+ All Categories
Home > Documents > Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player...

Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player...

Date post: 17-Oct-2020
Category:
Upload: others
View: 3 times
Download: 0 times
Share this document with a friend
12
Overview Players assume the roles of entrepreneurs who are engaged in the fields of shipbuilding, trade and transport. So, you are shipyard owner, merchant and shipowner all in one. As a shipyard owner, you build player ships of various sizes. As a merchant, you purchase goods that need to be transported on the completed ships, by the shipowners. There are victory points for both shipped goods and for ships themselves. The player with the most victory points after 5 rounds (or 4 for a two player game) is the winner. Game Board Layout The game board is placed in the middle of the table. Bonus Area for each player action Costs for each action Round Track (place Round Marker here) Scoring Track Place Turntable in the middle of the board on the Action Wheel The Action Tiles are placed in these fields Starting Space for Victory Point Markers 4 Player Warehouse Boards 1 Turntable 1 Score Overview Tile (Victory Points at end of game) 8 Action Tiles 1 Anchor Tile 18 Single-Vessel Tiles 18 Bow Tiles 18 Stern Tiles 9 Center Hull Tiles 72 Masts (4 x 15 Masts with 4 different coats of arms + 12 Masts with Crown 72 Sails (4 x 15 Sails with 4 different coats of arms + 12 Sails with Crown 48 Goods Tiles (12 each of Fish, Coffee, Grain and Salt) 42 Coins (26 x 1Taler, 16 x 5 Taler) 12 Pass Tiles (4 sets with -3, -2, -1 VPs) 4 “Extra Action” Tiles 1 Game Board 28 Worker Cubes 4 Victory Point Markers in player colors Game Components 1 Start Player Marker 1 Round Marker
Transcript
Page 1: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

OverviewPlayers assume the roles of entrepreneurs who are engaged in the fields of shipbuilding, trade and transport. So, you are shipyard owner, merchant and shipowner all in one. As a shipyard owner, you build player ships of various sizes. As a merchant, you purchase goods that need to be transportedon the completed ships, by the shipowners. There are victory points for both shipped goods and for ships themselves. The player with the mostvictory points after 5 rounds (or 4 for a two player game) is the winner.

Game Board LayoutThe game board is placed in the middle of the table.

Bonus Area for each player

action

Costs for each action

Round Track(place RoundMarker here)

Scoring Track

Place Turntable in the middle of the board on the Action Wheel

The Action Tiles are placedin these fields

Starting Space forVictory Point

Markers

4 PlayerWarehouseBoards

1 Turntable

1 Score Overview Tile(Victory Points atend of game)

8 Action Tiles1 Anchor Tile

18 Single-Vessel Tiles

18 Bow Tiles

18 Stern Tiles9 Center Hull Tiles

72 Masts (4 x 15 Masts with 4 differentcoats of arms + 12 Masts with Crown

72 Sails (4 x 15 Sails with 4 differentcoats of arms+ 12 Sailswith Crown

48 Goods Tiles (12 each of Fish,Coffee, Grainand Salt)

42 Coins (26 x 1Taler, 16 x 5 Taler)

12 Pass Tiles (4 sets with-3, -2, -1 VPs)

4 “Extra Action”Tiles

1 Game Board

28 Worker Cubes

4 Victory PointMarkers in player colors

Game Components

1 Start PlayerMarker

1 RoundMarker

Page 2: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

The following materials are placed on the board: - The Turntable is placed in the middle of the board. At the start of the

game align the section with the Anchor to the Bonus space showing 3 Workers, as shown.The Round Marker is placed on space 1 of the Round Track.Each player puts their Victory Point Marker on space 10 of the Scoring Track.

-

-

The remaining game materials are sorted as follows: -

-

---

The Workers are placed next to the board as a general supply.The Ship Tiles (Single-Vessel, Bow, Center Hull, Stern, Masts and Sails) are sorted bytype and placed in 14 face-up stacks next to the board. (It is advised to group together the Masts, Sails and Hull Parts, and to separate the Sails and Masts with Crowns from those without.)The Goods Tiles are also sorted by type and placed in 4 face-up stacks next to the board.The Taler Coins are placed next to the board as a general supply.The 8 Action Tiles, the Anchor Tile and the Score Overview Tile are set aside for now.

Each player receives at the start of game: - 1 Player Warehouse Board, which he puts on the table in front of him.

4 Workers from the general supply, which he sets beside his Warehouse as his personal stock.15 Taler Coins in any denomination, set alongside his Warehouse as his personal stock.1 “Extra Action” Tile1 set of Pass Tiles (with -3, -2, -1 Victory Points), set with the number side up next tothe Warehouse. (It is best to stack the three tiles so that the tile with the -1 Victory Pointsis at the bottom of the pile, with the -3 Victory Points tile is at the top.)

- - - -

Notes on using the game materials -

-

-

Number (and type) of all Workers and Coins in the personal stock, tiles in theWarehouse, Goods already delivered and the status of the Pass Tiles and the possession ofthe "Extra Action" Tile are fundamentally open information. The material must be keptvisible on the table and the exact number is available to the other players on demand.Workers and Coins in the general supply are unlimited. In the unlikely event that thereare not sufficient Coins or Workers, replacements should be used.The Ship Tiles and Goods are limited in number. If the stack of a certain type is depleted,the player can no longer obtain them. Counting how many tiles of one type are stillavailable is always allowed.

The most inexperienced player is the starting player and receives the Starting Player Token.The player in position 2 receives one additional Taler.In the three player game, player 3 receives 2 additional Taler and 1 additional Worker.In a four player game, player 3 receives 1 additional Taler and 1 additional Worker and player 4 receives 2 additional Taler and 2 additional Workers.Note: After completion of each action phase, the start player marker moves to the nextplayer clockwise.

