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rating
Ludopedia
7.4
rating
BGG
Our Verdict
RECOMMENDED
If you enjoy fast area‑control games with plenty of choices, Six Sojourns delivers that nautical flair.
Highlights
- High player interaction
- Dynamic open drafting
- Varied trades to collect
Keep in mind
- Only nine cards per game
- Strategy can feel dense for newcomers
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About the game
What you do in a play session
Six Sojourns revives the spirit of Eight‑Minute Empire with a bigger board, more cards, and fresh rules that make each play feel livelier. A 30‑to‑60 minute game for 2‑4 players, it pits you against opponents to grow your family and spread influence across islands and seas. At the start of every round, five cards are displayed; you pick one and immediately carry out its actions – building houses, gaining ships, moving groups of people, or recruiting new family members. Cards also carry special abilities and icons representing trades such as cooking, carpentry, sewing, shoemaking, art, blacksmithing and jewelry. These trades form sets that score extra points, so balancing set collection with area control is key.
Area movement lets you shift groups of people together, unlike the single‑piece moves of the original, and ships open maritime routes that you can use yourself or rent out to other players. Sea spaces grant majority and goods, while houses (replacing cities) are worth two control points and only one can sit on a space. The game ends after each player has drafted nine cards, then victory points are tallied from houses, majority, trade sets and card bonuses.
Six Sojourns includes six "sojourns" that can be played as a linked campaign or as stand‑alone scenarios, letting you tailor the experience. The blend of area majority, set collection and open drafting creates constant tough choices and high player interaction, perfect for fans of short, strategic, highly interactive games.
Area movement lets you shift groups of people together, unlike the single‑piece moves of the original, and ships open maritime routes that you can use yourself or rent out to other players. Sea spaces grant majority and goods, while houses (replacing cities) are worth two control points and only one can sit on a space. The game ends after each player has drafted nine cards, then victory points are tallied from houses, majority, trade sets and card bonuses.
Six Sojourns includes six "sojourns" that can be played as a linked campaign or as stand‑alone scenarios, letting you tailor the experience. The blend of area majority, set collection and open drafting creates constant tough choices and high player interaction, perfect for fans of short, strategic, highly interactive games.
Gallery
Box and component photos
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Rules videos
Learn by watching before you open the box
In English
Best player count
BGG community vote
2
REC
3
BEST
4
BEST
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Red Raven Games
Designer
Ryan Laukat
Artist
Ryan Laukat
Community
Data from BoardGameGeek
398owners
429wishlist
75want to play
Frequently Asked Questions
Quick answers before you buy
How many players can join?
2 to 4 players.
How long does a game take?
Typically 30–60 minutes, depending on player familiarity.
What is the game's complexity?
Light to moderate (weight 2/5); easy to learn with deep strategic choices.
What components are included?
Modular board, action cards, house pieces, family miniatures, wooden ships, and resource markers.
Is it suitable for someone who hasn't played Eight‑Minute Empire?
Yes, the mechanics are streamlined and it works as a standalone, though fans will spot the nods to the original.
Can the journeys be played separately?
Absolutely; each journey can be a stand‑alone scenario or linked together as a campaign.
Are expansions planned?
No official expansions yet, but the designer hinted at possible new journeys in the future.
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