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Manual completo
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GOAL
The game is played over several rounds. In each round, each player chooses one of
seven different roles and, thereby, offers all players, in clockwise order, the action
associated with that role.
So, for example, with the settler, players can place new plantations, on which,
with the help of the craftsman, players can produce goods. Players can then sell
these goods to the trading house with the trader or, with the captain, ship them
to the old world. With the money earned from such sales, the players, with the
builder, may build buildings in the city, and so on.
The player who best manages the changing roles with their associated actions and
special privileges, will achieve the greatest prosperity and the highest respect and,
thereby, win the game.
The winner is the player who earns the most victory points.
CONTENTS
basic game
5 player boards each has 12 island spaces and 12 city spaces as
well as a summary of the 7 roles
1 game board for the various buildings and the money
1 governor placard indicates the starting player of the round
8 role placards one each of settler, mayor, builder, craftsman,
trader, and captain; and 2 prospectors
49 buildings 5 large beige buildings (2 spaces),
2 x 12 small beige buildings and
20 colorful production buildings
58 island tiles 8 quarry tiles and 50 plantation tiles: 8 coffee,
9 tobacco, 10 corn, 11 sugar, and 12 indigo
1 colonists ship for the incoming colonists
5 cargo ships with 4-8 spaces for goods to send to Spain
1 trading house for selling goods
100 colonists brown octagonal wooden tokens
50 goods tokens 9 of coffee (dk brown) and tobacco (lt brown), 10 of corn (yellow), 11 of sugar (white)
and indigo (blue) wooden chests
46 VP chips VP (hexagonal; 27 x 1 and 19 x 5 tokens)
60 doubloons golden metal tokens
1
Goal
The players go from round to
round in different roles and
initiate the associated actions.
Players place plantations and build
buildings. They produce goods
and then sell or ship them.
The player with the most points at
game end is the winner!
Expansion I:
"The new buildings"
2 x 12 small and
2 large beige buildings
(with violet-ringed spaces for
the colonists)
Expansion II:
"The nobles"
2 x 6 small and 1 large beige
buildings, 2 small pink buildings
(with red-ringed spaces for
the colonists)
20 nobles (red octagonal wooden
tokens)
Please find the rules for 2 players
and the two expansions beginning
on page 12.
Andreas Seyfarth
Prospector, captain, mayor, trader, settler, craftsman, or builder?
Which roles will you play in the new world?
Will you own the most prosperous plantations?
Will you build the most valuable buildings?
You have but one goal: achieve the greatest prosperity and highest respect!
This goal is attained by the player who earns the most victory points!
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PREPARATION (BASIC GAME; 3-5 PLAYERS)
Place the game board in the middle of the table. Place all the basic buildings on their respective spaces on the board with either the long text descriptions (for new players) or the shorter explanations (for experienced players) face up.
Sort the 60 doubloons by value and place them on the bank on the game board (see below).
Each player takes:
• 1 player board (placed before him on the table - his play area)
• money:
- with 3 players: 2 doubloons
- with 4 players: 3 doubloons
- with 5 players: 4 doubloons
The players store their doubloons on the windrose on their player boards, so that all players can see how much money each has.
• 1 plantation tile (which he places face-up on any of the 12 island spaces on his player board).
First, the players choose a starting player using any method they choose. This player takes the governor placard and an indigo tile. The other players take the following in clockwise order:
- with 3 players: 2nd player: indigo tile / 3rd player: corn tile
- with 4 players: 2nd player: indigo tile / 3rd and 4th players: each 1 corn tile
- with 5 players: 2nd and 3rd players: each 1 indigo tile / 4th and 5th players: each 1 corn tile
Place the remaining basic game material as shown in the below illustration:
(note: the illustration below is for a 4 player game)
2
Place unused material back into the box.
the VP chips (in 2 denominations):
- with 3 players: 75 total points
- with 4 player: 100 total points
- with 5 players: 122 total points
three cargo ships
- with 3 players: the ships with 4, 5, and 6 cargo spaces
- with 4 players: the ships with 5, 6, and 7 cargo spaces
- with 5 players: the ships with 6, 7, and 8 cargo spaces
the colonists (as a supply crowd)
- with 3 players: 55 colonists
- with 4 players: 75 colonists
- with 5 players: 95 colonists
the colonist ship: with 3, 4, or 5 colonists, depending on and equal to the number of players
the trading house
all goods cases (sorted by the 5 different kinds)
the role placards
- with 3 players: all placards except both prospectors (= 6 placards)
- with 4 players: all placards except one prospector (= 7 placards)
- with 5 players: all 8 placards
all 8 quarry tiles (face-up)
4, 5 or 6 plantation tiles (one more than the number of players) are taken from the face-down stacks and placed face-up next to the quarry tile stack.
all the rest of the plantation tiles (face-down and shuffled)
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PLAYING THE GAME
The governor begins and chooses
a role card; all players take the
associated action, in clockwise
order.
The next player chooses a role card
and all players take the associated
action as before.
At the end of the round, place 1
doubloon on the unused role cards.
The governor card goes to the next
player in clockwise order, and the
game continues.
The roles
- every player is allowed to take the
action associated with the role
(exception: prospector)
- the privilege associated with
the role may only be used by the
player taking the role card
Action:
each player takes
and places a
plantation tile
Privilege:
the settler may take
and place a quarry,
instead
at the end of the settler phase: draw new plantation tiles
3
PLAYING THE GAME
The game is played over several rounds (about 15). Each round is played in the
same way. The player with the governor placard begins. He takes one of the role
placards, places it face-up next to his player board, and takes the action allowed
by the role placard. Then, his left neighbor takes the action allowed by that role
placard, and so on around the table, in clockwise order, until every player has
taken this action once.
Next, the left neighbor of the governor takes his turn: he takes one of the
remaining role placards, places it face-up next to his player board, and takes the
action allowed by the role placard. Then, his left neighbor takes the action allowed
by that role placard, and so on around the table, in clockwise order, until every
player has taken this action once. Then, his left neighbor takes a role placard, and
so on until all players have taken a role placard and all players taken the actions
allowed by the role placards taken.
