Full manual text
1
Note that all the Keyflower – the
Merchants tiles have a small white
scroll icon for ease of identification.
New icons –
contracts, extensions and cabins.
These rules in Dutch, English, French
and German (which supplement the
rules in Keyflower and should be read
in conjunction with them).
6 plastic zip storage bags
Green cloth bag (to hold the skill tiles
from Keyflower ).
1 sheet of extension stickers (one
sticker of the corresponding colour
should be placed on each of the tiles
to indicate the cost of the extension).
6 wooden cabins
18 wooden extensions
36 contract tiles
6 village tiles ...
Components and key
12 large hexagonal tiles
Players may choose to use all of the tiles from Keyflower - the Merchants
and add additional tiles at random from Keyflower in order to make up the
required number of tiles (the
Merchant’s variant) or simply combine
the new tiles with their existing game.
In Keyflower – the Merchants, players
continue to develop their village by
building extensions and cabins,
entering into lucrative contracts and
encountering new combinations of
items on the incoming boats.
Keyflower - the Merchants is the
second expansion for the game
Keyflower. In Keyflower each player
develops their own unique village over
four seasons by successfully bidding
for a range of village tiles (specialised
buildings and boats) and collecting
skills, resources and workers (‘keyples’).
Introduction
and 6 boat tiles.
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Players 2 3 4 5 6
Home 2 3 4 5 6
Boat 2 3 4 5 6
Turn order 1 2 3 4 4
Spring, summer and autumn 6 7 8 9 10
Winter per player 4 4 3 3 2
Winter introduced 2-8 3-12 4-12 5-15 6-12
Set up - quick rules
Follow the set up rules for the
Keyflower, except as follows:
Take each set of boats with the same
name and choose one boat at random
from each set.
The number of boats used will depend
on the number of players.
Place the cabins by the side of the
playing area.
Create three piles of contracts by
the side of the playing area.
Turn the top tile from each pile face-up
and place these next to the face-down
piles.
Contracts placed in boats are placed
face down.
Place the extensions by the side of
the playing area.
Add the new village tiles to tiles from
Keyflower.
In your first game of Keyflower – the
Merchants it is suggested that you play
variant ‘A’: the ‘Merchant’s variant’
Set up
Follow the set up rules for the Keyflower , except as follows:
Boat tiles. Keyflower – the Merchants introduces six new boat tiles. These
tiles are new versions of the same boats that arrive at the end of each season
in the game Keyflower . The new boats carry the same names but with
the suffix ‘II’ e.g. Keyflower II. Take each set of boats with the same name and choose one boat at random from each set to use in the
game. As in Keyflower , the boats used will depend on the number
of players in the game, as indicated by the ‘number of players’ icons on the tiles.
The boats in Keyflower – the Merchants carry additional items
that do not arrive on board the original boats from Keyflower, namely
cabins (Sea Bastion II and Ianvincible II ), gold (Keyflower II), face-
down contracts (Sea Breese II and White Wind II) and green workers (Flipper II).
These should be placed on the boats as appropriate.
Cabins. Place these by the side of the playing area, behind the boats
if there is space.
Contracts. Turn all of the contracts face-down so that the plain side is visible.
Divide them into three approximately equal piles. Place these by the side of
the playing area, for example behind the boats. Turn the top tile from each pile
face-up, and place these next to the face-down piles, so that three contracts
are visible.
When placing a
contract in the Sea
Breese II or White
Wind II, the contract
is taken at random
from one of the face-
down piles and is
placed face-down in or next to the boat tile. This is different to the skill tiles which, when
placed on the boats, are placed face-up so that the type of skill available is visible.
Extensions. Place these by the side of the playing
area. For ease of reference we suggest you set
these out sorted by colour and content.
Skill tiles. The green cloth bag provided in Keyflower –
the Merchants can be now used to hold the skill tiles.
Village tiles. Add the new spring, summer and autumn
village tiles to the corresponding season’s tiles from Keyflower .
