1 리뷰 #
16세기 중반에서의 제노아는 지중해의 가장 큰 무역도시입니다. 이 곳의 많은 무역사무소들은 가장 부유하고 유리한 위치에 서기위해 경쟁했죠. 그러나 성공을 거두기위해서, 그들은 때때로 협력을 해야만 할 때도 있었을 겁니다. 이 게임에서 플레이어들은 제노아의 상인이 됩니다. 이들은 주문을 수행하고, 메세지를 배달하며, 도시의 중요 건물을 소유합니다. 물론, 다른 상인들의 도움없이는 이것은 불가능합니다. 그리고 이 도움을 얻기 위해서는 비용이 들거나 다른 가치있는 물품을 지불해야 합니다. (세상에 꽁짜는 없으니까...)
규칙은 다음과 같습니다. 게임은 7에서 12 라운드를 진행합니다. (이것은 플레이어의 수에 따라 달라집니다.) 각 라운드마다, 플레이어들은 각각 한 턴을 가집니다. 단지 자신의 턴에서만, "상인 탑"을 도시 안에서 이동시킬 수 있습니다. 탑을 이동하는 것에 의해 플레이어들은 최고 5군데의 건물들을 방문할 수 있습니다.(더 적은 수의 건물을 방문할 지도 모릅니다.) 보드를 보면 중앙에는 시장이 있고, 14개의 건물이 균일하게 배치가 되어있는 것을 볼 수 있습니다. 5칸의 거리로 이동하기에는 약간 부족하도록 만들어져있다는 것을 알 수 있을겁니다.
각 건물안에서는 지정된 행동을 할 수 있습니다. 한 플레어어가 턴을 가지면, 그는 이동할 5군데 중 자신이 원하는 곳의 행동을 할 수 있습니다. 그러나 다른 곳의 "행동"들은 알맞은 이익을 받고 다른 플레이어들에게 팔아야합니다. 만약 그가 너무 높은 값을 부른다면, 다른 플레이어들은 그 행동을 사지 않을 것이고 해당 "행동"은 실행되지 않은 채로 남겨집니다. 만약 너무 낮은 값을 부른다면, 다른 플레이더들은 좋아할 것이고 플레이어는 더 많은 이득을 얻지 못할 겁니다. 게임의 최종 목적이 모든 라운드가 끝났을때 가장 많은 돈을 버는 것이기 때문에, 흥정에 신중을 기해야합니다.
그렇다면 왜 각 상인들은 돈을 지불하면서까지 특정 건물을 꼭 경유하려고 하는 걸까요? 특정 건물을 방문함으로써 돈을 벌 수 있는 방법이 4가지나 있기 때문입니다. 이 방법은 게임을 시작할때 보드의 각 4 귀퉁이에 쌓아놓는 카드와도 밀접한 관련이 있습니다. 우선 "Large Order"와 "Small Order"가 있는데, 각각 카드에 주문대로 물품을 모아서 해당 건물에 가져다 주면 그에 따른 돈을 버는 방법입니다. "Large Order"는 서로 다른 물품을 3가지나 모아야하지만, 받을 수 있는 금액이 크고 특별카드도 받을 수 있습니다. "Small Order"는 물품하나만 배달하는 것이므로 보통의 비용을 받습니다. 그외에 "Message" 카드가 있는데, 이것은 카드의 적힌 곳을 경유해서 이동을 하고, 카드에 적힌 2 곳중 한 군데를 방문하면 카드에 적힌 금액을 받는 방법입니다.
Ravensburger의 Alea 상표는 상당히 빠른 속도로 훌륭한 브랜드로서 인식되어 왔습니다. They clearly take time in selecting which designs to publish, and one of their challenges seems to be in maintaining consistently high quality. If I could be critical, it would only be that they failed to make their edition of Adel Verpflichtet playable with six players, something that would have possibly encouraged more owners of the original to shell out their money. This minor nit aside, their latest full box release of "The Traders of Genoa" continues their string of strong original designs while fostering some similarities to their earlier titles of Chinatown and Princes of Florence.
The scene this time is the town square of Genoa, and each player takes the role of a Trader with all kinds of ways to make money. Each building in Genoa is associated with an action that can help to support these various moneymaking schemes, and the novel mechanism in the game is that each player walks'' through the town for up to five steps each turn. Where they go, where they stop, and what they do when there creates ways to generate cash or build a foundation for future earnings. The board shows 18 buildings laid out across an grid, with 14 buildings ringing the edge and four more bordering the four-square town center. Empty street spaces separate these sections. Five wooden disks represent the steps, and these get dropped off one by one walks through the plaza. This visible pattern of the walk not only ensures that the proper distance is covered, but also helps to verify that certain moneymaking criteria have been met.
