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Imigrantes

Imigrantes Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Overview
  • Setup
  • How to Play
    • Actions
    • Resolving Actions
    • Small Market and Moving Workers
    • Moving Workers: Further Examples
  • Board Actions
    • Visit the Hostel (Hire Immigrants)
    • Harvest Coffee
    • Tax Cities
    • Manufacture Industrial Products
    • Expand Property
    • Hire National Workers
    • Negotiate Political Favours
    • Sell Goods
    • Preparation of Each Phase
  • Bonus Cards
  • Expansion Pieces: Simple and Special
  • End of the Game
    • Tie-breaking
  • Iconography
  • Event Cards
    • Phase I
    • Phase II
    • Phase III
  • Key Events

Components

  • 1 rules manual
  • 1 central board (two-sided: 2-3 players on one side, 4 players on the reverse)
  • 1 turn reference board
  • 4 individual boards
  • 4 immigrant reference cards
  • 37 bonus cards
  • 37 event cards
  • 29 expansion pieces
  • 2 political favour markers
  • 8 starting worker tokens
  • 13 national worker tokens (Brazilian workers)
  • 75 immigrant worker tokens
  • 66 coin tokens
  • 20 managers (meeples)
  • 70 wooden cubes
  • 25 wooden markers

Game Overview

Imigrantes is a worker allocation and component collection game. Each player starts the game with an individual board and must expand it during the game by acquiring industry, farm, city and/or immigrant colony pieces. A player's score can be maximised by fulfilling combinations required on open bonus cards (common to all players), on closed bonus cards (secret and individual) and through expansion pieces, by achieving some of the combinations required for scoring on each piece.

The central board is where the players, each on their turn, place their managers (meeples) to carry out various actions. These can be: hiring immigrants, harvesting coffee, manufacturing industrial goods, taxing cities, expanding property, negotiating political favours, hiring Brazilian workers, and selling coffee or industrial goods. All of this is handled alongside events from the country's history, which are, to say the least, eccentric.

The player with the most victory points at the end of the game wins.

Setup

Place the large central board in the middle of the table. One side is used for 2-3 player games; its reverse is used for 4-player games.

Each player chooses a colour. Give each player the following:

  1. One immigrant reference card.
  2. $4.
  3. Two managers (meeples) in the chosen colour. In a 2-player game, each player starts with three managers.
  4. Each player chooses 2 of the starting workers and places them however they like on their individual board (the only place they may be placed). They represent family members and produce like any other worker. They cannot be used on expansion pieces, do not count as a nationality for scoring, and may be removed from the game at any time at the player's choice.
  5. The individual board in the chosen colour, identified by the roofs of the small market located at the centre of the individual board.
  6. Three markers in the chosen colour. Two are used to mark the score and are placed on the points space, at position 0. The other is placed on top of the events table, in the space for turn order.
  7. Separate the worker tokens by the icon on the back of each: I, II, III, A-D and the Brazilian flag. Immigrant tokens marked I, II and III must stay hidden, placed face down.
  8. The game begins in Phase I. Set up the board as indicated on the turn reference board. For a 2-player game, place the turn reference board over the one drawn on the respective board. The number of players is shown in the table by the player icon.
    • 8A. Randomly select 5 Phase I immigrants and place them on the 1st ship. Repeat this process on the other ships until each has 5 immigrant tokens, face up.
    • 8B. Taxing cities will yield $2; place a white marker on the corresponding space.
    • 8C. Expansion pieces cost $4; place a white marker on the corresponding space.
    • 8D. Political favours cost $1; place a white marker on the corresponding space.
    • 8E. Three Brazilian workers must be placed on the central board, in the space corresponding to their hiring. The hiring cost of each is $2; place a white marker on the corresponding space.
    • 8F. The selling price will be $3 for coffee and $1 for industrial goods; place a white marker on each corresponding space.
      • Note: in a 2-player game, in round A of Phase I, both players receive 1 additional manager.
  • 10A. Reveal only the first card. Take the number of workers of the nationalities indicated on this card from the pile of extra immigrants (A-D icon) and place them on the ship corresponding to the round described on the card. In the example, the first revealed card is 1900: one Chinese immigrant token with the A-D back is added to ship D. Only the first revealed event card may bring in additional immigrants.
  • 10B. Reveal the other two selected cards and place the three revealed cards on the central board, in chronological order, in the spaces for event cards identified by the letters B, C and D. That is, the card with the oldest date goes to round B, the second oldest to round C, and the most recent to round D.
  1. Separate the expansion pieces into simple and special pieces, according to the icon drawn on the back.
  • 11A. Special pieces: shuffle the Phase I special pieces, randomly select one, and place it on the board space designated for it (identified by the same icon on the back of the piece, 11A).
  • 11B. Simple pieces: shuffle the simple expansion pieces and reveal, at random, a number equal to the number of players + 1. Place them on the spaces designated for them (identified by the same icon on the back of the piece, 11B). Note: in this selection, there must be at least one farm, one industry and one city.
  1. Separate the bonus cards into two piles: the financial bonus (only two cards) and the others. Shuffle each pile separately.
  • 12A. In a 2-player game, only one of the two financial bonus cards is used. In a 3- or 4-player game, randomly select one of them and return the other to the box. Place the selected financial bonus card on the central board, in the space designated for it and identified by the symbol on the back of the card (12A). This is a common bonus for all players.
  • 12B. Deal two bonus cards to each player. Each player chooses one and returns the other. The chosen card is not revealed to the other players and is called the secret bonus. Place the returned bonus cards on the central board, face up, in the spaces for common bonuses identified by the symbol on the back of the card (12B). Then randomly select one bonus card from the remaining pile (or two, in a 2-player game), reveal it, and place it with the others. These are also common bonuses for all players.

