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Clans of Caledonia

Clans of Caledonia Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Map Modules
    • Port Bonus Tiles
    • Market Board
    • Export Board
    • Player Starting Items
    • Turn Order
    • Clans
    • Placing the First Workers
  • Game Structure
  • Phase 1: Preparation
  • Phase 2: Action
    • 1. Trade
    • 2. Obtain an Export Contract
    • 3. Expand
      • Neighbourhood Bonus
      • Building Bonus
    • 4. Upgrade Shipping
    • 5. Upgrade Technology
    • 6. Hire a Merchant
    • 7. Fulfil an Export Contract
      • Direct Export Bonuses
    • 8. Pass
    • Free Action: Using a Port Bonus Tile
  • Phase 3: Production
  • Phase 4: Scoring
  • Final Scoring
    • Export Scoring
    • Settlement Scoring
  • 2 Player Game
  • Solo Game
    • Additional Phase: Market Phase
    • Refill Export Contracts (Solo)
    • Solo Scoring Thresholds
  • Variants
    • Simplifications
    • Tighter Game Map
    • Without Clans
    • Clan Auction
  • Appendix: Port Bonus Tiles
    • Kickstarter-Contributed Tiles
  • Appendix: Scoring Tiles
  • Appendix: Clans
    • Clan Buchanan
    • Clan Campbell
    • Clan Cunningham
    • Clan Fergusson
    • Clan MacDonald
    • Clan MacKenzie
    • Clan Robertson
    • Clan Stewart

Components

  • Goods tokens: 10 Milk, 14 Wool, 10 Cheese, 10 Grain, 10 Bread, 10 Whisky, plus Cotton, Tobacco and Sugar cane (Import tokens)
  • Clan components (per player colour): 16 Cows, 16 Sheep, 16 Fields, 16 Cheese dairies, 16 Bakeries, 16 Distilleries, 32 Workers, 28 Merchants, 4 Shipping tokens, 4 Turn order tokens, 4 Settlement tokens, 4 Glory tokens
  • 4 Player boards, 4 Export box tiles, 4 Glory tiles, 4 Map modules (double-sided), 1 Market board, 1 Export board
  • 9 Clan tiles, 9 Starting tiles, 9 Scoring tiles, 8 Technology tiles, 9 Port bonus tiles, 16 Port bonus markers
  • 12 Goods tiles, 50 Export contract tiles, 70 Coins (30 Ones, 20 Fives and 20 Tens), 1 MacDonald tile marker
  • 6 Transparent price markers, 2 Dice (Solo Game), 1 Scoresheet pad, 4 Player aids (English and German), 2 Rulebooks (English and German)

Note: Money and goods are unlimited; if the tokens run out players can use the Goods tiles or other suitable materials.

Setup

Map Modules

The game map consists of four double-sided Map modules labelled both by module (A-D) and by side (1-2), offering 16 different configurations. Randomly choose a side for each Map module and construct the map, making sure the rocks showing the module letter are in alphabetical order in a clockwise direction and are adjacent in the middle of the map.

Port Bonus Tiles

Shuffle all the Port bonus tiles and randomly choose four. Place one tile adjacent to a factory at each corner of the map, with its exact location depending on player number. The 1-2 player icon indicates the space in a 1 or 2 player game; the other arrow icon indicates the space for a 3 or 4 player game. Return all unused Port bonus tiles to the box.

Market Board

Flip the Market board to the appropriate side for the number of players and place the transparent Price markers on the encircled starting prices. Place the six types of Goods tokens (Wool, Milk, Grain, Bread, Cheese and Whisky) and their tiles below the Market in separate piles.

Export Board

Place the Export board beside the map, side face-up matching the number of players. Shuffle the Scoring tiles and choose five randomly; place them face-up in random order in the five slots on the edge of the board. Shuffle the Export contracts into a face-down draw pile and place one Export contract face-up on each box on the board (in a solo and 3 player game, one box remains empty). Place the players' Glory tokens and the Import tokens (Cotton, Tobacco and Sugar cane) off the board. On the 1-2 player side, the dice icons are only relevant for the solo game.

