
- BGG rating
- 6.1
Caravelas: "The Black Ship"
- 2–4 players
- 60 min
- Complexity 1.8/5
- 2010

2010
Rules assistance for Caravelas
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Caravelas is a board game released in 2010 for 2–4 players, 75 minutes per game, and ages 8 and up. It was designed by Gil d'Orey and its main mechanics are Network and Route Building, Hexagon Grid, and Pick-up and Deliver.
The game theme is the Portuguese Discoveries in the 15th and 16th century, and their contribution to Portuguese wealth, symbolized in the Jerónimos Monastery. It is an historic fact that the spices trade, brought by the Caravelles, had to pay a tax of 5% in Lisbon, and this tax was used to pay for the monastery construction. The goal is to achieve the highest possible number of victory points (VPs). The game ends when the last piece of Jeronimos is bought by any player. The boardgame is the world map with 32 ports / destinations marked around the world (Americas, Africa, Asia and Indic Islands). In 8 of them you can collect the respective merchandise from that port. The board has also marked the real sea currents that the Caravelles followed at the time. It is surprising that often the fastest way is not the shortest, and the game reveals that perfectly. Each player has a card representing 3 ships, and indicating the player's ability to travel (translated into 9 navigation discs) and the cargo capacity (translated into 6 different merchandise spaces). The players place their wood ship piece in the board in Lisbon and start navigating. If they follow the sea currents marked in the board, they can do it "free of charge" and endlessly. But they wouldn't go very far. Every time a player wants to go in a different direction than the one indicated by the sea current, he has to use a navigation disc from his player card. When all the navigation discs are used, the player turn stops. So, in each turn, a player can go against the currents at most 9 times, thus determining how far he can go. During navigation, players arrive in ports. If they are the first to get there, that is, if they are the ones that discover that local, they can place their coloured marker in that port and register the number of VPs marked for that port. If the port is a "trade port" (there are 8), the player can also collect the respective merchandise and place it in his player card. But there are also some possible surprises. When navigate, players can pass by special marked cells which force them some kind of effect: - "Event" cells: for each round, players have 5 "Event" cards in their hand; when they pass over these cells, they must choose a card from their hand. These cards can be of 3 types: "Storm Card", "Dead Calm Sea Cards" and "Good Wind Cards", thus having negative or positive effects in their navigation. But they also have an effect on other players, but for these the effect is always positive. This creates interest during players downtime. - "Pirate Cells": when passing over these cells, players lose immediately 1 of their navigation discs. they can only enter the cell if they have the necessary disc available to pay. - "Sinking Cells": when passing over these cells, players must take their chance with a 50/50 dice - worse can happen is they lose 1 of the 3 ships they have (or 4 - see below), and the corresponding cargo space. They will only get it back when they arrive in Lisbon. After some time of navigation, of discovering new ports and collecting one each of the possible 6 merchandises that his player card can carry, the player returns to Lisbon. In Lisbon the player can: - trade merchandises per VPs (5 each) - specifically, the merchandise "pepper" can be traded for 1 piece of the Jeronimos Monastery which worths 10 VPs, which are immediately registered - the player can also trade 15 VPs for a 4th ship - this 4th ship gives him 3 more navigation discs (increasing it's navigation autonomy from 9 to 12) and 2 more merchandise space cargo. At the beginning of the game, each player receives a number of Objective Cards with specific Ports. If they are the first player to get to that port, they will receive 5 extra VPs per each at the end of the game. These VPs can be decisive in the victory decision.
Caravelas supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Caravelas is 75 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Caravelas for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Caravelas has a complexity rating of 2.6 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Caravelas belongs to these categories: Travel, Adventure, and Nautical. Its main mechanics are Network and Route Building, Hexagon Grid, and Pick-up and Deliver. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Caravelas are: Gil d'Orey. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Caravelas as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.