Financial bonus cards have an icon at the bottom of the front showing the number of players with whom they can be used.

How to Play

The game lasts three phases, and each phase has four rounds (A, B, C and D, corresponding to the revealed events).

Players, following the turn order, allocate their managers alternately. When there are no managers left to allocate, the players resolve the actions as described under "Resolving Actions". Afterwards, all managers return to their players and a new round begins. At the end of 4 rounds, a phase ends and a new setup must be made, according to the turn reference board for the next phase. The game ends at the end of Phase III.

Actions

Each manager represents one possible action. On their turn, each player assigns one manager to an action, alternately, following the turn order. The actions are:

  • Swap your manager for $1. In this case, the player gives up their action and receives $1.
  • Place your manager on your individual board, to sell one coffee or one industrial good at the small market and to move your workers.
  • Place your manager on one of your expansion pieces, to move its workers.
  • Take a board action by placing your manager in the area for the chosen action, in the leftmost available space. The board actions are: hire immigrants (1), harvest coffee (2), manufacture industrial goods (3), tax cities (4), expand property (5), negotiate political favours (6), hire national workers (7), and sell goods (8).

Resolving Actions

Resolution of the board actions must follow the order described under "Actions", which is also numbered in the image below. Resolution begins with number 1, "hire immigrants" (and the first player to resolve is the one whose manager is in the leftmost possible position), and the last action is "sell goods", indicated by number 8.

[Board diagram: the central board's eight action areas are numbered 1 to 8 in resolution order.]

Taking actions is optional: the player may place their manager on a space for a given action and decide, at resolution, whether or not to carry it out. The exception is the sell goods action, which is mandatory.

The action of moving workers (on the individual boards or on the players' expansion pieces) will be the last action to be resolved.

A player may allocate more than one manager to different spaces of the same action, but may only carry out that action more than once if the symbol for two managers is shown in that action's area. Allocating more than one manager to an action that cannot be performed more than once per round may be a strategy: the player executes the action through the manager that is placed in the position most advantageous to them, or simply to block their opponents.

Small Market and Moving Workers

After resolving all actions on the main board, each player who allocated a manager to their starting individual board may carry out the small market sale action and then the move workers action, in that order. If the player has placed a manager on an expansion piece, they may move the workers from that piece to any other, but the small market action is only possible by allocating a manager to the starting individual board.

Small market: located at the centre of the individual board.