There are four direct ways to earn cash, each represented by a deck of small cards. The small sale card (blue) pays you to sell a specific good in a specific location in the city. The large sale card (pink) pays you to sell three different but specific goods in a specific location, paying you more in total but less per unit, but also earning you one of five special action chits. The `messenger card (green) pays you whenever two buildings are connected in any players' walk. The `privilege card (tan) pays off only at the end of the game, and each represents the privilege (deed) for one of the buildings. Holding the privilege for one building is worth a little, but holding privileges for adjacent buildings generates incremental profits. Each player begins with one of each type of card, and others can be acquired throughout the game.
In addition to these direct methods of raising cash, there are multiple other ways, primarily through negotiation. You see, although you can walk up to five spaces each turn, you can only take one action per turn. Taking an action'' means having the right to use the action associated with a particular building, which can also then allow the sale of goods as described above. Since you can only take one action on your walk, you can sell the rights to other players for buildings you walk through, or even let their incentives determine which way you move through the town. You begin your turn by throwing two eight-sided dice to determine where you'll take your first step, then walk up to four more steps. Since buildings are adjacent along the outside edge of the board, you can generate up to five separate actions to be used by the players if you start and stay on the edge. If you start in the center or walk to the center, you will walk through some empty street squares, but in Genoa even these can create value.
To understand this concept, it is necessary to understand the actions associated with the buildings. The four cards mentioned each have buildings associated with them. The action'' in the Rathaus, for example, is to take two of the blue small sale cards. The action of the Poststation is to take two green cards, and in the Gildenhalle is to take a single pink large sale card. The brown privilege cards can be taken in each of the four villas, but the villas also have an additional use. Each very valuable pink card can only be sold in one of these same buildings and once there you can either take a privilege card or cash in a pink card, but not both. Four spaces near the corners represent warehouses where goods are acquired. Each of these holds two types of goods; by taking the action in that building you take one of each. So, if you have a blue card that allows you to sell silk in the Park, you need to first acquire a silk cube either by trading for it or by taking the action in the Tuchlager. Later on, then, you need to get to the Park to take the action and cash in the blue card with the silk.
Using just the basic cards and the goods, here is how a typical player's turn may look. I begin by rolling the dice that start me in the Rathaus. Anyone interested in me going left or right?, I ask, trying to gauge interest to maximize this walk's earnings. Larry tells me that he wants some wheat, so if I could get to the Getreidelager (where wheat and rice are housed) he would be willing to deal. Marcia prefers the other direction, since getting more green cards at the Poststation intrigues her and she makes that known. Christian then makes a firm offer for the current building, offering me one of the two blue cards he would collect there. Since he has made an offer, my only choices now are to accept, get him or someone else to pay me more, or take the action myself. Doug offers the same, and since I don't need to take the highest offer this could be a better deal depending on the game situation. Christian adds five ducats to his offer, and I say okay. We split the cards, and then I ask Larry to clarify his intent with the wheat. Since the action of the Getreidelager is to take one wheat cube and one rice cube, he offers me the rice if I give him the action. Marcia can't match this free good so I agree, step into the Getreidelager. Larry takes the action (collecting one wheat and one rice) and gives me the rice as my payment. I still haven't taken an action yet during this walk, but since Christian and Larry have they are out of it for now. I use my last steps to hopefully collect money or goods in exchange for selling the actions off to Marcia or Doug and of course taking one of the building actions for myself. When my walk is over, I pass the stack of five walking disks to the next player and he begins his walk. I'd like the pink card if you can get to the Gildenhalle, I say
Not too complicated if all the game had were the four card types and goods associated with them. But, the depth of this game cannot be underestimated as there are two other key features that, combined with the above, allow for the creation of some very detailed and clever trades. The first of these features are the special action chits. There are five of these, and each has a building or buildings associated with them. One allows to choose where you begin your walk rather than roll dice, very valuable to ensure that you get to the place you need to cash in that pink card or pick up that needed good. The second allows you to take any good off the board and use it as part of a sale or trade. The third lets you take an extra action on a walk. So, I can take two actions on my own walk or buy a second action on someone else's. The fourth is a great concept: the 1:1 trade. With this chit, I can trade one of anything for one of anything else on the board, except for cash of course. Simply, I could trade a cube of silk for a cube of copper to better match my cards. Or, I could trade one type of special action chit for another, or for a blue card. Anything for anything, and this can be very useful.
