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Trade
Trade
by Leanne LLC (2011)
Player Count
2 to 6

Player Ages
8+
Categories
  • Nautical
  • Dice
  • Economic
  • Educational
  • Math
  • Mechanisms
  • Pick-up and Deliver
  • Voting
  • Roll / Spin and Move
  • Dice Rolling
  • Player Elimination
  • Rating: 0/10 from 0 users

    Description

    Ever want to navigate the seas? Travel the world? Run your own company? In TRADE, the board game, you can do it all: make decisions, be your own boss, and sail to victory! In this exciting new game of strategy and negotiations, you transport back to the 18th century in order to be in command of your own trading company. This international business is all about the gold, but watch out for your gold hungry opponents! With the roll of the dice, the selection of a port where you're destined to carry the purchased goods on your ship, and the luck of the winds - you can win it all! Beware of the adventures, fun, and laughs that are likely to occur along the journey.

    From the box:

    TRADE - The new exciting game of strategy, negotiations, and fun.

    Can you navigate the high seas? Run your own company? Build the ultimate trading empire? In TRADE, the board game, you can do it all! Brave the rough Atlantic Ocean, make decisions, and sail to victory!

    In this exciting game of strategy and negotiations, you return to the 18th century to amass riches in international trade. With the roll of the dice, you select a port where you purchase goods for your ship to carry. Next you transport these goods across the sea, for sale. Get ready for many adventures along the way!

    Gameplay overview from rule sheet:

    The basic premise of TRADE is simple: you enter a port with one of your ships, buy one of the goods that the port exports, transport that good across the sea, and then sell that good in a port that imports it.

    • You get 2 ships.
    • There are 6 goods available for trade: Sugar, Tea, Lumber, Rum, Molasses, and Wheat.
    • A ship can carry at most 5 loads of goods.
    • There are 6 ports (Boston, Charleston, Kingston, London, Lisbon, Africa).
    • You can purchase a dock at any port which cuts your purchase price for goods in half at that port.
    • Each turn roll 4 dice and divy those results up between your 2 ships.
    • There are 6 trans-Atlantic routes.
    • Each route goes through a central Hurricane space you want to avoid ending your turn on.
    • Along each route are "A" spaces. If you land on those you draw Adventure cards that can be a Task or a Demand. Tasks are missions you can complete for rewards. Demands represent the economic climate and change values of goods. Players vote to keep current Demands or adopt the new Demands.
    • You can sabotage opponent ships if you are in the same space by paying gold to destroy their goods.
    • If a player lands on the Hurricane, all ships not in a port are drawn towards the hurricane.
    • You can bribe other players in exchange for non-binding verbal agreements (votes, etc.)
    • Play continues until the last Adventure card is drawn. Highest score wins.

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