
- BGG rank
- BGG #16,862
- BGG rating
- 7.5
Ultimate Voyage: Final Quest of the Treasure Fleet
- 1–4 players
- 60–180 min
- Complexity 3.3/5
- 2025

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

What would you like to know?
Answers come from the official rulebook, with the page to check.
Long Cours is a board game released in 1959 for 3–6 players, 60 minutes per game, and ages 10 and up. It was designed by Renee Pion and its main mechanics are Trading and Point to Point Movement.
The board is a map of the world divided into 6 areas each having 4 harbours. Each player owns a ship. The game proceeds in two phases. In the first phase the object is to trade and acquire wealth as quickly as possible. To that purpose, each player sails from harbour to harbour: in a harbour a commodity can be bought [wheat - gold - wood - cloth - wool - fruit] – in some harbours no goods can be bought. Sailing can be short distance – form harbour to harbour which are connected by dotted lines or long distance using a “Long Course” card. Selling goods can take place in any harbour – player rolls the dice which determines which good can be sold – always at three times the cost. Using a “Storm” card a player can organise a storm in one of the six areas forcing the ships in that area to leave behind their goods in the harbour – available for the next ship that visits the harbour. The ships will return again using the dice as this determines to which area the ship will return – player can choose the harbour. When 2 ships are going to the same harbour the 2 captains need to fight each other using “Squabble” cards damaging the opponent more and more [pretty funny descriptions]. The loser of the fight looses his money. However, cards played do NOT return so there’s limited supply. And you will definitely need some of these later in the game. The second phase starts as soon as a player is rich enough to acquire the corsair ship – the corsair ship is auctioned with a minimum cost. The player will then try to eliminate all of his or her adversaries. The dice decides in which area the Corsair ship starts. On the turn of the player “owning” the Corsair ship he can sail 3 steps – as opposed to the other players who can only sail to the next harbour. The “Long Course” cards are very valuable now. When the Corsair ship catches a player’s ship that’s the end of it: goods return to the bank and the owner of the Corsair gets the money. The Corsair ship has done its job and returns to the bank – available for another player to buy it. The Corsair ship is sensitive to the “Storm” cards and will sink. The winner is the one remaining player. The rules are simple, but the characters are limited in what he/she can do each turn. Also all eliminated players have to wait until there’s a winner and are no longer participating in the game.
Long Cours supports 3–6 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 Long Cours is 60 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 Long Cours for ages 10 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.
Long Cours has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a 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.
Long Cours belongs to these categories: Fighting, Economic, and Dice. Its main mechanics are Trading and Point to Point Movement. 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 Long Cours are: Renee Pion. 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 Long Cours 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.