The Game Place Turntable in the middle of the boardand align Anchor space with 3 WorkersBonus space.Place Round Marker on space 1 of RoundTrack.Place each Player Marker on space 10 ofScoring Track.

Put Workers as a supply next to game board.Sort Ship Tiles by type in 14 stacks.

Sort Goods Tiles by type in 4 stacks.Put Coins as a supply next to game board.

Each player receives:1 Warehouse, 4 Workers, 15 Taler,1 “Extra Action” tile, 1 set of Pass Tiles

All information on the ownership ofWorkers, Coins, Tiles, etc., is basicallyopen.

Workers and Coins in the generalsupply are unlimited.

Ship Tiles and Goods are limited to theamount present.

The most inexperienced player is thestarting player.Player 2 receives 1 additional Taler.Player 3 receives 1 additional Workerand 2 Taler in the three player game.In the four player game, Player 3 receives 1 additional Worker and 1 Taler, andPlayer 4 receives 2 additional Workersand 2 Taler.

2

Page 3: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

Game play (Overview)The main focus in Nauticus is on the ships. Completed ships bring victory points atgame end and are essential to getting additional victory points for goods. Four differentship sizes can be built (1, 2 , 3 or 4 tiles). Larger ships gain significantly more victory pointsbut are harder to build and and it takes more time until they can be used for thetransportation of goods, since each vessel must have matching masts and sails.Nauticus is played in rounds. In a game with three or four players, 5 rounds areplayed. In the two-player game only 4 rounds are played. Each round consists of exactly 7 action phases. The players decide what the action phases are, and in which order they areexecuted. At the beginning of an action phase, the current first player chooses an action.This action is then performed by him, then by the other players in clockwise order. Thus,all players are constantly involved in the game. Once all players have made or passed thecurrent action, the starting player changes. The next player then selects the next action. At the end of the round, a short intermediate phase takes place, in which the action wheel for the next round is built, and negative points for remaining Pass Tiles are awarded. Then the next round starts as before, until 4 or 5 rounds have been completed.

The “Golden Rule”The “Golden Rule” in Nauticus is, without exception, as follows: whenever any player receives a free tile (meaning that it was acquired without spending any Taler), this tile must first be placed in that player’s Warehouse. (Since it is easy to forget this rule, you should not miss the opportunity to stress this when explaining the game to other players.)

Preparation for a new Round -

-

-

The Round Marker is advanced one position on the Round Track (not applicable to the start of the game).The Turntable is rotated so that the Anchor space aligns with the Action Tile on which the Anchor Tile is located (not applicable to the start of the game).Once the Turntable is realigned, the Anchor Tile is set aside. Then all 8 Action Tiles arecollected by the current start player, randomly shuffled, and dealt face up on the 8action fields of the board, starting with the field that displays the Anchor space of theTurntable. Make sure to place the Action Tiles such that the Bonus fields are visible!

Turn SequenceA Round consists of 7 action phases. The first player starts the first action phase, byselecting one of the 8 Action Tiles and performs the action. (Alternatively, he can passinstead of performing the selected action.) Then the next player in clockwise order chooseswhether he wants to perform this same action or pass. This continues until all players havehad the opportunity to perform the action or pass. Then this action phase ends. The chosenAction Tile is flipped over and is no longer available for the rest of the round. After thefirst action phase of a round, the Anchor Tile is placed on the inverted Action Tile. TheStart Player Marker is passed to the next player in clockwise order. Now this player selectsfrom the remaining Action Tiles and decides whether he wants to carry out the action orpass. Once all the players have acted on this action, the Action Tile is flipped over and theStart Player Marker is passed clockwise again. This is repeated until seven of the eightAction Tiles have been selected and performed. After the seventh round is complete, theremaining eighth action is not performed in this round.

4 sizes of ships may be built: 1, 2, 3 and 4-tile.

Only 1 type mast/sail per ship.

Two-player game: 4 roundsThree and four players: 5 roundsEach round consists of 7 action phases.

Starting player chooses an action, executesit, then every other player perform the sameaction. The start player then changes.

End of the round: determine actions fornext round, negative points awarded according to remaining Pass Tiles.

“Golden Rule”When you get a free tile (without payingmoney), it must be placed in yourWarehouse first.

Preparing new RoundRound Marker advances.

Rotate Turntable to align the Anchor spaceon it with the Anchor Tile marker from theprevious round.Set the Anchor Tile aside, shuffle ActionTiles and place randomly on board, starting at Anchor space on Turntable.

Turn SequenceRound = 7 action phases

First player: Select any action, take thataction or pass.

All other players in clockwise direction:Perform action or pass.

End of action phase: Flip Action Tile,place Anchor Tile (first phase only),pass Start Player Marker, new starting player chooses the next action, etc.

End of Round: After 7 action phases.8th Action Tile is not activated.

3

Page 4: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

Performing an action1. Bonus The player who selects the action gets the bonus printed on the Turntable which isassociated with the selected Action Tile. The player gets this bonus regardless of whether heperforms the selected action or passes. When the player gets the bonus, he pushes theAction Tile down so that the bonus space is covered. Then he decides whether he wants toperform the action (e.g. “buy hull parts”, as shown below) or not.Important: Only the player that chooses the action receives the bonus. All other playerscan only perform the selected action or pass.

These are the bonuses (starting with the 3 Workers, clockwise in the order in which they are printed on the schedule in the center of the board):

-

-

-

-

-

-

-

-

3 Workers (with beige clothes): The starting player receives 3 Workers from the general supply and places them in his personal stock.Mast: The starting player receives one free “regular” Mast tile of his choice and puts itinto his Warehouse (no Masts with Crowns). (Do you remember the “Golden Rule”?)Sail: The starting player receives one free “regular” Sail tile of his choice and puts itinto his Warehouse (no Sails with Crowns).2 Victory Points: The starting player receives 2 Victory Points and moves his VictoryPoint Marker on the Scoring Track accordingly.2 Workers (with beige clothes): The starting player receives 2 Workers from the general supply and places them in his personal stock.1 Worker (with beige clothes) + 1 Goods: The starting player receives one Worker from the general supply and places it in his personal stock. Furthermore, he receives one Goods of any kind, which he puts into his Warehouse.1 Worker (with beige clothes) + 1 Victory Point: The starting player receives 1 Worker from the general supply and places it in his personal stock. He also receives 1 Victory Point and moves his Victory Point Marker on the Scoring Track accordingly.4 Taler: The starting player gets 4 Taler from the general supply.

