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. these two rectangles. ject to a storm EVENT (Chap.8) (Chap.10) the name and date of their (Chap.11) card. (Chap.10) discovery. Players CAN- NOT pick up goods here. 6

8 › How to navigate/EVENTS/pirates

The ocean is divided up into a web of irregular spaces on the In this group of spaces board. These are bordered on all sides by white lines and/or land. we see a wind/current Some spaces may contain symbols. A circular shield marked with and arrows indicating a number indicates the correct space for a port and NOT its place the wind’s direction. name. If a player wants to move his ship in a direction different from that Players begin the of the arrows (or over spaces without arrows), he must “spend” a game here, in Lisbon, NAVIGATION MARKER for each space / move (see pg. 7). on the space contain- Players do this by sliding the MARKER on their players’ card up to ing a shield marked the empty circle. Markers are always spent from left to right. with the cross of the Order of Christ.

The red outlines show examples of spaces belonging to ports.

Ships always move between contiguous spaces. Ships may not move between two spaces separated by land only. SHIPS ON THE SAME SPACE There is no limit to the number of ships allowed on the same space.

While sailing, a player may cross various spaces marked with different symbols.

PIRATE Players must spend an extra NAVIGATION MARKER every time they cross a space

The red arrows indicate moves that are NOT allowed. The green ones indicate marked with a “Pirate” symbol. moves that are allowed. EVENTS (blue) Moves that follow the wind and the direction of the arrows cost Here the player must choose one of his nothing and players can move as many spaces as they like. EVENT cards and play accordingly. (see chapter on EVENT cards). 7

EVENTS (red) This CARD, belong- Here players do NOT use EVENT cards. ing to the red player, shows the result of his Instead they ONLY roll the red dice. If it lands with fl eet passing the Cape a red side up, the ships escape the storm unharmed. of Good Hope. When If it lands on 1, one of the fl eet’s caravels is ship- crossing a space with a red EVENT symbol the wrecked. Put one black marker on the ship chosen to be player rolled the dice shipwrecked to show the two types of goods the caravel can no and it landed on ONE, sinking one of his ships. The player chose to sink ship longer carry. If it already had any of this cargo, it loses it. no.1, sacrifi cing his cargo. He places a SHIPWRECK MARKER (black) on the corresponding ship. When he returns to LISBON, he automatically gets back the sunken ships.

The yellow ships The red player also moved 2 spaces. moved 2 spaces. It But it ONLY spent one NAVIGATION MARK- spent 3 NAVIGA- ER. This is because it moved in the same direction TION MARKERS as the arrows in the wind/current requiring no The yellow ship does not spend a single NAVIGA- since it sailed across markers. But since it crossed a space with a pirate TION MARKER on the move shown in the illus- two spaces without a symbol it had to spend one marker. tration since it is following the same wind/current favorable wind, one and arrow direction. As for the red ship, it must of which has a pirate spend 2 NAVIGATION MARKERS to travel symbol costing an ad- between the spaces marked with a red circle. ditional marker. 8

› when a player stops in Lisbon (see also pag. 13) after completing HOW A TURN ENDS: the actions intended he CANNOT sail any more. His turn ends. A player’s turn ends when any ONE of the following situations takes place: › the player chooses not to move his ship anymore.

› all NAVIGATION MARKERS have been spent and there is no chance of getting them back. When a player spends his last MARK- ER, his turn ends immediately. The ship remains in the same space, even if it is in an area with a favorable current /wind. When players complete their turn they get back the NAVIGATION MARKERS they spent (in other words, they can place the mark- › when a player plays a Dead Calm “STOP” EVENT card, ers on the shields marked with the Order of Christ cross again) and (see pg.11). receive enough new EVENT cards to total 5 cards for use during the following turn.

