Fujian Trader. A game built on a 17th century recently re-discovered Chinese trading map.

Similar documents
FEUDALISM Christo regnante, regem sperante

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

Version 2 (March 2018)

KUNG CHI. By Stone Mage Games RULES. Sample file

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

Rules for 2-5 players Ages 10+

v.1.1 Colonial Summary A game by Christophe Pont - Rules revisited by Paolo D Ulisse

PREPARATION OVERVIEW GOAL CONTENTS INITIAL MAP CREATION

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up.

The Game Board. Starting the Game First read the rules carefully. Then begin the game.

Underleague Game Rules

Goal of the Game. For 2-4 Players

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games

Dragon Canyon. Solo / 2-player Variant with AI Revision

Dragon Phoenix Games

War on the High Seas

Another boardgame player aid by

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

Components. Matching Travel Markers. Brother Gherinn

NIGHTMARE FOREST Dead Run

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis.

STEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

Musket Diplomacy. Contents

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games

Welcome, fellow traveller, to the world of Stratos! Since its discovery by a wandering sailor, this fabled land is now claimed by five rival tribes.

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

Dune Express Alliances Dune express variant Originally Designed by FNH Game

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2017 garphill games

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game

Special Notice. Rules. Weiß Schwarz (English Edition) Comprehensive Rules ver. 2.01b Last updated: June 12, Outline of the Game

ARMY COMMANDER - GREAT WAR INDEX

Battle. Table of Contents. James W. Gray Introduction

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Dungeon Cards. The Catacombs by Jamie Woodhead

GAME COMPONENTS. Your ORIGINZ box contains:

REINFORCEMENT PHASE F.A.Q.

Robot Factory Rulebook

Introduction. Game Contents. Game Overview. By Scott Leibbrandt Copyright 2016 Minion Games, LLC

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

British Commonwealth 70. CANADA AND SOUTH AFRICA 71. AUSTRALIA 70.1 CANADA: 71.1 OVERVIEW: 70.2 SOUTH AFRICA:

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

COMPONENTS: No token counts are meant to be limited. If you run out, find more.

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps

RULES OF PLAY. Table of Contents. The aim of the game. Game Overview

Ancient/Medieval Campaign Rules

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)

The Cold War Edition. Ages 10 and Older, 2 to 6 Players For more information, suggestions and rule refinements visit

Supervillain Rules of Play

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

For 2 to 6 players / Ages 10 to adult

The Rules of the Game

Comprehensive Rules Document v1.1

001 \ FORTRESS AMERICA

110 cards, which are used to resolve battles between the Condottieri.

AGES PLAYERS

THE RULES 1 Copyright Summon Entertainment 2016

Intro. Rule Book Contents. Components...3 A list of all game materials.

FOR THE CROWN Sample Play

Another boardgame player aid by

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail

Kings of Wa. September 2008; this version (1.3): December

1-2 players 15mins 10+ Game by Yoshiyuki Arai & EVAN SONG Artwork by Yann Tisseron

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

Axis & Allies Europe FAQ

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL

MAGISTRATVM A Group Projects game for the piecepack

DUNGEON THE ADVENTURE OF THE RINGS

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL

Larsson's A&A50 House Rules

SANTA FE RAILS. for 2-5 Players by Alan R. Moon. SANTA FE is a game about the western expansion of railroads in the United States.

Introduction. Playing time: min. Players: 1-4 Age: +8

Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: June 19, Rules

The Colonists of Natick - das Tilenspiel

Playing By Order of the Queen:

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players

LORE WAR A Fantasy War Game

Castles of Burgundy Rules Summary. Game board: Player board: TERMS

BLACKJACK Perhaps the most popular casino table game is Blackjack.

Tarot Combat. Table of Contents. James W. Gray Introduction

The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9.

Axis & Allies Pacific FAQ

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

Cruise Line: Caribbean! The Cruise Line Game

Free Shipping for all USA orders!

RULES OF PLAY T A B L E O F C O N T E N T S

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1

NEW TO DUELING? LP

Frontier/Modern Wargames Rules

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: March 8, 2017

The Struggle for Britannia The Year 1065 A.L

Set Up. Developed by Alan Emrich and Josh Neiman

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...

