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Rio 1808

Rio 1808 Rulebook

Table of Contents

Table of Contents

  • Components
  • Component Anatomy
  • Setup
  • How to Play
  • Phase 2 — Actions
  • Phase 1 — Porto
  • Shops
  • Market
  • Royal Favor
  • Court
    • Court Envy
    • Court Demand pieces
    • Taxes
  • Popular Festivities
    • Popular Festivities bonuses
  • Church
  • Public Buildings
  • Inn
  • Workshop
  • Square
  • Phase 3 — Salaries
  • Phase 4 — Income
  • Phase 5 — Cleanup
  • End of the Game
  • Minister of the Kingdom (Solo Mode and 2-Player Variant)
    • Additional Components
    • Setup (Minister)
    • How to Play (Minister)
    • Final Scoring (Minister)
    • Example of the Minister's Turn
    • Variant for 2 Players
  • Appendix I — Historical Characters
  • Appendix II — Public Buildings
  • Appendix III — Iconography
  • Appendix IV — Porto Cards
  • Appendix V — Popular Festivities Cards

Components

  • 1 game board
  • 4 player boards (front and back)
  • 1 bag of goods
  • 1 First Player marker
  • 20 Porto cards
  • 48 Popular Festivities cards
  • 52 Réis coins: 24 of 1 Réis, 10 of 5 Réis, 10 of 10 Réis and 8 of 20 Réis
  • 28 Court Demand pieces
  • 16 dice (workers): 4 yellow, 4 blue, 4 white and 4 red
  • 18 Royal Favor tokens
  • 4 Warehouse extension tokens
  • 24 Construction tokens
  • 66 goods: 11 yellow (clothing), 11 blue (rugs), 11 white (furniture), 11 purple (perfumes), 11 green (spices) and 11 red (jewels)
  • 64 influence markers: 16 yellow, 16 blue, 16 white and 16 red
  • 4 score markers: 1 yellow, 1 blue, 1 white and 1 red
  • 8 Clerics: 2 yellow, 2 blue, 2 white and 2 red

Colors and materials may vary.

Component Anatomy

Player board. The player board has the following areas: the Transport Area, the Workshop, the Warehouse, and the turn sequence guide.

Construction tokens. Each token shows the construction cost of the piece, and the identification of the character on whose area the piece must be placed.

Court Demand pieces. Each piece shows the goods or Réis that must be paid to influence that character, and the victory points that the player must score immediately.

Porto cards. Each card shows the goods that arrive at the start of the round, and the effect of the card, which must be applied immediately (see page 22).

Popular Festivities cards. Each card shows its cost, which may vary between 5 Réis and 1 to 3 goods, the bonus action of the card (see page 20), and its end-of-game scoring.

Setup

Place the game board in the center of the table.

Each player chooses a color and takes a player board, the 4 dice, the score marker, the 2 Clerics and the 16 influence markers of the chosen color. Place the score marker on space 5 of the score track. Return the pieces of the unused colors to the game box.

Place the two Clerics of each player at the start of the Church staircase.

Place 2 dice of each player with face 3 up on the Inn space. The other dice must be placed next to the player board, one with face 1 up and the other with face 4 up.

Sort the goods by type and place 7 of each in their respective sales spaces in the Shops, covering the values from highest to lowest, leaving only the last 5 spaces open. (In a game with 2 players, place only 6 goods, leaving 6 spaces open.) Place the remaining goods in the bag of goods.

Give each player 2 Royal Favor tokens, and leave the other Royal Favor tokens within reach of all players.

Each player receives 20 Réis. Leave the other Réis within reach of all players, forming the bank.

Separate the 20 Porto cards and, at random, draw 12 of them for use in the game. Place the cards, face down, in the designated location in the Porto area. Return the unused cards to the box, without any player seeing their faces.

Separate the Court Demand pieces according to the character indicated and form 7 stacks with the side showing a good face up, where each stack is formed by a number of pieces equal to the number of players. That is, in a game with 2, 3 or 4 players, 2, 3 or 4 pieces of each character are used, respectively.

Place the pieces in the indicated areas of each character, following the sequence indicated on the pieces, from A to G, from left to right. Return the unused pieces to the game box.

Shuffle the 24 Construction tokens face down.

Then, at random, place 8 pieces on each of the constructions, arranging them face up in rows from bottom to top, from left to right, in increasing order of value.

Separate the 48 Popular Festivities cards by cost (5 Réis, 1, 2 or 3 goods) into piles and shuffle each pile individually.

Then place the cards next to the game board, face down, with the cards costing 3 goods at the base, the cards costing 2 goods on top of the previous pile, the cards costing 1 good on top of those, and finally the cards costing 5 Réis on top, forming a single pile.

Then reveal the first 4 cards of this pile, placing them in the indicated location.

Finally, the player who most recently visited the city of Rio de Janeiro will be the first player. Give them the FIRST PLAYER marker, or decide by any means you prefer who will start the game.

How to Play

Rio 1808 is played over 12 rounds, in which the players take turns placing their workers (dice) on the game board or on their player board and performing actions to buy and sell goods, as well as delivering them to the Court to please royalty and nobility, investing in the studies of their family members in the Church, and holding celebrations to gain the sympathy and favors of the population. At the end of the game, each of these places will generate VICTORY POINTS for the player, and the one with the highest score will be the winner.

During the game, you will send your workers to carry out tasks in different areas of the city, represented by the game board and its action areas such as the Shops, the Constructions, the Church and, of course, the Court. To improve the efficiency of these tasks, you may give experience to your workers, increasing the values of the dice in the Workshop on your player board.

Each round is composed of 5 phases, the last of which is the Cleanup Phase, which does not take place in the last round of the game. At the end of the 12 rounds, the players will proceed to the END OF THE GAME (see page 11) and count their victory points to decide the winner.

