Caravelas II
Caravelas II Rulebook
Table of Contents
Table of Contents
1. Introduction
This game is for 2 - 4 players, older than 8 years. Each player has a fleet of Caravelas [15th - 16th century ships] and with them will make Discoveries and bring spices and raw materials to Lisbon. These rules are primarily for 4 players, but exceptions exist for 2 - 3 players [See Chapter 12].
2. Game Objective
Make the most points possible through Discoveries and bringing spices and raw materials to Lisbon.
3. Components
- This rule book
- 1 game board
- 1 First Player card
- 16 Discovery Cards - Yellow
- 16 Discovery Cards - Green
- 48 Movement Cards
- 4 Player boards. Each player board represents 4 Caravelas for each player. Each board has eight spaces (2 per ship) and is used to carry each cube.
- 33 Cubes - Yellow (4), Blue (4), Red (4), Black (4), Brown (4), Pink (4), White (4), and Green (5). Cubes represent spices and raw materials.
- 6 black tokens
- 4 scoring tokens: 1 yellow, 1 red, 1 green, 1 blue
- 4 "Caravelas" cylinders. Each cylinder represents each player's fleet: 1 yellow, 1 red, 1 green, 1 blue
- 1 red die
4. Game Preparation
- Place the cubes on their respective locations on the board.
- Shuffle the Movement cards and place them face down on the board. It is from this pile you pick new cards.
- Place the green and yellow Discovery cards in one pile (face down) and shuffle them. It is from here that new Discovery cards are drawn.
- Shuffle the yellow Discovery cards and give 2 cards to each player.
- Shuffle the green Discovery cards and give 2 cards to each player.
- Place the 4 Caravelas cylinders on the Lisbon Circle.
- Place the 4 scoring tokens on the value zero on the score track.
- Each player chooses a color (green, yellow, red or blue) and receives 1 Player board of that color and 4 Movement cards.
- Place the die and the black tokens near the board.
- The youngest player receives the 1st player card and starts playing. Players take turns clockwise.
5. How to Play
Each player in turn spends up to 4 of their Movement cards to move their "Caravelas" cylinder (place spent Movement cards in a separate discard pile). You can discover new places, load cubes, and deliver them to Lisbon. At the end of your turn, you can return the Movement cards you did not spend or save them for the next turn. Finally, the player takes new Movement cards until he has 4 in his hand and passes the turn to the player on his left. If there are no Movement cards to draw, shuffle the discarded Movement cards and place them face down on the game board.
6. "Caravelas" Cylinder Move
6.1 The player uses his Movement cards to move the "Caravelas" cylinder. Each time he uses a card, he MUST use the entire movement shown, not being able to use only a part of it.
6.2 The "Caravelas" cylinder moves along the white lines in any direction and spends 1 movement from circle to circle, be it a white, blue, or local circle (with a Christian cross).
6.3 If the cylinder moves in the direction of the arrows, ignore the blue circles, thus spending less movement points.
6.4 With the same Movement card, a player CANNOT pass through the same circle twice. But with the next movement card, you can already pass through this place.
6.5 There is no limit to the number of "Caravelas" cylinders in the same circle.
Fig. 1: The yellow player uses a 3-value movement card and starts the Lisbon move. The yellow lines are two possible moves. The red line is an illegal move, as it is not possible with the same card to leave Lisbon and go back through it.
7. Location Discovery
The Discovery card is used to find that location and stop at the right place (with the right number of moves). When that happens, flip the face-up card to face down and place it in front of you. Score on the score track the points that are indicated on the card. [Discovery cards fulfilled are tie breakers].
To get discovery cards, you must be in Lisboa or Calecute. Draw 4 cards from the stack and keep at least 1 card. You can keep all 4 cards. Return the rejected cards to the bottom of the discovery draw stack. A player cannot have more than 4 discovery cards and only 1 card can be drawn per move.
Fig. 2: The yellow player stops at Guiné. As he has a Discovery card for Guiné, he scores 1 point. He takes the red cube and places it on his first caravela on his player board.
Fig. 3: The two locations where a player may draw more Discovery cards.
8. Collect Cubes
For a player to collect cubes, you must stop with the right number of moves your "Caravelas" cylinder in one of 8 places with a color symbol that has cubes. Collect only 1 cube from this location and place it on your player card on its indicated spot. A player may only have 1 cube of each type.
9. Boa Esperança Cape and Caravelas Sunk
9.1 A player MUST stop when he reaches this cape.
9.2 You do NOT need to get a certain number of movement, that is, you do not need to spend all the moves you can, but the unused motions are lost. This is the only location where this is possible.
9.3 Throw the red die ONE time.
9.4 If the result is Zero, then there is no penalty.
9.5 If the result is 1, then one of the Caravelas on the player card is sunk! Place a black token over one of the Caravelas (the player chooses which one). The player cannot collect more of these cubes. If a Caravela that sunk has loaded cubes on it, return those cubes to the locale.
9.6 After this you can continue to move (if you still have Movement cards).
9.7 If a player gets all 4 Caravelas sunk, move the Caravela cylinder to Lisbon, remove the black discs from the player card, and finish your turn.
Fig. 4: The green player stops at Boa Esperança cape with a Movement card valued 2 by using 1 movement. He loses the second movement. The player throws the red die and gets a "1". With the result that one of his Caravelas is sunk. The player covers the first caravela (lowest valued cargoes) with a black token and loses the Red and black cubes.
10. Arrival in Lisbon: to Change Cubes and Recover Sunk Caravelas
If a player stops in Lisbon (with the right number of moves), he can change the cubes on his player card for points. You must exchange all your cargo cubes. The value of the points is indicated in the player's card. The cubes are returned to their original locations, except for the green cubes. These are placed in the Jeronimo Monastery in the first available green circle.
Additionally, the black tokens are removed from the player's card, thus recovering all Caravelas on his player card. If a player takes one of these actions (cubes to points or removing black discs) his play ends and he passes to the next player.
Fig. 5: The red player stops at Lisbon with cargo and a sunk Caravela (#3). The black token is removed. He scores 28 points (5+6+7+10). The cubes are relocated to their original location, except for the green cube. This is placed on the Jeronimo Monastery, the first green circle is used.
11. End Game
When a player hits 100 points or more OR the last delivery of green cubes to the Jeronimo Monastery is made, the game ends when the player to the right of the 1st Player card holder has finished play.
In case of ties, the player with the most discovery cards fulfilled wins. If the ties still hold, then the player with the most [number of] green Discovery cards fulfilled wins.
If a player exceeds 100 points, then continue past 100 to 101, 102, 103, etc.
Caravelas with cubes on the player board (not delivered in Lisboa) score 2 points per cube.
A player loses 2 points per undiscovered location that that player holds as Discovery cards.
12. 2 or 3 Players Game
For 2 players, in the game set-up place only 3 green cubes in Calecute. For a 3 players game, in the game set-up place only 4 green cubes in Calecute.