Voyages is a roll-and-write game of open sea adventure and exploration. Each player is the captain of a vessel sailing the seas and requires a single printed game sheet and pencil, while one player also needs to provide three dice.
On a turn, three dice are rolled for all the players. Each player chooses one die for the direction they are sailing, another for how far they sail, and the final die for crew duties aboard their ship. Players score points for visiting different islands, gathering and selling goods for trade, and training their sailors in case they come across the mysterious Dread...
Playable from 1-100+ players, either locally or virtually, Voyages will be supported over time with new expansion content provided for free to original backers of the game.
- Excellent for ultra-portable setups due to minimal footprint
- Accessible via print-and-play with low cost to start
- Dependent on printed materials and surface for play
- Can require a clipboard for a firm play surface
- navigation and trade across a compact sailing encounter
- oceanic voyage with exploration and discoveries
- print-and-play style with a one- or two-page footprint
- Aquamarine
- Voyages (other print-and-play titles)
Mechanics (from transcript analysis)
- print_and_play — Requires printing files and using simple components to realize a compact voyage experience.
Video topics + discussion points
Quotes (from this video)
- This is a hand management deck uh possibly hand management deck where you're trying to go through all the Jacks queens and kings.
- basically this is a roll and write, uh like an extra a third game that you could include in the Box
- my number one portable travel game
- this is the original package it comes in but it doesn't fit the cards sleeved
- Palm Island definitely one of the best travel games you can buy
- this is a wallet game I think it's a pretty nice experience
References (from this video)
- Fits comfortably on airplane trays due to tiny footprint
- Low-cost entry with print-and-play support
- Print quality and surface prepare influence experience
- Requires host to manage surface or clipboard for play
- sea travel and discovery in a compact form
- oceanic voyage with exploration and trade
- print-and-play style with minimalistic components
- Aquamarine
Mechanics (from transcript analysis)
- print_and_play — Players print files and assemble a small-scale voyage experience with accessible components.
Video topics + discussion points
Quotes (from this video)
- This is a hand management deck uh possibly hand management deck where you're trying to go through all the Jacks queens and kings.
- basically this is a roll and write, uh like an extra a third game that you could include in the Box
- my number one portable travel game
- this is the original package it comes in but it doesn't fit the cards sleeved
- Palm Island definitely one of the best travel games you can buy
- this is a wallet game I think it's a pretty nice experience
References (from this video)
- strong print-and-play viability
- high flexibility in directing turns
- box production may not match the simplicity of the design
- may require custom sheets for full experience
- roll-and-write using dice as navigational tools
- abstract, minimal aesthetic; navigational theme
- flexible and open-ended progression
Mechanics (from transcript analysis)
- Dice-driven resource direction — dice outcomes guide movement and resource generation
- roll-and-write — dice results dictate actions on a compact sheet
Video topics + discussion points
Quotes (from this video)
- the extremely tight economy in the game where every decision that you make is a resource in and of itself
- I'm a big Bruno Katala fan and this is exactly what I look for out of a Bruno Katala game
- it's adorable, it's cuteness incarnate
- this is now my favorite Dinosaur Island game
- it feels so much more substantial than a lot of rolling right games
References (from this video)
- Combat-heavy map adds tension and strategic depth
- Introduction of marauders and forts enhances tactical variety
- Prowling through reefs opens new movement options
- Legendary stars provide clear, engaging victory condition
- Upgrading sailors to heroic improves combat and scoring potential
- Map coloring (bright orange) reduces readability in certain areas
- Rule density may be challenging for new players
- Adventure, seafaring, combat against marauders with strategic route planning
- Maritime exploration on a modular map with islands, reefs, and marauders
- Live playthrough with tactical commentary and rule explanation
Mechanics (from transcript analysis)
- combat_with_marauders — Marauders have strength values; combat can be engaged from adjacent or ranged positions using outcomes and bonuses.
- dice_mitigation — Sailors and heroic sailors reduce dice outcomes to improve combat and movement options.
- duty_tokens — Completing rows or columns of duties yields special abilities and rewards.
- forts_and_islands — Forts provide bonuses; islands grant scoring opportunities and can modify routes.
- legendary_stars — Stars awarded for completing rows/columns and defeating marauders; three stars win the game.
- movement_on_grid — Players move a ship across a grid-based map using outcomes that determine directions and strides.
- prowling — A special movement mode that allows passing through reefs under certain conditions.
- reef_blockages — Reefs are impassable and require detours, influencing route planning and timing.
- sailor_tokens_and_heroes — Sailors can be upgraded to heroic sailors, increasing combat strength and granting bonuses.
Video topics + discussion points
Quotes (from this video)
- this is combat heavy
- prow through reefs
- legendary star
- armory new sails are heroic
- plus two to fighting
- we officially won the game
- three legendary stars to win
References (from this video)
- Low-cost, easy access with quick sessions
- Demonstrates printing and crowdfunding viability
- Strong market interest in one-page style games
- Less depth than full boxed games
- Dependent on backer engagement and printing quality
- Adventure, navigation, and storytelling through simple decisions
- Exploration and discovery; lightweight exploration game
- Accessible, repeatable play with clear goals
- Way Points
- Aquamarine
- Dungeon Pages
Mechanics (from transcript analysis)
- Print-and-play distribution implications — Low-cost backer rewards and rapid fulfillment via PDFs
- Simple card-based decisions — Easy-to-learn mechanics with quick play sessions
- Tableau-building of lightweight components — Combining cards per turn with straightforward choices
Video topics + discussion points
Quotes (from this video)
- Print and play is getting more popular seemingly by the month.
- Don't just make it grayscale; there's a difference between grayscale and black and white printing for files.
- The best practices on design are about making it as easy for the consumer as possible and as desirable when it comes out of their printer.
- Content creators can sit down and do a playthrough and post it; it's marketing dollars you didn't have to spend.
- Dynamic QR codes open possibilities for updates and content without reprinting.
- One-page games are a powerful entry point for new players and new creators to test ideas without large upfront costs.