Each player takes 1 player board and all tokens of their color. Then each player sets up their player board as follows.
Determine a start player randomly and place the turn order tokens in clockwise order from the 1st player.
Each player takes exactly 1 action per turn, in turn order. This continues until all players have passed. Each action (aside from passing), can be taken multiple times during a round.
You can send merchants in your stock, not on your player board, to the market to buy or sell goods.
Players may only buy or sell 1 type of good during a trade action. To trade multiple types of goods, the trade action must be taken multiple times.
You may NOT buy and sell the same good during the same round!
Notes on export contracts:
Expand terms:
If you have placed all your woodcutters, you cannot expand to an "only forest" tile. This is the case for miners and mountains as well.
If you expand into a space neighboring another player's unit (adjacent and no river in between):
If you deploy your 4th building of one type onto the map (cheese dairy, bakery, or distillery) and** your export box is empty:
Pay £4 to move your shipping marker 1 space to the right.
Shipping levels:
Players can upgrade their equipment (tiles below their workers on their player board) to increase income from woodcutters and miners. To upgrade a tech, pay £10 and flip over the corresponding tech tile.
If you receive a Bonus Upgrade from Direct Export Bonuses and you choose a tech upgrade action, pay £5 instead of £10.
Pay £4 and move a merchant from your player board and add it to your stock.
There are 3 Direct Export Bonuses players can take to gain an immediate advantage.
If you cannot, or do not want to, take any more actions, you must pass and stop taking actions for the remainder of the round. After passing, move your turn order token to the leftmost available position of the next round and receive the pass bonus money indicated.
Players collect income and produce goods from their units deployed on the map. The amount of money and goods is indicated by the empty slots on the player board where units have been removed which show a "plus" icon.
If they have fulfilled the requirement for the current round scoring marker (top half), players earn the glory bonus indicated on the bottom half of the marker. Glory is tracked on the export board with players' glory markers.
When scored, flip over or remove the round's scoring marker.
Final scoring happens after 5 rounds. Final scoring is the sum of the following:
The shaded spaces at the edge, also marked by mist, are not part of the active map and so players cannot expand into them. This is relevant for scoring tile 5 and Clan Fergusson. All loch spaces are part of the map.
The following are good for a 1st game.
No matter how much cotton, tobacco, or sugar cane was imported, each is worth 4 VP at the end of the game. If you use this, you do not need to track these on the export board.
Players can ignore the scoring tiles and/or the port tiles during setup and play.
Use the backsides of 4 spare port tiles to cover any 4 land spaces of the active map during the setup in a 2/3 player game, preferably 1 tile per map module. These spaces cannot be expanded into.
For more symmetric play, ignore the clans during setup and play. In addition to the goods and money on the starting tile, players also receive:
Apply the following auction mechanism to auction clans.
Tile | Description |
---|---|
Use this when fulfilling a contract needing meat and slaughter 1 less animal | |
Discard 1 and gain any 3 basic goods (including the discarded good) | |
Discard 1 processed good and gain any 2 processed goods (including the discarded good) | |
Receive 1 bonus upgrade + 3 glory | |
Gain £10 | |
Manipulate the price of 1 good by 3 steps on the market before trading that good | |
Take any 2 units from your player board (other than fields) and exchange them with any 2 of your units on the map (not fields) at no cost. The 2 new units must be different from the 2 old units. The new units must match the land type on which they are deployed. If you qualify, you can obtain the building bonus. You can obtain any neighborhood bonus during this action. | |
Gain £5. If your export box is empty, you may perform the building bonus (and pay the respective costs if you decide to take an export contract, as normal). |
Tile | Description |
---|---|
Gain 1 glory for each basic good in your stock. | |
Gain 3 glory for each 2 processed goods in your stock. | |
Gain 1 glory for each of your deployed sheep, cows, cheese dairies, bakeries, and distilleries and gain 2 glory for each field. | |
Gain 2 glory for each of your deployed workers (including fisherman if you are Clan MacDonald) | |
Gain 3 glory for every 2 units on border spaces of the active map. In a 1-2 player game, the shaded spaces are not part of the active map. | |
Gain 1 glory for each unit of cotton, tobacco, and sugar cane on your fulfilled export contracts. | |
Gain 2 glory for each unit of meat on your fulfilled export contracts. | |
Gain 1 glory for each of your upgrades (tech upgrades, shipping upgrades, and hired merchants). Just count each spot left of your shipping marker, each free merchant spot, and each upgraded (flipped) tech tile. You also gain glory for upgrades your clan started with. |
Credit: | Jay Deiman |
---|---|
Version: | 1.0 |