Shipping Ahoy series |
1947 |
J Dring |
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First produced |
1947 |
Players |
2 to 6 |
Age(s) |
10+ |
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| Click the picture for more |
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1 x large fold out playing board 6 x ship playing pieces with coloured bases 6 x coloured ship plans 84 x pieces of cargo, including 12 bullion 2 x dice 25 x blue Lloyds survey chance cards 25 x green owners signal chance cards 25 x yello Met. report chance cards 1 x rules leaflet There are 21 ports on the map, with cards showing each of their harbour facility values are Valparaiso £1500, Rio de Janeiro £1000, San Francisco £2000, New York £3000, Port Nelson £1000, Reykjavik £1000, London £3000, Le Havre £1500, Marseilles £2000, Alexandra £1000, Lagos £1000, Cape town £2000, Oslo £1000, Leningrad £2000, Basra £1000, Bombay £1000, Singapore £1500, Hong Kong £1500, Port Arthur £1000, Perth £1500 and Melbourne £1500.
Each port has 4 pieces of cargo which are available for shipping. The cargo piece has the type and value of the cargo printed on it, together with the port of origin and port of destination. |
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The general idea of the game is
to travel with your ship around the world, picking up and delivering as much
cargo as possible. With the capital gained, the aim is then to buy more
harbour facilities, thereby collecting greater harbour dues. Each player has a ship's plan. Players plot their current status by adding cards to these plans. For example, if a player purchases harbour facilities, the relevant card is placed on the port section of their plan. Players also select cargo pieces and add them to the ship's plan to identify what and how much cargo they have and how much space is left in the holds. Once delivered, the relevant piece is added to the warehouse section of the plan. By referring to the plan, a player can immediately see their status. En route, there may be events which hinder or help the player. The player has a choice to take a safe but potentially longer route staying within the shipping lanes. Alternatively, you can wander from the route and this is where the chance cards come into play. The chance cards may assist the player eg. allow them to take added cargo on the deck as well as in the holds, or can hinder the player eg. some cargo may be deemed to be ruined. On the playing board, if a player travels to the most westerly point, they can then be transferred to the most easterly point. Matching numbered spaces on the right and left hand sides of the board are used to position the ship correctly for continued passage. |
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J Dring specialised in nautical games in the 1930s and 1940s.
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