Mix the 3 new winter village tiles from Keyflower – the Merchants with the winter
tiles from Keyflower. The number of winter tiles received by each player is increased
as follows: with 2-3 players each player now receives 4 winter tiles (previously 3),
with 5 players each player now receives 3 winter tiles (previously 2). The number
of tiles in games for 4 and 6 players remains at 3 and 2 respectively.
Note, if the Keyflower – the Farmers expansion is also being used then the
number of winter tiles per player should be as shown on page 2 of the Keyflower
– the Farmers rules.
In your first game of Keyflower – the Merchants it is suggested that you play
variant ‘A’: the ‘Merchant’s variant’ (see page 11). This variant ensures all
the new tiles from Keyflower – The Merchants are used so that players can
become familiar with the new tiles.
Table: Number of large hexagonal tiles used in the game.
2
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Boats
Take each set of boats with the same
name and choose one boat at random
from each set.
The number of boats used will depend
on the number of players.
Cabins and gold received on the boats
are placed onto a player’s home tiles.
Contracts and green workers are
placed behind a player’s screen.
Keyflower - the Merchants introduces new boats, cabins, contracts and
extensions to the Keyflower game.
Boats
As described in the ‘Set up’, players should select one boat tile at random from
each set of similarly named boats, e.g. Keyflower or Keyflower II, Sea Bastion
or Sea Bastion II, etc. As in Keyflower , the boats used will depend on the
number of players in the game, as indicated by the ‘number of players’ icons
on the tiles.
The boats in Keyflower – the Merchants carry new items not found on the original
boat tiles in Keyflower, namely cabins, face-down contracts, gold and green workers.
When players take the contents of the boats in spring, summer and autumn,
they place cabins and gold received on the boats onto their home tiles, and
face-down contracts and green workers behind their screens.
Note that the player who chooses the Sea Bastion II boat in autumn replaces
this boat with a different boat for the winter season.
When players win boats in winter, they add them to their villages where they
provide benefits.
The individual boats are described in more detail on page 10.
Cabins
Cabins are represented by the black wooden building pieces.
Cabins are obtained from the Sea Bastion II boat and, if there
are five or six players, the Ianvincible II boat, at the end of
spring, summer and autumn.
Cabins are placed on the player’s home tile. Once placed, a cabin is treated as
an extra upgrade symbol on the home tile, which is available to any player using
the tile in the usual manner. The presence of a cabin does not prevent the tile
being upgraded with an extension or vice versa.
If a player owns boat 2b then the cabin’s upgrade ability is doubled. Cabins
do not score points directly, however they will contribute towards the number
of upgrade symbols scored by the owner of the Ianvincible II boat. If a player
owns both boat 2b and the Ianvincible II boat then the points scored for the
cabins and upgrade symbols at the end of the game are also doubled.
A cabin has no effect on a player’s transport ability.
A player may own more than one cabin. All cabins are all built on the player’s
home tile.
Cabins
Cabins are obtained from boats.
Cabins are placed on the player’s
home tile and are treated as an
extra upgrade symbol.
A player may build more than one
cabin on their home tile.
3
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Contracts
Obtaining contracts
Contracts can be obtained from the Sea Breese II and White Wind II boats and
from the assayer (spring), bookkeeper (summer) and merchant (autumn) tiles.
The contracts placed on the Sea Breese II and White Wind II boats are placed
face-down. When taken from the boats at the end of spring, summer and autumn
these contracts are placed behind the player’s screen (in the same manner as the
skill tiles) and are not shown to the other players.
If a player obtains a contract from the assayer, the bookkeeper or the merchant,
then the player may choose any one of the three face-up contract tiles on display
or choose a face-down contract from one of the three face-down piles. If a player
chooses a face-down contract they do not reveal the contract type to the other
players. If a face-up contract is chosen, then immediately replace the contract
with another contract from one of the face-down piles so that there are always
three face-up contracts available. The contract taken is placed behind the
player’s screen.
