The Dutch East Indies: Adventures on the High Seas
BGG rating
7.1

Expansion for The Dutch East Indies

The Dutch East Indies: Adventures on the High Seas

2019

Rules assistance for The Dutch East Indies: Adventures on the High Seas

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

  • 1–4 players
  • 45–90 min
  • 8+

Rules assistant for The Dutch East Indies: Adventures on the High Seas

What would you like to know?

Answers come from the official rulebook, with the page to check.

The Dutch East Indies: Adventures on the High Seas is an expansion for The Dutch East Indies released in 2019 for 1–4 players, 45–90 minutes per game, and ages 8 and up. It was designed by Martin Looij and its main mechanics are Set Collection, Trading, and Dice Rolling.

Similar games

About the game

Adventures of the High Seas, the first expansion for The Dutch East Indies, features six modules that can be integrated into the base game one at a time, or all at once. The expansion is compatible with both the standard and deluxe edition of the base game. These are the new modules, as depicted on the top of the box, going clockwise: 1 – Forts. In the base game, you have to watch out for pirates and other players while sailing, and nothing else. When you deliver your spices back on your home island, they are safe. Now, not anymore… You start with a fort on your home island with which you can defend against other players trying to steal your spices. Pirates get 2 forts on the High Seas to aid them, but if you defeat them, you could own those forts! 2 – Settlements. Because this expansion comes with a lot more options to spend your gold on, it’s only fair that you also get the opportunity to earn more. You can now build settlements on wild islands with no cards left on them. The settlement will produce crates for you, and act as a harbor to protect you from attacks too! 3 – Treasures. Similarly to settlements, when you find a treasure, you find gold! Which aids you wih modules 1 and 6. 4 – Events. No longer can you only draw trade propositions at wild islands. When you least expect it, lightning strikes! Or you summon the Kraken. Or who knows, something helpful may happen. It also means you can no longer safely look at the last card at an island. It may be an event, which means then the deck is empty and you can be attacked! 5- Reefs. Another danger on the High Seas for you, your opponents and the pirates! Are you going to be safe and sail around them, or take the risk and hope your ship passes safely through it? Getting stuck is no fun, except for when it happens to the pirates! 6- Crew. When an island runs out of trade cards in the base game, they are of no interest. Not anymore! You can now build settlements, but the locals on the island are also looking for something to do! Pay a local for their services and upgrade your ship in a whole new way! Just be careful in battles not to get your crew killed! -description from publisher

Questions and answers

The Dutch East Indies: Adventures on the High Seas supports 1–4 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.