Player Starting Items

Each player chooses a colour and takes one Player board and all game tokens of their colour, then:

  1. Place all your tokens on the corresponding locations on your Player board — four each of Sheep, Cows, Cheese Dairies, Bakeries, Fields and Distilleries.
  2. Place the eight Workers on the four forest locations (Woodcutters) and four mountain locations (Miners).
  3. Take four Port markers in your colour.
  4. Fill the Merchant track with five cubes (Merchants). The remaining two cubes go below your Player board as starting stock.
  5. Place the Shipping token on the first location on the left of the Shipping track.
  6. Place the two Technology tiles flipped to the arrow side on the upper left-hand side, on the respective locations below the Workers.
  7. Take one Export box tile and place it next to your Player board, side matching the number of players.

Turn Order

Determine a starting player randomly. Turn order in the first round is clockwise. Put all players' Turn order tokens accordingly on the Turn order track on the Export board. In subsequent rounds, turn order is determined by the order in which players pass.

Clans

Randomly draw one more Clan tile than the number of players (e.g. four Clan tiles in a 3 player game). Randomly draw as many Starting tiles as Clan tiles and randomly allocate one next to each Clan tile. Starting with the last player and going in reverse turn order (counter-clockwise), each player chooses a Clan tile and its corresponding Starting tile. The starting player chooses last, between the remaining two clans. Players receive both the Goods and money shown on their Starting tiles. Players may never hide any information.

Placing the First Workers

Beginning with the starting player and continuing clockwise, each player places one Worker (Woodcutter or Miner) from the top of their Player board onto an empty hexagonal space. Woodcutters must be placed on an empty forest space and Miners on any empty mountain space. Then in reverse turn order (starting with the player who placed last, going counter-clockwise), each player places a second Worker. The second Worker does not need to be adjacent to the first. Each space can only ever have one unit on it at any time.

Each time a Worker is placed (including during setup) players pay both for the land and for the Worker itself. Land cost is indicated by numbers on each space (£1 to £6). A Woodcutter costs £6 and a Miner costs £10. Example: a space with both forest and mountain lets you place a Woodcutter (£6+£6 = £12) or a Miner (£10+£6 = £16).

Money Icons: Red numbers on the coin icon indicate a cost you pay. Black numbers indicate money you receive.

Game Structure

There are five rounds and four Phases per round:

  • Phase 1: Preparation — Flip the previous round's Scoring tile, refill empty boxes on the Export board and retrieve your Merchants (skip in the first round).
  • Phase 2: Action — Players take Actions until all players have passed.
  • Phase 3: Production — Units on the board produce Goods and Income.
  • Phase 4: Scoring — Players receive Glory according to the current round's Scoring tile.

At the end of the fifth round, final scores are calculated and the player with the most Victory Points (VP) wins.

Phase 1: Preparation

Flip the previous round's Scoring tile face-down. If needed, refill any empty boxes on the Export board with Export contracts (according to player count). Players retrieve their own Merchants from the Market and place them next to their Player boards.

Phase 2: Action

During the Action phase, each player takes exactly one Action per turn, in turn order, until all players have passed. There are eight possible Actions, each of which (except Passing) can be taken multiple times per round:

  1. Trade
  2. Obtain an Export Contract
  3. Expand
  4. Upgrade Shipping
  5. Upgrade Technology
  6. Hire a Merchant
  7. Fulfil an Export Contract
  8. Pass

1. Trade

Merchants in your stock (not on your Player board) are ready for a Trade action. Send them to the Market to buy or sell Goods. Place as many Merchants on the buy or sell area of a single Good (the up and down arrows) as the quantity you wish to buy or sell. These Merchants remain on the Market board until retrieved in the subsequent Preparation phase. Pay/receive the Good's current price multiplied by the number of Goods traded. All trades use the common Goods pools. Afterwards, the traded Good's price is adjusted by moving the Price marker in the direction of the area's arrow (up when buying, down when selling) by as many steps as Goods traded.

You may only buy or sell one type of Good during a Trade action; to trade different types, take the Trade action multiple times. It is prohibited to have your Merchants on both the buy and sell area of the same Good.

