Manual in English

Village: Port — Rules Manual

eggertspiele, 999 Games, Delta Vision Publishing · Board game · 2014
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Inka and Markus Brand
Village
PORT
The second expansion
for 2 to 5 players, aged 12 and up

---

‡ Components ‡
2
With Village Port, you now have the option of boarding your own ship and travelling the seven seas. Hire
captains, sell domestic goods, and pick up foreign commodities. Send family members as missionaries to far
away islands and dig up treasure chests.
In addition, this expansion includes life goal cards that let you pursue your very own career, such as becoming
a writer, a historian, or even a knight.
This expansion actually consists of 2 expansions: the main Village Port expansion and a small expansion
called Life Goals. Both can be combined in any way with the base game and the first expansion, Village Inn.
This rule book first covers the rules for “Village Port + base game” (page 2). The necessary rule changes for
adding the Village Inn expansion are explained afterwards (page 6). Finally, the rules for Life Goals can be
found at the end of this rule book (page 7).
Note: All the possible combinations can also be played with 5 players (if you own Village Inn).
Follow the setup description on page 3 of the base game rule book with the following changes:
In step 3, each player only gets 2 of his markers (1 for his life time track, 1 for the prestige track).
The 6 markers usually used for travel are returned to the box.
In step 12, instead of the usual setup card, take the setup card from the Village Port
expansion that matches the number of players. Place it nearby, with the side showing
just an anchor face up.
‡ Setup ‡
1 sea travel board 5 wooden ships 6 cocoa baskets 6 tea bales
5 ship tiles 6 treasure chests
back front 3 x
2 x
1 x
15 captain cards 4 setup cards 12 influence cubes
(for 2, 3, 4, 5 players) (Add these to
the ones from
the base game.)
4 new villager cards 17 life goal cards
(Use these 8 silver goals 9 golden goals
when you
combine
Village Port
and Village Inn.)
back
front
back
front
‡ Village Port + base game ‡

---

‡ Playing the game ‡
The game is played as usual. However, 2 of the actions are affected when playing with Village Port: the “travel” action and the “market” action. While there is only a slight addition to the “market” action, the “travel” action is performed in an entirely new way.
‡ Travel ‡
By choosing the “travel” action, you may move your wooden ship around the sea travel board. How the action is carried out depends on where your ship is and where you want it to go.
You may either: a) Set sail from the port
OR b) Continue sailing from anywhere at sea
OR c) Return to the port
a) Set sail from the port
When your ship is still in the port, carry out the following steps: 1. Hire a captain
2. Load your ship
3. Move your ship
Next, set up the additional components of Village Port as follows:
1. Hire a captain
Choose any one captain card from any of the captain decks next to the game board. Pay its cost by returning the number of coins shown on the card to the supply. Then place the captain card face up next to your ship tile.
You must hire a captain if you want to move your ship out of the port.
The more expensive a captain is, the fewer influence cubes you will need to move your ship (see section “3. Move your ship” on the next page).
Cover the travel area of the game board with the sea travel board.
Sort the captain cards according to their cost and form 3 decks:
1 deck for the 5 captains that cost 1 coin
1 deck for the 5 captains that cost 2 coins
1 deck for the 5 captains that cost 3 coins
Place the 3 captain decks face up next to the sea travel board.
(The order of the cards within the decks is irrelevant.)
Shuffle the 6 treasure chests and form a face-down stack. Place this stack onto the “treasure island” on the sea travel board.
Form 1 stack for the cocoa baskets and 1 stack for the tea bales. The number of tiles in each of these 2 stacks depends on the number of players:
in a 2-player game: 3 tiles
in a 3-player game: 4 tiles
in a 4-player game: 5 tiles
in a 5-player game: 6 tiles.
Place each stack onto its respective island on the sea travel board.
Return any spare cocoa baskets and tea bales to the box.
Give each player the wooden ship and the ship tile of his color.
Each player places his wooden ship in the port on the sea travel board and his ship tile next to his farmyard.
a.
b.
c.
d.
e.