2. Blue Workers on the Turntable On the Turntable, Workers with blue clothes are shown. Each field, except for the Anchorfield, shows 1, 2 or 3 Workers. When an action is chosen, these are the Workers who areassigned to the selected action, and all players that perform this action can utilize thoseWorkers.Important: Unlike the workers with beige clothes (on the Bonus spaces), you will not get these Workers in the form of actual cubes from the general supply. These 1, 2 or 3 Workers are “virtual” Workers, and are only available for performing the selected action. If a player does not use all the Workers, he forfeits any left over and/or unused.

Performing an actionBonusThe starting player receives the printedbonus of the selected action - regardless ofwhether he passes or performs the action.

All other players will not get the bonus ofthis action.

Bonuses

3 Workers: Player receives 3 Workers.Mast/Sail: Player receives Mast or Sailtile (regular Mast/Sail only, not the Crown mast/sail).2 Victory Points: Player receives 2 Victory Points.2 Workers: Player receives 2 workers.1 Worker + 1 Goods: Player receives 1 Worker and 1 Goods.1 Worker + 1 Victory Point: Playerreceives 1 Worker and 1 Victory Point.4 Taler: Player gets 4 Taler.

Blue Workers on the TurntableThese Workers are available to any playerwho chooses this action. They areobtained, not as actual cubes, but only“virtually”, meaning you can only use them for the current action.

Example: Player A is the starting player and chooses the action “buy hulls”. He gets the printed bonus which this action is assigned to (2 VPs). Then he pushes the action tiles down so that the bonus space is covered.

4

Page 5: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

3. The Actions 3.1 General Action -

-

-

--

-

-

When an action is selected, the first player acts upon it, then in clockwise order, theremaining players act on the same action. Performing an action is not mandatory.Alternatively, a player can pass (even the starting player may choose an action andthen pass). If a player passes, he flips one of his 3 Pass Tiles to the Crown side. It isadvisable in this case to flip the -3 Tile first, then the -2 Tile and finally the -1 Tile.(The reverse side shows a Crown whose meaning is explained in “3.2.2.4 Evaluation of the Crown”.)Each of the 8 actions can be used multiple times by the players in an action phase.However, one Worker is needed for every use of the action. One can (and will) usethe blue Workers shown on the Turntable to perform the action. If you want to use anaction more times than the blue Workers that are available, you must take a correspondingnumber of Workers from your personal stock and return them to the general supply.4 of the Action Tiles have a blue background, the other 4 have a beige background. The numbers 0, 1, 2, and 3, which are printed on the board next to the storage areas for Action Tiles, are only of importance for the blue Action Tiles. With the blue actions, you buy ship parts or Goods. This costs not only Workers, but also Taler. The price of a particular ship part/Goods depends on the number that is shown next to the relevant part of the ship/Goods on the Action Tile. For beige Actions there are no Taler costs, therefore the 0, 1, 2, and 3 for these actions are disregarded.The listed prices (0, 1, 2, or 3) are for the first purchase of each of the various Tiles.To buy more than one of a particular Tile/Goods, the additional Tiles/Goods cost 4 Taler (and 1 Worker) each, regardless of the listed price of this Tile/Goods.If a player buys all 4 different ship parts/Goods shown on an Action Tile, he willreceive one additional Tile/Goods of the type available on the Action Tile (without the need for using a Worker) .Reminder: All Tiles obtained free of charge must be placed in the Warehouse. Workers are not considered as costs; therefore, a Tile that you can buy for 0 coins is considered“free” even when you use a Worker to buy it, and must be placed in the Warehouse. It follows, then, that all tiles for which one has paid at least one Taler can be usedimmediate, without needed to go through the Warehouse. (Also see the explanation ofeach individual action.)

Actions

Actions need not be performed.

Passing players flip one of their Pass Tilesto the Crown side.

Actions can be taken by a player severaltimes. Each use costs 1 Worker. If you useall the printed blue Workers, you have toadditionally make use of Workers fromyour own stock.

Blue Action Tiles cost extra Taler. The exactcosts are determined by the numbers 0-3printed on the board.

Beige Action Tiles do not cost Taler, thenumbers are disregarded for those tiles.

Listed prices are for first purchase only. The price of additional Tiles/Goods of the same type is always another 4 Taler.

The purchase of all 4 different ship parts/Goods gives another Tile/Goods of the typepurchased.

Free ship parts/Goods are stored in theWarehouse.

Ship parts/Goods that are paid for can be used immediately.

Example: The first player chooses the action “buy hull parts”. He receives a bonus of 2 Victory Points and pushes the Action Tile down to cover the bonus space. Then he performs the action “buy hull parts”. He buys all 4 hull parts on the Action Tile, and therefore has to pay 6 Taler and employ 4 Workers. 2 blue Workers are available to him from the Turntable, so he still needs 2 Workers from his personal stock, so he puts them back in the general supply. Because he bought all 4 parts on the Action Tile, he gets a free hull part of hischoice, which he puts into his Warehouse. Then it is the

5

next player’s turn. He buys a bow and a stern and pays 1 + 3 = 4 Taler for it. As it uses the 2 available blue Workers, he need not employ any Workers from his stock. The third player “buys” a 0-cost Single Vessel Tile and puts it into his Warehouse. He does not need to pay any Talers and does not use Workers from his personal stock, because 2 blue Workers for the action are available. But since it requires only one Worker,the unused Workers are disregarded.