At the end of spring, summer and autumn, place the three face-up contract
tiles into the face-up discard pile and turn up three replacement tiles from the
face-down piles. (If for any reason players do not replace the contracts at the
end of a season, then the face-up contracts should not be changed until the
end of the following season.)
If, at any time during the game, the three face-down piles of contracts are
depleted, then shuffle the contracts in the discard pile face-down and then create
three new contract draw piles with approximately the same number in each pile.
Scoring contracts
Each contract is different and depicts a number of the following items: workers,
resources, skill tiles, start player marker. At the end of the game if a player has
the items depicted on the contract in their village or held as an unused item, then
the player may allocate the items to the contract. Note that, as usual, each item
can only be allocated once (to one contract or to a scoring tile) and can therefore
only be scored once.
Each completed contract is worth 7 points at the end of the game. Contracts
cannot be scored multiple times by allocating multiple sets of items. If a player
acquires the White Wind II boat, then each completed contract that player
achieves is worth 10 points. If a player acquires the winter muleteer tile then
each uncompleted contract that the player owns is worth 3 points.
Exchange of contract for item on contract
A player may, at any time during their turn, exchange a contract for one of
the ‘specific’ items shown on the contract, if available. However they may not
exchange the contract for an item represented by one of the white symbols that
represent ‘any of that type’ (workers, skill tiles or resources). Trading a contract
for one of the items on the contract is a ‘free’ action and does not constitute a
player’s turn. If the contract is traded for a resource, then the resource is placed
on the player’s home tile. If the contract is traded for a worker or a skill tile,
then the worker or skill tile is placed behind the player’s screen.
Note that the contract which features the start player marker can be exchanged
for any item that the start player can be exchanged
for, but cannot be exchanged for the start player
marker itself.
If it is exchanged for an animal
from Keyflower – the Farmers, the animal must
be placed on the home tile. To score points with this contract at the end of the game, the player with this contract needs to have won the start
player marker and allocated it to the contract.
A contract that has been exchanged is discarded, face-up, onto the contract
discard pile.
Contracts
Obtaining contracts
Contracts are placed on the boats
face-down. When taken from the
boats contracts are placed behind
the player’s screen.
If a player obtains a contract from a
village tile, they may choose one of the
three face-up contracts or a face-down
contract from one of the piles.
At the end of spring, summer and
autumn, place the three face-up
contract tiles into the face-up discard
pile and turn up three replacement
tiles from the face-down piles.
Scoring contracts
At the end of the game if a player has
the items depicted on the contract then
the player may allocate the items to
the contract.
Each completed contract is worth 7
points.
Each contract can only be scored once.
Exchange of contract for item on
contract
A player may exchange a contract for
one of the ‘specific’ items shown on
the contract. They may not exchange
the contract for an item represented
by one of the white symbols.
Place the exchanged contract onto
the discard pile.
4
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Extensions
Acquiring extensions
Extensions are represented by square wooden blocks and allow
a previously upgraded tile to be upgraded for a second time.
An extension can be obtained by placing a worker(s) on a tile with an
upgrade symbol such as the home tiles and transport tiles, e.g., the stable and
the wainwright, or by using
a cabin (as these are treated
as upgrade symbols). Each
upgrade symbol can only be
used once per turn to either
upgrade a tile or to add an
extension. An upgrade symbol cannot be used to both upgrade a tile and to
add an extension.
An extension must be played on an upgraded tile in the player’s own village.
Only one extension can be played on any
particular tile. An extension cannot be
removed, replaced or repositioned. It is
recommended that the extension is placed
on the tile with the sticker side face down.
Each extension has a different cost, which is indicated by the sticker on the tile.
The cost of the extension has to be paid when the extension is
obtained and added to a village tile. This cost is in addition to
placing a worker(s) on the tile with the upgrade symbol. If the
cost includes resources, the resources must be moved onto
the village tile to which the extension is being added before the
extension can be built. If the cost requires skill tiles or workers,
these are played from the player’s stock. Workers that have
already been placed in the player’s village during that season may not be used
to pay the cost of acquiring the extension, however outbid workers may be used.
