Players pick two of the results to MOVE.

    MOVE Use one of the dice to set the direction using the corresponding number on the windrose, and one of the dice to determine how many spaces you move. You must travel the whole distance unless you travel onto an island space, the DREAD space, or hit the edge of the map. You always travel in a straight line but may travel through spaces, or to islands you have visited before.

    When leaving a 2 hex island, you may depart from either hex, regardless of which space you originally landed on. If a 2 hex island has an icon, you can use that action (or gain the gold) regardless of which space you originally landed on.

  3. Use the remaining die result to mark off any corresponding square in the ship's duties. If you complete a row or column doing this, you immediately claim that reward (see DUTIES).

  4. Carry out actions based on the space you have ended the round on (see ACTIONS). You do not collect rewards for spaces you have traveled through, or rewards you have previously collected.

  5. Check to see if any player has collected their third legendary star. If one or more players has three or more legendary stars, trigger the end of the game and play one final round.

Actions

After moving your ship and crossing off a duties box, you may complete the action of the space you're on.

SAILOR Gain a sailor by outlining one of the dotted line boxes on the sailor track.

RELIC Make one of your unexhausted sailors Heroic by marking a circle inside of that sailor's box. Cannot be used if you have no unexhausted sailors.

CARGO Circle the leftmost unmarked section of the corresponding cargo track. For barrels, choose any cargo track and circle the leftmost unmarked section.

SETTLEMENTS Sell cargo and gain a sailor (see CARGO). You gain a sailor even if you don't sell any cargo. Once a settlement has been used for an action, it cannot be used for either action again.

DREAD Exhaust 2 heroic sailors to defeat the DREAD. If you don't have 2 heroic sailors, exhaust 1 sailor or 1 heroic sailor but do not defeat the DREAD. If you have no unexhausted sailors, do nothing. Once the DREAD has been defeated, its space is considered empty.

Duties

Each round you mark off one box on the duties track that matches one of the die results. When a row or column is completed this way, you immediately gain the reward(s) associated with that row or column. Though only one die result is ever used, it is possible to complete both a row and a column in a single round. If you cannot cross off a duties box (because all instances of the chosen dice results have been crossed off) ignore the duties step.

Cargo

Cargo represents goods that players can find and sell for gold. There are four different types of cargo; fruit, gems, spice, and hide. A barrel icon is a wild cargo and can be used as any of the four. When a player gains a piece of cargo, they circle it on the corresponding track starting from left to right. When visiting an island with a settlement, players can choose to sell up to one of each type of cargo, or all of one type of cargo by crossing off the circled piece(s). The position on the cargo track is how much gold the cargo scores at the end of the game. You must always sell cargo of a particular type from left to right (least valuable first).

Once cargo has been sold, that settlement will no longer buy any goods. Players should mark a cross through the settlement to remind them.

Visiting a settlement also lets players gain a sailor regardless of whether they sell cargo or not.

Ways to Gain Legendary Stars

CARGO Sell your third piece of one type of cargo (max 1 star for cargo).

DUTIES Complete the middle row of the duties track.

DREAD Defeat the DREAD by landing on it and exhausting two Heroic sailors.

EXPLORE End your turn on the legendary star ocean space.

RECRUIT Gain your twelfth sailor (6 additional).

Game End

Once a player(s) has marked the third spot of the legendary track, the end of the game is triggered. One final round is played, and then all players tally their gold. The player with the most gold is the winner. If there is a tie, all tied players share the victory.

When Playing Solo

When playing solo, you have just 16 rounds to earn 3 stars. If you fail to get at least 3 stars before the end of the final round, you have lost. If you have 3 stars or more, you have won. Complete the 16 rounds and tally up your gold as per the standard scoring. Use the spaces around the windrose to track the rounds.

Scoring

ISLANDS VISITED Players tally the gold from islands they have visited. The number on the island is the gold you receive from visiting it.

OCEANS EXPLORED Players earn 1/4/9/16/25/36/49 gold for each different unexplored ocean region they have traveled to, or through.

CARGO Players tally the gold from each piece of sold cargo. Players also earn 1 gold for every unsold item of cargo.

HEROES Players gain 2 gold for every unexhausted heroic sailor.

DEFEATED DREAD Players gain 14 gold if they have defeated the DREAD.

LIVING LEGEND Players gain 3 gold for every legendary star earned.

Frequently Asked Questions

https://tinyurl.com/mr2buhy4

Expansion Maps

Voyages ships with, and is supported by, additional Map rule-sheets beyond Map 1 ('Trade Winds Blow'), each usable as a drop-in replacement map with its own layout and icon placements: Map 2 ('The Marauder's Reef'), Map 3 ('Cold Dark Depths'), Map 4 ('Lighting Beacon Bay'), Map 5 ('The Race at Coral Rock'), and Map 6 ('The Edge of the World'). Each additional map's rule-sheet supplies only the rules specific to that map — for the full base rules of how to play, see this document.

There is also a campaign mode, 'A Most Epic Voyage', consisting of a single Log Book sheet used alongside the existing Voyages Maps, playing five consecutive Voyages across different maps with persistent Ship and Crew Upgrades and an escalating Nemesis.