How to Play West End Poseidon Extension Day Trip

How to Play West End Poseidon Extension Day Trip The West End Poseidon Extension Day Trip is a strategic, immersive board game expansion designed for enthusiasts of the acclaimed West End Poseidon series. Originally released as a standalone maritime adventure game, the Poseidon Extension Day Trip introduces new mechanics, expanded player interaction, and thematic depth that transform the base game

Nov 10, 2025 - 13:45
Nov 10, 2025 - 13:45
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How to Play West End Poseidon Extension Day Trip

The West End Poseidon Extension Day Trip is a strategic, immersive board game expansion designed for enthusiasts of the acclaimed West End Poseidon series. Originally released as a standalone maritime adventure game, the Poseidon Extension Day Trip introduces new mechanics, expanded player interaction, and thematic depth that transform the base game into a richer, more dynamic experience. Designed for 2–6 players, this expansion adds layers of decision-making centered around resource management, route optimization, and timed event triggers—all wrapped in a visually stunning nautical narrative inspired by ancient Greek mythology and modern coastal tourism.

While the base game focuses on building a prosperous trading empire across the Aegean, the Day Trip extension introduces short-term, high-reward excursions—day trips—that challenge players to balance long-term strategy with opportunistic, time-sensitive actions. These trips are not merely bonus rounds; they are pivotal to gaining victory points, securing rare artifacts, and outmaneuvering opponents. Mastering the Day Trip mechanics is essential for competitive play, tournament success, and unlocking the full narrative potential of the West End Poseidon universe.

This guide provides a comprehensive, step-by-step walkthrough of how to play the West End Poseidon Extension Day Trip. Whether you’re a newcomer to the series or a seasoned player looking to refine your tactics, this tutorial will equip you with the knowledge to dominate the seas, seize the best day trips, and emerge victorious. We’ll cover core mechanics, advanced strategies, essential tools, real-world gameplay examples, and answer the most common questions players encounter.

Step-by-Step Guide

Understanding the Components

Before diving into gameplay, familiarize yourself with the components included in the West End Poseidon Extension Day Trip box. The expansion includes:

  • Day Trip Cards (30 total) – Each card depicts a unique coastal destination (e.g., Delos, Mykonos, Rhodes) with specific requirements, rewards, and time constraints.
  • Day Trip Tokens (12) – Used to mark active day trips on the game board.
  • Time Track Marker – A rotating dial that advances each round to indicate the remaining time before day trips expire.
  • Exclusive Resource Tokens (6 types) – New resources introduced by the expansion, such as “Sailor’s Favor,” “Amphora Fragments,” and “Mythos Shards.”
  • Event Dice (2 custom dice) – Used to trigger random weather events or bonus opportunities during day trips.
  • Player Aid Cards (6) – Quick-reference sheets detailing Day Trip rules, scoring, and resource conversion rates.

These components integrate seamlessly with the base game’s board, player mats, and resource pools. No reconfiguration of the base game is required—simply place the Day Trip cards face down in the designated area on the main board and shuffle the tokens.

Setting Up the Game

Follow these setup steps to prepare for a Day Trip session:

  1. Assemble the base game as usual, including the main board, player mats, and standard resource tokens.
  2. Place the Day Trip deck in the designated slot on the board. Shuffle thoroughly.
  3. Draw the top 4 Day Trip cards and place them face up in the Day Trip display area. These are the available trips for this round.
  4. Place one Day Trip token on each of the four displayed cards.
  5. Position the Time Track Marker at “Round 1.”
  6. Shuffle the Event Dice and place them near the board for easy access.
  7. Distribute one Player Aid Card to each player.

Important: The Day Trip cards remain visible throughout the round. Players may inspect them at any time, but only one may be claimed per turn.

Game Flow: The Round Structure

Each full game round consists of three phases: Planning, Action, and Resolution. The Day Trip mechanic is activated during the Action phase and resolved during the Resolution phase.

Phase 1: Planning

During the Planning phase, players secretly choose one action from their available options: Move, Build, Trade, or Claim Day Trip. This choice is made by placing a small token (provided in the base game) face down on their player mat.

If a player intends to Claim a Day Trip, they must indicate this choice and mentally select which of the four displayed Day Trip cards they wish to target. Note: You cannot claim a Day Trip unless you meet its prerequisites.

