SkipperMania
- Introduction
- Starting Equipment
- Cards
- Power Ups
- Regattas
- Weather
- Training
- Rankings
- Cards Auctions
- Training Hours Exchange
- Market and Shop
- Forums
Introduction
SkipperMania is a collectible cards multiplayer sailing game: will you be able to become the best sailor around? Train your characters, improve your boat and expand your crew. That's how you'll be able to rank above all the other players in the sailing world.
- Exchange and collect your cards
- Take part to auctions and make the best deals.
- Learn to manage your champions
- Try to find out what's the real talent of your sailors and give them a role on the boat (skipper, tactician, starter).
- Master the weather conditions
- Choose the best team according to the weather conditions.
- Use your power ups as best as you can
- Use your power ups to improve the performance of your team.
Starting Equipment
The game randomly gives you 7 cards after you sign up: a boat, a crew and 5
characters.
The first thing to do now is to create a team.
Go to the My Teams page (click on the white boat in the main page or click
on the second icon from the left in the top menu), type in the name of
your first team and click the Add Team button.
You see your cards now. Analyse their characteristics and find out their
potential to understand how to create a winning team.
Do not forget the weather variable which affects the
performances of your cards. Drag the cards of your choice to the 5 slots
at the top and save the team.
This is an example of creating a team:
Audio and text in Italian, English translation underway.
Cards
There are three kind of cards:
- The boat
- Your boat has two characteristics: handling and speed. Handling is important both at the start and in navigation; speed is only relevant after the start.
- The crew
- It has only one characteristic: strength, which is important in both phases (start and navigation).
- The characters
- They have four characteristics: Intuition, Navigation, Concentration and Aggressivity. They affect differently the performance of a character according to the role you assign it to.
Here is a table explaining the winning combinations:
| Role | Decreasing ability level | |
| Skipper | Navigation | ![]() |
| Concentration | ![]() | |
| Aggressivity | ![]() | |
| Intuition | ![]() | |
| Tactician | Intuition | ![]() |
| Navigation | ![]() | |
| Concentration | ![]() | |
| Aggressivity | ![]() | |
| Start Skipper | Aggressivity | ![]() |
| Concentration | ![]() | |
| Navigation / Intuition |
![]() | |
Furthermore every character and the crew has a special skill that automatically activates under certail conditions. For example a card that displays "Special skill.: W,7s,25%" has a special skill that is triggered when navigating Windward (left to right in the game), with a 25% chance and it gives a 7 seconds advantage on the time the boat would have marked otherwise. The other phases when a special skill can be triggered are the Start and Leeward navigation (right to left). The probability of activation of a special skill depends on the card level.
| Level | Probability |
| 1 | 0 |
| 2 | 0 |
| 3 | 0 |
| 4 | 0 |
| 5 | 25% |
| 6 | 35% |
| 7 | 45% |
| 8 | 50% |
| 9 | 55% |
| 10 | 60% |
| 11 | 70% |
| 12 | 80% |
| 13 | 90% |
| 14 | 99% |
Don't forget that the weather is essential for a sailor, so study your cards carefully. Each one performs differently according to the weather conditions. Finally, the cards of the same country communicate more easily among them and this gives them an extra bonus. Don't forget it when you buy boost packs or when you'll bid for cards.
Power Ups
Power ups are the fuel for your cards! They come in 3 flavors:
- Sails
- They improve the sailing performances of your boat.
- Tactics
- They increase the potential of your characters.
- Muscles
- They make your crew more competitive.
You get power ups at the beginning of each regatta. Be sure to spend them all before the finish line!
The maximum number of power ups you can assign to a card depends on its level:
| POWER UP USAGE IN REGATTAS | |
| Card level | Max power up
![]() |
| 1 | 3 |
| 2 | 4 |
| 3 | 6 |
| 4 | 7 |
| 5 | 8 |
| 6 | 10 |
| 7 | 11 |
| 8 | 12 |
| 9 | 13 |
| 10 | 15 |
| 11 | 16 |
| 12 | 17 |
| 13 | 18 |
| 14 | 20 |
Regattas
Are you ready to start sailing? Go to the piers and choose the competition you like. This is how you can race:
1) Match races against the bots
Go to the match races section of our harbour
and practise with our bots.
