Tips & Strategy
Teach efficiently and plan around ships, Workers and the Progress Track.
How to teach it
Start with the objective and Progress Track, then show how a Worker’s Network connections determine its action choices. Introduce ship construction, Cruise scheduling and Guests before teaching the launch countdown. Finish with Company Goals and the three AGMs.
Your first game
Use the introductory board side recommended by the Training Manual. Keep the optional Advancements and Accommodations modules out until the base loop is comfortable. For solo, choose Rachel’s Easy difficulty before setup.
Strategy cues
- Build a useful network early; connected Developments broaden your actions and can reduce the need to pay rivals.
- Plan the ship, Cruise and Guests together. A large ship is only worthwhile when you can afford its launch and fill cabins.
- Track Reputation thresholds before paying to borrow Developments; gaining even one point may reduce the cost.
- Complete Company Goals early enough to reveal Wings before AGMs score your Progress cubes.
Sources
The publisher and designer’s current Training Manual and aids are the rules reference. The BGG Rules forum FAQ links source threads for clarifications.