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Shipyard (2nd Edition) box art
Rich game profile

Shipyard (2nd Edition)

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a...

Players

1-4

Time

40-120

Age

12+

Weight

3.25

Rating

7.73

Should this hit the table?

Quick read before the metadata.

Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.

Teach 2.1

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.

Replay value

Shipyard (2nd Edition) offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a high replayability score of 8.1.

Luck profile

Shipyard (2nd Edition) has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Shipyard (2nd Edition) strikes a good balance between luck and strategy.

Overview

What ABG knows about this game

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor. Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action. If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety. As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues. The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins. The game lasts about 30 minutes per player. —description from the publisher

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