Before the game starts, you will first have to tinker a bit and build the four vessels. This goes but so simple that even players with sausage fingers manage it, because you have only cut mating parts and glue unnecessary. Are the ships once assembled, does not have to be split again, as they also assembled to fit into the box after each game. Only the tower is necessary to dismantle previously again.
The rules include just six pages, one attributable to the assembly of the ships, and are taught accordingly fast. The icons that appear in the game, also are largely self-explanatory. 'North Erwind' thus is rather aimed at casual gamers.
The aim of the game is to obtain the first eight to ten (depending on number of players) victory points. This gets you in the first place, by fulfilling the orders of the cities, also can still get up to three bonus points if you supplied all ports to be fully manned ship has or is in a port of the main captain.
Orders fulfilled one by one delivers in certain goods, gold or prisoners in a port. What is being requested, can be found in the scoring table. The jobs are more demanding with time: So Norderkap are beginning with wine once satisfied, the last job requires even wine and four gold coins.
To gain access to gold and goods, you have to go to commercial travel. Before each city is a stack of eight covered plates that represent the different stages of the voyage. It revolves around a chip and has to decide whether to use an action to take advantage of the ability of the plate: In ports, you can buy goods or improve his ship from the merchants you goods will go again and a shipwreck brings fresh gold. In addition, you can encounter pirates who can finish the round prematurely or whose captain you can catch and deliver at the port.
The round ends either when you have carried out two actions, or if you have uncovered as many platelets as the level of sailing is. This is first of four, but can be upgraded up to six. Other options include the purchase of additional cannons, increase the chances against pirates, or the hiring of crew members, which also improve the ship. So the accountant for additional money in sales makes, while the gunner makes heavy hits.
After the trade ride the tiles are shuffled back into the pile. If you have waived his ride on the second action, you get a commercial letter, which allows you to copy the unique action of another player.
The game suffers from three problems. The first is that one rather than side by side playing each other. Interaction between players, such as trade or fight, there are not, so you have little impact on the game.
Second problem is the simulatory share. Initially, if you do not know which plates to hide where, one still has the sense to break up with his ship into uncharted waters. If you have noticed in the course of the game, which platelets are where stacks and stacks which you should avoid rather, you feel though, as if you have mapped the area, more exciting but the game does not become. The constant upgrading of their own ship, the trips are also becoming easier with four cannons and gunner put the pirates hardly a threat.
Upgrading brings us to the third problem. The ships can be equipped only with crew sailing, cannons and, prison and vehicle remain fixed. All decisions also do not affect other values, the ship is just better. Different strategies exist only in what area you first improved. For more tactical depth, it would have made if, for example, guns would reduce the load compartment. In addition, it is a pity that all vessels are identical. Had the ships had different values, such as a faster ship with smaller cargo area or a slower ship with more cannons have that taken care of more variety.
'North Erwind' recalls fittingly on a sea voyage: first it is interesting in the long run but it is monotonous, when you see only water.