Page 6: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

1 2 3 0

3.2 The individual actions3.2.1 Paid actions (blue Action Tiles)The printed numbers 0–3 next to the Action Tiles are of importance only for the paid actions(blue Action Tiles). The numbers are the prices for the corresponding Tiles shown below them.“Paid” means that every action performed costs 0–4 Thaler in addition to the standard 1 Worker.

3.2.1.1 Buy Hull Parts The hull (body) parts are the basis of all ships. Without masts,sails and goods, they can not be used effectively.In Nauticus, 4 different sizes of ships can be built. Forthe 1-Tile ship there is a separate, Single-Vessel Tile. The largervessels consist of a Bow Tile, a Stern Tile, and 0, 1 or 2 CenterHull Tiles.

When Hull Tiles are purchased, any free tiles must be placed in the Warehouse (”GoldenRule”), and the remaining Tiles may be placed directly in front of him in his “shipyard”. Once a player has put together a Bow and Stern to start a 2-Tile ship, it is not possible to then insert a midsection (Center Hull Tile). 3- and 4-Tile ships may be built by starting from one side only, or by starting in the middle. Therefore, you can not leave a gap between aBow and a Stern with 1 or 2 parts in order to build a 3- or 4-Tile ship there later. If you put a Bow and a Stern separately from each other in the shipyard, you have two ships “under construction”, not one. It is not possible to combine these in the same vessel later.Note: The hull of a ship need not be finished in one action. It is possible (and in large shipsoften the case) that there are several “Buy hull parts” actions required to complete a hull.

The individual actionsPaid actions Cost per use is 0–4 Taler plus 1 Worker.

Buy Hull PartsThere are 1-Tile ships, Bows, Stern andCenter Hull Tiles.The Single-Vessel Tile is for a 1-Tile ship.Bows, Stern and Center Hull Tiles can becombined for 2-, 3- and 4-Tile ships.

Hull parts that you do not have to putthe Warehouse can be placed directly on the table (in the “shipyard”).

All pieces that are placed in the shipyardcannot be moved or replaced later.

A ship whose size is fixed by placing aBow and a Stern can no longer bereduced or expanded.

Example:Player A buys all 4 parts on the “Buy hull parts” Action Tile with 4 workers and 6 Taler. He gets an additional hull part free as a bonus. He chooses another Single-Vessel Tile as his bonus Tile. Both Single-Vessel Tiles he must put into his Warehouse since he receivedthem for free. He builds a 2-Tile ship with the Bow and Stern Tiles. He sets aside the Center Hull Tile to start another ship. He will lateradd more hull parts and build a 3-or 4-Tile ship.

Action Tile “Buy Hull Parts”

1-Tile ship 4-Tile ship

2-Tile ship 3-Tile ship

6

1 2 3 0

3.2 The individual actions3.2.1 Paid actions (blue Action Tiles)The printed numbers 0–3 next to the Action Tiles are of importance only for the paid actions(blue Action Tiles). The numbers are the prices for the corresponding Tiles shown below them.“Paid” means that every action performed costs 0–4 Thaler in addition to the standard 1 Worker.

3.2.1.1 Buy Hull Parts The hull (body) parts are the basis of all ships. Without masts,sails and goods, they can not be used effectively.In Nauticus, 4 different sizes of ships can be built. Forthe 1-Tile ship there is a separate, Single-Vessel Tile. The largervessels consist of a Bow Tile, a Stern Tile, and 0, 1 or 2 CenterHull Tiles.

When Hull Tiles are purchased, any free tiles must be placed in the Warehouse (”GoldenRule”), and the remaining Tiles may be placed directly in front of him in his “shipyard”. Once a player has put together a Bow and Stern to start a 2-Tile ship, it is not possible to then insert a midsection (Center Hull Tile). 3- and 4-Tile ships may be built by starting from one side only, or by starting in the middle. Therefore, you can not leave a gap between aBow and a Stern with 1 or 2 parts in order to build a 3- or 4-Tile ship there later. If you put a Bow and a Stern separately from each other in the shipyard, you have two ships “under construction”, not one. It is not possible to combine these in the same vessel later.Note: The hull of a ship need not be finished in one action. It is possible (and in large shipsoften the case) that there are several “Buy hull parts” actions required to complete a hull.

The individual actionsPaid actions Cost per use is 0–4 Taler plus 1 Worker.

Buy Hull PartsThere are 1-Tile ships, Bows, Stern andCenter Hull Tiles.The Single-Vessel Tile is for a 1-Tile ship.Bows, Stern and Center Hull Tiles can becombined for 2-, 3- and 4-Tile ships.

Hull parts that you do not have to putthe Warehouse can be placed directly on the table (in the “shipyard”).

All pieces that are placed in the shipyardcannot be moved or replaced later.

A ship whose size is fixed by placing aBow and a Stern can no longer bereduced or expanded.

Example:Player A buys all 4 parts on the “Buy hull parts” Action Tile with 4 workers and 6 Taler. He gets an additional hull part free as a bonus. He chooses another Single-Vessel Tile as his bonus Tile. Both Single-Vessel Tiles he must put into his Warehouse since he receivedthem for free. He builds a 2-Tile ship with the Bow and Stern Tiles. He sets aside the Center Hull Tile to start another ship. He will lateradd more hull parts and build a 3-or 4-Tile ship.

