Overview
Almirante is a naval strategy board game published by Jogos Almirante, Lda. in 2014. Players each command both a merchant navy and a war navy, competing to control the geostrategic center of the ocean. The game combines resource management, naval movement, and combat as players use wind mechanics to maneuver fishing boats and galleons, collect resources, and use god cards for special powers.
Components
- Game board (ocean map with sea fields and strategic positions)
- Ship tokens (fishing boats and galleons per player)
- Wind tokens
- Coin tokens
- God cards (3 per player)
- Resource markers
- Dice
- Rules booklet
Setup
- Place the ocean board in the center.
- Each player receives their fleet of fishing boats and galleons.
- Each player receives starting winds and coins.
- Each player receives 3 god cards.
- Place resource and position markers as specified.
- Determine first player.
Turn Structure
Each turn begins with receiving resources:
- Receive winds and coins: Each player starts their turn by receiving 6 wind tokens and a variable amount of coins.
- Move vessels: Spend wind tokens to move ships across the ocean (1 wind per fishing boat move, 2 winds per galleon move).
- Actions: Engage in trade, combat, or use god cards.
- God cards: Each player has three opportunities during the game to play a god card for a special effect.
Actions
Movement
- Fishing boats cost 1 wind to sail to an adjacent field.
- Galleons (heavier vessels) cost 2 winds to sail to an adjacent field.
- Players allocate their 6 winds among their various ships.
Trading and Fishing
- Fishing boats can fish in designated areas to earn resources.
- Resources and coins are used to build more ships and strengthen the fleet.
Naval Combat
- War ships (galleons) can engage enemy vessels.
- Combat is resolved using game mechanics involving ship strength and dice.
- Capturing enemy ships or positions earns points and resources.
God Cards
- Each player has exactly 3 god card uses during the entire game.
- God cards provide powerful one-time effects (movement bonuses, combat advantages, or resource generation).
- Timing of god card use is a key strategic decision.
Scoring / Victory Conditions
The player who controls the geostrategic center of the ocean and/or accumulates the most wealth and naval power wins the game. Specific victory conditions involve controlling key sea positions and having the strongest combined merchant and military fleet.
Special Rules & Edge Cases
- Wind management: With only 6 winds per turn, players must carefully decide which ships to move and how far.
- Dual navy: Managing both merchant (economic) and war (military) navies requires balancing offense and defense.
- God cards are limited: Only 3 uses per game; they cannot be replenished.
- Portuguese publisher: The game was created by Portuguese entrepreneurs and has a nautical Age of Exploration theme.
Player Reference
| Ship Type |
Wind Cost |
Role |
| Fishing boat |
1 wind |
Resource gathering |
| Galleon |
2 winds |
Combat and transport |
Resources per turn: 6 winds + variable coins
God cards: 3 per game (powerful one-time effects)