Mombasa - Rules - Pegasus Spiele

Mombasa - Rules - Pegasus Spiele
Trade rivalry in the age
of chartered companies
for 2 to 4 players, aged 12 and up
Author: Alexander Pfister
Development and rule book: Viktor Kobilke
Illustrations: Klemens Franz, Andreas Resch
Game and History
In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis and
Cairo and spread their trading posts throughout the African continent in order to earn the most money.
Chartered companies were associations formed for the purpose of exploration, trade and colonization, which
links them inextricably to a very dark chapter in human history: global colonialism. This period lasted roughly
from the 15th century to the middle of the 20th century and is associated with exploitation and slavery.
Although Mombasa is loosely set within this time frame, it is not a historical simulation. It is a strategy game
with an economic focus that roughly refers to historical categories and places them in a fictional setting.
The exploitation of the African continent and its people is not explicitly depicted within the game play.
If you want to learn more about the underlying history, we recommend the following read:
History of Modern Africa: 1800 to the Present by Richard J. Reid. (Blackwell Concise History of the Modern
World). Wiley-Blackwell, Oxford.
Components
1 game board
4 double-sided company tracks
(each consisting of 2 jigsaw pieces)
72 book tiles
24 x
24 x
back
Each track has an ID made up of a letter and a number (A1 to D2).
Make sure when putting the tracks together that the ID in the lower
left corner of a track is the same as that in the lower right corner.
4 player boards (1 of each player color
)
10 starting tiles
front
24 x
back
front
front
back
back
4 bonus tiles
front
44 action cards
60 coins
back
front
36 starting action cards
(9 of each player color
40 x 1 pound
front
)
back
front
back
20 x 5 pounds
16 track markers (4 of each player color)
20 bonus markers (5 of each player color)
4 ink jar markers
4 track cards
back
60 trading posts (15 each of the 4 colors)
4 “1”-expansion cards
front
front
back
1 first player marker
4 diamond markers
1 scoring note pad
4 overview sheets
Setup of the first game
1.
Place the game board in the
middle of the table.
2.
Return the 4 track cards to the
box. They are not needed for the
first game. Then take the company
tracks A1, B1, C1, D1 and place
them at the edges of the game
board as follows:
A1 at the black Mombasa edge,
B1 at the red Cape Town edge,
C1 at the white Saint-Louis edge,
D1 at the orange Cairo edge.
For the remainder of the game,
each of these company tracks is
now linked with its company: A1
is called the Mombasa track, C1 is
called the Saint-Louis track, etc.
5.
Now fill the 12 spaces of the card display
with cards drawn from the top of the
action card stack. First fill the 4 spaces
of the right column from top to bottom
with one face-up card each, then do the
same for the middle column and finally
for the left column. If you did everything
right, the card in the top space of the left
column should be a card of letter A, while
the 3 cards below it should show letter B.
5-8
9 - 12
1-4
10.
6.
Place the coins (of values
1 and 5 pounds) as a supply
next to the game board. This
supply is called “the bank”.
Each player chooses a color and
receives:
7.
Now fill spaces 2 to 7 of the round track with
coins from the bank according to the number
of players (space 1 is always left empty):
In a 2-player game: Take 6 coins of value 1.
Place one of them onto each of the 6 spaces of
the round track.
In a 3-player game: Take 9 coins of value 1.
Place a stack of 2 coins each onto the spaces 2,
4 and 6 of the round track. Then place 1 coin
each onto the spaces 3, 5 and 7.
The 9 starting action cards
of that color, which he takes
concealed into his hand.
In a 4-player game: Take 12 coins of value 1.
Place a stack of 2 coins onto each of the
6 spaces of the round track.
The 4 track markers of that
color, of which he places one
onto each starting space of the
4 company tracks.
3.
Place the 15 trading posts of each
color onto the spaces of their
matching company bases: the
15 black trading posts in Mombasa,
the red ones in Cape Town, the
white ones in Saint-Louis and the
orange ones in
Cairo. Make sure
that each space
of a company
(and any coin
icon on it) is
covered with a
trading post.
8.
Round track
4.
Sort the 44 action cards by the letter
in the upper right corner of each
card (A,B,C,D,E).
Shuffle the 4 cards of letter E and
place them as a face-down stack next
to the lower left corner of the game
board. Then shuffle the 4 cards of
letter D and place them face down
on top of this stack.
Continue in this manner with the 11 cards of
letter C and the 16 cards
of letter B. Finally place
the 9 shuffled cards
of letter A face down
on top of this stack.
This stack is called the
“action card stack”. Next to it, leave
room for the action card discard
pile.
The player board of that color,
which he places in front of him
(making sure that there is room
below and above the player
board).
Book display
Sort the 72 book tiles by
the letter on their back
(A,B,C) and place them
face down next to the
upper right side of the
board as the book supply.
Then fill the 12 spaces
of the book display by
revealing 4 tiles of each
letter and placing each face
up onto a book space of its
letter in the book display.
1 ink jar marker
(which he places below his
player board for now).
1 pound from the bank
(which he places next to his
player board).
Company bases
Card display
Left
column
1 diamond marker, which he
places onto the diamond space
of the diamond track on his
player board.
Right
column
Middle
column
9.
Place the 4 bonus tiles
face up next to the right
side of the game board.
Room for the
Action card discard pile
2
Each player also receives a
number of bonus markers of
his color (which he places next
to his player board):
In a 2-player game: Each player
receives 3 bonus markers.
In a 3- or 4-player game: Each
player receives 2 bonus markers.
Return the spare bonus markers to
the box, they are only relevant in
games that include the company
track B2.
11.
Setup of
subsequent games
14.
Determine a first player and give him the first player marker.
Now, each player carries out the following steps:
When you already know Mombasa, you
can use a more variable setup in which
steps 2 and 13 are carried out in a
different way:
1. He places his starting tile face
up onto the space with the
envelope on his player board.
12.
Give each player a specific “1”-expansion card.