Action Tile “Buy Hull Parts”

1-Tile ship 4-Tile ship

2-Tile ship 3-Tile ship

6

Page 7: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

2 1 0 3

3.2.1.2 Buy MastThere are 5 types of masts, distinguished by the emblems on the flags. Only 4 of thesemast types can be bought using this action. The Crown masts can not be bought, they canonly be received as a reward for completed ships (see page 10, “4 Rewards for CompletedShips”). Purchased (paid) masts can be built immediately on previously purchased shiphulls. It does not matter if the hull has been completed or not. However, a ship can onlycontain one type of mast (mixing different mast types is not allowed). Exception: The Crown mast is “wild” and can be combined with any other mast. Purchased masts thatcan not be put directly on hulls must be placed in the Warehouse along with any free masts and any masts that the player chooses not to place.

Example:Player A buys 1 green/red “Whale” mast for 0 Taler and 2 light green“Anchor” masts, the first for 1 Taler, and the second for 4 Taler. He needsto use 3 Workers as well. He muststore the “Whale” mast in hisWarehouse, but the 2 “Anchor”masts can be built immediately.

Buy MastOnly the 4 regular masts can be purchased, not the Crown mast.

Crown masts are received as a reward forcompleted ships.

Paid masts can be built directly on hullsalready in the shipyard, whether the hullis already complete or not.

On every ship, only one type of mast maybe used. (Excluding the Crown masts, which are “wild” and may be used anywhere.)

Buy SailOnly the 4 regular sails can be purchased,not the Crown sail.

Crown sails are received as a reward forcompleted ships.

Paid sails can be placed directly onsupporting masts of the same type in theshipyard. Every ship may only use onetype of mass and sail. (Exception: Crown masts and sails, which are “wild” and maybe used anywhere.)

Incorrectly built ship, since two different types of sails were used. Although the yellow/brown “Wheel” sail is located on a Crown mast, due to the earlier placement of the light green “Anchor” mast and sail on the Stern, the ship’s coat of armsis now set to “Anchor”.

Correctly built ship with Crown mast and sail

3.2.1.3 Buy Sail

Correctly built ship

7

Action Tile “Buy Mast”

There are 5 types of sails, distinguished by the emblems on them. Only 4 of these sail types can be purchased via this action. The Crown sails can not be bought, they can only be received as a

reward for completed ships (see page 10, “4 Rewards for Completed Ships”). Purchased (paid) sails can be immediately placed on masts

with the same coat of arms as the sail. Exception: Crown sail is “wild” and can be placed on masts of any kind, and any sail can be placed on a

Crown mast. Purchased sails that can not be put directly on masts must be placed in the Warehouse along with any free sails and any sails that the player chooses not to place.

Page 8: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

0 1 2 3

3.2.1.4 Buy Goods The purchase of Goods works the same as the purchase of shipparts. Purchased (paid) Goods can be placed under the hull parts inthe shipyard, including unfinished ships. Each hull part has space for exactly one Goods Tile, which is placed directly under the hullpart. The Goods loaded on a ship do not have to match. Goods thathave been loaded into a ship cannot be transferred to other ships,they can be shipped only with the Action “Deliver Goods” (see page 9,“3.2.2.3 Deliver Goods”).

Buy GoodsPurchased Goods can be placed directlyunder the hull parts in the shipyard.

Each hull part can be assigned exactlyone Goods, whether the ship iscompleted or not.

A ship can transport any types of Goods,they do not have to match.

Goods can not be moved. They leavethe ship only through the action“Deliver Goods”.

3.2.2 Free actions (beige Action Tiles)When taking any of the 4 free actions, the printed numbers 0–3 next to the beige Action Tile are disregarded. "Free" means that these actions do not to be paid for with Taler, but they still require one Worker for each action taken.

3.2.2.1 Transport (from Warehouse to Shipyard)In their Warehouses, players collect all ship parts and Goods theyhave received either for free, or that they have chosen not to addto a ship under construction. Each Hull part, Sail and Goods takesexactly 1 Warehouse space to store. Masts take 2 spaces to store. Youcan rearrange the Warehouse as you wish (if you want, for example,to store a Mast, but there are not 2 spaces next to each other). However,if all 12 spaces in the Warehouse are full, no further ship parts or products can be stored.With the “Transport” action, a player moves ship parts and Goods to the shipyard. You can move any number of Tiles to the shipyard with this action, but one Worker is needed for each transported Tile. The Tiles can be added to existing ships or can create new ones.

3.2.2.2 Withdraw moneyWith this action, take money from the general supply. For each Worker a player uses, he receives 2 Taler from the general supply.

Free actionsThese require no Taler, but the use ofone Worker per action is still needed.

Transport from Warehouse toShipyardEach Warehouse has 12 spaces. Each Tilerequires 1 storage space, and Masts need 2.One can rearrange his Warehouse atany time. If the Warehouse is full,nothing more can be stored.

With this action, Tiles are moved fromthe Warehouse to the shipyard (shipsbuilt and Goods loaded). For each Tilewhich is moved from the Warehouseto the shipyard, one Worker is needed.

Withdraw moneyFor each Worker used, take 2 Taler from the general supply.

Example:Player A buys four Goods: 1 fish, 1 grain and 2 coffee. The second coffee costs him 4 Taler. He needs 4 workers and 7 Taler. He places1 coffee and the grain directly under two hulls in the shipyard. The free coffee and the fish he puts into his Warehouse, although he could also put the fish on the available hull. Under certain circumstances it could be useful for Player A to buy, instead of the second coffee for 4Taler, the salt for 3 Taler and then get an extra coffee as a bonus for purchasing all four types of Goods. This would have saved him 1 Talerbut then he would have to put both coffee tiles into his Warehouse, since they were both free.

