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.