MEDIEVAL KEEP Defend your lands from the invading hordes

Transcription:

Fujian Trader 福建 A game played using a recently discovered seventeenth-century trading map of East Asia once owned by a Chinese merchant family. A Gilbert & Batchelor Design

INTRODUCTION Families of the Ming Dynasty The year is 1620, wealth abounds in the coastal trading cities of the great Ming but rumors are rife that the Manchu may invade over the Great Wall and topple the empire. Your family name is in jeopardy of being forgotten forever in the books of history. Silver from Japan and the Americas is moving through merchant networks, and the Ming needs it to stabilize its currency. To keep your family strong, build trading networks across the Dong Hai or Eastern Sea. Sell rice, iron and silk from the ports you control, and bring silver back to the empire to gain greater leverage. Use the profits of trade to gain influence in the provinces of the Ming before crisis envelops them. Look for the best exchange rate and accumulate good fortune as you attempt to survive and prosper through the unpredictable events that await you and your rivals. COMPONENTS Game board of Selden s map Event cards (7 Events, 3 Manchu Move) Fortune cards (64) Player buildings (14 per player) 5 ships (1 per family) 24 port cards 17 province cards 1 dragon (the Manchu dragon) Silver pieces Colored goods pieces (Gray: iron, White: rice, Blue: silk) 1 six-sided color regions) A game builtdie on a(for 17throlling century for recently re-discovered Chinese trading map. 2 six-sided numbered (in Chinese) dice 5 pouches for storing silver 5 exchange rate legend cards 2

SET UP 1 Remove the three Manchu Move cards from the Event deck (the deck with the red dragon on the back) and set them aside. Shuffle the Event cards and then separate these into two piles (one will have 4 cards and one will have 3). Now, combine the Manchu Move cards with the pile of three Event cards and shuffle again. Put this pile of six cards (the one with Manchu Move cards) on the bottom of the Event deck, and then place the remaining four Event cards on the top of the deck. Place all of the cards on the Event deck spot 1 at the top of the board. 2 Shuffle the Fortune deck and place it face down on its spot 2 at the top of the board. 3 Place the Manchu dragon on its pre-invasion spot 3 marked by a small outline of a dragon. 3 1 2 3

SET UP (cont d) 4 Province cards should be placed face up at the side of the board, organized in three piles by color (white, light gray, and dark gray). 5 One player shuffles the Port cards and distributes cards to each player. 6 7 8 9 10 Players place player buildings on the building spaces of the ports they control. These correspond to the port cards each player has been dealt. The number of players determines the number of starting ports. 3 players = 5 port cards each. 4 players = 4 port cards each. 5 players = 3 port cards each. Port cards that are not distributed are placed face up at the side of the board, to be purchased during play. Players collect goods (rice, silk or iron) from each port they own. These are your starting goods that you may use on your turn. Goods production is displayed on the bottom of the port card and on the board. When a port produces, it produces two goods. So, each player takes two goods for each port he controls. Once goods are received they go into the player s separate piles of goods (rice, silk or iron) to be used for exchanging for silver on future turns. Each player chooses a starting position by placing his ship on one of the ports he controls. Each player takes 3 Fortunes from the top of the Fortune card deck. EVENTS & ROUNDS sevencentury events recently that are shuffled with the three Manchu Move cards A Examples game builtofonthe a 17th re-discovered Chinese trading map. The game takes place over several rounds (this will vary between 10 and 13 rounds depending on when the Manchu Move cards are drawn) marked by Event cards. A round involves one player turn for each individual player. Each new round, with the exception of the first, is marked by drawing an Event card before the player turns begin. This can be done by the oldest player. 4

EVENTS & ROUNDS (cont d) No Event card is drawn for the first round of the game. If the Event card requires rolling for a region, the player who turned the card over will also roll the colored die. For the duration of the round that region is under the effects of that event. If the card revealed is a Manchu Move card, that card will be placed face up under the Manchu dragon. TRIGGERING THE MANCHU INVASION: The last three rounds of the game are triggered once the third Manchu Move card is revealed from the top of the Event deck. No more events will be played from the Event deck once the invasion begins. Reverse Turn Order: One the invasion begins (the Manchu move into Beijing), turn order reverses for the rest of the game. The player whose turn was last now gets to go first for the last three rounds, followed in order of players. 1 2 THE FINAL THREE ROUNDS: 3 1. The Manchu invade Beijing At the beginning of this round, a player will move the Manchu dragon into Beijing, marking the start of the invasion. Zone 1 provinces fall at this time and all cards and privileges associated with them are lost. 2. Nanjing falls In round 2 of the invasion, the Manchu dragon moves to Nanjing, and provinces in Zone 2 are no longer controlled and all associated privileges are lost. 3. FINAL ROUND - Fujian is captured Finally, the dragon enters Fujian marking the last round of the game and conquering Zone 3 provinces. No players in the game retain privileges associated with the provinces. 5

