Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas.
One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need—or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles.
Featuring development from the same team that brought you Root and Oath, Ahoy offers deep, interactive gameplay in a fast-playing and easy-to-learn design with a colorful setting brought to life by Kyle Ferrin's gorgeous illustrations.
- Accessible asymmetric design with strong faction balance
- Excellent two-player experience and dynamic three-player play with smugglers
- Vibrant theme and approachable rules
- Two-player smugglers are blandly identical to standard crew; differentiation is limited
- Pacing can slow with strict positioning grips
- Smuggler mechanics may be underdeveloped compared to other factions
- asymmetric conquest, subterfuge and resource smuggling
- Two factions sail an oceanic world of islands and fleets, with interlinked territories.
- poppy, accessible seafaring flavor with light-but-decisive tactical depth
- Leader Games' Cave and Forest Dwelling predecessors
Mechanics (from transcript analysis)
- Area Control — Control territories on a modular board; control affects end-game goals
- Asymmetric play — Two distinct factions with unique powers and win conditions
- board progression — Board expands via tile flips when you move off the edge; wealth die scales through rounds
- combat resolution — Cannons are armed using dice; higher rolls win and grant rewards
- Dice-driven actions — Roll 4-5 dice and allocate two per turn with optional free actions
- smuggling economy — Smuggling cargo delivers points via a smugglers track with bonuses
Video topics + discussion points
Quotes (from this video)
- ahoy is by far the most accessible of Leader's asymmetric games
- one of the biggest surprises was how good this game played at two
- ahoy is a fresh and vibrant alternative to Leader's existing lineup
- this hit all the marks
- three very different factions have this tight balance and agency is really impressive
References (from this video)
- Engaging asymmetry with competitive tension
- Beautiful art and production from Leader Games
- May require a learning curve for newcomers to asymmetric games
- Bidding mechanic can slow down play if not managed
- Asymmetrical powers across two smugglers and two area-control factions
- Seafaring, island control with a fort-building backdrop
- Lively, adventurous, with strategic bidding elements
- Root
- Fort
- Vast
Mechanics (from transcript analysis)
- area control with bidding — Battle tokens and fleets bid to influence lands and outcomes
- asymmetric player powers — Two players have similar abilities; others have complementary roles
Video topics + discussion points
Quotes (from this video)
- the production is insane it is so highly overproduced
- the theme is amazing
- the battle tracks are really cool
- it's like a card crafting system
- you can be good or bad in this game
- this is an adorable little tile placement objective based game
References (from this video)
- Interesting asymmetric gameplay
- Unique faction designs
- Creates interesting game states
- More engaging at 3+ players
- Rigid faction selection rules
- Complexity varies between factions
- Not as strong at 2 players
- Asymmetric Naval Warfare
- Maritime/Naval
- Faction-based Conflict
Mechanics (from transcript analysis)
- Area Control — Controlling regions and islands
- Asymmetric gameplay — Different factions with unique abilities and win conditions
Video topics + discussion points
Quotes (from this video)
- Ahoy is starting to rival my passionate love for Root
- These are super rad, though the hardest to get a beat on how much you should interfere with their operations
References (from this video)
- Interesting asymmetry and tactical depth
- Dynamic multi-player interactions in 3–4 player games
- Two-player game can be frustrating due to perceived imbalance and shark-like pressure
- Requires careful planning and adaptation; can be punishing
- Piracy, sea control, and faction-driven scoring
- Seafaring pirates in a modular, island-theater setting with faction asymmetry
- Competitive puzzle with direct conflict and asymmetric goals
Mechanics (from transcript analysis)
- area-control — Control islands to accumulate end-of-round points; dynamic scoring based on die value progression.
- asymmetry — Factions (Bluefin Squadron, Mollusk Union, Smugglers) have unique capabilities and win conditions.
- dice-placement — Roll dice and place two on action spaces; some actions require specific die values.