You'll learn how to use the interface, but your cards won't gain as much
experience as against the human players.
This is what a match race looks like:
2) Match races against the other players
This is the best kind of match to gain experience points.
Go to the match races harbour, select a pier and
send your challenge.
3) Challenge the other players
Challenges are like match races but are not in real time. Go to the
harbour, pick one of the players that connected recently to the game,
select one of your teams, assign all your power ups at once and
send the challenge. Your opponent will answer in the same way.
Challenges are great when there are not many people into the piers
or when you want to maximize the number of experience points you get per day.
By the way, don't
forget to check the top of the left side menu: did you receive
any challenge yet?
| REGATTA | |
| Result | Experience Points |
| Won Regatta | Number of power ups + 20% |
| Lost Regatta | Number of power ups |
Example: if you pay 30 tactics, 15 muscles and 15 sails to partecipate to a regatta (a 30-15-15 regatta, for short) you get 18 experience points if you win (15 power ups + 20%) and 15 experience points if you lose. You'll also get back all your power ups if you win.
You can assign the experience points to any skill of any card in the team you sailed with. You do that in the Debriefing phase at the end of the regatta.
There are many other important things to know
- Match races give 20% more experience points than challenges.
- You get experience points with the first 10 regattas of the day against the bots and with the first 20 ones against the human players, either match races or challenges. You can keep playing after that, for the prizes and the rankings, but you don't get more experience points for the cards.
- There are bigger prizes between 19:00 UTC e le 23:00 UTC (*): the Rubies are doubled!
(*) UTC is like GMT, Greenwich Mean Time, but without daylight saving time. We use it to get one single time for all players, regardless which part of the world they live in.
How do you race a regatta?
A regatta ha a starting phase and a certain number of navigation legs (2 to 8) You must assign the power ups to the active cards of your team at the start of each phase. The Start Skipper, the Crew and the Boat are active during the start phase. The Skipper, the Tactician, the Crew and the Boat are active during the navigation legs.
You have 60 seconds to assign the power ups. TAKE CARE, the countdown has started! (Don't you believe it? Click on the counter below!)
The server reveals the result of each leg when both players assign their power ups. The server looks at the cards, the weather conditions, the number of cards of the same county in the team and the power ups.
Weather
Weather conditions are essential in sailing competitions as the wind and sea will affect the performance of your cards. Don't forget to study the chart of the effects that the different weather conditions have the cards.
This is an example. This card has +3 modifier when waves are low and wind is weak. It has a -1 modifier when waves gets higher and wind gets stronger. Every card has its own characteristics and they don't change as the cards improves its other skills.
| Wind | Waves | ||
| Low |
Medium |
High |
|
Weak![]() |
+3 | 0 | 0 |
Medium![]() |
0 | 0 | -1 |
Strong![]() |
0 | -1 | -1 |
Training
You can develop the skills of the characters, the crew and your boat using the experience points. You can gain them in two ways, either by sailing (you allocate them at the end of the regattas) or by using training hours.
| REGATTA | |
| Result | Experience Points |
| Won Regatta | Number of power ups + 20% |
| Lost Regatta | Number of power ups |
So, you sailed a regatta with these power ups: 30 tactics, 15 muscles and 15 sails. You get 18 (15 + 20%) experience points if you won, or 15 if you lost. Match races give 20% more experience points than challenges, so you'd get 21 experience points if you win.
There is another way to get experience points: use training hours .
You start accumulating them as soon as you register your account and you get more and more as your ELO points increase.There are three kind of training hours, one for every kind of card, just like the power ups. They are
- Hours of study of strategies
- to make the skippers and the tacticians better at handling all the phases of the match races and challenges.