Next, place one doubloon on each of the three role placards that were not taken
by a player during the round. Then, place the used role placards back on the table
next to the unused placards. The left neighbor of the player with the governor
placard takes the governor placard, becoming the governor for the next round. He
begins the round and the game continues as before.
The roles
Each role grants the player who takes the placard a special privilege, and also, a
specific action that can be taken by each player, in clockwise order, starting with
the player who took the role (exception: prospector).
Basic rules for all role placards: :
- If a placard has one or more doubloons on it, the player who takes it also takes
the doubloons in addition to the privilege and action associated with the placard.
- The action associated with a role placard is always taken first by the player who
took the placard, followed by the others in clockwise order.
- A player must always take a role placard when it is his turn to do so, but he may
choose not to use the action or privilege of the placard he choses. The other
players, of course, get their turns at the action of the placard.
- The action of a role placard is optional (exception: captain). A player may choose
not to or be unable to use the action on his turn.
- A role placard remains in front of the player who took it until the end of the
round. It may not be taken by another player in the round.
The settler (settler phase → players place new plantations on their island spaces)
The player who chooses this role may take either a quarry tile as his privilege or
one of the face-up plantation tiles and place it on any empty island space on his
player board. Afterwards, each other player, in clockwise order, may take one of
the face-up plantation tiles (not a quarry tile! - exception: construction hut) and
place it on any empty island space on his player board.
Finally, the settler player puts the untaken plantation tiles face-up on a plantation
discard stack and draws new plantation tiles from the face-down stacks, placing
them face-up next to the quarry stack. He draws one more than the number of
players.
Notes:
- Remember the special functions of the hacienda, construction hut, and hospice.
- If there are not enough plantation tiles left in the face-down stacks, the player first draws and
places those. He shuffles the discarded plantation tiles face-down, creates five new face down
stacks, and fills the face-up row. If there are insufficient tiles to refill the face-up row, players in
following rounds may have to do without.
- Where a player places quarry and plantation tiles on his island plays no role in the game.
The tiles may not be removed from the island.
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namecost VP
Example for 4 players:
mayor
2nd player
3rd player
4th player
mayor
2nd player
(The mayor takes 3 colonists, the second player
takes 2, players 3 and 4 take 1 each)
1
2
3
4
5
6
4
- When a player has filled all 12 island spaces his player board, he may not take any further
tiles in the settler phases for the rest of the game.
- When there are no more quarry tiles in the quarry tile stack, the settler may not use his
privilege and the owner of the construction hut may not use that special function.
The mayor (mayor phase → arrival of new colonists)
The tiles (plantation, quarry, or building) have 1 to 3 circles. A player may place
one colonist on each circle on the tiles on his player board. If there is at least one
colonist on a tile, it is considered occupied. Only occupied tiles may use their
functions; unoccupied tiles never function!
The player who chooses this role may first take one colonist from the colonist supply
(not from the colonist ship!) as his privilege. Next, the players take the colonists
from the colonist ship one at a time, starting with the mayor. The players continue
to take one colonist at a time, in clockwise order, until none remain on the colonist
ship.
A player may place his new colonist(s), together with all the colonists he acquired
from earlier rounds, on any empty circles on the tiles on his player board. Thus,
a player may move a colonist placed on a circle or on his windrose in an earlier
round. If a player cannot place all his colonists, he may “store” them on his
windrose on his player board. The colonists remain there until a later mayor phase when they may be placed on empty circles on the player’s tiles.
As his last duty, the mayor puts new colonists on the colonist ship to be used in
the next mayor phase. For each empty circle on the buildings on the player boards
of all players (empty circles on plantations and quarries do not count!), the mayor
takes one colonist from the colonist supply and places it on the colonist ship.
However, as a minimum, the mayor should always place at least as many colonists
on the ship as there are players in the game.
Notes:
- Usually, all players place/move their colonists at the same time. If, however, the
players feel that their placement decisions may depend on other’s placements, the
players should place their colonists is the following order: first, the mayor and, then,
the others in clockwise order from the mayor. - If a mayor forgets (players may remind him) to place new colonists on the colonist
ship, players later place the minimum (number of players) on the colonist ship.
- When the colonist supply runs out, the mayor may not use his privilege and, of course, he does not refill the colonist ship. - No player may choose to place colonists on his windrose if he has empty circles available on his player board. All empty circles must be filled, if possible. Colonists can only be placed on the circles during the mayor phase.
The builder (builder phase → build buildings)
The player who chooses this role, can immediately build one building for one
doubloon less than the normal cost as his privilege. He pays the money to the
bank, takes the building from the supply, and places it on any empty space in the
city on his player board. When placing a large building, the
player needs two adjacent empty spaces. Then, the other players, in
clockwise order from the builder, may, in the same way, each
builds one building (at normal cost).
Note: No player may build more than one building per round.
For further information on the individual buildings, please see page 8 of these rules.
Quarry
Each occupied quarry that a player owns may reduce the player’s cost for building
a building by 1 doubloon. The limit for such reductions is shown on the game
board: players building buildings in the first column can reduce their cost by at
most 1 doubloon (1 occupied quarry), in the second column by 2 doubloons (2 occupied quarries), in the third column by 3 doubloons (3 occupied quarries), and in the fourth column by 4 doubloons (4 occupied quarries).
Action:
each player takes
and places one
colonist in turn order
Privilege:
the mayor may
take one
additional colonist
Each player may place all his
colonists on new empty circles.
At the end of the mayor phase:
place new colonists
on the colonist ship
Action:
each player may
build one building
Privilege:
builder pay 1
less doubloon
The building costs may be
reduced with occupied quarries.
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5
The builder’s privilege reduction is in addition to the quarry reduction, but
the cost of a building may not be reduced below 0 doubloons. A player with 3
occupied quarries pays the following costs: construction hut: 1 doubloon; office: 3
doubloons; harbor: 5 doubloons; city hall: 7 doubloons.
Note:
- Remember the special function of the university.
- If the builder does not build a building, he does not take 1 doubloon for his privilege!
- It is not possible to build on more than 12 city spaces. A player who has no empty city spaces
may not build more buildings.