The fifth special action chit, the building chit, is associated with the second special feature mentioned above. Each player has possession markers in their color available at the side of the board. The action of the Kathedrale building is to take two of your markers and place them in front of you. These could also be acquired through a trade with another player or with your 1:1 chit. At the end of each walk, starting from the walking player, players can place their possession markers on buildings adjacent to steps taken in the empty street spaces. These markers have three distinct values. First, the bank pays you 10 ducats when anyone else takes the action in that building. Placed early on an important building, this can generate good income throughout the game. Second, every possession marker on a building at the game's end is worth another 10 ducats. Third, when used in conjunction with the fifth action chit, you can take the action of the building you possess even when you're not there, as long as you've taken the action somewhere else. Let me explain this. Say earlier that I placed one of my possession markers on the Taverna, which allows a player to take a 1:1 action chit as the action. On someone's walk, I purchase the action in the Villa Colini, which gives me a privilege card. But, before ending up my action, I turn in a special building chit (gained earlier through trade or actioning the Palazzo building), and take a 1:1 chit, since my possession marker is on the Taverna and the building action chit allows me to exercise my right of possession.
The combinations of primary cards, special actions chits, possession markers, and an everyone can take an action on each player's turn mechanism create an extremely dynamic and interactive play. You cannot rest in this game and stay on top of things, as a winning strategy usually results from a series of small individual decisions about what to bid for, what to keep for yourself, how to creatively trade, and who to trade with. The negotiations in this game can be both simple and complex. Only two-player deals are allowed (fortunately), but even with this constraint the options are quite varied. Splitting items at the buildings where two are earned comes up often, as do simple cash for this action offers. More interesting, though not always more profitable, are deals involving changes in possession markers, swaps of privilege cards to possibly give someone a larger string of connected buildings, or swaps of special action chits. It is not uncommon to be in a position of being offered very different things from two people for the right to action the same building, so understanding how each helps them and which offer is better for you has be made quickly and decisively or the game bogs down.
Bogging down can be an issue. With five players, this game can take from one and a half to three and half hours based on the level of detail allowed in the negotiations and the number of options considered before moving on. We've found that it works best when everyone tries to push his or her walk along and not spend too much time trying to evaluate the complete matrix of decisions and steps possible. The game officially ends on the last player's turn when a round marker hits a predetermined spot (which varies based on the number of players). This marker advances each time everyone has taken one walk, however it also advances if a walk begins in the center of the plaza, represented by four grid areas. As a result, the game can randomly move ahead faster through the right dice rolls, or be forced ahead by a player choosing to use a special action chit to begin his walk in the center.
Comparisons to Chinatown are fair in that negotiation is the heart of this game. In Chinatown, however, while you cannot predict what businesses or land spaces will be drawn in future turns, you can often accurately calculate the value of what you get versus what your dealing partner gets in a deal. In Genoa this is much more difficult, because one can't be exactly sure why someone wants that pepper cube and if in fact they'll get to the building needed to sell it in time. The reward gained is not as straight forward in many cases and where it is, a wise player will try to extract much of the value from you.
Like Princes of Florence, a game that shares the artwork of Genoa but feels nothing like it, there is no sure-fire strategy that wins this game but there are multiple ways to consider. In our group's games, people have made significant advances by concentrating on messenger'' cards (the green ones); by collecting connected strings of privilege cards; by using possession markers adroitly; by being highly selective about who to deal with when possible; by making multi-step maneuvers after gaining the action -- maneuvers that involve special action chits and selling cards; and by helping to control the flow of the game by forcing advancements on the turn marker track. There are likely many more subtle and obvious ways as well. Another sign of the strength in the game is the fact that often the final scores are quite close. It is only after several plays that you begin to truly appreciate that paying 20 versus for an action that could have been had for 10 can have real consequences.
I don't believe that Die Händer von Genoa will be as popular as some of the earlier Alea titles, especially Taj Mahal and Florence. It is a very deep and robust game, and in many ways more difficult to get your arms around than the others. Chinatown's mechanisms are much simpler, Florence's objectives are easier to define, and while reading other players' signals is imperative in Taj Mahal its effects are not as cumulative as in Genoa. It does provide a great gaming experience for those who like this style game, and brings a level of sophistication and true strategy that sets a new standard for games using negotiation as their principle mechanism.
