
2012 · Fantasy
Sky Traders
Players command individual skyships and compete as merchants in a steampunk-flavored trading and influence game for two to five. Each round splits into a sailing/action phase—draw an Ill Wind card, move between cities, hire crew, refuel and repair, load cargo and run the risk of Wind Pirate or Sky Patrol encounters—and a Guild Council phase where players negotiate and buy Influence to manipulate commodity prices. The core play alternates market speculation and logistics: buy goods where cheap, deliver where demand is high, recruit specialists to boost combat or trading, and spend scarce money to gain influence that affects future prices. Victory goes to the player who amasses enough Influence and market control to become the guild’s leader.
- Players
- 2–5 best 4
- Playing time
- 120–300 min
- Age
- 14+
- Complexity
- 2.8 / 5
About the game
- Design
- Publishers
On Ludoya's tables
Full stats in Ludoya- 7
- Plays logged
- 7
- Players
- 20
- In collections
2.8/10
from 4 Ludoya reviews
Evan0.9 Player negotiation game with a pickup and delivery elements. Certain hexes being oddly blank, the bouncing values mechanic and combat all seem not super well thought out. ☆ Art, Iconography and components functional ☆ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ☆☆☆☆☆ Raw enjoyment
First impressions · 2 plays
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.