PLAYER TURN OVERVIEW Each player gets one turn per round. A player can engage in the following activities: ROLL FOR GOODS PRODUCTION First, you MUST roll for goods production using the six-colored die. Only ports in the region that are the same as the color rolled will produce at this time. ALL players who control ports in the region rolled collect goods at this time, regardless of whether it is their turn.. ONCE YOU CONTROL A PROVINCE: Once a player controls at least one province, he can take goods awarded from his provinces after rolling for resources (*See Controlling a Province ) MOVE YOUR SHIP Next, you may move along a route up to three ports in any direction. Important: This is the only time during the player s turn when he may move his ship. A player does NOT have to move. Once a player controls a Zone 3 province he may move one extra port in any direction for each Zone 3 province he controls. PAY TOLLS If you choose to move your ship along a route that is connected by two ports under the control of the same player, you will need to pay the other player a toll. As payment for the toll the route owner may take one unit of any from the player. If you do not have any goods and you still wish to move on the route owner and the player may negotiate another payment plan. RAID ANOTHER PLAYER S PORT If your ship is docked at another player s port you may choose to raid this port. Important: If you decide to raid another player s port you must do so at this time. To attempt a raid a player must wager 1 unit of rice and 1 unit of iron. If you do not have any ports that produce iron and rice, you may still set a wager to raid. If you have no iron producing ports, you may wager a peasant revolt with 3 rice. If you have no rice producing ports, you may hire mercenaries for 2 iron. 6

Attackers can commit extra resources at this time: For every unit of iron wagered an attacker gains +1 to his roll. For every unit of rice wagered an attacker gains +1 to his roll, however this can be negated by the defender commiting silk. Defender can commit resources in response: For every unit of iron committed a defender gains +1 to his roll. Defenders can negate advantage gained through rice by committing silk. Each unit of silk ne gates advantage gained by a unit of rice. Adding Fortunes and abilities: Attackers can commit Fortune cards and special abilities gained through provinces at this time. Defenders can commit Fortune cards and special abilities gained through provinces at this time. Dice roll: Attacker rolls the two six-sided dice. The defender follows by rolling both dice as well. Ties go to the defender. 1 2 3 4 5 6 Distribute goods wagered: If the attacker gains control of the port, the wagered goods go to the bank and he can continue with his turn. If the defender retains control, the rice goes to the bank and half of the iron that was wagered goes to the defender. Defender gets extra iron if the wagered number is not even. Important: If a raider does not successfully take control of a port he may NOT sell goods on this turn. If you DO NOT choose to RAID another person s port you may do the following in any order: SELL GOODS Players can sell goods for silver at any port, including those that are under control of other players, and those that have other player s docked there. Sellers can sell goods for silver based on the exchange rate of the port s region. Important: Players can only sell up to 12 units total of any combination goods. Important: Players can only sell iron at arsenals. Players can also sell rice or silk at an arsenal based on the exchange rate of its region. Sumatra & Western Java The Easter Route Dong Hai (Eastern Sea) Eastern Java Malacca Straits & The Spice Islands Gulf of Siam PAY BOUNTY - Players that control an entire region (all ports of one color) can take a bounty of one good of the seller s choosing at the time of the sale. 7