2 개요 #
THE GAME ABOUT GOODS, VALUE, OPPONENTS : Translation by Bob Scherer-Hoock (Usual translator’s disclaimer: I am not a German speaker. The following is a computer-assisted translation. I have done this many times, learned a few things (even some of the language) and am reasonably confident of the results, but I can’t in all cases be certain I have translated all nuances correctly. (After all, ambiguities can be found even in one's native language) This will certainly make the German edition playable, but if someone more knowledgeable about the language comes along and says something should be read another way, then please believe them. Also, Rio Grande Games will be publishing an English version this summer. I assume their rules will become the official English rules.)
The players slip into the role of Genoan merchants. They fill profitable orders and take important buildings the city as property. However without the goodwill of other merchants, this will not be easy. And that costs money ... a lot of money!
3 Goal of the game #
The game proceeds – depending on the number of the players - over 7 to 12 rounds. Each player is the active player once each round. Only then is s/he allowed to move the common game pieces through Genoa. S/he moves up to five spaces, mostly visiting buildings. An action can be executed in each of the buildings. Since the active player can normally execute only one of the at most five actions, s/he tries “to sell” the other actions to other players as profitably as possible. However if s/he asks for too high a price, s/he will be “stuck” with a worthless actions. Ask too little for it, and the other players will be too pleased about the good business...
Through skillful negotiating of the individual actions, the players then try to obtain orders and messages and fill these as quickly as possible. However the building properties and special cards can also be game decisive in the game.
Whoever possesses the most ducats (money) at the end of the game is the winner.
4 Game components #
- 1 Game board - shows one 8x8 grid with 18 buildings, 20 street spaces, and a market place,
- 40 Merchandise cubes - 5 each in 8 different colors: Silver (gray), copper (brown), salt (white), pepper (black), wheat (yellow), rice (beige), linens (pink), silk (turquoise).
- 60 Playing cards -16 "big order" cards, 16 "small order" cards, 14 "message" cards, and 14 "privilege" cards,
- 80 Bills - 10x5, 30x10, 20x50 and 20x100 ducats.
- 35 Possession markers - (hexagonal) 7 each of blue, red, yellow, green, and lilac,
- 27 Special cards – 5 each of "Any start space", "Any 1 merchandise", "1 extra action and "1 building action", and 7 "1:1 trade",
- 1 Start player card
- 1 Dealer tower - (5 brown disks)
- 1 Round indicator - (brown stone)
- 2 Dice - eight-sided, blue and red,
5 Game setup #
- The game board is placed in the middle of the table.
- On it are 5 buildings (without names) at the left and right edges. Place on it (in accordance with the picture at the bottom of page 2 of the German rules):
- 5 merchandise cubes in each of eight colors, 2 colors each near the appropriate buildings
- 7 "1:1 Trade" special cards, on the center building at the round track end
- 14 - 35 possession markers (Each player chooses a color and puts his/her 7 markers on the center building at the opposite end; Marker of unused colors remain in the box.)
- 60 playing cards, in 4 types, separated and shuffled into face-down stacks and placed on the corners.
- The remaining 4 types, 5 cards each, of special cards become – are separated into 4 stacks and placed beside the game board, next to the corresponding buildings.
- Each player gets :
- 4 playing cards, one from each deck. The playing cards are taken into each hand so that other players cannot see them.
- 130 ducats (2 x 5, 2 x 10, and 2 x 50 ducats. Players keep their money secret during the entire game.
- The remaining money is - after being sorted into the 4 amounts – placed beside the game board as the "bank”.
- The youngest player gets
- the dealer-tower (always all 5 disks regardless of how many players are in the game!)
- the 2 dice,
- the round indicator, and
- the start player card, that s/he keeps in front of him/her for the rest of the game. She/he puts the round indicator on space 1 (with the arrow, the counting strip with round spaces at the left edge of the game board): The first round begins!
6 The game #
The start player begins; afterwards players take turns in clockwise order. The player whose turn it is is called the active player, since s/he performs the game turn; afterwards the next player in turn performs a game turn, etc. After each player takes a turn, a round is done. At this point the start player (which does not change during the entire game!) moves the round indicator one space on the counting strip. When the round indicator reaches the space marked with the number of players in game, this round is played to its conclusion. Afterwards players add their money and the winner is determined.
Each game turn follows the same sequence:
- First the active player places the dealer tower.
- Afterwards, s/he can still move it up 4 spaces more. Before moving the tower, the players negotiate with the active player over who executes the action at that location.
- Finally possession markers are placed.
- As last act of his/her game turn, the active player passes all 5 dealer disks, together with the two dice, to the next player. A new game turn begins, etc.
6.1 Dealer tower placed #
The active player rolls both dice. The red die corresponds to the red, the blue die to the blue number strips on the game board. By tracing their lines, the two numbers determine an intersection within the city. On this space the player’s five dealer disks are placed as a tower.