The craftsman (craftsman phase → produce goods)
The player who chooses this role takes goods from the supply according to his
production ability and places them on the windrose on his player board. Thus, the
windrose contains a player’s money, goods, and extra colonists. Next, the other
players take goods from the supply according to their abilities, in clockwise order
from the craftsman.
See more details on production abilities on page 8 under “The production buildings”.
As his last duty, the craftsman takes one additional good (of those he can produce)
from the supply as his privilege.
Notes:
- Remember the special function of the factory.
- If the kind of goods a player produces is exhausted in the supply, he takes nothing.
- If the craftsman does not produce goods, he does not get an extra good (privilege).
The trader (trader phase → sell goods)
The player who chooses this role, may immediately sell one good to the trading
house. He places the sold good on any empty space on the trading
house and takes from the bank the price associated with the good he
sold (0-4 doubloons) plus 1 doubloon as his privilege. Then, in
clockwise order from the trader, each other player may sell one good
to the trading house for the price shown as long as there is room for
it in the trading house. The trading phase ends when all players have
had one turn to sell or when the trading house is full.
When selling, use the following rules:
- The trading house has room for just four goods. When it is full, no other players
may sell goods in this trading phase.
- The trading house buys only different kinds of goods (exception: office).
As his last duty, the trader empties the trading house if it is full with four goods,
placing them in their separate supply piles. If there are fewer than four goods in
the trading house, they remain there. It will be more difficult to sell goods in the
next trader phase, because of the kinds of goods already there and the fewer number of
spaces available.
Note:
- Remember the special functions of the small and large markets and the office.
- If the trader does not sell, he does not collect the extra doubloon (privilege).
- A player may sell corn to the trading house even though he earns no money for doing so.
Action:
all players take
good cases from
the supply
Privilege:
craftsman takes
one case more
Note: the craftsman is the riskiest role in
the game. Players must watch carefully
that they do not help their opponents more
than themselves by taking this role!
Action:
each player may
sell at most one
case
Privilege:
trader takes 1
doubloon more
with his sale
The trading house buys only
different goods
(exception office)
At the end of the trader phase:
empty full trading house
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The captain (captain phase → ship goods)
The captain is in charge of shipping goods to the old world. This means that the
captain is the first to load goods on the cargo ships. Then, the other players follow,
in clockwise order from the captain.
Note: in the captain phase, each player may get several turns to load goods on the
cargo ships. When it is a player’s turn to load goods on a cargo ship, he must load if
he can. However, a player may load goods of only one kind on a turn. On his turn, a
player may choose freely which good to load of those he can load.
The captain phase continues, clockwise around the table, as long as at least one
player has goods he can load.
Loading/shipping rules
When shipping, players must follow these rules:
- Each cargo ship will carry goods of only one kind.
- Players may not load goods on a cargo ship if goods of that same kind are on
one of the other two cargo ships.
- Players may not load goods on a full ship.
- On a player’s turn, he must load goods if he can. However, he may only load one
kind of good and to only one ship.
- When a player loads goods of a kind, he must load as many of that kind as he
can. A player cannot hold back goods when there is space on a ship carrying the
kind of goods he has. If a player has a kind of good that can be loaded on
several empty ships, he must choose the ship where he can load the most goods,
leaving none behind, if possible.
- If a player has several kinds of goods that he can load, he may choose freely
which goods to load. He need not choose the goods that would allow him to load
the most cases.
VP (victory points)
For each good (each case, not each kind of good) a player loads, he earns 1 VP in
the form of value 1 VP chips. When loading goods onto the cargo ships, all kinds
of goods have the same value: 1 VP per case loaded! The goods values used in the
trader phase are not used here. When loading his first kind of goods, the captain takes as his privilege of 1 extra VP. He does not get this extra VP for the goods he loads in subsequent turn in this captain phase. A player keeps his VP, unlike his money and goods, secret from the others.
A player puts his VP chips face-down on his windrose. From time to time, players
should convert 5 value 1 chips for a single value 5 chip.
Goods storage
When no more goods can be loaded on the cargo ships, the players must store the
goods left on their windroses. Each player may store one good (one case) on his
windrose. For all other remaining goods, each player must find room in one of his
warehouses (small or large). If a player does not have sufficient warehouse space,
he must place all extra goods back in the goods supplies (see more information
under “small warehouse”).
As his last duty, the captain unloads all full ships by placing those goods back in
their separate supply piles. Partially full and empty ships remain as they are until
the next captain phase. It will be more difficult to load goods in the next captain
phase, because of the kinds of goods already on the cargo ships and the fewer number of
spaces available.
Note:
- Remember the special functions of the small and large warehouses, the harbor, and the wharf.
- If a player cannot store all his extra goods, he may choose which goods to store and which to
return to the goods supply.
- The captain earns only one extra VP as his privilege, regardless of how many kinds of goods he
loads. If he loads no goods, he does not get the extra privilege VP.
- Players only check for goods storage at the end of the captain phase. Players store goods
acquired in other phases on the windroses without limit until the next captain phase.
Action:
players must
load cases on the
cargo ships
Privilege:
captain takes
1 VP more
Each cargo ship can carry only
goods of one kind, but not goods
like any other cargo ship.
When no players can load any
more goods, the captain phase
ends and the captain empties all
full cargo ships.
Goods storage!
only one case per player
(exception: warehouses!)
one extra VP as his privilege regardless of how many kinds of goods he loads If he loads no goods he does not get the extra privilege VP Players only check for goods storage at the end of the captain phase Players store goods acquired in other phases on the windroses without limit until the next captain phase Action players must load cases on the cargo ships Privilege captain takes 1 VP more Each cargo ship can carry only goods of one kind but not goods like any other cargo ship When no players can load any more goods the captain phase ends and the captain empties all full cargo ships Goods storage only one case per player exception warehouses
Example for the captain phase (4 players):
Anna is captain and starts the loading. She
has 2 corn and 6 sugar. The 5 space ship and
the 7 space ship are empty, and there are 3 corn
on the 6 space ship. Anna must load either her
2 corn or 6 sugar. She chooses the sugar and
loads her 6 sugar cases on the 7 space ship (she
may not choose the 5 space ship as she could not
load all 6 sugar). She earns 7 VP (6 + 1 for the
captain privilege).