Video topics + discussion points
Quotes (from this video)
- cannot recommend this game enough it is a perfect mix of this sort of Cooperative guessing mystery solving plus deduction
- this is my favorite in this genre
- two or three players is sweet spot for me personally
- the two-player game is very frustrating and I can totally understand why
- I would only play as a Smuggler
- the genie is actually quite strong
- Houdini has the ability to kind of pop in and out of different zones
- this is a pure deduction game where you're basically trying to crack a three-digit code
References (from this video)
- Unique asymmetric faction designs
- Interesting movement and combat mechanics
- Strategic depth with different player roles
- Complex ruleset
- Potentially long learning curve
- Pirate naval strategy
- High seas
- Asymmetric faction gameplay
Mechanics (from transcript analysis)
- action dice placement — Players use dice to trigger specific actions on their faction board
- Area Control — Factions compete for dominance in different map regions
- Asymmetric gameplay — Different factions have unique abilities and strategies
Video topics + discussion points
Quotes (from this video)
- two to four players take on the role of sea-bound factions each vying for the most Fame on the high seas
References (from this video)
- Accessible gateway into asymmetrical design
- Tight action economy where every turn counts
- Close-to-even scores with room for strategic depth
- Asymmetry may be less appealing to some players
- Requires coordination to leverage faction strengths
- area control with faction-specific powers
- Sea-faring world with islands and asymmetrical factions
- none
- Root
Mechanics (from transcript analysis)
- Area Control — Players vie for control of islands on a compact map, balancing aggression and defense.
- asymmetrical factions — Sharks, mollusks, and smugglers each have unique abilities shaping gameplay.
- Bombard action — Sharks can disrupt opponents by destroying units on a single island.
Video topics + discussion points
Quotes (from this video)
- this game is fast and chaotic but it's also super fun
- perfect appetizer for your game night that's quick and easy
- i really enjoyed this game
- ahoy was a great medium weight game
- fans of root are really gonna like ahoy
- this game is super simple and really fast paced but it leads to a ton of laughs
- end your game night on a high note
- if you're looking for the next big party game to finish off your game night
References (from this video)
- Strong asymmetric design that scales well with player count
- Engaging and teachable two-player experience
- Vibrant thematic flavor with anti-authoritarian spirit
- Flexible playstyles, including teaching scenarios for new players
- Not designed for six players (scaling limits)
- Two-player learning curve can be steep for new players due to asymmetry
- Anti-authoritarian rebellion versus an imperial power; revolutionary comrades vs empires
- Spacefaring factions competing over islands/planets across a galactic map
- Asymmetric factions with narrative flavor and political subtext
- Root
- Vast: The Crystal Caverns
- Merchants & Marauders
Mechanics (from transcript analysis)
- area_control — Islands/planets act as control points; position and control impact scoring and strategy.
- asymmetric_factions — Multiple factions with unique abilities and goals; not all players do the same thing.
- endgame_pledging_system — Smugglers bet on which faction will control key islands, influencing final scoring.
- smuggling_and_delivery_with_rewards_grid — Smugglers deliver cargo to earn points and choose rewards from a grid, adding strategic choice beyond pure scoring.
- tile_and_token_management_with_slight_randomness — A fixed set of tiles (one removed to adjust randomness) and tokens guiding island control and risk.
- two_player_design — A dedicated two-player configuration (mollusk union vs blue fins); other players fill the role of smugglers.
Video topics + discussion points
Quotes (from this video)
- ahoy is a fantastic game
- it's an excellent two-player game it's just learning to find that right approach
- this is the first time in which a two-player game feels content and robust and exciting
- two people are doing the exact same thing
- fan factions
References (from this video)
- clear, approachable
- physical components enhance visibility of routes
- pirates; strategic route drafting on a shared board
Mechanics (from transcript analysis)
- shared-board route drafting with physical components — physical route tracing on board; modular routing similar to roll-and-write
Video topics + discussion points
Quotes (from this video)
- we have 50 000 people there all these brand new games and you know what it really does come down to is relationships and friendships
- Twilight Inscription is a thing
- don't even try to win
- meeting new people and getting outside your little bubble of friends
- these memories you make with people stick with you forever
- the fact that we can connect through games and through technology and then when you do see each other in real life it's a trip
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around