6.2 Dealer tower moves #
- When one speaks of the dealer tower now, the entire dealer tower, disks placed as well as his disks not yet depleted is always meant.
- Both the park and the harbor are considered buildings.
- Each of the 18 buildings (regardless of its size), each of the 20 square street spaces, as well as the central marketplace, are considered to be spaces.
and puts them on the new field; the bottom disk is left behind on the abandoned space. From the new space, s/he can move the dealer tower on to a neighboring space once again; again leaving behind the bottom disk etc.
In this way, the active player can use the dealer tower to visit up to 5 spaces (including the start space), until there are no more disks remaining and s/he can execute no more movement.
Hints:
- A space already containing a dealer disk can not be visited a second time in a game turn.
- The active player should continue moving the dealer town even if neither s/he nor any other player can still execute an action. This is especially important in terms of the messages and the possession markers, for example.
6.3 Execute actions #
By visiting up to 5 buildings, the active player thus makes this many actions available in his/her turn. Normally, s/he can execute only one of these actions, and that would make the remaining actions useless. Thus players try to persuade the active player, by means of attractive offers in the form of money and goods, to move the dealer tower on to buildings of their choice.
To execute actions the following applies:
- Actions can be executed only in the 18 buildings. The illustration on each building shows which action is possible there. More is explained it under "The buildings". Other rules, that are explained, pertain to the street spaces and marketplace.
- Each game turn, all
players (not only the active player!) can execute one action - provided the active player makes this possible. (Exception: The special card "1 extra actions") If a player does not execute an action the opportunity passes; an action cannot be “carried forward” into the next game turn.
- The action provided by each building can be executed in a game turn by only one player, and after that its action cannot be used again that turn.
- The execution the actions is not restricted by seat sequence.
7.1.1 Current building #
First the active player clarifies whether somebody would like to execute the corresponding action in the current building, that is the building in which the dealer tower is standing. Attention: This applies to the start space of the dealer tower.
As soon as an offer is presented to him/her by at least one player for this action, the action must
be executed. The active player has the option however to execute the action him/herself. If s/he doesn't want this action or can’t use it since s/he has no action remaining this turn, s/he must allow the action to be executed by one of the players who has made an offer in current building. Afterwards, s/he can move the dealer tower further - or the turn may be over.
S/he can also move it further, if - within an appropriate time period - no player makes an offer for the current building. In this case the active player also does not execute the action in this building, and thus the action expires
.
be executed. The active player has the option however to execute the action him/herself. If s/he doesn't want this action or can’t use it since s/he has no action remaining this turn, s/he must allow the action to be executed by one of the players who has made an offer in current building. Afterwards, s/he can move the dealer tower further - or the turn may be over.
S/he can also move it further, if - within an appropriate time period - no player makes an offer for the current building. In this case the active player also does not execute the action in this building, and thus the action expires
.
7.1.2 Neighboring buildings #
Before the active player moves the dealer tower along, players may present offers to him/her so that the active player moves the dealer tower on to a particular neighboring building where they would like to execute the action there. If the active player accepts an offer, the deal is arranged and will happen: The player "pays" the offer to the active player, and the active player, moves the dealer tower to the appointed neighboring building and the player who offered deal takes the corresponding action there immediately. Afterwards the active player can move the dealer tower again (and again the rule about "neighboring buildings" is applied) - or his/her turn finishes, etc.
The active player has the right to move the dealer tower to a neighboring building at any time, with or without an offer to do so from another player. It can also happen that no other player makes an offer as all are waiting to see where the dealer tower moves.
Important: If the dealer tower is moved on to a neighboring building without a deal in effect, rule “§ 1.1 Current building” now comes into play.
7.1.3 Reachable buildings, not neighboring #
The players can also negotiate with the active player anytime to visit more distant buildings with the dealer tower in the course of the game turn. However, on this occasion offers that are expressed are not yet "paid" and can be changed at will. The offers only become relevant when the dealer tower is on a neighboring space to the specified building, at which point rule “§ 1.2: Neighboring buildings” comes into play.
7.2 The following rules are in effect during negotiations #
- No business can be done without the direct participation of the active player.
- All negotiations / offers / remarks are at first noncommittal and represent merely a "declaration of intent".
- Once "settled" - and at that point it becomes binding for both sides – the deal is completed when the active player actually receives the offer.
- A deal always includes the player who made the accepted offer taking the action in the desired building.