Example: A player buys two Whisky at the current price of £10. They place two Merchants above the up arrow of the Whisky column, pay £20, take two Whisky, and put them into stock. The Whisky price increases by two steps to £12.

2. Obtain an Export Contract

Pay the current round cost to take any Export contract from the Export board and place it on your empty Export box. The cost is determined by the game round and is indicated next to the Scoring tiles on the Export board. In the first round, players receive £5 when obtaining an Export contract rather than paying a cost.

You can have only one unfulfilled Export contract on your Export box (exception: Clan Buchanan). You must fulfil your Export contract before obtaining a new one. It is not possible to get rid of unfulfilled Export contracts.

3. Expand

Place one unit (Sheep, Cow, Cheese dairy, Bakery, Field, Distillery, Woodcutter or Miner) from the top of the respective column of your Player board onto any empty space that is neighbouring or within Shipping reach of any of your units. Pay for the unit (red number above the unit) and for the space (red number, £1 to £6).

  • Neighbouring: adjacent space with no river in between.
  • Within Shipping reach: a space you can reach with your current Shipping level.
  • Land Restrictions: Grasslands support Sheep, Cows, Cheese dairies, Bakeries, Fields and Distilleries; Forests support Woodcutters; Mountains support Miners.

If a space contains more than one land type, you can place any corresponding unit on it. If you have deployed all your Woodcutters you cannot expand to a forest-only space; if you have deployed all your Miners you cannot expand to a mountain-only space.

Neighbourhood Bonus

If you expand into a space neighbouring another player's unit (adjacent, no river in between), you may immediately perform an additional Trade action and buy the type of Good produced by the neighbouring unit from the common stock. You cannot buy more than three pieces of the same type of Good per turn (four in a 2 player game). The price of Basic goods (Wool, Grain, Milk) is reduced by £2; the price of Processed goods (Bread, Cheese, Whisky) is reduced by £3. Proceed as under the Trade action. You need the appropriate Merchants available. Prices are adjusted the same way as in a Trade. If you expand into a space neighbouring several opponent units, you may use the Neighbourhood bonus for each. The Neighbourhood bonus can only be used immediately after expanding.

Example: Expanding next to another player's Distillery lets you buy Whisky. If the current Whisky price is £10, you could buy three Whisky (four in a 2 player game) at £7 each. If an opponent's Cheese dairy also neighbours the space, you could also buy up to three Cheese at a discount with sufficient Merchants.

Building Bonus

If you deploy your fourth building of one type (Cheese dairy, Bakery or Distillery) AND your Export box is empty, you may immediately draw three Export contracts from the draw pile. Take either one or none; unselected contracts return to the bottom of the draw pile. If you take one you pay the costs as if you performed Obtain an Export Contract. This bonus is still part of the Expand action.

4. Upgrade Shipping

Pay £4 to move your Shipping marker forward one space to increase Shipping reach, allowing you to expand across rivers and lochs. Regardless of Shipping level, you may never hop across a land space, not even along a river.

Shipping Levels:

  • No shipping: You cannot expand across any type of water.
  • River-crossing: You can expand directly across a river to an adjacent space.
  • 1-loch: In addition to river-crossing, you can expand across one loch space.
  • 2-loch: In addition to river-crossing, you can expand across two loch spaces, etc.

5. Upgrade Technology

Increase the income from your Workers by upgrading equipment. Upgraded Workers produce £2 more in the Production Phase of each round. To upgrade a Worker technology, pay £10 and flip over the corresponding Technology tile on your Player board. If you receive a Bonus Upgrade (see Direct Export Bonuses) and choose the Technology upgrade action, you pay £5 instead of £10.

6. Hire a Merchant

Players start with two Merchants in stock. To hire a new Merchant, pay £4 and take an additional Merchant from your Player board into your stock. You may then use it for future Trade actions.