Bob is next. He has 2 Sugar and 3 tobacco. He
chooses sugar and loads 1 case on the 7 space
ship, filling it (he cannot load his other sugar
as there is no room). He could, instead, choose
to load his 3 tobacco on the empty 5 space ship,
but hopes to sell tobacco to the trading house
later. He earns 1 VP.
Chris is next. She has 2 corn and 1 tobacco.
She chooses tobacco and loads 1 tobacco case on
the empty 5 space ship. She earns 1 VP.
David is next. He has 1 corn and 5 indigo. He
must load the corn on the 6 space ship as he has
no place for his indigo. He earns 1 VP.
Anna now has another turn. She must now
load her 2 corn on the 6 space ship. She earns
2 more VP.
Bob has now no choice but to load his 3 tobacco
on the 5 space ship. He earns 3 more VP.
Chris and David have goods left, but no place
to load them. Anna and Bob have no goods
left. Thus, the loading ends.
Next, Chris, and David must store the goods
they have left. As they both have more than 1,
they will have to place the extras in storage or
lose them. Finally, Anna unloads the two full
ships: the 6 space ship and the 7 space ship. The
4 tobacco remain on the 5 space ship.
The 4 tobacco cases remain on the 5 space ship.
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7
The prospector
The player who chooses this role initiates no action for the players, but receives as
his privilege 1 doubloon from the bank.
Action:
none!
Privilege:
1 doubloon
from the bank
A new round ...
After the last player in the round takes a role and all players complete the action,
if any, of the role, the round ends. Now, the governor takes three doubloons from
the bank, placing one each on the three role placards that were not selected during
the round. The doubloons are placed regardless of the number of doubloons
already on the placards. Role placards with more doubloons will be more
attractive to the players as they get the doubloons in addition to the privilege of
the placard. For example, a player choosing a prospector placard with 2 doubloons on
it will get, in total, 3 doubloons for his effort.
End of the round:
Place 1 doubloon on each of the
three unused role cards.
Return all used role cards.
Give the governor card to the next
player in clockwise order, who
starts the next round…
Finally, the players return the role placards they selected to the area next to the
game board and the governor gives the governor placard to his left neighbor. The
new governor begins the next round by selecting a role placard.
GAME END
The game ends, when
- there are not enough colonists
to fill the colonist ship
- at least one player has built
on his 12 city spaces
- the VP chips are exhausted
GAME END
The game ends at the end of the round, in which at least one of the following
conditions is satisfied:
- at the end of the mayor phase there are not enough colonists to fill the colonist
ship as required;
- during the builder phase, at least one player builds on his 12th city space;
- during the captain phase, the last of the VP chips is taken.
When the VP chips are exhausted, players earning VP thereafter should track them with pencil
and paper.
The players VP are now summed with pencil and paper. Each player adds:
- the value of his VP chips (including those noted on pencil and paper) +
- the VP value of his buildings (red-brown number in upper right corner) +
- the extra VP scored by his occupied large buildings
Each player adds:
- his VP chips +
- the VP of his buildings +
- the extra VP of his large buildings
(when occupied!)
Note: a building scores its VP even when it is not occupied. Thus, for example, the five
large buildings score 4 VP each when they are not occupied.
The five large buildings score the extra VP only when they are occupied!
The player with the most VP is the winner! If two or more players tie with the
most VP, the player with the most doubloons and goods counted together (1 good = 1 doubloon) is the winner.
The player with the most VP
(victory points) is the winner.
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THE BUILDINGS
For all buildings:
- Each player may build each building only once.
- When at least one colonist is in the building, it is considered occupied. Only
occupied buildings can be used or have value (exception: VP).
- Where a building is placed in the city has no bearing on the game. A building
is placed on an empty city space. A large building requires two adjacent empty
city spaces. A building may be moved within the city to make room for a large
building. However, as with the plantation and quarry tiles on the island, a
player may not remove a building from his city (to, for example, make room for
another building or prolong the game).
- The red-brown number in the upper right corner of each building indicates how
many VP the building is worth (occupied or unoccupied) at the end
of the game.
- The number in the first circle is the cost to build the building. Once built, the
building cost has no further role in the game.
The production buildings (blue, white, light and dark brown)
The production buildings are required, together with the plantations, for the
production of certain goods:
- In the indigo processing plants, the indigo plants are processed to produce
indigo dye (blue goods cases).
- In the sugar mills, the sugar canes are processed into sugar (white goods cases).
- In the tobacco storage, the tobacco leaves are shredded into tobacco (light brown
cases).
- In the coffee roasters, the coffee beans are roasted into coffee (dark brown cases).
- Note: there is no production facility needed for the corn. Corn (yellow cases) come
directly from the plantation without any need for processing. That means that, in the
craftsman phase, occupied corn plantations produce corn (yellow cases) directly.
The number of circles on the production buildings indicates the maximum number of goods the building can produce when the circles have colonists on them. Of course, the player must also have sufficient occupied plantations of the appropriate kind to produce the raw materials needed to produce the goods in the production buildings.
The buildings
A player may build only
one of each building.
Only occupied buildings have
any use or value (except for VP
value at game end).
The production buildings
For corn their is no
production building!
The circles on the production
buildings indicate the maximum
number of goods the building can
produce.
Example
The player produces
the following goods:
2 corn cases
(as the 3rd corn plantation
is not occupied)
1 tobacco case
(as the 2nd circle in the tobacco
storage has no colonist)
3 sugar cases
(as the 4th sugar
plantation is not occupied)
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The beige buildings
There are 17 different beige buildings: there are two each of the 12 small buildings and one each of the 5 large buildings.
The special functions of the beige buildings tend to allow players to do things outside of the normal game rules. So, for example, the owner of an occupied office may sell a kind of goods to the trading house that is already there.
A player is not required to use the special function of an occupied beige building if he does not want to (important with the wharf, see below).
Small market
When the owner of an occupied small market sells a good in the trader phase, he gets an extra doubloon from the bank for it.
Example: Anna sells a corn and receives 1 doubloon.
Hacienda
On his turn in the settler phase, the owner of an occupied hacienda may, before he takes a face-up plantation tile, take an additional plantation tile from any face-down stack (the top-most) and place it on an empty space on his island. He may then take his normal turn in the phase.