(Note that outbid workers forming part of a bid of two or more workers cannot be
separated. However if the cost of the extension is for fewer workers, a player
may give up more workers than the number required in order to fulfil the cost.)
If a player owns boat 3a, then when acquiring an extension which requires a
resource, any type of resource can be used in substitution for any other type
of resource.
Matching colours
If there are already workers on the tile, then the extension must be of the
matching colour.
Once an extension has been placed on a tile, only workers of the same colour
can subsequently be placed on that tile for the rest of the game. (Note that a
player owning boat 4b may ignore this restriction and continue to place any
colour of worker when using a tile upgraded by an extension. If the player
places a different coloured worker then they should place the worker lying
horizontally for identification.)
Scoring extensions
The effect of an extension is to double the fixed point value of the tile
as shown in the top right hand corner of the ‘benefits’ box. Note that
extensions do not double any other points, so buildings such as the
barn, etc. do not receive additional points.
Note that the Flipper II boat allows an extension to be added at no cost, however
the other requirements such as the tile having to be upgraded must still be met.
This means that the Flipper II boat cannot add extensions to winter tiles as
these are not upgraded.
Extensions
Acquiring extensions
Extensions allow a tile to be upgraded
for a second time.
An extension can be obtained by
placing a worker(s) on a tile with
an upgrade symbol.
An extension must be played on an
upgraded tile.
The cost of the extension has to be
paid when the extension is obtained
and added to a village tile.
If the cost includes resources, these
must be moved onto the village tile to
which the extension is being added.
Matching colours
If there are already workers on the
tile, then the extension must be of
the matching colour.
Once an extension has been placed
on a tile, only workers of the same
colour can subsequently be placed
on that tile.
Scoring extensions
An extension doubles the fixed point
value of a village tile.
5
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Rules clarifications
The following section does not introduce any new rules, but clarifies certain
Keyflower and Keyflower – the Farmers rules and explains how they interact
with the Keyflower – the Merchants rules where applicable.
Start of the season
When skill tiles are placed on the boats, they are placed face-up so that the
type of skill available is visible. In contrast, the contracts are placed face-down.
In winter each player selects one or more of the winter tiles to be bid for that they
received in the set up phase. (There is no restriction on the number each player
may select, notwithstanding that players may now receive more tiles in the set up
phase than they did in Keyflower.)
End of season
If you are playing with the Keyflower – the Farmers expansion, then breeding
animals takes place before newly acquired tiles are placed. It is therefore possible for pairs of animals in two fields to breed even when a tile placement would subsequently join the fields together.
Bidding
Green workers cannot be used as a substitute for workers of other colours.
A player’s turn may consist of adding more workers to an existing bid. More
workers may be added irrespective of whether the existing bid is a winning bid
or a losing bid. However the new total number of workers must create, or still be,
a winning bid.
Workers that have been outbid may be moved elsewhere, including to other bids,
to generate production on village tiles, and into the bag to satisfy the cost of an
extension placement or as part of an exchange. However the workers must
remain together.
Autumn scoring tiles
The barn, blacksmith, stone yard and timber yard only score resources which
were moved onto them during the course of the game. This means that neither
gold received from the Keyflower II boat at the end of the game, nor wheat
converted into gold by the Keyflower - the Farmers boat 5b, can be placed
onto the autumn scoring tiles.
6
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End of season
Retrieve workers forming losing bids.
Discard village tiles not bid for.
Collect tiles won, one player at a time.
Players collect the workers from their
villages.
Deal with the turn order tiles and boats.
Breed animals
(except in winter).
Expand villages with tiles won.
Replace the three face-up
contracts.
End of season
It is recommended that the following procedure is adopted at the end of the
each season. Items marked
apply only when the Keyflower – the Farmers
expansion is also being used. Items marked apply only when the
Keyflower – the Merchants expansion is being used.