7. Fulfil an Export Contract

To fulfil an Export contract on your Export box, pay the Goods listed on the left half of the tile. Then receive the benefits shown on the right half. These include Import goods (Hops, Cotton, Tobacco or Sugar cane) and Direct export bonuses. When you fulfil a contract with Cotton, Tobacco or Sugar cane, move the respective token on the Export board track by as many steps as imported. If the token reaches or passes a marked step, gain £1 (if you forget to move the import token when fulfilling, you do not get the bonus afterwards!). After fulfilling, place the Export contract tile face-up next to your Export box, which is open again for a new contract.

Export contracts never require Grain or Milk, but may require any combination of the other goods. Contracts requiring Meat (Beef or Mutton) can only be fulfilled by slaughtering Cows or Sheep. You slaughter, as part of the Fulfil action, by removing the animal from the map back onto your Player board. This reduces your Milk or Wool production and frees the space for expansion. Slaughtering is only allowed to fulfil an Export contract and does not require a separate turn.

Direct Export Bonuses

Three Direct export bonuses can be taken in any order for an immediate advantage:

  • Money, taken immediately from the supply.
  • Free space, allowing you to immediately take an Expand action without paying the land cost of the space you expand into. You still pay the unit cost, and all expanding and Neighbourhood bonus rules apply.
  • Bonus Upgrade action — choose one: a Technology upgrade for the discounted price of £5; a Shipping upgrade at no cost; or Hire a Merchant from the Player board at no cost (alternatively, take one of your Merchants back from the Market instead of hiring).

If a player obtains multiple Bonus upgrade actions they can choose the same or different upgrades.

8. Pass

On your turn, if you cannot or do not want to take any more Actions, you must Pass and stop taking Actions for the rest of the round. After Passing, move your Turn order token to the leftmost available position of the next round and receive the Pass bonus money indicated. The order in which players pass determines the turn order for the next round.

Free Action: Using a Port Bonus Tile

If a Port bonus tile is neighbouring or within Shipping reach of any of your units, you may use the corresponding Port bonus in addition to whatever Action you perform on your turn (before or after your main Action). You can use it immediately or in any future turn (as long as your unit is neighbouring or within shipping reach). Once used, put a Port bonus marker of your colour next to the tile to indicate you have used it. Each player can use each Port bonus tile only once in the game (several players can use the same tile). A player may use multiple Port bonus tiles in one turn.

Phase 3: Production

Players receive Income and produce Goods from units deployed on the map. The amount of money and Goods produced is indicated by the empty slots on the Player board from which units were removed, now showing the Income icon. Order:

  1. Each deployed Worker earns money (each Worker below the first displays the total income for convenience):
    • Each Woodcutter earns £4 (£6 with the Technology upgrade).
    • Each Miner earns £6 (£8 with the Technology upgrade).
  2. Produce Basic goods:
    • Each Sheep produces one Wool.
    • Each Cow produces one Milk.
    • Each Field produces two Grain.
  3. Produce Processed goods (optional):
    • Each Cheese dairy may process one Milk into one Cheese.
    • Each Bakery may process one Grain into one Bread.
    • Each Distillery may process one Grain into one Whisky.

The Basic goods spent to produce Processed goods can come from anywhere: received during the current Production phase, a previous Production phase, purchased from the Market on a previous turn, etc.

Hint: Store current Goods and money below your Player board and put freshly-produced Goods above it, to check you took the correct amount. Once familiar with Production, players can collect Income after Passing to speed up the game.

Phase 4: Scoring

Players earn the Glory bonus indicated on the bottom half of the current Scoring tile if they fulfilled the requirement in the top half. Glory is tracked by moving the Glory markers on the track on the Export board (take or flip a Glory marker when you complete a lap).

Final Scoring

Final Scoring takes place after five rounds. Fill in the VP for each player on the Scoresheet. The player with the most VP is proclaimed the greatest Clan Chief of Caledonia and wins!

  • Glory: 1 VP for each step on the Glory track.
  • Basic goods: 1 VP for each Basic Good in your stock.
  • Processed goods: 2 VP for each Processed good in your stock.
  • Money: 1 VP for every £10. Leftover money breaks ties on the final score.
  • Hops: 1 VP for each Hops imported listed on your fulfilled Export contracts.
  • Cotton, Tobacco and Sugar cane: 3, 4 or 5 VP each according to their rarity (the rarest Imported Good is most valuable). The Import token moved furthest along the track (imported most by all players) is the most common, worth 3 VP each; the second most is worth 4 VP each; the least is worth 5 VP each. If there is a tie regarding the amount imported, Cotton is the rarest, followed by Tobacco, then Sugar cane. Players receive points for the number of Imported Goods listed on their fulfilled Export contracts multiplied by the respective VP.