---

B
A
1
4
2. Load your ship
The ship tile next to your farmyard is used to mark the load that your wooden ship carries. The ship tile has 3 holds and each of these holds can hold exactly 1 playing piece.
A variety of playing pieces can be loaded, however, your ship may not carry more than 1 playing piece of the same type at once.
The different types of playing pieces that your ship can carry are: horse, ox, plow, wagon, scroll, bag of grain, family member, cocoa basket, tea bale, treasure chest. (The last 3 can only be picked up at islands.)
Important: All family members are considered the same type of playing piece (even though they have different numbers). The same is true of the treasure chests (even though they have different monetary values).
To load your ship in the port, place up to 3 different playing pieces that you own onto your ship tile (1 onto each hold).
You may load fewer or even none at all. When you place a family member onto a hold, it must come from your farmyard.
3. Move your ship
Move your ship step by step along the connected water spaces. There are 2 kinds of water space: time water-spaces and island water-spaces.
Going to the next water space along a water line is considered 1 step.
You may move several steps. However, the cost to move depends on your captain:
Example: After hiring a captain for 2 coins, Philipp decides to place an ox, a plow, and a family member from his farmyard onto the holds of his ship tile.
The first step of your movement is free. This is shown in the lower left corner of your captain card.
For any additional steps that you want to move, you must return to the supply the influence cubes shown in the lower right corner of your captain card.
Some examples of icons on captain cards
For each orange and pink cube that you return to the supply, you may move 1 additional step.
For each green cube that you return to the supply, you may move up to 2 additional steps.
For every 2 cubes (of one or more colors) that you return to the supply, you may move 1 additional step.
Note: You can enter and stop at any water space no matter how many ships are already on that space.
For each time water-space that your ship enters during its movement, you immediately lose 1 time on your life time track.
A
A
B
Example (continued):
Right after loading the ox, plow, and family member onto his ship tile (as seen above), Philipp moves his ship.
For his first step onto , he does not have to pay any influence cubes.
However, since is a time water-space, he loses 1 time for entering it.
He could stop moving now, but chooses to move another step to . For this step, he must return 1 green cube to the supply.

---

b) Continue sailing from anywhere at sea
If you start your movement from any water-space or island water-space (and do not want to return to the
port yet), the same rules apply as described above in section “3. Move your ship”.
c) Return to the port
Instead of continuing sailing, you may return to the port immediately. Simply place your ship
back in the port and lose exactly 1 time (no matter from where you return).
Then unload your ship by taking all playing pieces off your ship tile and placing them in front
of you. Finally, return your captain to the box. (Used captains always go out of the game).
When unloading a treasure chest, keep it face down in front of you. At any point during the game, you may turn it
face up, take the amount of coins shown on it from the supply, and then return the treasure chest to the box.
If the stack of tiles on an island is empty, you cannot load a tile from that island.
You may not throw any load over board to make room on your ship tile.
As long as your ship is at sea, you cannot use any of its loaded playing pieces for actions in the village. (For
example, an ox on your ship tile cannot be used for harvest or be sold at the market. Also cocoa baskets, tea bales,
and treasure chests cannot be used before the ship has returned to port.)
You cannot use the “family” action to return a family member to your farmyard that is placed on a missionary
church or is on your ship tile.
The number of captains is limited. If you cannot hire a captain (because the available captains are too expensive
or all captain decks are empty), you cannot move out of the port.

If you enter an island water-space, you may land on that
island. If you choose not to land, you may continue your
movement.
If you choose to land, your movement is immediately over.
Your ship stays on that island water-space and you may im-
mediately perform any number of the actions that the island
allows:
Sell goods/bag of grain
If the island shows a parchment with goods/a bag of grain,
you may return any of those from your ship tile to the
supply and for each immediately gain the prestige points
shown.
Pick up cocoa basket/tea bale/treasure chest
If there is a stack of tiles on the island, take the top tile
(cocoa basket, tea bale, or treasure chest) and place it onto
an empty hold of your ship tile. This is free of charge. You
may secretly look what your treasure chest is worth (3, 4,
or 5 coins) before placing it face down on a hold.
Place a family member onto a missionary church
If there is an empty missionary church on the island, you
may place a family member from your ship tile there.
First, pay the cost in front of the arrow that points to the
church’s missionary space. (If a wagon is needed,
you must return it from a hold of your ship tile to the
supply. Influence cubes are returned from your farmyard as
usual.) Then place your family member onto the missionary
space and immediately gain that space’s prestige points.
As long as your family member is on that space, the
missionary church is occupied and nobody can place
another family member there. The missionary church can
only become empty again if the family member on it dies
(see section “A family member passes away at sea”).

