World

Command a nation on Meredin: take territories for gold, rule the waves to reach them. Five continents, one ocean, twelve rounds. 1–6 players — empty seats sail themselves.

How it plays

  1. Muster — collect gold, buy armies and ships.
  2. Set Sail — load transports, move fleets.
  3. Broadsides — contested waters resolve, salvo by salvo.
  4. March — move, attack, land on enemy shores.
  5. Regroup — consolidate and repair in port.

Read the full rules →