PURCHASE CONTROL OF A PORT If a port is not under the control of another player it may be purchased for 2 silver at any time during a player s turn until he purchases Fortune cards. USE FORTUNE CARDS Players can use up to 2 Fortune cards per turn. [Short Play Vs. Long play] Each Fortune card is marked with a lable regarding the length of time the card can be used. [Short play] means that it may only be used once and then be discarded. [Long play] cards can be used for an extended period of time until the condition for that card changes. For example, a card that adds special goods to a specific port each time that port produces goes away once the port is taken by another player. PURCHASE FORTUNE CARDS At the end of your turn you may purchase up to 2 Fortune cards. Important: A Fortune card can only be purchased with 2 different goods (e.g. 1 rice + 1 silk). Players can purchase up to 2 Fortune cards per turn. Purchasing Fortunes marks the end of a player s turn. Players cannot use a Fortune when it is purchased. There is no hand limit for Fortunes. STORE SILVER IF YOU CONTROL CERTAIN PROVINCES Players who control a Zone 1 province can store silver at the end of their turns until the Manchu invasion (the third Manchu Move card is revealed). Players who control Zone 2 provinces can store silver at the end of the first round of the Manchu invasion (When the Manchu are in Beijing and Zone 1 has been toppled). Players who control Zone 3 provinces can store silver at the end of the second round of the Manchu invasion (When the Manchu are in Nanjing and Zone 2 has been toppled). PURCHASING A PROVINCE Instead of moving to a port and selling goods, a player may move between three adjacent ports to Fujian province. If he has enough silver (the cost is labeled on the board and the province card) he can pay the anycentury province that isre-discovered not controlledchinese by another player. A game builtbank on afor 17th recently trading map. Important: Players cannot sell goods on a turn that they are purchasing a province. Players can purchase up to 2 provinces per turn. The same rules for movement apply (up to three spots) when moving to Fujian. 8

CONTROLLING A PROVINCE Once a player controls a province, he may take the goods that it produces at the beginning of his next turn and at the start of every turn thereafter until the Manchu invade that territory. Once a player controls a province he may apply the abilities he has gained (attack & movement) on his turn. He may also use the Zone 1 defense capability when he is attacked on another player s turn. A player who controls a province may under certain circumstances be able to store silver at the end of his turn (see Player turn overview ). Players lose control of their provinces once the Manchu invade the zone that the province is located within. THE MANCHU INVASION MANCHU INVADE BEIJING: On the first round of the Manchu invasion Zone 1 provinces collapse and players who controlled them can no longer receive the extra defense bonus, the production of goods or silver, or the ability to store silver. Players who control Zone 2 provinces can store silver at the end of their turns in this round. NANJING IS TAKEN: On the second round of the invasion provinces in Zone 2 fall, and players who controlled them no longer receive the extra attack bonus, the production of goods or silver, or the ability to store silver Players who control Zone 3 provinces can store silver at the end of their turns in this round. FUJIAN FALLS: The last round of the game occurs when Zone 3 falls. Players can no longer receive the extra movement, the production of goods or silver, or the ability to store silver. Important: Players CANNOT store silver in the final round of the game. 9

END OF GAME After the final round of the game players add up their routes, ports, regions under control, stored silver, fortunes and goods and translate these into influence points. The player with the most influence points is the winner. TRANSLATING SILVER, GOODS, PORTS, ROUTES & FORTUNES INTO INFLUENCE POINTS Controlled or owned at the end of the game Influence points All ports in the same color region 4 A route 2 A port 1 One stored silver 1 Two unstored silver 1 Five of the same good 1 Three unused fortune cards 1 10

REFERENCE Arsenals Marked by two swords and two guns, arsenals are the only ports (with the exception of a warzone create by a war event) where players can sell iron. Iron sells at arsenals at a rate of 2 iron for 1 silver. There are five designated Arsenals: Siam, Kedah, Aceh, Banda, and Ternate & Tidore. Bounties If a player controls all of the ports in one region (all ports of one color), he has the right to take a bounty of one good from a player that is selling at any of his ports. The seller can choose which good (rice, silk or iron) the other player may take. Combat/Raiding another player s port Engaging another player A player can engage in combat with another player to take control of a port. In order to engage in a raid, a player must have his ship docked at the port he wishes to take control of. Putting up a wager A player cannot attack without placing a wager. A player will need to wager one iron and one rice to attack another player s port. If a player has no iron producing ports, he may wager a peasant revolt with three units of rice. If a player has no rice producing ports he may hire mercenaries for 2 iron. Adding goods to gain advantage For each unit of iron an attacker adds to a wager he gains +1 to his attack. Each unit of rice adds +1, which can be negated by a defender with a unit of silk. Defenders can add iron to counter the attacker, and can add silk to negate the advantage gained through rice. Applying fortune cards before combat Certain Fortune cards can be used by attackers to add to their attack rolls. Other Fortune cards can be used by defending players to increase the value of their rolls. Players must put these cards up after each has waged their goods and before either player rolls. Using special abilities by controlling a province A game built a 17thZone century recently can re-discovered Chinese map. for every zone 2 dice roll to theirtrading add 1 point 2 provinces control thaton players Attacking province they control. Defending players that control Zone 1 provinces can add 1 point to their dice roll for every zone 1 province they control. 11