To carry out the small market action, a worker must be placed on it and the player must allocate a manager to the individual board. The player may then sell at most one good, receive 1 victory point, and receive the money corresponding to the current price of the good sold.

Example: the player has a worker placed on the small market and allocates a manager to their individual board. They may sell one good there. However, the Italian worker placed on the farm cannot be moved in this step, because the player did not allocate a manager to that piece.

Moving workers: the player must remove all workers from the piece where they allocated their manager, and place them on any empty spaces in the properties they control, including on the piece where the manager is placed. It is permitted to allocate more than one manager to different pieces of the player's own properties.

Example: the player decides to place their workers on the expansion pieces, and as a rule does not change the position of the Italian worker on the farm.

Example: the blue player allocated a manager to the starting board. During the resolution of actions, they may move all workers allocated there to any property they control.

Moving Workers: Further Examples

To change the position of all workers on their property, the player must, in this case, allocate a manager to their individual board and another to their farm, as in the example. In this way, they can move all workers. They may place them in whatever way is most convenient.

Board Actions

Visit the Hostel (Hire Immigrants)

Each player who allocated a manager to this area may carry out the immigrant hiring action. To do so, they must pay the current hiring cost, choose one of the available immigrants (that is, those disembarking from the ship of the current round and all remaining immigrants from ships that disembarked earlier), and place that immigrant immediately on an empty space in one of the properties they control.

Cost: remember to add or subtract any surcharges or discounts shown at the position occupied by your manager on the board. The cost track runs from 0 to 4.

Note that the Hostel shows a repeat icon (a curved arrow), which means the players will repeat the action until the available immigrants run out, or until no player wishes to hire any more. If the same manager hires more than one immigrant, the bonus or penalty (on the cost) described on the board is disregarded from the second hire onward.

The icon showing two managers indicates that the player may activate more than one manager placed in this area.

It is not possible to hire immigrants from ships that are related to events after the current round.

Harvest Coffee

In this area, the player harvests their farms. To do so, they must place their manager in the leftmost available space.

Each player who allocated a manager to this area may carry out the harvest action. To do so, they must consider all their farms with allocated workers and produce according to their capacity, observing how many workers are needed to harvest coffee.

Example: the blue player will harvest 1 coffee.

The icon shown on the farm (a worker, then an arrow, then coffee) indicates that each worker placed, regardless of nationality, harvests one coffee. Take the corresponding amount of coffee from the general supply and place it in your personal supply area.

Remember to add or subtract from your production the amounts indicated at the position occupied by your manager on the board.

Example: the blue player will harvest 4 coffees: one for each worker allocated on the farm, and one extra due to the indication at the position where their manager is placed.

Tax Cities

Each player who allocated a manager to this area may carry out the tax action. To do so, they must consider all their cities and receive money according to their taxation capacity, analysing how many workers are needed to pay tribute in their cities. They add or subtract money according to the white marker placed at the start of the phase and the position of their manager in this area. Take the corresponding amount of money from the general supply and place it in your personal supply area.

Remember to add or subtract from your production the amounts indicated at the position occupied by your manager on the board.

In this case, each worker placed, regardless of nationality, produces $1.

Example: the blue player will receive $2.

Manufacture Industrial Products

Each player who allocated a manager to this area may carry out the manufacturing action. To do so, they must consider all their factories and manufacture according to their production capacity, observing how many workers are needed to manufacture products in their factories. Take the corresponding amount of industrial products from the general supply and place it in your personal supply area.

In this case, each worker placed, regardless of nationality, manufactures 1 industrial product.

Remember to add or subtract from your production the amounts indicated at the position occupied by your manager on the board.

Example: the blue player will manufacture one industrial product.

Attention: the number of cubes representing coffee and industrial products in the box does not limit the total permitted. If players produce more items than the available cubes, they may use any other marker to keep track of their personal supplies.

Expand Property

Each player who allocated a manager to this area may carry out the expansion action: buying one expansion piece per allocated manager, provided they have the money required. To do so, the player must pay the current price of the expansion pieces, as shown by the white marker; choose only one piece per manager (respecting the order of allocation); and place it adjacent to their starting individual board or to any other of their expansion pieces.