Note: if a player chooses to take a face-down tile, he must immediately place it on an empty space on his island. He may not discard it. If the player also owns an occupied construction hut, he could take a quarry instead of the face-down tile. If the settler owns a hacienda, he may only take one quarry.
Construction hut
In the settler phase, the owner of an occupied construction hut, can place a quarry on his island instead of one of the face-up plantation tiles.
Note: if the settler owns a construction hut, he may, of course, only take one quarry.
Small warehouse
As described under the captain, players must store their unloaded goods at the end of the captain phase. If a player does not have sufficient storage space, he must return the goods to the goods supplies.
The owner of an occupied small warehouse may store, at the end of the captain phase, in addition to the single goods case he is allowed to store on his windrose, all the cases of one kind of goods that he chooses. The warehouse protects the player from returning goods to the supply. It does not protect the player from being required to load the goods onto the cargo ships.
Note: the goods chosen are not actually stored on the small warehouse tile, but on the player’s windrose.
Hospice
During the settler phase, when the owner of an occupied hospice places a plantation or quarry tile on his island, he may take a colonist from the colonist supply and place it on this tile.
Note: if the player also owns an occupied hacienda and chooses to take the additional face-down or quarry tile, he does not get a colonist for the extra tile.
If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are also none there, he takes none.
Office
When the owner of an occupied office sells a good to the trading house in the trader phase, it need not be different than the goods already there. If the trading house is full, the player cannot sell a good there!
Example: the trading house already has a case of tobacco. Bob owns an occupied office and, on his turn, sells a tobacco to the trading house. Chris owns the other office. On her turn it is occupied, so she too can sell a tobacco to the trading house.
The beige buildings
- the special functions may be used to alter the rules
- they need not be used
+ 1 doubloon with sale
+ 1 plantation in settler phase
quarry instead of plantation
+ 1 goods type can be stored
+1 colonist with plantation/quarry
sell good that is already in the trading house
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Large Market
When the owner of an occupied large market sells a good in the trader phase, he gets an extra 2 doubloons from the bank for it.
Note: if a player owns both a small and large market, he takes an extra 3 doubloons when he sells a good to the trading house.
Large warehouse
The owner of an occupied large warehouse may store, at the end of the captain phase, in addition to the single goods case he is allowed to store on his windrose, all the cases of two kinds of goods that he chooses.
Note: if a player owns both a small and large warehouse, he may store all the cases of 3 kinds of goods that he chooses.
Factory
If the owner of an occupied factory produces goods of more than one kind in the craftsman phase, he earns money from the bank: for two kinds of goods, he earns 1 doubloon, for three kinds of goods, he earns 2 doubloons, for four kinds of goods, he earns 3 doubloons, and for all five kinds of goods, he earns 5 doubloons.
The number of cases produced plays no role.
Example: David owns an occupied factory, 3 occupied corn plantations, 3 occupied sugar plantations, 1 occupied tobacco plantation, and the associated production buildings with the necessary number of colonists. He produces only 2 sugar cases and 1 tobacco case as there is no corn and only 2 sugar cases in the supply. He earns 1 doubloon from the bank for producing 2 kinds of goods.
University
During the builder phase, when the owner of an occupied university builds a building in his city, he may take a colonist from the colonist supply and place it on this tile.
Note: if he builds a production building with more than one circle, he gets only one colonist.
If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are also none there, he takes none.
Harbor
Each time, during the captain phase, the owner of an occupied harbor loads goods on a cargo ship, he earns one extra VP.
Example: the owner of an occupied harbor (and an occupied wharf) can only load 3 of his 5 tobacco on the “tobacco ship” as those 3 fill it up: he earns 3+1 VP. In his next loading turn, he loads both his 2 sugar on the “sugar ship”: he earns 2+1 VP. In his next loading turn, he uses his wharf to put his remaining 2 tobacco in the supply: he earns 2+1 VP. Thus, in this captain phase he has earned an additional 3 VP with the use of his harbor and 2 VP extra with his wharf.
Wharf
During the captain phase, when a player with an occupied wharf must load goods, instead of loading them on a cargo ship, he may place all goods of one kind in the goods supply and score the appropriate VP as though he had loaded them on a cargo ship. It is as though the player has an imaginary ship with unlimited capacity at his disposal.
The player must load goods on a cargo ship whenever he can on his turn during the captain phase, except when he chooses to use his wharf and “load” them on his imaginary ship.
The wharf can only be used once per captain phase by its owner, but he may choose when to use it, if at all. This imaginary ship can take any one good, but it may be of a kind on one of the three cargo ships or the other imaginary wharf ship.
Note when a player uses his wharf, he must load all the goods barrels of the kind he chooses that he has. He is not required, however, to choose the good he has the most of.
An imaginary wharf ship has the capacity for 11 barrels.
+ 2 doubloons with sale
+ 2 goods types can be stored
+ 0/1/2/3/5 doubloons with production
+1 colonist with building
+ VP with shipping = your own cargo ship
Example: in the example with the harbor above, let’s assume the player used his wharf ship to place all 5 tobacco barrels in the supply. In this case, the “tobacco ship” would likely not be full at the end of the captain phase, and, therefore, not emptied as it was in the above example.
10
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The large buildings
The following five large buildings occur just once each in the game. Each needs
two adjacent city spaces to be built, but it counts as one building.
Note: when, in these rules, “large building” is mentioned, it is the following five
buildings that are described!
Guild hall
The owner of the occupied guild hall earns, at game end, an additional 1 VP
for each small production building (occupied or unoccupied) in his city (=
small indigo plant and small sugar mill), and an additional 2 VP for each large
production building (occupied or unoccupied) in his city (= indigo plant, sugar
mill, tobacco storage, and coffee roaster).
Example: at game end, the owner of the occupied guild hall also has a small and large sugar
mill, a small indigo plant, and a coffee roaster in his city: he earns an additional 6 VP.
Residence
The owner of the occupied residence earns, at game end, additional VP for the
plantations and quarries he has placed on his island. For up to nine filled island
spaces, he earns 4 VP, for ten filled island spaces, he earns 5 VP, for eleven filled
island spaces, he earns 6 VP, and for all twelve spaces filled, he earns 7 VP.