Example: Tobacco was imported the least and Cotton the most. Each Tobacco is worth 5 VP, each Sugar cane 4 VP, each Cotton 3 VP. With three Tobacco, two Sugar cane and six Cotton you earn 15 VP, 8 VP and 18 VP respectively.

Export Scoring

Each player counts their fulfilled Export contracts and gains VP:

  • 3 or 4 players: 12 VP for the player with the most fulfilled Export contracts, 6 VP for the second most.
  • 2 players: 8 VP for the player with the most fulfilled Export contracts only.

In case of a tie, evenly divide the VP of the respective tiers among the tied players (round down if necessary). Example: In a 3 player game, two players tie for first rank; they share points for the first two ranks (12 + 6 = 18 VP), so both receive 9 VP; the third player gains nothing. In a 2 player game, each tied player receives 4 VP.

Settlement Scoring

Each player counts their Settlements within Shipping reach of each other. A Settlement is a cluster of neighbouring units of one colour (adjacent, no river in between). Single units not neighbouring any other unit of the same colour are also Settlements. If not all your Settlements are within Shipping reach of each other, the biggest group within Shipping reach counts.

  • 3-4 players: most Settlements within Shipping reach: 18 VP; second-most: 12 VP; third-most: 6 VP.
  • 2 players: most: 12 VP; second-most: 0 VP.

Tied players share points as in Export scoring. This scoring is NOT about having expanded to the most spaces, nor about having built the biggest settlement.

Hint: Slaughtering can be beneficial (splitting one bigger Settlement into two) or detrimental (some Settlements might no longer be within Shipping reach). Starting in the fourth or fifth round, you can track settlements within shipping range using the Settlement tokens on the Export board track.

2 Player Game

You play on a smaller map. The shaded land spaces at the edge (marked by mist) are not part of the active map; players cannot expand into them. The non-shaded spaces adjacent to the shaded spaces are the border spaces of the active map (relevant for Scoring tile #5 and Clan Fergusson). All loch spaces are part of the active map.

Solo Game

Try to achieve the highest possible score, using the same smaller map as the 2 player game. Use Workers of different player colours as neutral pieces on all active-map spaces with a cost of £1; these are unavailable for the whole game. In a solo game you cannot take a Neighbourhood bonus or track Imported goods. Randomly draw and place five Export contracts face-up before starting. Each time you pass you receive a Passing bonus of £16.

Additional Phase: Market Phase

At the beginning of rounds 2-5 during the Preparation phase (after Merchants are retrieved), the prices of three randomly chosen Goods are changed once each. Roll the Goods and Price dice. The Goods die (Wool, Grain, Milk, Bread, Cheese, Whisky) shows which price changes; reroll if it shows a Good already changed this phase. The Price die shows -3, -2, -1, +1, +2, +3.

Check whether the price is below (low) or above (high) the medium-range brackets next to the Market:

  • When the price is low, ignore the sign; the price increases by the absolute value of the Price die.
  • When the price is high, ignore the sign; the price decreases by the absolute value of the Price die.
  • When the price is in the medium range, the price changes exactly according to the Price die (a '-3' decreases three steps, a '+1' increases one step).

Example: When the current price is low and the Price die shows -3 or +3, the price increases by three steps.

Refill Export Contracts (Solo)

Fill all empty slots with new Export contracts from the draw pile. Your last Price die roll shows which of the six Export contracts is removed: find the intersection of the sign and the numeral on the Export board and remove that contract from the game. Each Action phase starts with five Export contracts.

