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Golden Horn: Von Venedig nach Konstantinopel thumbnail

Golden Horn: Von Venedig nach Konstantinopel

Golden Horn: Von Venedig nach Konstantinopel Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Before the First Game
  • Game Setup and Preparation
  • Game Play
    • A Turn
    • 1. Send Out Pirates (optional)
    • 2. Move One of Your Own Ships (mandatory)
    • Ship's Movement Distance
    • Drawing New Cards
  • End of the Game
  • Scoring
  • Warning

Game Materials

  • 12 ships and 4 warehouses bearing the players' coats of arms. They are assembled before the first game.
  • 90 colored wooden cubes, 15 each in the colors yellow, pink, green, red, orange, and blue. They represent the goods.
  • 7 game board tiles, forming the route from Venice to Constantinople, assembled in different ways depending on the number of players:
    • 2 starting harbors: Venice and Constantinople,
    • 1 midway station: Modone.
    • Venice and Constantinople are placed at the two ends of the sea route. Modone shows harbor berths on side 2 on one side and on side 3 on the other.
  • 4 sea routes, each with 3 game spaces in different colors. Each sea route shows 3 differently colored spaces. The symbol shows which color combination occurs: red - yellow - blue, or orange - pink - green.
  • 54 game cards, 9 each in the colors yellow, pink, green, red, orange, and blue. They can be used as wind cards or pirate cards.
  • 1 starting player figure with 2 stands, assembled before the first game; reverse side shown.
  • 1 cloth bag for drawing the goods.
  • 1 rulebook.

Before the First Game

First, the ships - each made up of a hull piece and a sail piece - are carefully separated from the punch-board and assembled as shown in the pictures on the right:

  • A - Fold the side pieces up/over.
  • B - Insert the base into the walls / insert the sail, making sure the sail is fitted crosswise over the bow (see the detail pictures). The bow viewed from above.
  • C - Finally, fold the roof of the warehouse slightly inward. The complete ship.

There is one set of 3 ships for each player, all bearing the same coat of arms on their flag.

The individual parts of the warehouses are likewise separated from their punch-board and assembled according to the pictures. There is one warehouse for each player, whose individual parts are marked with that player's coat of arms.

Game Setup and Preparation

Depending on the number of players, the sea route between Venice and Constantinople is first laid out on the table so that it is comfortably reachable for everyone.

Playing area for 2 players:

Two sea routes are laid out between the two starting harbors, Venice and Constantinople, so that a continuous connection is formed. Each of the two sea routes must have a different symbol (sun/moon). In the middle, between the two sea routes, the midway station Modone is placed so that the side with the two berths faces up.

Playing area for 3 players:

All four sea routes are laid out between the two starting harbors, Venice and Constantinople, so that a continuous connection is formed. The sea routes must be chosen so that each one alternates with a different symbol (sun, moon, sun, moon). Note: The midway station Modone is not needed for a 3-player game.

Playing area for 4 players:

All four sea routes are laid out between the two starting harbors, Venice and Constantinople, so that a continuous connection is formed. The sea routes must be chosen so that each one alternates with a different symbol (sun, moon, sun, moon). In the middle, between the four sea routes, the midway station Modone is placed as well, so that the side with the three berths faces up.

The remaining material:

Each player takes the 3 ships and the warehouse bearing the coat of arms of their choice. All players then distribute their ships as they like between the two starting harbors, "Venice" and "Constantinople." (Note: If there is not enough space at a starting harbor, the ships are placed next to the space.)

All wooden cubes are placed in the cloth bag. Then, twice, 9 wooden cubes each are drawn blindly from the cloth bag and placed on the two starting harbors, "Venice" and "Constantinople," respectively.

Finally, the game cards are shuffled well, and each player is dealt 5 cards face down into their hand. The remaining cards are placed face down as a draw pile.

Game Play

The game proceeds clockwise. The oldest player becomes the starting player, takes the starting player figure, and carries out the first turn. After that, the player to their left takes a turn.

A Turn

A turn consists of the following actions, carried out in this order:

  1. Send out pirates (optional)
  2. Move one of your own ships (mandatory)

After a player has moved one of their three ships, their turn is over and the next player takes their turn.

1. Send Out Pirates (optional)

A player may steal one good from another player's ship if they play 2 pirate cards, each matching one of the sail colors of the ship in question.

Only ships on the high seas may be raided. This means that ships in the harbors (Venice, Constantinople, or Modone) are off-limits.

The player places the two matching cards on the discard pile, takes 1 good from the raided ship, and places it directly into their own warehouse.

Special case: If the raided ship no longer has any goods on board afterward, its owner may, as an exception, turn the ship around on the game board, i.e. steer it back.

