RULES 1.Introduction

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RULES 1.Introduction RULES 1.Introduction This game draws its inspiration from an extraordinary feat un- The monument is now a World Heritage site. It has also become a dertaken by a people living in far western Europe at the end of the timeless symbol of a period when the Portuguese, truly believing 15th century. At a time when people believed the world was fl at and in their abilities, outdid themselves both historically and globally. navigation methods were rudimentary, the Portuguese set out to sea This game is meant as a humble dedication to this time. Today, in to discover new lands, meet new peoples and introduce the world to the same spirit, we challenge you: are you afraid to round the Cape new ones. of Good Hope? At the time, all ships entering the Port of Lisbon were required to As you read the rules of the game do not worry about memoriz- pay a special tax: the “Vintena da Pimenta” or “Pepper Tax” upon ing them after reading them only once. Set up the board on a table return from their long voyages. The profi ts were used to build the within reach of all players. Read the rules carefully from beginning monastery of St. Mary of Belém otherwise known as the Jerónimos to end and look at the diagrams shown in this book. Afterwards, all Monastery. you need to do is start playing with a sense of adventure - referring to this book whenever you need to clarify a situation. Happy sailing! A game by Gil d’Orey For 2 to 4 players› 60 to 90 minutes › 8 years and up 2 2 › Game Objectives NAVIGATION MARKERS The player who earns the most VICTORY POINTS (called VP from (identical to POINTS MARKERS) now on) wins. There are 3 ways of earning VP: There are 12 markers in 4 different colours. By making discoveries, trading or contributing to construction of These markers are used on the PLAYERS’ CARDS. Jerónimos Monastery. The game ends on the round when the last JERÓNIMOS BUILDING CARD is purchased (all players still GENERAL PIECES: have a chance to take their turn during this round). NATURAL RESOURCE CUBES 3 › Game pieces There are 4 pieces Chili peppers Brazil wood Ivory Pepper in 8 different colours. INDIVIDUAL PIECES: Each piece represents a different natural CARAVELS/NAUS (square-rigged ships) resource or spice. Players sail these ships to move on the board. Each Cinnamon Silk Silver Nutmeg one represents a fl eet. To simplify things, we call these pieces “ships” in the rules. PLAYERS’ CARDS There are 4 cards. Each player has one card. DESTINATION DISCOVERY MONUMENTS CARDS There are 80 monuments, 20 of each color. There are 32 EVENT cards of these cards There are 86 of these cards. PLAYER TOKENS There are 4 tokens in 4 different colours. SHIPWRECK MARKERS They defi ne in what order the players will take There are 8 markers. These indicate which ships on your turns during each round. players’ card have sunk. JERÓNIMOS TILES POINTS MARKERS This set of 5 cards represents the Jerónimos There are 4 markers in 4 different colours. Monastery under construction. These are used to register how many VP each DICE player has earned on the points counter run- There is one dice. ning along the top and bottom of the board. 3 4 › Preparing to play 5 ›Sequence of play At the beginning of the game each player chooses a color and places The game is played in rounds. A round consists of every player tak- their ship on the space for LISBOA (with the yellow outline). ing a turn. A turn may include: navigation, trade and discoveries. Each player gets a PLAYERS’ CARD representing their fl eet. This card shows the condition of the fl eet and how many ships it has. On this card, 9 NAVIGATION MARKERS should be placed on the shields marked with the cross of the Order of Christ and 1 marker should be placed on the 4th ship to show it is not in use. Deal the DESTINATION CARDS equally among the various players. Any extras should be placed in the box face down. Example of a Place the Jerónimos Monastery building tiles here. PLAYERS’ CARD at Use the following number of cards depending on Before deciding the the start of the game, how many players are in the game: turn order (see Chap. ready for play. 2 players: Put down cards: 1, 2 and 3. 6), place the PLAYER 3 players: Put down cards: 1, 2, 3 and 4. TOKENS here in 4 players: Put down all of the cards: 1, 2, 3, 4 and 5. random order. Place the POINTS MARKERS on zero VP. IMPORTANT: as players earn points, register them imme- diately on the points counter. At the beginning of the game place ships here, in the space rep- resenting Lisbon. Unused EVENTS CARDS are placed here, face down. 4 6 › Determining turn order At the beginning of each round, players can change the turn order These illustrations show an example of how turn by spending the navigation markers on their card. This consists sim- order may change during a round. Fig.1 – At the beginning ply of sliding up the markers on their players’ card (see fi gures 4 and At the beginning of the game (before any players of the round place the take their turn) the green player gets to be fi rst to say 5), so that they are considered spent for that round. In other words, PLAYER TOKENS whether he wants to bet any markers. (Fig. 1). down in random order. these markers cannot be spent during this round, unless they are But he does not want to spend any NAVIGATION won back using an EVENT card. MARKERS. The fi rst player can spend one or more navigation markers. After- Nor does the yellow player. But the red player wants wards, the second player does the same and so on until nobody to be the fi rst to play. wants to risk any more. To bet, a player must always spend more To do this he spends one NAVIGATION navigation markers than the highest bet already made. Fig. 2 – After defi n- MARKER. The white player also wants to be fi rst so Players who choose not to spend a marker in one round can always ing the turn order, the he spends two markers. The green and yellow play- choose to do so in subsequent rounds. In other words, they can respective PLAYER ers remain uninterested. always participate in this “game” of risk. Players are not obliged to TOKENS are reposi- tioned. spend any NAVIGATION MARKERS to remain in the game. If no The red player insists on being fi rst and spends two one decides to spend any markers the turn order remains the same. more markers. The white player gives up and main- Players can spend as many NAVIGATION MARKERS as they tains his bet (Fig. 4 and 5). The green and yellow players remain uninterested. In a fi nal round none want. The player who has spent the MOST navigation markers can Fig. 3 – The players can of the players decide to change their mind. put their token where they want (normally in fi rst place, but could now begin the round. be in any other position). Next, the second player puts their token in The red player has 3 The players now get in position (Fig. 2) according to less NAVIGATION the second available position. And so on until all of the players have the new turn order decided by their bets and begin MARKERS to spend done so. the round in the new turn order (Fig. 3). during this round. And The EVENT cards are distributed in the following way (only after the white player has two deciding the turn order for the 1st round): less. ATTENTION: CARD DISTRIBUTION Fig.4 and 5 DURING 1ST ROUND ONLY. 1st player_ receives 4 cards The players’ cards after As of the 2nd and subsequent rounds, at spending their NAVI- 2nd player_ receives 5 cards the end of their turn, each player receives GATION MARKERS. 3rd player_ receives 6 cards the number of cards required to make a 4th player_ receives 7 cards total of 5 EVENT cards. These are for use in the following round. 5 7 › Explanation of the board There are 8 ports where players can pick On the board, the ocean is divided up into a web of mostly hexagonal spaces. Players cross This table shows up goods. These ports the ocean with their ships along these spaces. how many VP each have a distinct color resource cube is and a cube symbol worth. indicating the color of the cube they can pick up. In this case, this is the port of Tanegashima, Japan where players can pick up silver (blue color). (Chap.11) It costs extra to cross the spaces marked with a pirate symbol. (Chap.8) This lighter colored area indicates a wind/ current. The arrows indicate the direction of the wind/current. A small dot indicates the end point of the wind/current. (Chap.11). Spaces with a blue The ports WITHOUT any Place unused EVENT This compass indi- Red EVENT card Line dividing wind symbol mean resources all have the same cards (face down) and cates the direction a symbol indicating the two parts of that an EVENT card neutral colour and list only used ones (face up) on ship takes when sub- the dice must rolled. the ocean. must be played.
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