Adamastor

2025 · Card Game

Adamastor

Players command a fleet during the Age of Discovery, guiding a crew across dangerous seas to chart unknown coasts for their king. The game uses multi‑use cards in hand and on tableau to perform actions, manage morale, and respond to events triggered by icon combinations. Storms, winds, and other hardships generate trauma cards that accumulate and increase challenge, while cards and choices can restore order or provide advantages. An optional campaign links sessions with persistent effects, but individual scenarios also play as standalone voyages focused on hand and tableau management and survival toward the destination.

Players
1
Playing time
30 min
Age
14+
Complexity
2.4 / 5
7.8 on Ludoyafrom $24.99MedievalExplorationHand ManagementOpen DraftingSolo / Solitaire Game

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On Ludoya's tables

Full stats in Ludoya
125
Plays logged
39
Players
40m 44s
Average play
59
In collections
11
On wishlists

7.8/10

from 11 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

How do currents affect ship movement—what do they cost to move through with or against them?

A space with currents costs 1 Navigation Point if you move with the current and 4 Navigation Points if you move against it; the wave arrows show the current direction (page 6). If you stop before using all your Navigation Points, the remainder are lost (page 6).

If the Adventure Row changes during my turn, can the weather change too?

No — once you determine the weather during Sunrise it does not change for that turn even if the Adventure Row changes; note that being in a map space with storm clouds can convert white cloud icons in the Adventure Row into storm clouds when determining the weather (page 5).

When do I trigger an Encounter and what happens after I resolve it?

An Encounter triggers when you stop the Ship on a space with an Anchor icon; immediately gain Morale and Experience depending on how many Encounters have already occurred on that Map Card, then draw the bottom Encounter card and resolve the sea or land section (page 7). After resolving the Encounter place a token on that space so no further Encounters can occur there (page 8).

How can I learn a Skill from a card in my hand during the Events phase?

If the Adventure Row shows 2 or 3 Motivation icons you may learn one Skill from your hand that requires that many Motivation icons or fewer, and you may only learn one Skill per turn (page 8). Learned Skill cards are rotated and placed in the assigned Skill area next to your hand (page 4).

What happens to the Adventure Row and my hand at Sunset?

At Sunset discard the lowest-value (rightmost) Adventure Row card — if it’s a Trauma you gain it, if it’s a Skill you simply discard it — then discard down to your hand limit of 3 cards (page 10). Some Skills can alter that limit (for example, a Skill that lets you keep 4 cards; page 11).

How does Morale work and how can I lose from demoralization or Mutiny?

Morale is represented by the number of cards remaining in the Sailing Deck; losing Morale means discarding that many cards from the top of the Sailing Deck to the Discard Pile, while gaining Morale returns cards from the Discard Pile to the bottom of the deck (page 4). You immediately lose if you must draw but the Sailing Deck is empty (demoralized) or if the Mutiny event condition is met during Events (3 or more of each Trauma icon in play) (pages 10 and 8).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.