# Flotilla ## General Info - **Year Published**: 2004 - **BGG Rating**: 7.0 - **BGG Rank**: — - **Players**: 2-4 - **Duration**: 30 min - **Weight**: 3.00 / 5 - **Designers**: Mike DeSanto - **Publishers**: Eclectic Adventures - **Categories**: Miniatures, Print & Play, Science Fiction - **Mechanics**: Area Movement, Simulation ## Verdict Perfect for sci-fi buffs who want to feel the weight of commanding massive fleets. The scale system is brilliant!Impressive astronomical scaleInnovative Sinksider/Skyside dualitySatisfying power progressionImmersive and original themeInitial learning curveRules can be denseRECOMMENDED ## Description Get ready to take command in Flotilla, a game where the scale is simply colossal. Imagine space battles where every inch on the board represents one Astronomical Unit (the distance from Earth to the Sun) and where the speed of light is just the starting point. If you love the idea of managing massive fleets in high-intensity tactical combat, this starship combat system delivers exactly that feeling of magnitude, turning every 10-second turn into a critical decision of positioning and strategy. But the experience goes beyond the vacuum of space. The game plunges us into a fascinating post-apocalyptic scenario: after a catastrophic nuclear test in 1954 that devastated Earth, the surviving humanity took refuge in a gigantic floating city. Here, you take the role of a commander trying to ensure the prosperity of this last bastion of civilization. The dynamics are intriguing because the game offers two distinct and integrated modes of operation. You can start as a 'Sinksider', diving into the depths of the ocean to recover resources and save what remains of the old world, or you can 'flip the switch' and become a 'Skyside', focusing on the expansion and development of the fleet itself. The real charm lies in the evolution of your role: as you gain influence with the ruling guilds and collect treasures from the seabed, you can expand your own vessel, attaching new components and becoming the most powerful figure in the civilization. It is a game of social ascent and power, where exploration and resource management blend with the politics of the flotilla. Whether commanding interstellar fleets or navigating the waters of a flooded world, the goal is the same: dominate the scene and leave your mark on history. It's the perfect mix for those who enjoy deep strategy, survival themes, and the feeling of building something from scratch while dealing with the pressure of leading humanity. ## How to Play Goal of the Game In Flotilla, you are one of the last great captains in a post-apocalyptic world, where humanity survives on vessels following a nuclear disaster. Your goal is to explore the ocean, rescue survivors, collect resources, build structures, and gain influence in the guilds that rule the Flotilla. The game ends when the Victory Point (VP) supply is exhausted. The player with the most VP at the end wins! Setup Set up the boards: Place the Central Board in the center of the table, the Guild Board to the side, and the Sonar Tracker below it. Prepare the pieces: Separate the Ocean Tiles and Artifact Tiles into their respective bags. Set up the Objective Tile stacks (one per player on each side of the board). Distribute components: Each player receives: 1 Starting Piece (with turn order). 4 Skiffs (3 in reserve, 1 at the dock). 6 Starting Crew Cards. Guild Seal Tokens, Influence Markers, and Outposts. Prepare the cards: Shuffle the Crew Cards by guild and level, forming stacks on the Guild Board. Consult the manual for details regarding this section. Gameplay Flow The game is played in turns in clockwise order. Each player, on their turn: Plays a Crew Card from their hand, resolving its effect. Discards the card (unless it is Retired). Passes the turn to the next player. The game continues until the Victory Point supply is exhausted. Then, everyone plays one last turn before final scoring. Actions and How to Play Crew Cards Each card has: Navigation Value (Submarine Side) or Income Value (Sidereal Side). A unique ability based on the guild (Orators, Merchants, Founders, or Excavators). Examples of actions: Orators: Gain influence in guilds and bonuses according to the wheel. Merchants: Perform transactions (buy/sell resources, acquire outposts). Founders: Buy/place ocean tiles (Submarine) or build tiles (Sidereal). Excavators: Dive to collect resources (Submarine) or roll research dice (Sidereal). Side Switching You can switch from the Submarine Side to the Sidereal Side by playing the Captain card. This changes your available actions and strategies. Consult the manual for details regarding this section. End of Game and Scoring The game ends when the Victory Point supply runs out. Final scoring considers: Remaining VP (1 VP per 5 coins). Resources (1 VP per 2 resources). Toxicity Penalty (gain or lose VP according to the marker). Guild Seals (10 VP for 1st place in each guild, 5 VP for 2nd). The player with the most VP wins. In case of a tie, the least toxic player wins. Tips for Winning Manage Toxicity: Advancing too far on the toxicity tracker reduces your final VP. Focus on guilds: Dominating a guild can guarantee 10 extra VP at the end. Switch sides strategically: The Sidereal Side is better for building, while the Submarine Side facilitates resource collection. ## FAQ ### Is the game too complex for beginners? It has several layers of rules, especially in the transition between game modes, but 'expert' gamers will find it intuitive. ### How long does a game take? It depends on the mode; space battles are fast and dynamic, while the influence campaign can take longer. ### Do I need many miniatures to play? The game uses miniatures to represent the scale of the fleets, which greatly enhances the combat immersion. ### How many players is it for? It works great for 2 to 4 players, maintaining competitive tension in any setup. ### Is the theme just about space? It's both! You transition between massive-scale space combat and managing a floating civilization in a post-apocalyptic world.