Yachting Prep
Yacht Club is a game of cunning for 3-7 players, ages 12 and up.
Players are influential socialites who enjoy impressing each other with their opulence. Whoever owns the most prestigious fleet at the end of the game will be the envy of the upper 1%.
Yacht Features
The top of each card names and displays an image of a feature or equipment to start a yacht or enhance an existing one.
A hull is needed to begin your yacht. Look for the “--” where the first number normally appears.
For example, a “large extra deck” once installed, takes 6 spaces and adds 12 more. It’s worth 6 prestige points.
A yacht with no space is complete.
Chump Change
The number in the top left is the value of the card. Per an average schmucks salary.
To help players keep track. The money value for the cards is visible on the backs of each card.
Players use cards as money to buy and sell hulls and upgrades for their incompleted yachts.
Events
Each card has an event option that is triggered by playing the card at the appropriate time. Events have a bit of a “take that” mechanic built into them. Stepping on others to succeed is the 1% way.
Preparing to Play
Everyone gets a player aid. Stow any excess cards not in use.
Shuffle the deck and deal 5 cards to everyone.
Center up the main deck for all to pull from.
The most aristocratic player goes first. Then clockwise from there.
Phases of Play
Each players turn has 4 phases.
Auction Phase - You offer 1-3 cards from your hand. All other players can make bids. You cannot bid more than you have. A zero bid or pass is allowed. If you accept the high bid, the bidder pays you. If you reject the high bid, you must discard the high bid amount. No change is ever given for overpayment.
Building Phase - The auction winner can decide to place the cards into an incomplete yacht, put them into hand or discard them. New yachts start with a hull indicated by the “--”. There is no limit to how many yachts a player can have.
To enhance an existing yacht, the player simply tucks the card under an incomplete yacht.
To rearrange cards on an incomplete yacht, cards must be dismantled and the old cards must be discarded.
Completed yachts should be squared up.
Event Phase
After the auction winner has played or discarded their card(s).
The current player may play one additional card from their hand as an event.
Follow the instructions on the card.
Resolution Phase
After an event has been resolved, every player checks their hand size. Note: Neither yachts or other cards on the table are part of your hand.
If a player has fewer than 3 cards that player draws 3 from the draw pile.
If a player has over 9 cards that player discards 2 cards to the discard pile.
Empty Draw Pile?
Less then 5 players, Games over.
Over 5 players? Then shuffle the discarded cards to create a new draw pile. Insert one face-up card in the lower quarter of the draw pile. The game ends when a player goes to draw a card from the draw pile, but that card is face-up.
Ending the Game
The moment a player draws the face-up card from the draw pile, play ends.
Scoring & Winning
When the game has ended, everyone calculates their prestige for each completed yacht in your fleet, plus the total amount of money in each players hand.
Incomplete yachts count for nothing.
In the event of a tie, the tied player with the most money is the winner.
Dice Tower's unboxing of the components.
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Average Rating | 1 reviews |
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Publish Date | July 17, 2019 |
Edition | Second |
Department | Games |
Tags | {{tag.properties.name}} |
More Info | Yacht Club web site |
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