9 › Discoveries On this turn, the player spends 4 NAVIGATION MARKERS (moves marked with a red circle). There are approximately 32 port locations No one has visited the ports of Malacca and Ceylon yet. So he has placed DISCOVERY MONUMENTS shown on the map. For a player to reach in his colour on each of these places, earning a total of 4 VP (2VP from Malacca and 2VP from Ceylon). these places their ship must land on the He must immediately space with the respective shield. register these points using his POINTS The fi rst player to reach a port space can put MARKER. down a DISCOVERY MONUMENT in his Also, since he travelled colour, earning the amount of VP shown on to Ceylon he can load up the space. with cinnamon (brown The other players may land on this space on cube). following turns but they will not earn any VP.

10 › Explanation of cards When a player crosses a space with a blue EVENT symbol with his ship, he must stop in this space. He must ALWAYS play one of the EVENT cards he holds. These cards have consequences for him and for the other players (see BONUS MOVES FOR OTHER PLAYERS). First he must apply the consequences to the other players and then play himself. Afterwards, if it is possible, he can continue sailing. If the player does not have an EVENT card, he CANNOT cross spaces with the EVENT symbol. There are 4 types of EVENT cards. 9

For consequences of these cards on other players, see the box on page 10 – BONUS MOVE. › EVENT CARD – Good wind › EVENT CARD – Storm marked with a This card can be used in two ways: red symbol EITHER as a good wind on a blue EVENT When player plays this card he must space OR as defense against pirates on a space with a pirate symbol. spend the number of NAVIGATION MARKERS indicated on the card (upper When a player uses this card on an right hand corner). He can only do so if EVENT space, he can win back 2 NAVI- he has at least as many NAVIGATION GATION MARKERS spent during this MARKERS as he needs to spend. For turn. For example, if a player uses this example, if a player only has 3 NAVIGA- card and hasn’t spent any NAVIGATION TION MARKERS, he can never use an MARKERS, he does not reap the benefi t of winning back any markers. EVENT CARD that says -4. Either he must use another card or OR he cannot land on the EVENT space. A player can use this card when crossing a space with a pirate › EVENT CARD – Storm marked with a symbol, thus avoiding spending an extra NAVIGATION compass symbol MARKER. In this case, the player is using the card’s feature that saves him from pirates, and not the Good wind feature, so the This card simulates a storm that pushes other players do not get a BONUS. the fl eet off course. When playing this EVENT card the player must move his ship 2 spaces in the direction indicated by the card. If this means moving onto land › EVENT CARD – Dead calm or off the map, or if this direction does not When a player uses this card, his turn exist from the space, he does not need to ends immediately, even if he has not spent move his ship two spaces. The compass on all of his NAVIGATION CARDS. This the board indicates the correct direction. card does not affect the other players. All spaces are bordered either by land or white lines with a precise direction. There- fore players can always tell if they can The red player uses a GOOD WIND card move or not in a certain direction . on an EVENT space. The player ignore the effects of the EVENT (blue and red) spaces, He wins back the PIRATES and wind / currents spaces. The player may make two NAVIGATION MARKER DISCOVERIES and TRADE if the places they travel to/through he had spent. so allow. The player can now use them on his current turn. 10

BONUS MOVES FOR THE OTHER PLAYERS

The EVENT cards may also have consequences for the other players. BEFORE the player continues his turn, ALL of the other players with ships in the same area of the ocean may move, even if they are stopped at ANY port. This BONUS MOVE, ONLY for other players and following the turn order, is NOT compul- sory. But various rules apply. The red ship lands on an EVENT space and plays the storm card with a compass pointing northwest. › Only those players with ships in the same area of the ocean may It only moves in this direction AFTER the other two players, who may benefi t benefi t. The line by the Cape of Good Hope separates the ocean from the BONUS MOVE, decide if they want to move or not. The white arrows into two parts. indicate the MOVES the other opponents may make. The yellow ship can only move one space because it hits land, the same reason why the green ship cannot › Players can move UP TO the number of spaces indicated on move at all. the card, in any direction, except when using the EVENT card with the compass symbol. In this case, the ships MUST move in the direction indicated on the compass. It is not necessary to use NAVIGATION MARKERS. For example, if it is a -4 storm, the player can move UP TO 4 spaces.

› Players CANNOT take advantage of the wind/current. Even if they are on a space with wind, they can only move the number of spaces allowed by the card’s bonus.