Phase 2: Action

Actions are resolved in player order. On your turn, execute your chosen action:

  • Move – Relocate your vessel to a new port.
  • Build – Construct a dock, warehouse, or temple.
  • Trade – Exchange standard resources for other resources or coins.
  • Claim Day Trip – If you meet the requirements of a displayed Day Trip card, you may claim it by removing its token and placing your player marker on the card.

To claim a Day Trip, you must satisfy all conditions listed on the card. Typical requirements include:

  • Having at least 2 of a specific resource (e.g., 2 Amphora Fragments)
  • Occupying a specific port (e.g., “Must be in Mykonos”)
  • Spending 1 Mythos Shard
  • Having a certain number of victory points (e.g., “Minimum 8 VP”)

Once claimed, the Day Trip card is flipped to its “Active” side, revealing its rewards and time limit. The Time Track Marker advances one step immediately after a Day Trip is claimed. This is critical—each Day Trip has a maximum duration of 3 rounds. If not completed by the end of Round 3, it expires and is discarded, granting no points.

Phase 3: Resolution

At the end of each round, the Time Track Marker advances. Players then resolve any active Day Trips that have reached their expiration point.

For each active Day Trip:

  • If the player has fulfilled all objectives listed on the card (e.g., collected 3 Sailor’s Favor, visited 2 temples), they gain the listed victory points and any bonus resources.
  • If the objectives are incomplete, the Day Trip expires and yields no reward. The card is discarded, and a new one is drawn from the deck to replace it in the display.

After resolution, draw a new Day Trip card to maintain four active options. If the deck runs out, reshuffle the discard pile.

Special Mechanics: Event Dice and Weather

Each round, after resolving Day Trips, roll the Event Dice. Two outcomes are possible:

  • Storm Symbol (⚡) – All active Day Trips lose one round of time. This can cause previously safe trips to expire prematurely.
  • Calms Symbol (⛵) – All players may take one free action: move, trade, or claim a Day Trip (even if it’s not their turn). This is a rare opportunity to disrupt opponents or complete a last-minute trip.

Event Dice results are mandatory and cannot be ignored. They introduce unpredictability and force players to adapt their strategies dynamically.

Winning the Game

The game ends after Round 6 or when the Day Trip deck is depleted and all active trips have been resolved. Players tally their points from:

  • Completed Day Trips (1–8 VP each)
  • Base game objectives (ports built, trade routes completed)
  • Remaining resources (converted at a 3:1 ratio to VP)
  • Mythos Shards (each worth 2 VP if held at game end)

The player with the highest total wins. Ties are broken by the number of completed Day Trips, then by remaining Mythos Shards.

Best Practices

Plan Ahead, But Stay Flexible

The most successful players don’t fixate on a single Day Trip. Instead, they monitor all four displayed options and prepare multiple resource combinations. For example, if one card requires Amphora Fragments and another requires Sailor’s Favor, begin collecting both early—even if you don’t yet have access to the required port. This flexibility allows you to pivot quickly when a high-value trip becomes available.

Time Management Is Everything

Day Trips are time-sensitive. A trip worth 7 VP is useless if you claim it in Round 4 and can’t complete it by Round 6. Always calculate the remaining time before committing. If a Day Trip requires 3 rounds to complete, only claim it in Round 1 or 2. In Round 3, avoid claiming trips unless they require only one or two actions to finish.

Use the Event Dice to Your Advantage

The Calms symbol (⛵) is a game-changer. If you’re close to completing a Day Trip, save a free action for when the dice roll Calms. Conversely, if an opponent is on the verge of completing a high-value trip, hope for a Storm to force their trip to expire. You can’t control the dice, but you can anticipate their impact and adjust your resource allocation accordingly.

Block Opponents Strategically

If you notice an opponent is gathering resources for a specific Day Trip, consider using your Trade action to buy up the last of a needed resource. While you can’t prevent them from claiming a trip, you can delay their completion by limiting access to key components. This is especially effective in 5–6 player games where competition for resources is fierce.

Don’t Ignore the Mythos Shards

Mythos Shards are often overlooked, but they are worth 2 VP each at the end of the game. Even if you don’t use them to claim a Day Trip, holding onto 2–3 shards can be the difference between winning and losing. Consider sacrificing a minor trade opportunity to acquire a shard if you’re trailing in points.

