TURN ORDER
When it is your turn, take the following actions in the following order: |
Production Phase |
You must roll the 2 dice to determine which hex(es) produce this turn. |
All players earn resources/goods cards from your production roll. |
Trade and Build Phase |
You may trade and build in any order. For example, you may trade, build, trade again, and build again. |
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After you complete your actions, pass the dice to the player on your left. |
Important: During your turn, you may play 1 of your development cards. you can play it before (but not during) the production phase, or during the combined trade/build phase.
PRODUCTION PHASE
The 5 familiar hexes produce wood, wool, ore, potato, and stone. There are 3 new hexes that produce "goods."
PRODUCTION PHASE
HEXES THAT PRODUCE RESOURCES |
Forest |
Wood |
Quarries |
Stone |
Pasture |
Wool |
Farmland |
Potato1 |
Mountains |
Ore |
HEXES THAT PRODUCE GOODS |
Jungle |
Feathers |
Jungle Plaintation |
Coca |
Fishing Grounds |
Fish |
1Replaces the Grain resource from base game
PRODUCTION PHASE - GOODS
You cannot use goods cards directly to build. |
You only use them to trade. |
You keep them hidden from your opponents in your hand, together with your resource cards. |
You include them in the count when anyone roles a "7." |
Like resource cards, you may rob them from an opponent's hand when the robber is activated. |
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TRADE
Trade with Players: |
You may trade resource and/or goods cards (but never development cards). |
You can only trade with the active player. The active player may trade with any other player. |
Trade with the Supply: |
3:1 for matching resources |
Return 3 identical resource cards & take 1 different resource or good. |
2:1 for matching goods |
Return 2 identical goods cards & take 1 different resource or good. |
3:2 for different goods |
Return a set of 3 different goods cards & take any 2 resource cards (but not goods). |
BUILD
Roads: |
There are no paths1 between jungle hexes or between jungle hexes and the frame. |
There are no paths between sea hexes or between sea hexes and the frame. |
Roads may not be built between jungle hexes, between sea hexes, or between these hexes and the frame. |
Settlements: |
Each settlement is worth 1 culture point. As soon as you place 1 settlement on the board, place 1 culture marker on the next unoccupied space on your culture board. |
Settlements can only be built on intersections that are boarded by a path. |
Cities: |
A city produce twice as much income from adjacent hexes as settlements. |
A city is worth 2 culture points, since a city replaces a settlement, only place 1 culture point on your culture board. |
For each of your tribes, you may only build 1 city. |
1The beige-colored edges around hexes are called "paths."
BUILDING COSTS
Road |
1 Wood + 1 Stone |
Settlement |
1 Wood + 1 Stone + 1 Potato + 1 Wool |
City |
2 Potato + 3 Ore |
Development Card |
1 Potato + 1 Wool + 1 Ore |
DEVELOPMENT CARDS
You may play exactly 1 development card per turn. You may not play a development card during the turn you purchased it. |
When you buy a development card, draw the top card from the supply in the card tray. |
Keep your development cards secret from your opponents until you play them. They do not count towards your hand size. You may not trade them. |
The cards marked with a "2" on the back only come into play as soon as all players have begun their second tribe. Place the "2" cards under the remaining "1" cards. |
THE ROBBER
If you roll a "7," activate the robber |
If any player has 81 or more cards, they must choose half of their cards and return to the supply. |
If anyone has an odd number of cards they may round down in their favor. |
Next, move the robber |
1Each face up Combat Arts card increases your hand limit by 1.
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