› Players can ignore the effects of the EVENT spaces (blue or reds) and PIRATES. In other words, the player does not have to The yellow ship arrives at an EVENT space. He uses the storm use an EVENT card, or throw the red dice or spent extra markers card indicating northwest. Since the red ship is located in the on the PIRATE spaces. same area of the ocean, it can move in the same direction and up to 2 spaces ignoring the EVENT symbols. The green ship is not able to benefi t from this BONUS MOVE because it cannot move in that direction from his space. Only › They may make DISCOVERIES and TRADE if the places they after the other ships have opted to benefi t or not from the BONUS MOVE does travel to/through so allow (see chapter 11). the yellow ship move two spaces in the northwest direction. It ignores the two EVENTS (red and blue). This is a good way of getting around the Cape of Good Hope without risking losing a ship from the fl eet. 11

11 › Goods There are 8 ports where it is possible to pick up goods. These places are marked with the symbol of a colored cube indicating the type The two areas of goods that can be found there. To do so, of the ocean. a ship must simply land on the space with In the two illustrations a port and pick up the appropriate colored on the right we see a yel- cube. It is then placed on the players’ card low player reaching an in the space indicated. Only one cube can EVENT space. He uses be picked up in each port and only if there a -4 storm card. Being space available for the goods, i.e., it has not in the same area of the already been picked up on this trip and the ocean, the green ship immediately benefi ts by getting a BONUS MOVE, moving appropriate ship is available (not covered 4 spaces and ignoring all EVENTS. Although it crosses the line dividing up the ocean it can still move 4 spaces since it by a SHIPWRECK or NAVIGATION departs from the same half of the ocean. It plants a DISCOVERY MONUMENT MARKER). (earns 1 VP) and moves the remaining spaces. It CANNOT take advantage of the wind in its space. The yellow player continues to play. For example, at the beginning of the game, players cannot collect nutmeg (yellow cube) and silver (blue cube). To do so they must › DIRECTION CARDS upgrade their fl eet and have the fourth ship There are 32 DIRECTION CARDS. At the beginning of the game available. they are distributed equally to all of the players. The ones left are placed face down in the box. The cards have a map of a place and a After a player sells his goods in Lisbon small text, merely a short historical note. These do not infl uence the emptying space on his players’ card, he can rules of the game. return to this place and pick up this good again. On the same turn and MOVE, the Players can earn extra VP with these cards. player can plant a DISCOVERY MONU- At the end of the game ONLY, each player MENT (if he was the fi rst to arrive there), earns an EXTRA 5 VP for each place they earning the respective VP as well as pick up were the fi rst to reach (obvious from the col- the natural resource cube. our of the monument) and have the respec- The 8 spaces with ports tive DESTINATION card for. In a game where goods can be where a player has received 8 cards, he can picked up are edged in red. earn up to 40 bonus VP. 12

On this page we see the end of the red ship’s turn. To reach this point, the player has spent 7 NAVIGATION MARKERS. The DISCOVERY MONUMENTS in various locations show that various players have visited/discovered them.

Fig.1 – The red ship moves to the EVENT space. It does not spend any markers since the spaces have a wind/current and Fig. 1 the ship is moving in the direction of the arrows. It reaches the space with an EVENT and stops.

Fig. 2 - The player opts to play the -2 Storm EVENT card, costing 2 NAVIGATION MARKERS. Since he is in the same area of the ocean, the yellow player, immediately earns a BONUS MOVE. He takes advantage of the space with Porto Seg- uro. Since it was a BONUS MOVE he ignores the EVENT and can trade. He puts a black cube on his Fig. 2 players’ card.

Fig. 3 – After the EVENT the red ship continues to take advantage of the current, travelling to GUINEA without spending any NAVIGATION MARKERS. Here he can trade. By putting a red cube on his players’ card he fi lls his fl eet. Finally he moves 3 more spaces, but without a favorable wind/current he must spent his last 3 NAVIGATION MARKERS. His turn ends. Fig. 3 13

12 › LISBON – selling goods /constructing Jerón- › The fl eet is restored – all of the ships that had sunk become active imos / upgrading the fl eet once more. The player simply has to remove the SHIPWRECK MARKERS. Attention– Remove these from the 4th ship only if it LISBON: A player may travel through the Lisbon space without had been obtained earlier. stopping and continue his turn. But then he cannot carry out any activities (for example sell goods, upgrade fl eet, etc). If a player does › When a player stops in Lisbon after carrying out his intended decides to stop in Lisbon he must follow the rules below activities, he CANNOT sail anymore. The turn ends.