Example: the blue player will pay $3 for one expansion piece ($2 is the normal price for the round, and +$1 is due to the position of the allocated manager).

The icon showing two managers indicates that the player may activate more than one manager placed in this area.

Remember to add or subtract any surcharges or discounts on the final cost of the piece, as shown at the position occupied by your manager.

Simple expansion pieces are restocked at the end of each round. Special pieces are only made available at the initial setup of each phase and are not restocked between rounds, which means there will be only one special piece per phase.

Hire National Workers

Each player who allocated a manager to this area may carry out the action of hiring Brazilian workers. To do so, they must pay the current hiring cost of one national worker, as indicated by the white marker; select one of the available workers; and place that worker immediately on an empty space in one of the properties they control. Remember to add or subtract any surcharges or discounts shown at the position occupied by your manager on the board.

The icon showing two managers indicates that the player may activate more than one manager placed in this area.

In Phase I, the game begins with 3 Brazilian workers available, and the hiring cost of each is $2.

Example: following the order of allocation, the blue player may hire 1 Brazilian at the current price; then the yellow player; then the red player. In this case, if all three hire one Brazilian worker each, the green player will not be able to hire, because there would be no more workers available. If another player cannot hire, for lack of money or because they gave up the action, the green player will have the opportunity to hire at a cost reduced by $2, due to their position.

Note that this area shows a repeat icon (a curved arrow), which means the players will repeat the action until the available national workers run out or until no player wishes to hire any more. If the same manager hires more than one worker, the bonus or penalty described at its position on the board is disregarded from the second hire onward.

National workers are not restocked between rounds, but only at the start of each new phase.

Negotiate Political Favours

Each player who allocated a manager to this area may carry out the negotiation action. To do so, they must pay the current price of political favours, as indicated by the white marker, and choose a favour that has not yet been chosen in the current round. Remember to add or subtract any surcharges or discounts shown at the position occupied by your manager on the board.

The available political favours are:

  • Use an extra manager: take the marker that represents an extra manager and place it next to your starting individual board. Add one manager to your total number of managers for the next round. You keep this extra manager until another player negotiates this political favour.
  • Expansion discount: take the marker that represents the discount (-$2) and place it next to your starting individual board. When you carry out an expansion action, you pay $2 less to acquire a piece. You keep this discount until another player negotiates this political favour.
  • Change the turn order: permanently swap the position of your turn marker with that of another player. Remember that at the end of the round, all markers move to determine the first player.
  • Influence the market: you may increase or decrease by $1 the value of up to two of the following items: coffee, industrial goods, or taxation.
  • Empty the train: you may empty the train, removing all goods from that location and returning them to the general supply.

Sell Goods

Each player who allocated a manager to this area may carry out the sale action. To do so, they must place the goods in their personal supply on any train car, provided the car is empty or has space available, and the other goods on the same car are the same kind as the goods they wish to sell. At the end of the sale, each player who sold coffee receives 1 victory point for the total sale (not per coffee sold). In the same way, each player who sold industrial goods receives 2 victory points, also for the total sale (not per good sold).

Each player who places goods on the train fills a car, receives the corresponding value for all of them, adjusted up or down by the values determined by the position of the manager, and then passes the turn to the next player who allocated a manager to this area.

Considerations and restrictions:

  • Each train car may only contain one type of good.
  • All players who allocated managers here must sell goods until they have no more goods to sell, or until there is no space left on the train.
  • If three or more cars have goods at the end of the resolution, the train must be emptied.

Example: the blue player sold 1 industrial good, which earned them 2 victory points and $1. The black player, who sold 3 coffees, receives 1 victory point and $9.

Preparation of Each Phase

At the start of each phase, all managers return to the players and all remaining immigrant tokens on the ships are moved to the ship of round A.

The organisation of the next phase must be done at this moment, according to the table on the central board: place the number of immigrants described for the corresponding phase on the ships, and position the white markers to signal the new prices, costs, gains, the number of Brazilian workers available, and the cost of hiring them. Brazilian workers remaining from the previous phase leave the game.

