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.
- Asymmetric factions offer varied play styles
- Pirate theme appealing
- Good value price (35-40 USD)
- Asymmetric factions, leadership-driven conflicts.
- Pirate-themed world with asymmetric factions.
- Competitive, negotiation-influenced
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Ahoy number one ... the main game with sustenance during the holidays
- Ahoy gonna be a really fun time to to be had there
- Aquatica non-stop lately
- the base game as it is is perfect it's honestly one of my top 10 games of all time if not top five maybe even top three
- Ready Set bet that's gonna be I probably like the biggest highlights during the next week or so
- Captain sonar you saw me unbox it yesterday we're gonna be playing this for sure
- Frost Haven this one's gonna be for me to enjoy for now until I get going with this
- Paul Grogan from Gaming Rules just released an official tutorial on that video has come in clutch
- it's been super helpful learning this way way easier than trying to absorb with all the information that the manual is giving
- I'll see you all on the next one
References (from this video)
- fun, thematic setting
- teachable due to asymmetry
- some luck involved
- asymmetrical factions with dice-driven action
- navies vs smugglers in a compact, thematic space
- thematic, approachable
- My First Root
Mechanics (from transcript analysis)
- Area Control — two navies fight for space while smugglers operate differently
- dice placement — dice-driven action selection for each faction
- Pick up and deliver — smugglers move goods and score through delivery
- Pick-up and deliver — smugglers move goods and score through delivery
Video topics + discussion points
Quotes (from this video)
- Pondscape is a game about laying frogs into a pond.
- There's just too many symbols in this game.
- A Hoy has a very fun theme.
- Tiwanaku, just an absolutely fantastic deduction game.
- I adore deduction games.
References (from this video)
- Thematic cohesion with historical context and a strong sense of narrative tension
- Deep, branching decision points with meaningful trade-offs (food, alarms, companions, and gear)
- Variant options for event order provide replayability and customization to player preference
- Clear end-game scoring that rewards careful risk management and resource planning
- Significant complexity and potential for punishing outcomes (e.g., character deaths, heavy alarm stacks)
- Heavy bookkeeping and tracking of health, paranoia, alarms, and resources can be daunting
- Some rounds may feel very calculation-heavy, slowing momentum during playthroughs
- survival under extreme isolation and threat during and after wartime
- Lubang Island, Philippines, 1945–1974, based on the experiences of Hiro Anoda
- historical biographical with card-driven events and resource management
Mechanics (from transcript analysis)
- alarm checks — When taking actions in a region, perform an alarm check by drawing a token; success requires a value higher than the region's alarm; failure yields health or paranoia penalties.
- companion management — Companions can be activated or deactivated; activation affects food needs and available reserve slots; death or removal of companions alters game state.
- end-of-round management — At round end, alarms are reduced, resources are checked/consumed, and round progression occurs (six rounds total).
- event cards and reserve cards — Events are drawn after successful actions; events can be immediate, round-long, or kept as reserve cards to be used later for checks or to reactivate features.
- Events — Events are drawn after successful actions; events can be immediate, round-long, or kept as reserve cards to be used later for checks or to reactivate features.
- honor, health, paranoia scoring — End-game scoring is driven by honor, remaining health, the number of active companions, activated gear, and paranoia penalties.
- mission checks — Each round begins with a mission card; players must meet certain checks or suffer penalties; completion yields honors and rewards.
- Multi-use cards — Reserve cards provide optional repeats of checks, radio activation, or other benefits; the number of reserves equals active companions plus one.
- radio and batteries — Batteries and radio activation enable additional actions and potential bonuses; radio can unlock later benefits and draw extra resources.
- raids and repairs — Raid actions require alarm checks and yield resources; repairs activate deactivated gear and trigger additional checks and events.
- reserve cards — Reserve cards provide optional repeats of checks, radio activation, or other benefits; the number of reserves equals active companions plus one.
- Resource management — Players must manage food (including special resources like jackfruit) to feed themselves and companions; starvation or excess affects health and alarms.
- resources and feeding — Players must manage food (including special resources like jackfruit) to feed themselves and companions; starvation or excess affects health and alarms.
Video topics + discussion points
Quotes (from this video)
- Kazuka died. Discard Kazuka's token and gain one paranoia.
- Hiro is a hero to the Japanese and is forgiven for all his crimes by the Philippine government.
- Setup is complete.
- This is incredible.
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