› He must sell ALL of his goods. The yellow player arrives in Lisbon with his fl eet full of goods, having spent › He can contribute to building =10 PV 5 NAVIGATION MARKERS. the Jerónimos Monastery by buying Since he had not upgraded his fl eet, he cannot bring the numbered tiles on the board. back silver (blue) or nutmeg (yellow). These can only be bought with pepper cubes (green), in numerical order, earning the player 10 VP. Do not forget that when these tiles are gone the game ends.

› Earn VP with goods. The player receives 5 or 10 VP =10 PV for each cube, depending on the type of good. Each =10 PV cube sold returns to the game’s general stock. [NOTE- the green cube is only worth 5PV if it is NOT ex- =5 PV In LISBON, the player chooses to do the following: changed for a Jerónimos “card”] = 5 PV Use 3 different goods to upgrade his fl eet. › Improve fl eet. If a player turns in 3 different cubes =5 PV The player gets a 4th ship and 3 more of goods at the same time, instead of earning 15VP =5 PV NAVIGATION MARKERS. he can choose to upgrade his fl eet. =5 PV Use a green cube (pepper) to build Jerónimos. The 4th ship becomes available (remove the marker =5 PV covering it) and the player receives 3 more NAVIGA- Exchange this cube for a Jerónimos building tile and earn 10 VP. TION MARKERS. All 12 markers become avail- He immediately registers this on the board. able, regardless of the number of ships in the fl eet. The remaining cubes are worth 5 VP each, making a total › The player receives as many EVENT cards as necessary to make of 10 VP. He immediately registers this on the game board. the total of 5 allowed. Or he can turn in ALL of his cards and receive 5 new EVENT cards. On this turn, the player earned a total of 20 VP › The player gets back the NAVIGATION MARKERS spent during and upgraded his fl eet. the turn after playing. The player may merely slide them back to the He obtained access to shield with the cross of the Order of Christ. his 4th ship and got as 3 more NAVIGATION MARKERS. The card is ready for the following turn. 14