Reveal one new special expansion piece (take care to select a piece from the current phase).

Randomly select 3 event cards of the new phase, as described in the initial organisation (p. 4). Do not forget to add any extra immigrants to the ship indicated on the first card you reveal, and then place the events in chronological order on the board, at the round markers (B, C and D).

Bonus Cards

As described in the initial organisation of the game, there are two types of bonus cards: secret and common. These cards allow the player to score for having the largest number, among the players, of what is described on the card; but this is only scored at the end of the game.

For example, a bonus card with a farm indicates that to earn these points, the player must have the largest number of farms among the players at the end of the game.

A card showing a nationality, for example Portugal, indicates that to earn the points of the card, the player must have the majority of Portuguese immigrants in their properties at the end of the game.

The secret bonus card is only revealed at the end of the game, when the player shows whether or not they fulfilled it. If they did, they score the number of points shown by the number inside the star at the top of the card, plus the number shown inside the star at the bottom of the card, next to the padlock.

After that, the players show which common bonuses they managed to fulfil. When a common bonus is fulfilled, the player scores the points shown by the number inside the star at the top of the card. Only one player can fulfil each common card; in the event of a tie, nobody scores the points.

Example: a card showing an industry, which is a common objective worth 4 points, with 3 more points from the secret star: if the player fulfils it as a secret bonus, they score 4 + 3 = 7 points in total. If the player has the majority of the industries among the players at the end of the game, this card guarantees bonus points.

Expansion Pieces: Simple and Special

As stated above, starting workers cannot be placed on expansion pieces.

  • Simple: identified by the symbol on the back.
  • Special: identified by the symbol on the back. These pieces are divided by Phase I, II and III, and the phase each piece belongs to is shown on the front, in the lower-left corner.

There are four types of expansion pieces: farm, factory, city and immigrant colony.

  • Farm: when carrying out the harvest coffee action, this type of piece allows coffee to be harvested. The quantity harvested always follows the icon on each piece and the number of allocated workers. In this case, each worker of any nationality placed harvests 1 coffee.
  • Factory: when carrying out the manufacture industrial goods action, this type of piece allows industrial goods to be manufactured. The quantity produced always follows the icon on each piece and the number of allocated workers. In this case, each worker of any nationality placed manufactures 1 industrial good.
  • City: when carrying out the tax cities action, this type of piece allows money to be collected. The amount always follows the icon on each piece. In this case, each worker of any nationality placed allows the player to receive $1.
  • Immigrant colony: only counts as points at the end of the game, according to the icon on the piece.

Expansion pieces carry a worker-allocation indication, which grants extra points at the end depending on how the player's workers are allocated on the piece. For example, on a colony piece the scoring would be:

  • 3 workers of any nationality: 3 points.
  • 3 workers of the same nationality: 5 points.
  • 3 Japanese workers: 11 points.

End of the Game

The end of Phase III marks the end of the game.

To find their final score, each player adds to the points already scored during the game the points earned by allocating immigrants and national workers, according to the requirements of each expansion piece they own and of their individual board.

Then the players reveal their secret bonus cards and show whether they fulfilled them. Whoever fulfilled their secret bonus scores at this point, as described under "Bonus Cards".

Next, the players check who fulfilled one or more common bonuses. Those who did score as described under "Bonus Cards".

It is then necessary to add or subtract the points referring to the financial bonus.

The player with the most points wins the game.

Tie-breaking

In the event of a tie, the player with the most immigrants wins. If the tie remains, the player with the most national workers wins. If the game is still tied, the game ends in a tie.

Iconography

The iconography key printed in the manual shows the following symbols:

  • Coffee (1 coffee)
  • Industrial good (1 industrial good)
  • Money ($1)
  • Any worker (1 worker of any nationality)
  • Victory points (star)
  • Simple expansion piece
  • Special expansion piece
  • Secret objective (worth +3 points; shown with a padlock and a star)
  • Immigrant
  • Manager
  • Hourglass: lasts only the current round
  • Taxation
  • Can activate more than one manager (two managers)
  • Repeat the action until the available pieces run out or the players no longer wish to perform it (curved arrow)
  • National worker (Brazilian)
  • Discard-a-manager action
  • Movement action

Event Cards

The event cards describe historical events of the period and their effects. Each card shows a date, a round marker (A, B, C or D) on its left side where applicable, and the effect of the card. The events are listed below as printed in the manual, in order of appearance. Historical flavour is included because the manual presents it as part of each card.