- Only "hard" currency – money (in increments of 5) and all types of goods - may be offered in any quantity and combination. Goods are:
- the 4 types of playing cards
- the 5 types of special cards
- merchandise cubes
- possession markers (the offering player takes his/her possession markers back into the reserve while the other player takes the his/her colors from the reserve.)
- "Soft" currency cannot be offered. (For example, promises for a later turn, transferring an action, relinquishment of certain rights, etc.)
- It is specifically allowed to include goods in an offer that a player would only get with the desired action.
- An offer can also include the active player handing over money and / or goods to the person making the offer. No one is allowed, however, to conduct a sham transaction (with the intent, for example, of holding off on a part of an action.)
- The active player is free to accept whatever deal he/she chooses. (It does not have to be the first deal offered, nor does it have to be the most valuable deal!)
- The active player can also demand something to move the dealer tower on to a street space (this is not, however, ever connected with an action but is only important in the context of possession markers).
8 The buildings #
When a player reaches a building s/he executes the action there and gets one or two specific goods, recognizable by one or two corresponding illustrations shown on the building.
Hint: Should it happen that a good is no longer available, it's the player's bad luck; s/he goes away empty-handed. The action is however nevertheless regarded as executed (See also "Small orders".
Which goods a player gets in which building is now explained. Further details on the playing cards, special cards, and possession markers are explained afterwards.
- Gildenhalle (Guild Hall): The player takes the top card of the "big order" deck into his/her hand. On the card, one of the 4 villas is named along with the 3 types of merchandise that the player should deliver there.
- Rathaus (Town Hall): The player takes the two top cards from the "small order" deck into his/her hand. On these cards, a building is named as well as one ware that the player should deliver there.
- Poststation (Post Office): The player takes the two top cards from the "message" deck into his/her hand. On these cards, two buildings are named between which the player should deliver a message.
- Kathedrale (Cathedral): The player takes two possession markers of his/her color from the reserve (at the edge of the game board) and puts them in front of him/her - into his/her own reserve. S/he does not yet put them on buildings!
- Palazzo (Palace) / Park (Park) / Kutscherei (Ice House) / Hafen (Harbor) / Taverna (Tavern) / Trattoria (Restaurant): The player takes the corresponding special card from the stack beside the space (from the game board in the case of the 1:1 Trade card) and places it in front of him/her.
- Merchandise camps: The player takes the two merchandise cubes from the reserve and puts them in front of him/her where everyone else can see them.
- Getreidelager (Grain camps): Wheat (yellow) - rice (natural)
- Metallager (Metal camps): Silver (gray) - copper (brown)
- Tuchlager (Cloth camps): Silk (turquoise) - linen (pink)
- Gewürzlager (Seasoning camps): Salt (white) - pepper (black)
- Villen (Villas) (Colini, Monetti, Ricci, Zasteri): At each of the 4 villas, players may execute one of two possible actions:
- either s/he fulfills a corresponding big order
- or s/he takes the top card from the "privilege" deck into his/her hand.
- Gasse (Street/Alley): No action can be taken on a street space. If the dealer tower is moved on to one, nothing more happens. Entering street spaces may have an important function at the end of a game turn, however, that is explained under "possession markers" down below.
- Marktplatz (Marketplace): No action can be taken at the market place. If the dealer is moved on it, nothing more happens. If the marketplace is the dealer tower start space however, that is the tower was placed directly on it (on a dice throw of 4/4, 4/5, or 5/5) the round indicator is immediately moved one space forward. (More on this under "Special cards" ("Any start space") and "End of the game").
9.1 Big orders #
If a player wants to fulfill a big order, s/he must do this as his/her action in the corresponding villa: The player puts the 3 wares that were demanded back into the reserve and the order card face up at the bottom of the deck. As payment, s/he gets 100 ducats from the bank and a special card of his/her choice.
Hints:
- As soon as the first face up big order appears as the top card of the deck, the deck is shuffled again and is once again placed face down. (This also applies to the three other card decks.)
- For each of the four villas, there are 4 big orders. They are set up so that there is no ware to deliver from the neighboring camp, and the wares that are delivered come in each case from the other 3 camps.
- Since a player in a building can always execute only one action, it is not possible to fulfill several big orders at the same villa in one game turn.
9.2 Small orders #
Only the player who has just executed the actual action of a building can fulfill a corresponding small order in the same building immediately afterwards: S/he puts the demanded ware back into the reserve and the card face up under the stack. As payment, s/he gets 40 ducats from the bank.
Hints:
- For the Rathaus (Town Hall), the four Lager (Camps), and the four Villen (Villas), there are no small orders, for the Trattoria (Restaurant) and the Taverna (Tavern) there are 1, for all other buildings there are 2.