Action Tile “Buy Goods”

8

Page 9: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

3.2.2.3 Deliver GoodsThis action can only be performed by players who have at least 1fully finished ship (Hull + Mast[s] + Sail[s]) which is fully loadedwith Goods, i.e. there is a Goods Tile under each hull section. If onechooses to deliver Goods, he can deliver any number of fully loadedships, but he must always deliver the entire cargo of a ship. For eachGoods to be delivered, 1 Worker is required. Partial deliveries are notpossible. Thus, if the player cannot deliver all the Goods of a large ship because he does not have enough Workers available, he may not deliver any Goods from that ship. Delivered Goods are collected to the right of the Warehouse, sorted by type. These Goods bring the player Victory Points at the end of the game; the more Goods of a single type delivered, the more Vicotory Points earned (see page 11, “Victory Points for delivered Goods” ). Once a ship has been emptied of its delivered Goods, it may be loaded again with Goods for further deliveries.

3.2.2.4 Evaluation of the CrownsBy taking this action you can obtain Victory Points based on the number of currently visible Crowns. A player using this action counts all of his visible Crowns. This includes Crowns on the CrownMasts and Crown Sails (it does not matter whether they are part of a built ship or still in the Warehouse, any Crowns in a player’s possessioncount). Also, there are Crowns on the back of the Pass Tiles. The sum of all Crowns on Masts, Sails, and inverted (used) Pass Tiles results in the number of Victory Points the player receives per Worker used, and he advances his marker on the Victory Point track. Important: A player can receive a maximum of 15 Victory Points per round using this action. Exception: if the “Extra action” Tile (see page 10, “5 ‘Extra Action’ Tile”) is used, a player can once again (within the same Round) receive Victory Points on the evaluation of the Crowns, thus it is theoretically possible to receive up to a maximum of 30 Victory Points in the same Round once per game.

Deliver GoodsOnly possible when at least one finished ship is fully loaded with Goods. The totalcargo of a ship must be delivered. 1 Worker is required for each Goods delivered. Delivered Goods are collected to the rightof the Warehouse. Victory Points are earnedat game end, depending on the number ofGoods of each type delivered. Emptied ships can be loaded again.

Evaluation of the CrownsFor each Worker used, earn as many Victory Points as visible Crowns currently owned.

Crowns appear on Crown Casts and CrownSails , and on the back of the Pass Tiles.

You can receive a maximum of 15 Victory Points per round by using this action. (Exception: the “Extra Action” Tile.)

Example: Player B has 1 Crown Mast on a built ship and 1 Crown Sail in his Warehouse. In addition, he has 1 inverted (used) Pass Tile. He uses the 2 blue Workers who are currently assigned to this action, and 1 Worker from his personal stock. He receives 3 x 3 = 9 Victory Points and moves his Vicory Point Marker on the Scoring Track. If he had used 2 additional Workers, he would have received the maximum amount of 15 Victory Points.

3.3 PassingA player may choose not to perform an action, but pass instead. This is not necessarily a bad thing, for every time a player passes, he may turn one of his Pass Tiles over to reveal a Crown. At the end of the Round each player loses Victory Points according to his unused(unflipped) Pass Tiles. A player who does not pass at all in a Round, loses a total of 6 Victory Points. By passing just once, he has already reduced this loss to 3 Victory Points. Therefore, it is often useful to pass at least once per Round. In addition, flipping over a Pass Tile reveals 1 additional Crown that can earn additional Victory Points if the action “Evaluation of the Crowns” is taken anytime during the remainder of the current Round.Reminder: The start player for the current action phase may select an Action Tile and stillpass. He will not be able to take the action, but he still receives the bonus for the selection of the action.

PassingAny player not performing an action flips over 1 Pass Tile. At the end of each Round Victory Points are lost for Pass Tiles whichhave not been flipped.

Each flipped Pass Tile provides 1 Crown for the Crown evaluation action.

The starting player gets the bonus of the selected action even if he passes on the action itself.

9

max 15

3.2.2.3 Deliver GoodsThis action can only be performed by players who have at least 1fully finished ship (Hull + Mast[s] + Sail[s]) which is fully loadedwith Goods, i.e. there is a Goods Tile under each hull section. If onechooses to deliver Goods, he can deliver any number of fully loadedships, but he must always deliver the entire cargo of a ship. For eachGoods to be delivered, 1 Worker is required. Partial deliveries are notpossible. Thus, if the player cannot deliver all the Goods of a large ship because he does not have enough Workers available, he may not deliver any Goods from that ship. Delivered Goods are collected to the right of the Warehouse, sorted by type. These Goods bring the player Victory Points at the end of the game; the more Goods of a single type delivered, the more Vicotory Points earned (see page 11, “Victory Points for delivered Goods” ). Once a ship has been emptied of its delivered Goods, it may be loaded again with Goods for further deliveries.

3.2.2.4 Evaluation of the CrownsBy taking this action you can obtain Victory Points based on the number of currently visible Crowns. A player using this action counts all of his visible Crowns. This includes Crowns on the CrownMasts and Crown Sails (it does not matter whether they are part of a built ship or still in the Warehouse, any Crowns in a player’s possessioncount). Also, there are Crowns on the back of the Pass Tiles. The sum of all Crowns on Masts, Sails, and inverted (used) Pass Tiles results in the number of Victory Points the player receives per Worker used, and he advances his marker on the Victory Point track. Important: A player can receive a maximum of 15 Victory Points per round using this action. Exception: if the “Extra action” Tile (see page 10, “5 ‘Extra Action’ Tile”) is used, a player can once again (within the same Round) receive Victory Points on the evaluation of the Crowns, thus it is theoretically possible to receive up to a maximum of 30 Victory Points in the same Round once per game.

Deliver GoodsOnly possible when at least one finished ship is fully loaded with Goods. The totalcargo of a ship must be delivered. 1 Worker is required for each Goods delivered. Delivered Goods are collected to the rightof the Warehouse. Victory Points are earnedat game end, depending on the number ofGoods of each type delivered. Emptied ships can be loaded again.

Evaluation of the CrownsFor each Worker used, earn as many Victory Points as visible Crowns currently owned.

Crowns appear on Crown Casts and CrownSails , and on the back of the Pass Tiles.