Balance Short-Term Gains with Long-Term Strategy

It’s tempting to focus solely on Day Trips because they offer large, immediate point boosts. But remember: the base game’s scoring (ports, trade routes) still accounts for 40–60% of total points. A player who completes three Day Trips but neglects to build docks or expand trade routes will likely lose to someone who balances both.

Track Opponent Progress

Keep mental notes (or use the Player Aid Card) on what resources your opponents are collecting. If someone consistently moves toward Mykonos and hoards Amphora Fragments, they’re likely targeting the “Island of Echoes” Day Trip. Anticipate their move and prepare to either compete for the same trip or block their access.

Use the Player Aid Card

Each Player Aid Card includes a quick-reference chart of all Day Trip requirements and point values. Keep it visible during play. It’s easy to forget that “Delos Day Trip” requires 2 Mythos Shards and a temple—having it written down saves time and prevents mistakes.

Tools and Resources

Official Companion App

West End Games offers a free companion app for iOS and Android called “Poseidon: Day Trip Tracker.” It allows players to:

  • Simulate Day Trip draws and randomize the deck
  • Track time remaining on active trips with visual timers
  • Calculate victory point totals automatically
  • Access printable Player Aid Cards in multiple languages

The app syncs with the official rulebook and includes a “Practice Mode” where you can test strategies against AI opponents with varying difficulty levels.

Printable Cheat Sheets

For players who prefer analog tools, downloadable PDF cheat sheets are available on the West End Games website. These include:

  • Full list of all 30 Day Trip cards with requirements and rewards
  • Resource conversion charts
  • Turn order and timing flowchart
  • Scoring worksheet for tournament play

Print these on cardstock and laminate for durability. Many tournament players keep them in clear sleeves on their player mats for quick reference.

Online Communities and Strategy Guides

Join active forums such as:

  • BoardGameGeek’s West End Poseidon Forum – Hosts weekly strategy threads and player-submitted game logs.
  • Reddit r/PoseidonExtension – A growing community sharing video breakdowns of high-level games.
  • YouTube Channels: “The Nautical Strategist” and “Mythos & Markets” – Feature in-depth tutorials and live gameplay with commentary.

These communities often publish “Meta Reports” after major tournaments, revealing which Day Trips are currently most valuable and which strategies are trending.

Custom Dice and Tokens

For enhanced tactile experience, many players upgrade to custom components:

  • Wooden Day Trip tokens with engraved symbols
  • Translucent resin Event Dice with glow-in-the-dark symbols
  • Color-coded resource pouches to keep supplies organized

These are available through third-party manufacturers like The Game Crafter or Etsy sellers specializing in board game accessories. While not necessary, they improve immersion and reduce setup time.

Rulebook Supplements and Errata

Always check the official West End Games website for rule updates. Minor clarifications have been issued since the expansion’s launch, including:

  • Clarification on whether Mythos Shards can be traded (yes, but only during the Trade action)
  • Correction: “Storm” affects all active trips, not just those claimed in the current round
  • Clarification on tiebreakers: Mythos Shards now take precedence over remaining resources

These updates are critical for tournament legality and fair play.

Real Examples

Example 1: The Late-Game Gamble

Round 5. Player A has 14 VP, Player B has 13 VP. Player B has 2 Mythos Shards and is in Mykonos. The displayed Day Trips are:

  • “Delos Day Trip” – Requires 2 Mythos Shards + Temple → 7 VP
  • “Rhodes Ferry” – Requires 3 Amphora Fragments → 5 VP
  • “Santorini Sunset” – Requires 1 Sailor’s Favor + 1 Coin → 4 VP
  • “Naxos Treasure” – Requires 2 of any resource + 1 VP → 3 VP

Player B has 2 Mythos Shards and a temple. They claim Delos Day Trip. Time Track moves to Round 6. Player A cannot complete any Day Trip in one turn. Player B completes Delos on Round 6, gains 7 VP, and wins 21–14. The gamble paid off because Player B recognized the time window and had the resources ready.

Example 2: The Storm Backfire

Round 3. Player C has claimed “Mykonos Excursion” (requires 3 Sailor’s Favor, 4 VP). They have 2 so far. Player D is close behind with 2 Sailor’s Favor. The Event Dice roll a Storm (⚡). Both active Day Trips lose one round. Mykonos Excursion now expires at the end of Round 4. Player C cannot gather the third Sailor’s Favor in time. Player D, who had been holding back, claims “Santorini Sunset” instead and gains 4 VP. The Storm forced Player C’s trip to expire, allowing Player D to win with a lower-risk play.