- Filling of a small order is permitted - in contrast to the big orders - not as the action itself but is only restricted in that the fulfilling player must have executed the action at that building before filling the order. A player, however, is still not allowed to fill more than one small order in a building on the same game turn.
- However, if a player is unable to perform an action in a building because the corresponding good is no longer available, that player is still allowed to fill a corresponding small order.
9.3 Messages #
For a message to be regarded as delivered, the dealer tower must have visited both buildings in a single game turn. Neither the player delivering the message nor any other player is required to execute an action in either building. Of course any player can execute actions there. Once a player has delivered his/her message he places it face up under the deck. As payment, s/he gets 30 ducats from the bank.
Hints:
- The sequence on the message cards is not significant. So if the message card is for "Gildenhalle - Park" ("Guild Hall - Park") for example, and the dealer tower has first visited the Park and then the Gildenhalle, the message is still delivered.
- There is no message card that has the Poststation (Post Office) as a goal. The two buildings on a message card are always 2 spaces apart.
- It is absolutely possible for a player to fill several messages in one game turn; it is also possible the same building may be one of the goals in more than one message.
9.4 Privileges #
In the 4 Villen (Villas), as has already been described, one of two actions is executed:
- 1 big orders is filled, or
- 1 privilege card is drawn
Example: Anna possesses following 6 privilege cards: Metalllager (Metal Camp), Park (Park), Kutscherei (Ice House), Villa Ricci, Hafen (Harbor), Villa Zasteri. She has privileges then for 3 single buildings, Metallager (Metal Camp), Hafen (Harbor), Villa Zasteri that are worth: 3 x 10 ducats. She also has a 3-building chain, Park (Park), Kutscherei (Ice House), Villa Ricci that is worth: 1 x 60 ducats. The total-value of her 6 privilege cards therefore amounts to 90 ducats. (If she also had the card "Villa Colini" for example, her revenues would climb with it to 170 ducats: a 5-building chain + 2 single buildings.)
10 The special cards #
A player can possess as many special cards as they wish. S/he can use them into any combination and number. Special cards are put back on their respective stacks after they are used.
10.1 Any start space #
When a player executes the action of the Kutscherei (Ice House), s/he gets this special card. S/he can only use it if s/he is the active player instead of rolling the dice. Afterwards s/he places the dealer stack on any space. If this space is the marketplace, the round indicator is immediately moved one space forward.
10.2 1 extra action #
When a player executes the action of the Park (Park), s/he gets this special card. In addition to the one action per game turn that is normally available, s/he can now execute another action any time. As already mentioned, a player can use several of these cards in on game turn. S/he can use it at any time, including on the game turn in which s/he acquires it.
Hints:
- The use of this special card(s) is especially worthwhile of course for the active player since s/he can move the dealer tower into buildings of his/her choice.
- Also, through the use of this card, it is not allowed to use the same action more than once in the same building in a single game turn.
10.3 Any 1 merchandise #
When a player executes the action of the Hafen (Harbor), s/he gets this a special card. When this card is used, a player can take any one ware from the reserve on the game board place it in front of them. S/he can use this special card at beginning, during, or at the end of one of his/her actions, and also at the end of the action in which s/he obtains the card. To more fully explain: As soon as a player has acquired right to perform an action from the active player, or if s/he is the active player and is executing an action, s/he can play this card, before
s/he takes the actual action of the building. S/he however also can use the card during and after the action. However as soon as a player declares their action is over, s/he can no longer use this card until they are next able to take an action.
s/he takes the actual action of the building. S/he however also can use the card during and after the action. However as soon as a player declares their action is over, s/he can no longer use this card until they are next able to take an action.
10.4 1:1 trade #
When a player executes the action of the Taverna (Tavern) or Trattoria (Restaurant), s/he gets this special card. When it is used the player can exchange any good they own against any available property. This special card is used in the same way (in terms of timing) as the special card "Any 1 merchandise".
Examples:
- S/he hands over a message card, places it under the stack, and takes the top small order.
- S/he hands over a ware and takes one of his/her possession marker from the reserve.
- S/he turns in one (other) special card "1:1 trade" and takes a merchandise cube of his/her choice.
- S/he hands over a big order and takes a new big order from the deck, etc.
10.5 1 building action #
When a player executes the action of the Palazzo (Palace), s/he gets this special card. When s/he takes this action, s/he can execute the action of a building on which one of his/her possession marker (See the section under "The possession markers".) This special card is used in the same way (in terms of timing) as the special card "Any 1 merchandise".