Phase I

1889: The Great Naturalization (no round marker shown)

The Brazilian government decreed the Great Naturalization on 14 December 1889, which would make every foreign resident who did not express a wish to keep their foreign nationality compulsorily Brazilian.

Effect: the cost of hiring immigrant workers is reduced by $1.

1891-A: Constitution of 1891 (round B)

With Article 64 of the 1891 Constitution, the mines and unoccupied lands within their respective states come to belong to the states and no longer to the Union. The Union keeps only those that are indispensable for the defence of the borders, fortifications, military constructions and federal railways. This facilitated the distribution of land to farmers.

Effect: expansion pieces will have their acquisition cost reduced by $1.

Editor's note: the printed effect text reads "Tiles de expansão"; the term used everywhere else in the manual for these components is "peças de expansão" (expansion pieces), which is what this translation renders.

1891-B: The Greatest Influx of Immigrants (round C)

According to the IBGE (Brazilian Institute of Geography and Statistics), in 1891 Brazil received the largest flow of immigrants, about 215,000 people.

Effect: during one round, all players have 1 additional manager.

1896: Coffee Overproduction (round A)

From 1896 the coffee economy began to weaken. Much more coffee was produced than was needed to meet the European and North American consumer market, which did not grow at the same pace as production.

Effect: during this round, if you carry out the harvest coffee action, add 2 units to your final production.

1898: Funding Loan (round C)

The 1st Funding Loan was an economic measure signed by President Campos Sales, which allowed Brazil a loan of 10 million pounds sterling to pay the interest on the country's external debt.

Effect: during this round, if you carry out the tax cities action, add $3 to the total of your collection.

1900: Lower Immigration Rate (round D)

According to the IBGE, in 1900 immigration into Brazil fell below 40,000 for the first time in about 13 years.

Effect: during this round, if you carry out the hire national workers action, hire one extra worker at no additional cost (take the piece from the supply, not from the board).

Phase II

1903: First Industrial Surge (round A)

With the considerable growth of Brazil's GDP, from the end of the 19th century the country underwent important industrial growth.

Effect: the value of industrial goods rises by $1 until the end of Phase II.

1906: Taubaté Agreement (round B)

The Taubaté Agreement was created to reduce the losses of coffee growers, because in 1906 the price of coffee on the international market collapsed. Under this agreement, State bodies became responsible for buying coffee at a minimum price and for controlling the quantity exported, taking into account international market variations in an attempt to exert influence over prices.

Effect: the value of coffee rises by $1 until the end of Phase II.

1913: Largest Immigration Before WWI (round B)

The last year before the First World War saw one of the largest records of immigrant arrivals in Brazil, about 190,000.

Effect: during this round, if you carry out the hire immigrants action, hire one extra immigrant at no additional cost. Two Italians, one Portuguese and one Spaniard are available for this hire (take the pieces from the supply, not from the board).

1914: Second Funding Loan (round C)

Under serious economic problems, the Brazilian government sought new international financial support, tied to harsh conditions, less than twenty years after the 1st Funding Loan.

Effect: if you carry out the tax cities action, add $2 to the total of your collection, until the end of Phase II.

1915: The Great Drought (no round marker shown)

In 1915 one of the most severe droughts in the Northeast occurred, with tragic consequences. Many people had to abandon their homes and migrate. Some of these people were housed in terrible concentration camps.

Effect: during this round, all players who carry out the move workers action may, in addition to moving the workers on the piece with their allocated manager, bring other workers from other pieces onto that piece.

1918: Treaty of Versailles (no round marker shown)

Brazil suffered some consequences during the First World War and, although it had no direct effect on the conflict, it was able to take part in the Treaty of Versailles. The peace agreement included the restitution, with interest, by Germany to Brazil of the coffee bags delivered before the start of the First World War, whose payment was still pending, as well as the incorporation into the Lloyd Brasileiro of German merchant ships anchored in Brazilian ports.