1. Players retrieve workers forming part of losing bids.
2. Discard village tiles not bid for.
3. Starting with the start player, each player claims all of the village tiles
that they have won, followed by each other player in turn in clockwise
order. Workers forming the winning bids are placed in the bag.
Workers on the tiles that have been successfully bid for are placed
behind the successful player’s screen.
4. Players collect workers from their village and place them behind their screen.
5. Deal with the turn order tiles and boats in order. Workers, skill tiles
and contracts are placed behind the player’s screen. Resources
and cabins are placed on the player’s home tile.
6. If a player owns boat 1 (giving workers) and/or, boat 6 (giving
two wheat, or a pig and a sheep) they collect these and, if applicable,
allocate the animals to a field.
7. Except in winter, if there are two or more animals of the same kind
(and no other kind) in a field then the animals may breed and the
player may add one more of that type of animal into that field.
8. Players expand their villages with the tiles they have won.
9. At the end of spring, summer and autumn, place the three
face-up contract tiles into the face-up discard pile and replace
them from the face-down piles.
7
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Game end scoring
At the end of the game, players score points for the items in their village and behind
their screen. To avoid confusion it is suggested that the procedure listed below is
adopted. Items marked
apply only when the Keyflower – the Farmers expansion
is being used. Items marked apply only when the Keyflower – the Merchants
expansion is being used.
As a general rule each item can only be allocated and scored once (with two
exceptions for fields detailed in the Keyflower - the Farmers rules).
For scoring purposes, the purple start player marker can be declared by the
player who successfully bid for it as a: resource (and, if applicable, placed on the
barn, blacksmith, stone yard or timber yard), skill tile, worker of any colour,
animal (of any type and placed in any field), wheat or any one item
required for a contract (and allocated to that contract). The start player
marker cannot become a contract, a cabin or an extension.
Scoring procedure:
1. Score the resources placed during the game on the autumn scoring tiles:
the barn, blacksmith, stone yard and timber yard. (Resources cannot
be reallocated to the autumn scoring tiles at the end of the game, with the
exception of the start player marker if this is designated as a resource.)
Then place the resource counters to one side in order to avoid scoring
them twice.
2. Score the sheep that were placed in the sheep shelter during the game.
(Sheep cannot be allocated to the sheep shelter at the end of the game.)
If the player also owns the weaver, then the player may wish to not score
one of the sheep in the sheep shelter, leaving that sheep behind in order
to score the field using the weaver. Then place the sheep to one side in
order to avoid scoring them twice.
3. Score each field containing one or more animals as follows: a field
containing one or more sheep scores 1 point, one or more pigs 2 points
and one or more cows 3 points. Additional points are available if a player
owns the weaver , truffle orchard and/or dairy winter tiles respectively.
Animals cannot be reallocated at the end of the game.
4. If the player has the Flipper boat then the player upgrades one tile in
their home village. If a player has the Flipper II boat then the player
receives one extension of their choice, which may be placed on any of
their upgraded tiles that do not already contain an extension. In neither
case does the player need to pay the cost of the upgrade.
5. Score the village and boat tiles with fixed points, as indicated on the
top right of the information box.
6. Score the extensions, based on the fixed points value of the
upgraded village tile the extension has been placed on.
7. Reallocate the keyples, skill tiles, remaining resources and the start
player ‘keyple’ (if not already scored) to the remaining winter tiles,
boat tiles and contracts as desired.
8. Score 7 points each for completed contracts (or 10 points if the
player owns the White Wind II boat).
9. Score the remaining winter tiles.
10. Score the remaining boat tiles. (Note that the maximum number of
points available from the Sea Breese is 32 points, even if a player
has more than five river tiles connected to their home tile.)
11. Score the turn order tiles, one point for each adjacent tile.
12. Score one point for each gold resource (unless already scored,
for example, under 9 using the jeweller).
The player with the most points is the winner. In the event of a tie, then of the
tied players the player who chose their boat tile first in winter is the winner.
Game end scoring
Scoring procedure:
Score the resources placed on
the autumn scoring tiles.