Example: at game end, the owner of the occupied residence has filled 10 of his 12 island spaces
with plantations and quarries: he earns an additional 5 VP.
Fortress
The owner of the occupied fortress earns, at game end, one additional VP for every
three colonists on his player board.
Example: at game end, the owner of the occupied fortress has a total of 20 colonists on his
plantations, quarries, buildings, and on his windrose: he earns an additional 6 VP.
Customs house The owner of the occupied customs house earns, at game end, one additional VP for every four VP he acquired during the game. The player should count only his VP chips (and any extra VP recorded on paper after the chip supply was exhausted, but before game end). He does not count VP earned for his buildings at game end.
Example: at game end, the owner of the occupied customs house has accumulated 23 VP in
VP chips: he earns an additional 5 VP.
City hall The owner of the occupied city hall earns, at game end, one additional VP for each beige building (occupied or unoccupied) in his city (city hall counts!).
Example: at game end, the owner of the occupied city hall also has: hacienda, harbor, office, construction hut, large warehouse, and residence: he earns an additional 7VP.
+ 1 or + 2 VP for each small or large production
building
+ 4-7 VP for ≤ 9/10/11/12 filled island spaces
+ 1 VP for each 3
of his colonists.
+ 1 VP for each
4 VP chips
+ 1 VP for each
of his beige
buildings
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THE GAME FOR TWO
All rules for the basic game apply with the following exceptions:
PREPARATION
• Each player takes 1 player board, 3 doubloons, and 1 plantation tile.
Start player: indigo plantation (+ governor placard);
2nd player: corn plantation.
• Remove three of each of the plantation tiles (corn, indigo, sugar, tobacco, coffee, and quarry) from the game and return them to the box.
Stack the remaining quarry tiles, shuffle and stack the remaining plantation tiles and place 3 face-up next to the quarries (always one more tile than players).
• For the buildings, place one of each beige building and two of each of the six different production buildings on the game board.
• For the VP, place 65 total VP in the two denominations as a supply.
• For the colonists, place 40 colonists as a supply and two more on the colonist ship (as per basic rules: minimum = number of players).
• Place only the 4 and 6 space cargo ships next to the game board.
• Remove two cases of each good from the game, returning them to the box.
Place the rest as the goods supply next to the game board.
• Place the trading house and seven role placards (all except one prospector) next to the game board.
PLAYING THE GAME
The governor begins and chooses one role placard, which is executed by both players as in the basic game. The players take turns choosing role placards until each has taken three and all six of these have been executed as in the basic rules.
The governor places 1 doubloon on the remaining (seventh) placard, the players return those they choose, the governor gives the governor placard to the other player and the game continues as in the basic game.
GAME END
The game ends in the same way as the basic game: at the end of a round in which either there are not enough colonists to fill the colonist ship, the VP chips are exhausted, or a player fills his 12th building space in his city.
Per player:
1 game board, 3 doubloons,
1 plantation (indigo or corn)
3 plantation tiles removed
(before beginning, remove 3 island tiles of each kind)
Buildings on the game board
(beige: 1 each; production: 2 each)
VP: 65
Colonists: 40 + 2 on the ship
Cargo ships: 4 and 6 spaces
Goods: remove 2 of each type
Trading house and 7 role placards
(remove one prospector)
The players alternate playing
6 of the 7 roles; then change
governor and continue
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1st Expansion: The New Buildings
All rules for the basic game apply with the following exceptions:
PREPARATION
Place all production buildings on the game board as in the basic game.
Lay out the 55 beige buildings (2 each of 12 small + 5 large basic buildings + 2
each of 12 small + 2 large new buildings) next to the game board.
The start player begins and chooses 1 building from all the beige buildings next
to the board and places it on the board on an appropriate (the building cost must
match!) empty beige building space. If he chooses a small building, he places
the second building of the same kind on top of the one he just placed: the small
buildings are placed in pairs! (except in a two player game) The players continue
placing buildings in clockwise order until the spaces for all 12 small and all 5 large
beige buildings are filled. Place the 26 (2 each 12 small and 2 large) unchosen
beige buildings back in the box – they will not be used in the game.
Please note: for the buildings that cost 2, 5, and 8 doubloons, the players will
choose two different from the four available for each cost.
The game is now played as in the basic game …
Aqueduct
If the owner of an occupied aqueduct produces at least 1 indigo in his large indigo
plant (not small), he takes one additional indigo case. Similarly, if he produces at
least 1 sugar in his large sugar mill (not small), he takes one additional sugar case.
Example 1: the player produces 0 indigo in his large indigo plant and 1 sugar in his small
sugar mill; he takes a total of 0 indigo case and 1 sugar case.
Example 2: the player produces 1 indigo in his large indigo plant and 3 sugar in his large sugar
mill: he takes a total of 2 indigo cases and 4 sugar cases.
Forest house
On his turn in the settler phase, the owner of an occupied forest house may place
a forest on one of his empty island spaces instead of choosing one of the available
plantations (or quarry, if that was an option). To do so, he takes any of the face-
up plantation tiles (not a quarry tile) and places it face-down on an empty island
space on his player board.
When he builds a building (whether the forest house is occupied or not), he may
reduce the cost of the building by 1 doubloon for each two forests on his island.
This reduction is in addition to the builder and quarry reductions, but does not
come with the column restriction of the quarry.
Note: forests do not have space (or need) for colonists.
Example: the player has 6 forests, 2 occupied quarries, and is the builder; to build a large
warehouse, he pays nothing: 6 –1 (builder) –2 (quarries) – 3 (forests – no column limit) = 0.
Note: if the owner of an occupied forest house also has …
… an occupied hacienda, he may look at the tile he takes before deciding to place it as a forest;
… an occupied library, he can choose freely to place no, one, or both plantation tiles as forests;
… an occupied hospice and places a forest, he places the colonist on his windrose.
Once placed on the player board, a player may not change a plantation to a forest or vice-versa.
Black market
When the owner of an occupied black market builds a building, he may reduce
the cost of the building by up to 3 doubloons by returning one colonist, one good,
and/or one VP to the supply.
