Table feel
Moderate level of interaction with a mix of direct and strategic confrontation, high frequency of interaction, and limited emphasis on cooperation.
In the harbor a fleet of commerce ships is waiting to be loaded with goods. Each vessel needs a certain combination of goods. The players take the roles of traders, trying to fill their warehouses with goods which are then in turn transferred to the ships in the harbor. They have...
Players
2-4
Time
?-?
Age
10+
Weight
2.59
Rating
6.63
Should this hit the table?
Moderate level of interaction with a mix of direct and strategic confrontation, high frequency of interaction, and limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation, high frequency of interaction, and limited emphasis on cooperation.
Before the Wind has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate easiness to learn also contribute to its overall replay value.
Before the Wind has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
In the harbor a fleet of commerce ships is waiting to be loaded with goods. Each vessel needs a certain combination of goods. The players take the roles of traders, trying to fill their warehouses with goods which are then in turn transferred to the ships in the harbor. They have to pay attention to the right combination of goods because the captains only accept the goods from a single trader and expect a complete delivery before their ships leave the harbor. It is also very important to not let the right moment to transfer goods to the vessels pass, because the fleet will leave the harbor when the storage space is full and the winds are helpful. The players always have to be before the wind to actively influence the events. Contents 120 action cards 60 goods cards 60 Guilders cards 46 ship cards 4 warehouses 1 starting player token 1 rules booklet
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Credits
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