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Shipyard box art

Shipyard

Game ID: GID0285738
Collection Status
Description

We’re in 19th century, sea transport is more and more important. Both corporations and naval forces require newer and newer ships. Try to put yourself in the role of their manufacturers. Hire employees, buy accessories, get favour of evaluating committees. Don’t forget to rent a canal and you can heave anchor.

Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action.

If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety.

As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues.

The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.

The game lasts about 30 minutes per player.

Year Published
2009
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 6 · mix 0 · neu 0 · neg 1
Mentions per page
Top
Showing 1–7 of 7
Video _gRREJIsZG0 Board Game Dad general_discussion at 0:00 sentiment: positive
video_pk 42505 · mention_pk 129119
Board Game Dad - Shipyard video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • mechanics feel clean and elegant
  • rules are straightforward once started
Cons
  • some complexity in teaching; could be dense for new players
Thematic elements
  • cohesive, well-integrated design
  • industrial shipbuilding and logistics
  • intense strategic planning
Comparison games
  • Praga Caput Regni
Mechanics (from transcript analysis)
  • strategy-oriented engine and workflow — players plan and execute shipyard operations with cohesive rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
  • the first one is Trolls and Princesses... I thought it was a cute theme.
  • Beacon Patrol is a Cooperative tile placing game.
  • it's a draft and write records a game about building a band.
  • I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
  • the White Castle is a dice worker placement game which I love. I love engine building.
  • Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
No references stored for this video.
Video SBUpLEWU2xs Board Gaming Doctor general_discussion at 4:32 sentiment: positive
video_pk 40391 · mention_pk 122284
Board Gaming Doctor - Shipyard video thumbnail
Click to watch at 4:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, approachable action selection via rondelles
  • Engaging pacing with tangible ship-building decisions
  • Solo and 3-player experiences feel different and interesting
Cons
  • Depth can be more limited relative to larger Rosenberg titles
  • Interaction is lighter in solo and some multi-player configurations
Thematic elements
  • Shipbuilding logistics and routing
  • Maritime ship construction and canal navigation
  • procedural, system-driven
Comparison games
  • Weather Machine
Mechanics (from transcript analysis)
  • engine building — Plan and optimize ship configurations for efficiency and scoring.
  • engine_building — Plan and optimize ship configurations for efficiency and scoring.
  • Resource management — Acquire goods, crew, and equipment to assemble ships and ship parts.
  • resource_management — Acquire goods, crew, and equipment to assemble ships and ship parts.
  • Rondel — Select actions from a nested rondelle to gather resources and progress ships.
  • roundel_action_selection — Select actions from a nested rondelle to gather resources and progress ships.
  • set_collection / route_optimization — Assemble ships and route them through canals to maximize points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hello everyone and welcome back to the board gaming doctor.
  • When I first played Nucleium, I played it solo and I enjoyed it. I gave it an 8 out of 10.
  • it's a middling, you know, kind of down the road type of game experience.
  • This was the hardest game for me to learn out of Lassera's repertoire.
  • as soon as it becomes a chore, it's not fun.
  • I think I'll leave it there.
References (from this video)
No references stored for this video.
Video HcWU2zrLYKQ Unknown Channel playthrough at 0:05 sentiment: positive
video_pk 39895 · mention_pk 120549
Unknown Channel - Shipyard video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant, tightly honed action-selection that is the core driver of strategy.
  • A design that emphasizes planning and anticipation similar to Russian Railroads, but with a distinct Shipyard flavor.
  • Strong interaction through blocking and timing: opponents’ actions influence what options remain available.
  • Clear sense of progression and meaningful choices each turn, with little luck dominant outside controlled randomness of tiles.
  • Artistry is functional and thematic in its components (tray, counters, and ship components) rather than simply decorative.
  • Depth of endgame scoring via ship-based objectives and canal-driven scoring enhances strategic variety.
Cons
  • Theme can feel dry or utilitarian, which may dampen initial excitement for some players.
  • Secret objectives can create runaway leaders or lack transparency when face-down, reducing visibility of others’ plans.
  • Some variability from ship and canal tiles can impact early planning and require flexible adjustment.
  • Artwork is not strongly striking, which may affect appeal for players who prioritize aesthetics.
  • Setup and component management can be a bit dense for newcomers; requires patience to grok the full flow.
Thematic elements
  • Industrial production, logistics, and strategic scoring
  • Industrial shipyard and canal-based maritime trade network
  • Abstracted mechanics-centric theme with production feel
Comparison games
  • Russian Railroads
  • Hansa Teutonica
  • Concordia
Mechanics (from transcript analysis)
  • action_selection — Players move an action marker along an action track with four ring actions; turning the wheel reveals available actions and advances the turn counter.
  • canal_tile_and_scoring — Canal tiles act like a secondary scoring track, offering points via tiles and through the ship's canal route during cruises.
  • Resource management — Trade commodities (coal, wheat, silk) for building tokens and other resources; spending coins can modify actions.
  • resource_exchange_and_commodity_economy — Trade commodities (coal, wheat, silk) for building tokens and other resources; spending coins can modify actions.
  • secret_objectives — Each player has private objectives that award points and influence strategy; objectives may conflict or align with others depending on play.
  • shakedown_cruise — At the end of a ship’s build, you outfit the ship (captain, cabins, crew) to determine its speed and scoring; cruising through the canal yields points based on officials met and distance traveled.