Note: the player may choose which, if any, to return, but no more than one of
each. Also, he may not have any doubloons left after building. Thus, he may only
use the black market proceeds to build the building.
Example: the owner of an occupied black market wants to build the harbor (8 doubloons), but
has only 6 doubloons. He returns an indigo and a colonist to the supply to earn the 2 doubloons
he needs to pay for the harbor. He could not also return a VP chip to further reduce the cost as
he would then have 1 doubloon left.
From the 24 small and 7 large different beige buildings, the
players choose, in clockwise
order, which 12 small and 5 large
different beige buildings will be
available in the game.
(by building cost!)
Example: a player chooses black market and
places both black market buildings on the
hacienda space on the board. Later, a player
chooses hacienda and places both hacienda
buildings on the construction hut space on
the board. The construction hut and forest
house buildings cannot now be chosen as
there is no longer a place to put them on the
board.
+ 1 good with
large indigo plant/
large sugar mill
forest plantation;
2 forests = -1
doubloon with
building
as he would then have 1 doubloon left From the 24 small and 7 large different beige buildings the players choose in clockwise order which 12 small and 5 large different beige buildings will be available in the game by building cost Example a player chooses black market and places both black market buildings on the hacienda space on the board Later a player chooses hacienda and places both hacienda buildings on the construction hut space on the board The construction hut and forest house buildings cannot now be chosen as there is no longer a place to put them on the board 1 good with large indigo plant large sugar mill forest plantation 2 forests 1 doubloon with building
for each 1 VP, good
or colonist: -1
doubloon with
building
If a player returns a VP or a colonist after the game end requirement has
been met, the game is still at game end.
The colonist on the black market may
not be the one chosen to be returned.
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Storehouse
At the end of each captain phase, the owner of an occupied storehouse may, in
addition to the one good he is normally allowed to keep, keep three additional
goods (cases) of any kinds.
Example: the owner of an occupied storehouse also has an occupied large warehouse: he may keep
all cases of 2 kinds of goods plus 4 additional cases of any kinds of goods.
Guest house
In the mayor phase, the owner of a guest house, may place up to two colonists in
his guest house. He may later move these guests, at the start, during, or at the end
of all other phases to any building, plantation, or quarry of his choice where they
immediately go to work and must remain until the next mayor phase. The guests
may be moved in the same or in different phases.
Example: at the end of the captain phase, the owner of an occupied guest house moves one guest
to his storehouse and uses the storehouse immediately to keep 3 additional goods that remained
on his windrose. Later, he chooses the trader as his role and moves the second guest to his library
so he can double his trader privilege. These two guests, like normal colonists, remain on the
storehouse and library until the next mayor phase.
Trading post
During the trader phase, the owner of an occupied trading post may choose
whether to sell one good to the trading house or his trading post. If he chooses to
sell a good to his trading post, he may sell any good he has (even one already in
the trading house) for the normal price, adding the bonus for the trader, if he is
the trader. He places the sold good directly in the supply.
Note: the small and large markets do not add their bonuses when a player sells to
his trading post!
Church
When the owner of an occupied church builds a building from the 2nd or 3rd
columns, he takes 1 VP chip; and from the 4th column, he gets 2 VP chips.
Note: a player gets no VP for building the church itself.
Small wharf
A player with an occupied small wharf may ship different cases of goods during
one of his turns during the captain phase, but he gets only 1 VP for every two
cases he ships. Also, the player may ship as few (at least 1) or as many as he likes,
and need not ship all of a kind.
Note: a player may own and use both a wharf and small wharf in the same captain phase.
Lighthouse
The lighthouse is similar to the harbor, but the player gets 1 doubloon instead of
1 extra VP chip. If the owner of an occupied lighthouse is also the captain, he gets
one additional doubloon.
Note: if the captain has an occupied lighthouse, he takes one doubloon whether he ships or not.
Specialty factory
The specialty factory is similar to the factory, but it rewards production of one
kind of goods. The player takes doubloons from the bank equal to 1 less than the
number of goods he produced of one kind: the kind he produced the most of
(except corn).
Example: the owner of an occupied specialty factory produces 4 corn, 3 sugar, and 2 coffee. Thus,
the specialty factory earns him 2 doubloons: 3 (sugar) –1.
Library
The owner of an occupied library doubles the privilege he gets when he takes a
role. The settler may first take either a plantation or a quarry. Then, after all other
players have chosen their plantations, the settler may take a plantation from those
remaining face up. He may not take a quarry as his doubled privilege.
The craftsman may take 2 of the same good or 2 different goods.
+ 3 goods storage
up to 2 colonists
to move freely
= your own
trading house
We recommend that players choose either
the office or the trading post to use in the
game, but not both.
0/1/1/2 VP
with building
= your own
cargo ship (½ VP)
+ doubloon with
shipping
+ doubloons with
production
doubled privilege
Note: the owner of both occupied library and hospice, takes a colonist for his first tile only; if he also has an occupied construction hut, he may also take a quarry as his second tile.
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15
Union hall
Before the owner of an occupied union hall ships for the first time in the
captain phase, he takes 1 VP chip for every 2 of the same good on his windrose.
Afterwards, the shipping continues as normal.
Example 1: the owner of an occupied union hall has 3 corn, 2 indigo, and 1 coffee on his
windrose. He takes 2 VP chips: 1 for the corn and 1 for the indigo.
Example 2: the owner of an occupied union hall has 4 corn, and 2 coffee on his windrose. He
takes 3 VP chips: 2 for the corn and 1 for the coffee.
Statue
No colonists can be placed on the statue. The statue is worth 8 VP at game end.
Cloister
The owner of an occupied cloister earns extra VP for sets of 3 like island tiles. For
1 set of 3 like tiles, he earns 1 VP, for 2 sets of 3 like tiles, he earns 3 VP, for 3
sets of 3 like tiles, he earns 6 VP, and for 4 sets of 3 like tiles, he earns 10 VP (the
maximum).
Example: the owner of an occupied cloister has 6 forests, 3 quarries, 2 corn plantations, and
1 coffee plantation at game end. He earns 6 extra VP. If he has an additional corn plantation
instead of the coffee plantation, he would earn 10 extra VP instead.
