Tips & Strategy
Plan harbor sowing routes and convert fleet growth into Triumph multipliers.
How to teach it
Teach the turn as “produce where you start, act where you stop.” Demonstrate sowing clockwise before explaining the six actions. Then show how Triumph raises the endgame value of ship icons, building icons and Amphoras. Introduce sailing and construction next; save the optional modules for after the first game.
First-game priorities
- Watch the final ship’s landing segment: moving one extra ship can change your action.
- Build a resource reserve over several turns. Producing and immediately spending the same resource is possible but needs a large group of ships.
- A Ponto counts as two resources during production, but cannot sail, and building it requires a Corbita in the same Harbor segment and no Corbitas left in the Local Sea.
- Claim Discovery tiles while crossing their links; you do not need to stop.
- Track the Triumph multiplier when comparing a ship, building or Amphora gain with a direct bonus.
- Administrate can chain a second action, but starts from a segment that produces no resource.
Videos and rules
Use the Mariner Edition videos below for the current edition’s teach and solo flow. Treat the official Mariner rulebook and solo rules as controlling for details; videos may omit edge cases and optional modules.