Rolling Dice The attacking player begins by rolling 2 six-sided dice. The defender rolls second. Any points gained from provinces or fortune cards are added once dice are rolled. Ties go to the defender Outcome - Attacker wins If the attacker wins the battle, both the rice and the iron are discarded. The defender relinquishes his Port card to the attacker and removes his building from the port on the board. The new port owner puts his building on the spot. The attacker may continue with his turn, selling his goods and then purchasing Fortune cards. Outcome - Attacker loses but wishes to keep attacking If the attacker loses the challenge, he may continue to engage in combat if he has enough rice and iron to wager. In this case, the rice from each attack goes back to the rice pile and the iron remains waiting its fate. If he continues to lose and runs out of iron and/or rice he must forfeit all of the iron to the defending player. He may not exchange goods, but may use Fortune cards and purchase Fortune cards. Outcome - Attacker loses (all battles) If the attacker loses, all iron that was wagered goes to the defending player for his troubles. If the attacker only wagered rice, the defender does not get anything. Losing raiders do NOT get to sell their goods after a failed raid attempt. However, they may use Fortune cards and purchase Fortune cards. Events Events take place at the beginning of each round with the exception of the first round. An Event card is revealed from the Event card deck and that event is put into play for the entire round. A round is completed when every person has one turn. Regional events Some events require the rolling of the colored die to determine a region that will be affected by the event for the entire round. These include: Famine, War and Hongmao Blockade. When the event Coastal Defense occurs, players who control provinces do not receive goods produced on their turns during that round. Players are also unable to purchase control of provinces during the round when this event occurs. 12

Disaster The Disaster card is unique because players are required to roll one six-sided numbered die on their turns. After rolling for goods, a player will roll the six-sided numbered die. The number that the player rolls determines how many goods the player must forfeit. Players can choose to give up any of their goods to meet the requirement. Manchu Move There are three Manchu Move cards distributed amongst the bottom three Event cards in the Event card deck. When a Manchu Move card is revealed it is placed under the Manchu dragon. No events occur during a round when a Manchu Move card is revealed. When the third Manchu Move card is revealed, the Manchu invasion is initiated at the beginning of the next round. No more Event cards will be used for the rest of the game. Exchange rates There are six trading regions, each designated by a unique color. Each region has its own exchange rate, reflecting its distance from the mainland and the commodities and goods that are most valued in that location. Exchange rates can be found on the map and on the legend cards. Arsenals retain the exchange rate of their region for silk and rice. Fortune Cards There are 64 different Fortune cards, each based upon the 64 unique hexagrams of the Yijing. Fortunes provide players ability, power and protection to be used against rivals and unforeseen circumstances. Purchasing Fortune cards Fortune cards can be purchased with any two goods as long as they are different (for instance one unit of rice and one unit of silk). A player can purchase up to two Fortune cards per turn. Purchasing Fortune cards marks the end of a player s turn. Using Fortune cards Players can hold as many Fortune cards as they wish in a hand, and should not reveal a Fortune until they choose to use it. A player can use two Fortune cards on a turn, but cannot use a Fortune that he has purchased on that turn. He must wait until the next turn. Defensive Fortune cards Some [Short play] fortune cards can be used by players on another player s turns when a player who holds these cards is attacked. Players can use as many of these defense cards as they wish to protect themselves or change their fate on their turn. Players can only use [Long play] defensive cards on their own turn. 13