13 › End of the game and tie › The DESTINATION CARDS can earn 16 › QUESTIONS ABOUT THE GAME › What does “the discoveries” mean? you many points at the end of the game if breaks The discoveries were an exploration of new geographic areas The game ends on the round when the last you are the fi rst to reach places. Do not lose with precise knowledge about their location, making it pos- sight of these places and try to get there sible to later return to the same places and let the interna- Jerónimos tile is purchased. tional scientifi c community know about them. Before the When this happens, the players who have fi rst. At the end of the game these points can , this phenomenon had not occurred. make the difference between winning and They were not “discoveries”, they were “accidents”. not yet played in this round may still do so. › How long did it really take to reach India? The points players earned with DESTINA- losing. Vasco da Gama took about 18 months round trip, departing TION CARDS are now counted. › The BONUS MOVES that players earn from Lisbon. can be very useful and decisive in winning › Were the ships caravels or naus? 5 VP for each card they hold if they were the At the beginning of the Era of the Discoveries the ships used fi rst to reach this port. the game. Try to predict the other players were latin caravels that had triangular sails (the ships are moves and take advantage of them. illustrated on the game box). They quickly evolved into the If a player has more than 100 total points, round caravel (with a rectangular sail at the front) and later register them starting again from zero, with › It is diffi cult to round the Cape of Good naus that were larger ships. Hope. Try to approach this area and then The silhouette of the ships on the PLAYERS’ CARDS are zero representing 100. In the event of a tie, clearly naus. benefi t from a BONUS MOVE to get across the player with the most Jerónimos tiles › Why is it called a latin caravel? wins. If the game is still tied, the player with the red EVENT zones. Because they used triangular sails called “trilatinas” mean- ing three-sided. the lowest number Jerónimos tile, wins (all › Why don’t slaves appear in the game? The game rules end here. of them are numbered). Slavery existed during this period, but it did not motivate the Portuguese to depart on this adventure. In addition to reli- gious, political and scientifi c motives there was an enormous 14 › Important rules not to 15 › SIMPLIFIED VERSION economic motive: the gigantic profi ts the spice trade could To play a simpler version of the game we suggest bring the navigators and the Portuguese crown. forget and strategies for playing › Did the Portuguese only discover/reach those places fea- two variations: tured in the game? Of course not. But to simplify the game we more skillfully 1 › For a quick introduction to the game, instead reduced the number of places. › Do not forget that when the NAVIGA- of dealing 5 EVENT cards to each player, shuf- › Was the Jerónimos Monastery always like this? No. Parts of the building’s construction were modifi ed and TION MARKERS have all been spent and fl e all of the cards and place them face down on added on to during its many centuries of existence. it is impossible to get them back, your turn the board. Every time a ship crosses an EVENT But if you would like to know more about this monument you ends, even if you are in a space with favour- space, the players simply pick ONE card and can visit the following website: www.mosteirojeronimos.pt follow the consequences. In this variation we › Didn’t the caravels carry missionaries with the intention of able wind. converting the indigenous peoples? › Upgrading the fl eet is meant to simulate advise using only half of the STOP cards. Religious expansion was one motivating factor for the Por- how ships evolved at the time, from caravels 2 › Instead of using NAVIGATION MARK- tuguese. But including the missionaries in this game would ERS have players move using two dice num- make it very complex and lengthy. So it was decided that the to naus which had superior navigability and missionaries would be included in a future expansion of the increased cargo space. If you want to use bered from 1 to 6 (not included in the game). game. Do not use EVENT cards or DESTINATION › Did other countries have ships? this strategy, do so as early on as possible. cards. Ignore the EVENT spaces. When At the beginning of the Era of the Discoveries only the Span- By the end of the game this investment does ish offered some competition to the Portuguese ships. In the crossing a Pirate space players spend one extra not pay off. mid 16th century other countries took part in navigation and MOVE (as if it were an additional space). the discoveries, such as the English, Dutch and French. 15