• The first player receives the “1”-expansion card
showing a
in the upper right corner.
• The player to his left (the second player) receives the
“1”-expansion card with the
.
• The third player (if any) receives the “1”-expansion
card with the
.
• The fourth player (if any) receives the “1”-expansion
card with the
.
2. He places his ink jar marker
onto the ink jar icon on this tile.
3. From his starting hand, he
finds the 3 cards indicated
by the 3 icons in the left
corner of his starting
tile. He places these
cards face up above his
player board, each card
in one of the
3 colored
resting slots
Diamond
(in any order). track
Each player adds his “1”-expansion card to his hand,
bringing it to a total of 10 starting action cards.
Return any spare “1”-expansion cards to the box.
13.
Give each player in a clockwise order a
specific starting tile:
• The first player receives this tile.
• The player to his left (the
second player) receives this tile.
• The third player (if any) receives this tile.
• The fourth player (if any) receives this tile.
Return the spare starting tiles to the box.
2.
Take the 4 track
cards and shuffle
them face down.
Place a random
track card face
down next to each
edge of the board,
making sure that
1 of the 2 arrows
is clearly pointing
towards that edge.
Then flip the cards
face up.
On each edge of the board place the
company track indicated by the half of the
card pointing towards that edge.
Then return the track cards to the box.
Resting slots
4. He receives his starting bonus.
His starting bonus refers to 1 or 2 specific tracks and the
number of spaces the player must move forward on these
tracks with his marker:
Each starting tile shows the following:
• 3 icons in a row (each representing
a certain starting action card)
• a starting book similar to the ones
in the book display
• an ink jar icon
• the starting bonus of the player
13.
Shuffle the 10 starting tiles and deal each
player 2 face-down tiles. Return any spare
starting tiles to the box.
Each player looks at his 2 tiles, secretly
chooses one of them and returns the other
one to the box.
Then players reveal their chosen tiles
simultaneously.
= 3 spaces on the Mombasa track
1 space on his diamond
= track AND 1 space on the
Saint-Louis track
+
Object of the game
As an investor, you try to earn the most money (pounds) by investing goods in chartered
companies and spreading their trading posts from their company bases throughout the African
continent. By investing goods you increase the number of shares you hold in those companies
and by spreading their trading posts you increase the value of each share. Also, you can improve
your earnings and prospects by building up diamond stocks and by clever bookkeeping.
During the game, you earn money which you usually need to pay for certain actions.
The main portion of pounds, however, you earn at the end of the game.
Then your total is calculated by adding:
• the cash you have on hand
Company shares and their value
During the game, you can advance your marker on each company track. Whenever
you reach or pass a space with a share icon, you own as many shares of that company
as the icon shows. Also, some cards (which you can acquire during the game) may
show an additional share of that company.
The value of each share of a company is determined by the number of trading posts
that have left the company’s base: The total number of coin icons revealed in its base
equals the value of each share of that company.
Coin icon
• the value of the shares you hold of each of the 4 companies
• the last value your diamond
marker has passed on your
diamond track
• the last value your ink jar
marker has passed on your
bookkeeping track
Diamond
track
The player with highest total wins the game.
Bookkeeping
track
Share icon
3
Example: Blue has a total of 7 shares of the Cape
Town company: 5 shares on the Cape Town track and
2 shares on his cards.
As each share has a value of 6 pounds (because
6 coin icons are visible in the company base), his
shares of Cape Town are
worth a total of 42 pounds
(7 shares x 6 coin icons = 42).
Playing the game
Mombasa is played over 7 rounds.
Each round consists of 3 phases.
Phase 1: Planning phase
Phase 2: General action phase
Phase 3: Preparation phase for the next round
After the General action phase of round 7, the game ends with a final scoring phase.
1) Planning phase
The Planning phase is carried out by all players simultaneously and comprises 2 steps:
a) Each player plans his Action phase by placing cards face down in his action area
b) All players turn their placed cards face up
Resting decks
a) Place cards face down in your action area
Choose cards from your hand and place them face down in the available action slots of your action area (the area beneath
your player board).
Resting slots
Note: You will use the cards in your action area during the General action phase. Thus, the cards you place will determine to a
certain extent which actions you can perform (see pages 5 to 8 for details of the cards and their actions).
At the start of the game, you have 3 action slots available (the 3 colored slots at the bottom of your player board).
Each available action slot can hold 1 card. Therefore, you can place up to 3 cards.
Later in the game, you may unlock one or even two additional action slots by reaching or passing certain spaces on your
diamond track and your bookkeeping track (see the top of page 12 for details). With each unlocked additional slot, you may
place 1 additional card from your hand during the Planning phase (so you could place up to 5 cards if you had unlocked
both additional action slots.)
• The card you place in each of your available action slots is up to you. However, there are certain things to consider:
Each action slot is linked to the resting slot directly above it on top of your board. At the end of your action phase, you
will move each card from its action slot up to the linked resting slot. Thus over the rounds, in each resting slot a resting
deck builds up (that comprises all cards previously played into its linked action slot). The cards of the resting decks are
inactive and cannot be used until they are recovered. However, each round, you can only return the cards of one of these
resting decks to your hand (see “End your own action phase” on page 9). Thus it can make quite a difference in which
action slots you place certain cards, as you want each of them to go onto the resting deck best suited for your plans.
Note: In the Planning phases of round 6 and 7, however, it becomes irrelevant in which of your available action slots you
place your chosen cards (because these cards cannot be returned to your hand before the end of the game.)
• You can always choose to place fewer cards than allowed.
b) Turn cards face up
As soon as all players are finished placing their cards in their action area, turn all cards face up.
Action slots
Additional
action slot
Additional
action slot
Action area
Each action slot is linked to the resting slot in
the same vertical line.
2) General action phase
The first player begins the General action phase by taking his turn. Then the player to his left takes his
turn, then the next player and so on. In this manner, the General action phase proceeds turn by turn in
a clockwise direction until all players have dropped out of the General action phase.
Goods cards
come in 3 types:
coffee, bananas, cotton
(each with a unit value of
1, 2, 3 or 4 units)
When it is your turn, you must perform exactly ONE of the following actions:
1) Use 1 or more goods cards of one type in your action area (see page 5)
2) Use all expansion cards in your action area (see pages 5 and 6)
3) Use 1 bookkeeper card in your action area (see page 7)
4) Use 1 diamond merchant card in your action area (see page 8)
Expansion cards
5) Place 1 bonus marker (see page 8 and 9)
Bookkeeper cards
6) End your own action phase (see page 9)
As soon as you perform the “End your own action phase” action, you drop out of the General action phase.
Once all players have performed the “End your own action phase” action, the General action phase ends.
4
Diamond merchant
cards
Note: Depending on which cards you
placed in your action area during the
Planning phase, some actions may
not be possible (because you did not
place the appropriate cards). If you
do not have the appropriate card(s)
to perform a certain action, you must
choose a different action instead. (If
you have nothing else to do, you must
perform the “End your own action
phase” action.)
Important: After you have used a card for an action, you must flip it
face down (to indicate that you have used it). Flipped cards cannot be
used any more.
Example:
On his turn, Blue may not
perform the “Use 1 bookkeeper card” action as
he has not placed a
bookkeeper in his action area. (The bookkeeper of his middle
resting deck does not
count, of course, as it
is inactive.)
Example:
After using his
diamond merchant
card, Blue flips it
face down.
1) Use 1 or more goods cards of one type in your action area
With this action you can acquire new cards from the card display and advance your track markers on the company tracks.
To perform this action, choose from the cards in your action area any number
of face up goods cards which show the same type of good (coffee, bananas or
cotton). You must choose at least one card, irrespective of how many goods cards
of this type you have and which unit value each of them shows.
The unit values of your chosen cards add up to form your total unit value, which
you must use to:
• Acquire a maximum of 1 card from the card display AND/OR
• Advance on 1 or more company tracks with your track marker(s).
Unit value = 1 unit
Unit value = 3 units
Total unit value = 4 units
Acquire 1 card from the card display
Acquire 1 card of your choice from the card display on the game board. Each card in the display has a specific card price.
This price is composed of 2 values: the red crate-value of the card itself AND the red crate-value on the game board right
next to it. The sum of these 2 values is the card price which you must at least match with your total unit value.
If your total unit value matches the card price, take the card from the display and place it in your hand.
If your total unit value exceeds the card price, take the card into your hand and use the remaining units to advance on
1 or more company tracks (see below).
Note: The card display is not filled up until the end of the round.
Example:
To perform this action, Blue could use:
• the single 1-unit coffee card
OR • the single 3-unit coffee card
OR • the 1-unit coffee card and the 3-unit
coffee card combined to
form a total unit value of 4 units
OR • the 2-unit cotton card
red crate-values
card price (= 3 units)
Advance on 1 or more company tracks
Use your total unit value (or the remaining units if you acquired a card) to advance on company tracks. For each goods unit, move one of your track markers
1 space forward. Do so until you have used up all units. You can split up your units in any way you want, using all of them on the same company track or
dividing them among different tracks. (See page 11 for details on the company tracks.)
Once you used all units of your total unit value, flip each card that added to this total unit value face down. Then your turn ends.
Example:
Blue uses a total
unit value of
4 units
(by combining the
1-unit coffee card
and the 3-unit coffee
card).
For a card price of 3 units, he
acquires the 2-unit banana
card from the display and puts
it into his hand. As he has
1 unit left, he uses this unit to
advance 1 space on a company
track of his choice.
+
Finally, he
flips the
used coffee
cards in his
action area
face down.
2) Use all expansion cards in your action area
With this action you can expand the companies by placing their trading posts in the regions of the map on the game board.
3 expansion
points
2 expansion
points
To perform this action, you must use all expansion cards in your action area at once. You may not keep any of them for a later turn.
Each expansion card shows in its helmet icon a number of expansion points (1, 2 or 3). Add up the expansion points of all expansion
cards in your action area. The result is your total expansion value, which you must use to expand just 1 company. Which company you
expand is up to you (but you may not divide your total expansion value among more than 1 company).
Note: It is irrelevant if any of the expansion cards you use show in their lower left corner an additional company share of any company. These
additional company shares only become relevant in the final scoring phase. You can ignore them while expanding a company.
5
Total expansion value = 5 expansion points
First, choose a company. Then spend your expansion points to enter new regions with trading posts taken from that company’s base.
The 24 regions of the map are separated from one another by single line borders or double line borders. Depending on which border
you cross, entering a region consumes either 1, 2 or 3 expansion points (see below for details). Once you have spent your total
expansion value, your receive the rewards of the regions you have entered and your turn ends.
To enter a region, carry out the following steps:
Double line borders
Rewards
1. Choose a region that is directly accessible to the expanding company. A region is directly
accessible if it is adjacent to either the expanding company’s base OR to any region that contains
a trading post of the expanding company. (Important: You may choose to enter a region that
contains a trading post of another company. It must, however, not contain a trading post of the
expanding company itself.)
2. Check how many expansion points it consumes to enter the region (going out from the adjacent
base/region of the expanding company). If you only have to cross a single line border to enter
it, it consumes 1 expansion point. If you have to cross a double line border, it consumes
2 expansion points. And if there is already a trading post of another company in the region,
entering it consumes 1 additional expansion point.
Columns
3. If you have enough expansion points to enter the region,
take 1 trading post from a space of the expanding
company’s base to place in the region. Each company base
comprises 3 columns with 5 spaces each. From which
column you take the trading post is up to you. However,
within its column, this trading post must be currently the
foremost (the one closest to the center of the map).
Currently
foremost
trading
posts
4. Place the trading post in the region. However, place it on its
slender side, so that it stands on edge.
(This is to mark that you have entered the
region but have not yet received its rewards.)
Repeat the previous steps for entering a region until your total expansion value is used up. If you
cannot or do not want to use up all expansion points, you must forfeit any excess.
III
II
III
I
I
Example:
Blue uses his total of 5 expansion points to
I
expand the Cape Town company.
II
First he enters region I , which consumes
III
1 expansion point, as he has to cross the
single line border I to reach it. He marks
entering the region by taking a trading
post (I) from the company base and
placing it on its side in the region.
Next he chooses to enter region II , which, again, consumes 1 expansion point (for
crossing the single line border II ). Again, he marks this with a trading post (II)
taken from the company base.
Finally he enters region III , which consumes his remaining 3 expansion points
(2 for crossing the double line border III and 1 additional because a black trading
post of Mombasa is already in this region). Then Blue also marks this region by
placing a trading post (III) from the company base in it.
Possible rewards of the regions:
1. Collect the rewards of each region you entered. Take the rewards in any order
you like (irrespective of the order in which you actually entered the regions).
3. Once any ousted trading posts have been returned to their company bases (there
can be no more than one trading post in each region now), tip over the upended
trading posts, so that they all stand up appropriately (with the rooftop up).
Single line borders
II
Once you have used up your total expansion value, carry out the following steps:
2. Oust all trading posts of other companies that are present in the regions you
entered (if any). Return each of these trading posts to an empty space of its
company base. If applicable, you may choose in which column to place a
returned trading post. However, within this column, it must be placed onto
the rearmost empty space. There is one exception: Once a column’s final
space (the 5th space on the rear end of a column) is empty, that space cannot
be covered again. Thus, when you return a trading post to an entirely empty
column, it must be placed onto the space in front of the final space.
Region
Take the depicted number of pounds from the bank.
Move your diamond marker the depicted number
of spaces forward on your diamond track. (Ignore
the mine icons below the diamond icons as they are
only relevant for diamond merchants.)
Possible spaces for
the next returned
black trading post
4. Finally, flip all expansion cards in your action area face down. Then your turn ends.
Final
spaces
Move your track marker the depicted number of
spaces forward on the company track belonging to
the company you just expanded.
Use the combined number of bookkeeping points
of the entered regions to immediately acquire books
from the book display and/or coins from the bank.
(See next page on how to use bookkeeping points in
detail.)
Further Notes and special cases:
Enclave region
• On the map, there are 2 enclave regions. Each of them is entirely surrounded by another region. Thus, before you can enter an enclave region,
you must first have entered its surrounding region. (The 2 surrounding regions are the only ones on the map without any rewards).
• If there are no trading posts left in a company base, this company cannot be expanded until trading posts are returned by ousting.
If a company base runs out of trading posts while you expand it, you must forfeit any remaining expansion points.
• If you need to return an ousted trading post to its company base but there is no valid empty space left, remove the trading post from the game entirely.
• If you only have one expansion card in your action area and its expansion points are not sufficient to enter any region you want, you must forfeit the
Surrounding region
action entirely and flip the card face down.
• In each column of a company base, the final space is the most valuable as it shows 2 coin icons and cannot be covered again. Thus, when expanding a company, it is usually
advisable to empty a column entirely before starting to empty the next column. However, if you have good reasons, emptying the columns evenly is also a viable option.
• It does not matter if a trading post in a region has any connection to its company base whatsoever, you are still allowed to enter a region adjacent to this trading post’s region.
• Company bases are not regions and thus cannot be entered.
6
Before you learn about the “Use 1 bookkeeper card” action (which is used to advance your ink jar marker on your bookkeeping track), you first need to know about
book tiles and bookkeeping points:
Your ink jar marker can only enter the spaces of your bookkeeping track if there are book tiles on them. This means that in order to move forward on your
bookkeeping track at all, you must gradually fill its spaces with books from the book display. (Each player already starts with1 book on his starting tile.)
To acquire books from the book display, you need bookkeeping points. You might get bookkeeping points when expanding a company (see the previous page),
Bookkeeping points
when using a bookkeeper or through certain bonuses. However, you must use any bookkeeping point rewards when you receive them. There is no way of
saving bookkeeping points up for later!
Example:
Each bookkeeping point reward comprises a total number of bookkeeping points. You can split this total number of
Expanding a company, Blue has entered
bookkeeping points between any of the following uses (each costing a specific number of bookkeeping points):
3 regions that each give a bookkeeping point
• Take 1 A-book from the book display (costs: 1 bookkeeping point)
reward of
.
• Take 1 B-book from the book display (costs: 1 bookkeeping point)
As he collects his rewards, he uses this total of
• Take 1 C-book from the book display (costs: 2 bookkeeping points)
3 bookkeeping points to take 2 A-books from
• Take 1 pound from the bank (costs: 1 bookkeeping point)
the book display and 1 pound from the bank.
At the end of you turn, after you have used up all the bookkeeping points of your reward(s), carry out
the following two steps if you acquired at least 1 book:
1. Place the acquired books onto the spaces of your bookkeeping track.
Basically, you may place each book onto any space of the track. However, there are a few things to consider:
• You are not allowed to place an A-book onto an empty space that shows a crossed out A. (Only B- and C-books may be placed onto these spaces.)
• Obviously, you need books if you want to advance on your bookkeeping track. How this is done in particular is described below. For now, you
just need to know that in their upper part the books show requirements which you must meet with the cards in your action area. The better the
requirements of the different books fit together, the easier it is for you to fulfill several of the books at once and advance quicker on the track.
Since you cannot skip empty spaces, it usually is advisable to fill the spaces of the track from front to back. However, planning ahead and trying to Example (continued):
At the end of his turn, Blue places the
place books with similar requirements next to each other can be a good reason to sometimes place books farther up the track.
acquired
books onto his bookkeeping
• Once you have placed a book onto a space, you have no way of removing it again (though you may be able to flip it - see below).
track.
Th
en
he refills the 2 empty
• If necessary, you are allowed to place a newly acquired book on top of a book that is already on your track. However, you may never cover a
spaces
of
the
book display with
B-book or C-book with an A-book.
A-books from the book supply.
2. Fill each empty space of the book display with a face-up book tile that you draw from the book supply of the appropriate letter.
3) Use 1 bookkeeper card in your action area
With this action you may advance your ink jar marker on your bookkeeping track. This may give you various rewards.
To perform this action, carry out the following steps:
1. Before moving your ink jar marker, you may flip 1 book on your track face down. For this you
must pay 2 pounds to the bank. (However, this action is mostly meant as a last resort.)
2. Move your ink jar marker forward on your bookkeeping track. You may move it as far as you can and
want, but you have to consider the following things:
• You must move the ink jar marker forward book by book. Before you can enter a book, however,
Requirements
you have to check whether you meet its requirements. Each book shows in its upper half 1 or 2
requirements. These requirements refer to the cards which you currently have face up in your
action area. For each requirement, you must check whether the total value of the cards of this
type in your action area matches or exceeds the total value required. (The order in which the
requirements are depicted on the tile is irrelevant.) If you meet all requirements of a book, you may
Reward
enter it. Then you must check whether you meet the next book’s requirements. Again, if you do, you
may move forward, and so on. This means each book is regarded separately. The requirements of the books are not
cumulative. Also, the cards used to meet the requirements are not used up. So you do not flip them.
Flipped book tiles can simply be entered as they have no requirements. Empty spaces of the bookkeeping track can
never be entered.
• If you cannot or do not want to move any farther, leave your ink jar marker on the current book tile. Then you
receive the reward of this (and only this) book tile on which you stopped. Flipped book tiles give no reward. If you
did not move at all, you don’t get any reward either.
3. After you have finished moving your ink jar marker forward (even if you did not move at all),
use the total number of bookkeeping points depicted on the bookkeeper card as usual.
Afterwards, flip the used bookkeeper card face down. Then your turn ends.
For a list of special requirements and rewards, see the section “Overview of selected icons” on page 12.
Attention: If you are planning on using a bookkeeper in order to move forward on your bookkeeping
track, make sure that you do that before using any required cards in your action area for other actions.
Once flipped, they are not valid for the requirements any more.
7
Example:
Blue uses the bookkeeper in his action area. First, he chooses to
pay 2 pounds and to flip the book that requires him to have at
least a total expansion value of 2 in his action area I (which
he does not have).
I
Then he moves his ink jar marker forward, checking each book
to see if he meets the requirements to enter it (i.e. if the total
value required is present in his action area).
II
He finally stops on the fourth book II (as he cannot meet the
requirements of the subsequent book). For this, he receives the
fourth book’s reward (2 bookkeeping points). After using these
2 bookkeeping points, he uses the 2 bookkeeping points of his
bookkeeper. Then he flips the bookkeeper and his turn ends.
4) Use 1 diamond merchant card in your action area
With this action you advance your diamond marker on your diamond track and collect a few pounds.
Note: Diamond merchants are the only cards which you don’t have in your starting hand.
There are 5 diamond merchants in total which you can acquire from the card display during the game.
To perform this action, use 1 of the diamond merchant cards in your action area.
If you
use this
diamond
merchant,
move your
diamond marker
1 space forward on
your diamond track
AND take 2 pounds
from the bank.
If you use this Cairo diamond merchant, first move your diamond marker
2 spaces forward on your diamond track AND take 1 pound from the bank.
Then check whether you may move additional spaces forward on your
diamond track. To do this, check how many mine icons are present in those
regions that are controlled by the Cairo company (i.e. each region that contains
an orange trading post). For every 2 mine icons that the Cairo company controls,
move your diamond marker 1 additional space forward on your diamond track.
For each company, there is 1 diamond merchant that functions
like the Cairo diamond merchant.
Mine icon
Example:
Blue uses the
Cairo diamond
merchant to move his
diamond marker the normal
2 spaces forward and to take 1 pound from the bank. Then he
checks the regions controlled by the Cairo company for mine icons.
As he spots a total of 3 mine icons, he moves his diamond marker
1 additional space forward. (If it were 4 mine icons, he could have
moved it 2 additional spaces forward.)
After you used your diamond merchant, flip it face down. Then your turn ends.
5) Place 1 bonus marker
With this action you can place 1 of your bonus markers onto an empty bonus space, which gives you certain privileges or rewards.
To perform this action, take 1 of the bonus markers in front of you and place it onto an empty bonus space.
Usually each bonus space states a requirement/cost which you have to meet/pay in order to place your marker onto it.
Depending on the space, you either receive its reward immediately or reserve for yourself a certain bonus tile for the next round.
Once you have placed a bonus marker, it blocks that bonus space for the rest of the round.
On the game board, you can find the following bonus spaces:
Requirement:
You are not allowed to place
your bonus marker onto this
bonus space if you are the
first player AND this is your
very first turn of a round.
(In later turns, you may
place your marker here.)
Majority bonus spaces
Requirement:
You are only allowed
to place your bonus
marker onto this bonus
space if currently
no other player has a
higher total unit value
of coffee face up in his
action area than you (a
tie is sufficient).
Reward:
Immediately take
the first player
marker (i.e. you will
be the first player
of the next round).
This is the only
way the first player
changes in the game.
Also use
1 bookkeeping
point.
Requirement:
Pay 1 pound to
the bank.
Reward:
Immediately buy 1 card from the card
display by paying its entire card price
in pounds to the bank. (This is the only
way to acquire cards for money instead
of goods.) Take the card into your hand.
Example: After Blue has placed his bonus marker onto this bonus space and has paid 1 pound
for it, he acquires the 2-unit coffee card from the
card display by paying 3 pounds to the bank.
Reward:
• If you have a total unit value of 1 or
2 coffee, move your marker on the
Cairo track 2 spaces forward.
• If you have a total unit value of 3 or
4 coffee, move your marker on the
Cairo track 3 spaces forward.
• If you have a total unit value of 5 or
more coffee, move your marker on
the Cairo track 4 spaces forward
AND remove a trading post from a
company base of your choice. (See
page 12 for details of this reward).
Important: This does not use up the
cards in your action area. (So do not
flip them!)
Any of the 4 majority bonus spaces works like
the coffee majority bonus space: You may only
place your bonus marker onto a majority bonus
space if you currently have the majority or at
least the shared majority of the required type
(goods units/expansion points) face up in your
action area.
Depending on your total value of the respective
type, you gain a certain reward which includes
moving forward on a specific company track
and may include an additional reward
(like using 1 bookkeeping point,
taking 1 pound, etc.).
If you want, you can always choose the reward
of a lesser total value than you actually have (for
example, even if you have 6 units of cotton in
your action area, you still may take the “4+” cotton reward instead of the “6+” cotton reward.)
8
Bonus spaces
Majority
bonus spaces
Bonus tile spaces
Requirement:
Remove 1 card from
your hand (and only
your hand) by placing it
face up onto the action
card discard pile. This
card is entirely out of
your card stock.
Reward:
Immediately take a number of
pounds from the bank equal
to the red crate-value of the
removed card + 2.
Example: Blue removes
the 1-unit coffee card
from his hand and
discards it. For this,
he receives 3 pounds
from the bank.
Example: In a 2-player game, Blue
wants to place one of his bonus
markers onto the banana majority
bonus space. First, he checks whether
he is allowed
to do so. Since
he has a total
unit value of
5 bananas
in his action
area and
Green has only
a total unit value of 3 bananas, he
is allowed to place his marker.
For this, he immediately moves
3 spaces forward on the Cape Town
track and 1 space forward on his
diamond track.
Bonus tile spaces
Reward:
There is no immediate effect. You simply reserve the respective bonus tile for the
next round. You are not allowed to take it right away!
As this icon indicates, you get the bonus tile in the “Preparation phase for the
next round”.
See below on how to use each bonus tile.
Requirement:
Pay to the bank the
number of pounds
shown on the space
(1 or 2).
The bonus tiles
If you reserved a bonus tile via its bonus tile space,
you get this bonus tile during the “Preparation phase
for the next round”. (If you reserved more than
1 bonus tile, you get all bonus tiles you reserved, of
course.) There are 4 bonus tiles in total:
one “+1”-goods tile and three action card tiles
(1 bookkeeper-card tile, 1 diamond merchant-card
tile, 1 expansion-card tile).
“+1”-goods tile
When you receive the “+1”-goods tile, place it next to your player board and hold it there until the
General action phase of the round. During any of your own turns of the General action phase, you
may then take the “+1”-goods tile and place it onto the lower part of any face-up goods card in your action area.
From then on, the unit value of this goods card is increased by 1 unit (of that type) for all intents and purposes.
• Once placed, you are not allowed to move the “+1”-goods tile to another goods card.
This card counts as
• After you have used the goods card with the tile, flip both face down.
a 3-unit coffee card
• You cannot use the tile independently from a goods card.
The big advantage of the action card bonus tiles
is: They count as regular action cards but do not
take up an action slot of your action area. They are
additional to the cards of your available action slots
and are placed in your action area a little set off.
Once again: They count for all intents and purposes
as action cards of their respective type and are used
like the regular cards of that type. After they are used,
they are flipped face down as usual.
Bookkeeper-card tile
Diamond merchant-card tile
Expansion-card tile
When you use this Diamond merchant,
first move 2 spaces forward on your
diamond track. Then move 1 additional
space for each further diamond merchant
card that is currently face up in your
action area (excluded this diamond
merchant-card tile).
This bookkeeper
is used the same
way as any other
bookkeeper
(but grants only
1 bookkeeping
point).
The expansioncard tile is used
like any other
expansion card
and has an
expansion value
of “2”.
6) End your own action phase
Perform this action only if you cannot or do not want to perform any of the other actions. With this, you entirely drop out of the General action phase of this round.
Note: If you have any unused cards or bonus tiles in your action area, use those instead of performing this action. You cannot take any of them into the next round.
To perform this action, carry out the following 2 steps:
1. First, pick up exactly 1 of your resting decks. In the first round, each resting deck comprises only one card. Later, resting decks may comprise several cards. Take all
cards of your chosen resting deck into your hand.
2. Then, clean up your action area. Do this by turning the cards of your action area face up again and then moving each card from its action slot up to its linked resting
deck. If there are already cards in the respective resting deck, slide the new card in from behind, creating an overlapping column in which the top of each card is visible.
If you have any bonus tiles, return them to the right side of the game board.
Note: Since you pick up 1 resting deck before each new Planning phase, having all potential cards visible is crucial for planning ahead effectively.
Example:
Blue ends his own
action phase.
First he must
pick up 1 resting
deck to return
to his hand. He
chooses the resting
deck in which he
has gathered his
expansion
cards.
Then he flips the
cards in his action
area face up.
Finally, he
moves each card
from its action
slot to the linked
resting deck
and returns
the diamond
merchant-card
tile to the right
side of the game
board. For Blue,
the General
action phase has
ended.
Players who have performed their “End your own action phase” action are skipped for the rest of the General action phase. Once the last remaining player has performed the
“End your own action phase” action, continue with the “Preparation phase for the next round”. After the General action phase of round 7, continue with the final scoring phase.
9
3) Preparation phase for the next round
Carry out the following steps:
a) Move coins from the round track to the book display
b) Fill up the card display
c) Return the bonus markers to the players (including possible bonus tiles)
a) Move coins from the round track to the book display
On each of spaces 2 to 7 of the round track there is a coin stack that comprises either 1 or 2 coins (depending on the number of players).
Now, move the coins of the leftmost coin stack down to the wooden spaces of the book display located vertically below it (these wooden spaces
show the same digit as the space from which you took the coin stack). If it is only 1 coin, move it to the wooden space of the first row. If there are
2 coins, move one coin to the first and one coin to the second row.
Each coin moved to the book display is now linked to the book right above it. If a player acquires that book, he receives the coin in addition.
The revealed number on the round track indicates which round you are about to enter.
b) Fill up the card display
First, remove all remaining cards (if any) from spaces in the right column and place them onto the action card discard
pile. After that, in each row of the display there should be either two, one or no cards left. In rows with two cards, move
these cards together over to the right (filling the right and middle space of that row). If there is only one card left in a
row, move it to the right space of that row. Finally, fill each empty space of the card display with a face-up card from the
action card stack: First fill the empty spaces of the right column from top to bottom (if any). Then fill the empty spaces of
the middle column from top to bottom (if any). Finally, fill the empty spaces of the left column from top to bottom.
If the action card stack is empty, the remaining empty spaces are not filled up any more.
c) Return the bonus markers to the players (including possible bonus tiles)
Each player takes back his bonus markers from any bonus spaces and places them
next to his player board. If he takes a marker back from a bonus tile space, he
also takes the respective bonus tile and places it face up in his action area. (The
“+1”-goods tile, however, is placed next to his player board).
3-6
1
2
+
Then the next round begins with the Planning phase.
Single share cards
The last 8 cards of the action card stack are single share cards. Depending on how frequently the players have acquired cards from the display during the game, these
single share cards enter the display sooner or later (or not at all). Each of these cards only represents a single additional share of a specific company. Once acquired, a
single share card remains in the hand of its player till the final scoring phase. It can never be placed in an action slot (as there is no action associated with it).
End of the game
After the General action phase of round 7, the game ends. Now, the final scoring phase takes place as follows:
First, each player returns all his inactive cards to his hand by picking up all his resting decks. Then he finds from his hand all cards
that show an additional company share in their lower left corner. He sorts these cards by company and places them in front of him.
Now, take the included scoring note pad. Go step by step through the 7 scoring categories and write down
how much each player scores in each category:
First, write down the cash (the number of pounds of actual coins) each player has in front of him.
Then turn to the Mombasa company and calculate for each player the number of pounds he scores for his shares of Mombasa.
To do this, count the number of uncovered coin icons in Mombasa’s company base AND multiply this number by the total
number of shares which the respective player owns of Mombasa. Write the individual result of each player down.
Reminder: A player’s total number of shares of a company is equal to the last share icon that he has reached or passed with his marker on that
company’s track + each additional share of that company he has on his cards (see also section “Object of the game” on page 3).
Once you have written down the result for each player regarding his Mombasa shares, repeat the whole procedure for the
Cape Town company, then for the Saint-Louis company and finally for the Cairo company.
Check on the player board of each player how far he has advanced his diamond marker
on his diamond track: Write down the last value which his diamond marker has passed.
Check on the player board of each player how far he has advanced his ink jar marker on
his bookkeeping track: Write down the last value which his ink jar marker has passed.
Any marker that has not advanced far enough to score is ignored. Also book tiles (no matter if the
ink jar marker has entered them or not) are not worth anything now.
After you have written down everything, add up the scores of the 7 categories for each player.
The player with highest score (who has earned the most money) wins the game. In the case of a tie, the victory is shared.
10
8
x
4 =
32
Details of the company tracks and their bonuses
Each company track has one or two capital calls. Whenever you move one of your track marker from one space to the next and cross a capital call in the
process, you must immediately pay the depicted number of pounds to the bank. Otherwise, your track marker must remain on the space before the capital
call. If you reach the last space of a track, your track marker remains there for the rest of the game.
If you use a reward that allows you to move forward on a specific track and you cannot use it completely (because of a capital call which you cannot pay or
the end of the track), move your marker as far as possible (if at all) and forfeit the rest.
Each company track has 2 special spaces. As soon as you reach or pass such a
special space with your track marker, you immediately receive from the bank
the number of pounds depicted above the special space (1 or 2).
Important: Each player that reaches or passes a special space receives the
depicted amount. However, when he reaches or passes it, all players who
already reached or passed that space before that player also receive the
depicted amount from the bank yet again.
Capital call
Special space
Example: Blue moves 2 spaces
forward on the track and passes
the first special space. For this, he
immediately receives 1 pound from
the bank. Since Green and Yellow
already have reached that special space before Blue, they also
receive 1 pound each from the bank yet again.
First special track bonus
As soon as you reach or pass a special space, you also unlock its special track bonus. This special track bonus will take effect from your next turn onward
(i.e. if you unlock it in the middle of an action, you cannot use this bonus while still carrying out that action).
There are 2 types of special track bonuses: Permanent bonuses and extra bonus spaces. Permanent bonuses can only be found on tracks A and B, while the
extra bonus spaces can be found on tracks C and D. If you have unlocked a permanent bonus, you may use it each time you perform an action for which the
bonus is relevant. Extra bonus spaces work exactly like the bonus spaces on the game board (i.e. you use them with the “Place 1 bonus marker” action).
Each track has 2 special track bonuses. The second special track bonus of any company track usually is an improved version of the first one.
Important: If you have managed to unlock the second special track bonus of a company track, you are entitled to EITHER use that second OR its first
special track bonus, but you may never use both. In the case of the permanent bonuses this means: The first and second special track bonuses of a track are
never cumulative. In the case of the extra bonus spaces this means: Each round you may only use one of the bonus spaces of that track. So, if one of your
bonus markers is already on one of the two bonus spaces, you are not allowed to place a second marker onto the other.
Permanent bonuses
Extra bonus spaces
Your total expansion
value in your action area is
increased by 1 or 2 for all
intents and purposes (expanding a company, majority bonus spaces,
book requirements, etc.). However, this bonus takes only effect if you
have at least 1 expansion card in your action area.
You have 1 or 2 additional
bonus markers of your
color which you can
place as usual. (Take these bonus markers from the ones that where
returned to the box during setup.)
Each time you acquire
a card from the card
display by using
banana goods cards
as a payment, the card
price is reduced by 1.
Each time you acquire a
card from the card display
by using cotton goods
cards as a payment, the
card price is reduced by 1.
Second special track bonus
Each time you acquire a card from the
card display using goods cards, the card
price is reduced by 1. As a payment for
that card you may even use different types
of goods cards (and then use any excess
units to advance on company tracks).
The unit value of each cotton goods
card in your action area is increased
by 1 for all intents and purposes. (This
applies to each cotton card, not just
the total unit value of cotton.)
Requirement:
Pay to the bank the number of pounds shown.
Reward: Immediately use 1 bookkeeping point AND move 2 spaces
forward with your diamond marker on your diamond track.
OR: Use 2 bookkeeping points AND move 1 space forward on your
diamond track.
Reward: Immediately use
2 bookkeeping points AND
move 2 spaces forward on
your diamond track.
Requirement: None.
Reward: Immediately buy 1 card from the card
display by paying its entire card price in pounds to
the bank (take the card into your hand) AND/OR
move 1 space forward on your diamond track.
Requirement: Remove
1 card from your hand
by placing it face up
onto the action card
discard pile.
Reward:
Immediately take a
number of pounds
from the bank
equal to the red
crate-value of the
removed card + 3.
Reward: Immediately buy 1 card from the card display
by paying its card price (reduced by 1) in pounds to the
bank (take the card into your hand) AND/OR move
2 spaces forward on your diamond track.
Requirement: Remove
1 coffee goods card from
your hand by placing it
face up onto the action
card discard pile.
Reward:
Immediately
take a number of
pounds from the
bank equal to the red
crate-value of the
removed card + 8.
Requirement:
Pay 1 pound to the bank.
Reward: Immediately move your track markers
on 2 different company tracks (other than track
D2) 2 spaces forward each.
11
Reward: Immediately move your track
markers on each of the other 3 company
tracks (excluding track D2) 2 spaces forward.
Special spaces of the player boards
Once your ink jar
marker reaches or
passes the book tile on
this space of your
bookkeeping track, the
additional action slot
beneath it is unlocked.
You may use this slot
during all following
Planning phases (see
section “Planning
phase” on page 4).
Once your diamond
marker reaches or
passes this space on
your diamond track,
the additional action
slot beneath it is
unlocked. You may
use this slot during
all following Planning
phases (see section “Planning phase” on page 4).
If your diamond marker reaches the final diamond space,
it remains there. However, from now on, when you receive
any rewards that allow you to move forward on your diamond track, you receive instead 2 pounds from the bank
for each space you would have moved forward.
If your ink jar marker reaches the book tile on the
final space of the track, it remains there. However,
from now on, take 2 pounds from the bank for each
bookkeeping point you receive as a reward. (You are no
longer allowed to use your bookkeeping point rewards
in any other way than this.)
General game notes and some further special cases:
• When acquiring a card from the card display, you
must always use at least 1 goods card to do so (even
if the card price is zero). However, if the card price
is actually zero, you can use all units of that total
unit value to advance on company tracks. Any card
price can never drop below zero (even if a special
track bonus would make it do so).
• When you buy a card for pounds via a bonus
marker space and its card price is zero (it cannot
drop below zero), you do not have to pay any
pounds to take it. (But you still have to pay the
possible cost of the bonus space itself.)
• You may not keep your money hidden.
• The supply of coins is considered unlimited. If you
should run out of coins, use something else as a
replacement.
• If the book supply of a certain letter should run out,
empty spaces of that letter in the book display are
not filled up any more.
Overview of selected icons
To meet this requirement, you need to
have at least a total of 4 units of one good
face up in your action area (either 4 units
of cotton or 4 units of bananas or
4 units of coffee).
Remove 1 trading post from a company base of your choice. However,
the trading post you remove must currently be the foremost in its
column. Take the trading post completely out of the game.
Remove 2 trading posts (from the same or 2 different company bases).
To meet this requirement, you need to have at least
1 diamond merchant card OR 1 bookkeeper card face
up in your action area. Attention: The required
bookkeeper must, of course, be in your action area in
addition to the bookkeeper you currently use to move
your ink jar marker forward (otherwise, the requirement would always be met).
Move your diamond marker
the depicted number of spaces
forward on your diamond track.
Use the depicted number of
bookkeeping points to acquire
books from the book display
and/or coins from the bank.
To meet these requirements, you need to have at
least 3 units of coffee AND at least 3 further units
of one good face up in your action area.
(You meet the requirements if you have at least:
3 coffee units and 3 cotton units
OR
3 coffee units and 3 banana units
OR
6 coffee units).
To meet this requirement, you need to
have at least 1 unit of cotton face up in
your action area.
Take the depicted number of
pounds from the bank.
Pay the depicted number of
pounds to the bank.
If you stop on this book with your ink jar marker, you receive from the bank
a number of pounds equal to the total unit value of cotton that you have
face up in your action area reduced by 1. (For example, if your total unit
value of cotton is 6, you receive 5 pounds, if it is 1, you receive nothing).
We wish to thank all
testplayers, especially
Michael Gantner,
Gerhard Heinzle,
Peter Hofbauer,
Wolfgang Lehner,
Stefan Widerin,
Franziska Molter,
Regina Molter,
Andreas Molter,
Ole Schlaack, and
the Spielekreis Wien.
Special thanks go
to the Hippodice
Spieleclub e.V. and its
designers competition.
Winner 2011
Credits
Author: Alexander Pfister | Illustrations: Klemens Franz, Andreas Resch
Development, rule book and layout: Viktor Kobilke | Rule book revision: Neil Crowley
Copyright: © 2015 eggertspiele GmbH & Co. KG, Friedhofstr. 17, 21073 Hamburg, Germany
All rights reserved. | www.eggertspiele.de
Distribution: Pegasus Spiele GmbH, Am Straßbach 3, 61169 Friedberg, Germany | www.pegasus.de
12
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