Hints:
- The use of this card is not regarded as "action executed" in the usual sense, i.e. the player is using the special card and not taking an allotted action.
- With this card is used, it does not matter if a standard action has taken place in the building on this game turn or not. It also does not matter where the dealer tower is.
- The use of this card doesn't allow a player to also fill a small order in the building that is used.
- It is allowed, by the use of several of these special cards in one game turn to use many actions and also use more than one in the same building.
11.1 What good are they? #
Playing the “1 building action" card and one’s own possession markers in connection with this special card is a very useful and frequently effective means of executing actions in a building whenever you would like. Moreover, it’s a good way to bring in money as well:
- During the game: Every time a player executes an action in a building in which the possession marker of another player lies, the owner of this marker gets 10 ducats from the bank. He doesn't get the 10 ducats if he/she him/herself executes the action.
- At the end the game: After the game is finished, each player gets 10 ducats from the bank for each building on which his/her possession marker lies.
11.2 How are they placed? #
After the active player’s turn is finished, possession markers can be placed on the buildings that horizontally or vertically adjoin street spaces that the dealer has entered during the game turn.
The active player begins and players proceed, in turn, clockwise once around. Whoever has a possession marker in their personal reserve can choose to either give up the chance to place one or can choose one of the street spaces that was entered. In the second case, the player can put one of his/her possession markers on any adjacent building. Afterwards, s/he takes the dealer disk(s) off the selected street space. No more possession markers can be placed from this space.
If an opponent’s possession marker is already in a selected building, it can be removed. The player must “sacrifice" a marker to do this however: S/he takes the opponent’s possession marker from the building and puts it - along with one possession marker from his/her own reserve - back into the general reserve on the game board. If the player still has another possession marker before him/her, s/he can now, if they so desire, place it on this now empty building.
Example: Bruno (blue) is active player. After 3 moves, beginning in the Villa Ricci, passing over the Gewürzlager (Seasoning camp) and leading through two street spaces, declares his game turn finished. As the active player, he now begins the placing of possession markers. He decides to choose the last entered street space and places markers on the Gildenhalle (Guild Hall) and the Kutscherei (Ice House); he removes the two corresponding dealer disks.
Carla (yellow) is the next in turn, and has possession markers in reserve: She sacrifices one of them in order to remove the blue marker from the Kutscherei (Ice House) and puts one of her own on it as well as on the Gewürzlager (Seasoning camp). After this, she removes the dealer disk. Although more players have possession marker before them, they can no longer place these as there are no more remaining street spaces that have been entered this turn.
12 End of the game #
The number of the rounds varies according to the number of players: with 2 players, the game is over after, at most, 12 rounds; with 3 players, 10; with 4, 8; and with 5 at most 7 rounds. However the marketplace rule can cause there to be fewer rounds.
Attention: The last round is always played to its conclusion so that all players are the active player an equal number of times!
To complete the game, each player uncovers his/her privilege cards and takes the appropriate number of ducats from the bank. Moreover, each player gets 10 ducats from the bank for each building on which s/he has a possession marker. All remaining goods that are the property of the players are worthless. Whoever possesses most ducats is the winner. In case of a tie, the one who possesses more remaining goods is the winner among the tied players.
Example: We are in a game with 4 persons, at the end or round 5. Anna is a start player; she goes to the timing row and pushes the round indicator to the 6th space. Then, she rolls the dice: 4/4. She places the dealer tower on the marketplace and pushes the round indicator one more space forward. Bruno gets a turn after Anna's game turn: He plays the special-card "Any start space" - and places the dealer tower on the marketplace again. Once again the round indicator must be pushed forward one space and with that it reaches the 8th space. However, since the current round must be played to end in any case, Carla and Darios are active players after Bruno as well – and the remainder of the round is played out whether or not someone rolls the dice and starts in the marketplace again or chooses to start there by playing the special card.
After Dario has finished his game turn and all players have had the chance to place possession markers that turn, the privilege cards and ownership of buildings is calculated and the winner is finally determined.
13 Special rules for 2 players #
In the 2-person game all the aforementioned rules remain valid, with the following additions:
- The offers must comprise at least one property; s/he cannot offer only money.
- After the second player executes his/her action, the active player can execute a second action.
Example 1: Immediately on the start space, the second player makes an offer, which is accepted by the active player, and executes an action. The active player can execute two actions after this.
Example 2: The active player executes an action, afterwards the second player executes an action. Now, the active player may execute another (second) action.








![[http]](/wiki/imgs/http.png)