He first sells his ox for 4 prestige points and
his plow for 3 prestige points. Then he returns
1 orange and 1 brown influence cube to the
supply and places his family member onto the
missionary space of the missionary church.
This gives him 5 prestige points
immediately. Then his turn is over.
Example (continued):
If Philipp chose to land on the island of
water space, his movement would be over
and he could perform any of the actions of this
island. However, since he has no wagon on
board, he could not place his family member
onto the missionary church. And since he
has no free hold on his ship tile, he could not
pick up a cocoa basket. Therefore, he decides
not to land on
the island
but instead
move an-
other step
to by
returning
another
green cube
to the
supply.
On this
island, he
decides to
land.

---

‡ End of the game ‡
‡ A family member passes away at sea ‡
‡ Market ‡
The market day is triggered and held as usual. However, each time it is your turn during a
market day, you can either serve a customer as usual or sell 1 cocoa basket or 1 tea bale at
the new stalls (but only those cocoa baskets and tea bales which you have brought home, not
those still on your ship tile). As usual, the first sale of the triggering player is free while any
subsequent sales cost 1 green cube and 1 time. If you sell a cocoa basket, immediately gain
7 prestige points on the prestige track. If you sell a tea bale, immediately gain 5 prestige
points and 1 coin from the supply. Any cocoa baskets and tea bales sold are returned to the
box (their number is limited). The 2 new stalls are always open (so they can handle several
sales during the same market day).
When a family member dies while either placed on a missionary church OR on your ship tile:
Check if there is still an empty space in the travel section (green crest) of the village chronicle. If
there is, place the family member there as usual.
However, if there is no empty space in the chronicle, the family member is not placed
onto an anonymous grave but buried at sea instead! Place it onto an empty sea burial space
on the sea travel board and immediately gain the number of prestige points (if any) shown on
that space.
The end of the game is still triggered when a family member is either placed onto the last empty space of
the chronicle or the anonymous graves. However, now there is a third possibility: The end of the game is
also triggered when a family member is put on the last empty sea burial space. All other rules are identical
to those of the base game. (During the final scoring, skip the “travel” part, as any points from the sea travel
board are always awarded immediately).
Follow the setup description in the rule book of Village Inn with the following changes:
In step 1, before shuffling the villager cards, return the following 4 cards to the box: Count, Traveller,
Messenger, Toll keeper. Add the 4 cards from this expansion instead: Admiral, Helmsman, Quartermaster,
Cartographer (see next page for details on these new villager cards).
In step 3 (of the base game rules), each player only gets 2 of his markers (1 for his life time track, 1 for the
prestige track). The 6 markers usually used for travel are returned to the box.
In step 12, instead of the usual setup card, take the setup card from the
Village Port expansion that matches the number of players. Place it nearby,
with the side showing an anchor leaning against a beer mug face up.
Next, set up the components of Village Port exactly as described in the white box on page 3 of this rule book.
‡ Village Port + base game + Village Inn ‡
‡ Setup ‡
‡ Playing the game ‡
There are no additional rules. For any rules relating to the Village Inn expansion, see the Village Inn rule
book. For any rules relating to the Village Port expansion, see the previous chapter.
The game end is triggered as described in the chapter above. The scoring is carried out as usual.
‡ End of the game ‡