- Hours of training in the gym
- to make the crew fitter
- Hours of work in the shipyard
- to make the boat sail faster
You get 48 new strategy hours, 24 new gym training hours and 24 new shipyard hours per day at your initial level of 10,000 ELO points. You get more when your score exceeds 10,000, 1% more every 100 points. There is no penalization for going below 10,000, you still get your base daily training hours. The decimals (minutes and seconds) are kept, even if we show you only the number of hours.
You have a time bank that can hold them up to a maximum value that increases as you score more points in the game. You start with a capacity of 240 strategy, 120 gym and 120 shipyard hours which increases by 240, 120 and 120 hours every 100 ELO points you gain above the level you start the game at (10,000). The capacity of the time bank never decreases, even if you lose points.
You use your training hours to train your characters and your crew or to improve your boat. You can train a card at a time. The table explains how much it costs and the experience points you get.
| COSTS OF TRAINING | |||
| Hours | Experience Points | ||
| Character | Crew | Boat | |
| 12 | 20 | 20 | 20 |
| 24 | 50 | 50 | 50 |
| 48 | 125 | 125 | 125 |
| 120 | 325 | 325 | 325 |
If you accumulated 8 hours and half you'll see only 8 hours. If you spend them the 30 minutes will be kept in the time bank and you'll get one full hour after another 30 minutes.
Important: boats can change of category after training!
We give you a prize when your boat completes level 2: we replace your monohull with a speedy level 3 catamaran. We'll replace it with a trimaran when moving from level 5 to 6 and, finally, we give you an America's Cup Class boat when you reach level 10!
If you want to have more than one kind of boat you can buy new cards in two ways: at the shop, spending Credits; at the cards auctions, using the Rubies that you gained by sailing.
Finally, remember that the skills can reach level 18, but the card overall level can only reach 14 (it's a kind of average of the skills). Be careful: you cannot train skills anymore when the card reaches level 14!
Rankings
Have a look at the results charts: what are you best at? Welcome into the world of rankings!
- Rubies won
- Who's the richests player in SkipperMania's harbour? The one who's got more rubies is the one that can buy more cards at the auctions.
- ELO Points
- They increase when you win and decrease when you lose. You gain more by winning against a stronger player and the other way around. They change more slowly when you play against the bot.
- Regattas started
- You must leave the last pages of this ranking if you want to be a real sailor!
- Regattas won
- Will be you the one who dominates the rankings and terrorizes the other players in the challenge and match race harbours?
- Rubies for invited friends
- You get one point for every regatta sailed by the players that signed up with your invitation link so get started, invite your friends and aim to the top!
- Tournaments
- How many tournaments did you partecipate to?
- Tournaments won
- Winning challenges and match races might be easy, but you must be really strong to win a tournament!
- Regattas started against the bots
- Do you enjoy studying new strategies and testing new teams? The bots are made for that and they also give you some experience points. Let'see if you try to perfect your play, but don't forget to challenge the other players.
- Regattas won against the bots
- Did you learn the best strategies? If you top this ranking you can bet you did!
Card Auctions
Exchange your cards to complete your collection and to improve your teams. You put a card at auction from within your Collection page, setting a base bid price in Rubies (you can get Rubies in the Shop). The other players can bid for the card and try to outbid their competitors. Remember to participate to the other auctions, to develop your collection.
The game organizers keep the 5% of the Rubies gained from selling cards. Remember it when you decide your base price.
An auction lasts 2 days and extend by 2 minutes for every new bid.
Training Hours Exchange
You can exchange the training hours in your bank with hours of another kind. You do that in the with the ones of another one, go to the Hours Exchange. You can offer or accept barters there. The first player to accept a barter will finalize it. As for the cards, every offer lasts up to 2 days.
Market and Shop
The shop is the place where you can securely buy Credits. You can buy cards packs with Credits to complete your collection. You can also convert Credits into Rubies, the money used in the Cards Auctions.
Forums
You're at the end of this help page but you might still have some question. You can ask them into the game forum and other players will help you. And we're sure that you'll start helping newcomers quite soon!









