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Khiva

Khiva Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up
  • How to Play
    • NOTE
    • 1. Simultaneous Choice of Travel Cards
    • 2. Camels Activation
    • Example
  • The Path Tiles
    • Shops
    • Player's Outpost
  • End of the Game & Scoring
  • Duel Mode
  • Credits
    • Special Thanks

Contents

  • 22 Teapot tokens (value 2 to 7)
  • 15 Carpet tokens
  • 5 Camel pawns
  • 5 Path tiles
  • 5 Personal boards
  • 5 Salt bags
  • 1 Khiva board
  • 30 Gems
  • 25 Travel cards

The following rules show you how to play a game with 3 to 5 players. You will find the needed adjustments to make for a game with 2 players at the end of the rulebook, p.8.

Set Up

(example for 3 players)

  1. Place the Khiva board at the centre of the table. For each player, place a path tile between the Khiva board and the player, as shown above. Each player takes a personal board.
  2. Shuffle the Carpet tokens face down. Form a face up pile with the Salt bag tokens in ascending order (the highest value on top of the pile). Place the Gems next to the Khiva board as well.
  3. Shuffle the Teapot tiles in a face down pile.
  4. Place the 5 Camel pawns on the Khiva board. Each Camel must be placed in front of the tent matching its color. Take a teapot token from the top of the pile and place one face up on each camel.
  5. Shuffle the travel cards face down. Deal 5 cards to each player.

The remaining cards are set aside and form a face down pile.

How to Play

During each round, you will try to attract the Camels to your personal board.

The aim: Gain as many teapot tokens, that the camels are carrying, as you can. To do so, you will have to convince them by simultaneously playing your Travel cards.

There are 2 phases in each round:

  1. Simultaneous choice of Travel cards
  2. Camels activation

The rounds are played until one of the resource piles is empty (teapot, carpet or salt bag), this will trigger the end of the game. The player with the most points wins the game.

NOTE

All discarded cards must stay face up and can be looked at by the players all along the round.

Camel activation order (indicated on the Khiva board): WHITE, BLUE, GREEN, PINK and BLACK.

There are 5 different value cards for the 5 camel colors.

1. Simultaneous Choice of Travel Cards

During each round, players will simultaneously choose 1 Travel card from their hand and place it face down in front of them, on their personal board (A). Then, they will secretly give a card to the player on the left (B). All players get this new card and will be able to play it during the next rounds. When all players have made their choice, each player reveals the face down card in front of them.

2. Camels Activation

The Camels are successively activated, following the left to right order on the Khiva board: WHITE, BLUE, GREEN, PINK et BLACK.

  • If no player chose a card matching the color of the active camel, it doesn't move and the next camel is activated.
  • If a single player chose a card matching the color of the active camel, they move this camel as many spaces as the value of the card towards them.
  • If several players chose a card matching the color of the active camel, they compare the values of their cards. The camel always grants the request with the lowest value, in order to spare itself.

Thus, only the one who played the lowest value gets the right to move the Camel in their direction. The other players, who got their requests rejected, do not move the camel but they receive a Gem in compensation.

The player whose request was accepted, moves the camel towards their outpost. They move it as many spaces as the value of the request.

As soon as a Camel stops on a spot (SHOP or PLAYER'S OUTPOST) the corresponding effect is triggered (see chapter the Path tiles p.7).

Important

A player can also increase the value of their movement, according to the number of gems printed on the Travel card they played. For each gem on the card, the player may spend one of their own gems to move the activated camel one space further.

When moving the Camel, all occupied spaces, whether on path tiles or on the Khiva board, are ignored: the moved camel "leaps over" the other camels on occupied spaces.

Example

Players start by following the Camels activation order:

  • Camille plays her white card. No other player played this color, she can move the white camel 4 spaces in her direction. She leaps over the pink camel and can lead the white camel directly to her outpost. She takes the 3 points Teapot token and puts it on her personal board. The white camel is put back in Khiva and a new Teapot token is placed on its back.
  • Adil and Allison both made a request to the blue camel. Adil played a 5 and Allison played a 2. Thus Allison gets the right to move the blue camel in her direction. In compensation for his rejected request, Adil gets 1 gem.
  • Allison moves the blue camel 2 spaces in her direction. There are 2 gems printed on her card. She can:
    1. Not spend anything and stop on the 1st shop of her path tile, which makes her win 1 gem.
    2. Spend 1 gem and move the camel 1 spot further, which makes her get 1 Carpet token (see Shops p.7).
    3. Spend 2 gems and move the camel 2 spaces further. She leaps over the green camel and stops on the 4th shop on her path tile. She can win 1 Salt bag token or get 1 Carpet token.