Score sheep in the sheep shelter.
Score each field containing one
or more animals.
If a player has the Flipper boat they
may upgrade one tile. If a player has
the Flipper II boat they may add one
extension.
Score tiles with fixed points .
Score the extensions.
Score each completed contract.
Score the remaining winter tiles.
Score the remaining boat tiles.
Score the turn order tiles.
Score one point for each gold
resource.
The player with the most points
is the winner.
8
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Score chart
1 2 3 4 5 6
1
2
3
4 - - - - - -
5
6
7 - - - - - -
8
9
10
11
12
=
9
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Tiles - detail
Boats
Each player will receive one boat tile at the end of winter,
at which point the boat tiles in Keyflower – the Merchants
give the following benefits:
Keyflower II (2+ players).
3 gold pieces, which are
placed onto the player’s
home tile. This gold cannot
be allocated to the autumn
scoring tiles (the barn,
blacksmith, stone yard and timber yard) as resources on
these tiles must be moved there before the end of the game.
However, this gold may be allocated to winter tiles, to used
help complete contracts, or simply retained for its point score.
Sea Bastion II (2+).
At the end of autumn a
player who wins the Sea
Bastion II boat must
choose a different boat,
which is not already in
the game, with which to replace the Sea Bastion II boat
for winter season. This enables the player to introduce
their favoured winter point scoring tile from those boats.
If the replacement boat is chosen from Keyflower then
refer to the Keyflower rules for that tile.
Sea Breese II (3+).
2 points for each winter
tile that the player has in
their village at the end of
the game. (Note that the
turn order tiles and boat
tiles are not counted as winter tiles.)
Flipper II (4+). The player
receives one extension of
their choice, which may
be placed on any of their
upgraded tiles that does
not already contain an
extension. As usual the effect is to double the points value
of that tile. The player does not need to pay the cost of the
extension as indicated on that extension. If there are no
extensions remaining then the player does not receive an
extension. Likewise, if the player has no upgraded tiles
without extensions, the player cannot place an extension.
Winter tiles, such as the Keythedral, cannot be upgraded
and so cannot have extensions placed on them. Note, at
the end of the game workers are reallocated from village
tiles before the boat tiles winter ‘bonuses’ are scored, so
a player does not need to match the colour of workers on
the tiles at the end of winter.
Ianvincible II (5+).
2 points for each of the
player’s upgrade ability
icons
. This includes the
icons shown on tiles, for
example on the Keyflower
tiles farrier, home, stable and wainwright tiles, and also
any cabins the player has built. Note that this total can be
doubled if the player also owns the summer boat 2b.
White Wind II (6).
10 points (instead of the
usual 7 points) for each
completed contract the
player has at the end
of the game.
Village tiles
Spring tile
Assayer. If this tile is not
upgraded, a player places a
worker on this tile then takes
one of the following from the
stock, if available: a contract,
an iron resource or a stone
resource. If this tile has been upgraded, a player places a
worker on this tile and then takes a contract and an iron and
a stone resource from the stock, if available. The contract is
placed behind the player’s screen. Any resources generated
in a player’s own village are placed on the assayer tile. Any
resources generated in another player’s village or from a tile
being bid for are placed on the player’s home tile.
Summer tile
Bookkeeper. If this tile is
not upgraded, a player places
a worker on this tile then
takes either a contract or a
skill tile, if available. If this tile
has been upgraded, a player
places a worker on this tile then takes a contract and a skill
tile, if available. The player may look at the skill tile before
deciding which contract to draw. The contract and/or the
skill tiles are placed behind the player’s screen.
Autumn tile
Merchant. If this tile is not
upgraded, a player places a
worker on this tile and then
takes a contract and places
the contract behind their
screen. If the merchant has
been upgraded then the player may take two contracts.
If the player chooses a face-down contract they may look
at this contract before selecting their second contract. If
the player chooses a face-up contract they may reveal the
replacement contract before selecting their second contract.