Effect: during this round, all players who choose not to allocate their manager, instead of receiving $1, receive the amount equal to the price of 1 coffee.

1921: Jubilee of the Land Grabbers (round D)

The government of the State of São Paulo, through State Law No. 1,844 of 1921, was authorised to transfer unoccupied land free of charge to whoever cultivated it. In other words, it made official the land-grabbing (grilagem) of the state, and for this reason the law became known as the "jubilee of the land grabber".

Effect: during this round, all players who carry out the acquire expansion piece action will acquire it with a $3 discount.

Phase III

1930-A: Law of 2/3 (round A)

Getúlio Vargas enacted the Law of 2/3, which required that a proportion of two-thirds of the employees at Brazilian establishments be Brazilian.

Effect: the hiring cost of national workers is set at $2 until the end of Phase III.

1930-B: Rural Exodus (round B)

With the coffee crisis and a policy aimed at industrial development, a movement of people from the countryside to the urban centres was observed during this period.

Effect: at the start of their turn, and before allocating their managers, all players may carry out one free move action (as if they had allocated a manager to one of their expansion pieces).

1933-A: Debt Reduction (no round marker shown)

A 50% reduction of farmers' debts with banks was decreed by the then-president Getúlio Vargas, with the government responsible for paying the difference.

Effect: all players receive $3.

1933-1939: Industrial Development (round B)

During the 1930s, especially from 1933, considerable advances occurred in the industrial sector.

Effect: during this round, all players who carry out the manufacture industrial goods action will manufacture 2 additional industrial goods.

1935: Brazil-US Trade Agreement (round C)

This treaty reduced tariffs on several important items in trade between the two countries, which increased the volume of negotiations between Brazil and the United States.

Effect: during this round, there is an extra car on the train (which holds 2 identical goods). The sale value is the one set in the corresponding table.

1940: War Support (round C)

During the Second World War, several countries at the centre of the conflict became dependent on imports. The South American continent was then very important in supplying raw materials and food, generally agricultural products. The prices of these products rose on the international market and, at the same time, the consumer-goods industry in Brazil grew, as goods that had previously been imported began to be produced within the country during this period.

Effect: during this round, all players who carry out the sell goods action receive double the victory points they would normally receive for each type of good sold.

1943: Consolidation of Labour Laws (round D)

Enacted in May 1943, the CLT (Consolidation of Labour Laws) guaranteed important labour rights at a time of political effervescence, in a scenario of great development in which the number of workers grew and labour movements strengthened.

Effect: during this round, all players receive an extra manager to carry out their actions. After the round ends, they must return the extra manager to the central supply.

Key Events

The manual presents three key events as a separate set. Their cards carry no round marker or effect text, only historical text.

1888: Abolition of Slavery

The late abolition of slavery in Brazil created countless jobs in the country. To fill them, the government decided to encourage the entry of immigrants into Brazil.

1902: Prinette Decree

Following a series of reports about the terrible working conditions on Brazilian farms, in 1902 the Italian government began to prohibit the immigration of Italians subsidised by the Brazilian government.

Editor's note: the manual prints "Decreto Prinette"; the Italian decree of 1902 is commonly spelled "Prinetti". The printed spelling is kept here.

1929: Crisis of '29

After the Wall Street Crash of 1929, the whole world entered a crisis. The price of coffee, for example, fell sharply. Besides this, Brazil was about to enter the Vargas period (1930), when immigration into Brazil was greatly reduced.

Editor's note: the illustrations on the 1888, 1902 and 1929 cards are blank grey placeholders in the source PDF. Only the printed text is transcribed.

  • In Phase I, the player order is determined by lot. Each round the turn order changes: the player who was second becomes first, the third becomes second, the fourth becomes third, and the first becomes last.
  • Separate the event cards into Phase I, Phase II and Phase III, and shuffle each pile separately. Randomly select three cards from the Phase I pile. The remaining Phase I cards are not used and are returned to the game box.