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  • Cape Horn
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Cape Horn


List Price: $32.99
Price: $27.01 & FREE Shipping on orders over $35. Details
You Save: $5.98 (18%)
Only 5 left in stock.
Ships from and sold by Amazon.com. Gift-wrap available.
  • 3 to 5 player game
  • 45 to 60 minutes to play
  • European bean merchant theme
  • Strategy game
  • Nautical race game
3 new from $11.00 2 collectible from $17.99

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Product Details

  • Product Dimensions: 11.8 x 1.8 x 11.8 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: Germany
  • ASIN: B0006HCWA8
  • Item model number: 126RGG
  • Manufacturer recommended age: 12 years and up
  • Amazon Best Sellers Rank: #645,418 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
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Product Description

From the Manufacturer

In Balloon Cup, the players compete in several short balloon flights (hops) to collect the colored cubes associated with each hop. When a player has collected enough cubes of a given color, he earns the trophy card for that color. Players may even trade 3 otherwise useless cubes for 1 they can use. The first player to earn 3 trophy cards is the winner. Each player has a hand of eight balloon cards. The players play their balloons on mountain or plain hops. Players play their high-valued balloons on the mountains and their low-valued balloons on the plains. Players usually play their balloons on their side of the hops, but winds (and cunning) can cause them to play on their opponent’s side, a move that can ruin their opponent’s plans.

Product Description

Before the opening of the Panama Canal, ships sailed from the east coast to the west coast of North or South America via Cape Horn. They held races from New York to San Francisco for those daring enough to test their skills against the elements. Now players can relive those races in this game. Movement is governed by placing wind tiles along the route. Players can place tiles to either help themselves or hinder their opponents. The first player who passes three different nautical stations or pass es two stations and the finish line wins the race and the game. May the winds always be at your back!

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Most Helpful Customer Reviews

8 of 8 people found the following review helpful By ONENEO VINE VOICE on January 12, 2010
Format: Toy
For those who don't spend their time concerning themselves with international board game affairs, Rio Grande Games is a company who basically searches out some of the very best strategic board games around the globe, brings them to the United States, translates them into English then unleashes their addictive tendencies to a whole new unsuspecting civilization.

Keeping that in mind, Cape Horn is exactly one such game, written by Thorsten Gimmler. Made originally in Germany by a company called KOSMOS back in 1999, Rio Grande brought the game to North America shortly thereafter and has released subsequent reissues in the years that followed. Compared to some of their more popular titles, Cape Horn isn't quite as readily available or easy to locate. The object of the game, in its very simplest terms, is to be the first to sail your clipper ship into San Francisco.

The game's theme is derived from those crazy days before the Panama Canal connected the Atlantic with the Pacific and the fastest way to ship goods from New York to California was to navigate a wind-driven ship all the way around South America then back up the other side! Fortunately the game deals only with the stretch of wild ocean surrounding South America's southern most tip, Cape Horn.

While marketed as a race, the truth is that winning Cape Horn has everything to do with strategy over speed or endurance. After picking out a colored clipper ship to be theirs for the game, each player is allotted (three at first but a maximum of 6 at-a-time) wind tiles that provide both a direction and a number of spaces. The tiles are then laid down adjacent to each other so that a route for the ships can be followed. The trouble with creating an efficient route is that everyone will try to take it.
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