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Kathai

Kathai Rulebook

Cathay, by Michael Andersch. Source: BoardGameGeek file (rules interpretation and presentation by Scott DiBerardino, 2003). A card game for 3–5 players aged 10+ Game duration: 30–60 minutes

Contents

  • Game Concept
  • Objective of the Game
  • Preparation for Play
  • The Cards
  • Starting the Game
    • A) Trade Goods
    • B) Sell Goods
    • C) Make a Bribe
    • D) Purchase an Additional Trade Card
    • E) Pass
  • Ending the Game

Game Concept

Cathay – a province of old China – was a major trading center for many different goods during the time of Marco Polo. The merchants took either the difficult land route or the dangerous sea route. Each merchant sought to sell the goods they had acquired for the best possible price in their homeland.

Objective of the Game

Players try to sell their goods at the market for the best possible price. Care must be exercised, however, because the prices are constantly fluctuating. If goods are sold, that type will not in demand for some time. When this happens, trades or bribes may help to improve the market situation.

Preparation for Play

Have a pen and paper ready, or some other means of scoring. Sort the cards as follows:

Shuffle the 55 Trade cards, deal three cards to each player, and place the rest face-down to form a draw pile. Arrange the 5 Price cards in a row in the center of the table. Shuffle the 5 Goods cards and deal them face-up below the Price cards.

The Cards

The Trade cards show up to three items from a maximum of two different types of goods.

The Price cards specify the minimum quantities required for selling the type of goods below them. The top of the card indicates the number of points which are scored, which is the number of cards played to the table plus a bonus.

The Goods cards indicate their value at the market by their position below the Price cards. Example: In Diagram 1, silk is the most valuable item, while spices cannot be sold.

Starting the Game

The youngest player goes first. Play continues in a clockwise direction. When it is your turn, first take the top card of the draw pile, then choose one of the following five actions. Exception: You can never have more than seven cards in your hand at one time. If you already has seven cards, do not draw another card, but instead choose one of the five actions.

A) Trade Goods

You may trade any combination of Trade cards with any number of other players. Either player may receive more than one card as part of the deal. However, always remember that you can never have more than seven cards in your hand at any one time. Example: You ask, “Does anyone have any salt for me? I’ll trade you two gold for it.” As a rule, when it is your turn, only you may arrange trades for goods. You also decide when to stop making trades. If you do not want to trade with anyone, or if no trades are made, you may exchange a card with the draw pile by placing one card from your hand face-down beneath the draw pile, and drawing the top card. This ends your turn.

B) Sell Goods

Choose a type of goods, and play the appropriate Trade cards face-up on the table. You must meet the minimum quantity for that good listed on the Price card above it, though you may play more if you like. Ignore other types of goods on the Trade cards you play. Add up your score using the Price card above the goods you chose. You score a point for each Trade card you played, plus any bonus indicated by the Price card. The market is now flooded with this item. Place the Goods card under the “Unsellable” Price card. The other cards are moved up one position to fill in the gap left as a result of the sale.

You may keep one of the Trade cards you just sold face-down in front of you as a Profit card. A Profit card may be used later to make a bribe or purchase an additional Trade card. The type and quantity of items on your Profit cards are irrelevant. The remaining Trade cards you sold are place out of play in a discard pile. Example: You choose to sell salt. The corresponding Price card requires at least 5 salt. You play four cards with 7 salt for the following score: 4 (number of Trade cards) + 2 (bonus on the Price card) = 6 points. Important: Only one type of item is sold at a time. When you sell Trade cards with more than one type of item, you must clearly indicate which type you are selling. Ignore the other items. When you sell a type of items, you do not need to sell every Trade card in your hand with that item. You only need to meet the minimum requirement on the corresponding Price card.

C) Make a Bribe

Choose two adjacent Goods cards, and swap their positions on the table so that their prices are exchanged. You must place a Trade card from your hand, or one of your Profit cards, on top of the two Goods cards.

Leave your card on the two Goods cards to show that the prices of these Goods cannot be switched back with another bribe. Your card remains until another bribe is made (involving different Goods) or a sale is made. Ignore the type and quantity of items on the bribe card.

D) Purchase an Additional Trade Card

Discard one of your Profit cards and take the top card of the draw pile. You can only do this if you have six cards or less, since you are limited to seven cards in your hand at one time.

E) Pass

You may choose to take no action.

Once you have carried out one of the five actions listed above, your turn is over and play passes clockwise.

Ending the Game

When the draw pile has been exhausted, each player gets two more turns, and then the game ends. Exception: If a player purchases the last Trade card with a Profit card, that player only gets one more turn before the game ends. The player with the most points is the winner. In the event of a tie, the player with the most Profit cards is the winner.

[Rules interpretation and presentation by Scott DiBerardino, 2003.03.07] Two goods: two salt, one gold

Score = number of Trade cards + bonus

“Unsellable” Price card These goods cannot be sold