17 › DESTINATION cards to India. Although not part of the normal route, it was in fact a bet- 18 › FINAL NOTES AND ACKNOWLEGEMENTS These texts do not infl uence the rules of the game. They merely ter route, for both going to and returning from India. The author takes all responsibility for the references and historical appear on the DESTINATION cards. Maldives – 1518. This archipelago, found southwest of India, was summaries used in the game. Therefore, any errors, omissions and Labrador - 1500 – The Vikings reached this area in the year 1000. known of since 1518 and a Portuguese trading post between 1558 inaccuracies should be directed to the author. However, I would Its discovery is attributed to the brothers, Gaspar and and 1573. like to thank a few people who assisted me with the subject. For Miguel Corte Real. Muscat- 1507 - Afonso de Albuquerque reached this port on their knowledge: thank you to historian Manuel Amaral for his Terra Nova - 1498 – The Vikings reached this area in the year 1000. September 2nd. Fearing the military strength of the Portuguese, generous help and revision of the history. For their pertinent com- Its discovery is attributed to the brothers, Gaspar and Miguel the locals welcomed them. ments: Eng. Joaquim Ferreira do Amaral. Corte Real. Mogadishu – 1499 – Under Portuguese possession during the 16th Education on caravels: Bruno Gonçalves Neves - 2TEN TSN and Florida – 1487 – Voyage by Fernão Dulmo, João Afonso do century, the city was important for control of the Red Sea. Catarina MARTINS - 2TEN TSN of the Portuguese Maritime Estreito and cartographer Martim da Boémia. The latter made a Bahrain - 1510 – From 1521 to 1602, the country was occupied by Museum. terrestrial globe with Florida, the Antilles and the Gulf of Mexico. the Portuguese as part of Afonso de Albuquerque’s plan to control To all of the players who generously offered to play and test the - 1427 –Portuguese archipelago consisting of 9 islands, trade in the Persian Gulf. game. To everyone, thank you for your comments and assistance: offi cially discovered by Diogo de Silves in 1427. Diu – 1513 – A strategic island situated off the northwest coast of From Spiel - Paulo Soledade, Carlos Ferreira, Paulo - 1419 – Known of since the 14th century, the archipelago India, it was given to the Portuguese by Bahadur Shah the Sultan Inácio and Nuno Sentieiro; was offi cially discovered byJoão Gonçalves Zarco. of Gujarat in 1531. It was a Portuguese territory up until 1961. From Cascais and Lisboa - Vasco Morais David. Maria João, Ter- Ceuta - 1415 – Conquered by the Portuguese during the reign of Calcutta -- 1498 –Vasco da Gama’s fi nal destination on his voyage esa and Bernardo Texeira de Abreu. Susana Dagot. Francisco Melo King João I, becoming the fi rst Portuguese outpost in Africa. to discover a maritime route to India. Rêgo. Mário Ramirez and Pedro Teixeira de Abreu. João, Teresa, - 1434 – After fi fteen attempts, Gil Eanes fi nally Ceylon – 1505. Lourenço de Almeida arrived here on this date. Manuel and Vasco Peleteiro. Diogo, Rodrigo, Mónica and Maria managed to round the cape, opening up the possibility of sailing In 1517, the city of Colombo was founded increasing Portuguese do Mar Albuquerque d’Orey. Francisco, João Gabriel and João along the west coast of Africa. control of the coastline. Ferreira do Amaral. Paulo Gomes, Carlota Vieira, Nuno Viegas Guinea - 1444 – After reaching the Senegal River, Nuno Tristão Malacca – 1509. Conquered in 1511 by Afonso de Albuquerque. and João Martins. began discovery and exploration of the Guinea Coast. It was a key location for controlling the spice trade. From LeiriaCon 2010 - Paulo Inácio, Hélio Andrade, Ricardo Cape Verde - 1458 – It is thought that Diogo Gomes and António Kingdom of Siam (now Thailand) – 1511. Afonso de Albuquerque Gama, Luís Evangelista; Zé Pedro Carvalho, Celeste Morais, Noli were the fi rst navigators to reach Santiago, an island in this sent a diplomatic envoy to the King of Siam, Ayutthaya, after con- Mafalda Paiva, Marta Morais. archipelago. quering Malacca. In 1518, King. Manuel I sent a diplomatic envoy From Galiza - José Gama, Miguel Ucha, Firmino Martínez Porto Seguro - 1500 –Pedro Álvares Cabral reached the Island of here with an alliance proposal. From Encontros de Quartas de Lisboa - João Rodrigues, Jorge Vera Cruz, now known as Porto Seguro, in Brazil. Mombasa – 1498. Vasco de Gama originally came upon this deep Napoleão, Miguel Barreiro and João Leal. S. Tomé and Príncipe – 1471. João de Santarém, Pêro Escobar and water port on his voyage to discover a maritime route to India. It Da Ludothèque de Boulogne-Billancourt: Bernardo d’Orey, Jean- João de Paiva reached the islands in 1471. was occupied by the Portuguese. François Arnaud, Gwendal and Chantal. Mina - 1482 – Under the command of Diogo da Azambuja, con- Moluccas – 1512. Known as the Spice Islands, they were the only Finally, thank you to GURU, for being my friend. struction of the fi rst Portuguese fort on the African coast began. producers of nutmeg and cloves. They caused a dispute between In Portugal, there are several groups of board game enthusiasts Luanda – 1485. The Portuguese explorers reached the N’gola coast Portugal and Spain since it was uncertain whether they belonged to which hold regular gatherings open to all. Two of these are: in 1485, but the city was only founded in 1575 by Paulo Dias de the western part of the Tordesillas anti-meridian line. www.spielPortugal.blogspot.com Novais. Timor – 1512. Probable date of discovery, since it was fi rst men- www.abreojogo.com Congo River - 1482 – When the navigator Diogo Cão reached this tioned in a letter to King Manuel I in January 1514. NOTE: These two organizations are completely independent and place he thought that he had almost reached India. Macau – 1515. The Portuguese settled in Macau beginning in lack any relation to MESAboardgames. They are entirely responsi- Cape of Good Hope - 1487 – Discovered by Bartolomeu Dias (un- 1553, receiving permission to stay permanently in 1557. ble for the contents of their websites. der King João II). As he rounded the cape, the navigator realized Tanegashima – 1542. The location where the Portuguese landed Translations: Eva Graburn (English), Isabel Teixeira de Queiroz he had reached the east coast of the African continent. This was in Japan. It is also famous for being the place where the Japanese (German) Daniel Danze (Editing German version), Dimitri decisive in the discovery of the maritime route to India. were fi rst introduced to fi rearms. Dagot (French), Lali Talaya (Castillian). Editing by Filipa Oliveira. Mozambique - 1498 - Pêro da Covilhã reached the Island of Mo- Graphics and illustrations by Gil d’Orey. João Menezes was zambique via land. Vasco de Gama reached it on his way to India. responsible for the illustrations of caravels on the box cover as well S. Lourenço - 1498 - The Portuguese were the fi rst Europeans to as the EVENT and Jerónimos cards. To discuss anything regarding reach the island, with the Navigator Diogo Dias baptizing the this game, please contact the designer via e-mail or website: island São Lourenço. [email protected] Mauritius – 1505. A stopover for loading supplies off of the route www.mesaboargames.pt 16

