Nautical

Cyclades

In this latest collaboration between Bruno Cathala and Ludovic Maublanc, players must buy the favor of the gods in their race to be the first player to build two cities in the Ancient Greek island group known as the Cyclades.

Victory requires respect for all the gods - players cannot afford to sacrifice to only one god, but must pay homage to each of five gods in turn. Each turn, the players bid for the favors of the gods, as only one player can have the favor of each god per turn - and each player is also limited to the favor of a single god per turn.

Ares allows the movement of player armies and the building of Fortresses.
Poseidon allows players to move their navies and build Ports.
Zeus allows his followers to hire priests and build temples.
Athena provides her worshipers with philosophers and universities.
Apollo increases the income of his worshipers.

Archipelago

In Archipelago, players are Renaissance European powers competing in the exploration of a Pacific or Caribbean archipelago. They will explore territories, harvest resources, use those resources in markets both internal (for their use and that of the natives) and foreign (to sell it in Europe), build markets, harbors, cities and temples, and negotiate among themselves (and maybe betray each other) – all this to complete their secret objectives. They will also need to guess the secret objective of the other players to be able to benefit from them.

But players also need to be careful of the natives; if they make them too unhappy or if too many of them are unoccupied, they could revolt and declare independence. Then everyone will lose!

According to the author, what he's tried to create is a "German" economic worker-placement game, but without the two things he dislikes in them: the superficial theme and the lack of interaction. Indeed this game includes a very present theme and a lot of negotiation and potential backstabbing.

The game includes three sets of objectives, enabling players to choose between a short, medium and a long game. Solo play is also possible with an expansion.

Black Fleet

Pirates, merchants, and even the occasional captain of a Navy ship all seek glory and fortune on the Caribbean seas!

In the easy-to-play, tactical card-driven board game Black Fleet, you're in command of three different types of ships: your merchant ship earns you doubloons by conveying goods from one port to another, your pirate ship by attacking and stealing goods from merchants and burying them on islands, and the Navy ships by sinking your opponents' pirate ships. With your (not-always-honestly-won) money, you'll improve your ships by buying advancement cards, giving you powerful additional abilities.

Outwit your opponents with fortune cards and combos, earn money faster than they do, and pay the ransom for the governor's daughter to win the game!

Pirate Dice: Voyage on the Rolling Seas

Ready for a taste of high adventure on the rolling seas? In Pirate Dice, you are the captain of a pirate ship, racing through the Caribbean against your fellow pirates. You must navigate the seas, obtain the buried treasure, and return safely to your port. But beware – many hazards await on the rolling seas, not the least of which are your rivals!

You will need more than pure speed to win. Use your wits to block, ram, and fire at your opponents – while doing your best to keep them from doing the same to you! As you take damage, your ship will become more difficult to pilot. But no matter – treasure awaits! So weigh anchor, set the sails, and run out your cannons – there's no room for lily-livered landlubbers here! It takes a shrewd captain with a sharp eye to navigate the rolling seas of Pirate Dice!

Madame Ching

Madame Ching is a hand-management game in which 2-4 players try to put together voyages that take their ships far across the waters, possibly all the way to Hong Kong.

Each player starts the game with four cards in hand, each card having a number from 1 to 50-something; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of her ships to the right on the ocean. Players then repeat this process, possibly starting a new journey — a.k.a., new row of played cards — or adding to the journey already begun by playing a higher-valued card that what was last played. In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right.

When a player can't add to a journey any more and must start a new one, she scores that voyage, possibly claiming one of the ship tiles on display based on the length of the voyage. (Each space on the game board's ocean has values on it, and the more times you move both down and right, the higher your score overall — doing this is more difficult than you'd hope for, however, since you must consistently have cards that are both of higher value and different color.) Each ship bears some combination of gems, and those are worth points at the end of the game.

If you have certain symbols on a voyage, you can claim bonus action cards that let you steal gems or cards from opponents, take cards from the discard pile, insert cards in a voyage, and so on. Get the right symbols, and you can claim the Madame Ching vessel, ending the game. Players then tally their points for destinations, gems, and so forth, and whoever has the highest score wins.