Solo Scoring Thresholds

  • Export Scoring: 7 or more fulfilled contracts = 12 VP; 6 = 8 VP; 5 = 4 VP.
  • Settlement Scoring: 14 or more Settlements = 18 VP; 11-13 = 12 VP; 8-10 = 6 VP.
  • Result: 0-115 VP Newbie; 116-130 Rookie; 131-145 Average; 146-160 Expert; 161+ Genius!

Variants

These variants can be played in any combination.

Simplifications

  • Static Import Goods: No matter how much Cotton, Tobacco or Sugar cane was imported, each is worth 4 VP at game end. No need to track Imported goods.
  • Without Scoring and/or Port Tiles: Ignore the Scoring tiles and/or Port tiles during setup and play.

Tighter Game Map

Use the backsides of four spare Port tiles to cover any four land spaces of the active map during setup in a 2-3 player game (preferably one per module; the 4 player map is already tight). These spaces are unavailable for the Expand action.

Without Clans

For more symmetric starting conditions, ignore the clans during setup and play. In addition to the Goods and money on the chosen Starting tiles, players receive: Starting player £0, second player £2, third player £4, fourth player £6.

Clan Auction

(Recommended only for experienced Clan Chiefs!) Randomly draw as many Clan tiles as players and allocate each a random Starting tile. Randomly determine a player who bids any number of VP (or 0) to choose a clan first. The player to their left can bid higher and so on until there is a winning bid no player wants to outbid (30 VP is the highest possible bid). A player who does not bid higher cannot bid again this round. The winner writes down their bid as negative VP, places their token first on the Turn order track, and takes the Clan tile and Starting tile. The player to their left then bids for a remaining clan, and so on, until the second clan is chosen (that winner is second in turn order), etc. The last player without a clan takes the remaining Clan and Starting tile without losing VP and is last in turn order.

Appendix: Port Bonus Tiles

  • Use this bonus in a turn when you fulfil an Export contract requiring Meat. The fulfilled contract requires 1 fewer slaughtered animals.
  • Discard one Basic good of your choice and gain any three Basic goods of your choice (including the type you discarded).
  • Discard one Processed good of your choice and gain any two Processed goods of your choice (including the type you discarded).
  • Receive one Bonus upgrade (see Direct Export Bonuses) and gain 3 Glory.
  • Gain £10.
  • Manipulate the price of one Good by three steps on the Market before trading this Good.
  • Take any two of your units from your Player board (other than Fields) and exchange them with any two of your units on the map (other than Fields) at no cost. The two new units must be different from the two old units and must match the land type on which they are deployed. If you qualify you can obtain the Building bonus. You cannot obtain any Neighbourhood bonus during this port action.
  • You gain £5. If your Export box is empty you can perform the Building bonus (paying the respective costs if you take an Export contract, as normal).

Kickstarter-Contributed Tiles

These tiles were created and selected by the Kickstarter community during initial funding and were not playtested by Karma Games; they might affect game balance. Not recommended for first plays. See karma-games.com/clans-KS-tiles/ for up-to-date rules.

  • Pay £3, put a Port bonus marker on this tile, and then use any one of the other three Port tiles in play.
  • Gain 2 Glory for each of your occupied spaces with the cost of £5 or £6.
  • Each time you fulfil an Export contract giving you Hops, you can immediately produce 1 Beer for each unit of Hops imported at the cost of 1 Grain each. For each Beer produced you gain a certain amount of money (see karma-games.com/clans-KS-tiles/). You can produce max. 3 Beer per Export contract.

Appendix: Scoring Tiles

  • Gain 1 Glory for each Basic good in your stock.
  • Gain 3 Glory for each two Processed goods in your stock.
  • Gain 1 Glory for each of your deployed Sheep, Cows, Cheese dairies, Bakeries and Distilleries and 2 Glory for each Field.
  • Gain 2 Glory for each of your deployed Workers (including Fishermen if you are Clan MacDonald).
  • Gain 3 Glory for every two units on border spaces of the active map. In a 1-2 player game, the shaded spaces (marked with mist) are not part of the active map, thus all spaces adjacent to the mist spaces are considered border spaces.
  • Gain 1 Glory for each unit of Cotton, Tobacco and Sugar cane on your fulfilled Export contracts.
  • Gain 2 Glory for each unit of Meat on your fulfilled Export contracts.
  • Gain 1 Glory for each of your Upgrades (Technology upgrades, Shipping upgrades and hired Merchants). Count each spot left of your Shipping marker, each free Merchant spot and each upgraded (flipped) Technology tile. You also gain Glory for Upgrades your clan started with.