You can receive a maximum of 15 Victory Points per round by using this action. (Exception: the “Extra Action” Tile.)

Example: Player B has 1 Crown Mast on a built ship and 1 Crown Sail in his Warehouse. In addition, he has 1 inverted (used) Pass Tile. He uses the 2 blue Workers who are currently assigned to this action, and 1 Worker from his personal stock. He receives 3 x 3 = 9 Victory Points and moves his Vicory Point Marker on the Scoring Track. If he had used 2 additional Workers, he would have received the maximum amount of 15 Victory Points.

3.3 PassingA player may choose not to perform an action, but pass instead. This is not necessarily a bad thing, for every time a player passes, he may turn one of his Pass Tiles over to reveal a Crown. At the end of the Round each player loses Victory Points according to his unused(unflipped) Pass Tiles. A player who does not pass at all in a Round, loses a total of 6 Victory Points. By passing just once, he has already reduced this loss to 3 Victory Points. Therefore, it is often useful to pass at least once per Round. In addition, flipping over a Pass Tile reveals 1 additional Crown that can earn additional Victory Points if the action “Evaluation of the Crowns” is taken anytime during the remainder of the current Round.Reminder: The start player for the current action phase may select an Action Tile and stillpass. He will not be able to take the action, but he still receives the bonus for the selection of the action.

PassingAny player not performing an action flips over 1 Pass Tile. At the end of each Round Victory Points are lost for Pass Tiles whichhave not been flipped.

Each flipped Pass Tile provides 1 Crown for the Crown evaluation action.

The starting player gets the bonus of the selected action even if he passes on the action itself.

9

max 15

Page 10: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

4. Rewards for completed shipsEach time a player completes a ship, he briefly interrupts his turn to receivs one or more rewards. A ship is completed when all ship parts are placed. A 1-Tile ship with a Single-VesselTile + 1 Mast + 1 Sail is complete. A 4-Tile ship with 4 hull Tiles (Bow + 2 Center Hulls + Stern) + 4 matching Masts + 4 matching Sails is complete. Goods have nothing to do with the completion of ships. For each Mast in a built ship, the player receives one reward.

These are the 6 rewards to choose from:

Each reward can be taken a maximum of 2 times per completed ship. If you complete a 4-Tile ship, you can take 2 Crown Masts and 2 Crown Sails, for example, or you may take4 different rewards. The distribution of rewards is entirely up to the player, as long as he chooses no reward more than 2 times.Important: If a ship is completed, the current turn is interrupted and the reward(s) givenimmediately. If this happens during the “Transport” action, and the player takes as a reward a Crown Sail for example, which then goes into his Warehouse, he can immediately performthe “Transport” action on those parts and move them to a ship, possibly finishing another ship for even more rewards. Coins or Workers gained as rewards can also be immediately used for further actions.

5. “Extra Action” TileEach player begins the game with one “Extra Action” Tile. This can be used once in the gameduring a player’s turn, to perform an additional action with slightly modified rules before orafter the current action. First, the player receives 2 Workers from the general supply. Then heselects one of the 8 main actions and executes it according to the following rules: for apaid action, each Tile has a purchase price of 2 Taler. All other rules remain unchanged. Anyuse of the chosen action costs 1 Worker. If you buy Tiles, you can continue to buy one of everykind for the price of 2 Taler each. If you want to buy more Tiles of any kind, the price increases to 4 Taler as before. If you buy all 4 tiles, you still receive 1 extra free Tile. Once his extra action has been performed, the “Extra Action” Tile is placed back in the box.Important: The Action Tiles on the board have nothing to do with the extra action. The extraaction does not cause the Tile for the corresponding action to be flipped, and a player maytake an action where the Action Tile is already flipped!Note: It is usually wise to keep the “Extra Action” Tile for the lastRround, so you can react to an adverse order in the selection of actions.

Rewards for completed shipsOnce a player completes a ship, heimmediately receives as many rewards as the ship has Masts.

The 6 different rewards:

Crown Mast: Player gets 1 Crown Mast.

Crown Sail: Player gets 1 Crown Sail.

3 Victory Points: Player gains 3 VictoryPoints.

7 Taler: Player receives 7 Taler.

3 Workers: Player receives 3 Workers.

2 Goods: Player receives two differentGoods.

Each reward can be selected a maximum of 2 times per completed ship. The player may immediately use any rewards obtained.

“Extra Action” TileOnce during the game, each player canalso perform an extra action duringhis turn.

When activating the “Extra Action” Tile, the player receives 2 Workers from thesupply and performs any of the 8 mainactions. For paid actions, the base costper ship part/Goods is 2Taler.

All other rules for performing an actionremain the same.

1 Crown Mast:The playerreceives oneCrown Mast andputs it into hisWarehouse.

1 Crown Sail:The player receives 1

Crown Sail and puts it into his Warehouse.

7 Taler:The player takes 7 Talerfrom the general supply.

2 Goods:The player receives

2 different Goods and putsthem into his Warehouse.

3 Workers:The player takes

3 Workers from the general supply.

3 Victory Points:The player receives

3 Victory Points and moves his Marker accordingly.

10

Page 11: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

6. End of Action PhaseOnce all the players have completed the action selected by first player, that action phase iscompleted. The first player flips the Action Tile over to its reverse side, making the action no longer available in this Round (except as an Extra Action). At the end of the first action phase each Round, the Anchor Tile is placed on the newly flipped tile (see “End of Round”). Itremains there until the end of the Round. The first player gives the Start Player Marker to the next player in clockwise order. If two or more Action Tiles are still face up, the next action phase begins and the new start player chooses an action. After 7 action phases (only 1 Action Tile is left) the Round is over.

