Sea & Steel: Columbus’ Voyages
2025
Command Spanish conquistadors or Indigenous forces in a fast, dramatic struggle for control of the Caribbean from 1492 to 1505.
90
minutes
1 - 2
player(s)
14+
Medium
About this board game
Sea & Steel: Columbus’ Voyages is a strategic game for 1–2 players, with sessions lasting about 90 minutes, covering Christopher Columbus’s four voyages between 1492 and 1505.
One player leads the ambitious Spanish Side, seeking to conquer Caribbean islands, while the other commands Taíno and Carib forces resisting the new threat from across the sea. The Indigenous Side must also manage internal conflicts among its forces, creating a tense struggle in which control can shift quickly.
The game uses a single Victory Point tracker. Spanish conquests move the score forward, while Indigenous successes push it backward. The Spanish Side wins with a final score of at least 15 VP, unless an automatic victory occurs when the opposing side has no units remaining on the map.
After the opening 1492 turn, each game turn follows five phases: Destiny, Event, Reinforcements & Replacements, Impulses, and Final checks. Players secretly choose Event Cards, deploy reinforcements, and alternate actions such as movement, combat, area activation, building, raiding, and gold searches.
A standout system is Extended Movement. When units move into an area without enemy units, that area may be activated again, allowing a chain of movements and rapid expansion. Mastering these activations is central to making the most of every decision.
Designed to be “simple, but not simplistic,” Sea & Steel: Columbus’ Voyages aims to offer an accessible introduction to wargaming alongside meaningful strategic dilemmas. The box includes a mounted map, 180 counters, 52 cards, six six-sided dice, player aid sheets, cloth bags, and a rulebook.