The year is 1870. For centuries, sails have ruled the seas, but now the steam engine is beginning to dominate.Shipbuilders are experimenting with new designs, competing for the prestigious Blue Riband, which honors the fastest ship to cross the Atlantic. Their efforts are watched closely by the world's imperial powers; for the strength of every empire depends on its commercial and military fleet. It is an exciting time to run a shipyard.
Found a company. Build a fleet. Show the world that your ships are the fastest, the safest, and the best.
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.