End of RoundOnce 7 action phases have been carried out and only 1 Action Tile remains, the Round ends. The remaining action is not performed in this Round. At this point the Pass Tiles of the players are evaluated. Each player loses Victory Points, according to the unused Pass Tiles, and moves back accordingly on the Scoring Track. (In the unlikely event that a player falls below 0 Victory Points, it is possible for points to go into the negative.) All Pass Tiles are turned back to their front side (showing the negative Victory Points). Thus, each player starts thenext Round with 6 potential penalty points and no Crowns. The Round Marker is advanced on the Round Track. (See “End of Game” below.) If there is still one or more Rounds to play, the Turntable is reoriented in such a way that the Anchor space on the Turntable is aligned with the Action Tile location containing the Anchor Tile. Once the Turntable is realigned, the start player moves the Anchor Tile next to the game board, takes all eight Action Tiles,shuffles them, and places them randomly on the open action fields, starting with the fieldaligned with the Anchor space on the Turntable. The start player begins the new Round, in which he selects one of the eight actions, and play continues as in previous Rounds.Note: There is no regular income of Taler or Workers. The players must make do with their starting resources and add to them by what they receive from the actions, rewards and bonuses in the new Round.

End of GameThe game ends after the 5th Round (or after the 4th Round in a 2-player game). Now, all playersearn Victory Points for their delivered Goods and completed ships. In addition, any remaining Taler, unused Workers, ship parts in the shipyard and Warehouses, as well undelivered Goods are also worth Victory Points. A summary of Victory Points to be awarded can be found on the left and right sides of the Warehouses, and on the Score Overview Tile.

Victory Points for delivered GoodsThe delivered Goods are grouped into sets according to their type along the right side of theWarehouse. For each set of identical Goods, the player earns the following Victory Points:Set of 1 Goods: 2 Victory PointsSet of 2 Goods: 5 Victory PointsSet of 3 Goods: 9 Victory PointsSet of 4 Goods: 14 Victory PointsSet of 5 Goods: 20 Victory PointsFor each Goods in a set beyond 5, the player earns an additional 5 Victory Points.

End of Action PhaseAn action phase ends when each player has performed or passed the action. The Action Tile is flipped. After the first actionphase in each Round the Anchor Tile isplaced on the flipped Action Tile. Start Player Marker passes clockwise. New starting player begins new action phase and play continues until end of Round.

End of RoundThe Round ends after 7 action phases.

Pass Tile evaluation: Players lose Victory Points according to their unused Pass Tiles.(A negative number of Victory Points is possible.)

Flip all Pass Tiles back to the side with negative Victory Points.

Advance the Round Marker.

Reorient Turntable: Align Anchor on Turntable with Anchor Tile.

Start player shuffles Action Tiles and placesthem in open fields, starting with the field aligned with Anchor on the Turntable.

End of GameThe game ends after the 5th (or 4th, with 2 players) Round.

Victory Points are awarded. See sides ofWarehouses and Score Overview Tile.

Delivered GoodsGroup delivered Goods in sets by type. Playerearns 2/5/9/14/20 Victory Points for eachset of 1/2/3/4/5 Goods.

Each additional Goods in a set earns 5 more Victory Points.

11

Page 12: Overview - regatuljocurilor.ro · Note: After completion of each action phase, the start player marker moves to the next player clockwise. The Game Place Turntable in the middle of

Victory Points for completed shipsEach player receives Victory Points for each completed ship, depending on the size of the ship:1-Tile ship: 2 Victory Points2-Tile ship: 8 Victory Points3-Tile ship: 20 Victory Points4-Tile ship: 35 Victory Points

Victory Points for other remaining materials Remaining Workers, ship parts in the shipyard and Warehouses, as well undelivered Goods are all exchanged for 1 Taler each. Then, for every 3 Taler that the player now has, he gains 1 Victory Point. The coins are retained by the players as possible tie-breakers.

Whoever has the most Victory Points wins this game. In the case of a tie, the player with themost money that could not be converted to points (0, 1 or 2 Taler) is the winner. If there isstill a tie, the player with the most coins (including coins for which he has already receivedVictory Points) wins. If there is still a tie, the players involved share the victory.

Completed shipsEach completed ship earns Victory Points:1-Tile ship: 2 Victory Points2-Tile ship: 8 Victory Points3-Tile ship: 20 Victory Points4-Tile ship: 35 Victory Points

Remaining materialsRemaining ship parts, Goods in Warehouses and shipyards, and Workers are each worth 1 Taler. For every 3 Taler players receive1 Victory Point.

The player with the most VictoryPoints wins, ties are decided with the remaining Taler.

Impressum© 2013 Franckh-Kosmos Verlags GmbH & Co. KGAutoren: Wolfgang Kramer & Michael KieslingRedaktion: Sebastian Rapp und Bärbel Schmidts

Example of the final scoring:

Illustration: Alexander JungGrafik: Michaela Kienle/FINE TUNING

Victory Points for delivered Goods: Set of 2 grain is worth 5 Victory Points, the fish set is worth 9 Victory Points, and the coffee set is worth 25 Victory Points.Total score is 39 Victory Points for delivered Goods.

Victory Points for completed ships: The player earns:

- For 3 1-Tile ships, 6 Victory Points (3 x 2)- For the 2-Tile ship, 8 Victory Points- For the 3-Tile Ship, 20 Victory Points. Total score is 34 Victory Points for completed ships.

Victory Points for remaining Materials: The player still has 2 Workers and 3 Tiles in his Warehouse. For this he receives 5 Taler. For the parts of the unfinished ships (3 hull sections, one Mast, one Sail) he gets another 5 Taler, and for his undelivered Goods he receives 3 Taler.Overall, the player receives 13 Taler for remaining materials, which he adds to his remaining money - 8 Taler. This totals 21 Taler for which the player earns another 7 Victory Points (21 / 3 = 7. He retains the 21 Taler, since this may be needed as a tie-breaker.

Art. Nr. 692131Alle Rechte vorbehalten.MADE IN GERMANY

12


Recommended