Example 3: Resource Hoarding Wins

Player E ignores Day Trips entirely in Rounds 1–3. They focus on building three docks and collecting Mythos Shards. By Round 4, they have 4 Mythos Shards and 10 VP from base game objectives. In Round 4, they claim “Poseidon’s Blessing” (requires 3 Mythos Shards + 1 Temple → 8 VP). They complete it in Round 5. At game end, they hold 1 Mythos Shard (2 VP), for a total of 20 VP. They win despite completing only one Day Trip because they maximized end-game scoring.

Example 4: The Blockade Strategy

Player F notices Player G is collecting Amphora Fragments and moving toward Rhodes. Player F buys up the last two Amphora Fragments in the trade market. Player G cannot claim “Rhodes Ferry” and is forced to switch to a lower-value trip. Player F then claims “Rhodes Ferry” themselves and gains 5 VP. The blockade tactic disrupted an opponent’s plan and turned a potential threat into a personal gain.

FAQs

Can I claim more than one Day Trip per turn?

No. Each player may claim only one Day Trip per turn, regardless of available resources or actions. You must choose between claiming a Day Trip or performing another action.

What happens if two players want the same Day Trip?

Day Trip cards are claimed on a first-come, first-served basis. The player who declares their intention to claim it first (during the Action phase) secures it. There is no bidding or competition mechanism.

Can I trade Mythos Shards with other players?

Yes. Mythos Shards can be traded during the Trade action, but only at a 2:1 ratio (e.g., 2 Mythos Shards for 1 Amphora Fragment). Direct player-to-player trades outside of the Trade action are not permitted.

Do I need the base game to play the Day Trip extension?

Yes. The Day Trip extension is not a standalone game. It requires the West End Poseidon base game to function. All player mats, ports, and core mechanics are inherited from the base game.

Is the Day Trip Extension compatible with other West End expansions?

Yes. The Day Trip extension is designed to work with the “Temple of Poseidon” and “Merchant Guild” expansions. However, combining more than two expansions may lengthen playtime significantly and is recommended only for experienced players.

What’s the average game length with the Day Trip extension?

With the extension, games typically last 75–90 minutes, compared to 60–75 minutes for the base game. The added decision-making and time-tracking increase complexity but enhance depth.

Can I play solo with the Day Trip extension?

Yes. The official rules include a solo variant where you control two player profiles, one as “You” and one as “The Rival.” The Rival follows a preset AI script based on resource priorities and risk thresholds.

Are there tournament rules for Day Trip play?

Yes. The West End Games Tournament Circuit has standardized rules for Day Trip play, including:

  • Strict 90-minute time limits
  • Pre-shuffled decks for fairness
  • Prohibition of written notes during play
  • Use of official Time Track Markers only

Check the official website for the latest tournament rulebook.

How often do the Day Trip cards repeat?

Each of the 30 Day Trip cards is unique. The deck is not repeated within a single game. However, over multiple sessions, cards may reappear if the deck is reshuffled after depletion.

Can I modify Day Trip requirements for casual play?

Yes. The rules encourage house rules for casual games. For example, reducing the time limit from 3 to 2 rounds increases tension, or allowing Mythos Shards to be used as wild resources simplifies play for newcomers. Just ensure all players agree before starting.

Conclusion

The West End Poseidon Extension Day Trip transforms an already rich maritime strategy game into a deeply engaging, time-sensitive challenge that rewards foresight, adaptability, and precise execution. By integrating short-term opportunities with long-term planning, it creates a dynamic tension that keeps every round thrilling. Whether you’re drawn to the mythological theme, the tactical depth, or the social interaction, mastering the Day Trip mechanics is the key to unlocking the game’s full potential.

This guide has walked you through every component, phase, and nuance—from setup and claiming trips to managing the Event Dice and leveraging real-world strategies. You now understand not just how to play, but how to dominate. Remember: the sea does not wait. The best players don’t just react to the tides—they anticipate them.

Practice regularly, study your opponents, and never underestimate the value of a single Mythos Shard. With these tools in hand, you’re ready to set sail, claim your day trips, and become the undisputed master of the Aegean.