  • tile_drafting_and_placement — Construction occurs on a dedicated row; ships are built by acquiring mounting points and placing components on ships, which are later scored.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one thing very very well and that one thing is action selection
  • the Artistry isn't in the look of the game rather the function fun of the pieces
  • it's the ship version of Russian railroads
  • I almost want to call this a light heavyweight Euro game
  • eliminating waste, making sure that no turn is wasted
  • the reason you play this game isn't about building ships it's really the mechanics of action tiles
  • this is a perfect game but it's not the game it's me
References (from this video)
No references stored for this video.
Video KVEgE81Zgec Unknown Channel analysis at 0:00 sentiment: positive
video_pk 33173 · mention_pk 98456
Unknown Channel - Shipyard video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategic depth and dynamic interaction
  • Opportunities arise from observing opponents and capitalizing on cheap/free actions
  • Varied scoring through contracts and cruise voyages
Cons
  • Steep learning curve for new players
  • Decision space can be overwhelming
  • Turns can stall due to competitive tile blocking
Thematic elements
  • Resource management and ship construction with contract-driven scoring
  • Industrial shipbuilding in a canal-based system
  • Mechanistic, systems-driven
Comparison games
none
Mechanics (from transcript analysis)
  • action-selection — On a player's turn, choosing an action moves a marker along a shared track and opens adjacent options while cycling turns.
  • Compound Scoring — Completing contracts yields points and shapes strategy.
  • contract-based scoring — Completing contracts yields points and shapes strategy.
  • Resource management — Gilder currency is used to hire crew, move markers, and perform actions.
  • resource management and currency — Gilder currency is used to hire crew, move markers, and perform actions.
  • ship-building and voyages — Ships built are sent on Shakedown cruises, providing scoring opportunities.
  • tile-based action availability — Available actions depend on unblocked tiles; opponents' positions can block options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the core strategy in this game is observing what other players are doing and capitalizing on the opportunities that open up for free or cost very little
  • the objective of all of this is to build ships and score them by sending them on Shakedown cruises in your Canal system and satisfying in-game contracts
  • edition after its original 2009 publication is driven by an action selection mechanic on a player's turn
References (from this video)
No references stored for this video.
Video Wm4Imk50Xc4 Board Gaming Doctor general_discussion at 4:41 sentiment: positive
video_pk 30945 · mention_pk 91227
Board Gaming Doctor - Shipyard video thumbnail
Click to watch at 4:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting rondel action selection
  • Building ships with functional variety
  • Thematic TBL (tableau) feel
Cons
  • First/second edition considerations for availability
  • Potential onboarding complexity for new players
Thematic elements
  • tableau/ship-building with technical specialization
  • Maritime context, shipbuilding with focus on functionality and cargo
  • techno-pictive maritime
Comparison games
  • Woodcraft
  • Praga Caput Regni
Mechanics (from transcript analysis)
  • Resource management — Managing resources and cargo for ship construction and scoring.
  • resource_management — Managing resources and cargo for ship construction and scoring.
  • Rondel — Choice-driven action selection using a rondel mechanic.
  • rondel_action_selection — Choice-driven action selection using a rondel mechanic.
  • tableau building — Assembling ships with specific functions and cargo capabilities.
  • tableau_building — Assembling ships with specific functions and cargo capabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love the input from the community and I want to expand that input to the YouTube world as well
  • five games that in this upcoming month of June most likely near near the end of June
  • the first one is Altiplano
  • I'll include the link or the poll… down in the description below for you to participate
References (from this video)
No references stored for this video.
Video Ui4qA4c_2QQ Unknown Channel general_discussion at 2:30 sentiment: negative
video_pk 4034 · mention_pk 91365
Unknown Channel - Shipyard video thumbnail
Click to watch at 2:30 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • implied to be a usable framework for comparison with another title
  • potentially straightforward to play
Cons
  • no explicit praise; speaker references it as part of purge
Thematic elements
  • Harbor/industrial logistics
  • Maritime industry/shipbuilding
  • Functional, theme-light
Comparison games
none
Mechanics (from transcript analysis)
  • Resource management — Manage ships, resources, and construction to optimize productivity.
  • resource_management — Manage ships, resources, and construction to optimize productivity.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i don't know why we picked this up
  • i have no idea what it is
  • it's an area control game
  • it's just weird looking
  • this is a half decent pickup and deliver game
  • it's actually a half decent game stock market building and other stuff
  • you'll be putting tokens up on a series of tracks
  • it's a tower defense game called samurai spirit
  • Imagine the promise of this was quite intriguing at the time
  • it's essentially poker in a box i think
References (from this video)
No references stored for this video.
Video zAVCQ8r3BlI Board Games Hitting My Table general_discussion at 18:09 sentiment: positive
video_pk 947 · mention_pk 2679
Board Games Hitting My Table - Shipyard video thumbnail
Click to watch at 18:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging engine-building with end-game objectives
  • tight coupling of modules and tech tiles
Cons
  • some players may find the system a bit dense or long
Thematic elements
  • production lines and crew management
  • shipbuilding and river-flow logistics
  • thematic yet highly strategic with end-game objectives
Comparison games
  • Concordia
  • Power Grid
Mechanics (from transcript analysis)
  • crew and resource management — gathering crew and resources to assemble ships and maximize scoring
  • rondelle action selection — travelling around rondelles to pick actions and build ships
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is a masterpiece
  • infinitely replayable
  • an absolute Masterpiece
  • this is such a cool game
  • an absolute joy to play
  • seven and a half out of ten
References (from this video)
No references stored for this video.
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