Winter tiles
Artisan. The owner scores 2 points for
each upgraded tile which they own at the
end of the game.
Builder. The owner scores 3 points for
each extension which they own at the end
of the game.
Muleteer. The owner scores 3 points for
uncompleted contract that they own at the
end of the game.
10
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Variants
A. The Merchant’s variant.
When selecting boat tiles, choose only the boat tiles from
Keyflower - the Merchants.
In spring, summer and autumn, play with the village tile
from Keyflower - the Merchants, plus the number of tiles
required from the base game Keyflower in order to make
up the specified number of tiles for that season.
When distributing the winter tiles, create a selection of
winter tiles by taking the three winter village tiles from
Keyflower - the Merchants, adding a number of tiles from
the base game Keyflower in order to make up the required
number of tiles, and then distributing them as normal.
B. The Gamers’ variant.
Workers a player receives at the beginning of the game
are placed behind the player screen as usual, as are any
workers taken from the bag, for example after activating
the ale house, brewer, inn or tavern. Any other workers:
namely those obtained from boats, losing bids, the player’s
own village at the end of a season or any green workers
(not drawn from the bag) are placed in front of the player’s
screen. Skill tiles,
wheat tiles and contracts are
also kept in front of the player’s screen. Skill tiles and
contracts may be kept face-down if they are received face-down. This will result in a much more intense and challenging game and should only be adopted if all the players agree.
C. The Mixed Ability variant.
If players are of mixed ability, then the
less able or experienced players can
be helped by giving them a green
worker at the start of the game,
in addition to the usual
eight workers.
11
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Special thanks to Hans im Glück who kindly gave their
permission to use their Carcassonne workers (also known
as ‘meeples’ or ‘keyples’) and pigs and also to Lookout
Games who kindly gave their permission to use their
Agricola cows and sheep.
Whilst the manufacturers make every effort to ensure that
your copy of Keyflower - the Merchants is complete and in
good condition, the large volume of units and components
means that occasionally errors will arise. In these
circumstances:
Please contact:
Service@GameSalute.com
or visit www.GameSalute.com/Replacements
if you acquired your copy of the game in the U.S.
Please contact
info@hutter-trade.com
or visit www.hutter-trade.com
if you acquired the game elsewhere in the world.
Published in October 2014 by:
R&D Games,
6 Denne Close,
Stratford upon Avon,
Warwickshire,
CV37 6XL,
United Kingdom
e-mail: rqbreese@gmail.com
Co-publishers:
Game Salute LLC,
10 Tinker Avenue,
Londonderry, NH 03053,
USA
www.GameSalute.com
Hutter Trade GmbH + Co KG,
Bgm.-Landmann-Platz 1-5,
D-89312 Günzburg,
Germany
www.hutter-trade.com
Acknowledgements
Game design by Sebastian Bleasdale and Richard Breese.
Illustrations by Juliet Breese .
Graphics by Jasmin Borowski, Jo Breese, Richard Breese and Hattie Throssell.
Realisation by Richard Breese.
Dutch translation by Marie-José and
Ronald van Lent.
French translation by Ludovic Gimet.
German translation by Ferdinand Köther.
The designers would like to thank the following
for their assistance in the Keyflower project and,
where applicable, for play testing the
Keyflower – the Merchants expansion:
Jonathan Badger, Tony Boydell (who also conceived
the name ‘Keyflower ’), Jenny Bradbury, David Brain,
Jonathan Breese, Mark Breese, Stuart Breese,
Mark Chessher, Roy Cross, Peter Duckworth, Caroline Elliott, Andreas Frank, John Gilmour, Paul Grogan, Andrew Harding, Richard Harris,
Mikko Heikelā, Alan How, Mike Hutton, Martin Leathwood,
Paul Mansfield, Alan Paull, Charlie Paull, Simmy Peerutin,
Matthew Reid, Tony Ross, Mike Ruffhead, Mike Siggins,
Graham Staplehurst, Ian Vincent, Ian Wilson
and Matthew Woodcraft.
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