Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Invest in Pacific islands, extend shared clipper-company routes, and make each port more valuable without giving rival holdings an even better connection.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
Clippers is Alan R. Moon’s economic network game about the growth of nineteenth-century shipping routes across the Pacific. Players invest colored markers in islands, then extend one of several shared clipper lines with route pieces and ships. A new connection can increase the value of every holding at its destination, including those owned by opponents, so profitable construction is rarely private. Option cards provide extra ships or flexibility, but buying them competes with the money needed for future island investment. The board gradually becomes a dense web of overlapping routes, turning every extension into a calculation of immediate reach, company limits, and who benefits most. There is no stock market to hide behind: each player’s position is visible, and the central skill is directing common infrastructure toward one’s own portfolio while making rival participation just expensive enough.