The buildings used in this expansion are based on suggestions from Keith Ammann, Sven Baumer, Andy
Bridge, Erwin Broens, Hans Dieben, David Haupt, Wei-Hwa Huang, Joe Huber, Eric Humrich, Ingo
Jansen, Jörg Killer, Anne-Kathrin Knüppel, Mario T. Lanza, Takuya Ono, Deborah A. Pickett, Patrik
Rüegge, Michael Schacht, Carl de Visser, Sabine Werhahn and Yasuto Yonede. Thanks!
2nd Expansion: The Nobles
PREPARATION
The 7 different new beige buildings and 1 new production building can
be used with the 17 different beige buildings from the basic game and the 14
different beige buildings from Expansion I. Place these buildings above the game
board, sorted by their construction costs and allocated in the 4 columns by
their construction costs. Place the 20 nobles next to the colonist supply. With
this expansion, exhausting the colonist supply does not signal the end of the
game (and neither does exhausting the noble supply). Thus, players may use all the
colonists tokens in every game. At the beginning of the game and at the end of
each mayor phase, place one noble on the colonist ship instead of one of the
colonists that were to be placed there (as long as there are nobles in the supply).
Nobles can be taken from the colonist ship in the mayor phases (usually by
the mayor) instead of a colonist. Each noble is worth 1 VP at the end of the
game. Players can place nobles anywhere and anytime they would place colonists
and they act just as colonists for occupying buildings. A noble is the same as a
colonist, except as noted for some of the new buildings below. When a building
suggests a different result for nobles and colonists, it is just that. A colonist cannot
get the noble result and a noble cannot get the colonist result.
Land office
In the trader phase, the owner of a colonist-occupied land office may buy the
top-most plantation tile from a face-down supply stack by paying 1 doubloon
to the bank. He places the tile on his island. In the trader phase, the owner of a
noble-occupied land office may discard a plantation tile from his island to take 1
doubloon from the bank.
Note: if the owner of an occupied land office also has an occupied forest house, he may choose
to buy a forest to place on his island instead of the plantation. If the returned plantation tile is
occupied, the player places the colonist/noble from the tile on his windrose.
Chapel
In each craftsman phase, the owner of a colonist-occupied chapel takes 1
doubloon from the bank and the owner of a noble-occupied chapel takes 1 VP
from the supply.
+ VP before
shipping
8 VP at game end
+ 1/3/6/10 VP for
sets of three
island tiles
These noble buildings are in
addition to the other buildings
and are laid out above the board
according to their costs
Exhausting the colonist supply
does not trigger game end
Place one noble on the colonist
ship instead of one colonist
At game end, each noble
is worth 1 VP
In trader phase
buy 1 plantation
or sell 1 plantation
+ 1 doubloon |
+ 1 VP
with production
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Hunting lodge
At the end of each settler phase, the owner of a colonist-occupied hunting lodge can discard a plantation tile from his island and the owner of a noble-occupied hunting lodge can take 2 VP, if he has the most empty island spaces.
Note: if a player ties with the most empty island spaces, he does not get the 2 VP. If the returned plantation tile is occupied, the player places the colonist/noble from the tile on his windrose. In this case, forests count as plantations, and can also be removed.
Zoning office
The owner of a colonist-occupied zoning office pays 1 less doubloon, when building a small building (columns 1-3) and the owner of a noble-occupied zoning office pays 2 less doubloons for when building a large building (column 4).
Note: a colonist-occupied zoning office cannot save a player anything when building a large building and a noble-occupied zoning office cannot save a player anything on a small building.
Royal supplier
On his first turn to ship goods in the captain phase (before he ships anything), the owner of an occupied royal supplier can supply the royal warehouse (the supply) with a number of goods from his windrose equal to the number of nobles on his island and take 1 VP for each.
Note: such supplied goods must all be of different kinds (no duplicates). Regardless of other buildings or abilities the player may gain no additional bonuses from supplying these goods to the royal warehouse.
Villa
On his first turn in the mayor phase, the owner of an occupied villa may take 1 noble from the supply (not the ship!). If there are no more nobles in the supply, he takes a colonist from the supply instead (if there is one).
Jeweler
In the craftsman phase, the owner of an occupied jeweler takes 1 doubloon from the bank for each noble on his island.
Note: the jeweler counts as a large production building.
Royal garden
At game end, the owner of the occupied royal garden scores 1 VP for each noble on his island (i.e. this player scores 2 VP for each noble on his island, whether they are on a building, a plantation or on his windrose).
The author and publisher thank the many play testers for their large commitment and their numerous suggestions, especially: Todd Jensen, Beate Bachl, Sibylle Bergmann, Christine + Peter Dürdoth, Walburga Freudenstein, Holger Frieberg, Claudia Hely, Markus Huber, Andreas Maszuhn, Michael Meier-Bachl, Roman Pelek, Karen Seyfarth, Dominik Wagner, the Wiener Spiele Akademie, and the groups from Berlin, Bödefeld, Göttingen, and Rosenheim.
If you have questions, comments, or suggestions, please contact us:
Rio Grande Games, PO Box 1033, Placitas, NM 87043 or
RioGames@aol.com
Please visit our website at:
www.riograndegames.com
© 2001/10 Andreas Seyfarth
© 2002/11 Ravensburger Spieleverlag
- 1 plantation | emptiest island: + 2 VP
-1 doubloon | -2 doubloon with building
before shipping: + 1 VP per good
+ 1 noble from supply
+ 1 doubloon per noble
+ 1 VP per noble
General note: when the basic or 1st expansion rules mention "colonist", players can read "colonist/noble" when playing with the 2nd expansion.
229.712
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Por que perguntar ao BoardGamesBot
Em vez de folhear o manual inteiro- Respostas precisas Baseadas exatamente neste manual, com a página de origem.
- Economize tempo Ache a regra em segundos, sem folhear 16 páginas.
- A qualquer hora Tire dúvidas no meio da partida, direto do celular.
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Como funciona
Três passos até a resposta- 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
- 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
- 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.
Expansão de
Conteúdo adicional publicado
Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .