INTRODUCTION GAME IDEA COMPONENTS

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2-5 players aged 10 and up playing time: 40-60 minutesINTRODUCTIONHustle and bustle in the bazaar district of Istanbul: merchants and their assistants are hurrying through the narrow alleys attempting to be more successful than their competitors. Good organization is key: wheelbarrows haveto be filled with goods at the warehouses and then swiftly transported by the assistants to the various destinations.The goal of the merchants is to be the first to collect a certain amount of rubies.GAME IDEAYou are leading a merchant and four assistants through the 16 Places of the bazaar. At each Place, you can carryout a specific action.The challenge is that, to carry out an action at any of those Places, your merchant needs the help of an assistantand has to leave him behind. To use that assistant again later, your merchant has to come back to that Place andpick him up. So plan ahead carefully to avoid being left with no assistants and thus unable to do anything COMPONENTS16x5x15x7xPer player 1 Merchant( sticker)Place tiles,called “Places”Wheelbarrows(player boards)26xStickers for the Governor, Smuggler andMerchants (attach thembefore your first play)Wheelbarrowextensions16x10x5 Assistants1 Familymember4 Goodsindicators4xBonus cardsMosque tiles5xDemand tiles1x1xCoins (Lira)Values: 1 (30x),5 (15x) and 10 (12x)Mail indicators32xOverviewsStarting player markerGovernor (purple) andSmuggler (black)1Rubies2xDice

PLACESNumbers: used in the various Place tile layouts. Thebig number is also used todenote the new Place for atoken when rolling the dice.SETUPPlace symbol (at someplaces): These symbols arereferred to on a number ofBonus cards and Mosquetiles.Green text: special rules for different numbers of players1Lay out the 16 Place tiles in a 4x4 grid. This isconsidered the game board.When playing for the first time, we recommend you usethe “Short paths” layout, in which the Place tiles are laidout according to their blue numbers as shown below.You can find other available layouts on the last page of thisrule book.Name of thePlaceAvailable actionRubies (at some Places): these spaces hold Rubies that canbe acquired as a reward when you meet a certain condition.42WHEELBARROWSThe Goods indicators on your Wheelbarrows indicatehow many goods you have. A Goods indicator on the leftmost space (see yellow good) indicates that you don’t haveany of these goods. If you receive goods, move the Goodsindicator to the right.If you pay goods,move it to the left.E.g. in the exampleto the right, youhave 1 blue and2 green goods.The Rubies youcollect are kepton these spaces.10663SYMBOLSWe use the following symbols on the Place tiles, Mosquetiles and Bonus cards:move a token or resource(Merchant, Assistant, )pay what is shown on the left side and takewhat is shown on the right sideAs a consequence ”and”1212“or“13In a 2-playergame: place theMerchant discs ofthe unused colors onthe Mosques 14 15and the GemstoneDealer 16 .displays a connection between a Place andBonus cards or Mosque tiles1 good of your choiceroll both dice2Randomly determinea Start player.He gets 2 Liraand the Startingplayer marker. In clock wiseorder, each other playergets 1 more Lira than theplayer to his right.Then each player draws aBonus card from the topof the stack.

2Sort the Mosque tiles by color and then by their numberof goods symbols in 4 stacks (so that the tile ontop of each stack shows 2 symbols) and placethem on the two Mosques 14 15 .Place 1 Ruby per player on each of theMosques.5 players: Only place 4 Rubies on each of the Mosques.3 players: Remove the tiles with 5 symbols from the game.2 players: Remove the tiles with 3 and 5 symbols from the game.12Per player, place 1 Ruby and 3 Wheelbarrowextensions on the Wainwright 1 .Place Rubies on the Gemstone Dealer 16and the Sultan’s Palace 13 beginning with thetop space on the right. Continue to the spacefor the appropriate number of players. Place 1 Ruby oneach space and leave the remaining spaces empty.Place the Mail indicators in thetop row of thePost Office 5 .2711115Determine thestarting Places ofthe Governor and theSmuggler. For each ofthem, roll both dice andplace the token on the Place tile withthe appropriate number.33Shuffle the 5 darkDemand tiles andplace them face-up ina stack on the LargeMarket 10 .Repeat this procedurefor the Small Market 11 using thelight Demand tiles.579Shuffle the Bonus cards and placethem face-down ina stack as well as thecoins and dice next tothe game board811Stack your 4Assistant discsand place yourMerchant disc ontop of this stack.Then place thesestacks on the Fountain 7 .Place the 5th Assistant of eachplayer easily accessible next tothe game board.Place the 4 Goods indicators on thegrey spaces of your Wheelbarrow.Place your Familymembers on the PoliceStation 12 .3910Each player chooses a color andtakes the wooden components inthat color. Also, take a Wheelbarrowand an Overview and place them infront of you.345678

FLOW OF PLAYBeginning with the Start player you take turns in clockwise order.When the first player has collected 5 Rubies (in a 2-player game: 6 Rubies) on the appropriate spaces of hisWheelbarrow, you complete the current round. After this round the game ends.YOUR TURNA turn consists of 4 phases but, most of the time, only the 2 phases “Movement” and “Action” are actually played.The other phases, the so-called “Encounters” (blue background below), will only take place when your Merchantencounters other tokens.On your turn, you may use any number of Bonus cards and the special abilities of your Mosque tiles.You must always go through the following phases in the given order regardless of whether you go through all ofthem or not!1. MovementMove your Merchant and the stack of Assistants under him (if any) by 1 or 2 Places. You may not movediagonally and you must end up on a different Place than you started at.One of the following two cases may occur at the Merchant’s Target Place:a) There is already one of your Assistants at that PlacePlace your stack on top of this Assistant (fig. on the right).So he joins your stack, and on your next movement you will takethis Assistant with your stack.b) There is none of your Assistants at the Target PlaceRemove an Assistant from the bottom of your stack and place himnext to the stack (fig. on the right). If you can’t (because your Mer chant hasn’t brought an Assistant with him) or if you refuse to do so:Your turn ends immediately (Exception: Fountain 7 , see p. 6).On your next turn, you will have to leave this Assistant behind at that Place.Note:If you have the yellow Mosque tile, you may pay 2 Lira to take an Assistant back from another Place andadd him to your Merchant stack.2. Encounters with other Merchants (if any)If there are any other Merchants at the Target Place, you have to payeach of them 2 Lira. Your turn ends immediately if you cannot or donot want to pay.Exception: You don’t have to pay other Merchants at the Fountain 7 .Special case in a 2-player game:If you encounter a neutral Merchant (ie of an unused color), pay the2 Lira into the general supply. Then roll both dice to determine a newposition for this neutral Merchant and place him there.Example: The red player has to pay2 Lira to the yellow and the greenplayer, otherwise his turn endsimmediately.3. ActionIf your turn did not end during step 1 or 2, you may now carry out the action that the Target Placeprovides (see p. 6/7).4

4. Encounters (if any) in any order with other Family membersAfter your action, if there are other players’ Family members at the Target Place, you must catchthem and send them all to the Police Station 12 (unless they are there already). As a reward forcatching them, you may take 1 Bonus card or 3 Lira from the general supply for each such Familymember. If you catch more than 1 Family member, you may take a different or the same reward foreach of them (you do not get any reward in the Police Station). the GovernorYou may draw 1 Bonus card from the face-down stack and put it into your hand. If you do, eitherpay 2 Lira or discard 1 Bonus card from your hand. the SmugglerYou may gain 1 good of your choice.If you do, either pay 2 Lira or 1 good.If you used the ability of the Governor or Smuggler, roll both dice and place the appropriate token on thePlace indicated by the result of the dice roll. Roll separately if you used them both.Note: You may discard the Bonus card or pay the good you received from the Governor or Smuggler in order tomove themBONUS CARDSOn your turn, you may play any number of Bonus cards: After you resolve the Bonus card, place it on the face-up discard pile on the Caravansary 6 . When taking a Bonus card, draw it from the face-down draw pile (exception: Caravansary 6 , see p. 6). Shuffle the discard pile to form a new face-down draw pile as soon as the draw pile runs out. You may keep any number of Bonus cards in your hand.Gain 1 good ofyour choice.May only be played beforeor after an action, but notwhile carrying one out.Take 5 Lira fromthe general supply.If you carry outthe action at the Sultan’sPalace 13 , aftercompleting the action,carry it out one moretime.The number of goods todeliver to the Sultanincreases after each action.If you carry outthe action at the PostOffice 5 , aftercompleting the action,carry it out one moretime.Move a Mail indicatorafter each action as usual.If you carry outthe action at theGemstone Dealer 16 ,after completing theaction, carry it out onemore time.The amount of Lira to payfor the Ruby increasesafter each action.Place your Familymember on the PoliceStation 12 and collectthe reward.Not playable if your Family member is already atthe Police Station 12 .In the 1st phase ofyour turn, do not moveyour Merchant.Your Merchant stays athis current Place but youhave to use an Assistantagain.In the 1st phase ofyour turn, move yourMerchant stack by3 or 4 Places (insteadof 1 or 2).In the 1st phase ofyour turn, return 1 ofyour assistants to yourmerchant stack.If you carry outthe action at the SmallMarket 11 , you have tosell the required numberof goods but you may useother types of goodsthan required.5

PLACES AND THEIR ACTIONS1Wainwright8Pay 7 Lira into the general supply to takea Wheelbarrow extension from the Wainwright and place it in your Wheelbarrow.As soon as you completeyour Wheelbarrow, i.e. onceyou have extended it for the3rd time, immediately andonly once take 1 Ruby off theWainwright and place it onyour Wheelbarrow.2-4Gain 1 red or 1 yellow or 1 green good.Roll both dice:If you rolled 7 or 8: Gain 1 blue good.If you rolled 9 or 10: Gain 2 blue goods.If you rolled 11 or 12: Gain 3 blue goods.You may also roll the dice first and gain the oneadditional good afterwards.If you have the red Mosque tile, you may turn onedie to “4” after the roll or re-roll both dice.Example: A playerhas rolled 2 and 5.As she has the redMosque tile, shemay turn the 2 to4. Consequently,she has rolled 9 intotal and may gain2 blue goods and1 other non-bluegood.Fabric/Spice/Fruit WarehouseMove the Goods indicator of the respectivegood as far tothe right as possible.If you have the greenMosque tile, you maypay 2 Lira to gain 1additional good ofany type.5Post Office9Example: You receive3 Lira, 1 yellow and1 red good. Then youmove the Mail indicatoroff the blue good onto theyellow one.10/11Small/Large MarketSell 1-5 of the goods that are depicted onthe Demand tile. Move the Goods indicators on your Wheelbarrow accordingly. Then take therevenue from the general supply according to thetable.CaravansaryTake 2 Bonus cards into your hand and discard 1 Bonus card from your hand.Note: When taking Bonus cards with this action(and only with this one), you may also take themfrom the top of the face-up discard pile!7Tea HouseAnnounce a number between 3 and 12.Then roll both dice.If you roll equal to or greater than the announcednumber, take the announced number of Lira from thegeneral supply. Otherwise, only take 2 Lira.If you have the red Mosque tile, you may turn onedie to “4” after the roll or re-roll both dice.You receive the resources that are depictedon the 4 uncovered spaces. Then move theleftmost Mail indicator of the top row down to thebottom row. If all Mail indicators are already in thebottom row, move them all back to the top row.6Black MarketFinally, move the current Demand tile to the bottomof the stack.Example: You sell1 red, 1 green and2 yellow goods and inexchange receive 14Lira.FountainReturn any number of your Assistants toyour Merchant stack.The Fountain is the only Place where you do not needto have an Assistant there to carry out the action andyou do not have to pay other Merchants if they arepresent.6

12Police Station14/15Small/Great MosqueIf your Family member is in the Police Station, “free” it and send it to another Place.Then carry out the action of that Place. Your Familymember does not have any encounters (see p. 4-5“Your turn”)!While at other Places, your Family member may becaught by other Merchants and sent back to the Police Station. As a reward, the catching player will get1 Bonus card or 3 Lira.Take 1 Mosque tile. To do so, your Wheelbarrow must carry the goods that are depicted on the Mosque tile in the required quantities.Then pay 1 of the depicted goods. Each Mosque tileprovides a special ability (see below or blue texts)You may only have one copy of each tile.As soon as you acquire both tiles of one Mosque,immediately and only once take 1 Ruby from thatMosque and place it on your Wheelbarrow.Example: You send your Family member from the PoliceStation to the Spice Warehouse. You fill your Wheelbarrow with thegreen goods.You do nothave to pay2 Lira toyour opponent and youmay not usethe Governor.Example: In order toget this Mosque tile,your Wheelbarrow needsto carry at least 3 bluegoods and you have topay 1 of them. After youpaid the good, you receivethe tile and then add the5th Assistant of your color to the bottom of yourMerchant stack.13Sultan’s Palace16Deliver all the goods that are not covered bya Ruby to the Sultan.As a reward, take the next available Ruby from thetrack and place it on your Wheelbarrow. Consequently, the next Ruby will be more expensive.Gemstone DealerPay a number of Lira into the general supplyequal to the biggest number that is not covered by a Ruby.Then take the next available Ruby from the track andplace it on your Wheelbarrow. Consequently, thenext Ruby will be more expensive.Example: Youhave to pay 2 blue,2 red, 1 yellow,1 green and 1 goodof any type to getthe next Ruby fromthe track.Example: The biggestnumber that is notcovered by a Ruby is15. So you have topay 15 Lira to get thenext Ruby from thetrack.MOSQUE TILESRed tileAt the Tea House 9 and the BlackMarket 8 , you may turn 1 die to “4”after the roll or re-roll both dice (1x).Blue tileImmediately take the 5th Assistant ofyour color from the general supply andplace him under your Merchant.Green tileWhen using one of the three Ware houses 2 3 4 , you may pay 2 Lirato gain 1 additional good of any type.Yellow tileOnce on your turn, you may pay 2 Lirato return an Assistant to your Merchantstack.7

END OF THE GAMEThe first player to collect 5 Rubies (in a 2-player game: 6 Rubies) triggers the end of the game. When thishappens, complete the current round. Then each player may use his leftover Bonus cards that provide goods ormoney. This may matter for the tie-breaker.Example: The yellowplayer has collected his5th Ruby. The game endsafter the current round iscompleted.The player with the most Rubies wins.Ties are broken in the following order: most leftover Lira most leftover goods on the Wheelbarrow most leftover Bonus cardsIf these have not resolved the tie, there are multiple winners.VARIANT (FOR 2-4 PLAYERS)VariatIONS fOR PLACE TILE LAYOUTSIf you have already played Istanbul a fewtimes, we recommend you try out this moretactical variant: During setup, replace the bottommost Assistant of your stack with an Assistant of aneutral color (we recommend you use whiteas the neutral color, see fig. below). Short paths (sorted by the blue numbers)Use this layout when learning the game or when you wish toplay a shorter game.The distances between Places that work well together aresmall, which makes the game easier to play. If your Merchant ends his movement at aPlace with a neutral Assistant, he may pickhim up as if this were one of your Assistants. If there are both a neutral and one of yourAssistants at the Target Place, you maydecide which Assistant to pick up in orderto carry out the action. You are allowed to have more than oneneutral Assistant under your Merchant. At the Fountain 7 , you can only get yourown Assistants back. Long paths (sorted by the green numbers)This layout is designed for experienced players: Places thatwork well together are far apart from each other, which forcesyou to plan ahead more carefully when placing your Assistants. In order (sorted by the big numbers)This layout is also more challenging: similar Places aregrouped together. Random layoutThis layout offers a lot of variety: shuffle the Place tiles andlay them out in a 4x4 grid. The challenge is to find out whichpaths are the most efficient in the given layout, which is different from play to play.Please note: even with a random layout, it is recommendedthat you use the following restrictions:The Fountain 7 has to be on one of the 4 Places in themiddle of the grid.The Black Market 8 and the Tea House 9 should have adistance from each other of at least 3 Places.CREDITSThe publisher and the designer would like to thank all play-testers and proof-readers for their valuable feedback.Designer: Rüdiger DornIllustrations: Andreas ReschGraphic Design: Andreas Resch,Hans-Georg SchneiderRealization: Ralph BruhnEnglish Translation: Grzegorz KobielaCopyright 2014 Pegasus Spiele GmbHStraßheimer Str. 261169 Friedbergwww.pegasus.deAll rights reserved. Reprinting or publishing of the rule book, game components or illustrations isprohibited without prior permission.8

a stack on the Large Market 10. Repeat this procedure for the Small Market 11 using the light Demand tiles. 6 Determine the starting Places of the Governor and the Smuggler. For each of them, roll both dice and place the token on the Place tile with the appropriate number. 7 Shuffle the Bonus cards and place them face-down in a stack as well as the

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