Appendix: Clans

Clan Buchanan

You have an additional Export box and can obtain one or two Export contracts in one turn. If you obtain just one per turn, you pay the regular round cost. If you obtain two (via Obtain an Export contract, or via the Building bonus) in one turn, you pay the cost only once instead of twice. If given the Building bonus, you draw six instead of three Export contracts and can select 0-2 (also applies to Port bonus tile #8). Fulfil an Export contract action: you can fulfil up to two Export contracts per turn. In the first round, if you obtain two contracts in a single turn you receive the +£5 bonus only once; but during each turn in which you obtain a contract you gain £5.

Clan Campbell

This clan gets better at building factories of Processed goods the more often it builds them. The first factory of each type is £3 cheaper, the second and third factory of each type is £4 cheaper, and the fourth factory of one kind is £5 cheaper. Example: Campbell builds three Bakeries and one Distillery. The first Bakery costs £8 - £3 = £5, the 2nd and 3rd cost £8 - £4 = £4. The Distillery is £3 cheaper, costing £10 - £3 = £7.

Clan Cunningham

You produce butter out of Milk. At the end of the Production phase, you may discard any number of Milk tokens in your stock (no merchants needed). For each Milk token discarded, gain £8. Do not adjust the Milk price.

Clan Fergusson

Placing initial Workers: You start with three starting Workers (which you still fully pay for). In addition you start with 2-loch Shipping level for free in a 3-4 player game (1-loch Shipping in a 1-2 player game). You place your third Worker after all other players have placed theirs. You must place all three starting Workers on border spaces of the active map, and still pay for all three workers and the land costs.

Clan MacDonald

Your Clan tile is put on top of the Miner/Woodcutter area of your Player board. Your Technology area remains empty because you cannot perform the Technology upgrade action. You have three abilities:

  1. You can use all your Workers as Woodcutters, Miners or Fishermen (even when placing the first workers); all cost £6 and provide £4 income. Fishermen can be placed on or moved to all empty loch spaces and Port bonus tiles, even in a 1-2 player game. There are no land costs on loch placements. Two Fishermen may never be adjacent to each other.
  2. Once per turn, you can move a Fisherman to an adjacent loch space by rowing, but only before your main Action.
  3. In 1-2 player games, you start with river-crossing Shipping for free.

You still need the appropriate Shipping reach to expand across loch spaces. Land spaces adjacent to Fishermen are considered neighbouring and thus accessible in the Expand action even without Shipping reach. The Neighbourhood bonus can be used when deploying a Fisherman, but not when rowing.

Clan MacKenzie

In the Production phase you gain £3 for each unit of Whisky you produce (you do not have to discard any Whisky). You also have a cellar. At the beginning of each Production phase, Whisky barrels already in the cellar age and move one spot to the right. The barrel starting a Production phase in the rightmost space of the cellar is placed into your stock. You can move any barrel from the cellar into your stock at any time; when you move aged Whisky out of the cellar into your stock, you gain £7 or £15 respectively. At the end of each Production phase you may put one freshly-produced Whisky barrel in the cellar on the left spot to age. For Scoring tile #2, Whisky in the cellar does score.

Clan Robertson

Each time you place a unit in a river delta (a space adjacent to a river just flowing into a loch) you pay £3 less (£2 less in games with 1-2 players) off the total cost. This applies to placing your initial two Workers as well. Example: In a 4 player game, you build a Bakery (cost £8) on a river delta space with cost £1. The final cost is £8 + £1 - £3 = £6.

Clan Stewart

You start with three additional Merchants (five total) and river-crossing Shipping level for free. You gain £1 each time you trade at the Market (when purchasing, you receive the money before paying), no matter how many units you trade. If you use the Neighbourhood bonus and trade multiple types of Goods in one turn, you gain £1 for each type of Good traded.