Description
The Theme During the second half of the 19th Century through the beginning of the 20th, great trading companies exploited the new trade routes opened to the South Pacific. This was the age of the large, fast, and strong-hulled Clipper ship. In Clippers, the players plan naval routes of 6 different trading companies in the South Pacific Islands. The object of the game is for each player to get as many of the trading companies to reach islands where the player has ports. Points are scored for each trade route that reaches a player's port. The winner of the game is the player with the most points once no more trade routes can be added. The Rules Each turn on the game consists of 4 phases in which player builds new trade routes, and constructs ports on new islands. At the start of a turn, the player can acquire special cards which give them extra actions, at a cost of money. However, the trade companies have limits to their trade routes, and a player must carefully balance short term bonuses against long term investments on other islands - and must remember that every move can help their opponents as well. The Game A game of investment and of management from Alan R. Moon, one of the most famous and prolific designers of the last decade. This is a game for the entire family, with simple and short rules. There is a clever mix of strategy and tactics, which makes for a lively and fast-moving game.
Features