2. Move One of Your Own Ships (mandatory)

The player moves one of their 3 ships further along the sea route. The following rules apply:

  • A ship must always be placed on a space so that its bow (the front part of the ship) points in the direction of travel. This direction may not be changed during the voyage. (Exception: see "Send Out Pirates.")

  • Only 1 ship may stand on each space of the sea route.

  • In Modone, depending on which side is face up, 2 or 3 ships may stand.

  • In Venice and Constantinople, any number of ships may stand.

  • If the movement begins in a starting harbor (Venice or Constantinople), the player loads all the goods of one color that are laid out there onto their ship. Only goods of a color that does not appear on the ship's sails may be chosen! The goods in the harbor are immediately replenished back up to 9 pieces by blind drawing from the cloth bag. If there are not enough goods left, play continues with the remaining goods.

    Example: The green, yellow, and red goods may not be loaded, because these colors appear on the sails. The player decides on the blue goods. That way, they still get 2 pieces.

Ship's Movement Distance

  • The player must move their ship to the next space in the direction of travel.

  • If the next space is occupied, they must move the ship further, to the next free space.

  • Depending on the color of the space the ship arrives on, there are then the following possibilities:

    • The color of the space matches a color of the sail: the ship may move one more space further.
    • The colors do not match: the ship stops on this space.
    • Playing wind card(s): the game cards can be used not only as pirate cards but also as wind cards. They allow a player to extend their ship's movement distance. If the color of the space does not match a color of the sail, the player may play a wind card in the color of the space and move the ship one more space further. Multiple wind cards may be played in a single turn. All played cards are discarded; they form a general discard pile.

    Example: The ship moves 1 space further and stops there. The ship skips the first space because it is occupied. The new space (green) has the same color as one of its sails, so the ship moves on. The next space (red) again has a color of the sail, so the ship moves one more space further. Only when it reaches the blue space must it stop.

    Example: The ship moves on past the first space because the color of the sail matches the color of the space. To move on from the next space (green), a green card must be played. A matching card is likewise played for the red space, and the ship moves on. Only when it reaches the blue space must it stop, because the player has no blue card or does not want to play one.

  • The ship's direction of travel changes only when setting out from one of the two starting harbors. On the high seas and at the midway station Modone, the ship may not turn around. (Exception: see "Send Out Pirates.")

  • The player may stop the ship's movement at any time. However, the ship must have moved at least 1 space.

  • If the ship reaches Venice, Constantinople, or the midway station Modone, its movement ends. At Modone, the movement ends only if a free berth is available; otherwise, Modone is skipped. Upon arriving in Venice or Constantinople, the player unloads all the ship's goods into their warehouse. The ship remains in this harbor until it is loaded and moved again by the player on a later turn.

Drawing New Cards

For each ship that arrives in one of the three harbors, its owner receives new cards into their hand, for a ship with:

  • a three-colored sail ... 1 card,
  • a two-colored sail ... 2 cards,
  • a one-colored sail ... 3 cards.

Exception: In a 2-player game, no new cards are received at Modone!

The cards are drawn from the face-down draw pile. If the pile is used up, the discard pile is shuffled and set out as the new face-down draw pile.

Players may hold any number of cards in hand.

End of the Game

The game ends as soon as there are no more goods left in a starting harbor (Venice or Constantinople), or when a player announces the end of the game during their turn. They may do this, but do not have to, if they own at least 1 good of each of the six types of goods. However, this player is not automatically the winner (see Scoring).

The round is played to its conclusion. It ends with the turn of the player sitting to the right of the starting player.

Scoring

Now the goods are scored:

  • Goods still on ships: 0 victory points.
  • Every good in the warehouse: 1 victory point (VP).

In addition, there are extra points for each set of different goods:

  • 1 set of 4 different goods ... +1 VP,
  • 1 set of 5 different goods ... +2 VP,
  • 1 set of 6 different goods ... +4 VP.

Players can certainly receive extra points for multiple sets; however, each good may only be counted toward one set.

The player who has received the most points overall wins the game. If several players have the same number of points, the game ends in a tie.

Example of a scoring: Over the course of the game, a player managed to collect a total of 13 goods in their warehouse: 3x orange, 2x red, 1x green, 4x yellow, 1x blue, and 2x pink. That comes to 13 victory points (VP). In addition, the player managed to form sets of different goods comprising at least 4 goods: 1x a set of 6 different goods, and 1x a set of 4 different goods. For this, the player receives 4 VP + 1 VP = 5 VP. In total, the result for this player is therefore: 18 VP.

Warning

Not suitable for children under 36 months. Contains small parts that may be swallowed. Choking hazard! Please keep this address for your records.

If you have questions or suggestions about "Golden Horn," please contact:

Wiener Spielkartenfabrik, Ferd. Piatnik & Söhne, Hütteldorfer Straße 229-231, A-1140 Wien — www.piatnik.com