Nautical

Tricky Tides

Hoist your sails and mind those tricky tides! Take command of a merchant ship and manage your hand of navigation cards and the goods in your ship’s cargo hold while charting the best course on the map.

Travel from island to island collecting goods and delivering them to earn the most gold.

Tricky Tides is a pick-up-and-deliver game that uniquely employs trick taking to determine turn order and the direction players can move their ships.

—description from the publisher

Battleship Card Game

A fun twist of the classic game! Rule the High Seas! Your mission is to gain control of five of the world's oceans. You must establish strong Task Forces to defeat your opponent. Dispatch your Fleet to any or all of the 5 oceans as you plan your strategy. Issue special commands that could block your opponent's movements. When you're ready to battle, engage your opponent in head-to-head combat. Take control of 3 oceans and you win! Contents: 2 decks of 36 fleet cards, 5 ocean cards, and rules booklet.

Raids

In Raids, players sail from island to island to collect vikings and viking-related paraphernalia, using them fight one another for good spaces and fight monsters for points.

In more detail, the game lasts four rounds, and at the start of each round tiles are laid out at the various locations on the path that all players must follow. On a turn, a player moves to either an empty spot on the path to claim one of the tiles located there or to an occupied spot. In the latter case, the attacking player must sacrifice a viking, then the defending player must sacrifice two vikings or vacate the space; if they sac two vikings, then the attacker must remove three or leave. Eventually, someone must leave.

You can collect runes with an eye toward having lots of the same type or collect goods to sell at the end of the round. You might gather axes to give you better odds against monsters. You can collect more vikings for your crew.

At the end of each round, players score majority bonuses depending on the tiles that were revealed before the round started. After four rounds, whoever has the most points wins!

Deep Blue

Buying this fabled map was a stroke of genius. The most ancient, legendary, and extravagant underwater wrecks are waiting for divers. Diving suits and oxygen tanks are aboard, and the ship is ready to weigh anchor. There's no time to lose! The increased hustle and bustle of the harbor, with ship captains attempting to hire the best divers and historians, can mean only one thing: Other captains have the same map, and the biggest treasure hunt of all time is about to begin!

Deep Blue is a press-your-luck and engine-building, family game in which players dive for wealth and may join and benefit from other player's diving fortunes. In this game, players have to collect the right crew of divers, sailors, and archeologists, race to wreck sites to claim the best spots to dive from, and scout the seas to discover new wrecks. Players have to take risks if they want to be the most wealthy diver!

—description from the publisher

Underwater Cities

In Underwater Cities, which takes about 30-45 minutes per player, players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.

The main principle of the game is card placement. Three colored cards are placed along the edge of the main board into 3 x 5 slots, which are also colored. Ideally players can place cards into slots of the same color. Then they can take both actions and advantages: the action depicted in the slot on the main board and also the advantage of the card. Actions and advantages can allow players to intake raw materials; to build and upgrade city domes, tunnels and production buildings such as farms, desalination devices and laboratories in their personal underwater area; to move their marker on the initiative track (which is important for player order in the next turn); to activate the player's "A-cards"; and to collect cards, both special ones and basic ones that allow for better decision possibilities during gameplay.

All of the nearly 220 cards — whether special or basic — are divided into four types according to the way and time of use. Underwater areas are planned to be double-sided, giving players many opportunities to achieve VPs and finally win.