Overview
Before the Wind is a card-driven trading and shipping game for 2-4 players, published by Phalanx Games in 2006. Players take the roles of traders in a busy harbor, trying to fill their warehouses with goods and then load them onto ships waiting in the harbor. Captains expect complete deliveries before their ships depart, so players must carefully manage their inventory to match ship requirements. The game combines action selection, bidding, and resource management with a unique card-play mechanism.
Components
- 120 Action cards
- 60 Goods cards
- 60 Guilders (money) cards
- 46 Ship cards
- 4 Warehouse boards
- 1 Starting Player token
- 1 Rules booklet
Setup
Each player receives a warehouse board. Shuffle the Action card deck, Goods card deck, and Ship card deck separately. Deal starting hands of Action and Guilders cards to each player. Place a number of Ship cards face up in the harbor area (the number depends on player count). The Starting Player token goes to the designated first player.
Turn Structure
Each round follows these phases:
- Card Display Phase: A row of Action cards is laid out face-up for selection.
- Action Selection/Bidding Phase: Players take turns selecting or bidding on Action cards. Each card offers one of three actions: take goods, store goods in warehouse, or load goods onto ships.
- Action Resolution Phase: Players perform the actions on their selected cards.
- Ship Departure Phase: Fully loaded ships depart, scoring points. New ships may arrive.
- Cleanup Phase: Discard used cards, draw new cards, pass Starting Player token.
Actions
- Take Goods: Acquire goods cards from the available supply. The specific goods available depend on the Action card played.
- Store Goods: Move goods from your hand into your warehouse. Warehouse space is limited, so managing storage is critical.
- Load Ships: Transfer goods from your warehouse onto ships in the harbor. Each ship requires specific types and quantities of goods. Only one trader may supply each ship.
- Bidding: When multiple players want the same Action card, they may bid Guilders cards. The highest bidder pays the next-highest bidder (not the bank), creating an interesting economic tension.
- Wind Cards: Special cards that determine when ships depart the harbor. Managing the timing of ship departures is a key strategic element.
Scoring / Victory Conditions
Players score victory points primarily by completing ship deliveries. Each ship has a point value based on the difficulty of assembling its required cargo. Bonus points may be awarded for efficient warehouse management. The game ends when a specified number of ships have departed. The player with the most victory points wins.
Special Rules & Edge Cases
- Bidding Mechanism: When a player selects a card another player also wants, the competing player may offer Guilders to claim it instead. This payment goes to the displaced player, not the bank, creating strategic incentives around card valuation.
- Warehouse Limits: Each warehouse has limited storage capacity. Players must carefully manage what goods they store versus what they hold in hand.
- Ship Requirements: Ships require exact combinations of goods. Partial deliveries are not accepted. If a player begins loading a ship, only that player may complete it.
- Wind Timing: The timing of favorable winds (triggering ship departures) is partially random, creating tension around when to commit to loading.
- Card Management: Players must balance using Guilders for bidding versus holding them as a reserve, and manage their Action card hand size.
Player Reference
| Action |
Effect |
| Take Goods |
Acquire goods cards |
| Store Goods |
Place goods in warehouse |
| Load Ships |
Transfer goods to ships for points |
| Phase |
Activity |
| Display |
Reveal Action cards |
| Selection/Bid |
Choose or bid on cards |
| Resolution |
Perform chosen actions |
| Departure |
Ships with full cargo score |