Tips & Strategy
Plan dice placements, crew and free Colonists around the five-round economy.
How to teach it
Start with one colony, one Harbor slot and one Ship. Demonstrate a split-pip placement, then show how resources become a Ship and its first voyage. Finish by distinguishing End of Turn from End of Round.
Your first game
- Compare two benefits with one stronger benefit. A high die at a shared slot can supply both sides of a construction cost. Check Shore Fees before committing it.
- Draft for order as well as strength. Lower dice totals act sooner, which matters when a display card or shared slot is contested.
- Crew with a plan. Strength improves safety, Cargo improves Coin income, and Speed brings a Ship home sooner. Hull limits total crew; it never receives a crew bonus.
- Keep Domestic Growth visible. Two Colonists left free score before employed Colonists return. Compare that immediate Prestige with what another production or Building activation provides.
- Watch colour pairs. Cards advance the Senate immediately, unlock drafting bonuses in pairs of the same colour, and may complete your Governor’s different-colour pairs at game end.
Teaching and review videos
Meeple University’s The Great Harbor — Dice drafting and worker placement goodness and Rahdo Runs Through’s The Great Harbor — Do you like innovation in your worker placement? illustrate the placement economy. These previews show an earlier six-round version; use the current five-round structure and final card wording for play.
Publisher mechanic demonstrations cover drafting, placement and main actions.