Käpt'n Memo *PRE-ORDER*
Game details
- Designer Tobias Tesar
- Players 2–5
- Play time 30–45min
- Age 8+
- BGG rating ★ 7.0/ 10
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer |
Tobias Tesar |
| Publisher | Zoch Verlag |
| Players | 2-5 |
| Playtime | 30-45 mins |
| Suggested Age | 8 and up |
ETA Q3 2026
PORT, STARBOARD … OR off BOARD?!
With the power of their own memories, 2-5 sailors defy all dangers and salvage valuable treasures from the depths of the Memorian Sea.
All sailors on board! Captain Memo has the helm of the ship firmly in his hands. And because everyone takes over his role from time to time, his course manoeuvres may be best remembered, but not always in a good way.
Treasures lie dormant in the sea between reefs and giant squid. If the captain succeeds in lifting five of them per voyage, the sailors are happy too. However, if his nautical manoeuvres become too tricky for them, clever sailors leave the ship – or even call for mutiny, only to do much better as captain themselves … or not …
—description from the publisher
