We will now explain the functions of the various trade cards (in alphabetical order) and the market hall. Each card may only be used by the player who bought it.

The figures underneath the illustrations indicate the number of appearances of a card in total and in the 4 seasons (A/B/C/D), respectively.

Bank

(1:0/0/1/0). As owner of the bank you receive 1 additional coin in phase 5) "Income". That way, you receive 2 coins if you bought at least 1 trade card this round, and 3 coins if you bought no trade cards this round.


Boatsmen Church

(1:0/0/0/1). At the end of the game you will receive 3 points for the Boatsmen Church.


Carpet Trader

(1: 1/0/0/0). In phase 4. "Loading" you may sell any number of red goods cubes (carpets) to the carpet trader. For each carpet cube sold take 1 coin from the stock. Put the sold carpet cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the carpet trader.


Chamber of Commerce

(1: 0/0/0/1). At the end of the game you will receive 1 point for each coin you own. (You do not have to return the coins).


Coffee Roaster

(1: 1/0/0/0). In phase 4. "Loading" you may sell any number of brown goods cubes (coffee) to the coffee roaster. For each coffee cube sold take 1 coin from the stock. Put the sold coffee cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the coffee roaster.


Contract

(10:3/3/4/0). In the course of the game you should supply your contracts with goods cubes, since you will gain points for this. Contracts come in 3 different sizes:

  • small contract: 2 goods for 5 points
  • medium contract: 3 goods for 8 points
  • large contract: 4 goods for 11 points

In phase 4) "Loading" you may place any number of goods cubes from ships, the warehouse, or the market hall on one or more contract cards. The type of goods of the cube and of the contract card must match.

For instance, you may only place a brown cube on a coffee symbol or a white cube on a rubber symbol. You may place single goods on a contract, fulfilling it in partial steps. You may not remove goods cubes that are already placed on contracts.

At the end of the game you receive the number of points (5/8/11) shown on the contract, but only if all required goods cubes have been placed on it. There are no points for incomplete contracts.

Counting Office

(4: 1/1/0/2). At the end of the game you will receive points for your Counting Offices, as follows:

  • 2 points if you own 1 Counting Office,
  • 5 points if you own 2 Counting Offices,
  • 9 points if you own 3 Counting Offices,
  • 14 points if you own all 4 Counting Offices.

Fire

(4:0/1/1/1/end of game). There are 4 fire cards. As soon as you reveal a fire in Phase 1) "Supply", immediately halt the game. Each player adds the values of their firemen. The player with the largest sum immediately receives as many bonus points as shown on the fire card. The player with the smallest sum immediately receives as many negative points. Use the score track on the game board to show your points.

In case of a tie, each participant receives the points or negative points. In the rare case that all players possess the same sum, nobody receives any points (positive or negative).

After carrying out the fire card, place it on the discard pile. Reveal a further trade card to replace the fire and completely stack the water spaces. Continue the game.

Fireman

(+10: 2/3/2/3). Firemen will protect you from the 4 fires that will start during the course of the game. Each fireman has a value (1-5).

In the event of a fire, the sum of the values of your firemen will determine whether you may receive bonus or negative points.


Market Hall


During the game set-up each player receives 1 market hall. In phase 4) "Loading" you may use it in various ways:


  • Convert: Put any 3 goods cubes of your choice to the stock and take any 1 other goods cube of your choice from the stock.
  • Sell: Put any 2 goods cubes to the stock and take 1 coin from the stock.
  • Keep: You may keep no more than 1 goods cube in the market hall for use in a later round.

Port

(1:0/0/0/1). At the end of the game the port will gain you 1 point for each ship you own.


Ship


(15: 0/5/5/5). As soon as you reveal a ship in phase 1. "Supply", randomly draw for each ship 3 goods cubes from the bag and place them on the ship.

If you buy a ship, you need to unload it in the same round. Take all goods cubes off the ship. You may now choose what to do with each goods cube individually:


  • Place it on a contract.
  • Sell it to a merchant.
  • Keep it in your warehouse.
  • Convert, sell or keep it in the market hall.

At the end of each loading, no goods cubes may remain on any ships. Any unused goods cubes expire. Put them into the stock and do not return them to the bag!

St. Michaelis

(1: 0/0/0/1). At the end of the game you receive 4 points for St. Michaelis.


Spice Trader



(1:1/0/0/0).In phase 4. "Loading" you may sell any number of yellow goods cubes (saffron) to the spice trader. For each saffron cube sold take 1 coin from the stock. Put the sold saffron cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the spice trader.


Tea Taster

(1: 1/0/0/0).In phase 4. "Loading" you may sell any number of green goods cubes (tea) to the tea taster. For each tea cube sold take 1 coin from the stock. Put the sold tea cubes to the stock, do not return them to the bag!

At the end of the game you will receive 1 point for the tea taster.


Vulcanizer

(1: 1/0/0/0).In phase 4. "Loading" you may sell any number of white goods cubes (rubber) to the vulcanizer. For each rubber cube sold take 1 coin from the stock. Put the sold rubber cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the vulcanizer.


Warehouse

(1:1/0/0/0). In phase 4. "Loading" you may place goods cubes in your warehouse or remove them from your warehouse. Here, you may keep goods cubes for use in later rounds or for gaining points at the end of the game.

There may be no more than 4 goods cubes in a warehouse at any time, however. At the end of the game you receive 1 point for each goods cube in your warehouse.




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