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Rating: 7 Good
Players: 2-4 players
Playing time: 120-323 minutes

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Created by: Mac Gerdts, Dominik Mayer

Published by: PD-Verlag, Rio Grande Games

Alternate Names: TransAtlantic


From the opening of the Suez Canal in 1869 to the beginning of WWI in 1914, there was an amazing development of bigger, faster, and more modern steamships.

Whereas in 1870 there are still many clippers around and the good old paddle steamer "Scotia" sails the North Atlantic, sea trade is dominated by the end of this era by huge vessels like "Mauretania"(Cunard), "Olympic"(White Star), or "Imperator"(Hapag).

In Transatlantic, 2 to 4 players lead their own shipping companies, which transport freight, mail, and passengers around the globe. They purchase new steamships from the market, each of them historical with their individual technical data (tons, knots etc)..

Competition is tough, especially in the North Atlantic where winning the "Blue Riband" is not only a matter of prestige, but may also be a profitable investment.

In order to let a shipping company flourish, purchasing the best steamships is not enough, if one fails to acquire enough coal bunkers and trade posts as well.

The game is driven by cards; on each turn, play one card and execute the related action. As new cards enter the game, build your individual deck of cards with new or improved possibilities.

The task is to manage your merchant fleet most efficiently. It's a maritime strategy game with low luck, lots of interactive choices, and tough decisions.

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  • 5 Sea Regions
  • 5 Player Sheets for 2-4 players
  • 1 Victory Point Chart
  • 1 Ship Market (3 pieces)
  • 4 box inserts to be put together
  • 108 wooden pieces
  • 1 Start Player Card
  • 54 Action Cards
  • 55 Ship and Building Cards
  • 67 Markers
  • 4 Directors
  • 8 Victory Point 2 Markers
  • Final Scoring Overview tokens
  • 80 Banknotes
  • 1 Game Rules, 1 Quick Intro,
  • 1 Booklet "Age of Steam Ships"



Each player receives 1 random Sailing Ship. The owner of the oldest ship becomes the starting player and takes the Start Player card. Players take their turns in clockwise order. …


  1. The player may purchase 1 or 2 ships from the ship market. Each ship is equipped with a captain and loads 1 unit of coal.

  2. The player must deploy 1 of the newly purchased ships immediately. The other ship remains on the table near his player sheet.

Shipyard (extension Card)

Like the usual SHIPYARD card, but the player may load 1 of the newly purchased ships with 1 additional unit of coal.


  1. One ship must be deployed if possible.

  2. The player transports with up to 2 of his own ships. …

There are 2 variants, which may be applied separately or in combination:

Variant Ship Market

Here the reverse side of the Ship Market is used. There are no additional costs to be paid. But only ships purchased from the first 3 market positions start with coal. The other 3 ships are deployed after purchase without coal.

Variant President

The action card DIRECTOR is replaced by the PRESIDENT card. In addition, contracts enter the game as a new element.

They are gained only when deploying a new ship: For each of the 3 characteristics tonnage, speed, and passenger capacity the player gains 1 contract, if his new ship outnumbers all other ships in the region (example). …

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