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Ages 8+ · ★ 4.2 · Editors' pick

Port Royal

Reveal ships and secure your winnings before you push your luck too far: an exciting push-your-luck card game in a pirate harbour.

How it plays

In the base game, the backs of the cards serve as coins. The active player turns cards face up into the harbour for as long as they like. If a second ship of the same colour appears and cannot be fended off with the swords of hired sailors or pirates, the turn and the cards laid out are lost. Whoever stops takes one card, two if there are four ship colours, three if there are five: ships bring coins, characters cost coins but provide abilities and influence points. The other players may then each take one card and pay the active player one coin. Once someone has 12 or more influence points, the game ends after that round; whoever has the most wins.

What it can help develop

Every card revealed raises the question: one more, or better to secure what is there? With four or more ship colours in the harbour, players may take more cards, but each further card revealed becomes riskier. Children estimate which colours are already out and have to curb their eagerness to win more; this calls for impulse control. Simple planning comes in too: do I save up for a governor, hire sailors to fend off ships or collect characters for an expedition?

Weighing risks●●●●●
Impulse control●●●●●
Planning ahead●●●●●
Voices from the community: Alexander Pfister’s card game took fourth place in the 2014 À la carte award of Fairplay magazine (for card games) and was named family game of the year in Finland in 2015. Reviewers praise the rules, which are quick to explain, and the fact that there is little downtime, as players also take cards during other players’ turns. A few voices criticise the many lost turns at the beginning and leads that are difficult to overturn.
Our tip for parents: At first, say aloud which ship colours are already out and weigh up together whether another card is worth it. Sailors hired early reduce the risk.

Especially suitable for

  • School-age children from age 8 who enjoy taking risks
  • An introduction to more demanding card games
  • Children who dislike waiting

Less suitable for

  • Children who find lost turns hard to cope with
  • Anyone who dislikes the luck of the draw

Our verdict

Port Royal is a worthwhile choice for school-age children from age eight who enjoy taking risks, and as a bridge to more demanding card games. Its strength: the rules are quickly learned, and because other players may also take something during someone else’s turn, there is hardly any waiting. Its limitations are the luck of the draw and the annoyance over lost turns, which sensitive children quickly feel.

Getting started

  • In the first games, discuss the cards in the harbour together and, with each additional card, ask whether the risk is worth it.
  • The abilities of the characters take some getting used to, so briefly introduce the most important cards before you start.
  • The rules of the base game include a variant: only a player who has completed at least one expedition can win.

In detail

Variants and player count

According to Pegasus Spiele, Port Royal by Alexander Pfister contains 120 cards and is intended for 2 to 5 players from age 8; the publisher gives the playing time as 20 to 50 minutes. According to Wikipedia, the game was published by Pegasus in 2014. As a variant, the rules provide that only a player who has completed at least one expedition can win.

What reviewers say

Port Royal took 4th place in the À la carte award of Fairplay magazine in 2014 and was named family game of the year in Finland in 2015. Reich der Spiele calls it quick to explain and brisk to play and notes that some mechanisms are familiar from Can’t Stop. Spiele-Akademie highlights the short downtime: other players are on the edge of their seats even during someone else’s turn; according to the review, it is also suitable for families. Board Game Quest finds it easy to learn, with hardly any downtime, but calls the end of the game possibly predictable and sees little help for catching up. Meeple Mountain writes that newcomers often fail at first as long as they do not know how the cards are distributed, and that the start of the game is slow. Brettspiele-Magazin calls the rules short and getting started quick; according to the review, the characters’ abilities take some getting used to.

How it compares

Diamant (from age 8, 3 to 8 people, about 30 minutes) shares the age and the skill areas impulse control as well as logic and planning with Port Royal (from age 8, 2 to 5 people, about 20 to 50 minutes). Diamant also has cooperation. Diamant needs at least three people, while Port Royal can also be played by two. The Mind (from age 8, 2 to 4 people, about 15 to 20 minutes), like Port Royal, calls for impulse control, but it is designed for cooperation and suits families who prefer playing together rather than against each other. The Mind is less suited to tacticians who want to plan and stay in control. Port Royal suits school-age children from age 8 who enjoy taking risks, and as an introduction to more demanding card games. Port Royal is less suitable for children who find lost turns hard to cope with, and for anyone who dislikes the luck of the draw.

Sources

Frequently asked questions

What age is Port Royal suitable for?

Port Royal is recommended from age 8. A child is ready when they can estimate which ship colours are already in the harbour, curb their eagerness to win and shrug off a lost turn without getting too annoyed.

How long does a game take and how many people can play?

A game takes about 20 to 50 minutes. The game is for 2 to 5 people, who play against each other. As soon as someone reaches 12 influence points, the round is played to the end, and the most points decide the winner.

What skills can Port Royal help develop?

Port Royal can train impulse control as well as logic and planning. After every card revealed, players have to weigh up whether another one is worth it. On top of that comes the question of whether to save coins for a governor or hire sailors.

What if a child often loses their whole turn?

This happens especially to newcomers, as long as they do not know how the cards are distributed. Sailors and pirates use their swords to fend off a second ship of the same colour; anyone who hires sailors early loses their turn less often.

Skills profile

Impulse control – being able to wait, watching closely and reacting at the right moment
Logic and planning – thinking ahead, solving problems and adapting strategies

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