Fortune cards for special circumstances A few Fortune cards provide players with the ability to use Fortunes at other times during the game. These cards include: Shihe Bite Together Reverse any action of one player on the unanimous vote of all other players. The vote must be taken after the card is played on another player s turn. Note: Players can choose any method for taking a vote. Tai Peace Play during a battle between two other players. Negotiate a successful peace and all three players receive 2 goods of your choosing if the battle is called off. Note: This card should be used when one player is attempting to raid another player s port. Weiji Ferrying Incomplete Help defend another family against an attack adding +2 to their roll. Get 1 silver if they keep their port or get the goods waged if they lose it. Note: This card should be used when one player is attempting to raid another player s port. Short play, Long play and End of Game Every Fortune card contains one of the following descriptions about when it can be played. [Short play] informs the card holder that he may only use the card once. The card must then be discarded. Only defensive [Short play] cards can be played to protect a player when it is not their turn. [Long play] lets the player use the card over time. These cards can only be played during the turn of the player who holds them. [End of game] should be used at the time that player s are counting up influence points. Manchu Invasion Manchu invade Beijing The Manchu invasion begins when the third Manchu Move card is revealed. The Manchu dragon should be moved into Beijing. This will mark the final three rounds of the game, and the end of Zone 1 province control. All players who controlled Zone 1 provinces lose them and all special abilities from them at this time. During this round, players who control Zone 2 provinces may store silver on their turns. Players who control Zone 2 and Zone 3 provinces may still use their abilities and receive goods or silver produced from these provinces at this time. 14

Manchu invade Nanjing On the second to last round of the game the Manchu dragon should be moved into Nanjing. Zone 2 provinces will be forfeited at this time, including the goods produced and abilities once granted by them. During this round, players who control Zone 3 provinces may store silver on their turns. Players who control Zone 3 provinces may also continue to get goods or silver from them and to use their extra movment ability. Manchu invade Fujian In the final round of the game the Manchu dragon should be moved into Fujian. Zone 3 provinces will be forfeited at this time. No players get extra goods, have special abilities or have the ability to store silver during this round. Provinces The Ming Empire contains seventeen provinces, (the fifteen of the Ming along with Liadong and Korea), which players can purchase influence over. Players gain many benefits for making this investment, including guaranteed goods on their turns, special abilities and the ability to store silver at specific points in the game. Purchasing a province To purchase a province, a player may do this by moving to Fujian and paying silver to gain control over a province. Once he does this, that province will remain under his influence until it falls during the Manchu invasion. A player may purchase up to two provinces on a turn. He may not sell his goods on a turn that his ship is docked at Fujian. Benefits of controlling a province: 1) At the beginning of each turn (beginning after the province is purchased) the province produces for the player. Players can collect until the Manchu invade that province s region. 2) Each province grants players special abilities. Zone 1 provinces = +1 defense For every Zone 1 province under control add 1 to a dice roll when your port is raided by another player. Zone 2 provinces = +1 attack For every Zone 2 province under control add 1 to your dice roll when raiding another player s port. Zone 3 provinces = +1 movement For every Zone 3 province under control, player has the option to move 1 extra port space during the movement phase of a turn. 15

3) Players can store silver during specific rounds of the game. Players who control a Zone 1 province can store silver at the end of their turns until the Manchu invasion (the third Manchu Move card is revealed). Players who control Zone 2 provinces can store silver at the end of the first round of the Manchu invasion (when the Manchu are in Beijing and Zone 1 has been toppled). Players who control Zone 3 provinces can store silver at the end of the second round of the Manchu invasion (when the Manchu are in Nanjing and Zone 2 has been toppled). Ports There are twenty-four ports divided into six regions. Each region is defined by a color, which represents a specific exchange rate. Each port produces two goods (rice, iron and/or silk) for the player that controls it each time the region that it is in is rolled by any player at the beginning of his turn. Each unoccupied port costs two silver to purchase control of it. Ports are worth 1 influence point at the end of the game. Routes Routes are the black lines connecting two ports. Ships may only follow routes for movement. When one player controls two adjacent ports (in any regions) connected by a route that player may take tolls from any player attempting to pass his ship through that route. If a player controls Fujian and controls any ports connected to Fujian, he may also take a toll when a player moves to Fujian. Storing Silver Players who control provinces may store silver on their turns (see Provinces for specific rules). Storing silver removes it from the economy so it can no longer be used by the player. However, it also protects it from being stolen from other players. Stored silver is worth two influence points at the end of the game. Tolls If a player chooses to move his ship through a route that is connected by two ports under the control of the another player, the player moving through the route will need to pay the other player a toll. As payment for the toll the route owner may take one unit of any from the player. If the player does not have any goods, he may pay 1 silver. If he does not have silver or goods to compensate thebuilt routeonowner, may negotiate payment plan. trading He may map. offer fortune A game a 17thhe century recently another re-discovered Chinese cards or future goods or silver. 16