# Endeavor: Age of Sail – Charter Companies Mini-Expansion ## General Info - **Year Published**: 2018 - **BGG Rating**: 7.8 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 60-90 min - **Weight**: 2.67 / 5 - **Designers**: Carl de Visser, Jarratt Gray - **Artists**: Josh Cappel - **Publishers**: Board Game Circus, Burnt Island Games, CrowD Games, Frosted Games, Grand Gamers Guild, Maldito Games, Super Meeple - **Categories**: Expansion for Base-game, Exploration, Nautical, Renaissance - **Mechanics**: Area Majority / Influence, Open Drafting, Set Collection ## Verdict Perfect for those who already own the base game and want more tactical options without bloating the rules. The double action bonus is the star here.Strong attribute boostsDouble action shifts the paceEasy to learn and implementAdds strategic weight to presenceLimited to one per gameFully dependent on base gameRECOMMENDED ## Description If you're already a fan of Endeavor: Age of Sail, get ready to upgrade your fleet! The Charter Companies mini-expansion adds an extra layer of strategy to the battle for maritime dominance by introducing the famous Charter Companies. You know those private enterprises that had government backing to monopolize routes and rake in profits? Now, they're coming to your game board. In practice, the dynamic is straightforward yet tactical: during the building phase, if you've managed to dominate a region (by having at least 6 presence), you have the option to establish a Charter Company instead of constructing a standard building. By doing this, you add the company's tile to your mat and unlock powerful benefits. We're talking about significant attribute boosts or glory points, along with a unique double action that can completely shift the momentum of the match. But hold your horses—you can't own the whole ocean! The rule is strict: you can only establish ONE company per game. This turns the decision into a critical moment of the match. Which region will you prioritize? Which bonus is most vital for your current strategy? This limitation adds an interesting layer of tactical decision-making, forcing you to weigh the opportunity cost of giving up a normal building in exchange for a corporate superpower. Whether you grabbed the game via Kickstarter or bought the retail edition, this small addition provides that 'little something extra' that makes the gameplay more dynamic without overcomplicating the rules. It's the perfect dose of extra power for players looking to optimize their nautical operations and crush the competition using bureaucracy to their advantage! ## FAQ ### Do I need the base game to use this? Yes, this is a mini-expansion. Without Endeavor: Age of Sail, the tiles are useless. ### How many companies can I have per game? Only one! Choose wisely, as you cannot swap it later. ### What is required to establish a company? You must have at least 6 presence in the region where you wish to establish the company. ### Does this make the game much more complex? Not at all. The rule is very simple and doesn't change the basic structure, just adds new options during the building phase. ### What's inside the box? The expansion includes six new Charter Company tiles, each with its own bonuses and actions.