The Path Tiles

There are 4 SHOPS on the way to the PLAYER'S OUTPOST on each path tile.

Important

The players activate the shop on which they stop, no matter the path on which it is.

Shops

When a camel stops on a shop spot, the following effects are triggered:

  • Shop 1: Gem. The player wins 1 gem.
  • Shop 2: Carpet token. The player gets the Carpet token from the top of the pile and places it face up next to their personal board.
  • Shop 3: Gems. The player wins 2 gems.
  • Shop 4: Salt bag token or Carpet token. The player has the choice between spending 3 gems to get the Salt bag token from the top of the pile or getting the Carpet token from the top of the pile and place it face up next to their personal board.

Player's Outpost

The outpost is the place where each player welcomes the camels carrying their goods. When a camel stops on a player's outpost, the following effects are triggered:

  • The player gets the Teapot token from the Camel's back and places it face down on their personal board.
  • The player scores all their Carpet tokens matching the color of the camel and places them face down on their personal board.
  • The player puts the camel back on the Khiva board, takes the Teapot token from the top of the pile and places it on its back.

Once the camel has moved and all effects on the space it landed on have been triggered, all played cards are discarded face up, then the next camel is activated (see Camels activation p.5).

The round ends when all players have only one card in their hand. New travel cards are dealt as follows:

  • All discarded and set aside cards (in a game with less than 5 players) are shuffled.
  • 4 new cards are dealt to each player who will have 5 cards in hand to start the new round.
  • This allows players to complete their hand to have 5 cards.

End of the Game & Scoring

The end of the game is triggered as soon as one of the tokens piles (Teapot, Carpet or Salt bag) is empty.

Players proceed until the last camel is activated. It is now time to name the new Merchant Prince.

The undelivered Carpet tokens are discarded. Each player reveals the tokens on their personal board and adds their value. Gems are worth 1 point each. The player with the most points wins the game.

In case of a tie, the winner is the player with the most Teapot tokens at the end of the game.

If by any chance, the tie remains, the player with the highest Salt bag token is the winner.

Camille scores 24 points with her Teapots, 7 points with her Salt bag, 9 points with her Carpets and 2 points with her Gems. Her final score is 42 points.

Duel Mode

For a game with 2 players, make the following changes:

At the beginning of the game, each player receives 8 cards (1st round only). The 9 remaining cards are set aside, 4 of them are revealed face up. During each new deal of cards, the 9 put aside cards are shuffled with the discard pile. Deal 6 new cards to each player (to have an 8 cards hand), take 4 cards from the undealt cards and put them face up.

How to play: Each player chooses 2 travel cards (instead of 1) during the card choosing phase, and gives 2 cards to the other player during each round.

The round ends when both players only have 2 cards in hand.

Note: Each player will play 2 cards and will be able to move up to 2 Camels during the same turn. A player may play 2 travel cards of the same color. In that case, one of their requests (at least) will be rejected and compensated by a Gem. This gem can immediately be used to boost the other card or to buy a Salt bag.

As far as any other aspect of the game is concerned, the rules are the same no matter the player count.

Credits

Game design: Johannes Goupy & Guillaume Scholz Artwork: Camille Chaussy Publishing: The Flying Games Graphic design: Allison Machepy Proofreading: Adil Et Taher Translation: Ludiverse (Adil Et Taher)

Special Thanks

Johannes thanks Lilia, Clément, Pierre & Anne, Seb, Mat, Didier, Yo & Pierre for being there all along the journey, but also Bruno and Camille for their support and precious advice.

Guillaume thanks the numerous testers, the festivals and their organisers, especially Place aux Jeux in Grenoble, the starting point of this adventure and Yann for the spiders.