Full manual text

rival nomads
Rival nomads offer their treasures to
whoever can best fulfill their desires.
SETUP
Place any 2 rival nomad cards faceup near the board.
(You may pick them or deal randomly.)
Note: The river nomad can only be used with the river
map. The mountain range nomad can only be used with
the mountains map.
GAMEPLAY
At the end of the game, each rival nomad card is
awarded to the player who best fulfilled it. Each card is
worth 10 points. If 2 or more players tie for a card, they
each get a 5-point token instead.
COMPONENTS
1. 10 rival nomad cards
djinns
Visiting oases awakens mischievous djinns, who use
their magic to make traversing the desert more difficult.
SETUP
Shuffle the djinn deck and place it facedown next to
the board.
GAMEPLAY
If you connect 1 or more caravans to an oasis marker
during your turn, then at the end of your turn, you must
reveal the top card on the djinn deck. Read aloud the
djinn’s new rule and place it faceup next to the deck
(covering the previous djinn, if there is one). The faceup
rule applies to all players until a new djinn is revealed.
When the djinn deck is empty, reshuffle all but the last
faceup card to make a new facedown deck. Note that
once the first djinn is drawn, there will always be a
single active djinn for the rest of the game.
Note: If a djinn’s rule requires you to place a camel of a
specific color, but you can’t legally do so, you may ignore it.
PLAYING WITH SPECIAL WATERING HOLES
EXPANSION
The Special Watering Holes expansion contains
extra camel tokens that allow the player to place
an additional camel on their turn. This Extra Camel
placement completely ignores all djinn card rules, being
placed in addition to the other camels placed on the
player’s turn.
COMPONENTS
1. 16 djinn cards
Bleed: 3mm
Bleed: 3mm
Bleed: 3mm
Bleed: 3mm

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COMPONENTS
1. 9 bazaar tokens (3 each of 15 point, 10 point, 5 point)
SETUP
Sort the bazaar tokens into 3 stacks with a 5-point
token on the bottom, 10-point in the middle, and
15-point on top. Place 1 stack on each bazaar hex on
the map (marked with a ).
GAMEPLAY
When one of your caravans connects a bazaar to a
village, claim the top tile on the stack and keep it
facedown to add to your total during scoring. A caravan
is connected to a bazaar or village if it either is placed
next to or encloses it (just like an oasis). Hexes next
to villages are marked with a icon. Each caravan
can claim one tile from each bazaar for each village it
connects to. If 2 different caravans connect the same
bazaar and village, they can both claim a tile.
Leaders can’t be placed on or next to a bazaar (but can
be placed next to a village). Camels can’t be placed on a
hex that has bazaar tokens left. If a hex runs out of bazaar
tokens, it becomes an empty hex, and a camel can be
placed there (or it can be enclosed to score 1 point).
bazaars
Form valuable trade routes from desert
bazaars to the far off villages.
SETUP
Before placing watering hole tokens, remove 7 each
of the 1 point, 2 point, and 3 point tokens (21 total)
and shuffle in the special tokens to replace them.
Then place as normal.
GAMEPLAY
Special tokens can be claimed like other watering
hole tokens, but are kept faceup in front of whoever
claims them.
Extra Camel: This token may be discarded on your
turn to place 1 extra camel of any color. This token may
be used immediately when claimed. Only 1 may be used
each turn. Unused tokens score 0 points at game end.
Trade Good: At game end, score 10 points for every
2 tokens you have. Single tokens score 0 points.
COMPONENTS
1. 21 special watering hole tokens
(12 trade goods, 9 extra camels)
special
watering holes
Not all watering holes are equal. Some
can energize your caravans or provide
trading opportunities.
0 10
10
©Dr. Reiner Knizia, 2023. All rights reserved.
CREDITS
Design: Dr. Reiner Knizia
Illustration: Hien Le & Daniel Profiri
Graphic Design: Anca Gavril
Development: Velgus, Michael Dunsmore
Consulting: Jonny Pac Cantin, John Brieger
Bleed: 3mm
Bleed: 3mm
Bleed: 3mm
Bleed: 3mm

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