---

7
First, set up the game as usual, following the setup description of the combination you want to play (base
game / Village Inn / Village Port). After you have finished the setup but before you seed the action spaces
for the first round, take the life goal cards and separate the silver goals (silver back) from the golden goals
(golden back). Depending on whether you play with just the base game or include other expansions, you must
remove some of the life goal cards and return them to the box (those cards also have an appropriate symbol in
their upper right corner):
‡ Setup ‡
This small expansion adds life goal cards to the game. You can use these cards when playing with just the base game or when playing with any possible combination of the base game, Village Inn, and Village Port.
base game
+ Village Inn + Village Port
remove from the silver goals: Brewer
Explorer
After you have removed the appropriate cards, shuffle the silver goals and the golden goals separately. Deal each player 1 random silver goal and 1 random golden goal face down. Return any spare life goal cards to the box. Each player can always look at his own 2 life goal cards but should keep them concealed from the other players.
base game
+ Village Inn
base game
+ Village Port
base game
remove from the golden goals: Innkeeper
Missionary
Innkeeper
Travelling salesman
Explorer Brewer
Missionary Travelling salesman
‡ Playing the game ‡
The life goal cards do not change any of the usual rules, they simply offer a new way to score (you are not obliged to fulfill your life goals). Each life goal card has certain requirements. At any point during the game (even at game end), if you meet or exceed all requirements of a life goal card, you can turn it face up and immediately gain the number of prestige points shown on the card. Then return the card to the box. (You do not get a new card.) To gain the prestige points of a life goal card, you only have to meet (or exceed) its requirements. You do not need to surrender anything (except the life goal card itself).
Admiral When hiring a captain for your ship, you may instead play this card and place it face up next to your ship tile. It is used like any other captain. (In this case: Move
your ship 1 additional step per influence cube of any color that you return to the supply.) Discard the Admiral when you return to port.
The new villager cards (showing an anchor in the upper right corner):
Cartographer During a travel action, instead of moving your ship via your captain, you may play this card and immediately place your ship onto any island water space (this does not
cost any time or influence cubes). However, the car- tographer only replaces the usual cost for moving the ship. You still need to have hired a captain to be able to move at all. At the island on which you land, perform any possi- ble actions as usual. Then discard the Cartographer.
Helmsman When hiring a captain for your ship, you may play this card and place it face up next to your captain. Now, when moving your ship, you may move 1 additional free
step (i.e. you can move a total of 2 free steps before you would need to pay influence cubes for any fur- ther steps). Discard the Helmsman along with your captain when you return to port.
Quartermaster Play this card when you load something onto your ship, either at the port or at an island. This once, you may load 2 playing pieces of one type (each item still needs
its own hold). This also means that if you play this card when you pick up a tile on an island, you may immediately load the top 2 tiles from the island’s stack onto your ship free of charge. Discard the Quartermaster afterwards.
‡ Life Goals ‡

---

8
Credits
Authors: Inka and Markus Brand Illustrations: Dennis Lohausen
Rule book and layout: Viktor Kobilke Rule book revision: Neil Crowley
Copyright: © 2014 eggertspiele GmbH & Co. KG, Friedhofstr. 17 21073 Hamburg Germany
All rights reserved. | www.eggertspiele.de
Distribution: Pegasus Spiele GmbH, Straßheimer Str. 2 61169 Friedberg | www.pegasus.de
The silver goals
The requirements are met if you have gathered all playing pieces shown on the right side of the card.
The golden goals
Aristocrat
Carter
Secretary
You must have
served at least
6 customers.
At least 1 of your
family members
must be on the
4th stage in the
council chamber
and you must
own the next
starting player
marker.
You must have
at least 3 family
members in the
church: 1 on each
of the 3 rightmost
windows.
At least 1 of your
family members
of the 4th gener-
ation must be in
the church.
You must have
at least 4 family
members in the
“crafts”. This
includes any
of your family
members on craft
buildings as well
as in the “crafts”
section of the
village chronicle.
You must have
family mem-
bers in at least
4 sections (that
is, professional
categories) of the
village chron-
icle. (A family
member placed
via the Bard does
not count).
At least 1 of your
family mem-
bers (not just a
marker) must
be in the city in
the upper right
corner of the
travel map and
you must have
served at least
2 customers.
You must have
at least 4 villager
cards in hand
(they must not have
been played yet).
You must have
family members
on at least 2 mis-
sionary churches.
Acolyte Merchant InnkeeperMissionary
Master Historian Saint Travelling salesman
Farmer Bailiff Writer Knight
Brewer Explorer
Regarding the Explorer: The required play-
ing pieces must actually be on your ship tile
(though not necessarily in the order shown).
Game end and scoring are played as usual. There is no penalty if you did not manage to fulfill 1 or even both
of your life goal cards.
‡ End of the game ‡

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