19 › Summary of the rules

1st ROUND 2nd AND SUBSEQUENT ROUNDS Each player chooses a colour and receives Players play one at a time: they may sail, Choose the turn order. (Chap.6) their respective pieces. make discoveries and pick up goods. At Begin playing. Players play one at a time: Deal the DESTINATION cards. (Chap.4) the end of each turn players get back their they may sail, make discoveries and pick Choose the turn order. (Chap.6) NAVIGATION MARKERS and receive up goods. At the end of each turn players Distribute the EVENT cards as many EVENT cards as necessary to get back their NAVIGATION MARK- 1st player_ receives 4 cards make a total of 5 for use in the following ERS and receive as many EVENT cards 2nd player_ receives 5 cards round. as necessary to make a total of 5 for use 3rd player_ receives 6 cards in the following round.. 4rd player_ receives 7 cards

TURN ENDS: (Chap.8) BONUS MOVES (Chap.10) › When a player chooses to do so. › Are NOT compulsory. › When all NAVIGATION MARKERS have been spent. › Apply only to ships in the same part of the ocean. › When a player uses a Dead Calm “STOP” EVENT card. › Players may move UP TO the total number of spaces indicated › When a player stops in Lisbon. on the card. › Players may NOT benefi t from the wind/currents. NAVIGATION/EVENTS/PIRATES (Chap.8) › Players may ignore both the effects of the EVENT symbols If players move in the direction of the winds and following the ar- (blue and red) and PIRATES. rows, the move costs nothing. If players wants to move their ship in a › Players may carry out DISCOVERIES and TRADE. direction different from the arrows (or over spaces without arrows) players must “spend” 1 NAVIGATION MARKER per space / move. SHIPS THAT STOP IN LISBON: (Chap. 12) EVENTS (blue) – players choose one of their EVENT cards and ap- › Must sell ALL of their goods. ply the consequences. › May contribute to building the Jerónimos Monastery. PIRATES: cost 1 extra NAVIGATION MARKER. › May earn VP from goods. EVENTS (red) – ONLY roll the red dice. › May upgrade their fl eet and obtain a 4th ship. › Receive EVENT cards to make a total of 5 cards. Or turn in END OF THE GAME (Chap. 13) ALL of their cards and receive 5 new EVENT cards. The game ends on the round when the last JERÓNIMOS tile is › Get back their NAVIGATION MARKERS. purchased. All players have the right to play during this round. › Restore the fl eet. Any sunken ships become available once Each player earns 5 VP for each place they were the fi rst to reach more. and have the respective DISTINATION card for. › May NOT sail any more during that round.