Phase 2 — Actions

In this phase, the players will take turns choosing a location to send their worker (die) to carry out a task. Each player, on their turn, chooses a location, places their die in an action space of the location and immediately carries out the action of the location. Each player chooses only one action to perform per turn. It is possible for a player to have more turns than the other players, if they have more workers than the others. This phase lasts until all players have used all of their workers.

Each action location will have a number of ACTIVE action spaces that may differ according to the number of players. Each player may only perform actions in each location ONE time per round, that is, even if there are empty spaces, they may not send another worker to that location.

Phase 1 — Porto

The Porto cards bring events that modify the game board and the conditions of the round. The cards will always change the goods in the SHOPS, either restocking them or removing goods from them, and may also bring situations related to the COURT or to the loss and gain of Réis.

Level 6 worker. The die with value 6 is the most experienced worker in the game. It can access any location, even if another of its workers is already there. It also works as a wildcard, having access to any action location (even the CHURCH).

At the start of each round, reveal and place the Porto card in the indicated location and then carry out the actions described on the card. See the appendix of this Rulebook (see page 16) for the meaning of each of the cards.

The locations where the players may carry out action spaces are explained in the following pages:

  • COURT
  • CONSTRUCTIONS
  • SQUARE
  • POPULAR FESTIVITIES
  • CHURCH
  • MARKET
  • INN
  • SHOPS

In addition to the action possible on the player board, the WORKSHOP.

The revealed card indicates that 3 new goods must be added to the market and that all players immediately receive 3 Réis.

Shops

To buy a good from the SHOPS, the player must place their WORKER in the Shops area and check the current value of the good. Each good has its value according to the highest empty value on the Shops price board. For example, if the spaces with values 5 and 6 are occupied, in the first row, the value of the good is equal to the highest visible value, therefore, 4 Réis.

The player may obtain discounts on the values of the goods according to the level of the WORKER used in the action, with each good costing its value minus this discount. Whenever performing this action, the player may buy at most 2 goods that are the same or 2 different. The discount applies individually, that is, for each good purchased, check the possible discount. The discount table printed on the Shops area is:

  • Worker 1, 2 or 3: 1 Réis of discount
  • Worker 4 or 5: 2 Réis of discount
  • Worker 6: 3 Réis of discount

When buying a good, remove it from the rightmost space, that is, from the value following the value that was paid, and place it in the TRANSPORT AREA of your player board.

A very important concept to understand in the game is that every time a player buys a good, they will not place it directly in their WAREHOUSE, but in the TRANSPORT AREA, indicated on their personal board. Only at the end of the round will these goods be moved to the WAREHOUSE. The goods in the TRANSPORT AREA are not available for the player to use in the current round, that is, in the current round the player will only have available those that are already in their WAREHOUSE.

Warehouse

The BLUE player wants to buy a perfume with a value of 5 and a piece of furniture with a value of 6. With a level 4 WORKER they may have 2 Réis of discount on each purchase. Thus, they will be able to pay 3 and 4 Réis, respectively, to buy the two goods.

Each player has on their player board a space called the WAREHOUSE. At the start of the game, the warehouses are limited to 4 goods. However, some Popular Festivities cards may increase the size of the player's warehouse. If the player buys this card, they must take a Warehouse token from the supply and place it above their main warehouse, creating a "second floor" with space for 4 more goods. Each player may have only 1 extra warehouse during the game.

Market

When selling a good to the MARKET, the player may obtain a certain profit, but will also be taking that particular good out of circulation and delaying its restocking in the SHOPS, which may temporarily make this good more expensive.

To carry out this action, the player places their WORKER in the indicated space and checks the current value of the good in the table above the space. Then, they add to this value the bonus according to the level of the WORKER used in the action, as shown in the table below this space. The player may sell UP TO 2 GOODS that are the same or different in the same action.

Market bonus by worker value (the table printed beside the MARKET space):

  • Worker 1, 2 or 3: +1 Réis
  • Worker 4 or 5: +2 Réis
  • Worker 6: +3 Réis

There are two rows in the price table. When selling a good, the player must always observe the value of the upper row (marked with 1.). If they make a second sale, the value will be that of the row below (marked with 2.).

The goods that are sold to the MARKET do not return to the bag of goods; they remain on the board, in the indicated location. This causes a delay in the restocking of that good in the SHOPS, and may make its price higher, since there is a shortage of it.

In the MARKET area, there is space for up to 8 goods. In a game with fewer players, use only 4 spaces (for 2 players) or 6 spaces (for 3 players). At the end of the round, in the CLEANUP PHASE, return all goods from the MARKET to the BAG OF GOODS.

Market example. The WHITE player wants to sell 2 goods at the MARKET. They may sell the first for 8 Réis and the second for 5 Réis, since these are the free spaces. In addition, for each sale, they may gain an extra 1 Réis, since they are using a level 2 worker.

Royal Favor

At any time during their turn in the action phase, the player may spend 1 (AND ONLY ONE PER TURN) Royal Favor to VIRTUALLY increase the value of their die by 1 during that round. That is, they may use this die X as if it were the die with value X+1. The die may perform any action whose prerequisite is the new value of the die; however, a die of 5 turned into a 6 does not gain the ability of the 6 die.

Example. The BLUE player uses a ROYAL FAVOR to turn their die 4 into a die 5, so they may use the action of the COURT.

Court

To carry out this action, the WORKER must be LEVEL 5 or higher. To meet the demands of the COURT, players must place their workers in the COURT action space and deliver the required goods, according to the demand of the CHARACTER served by the player. The goods delivered are returned to the BAG OF GOODS immediately.

Mark the INFLUENCE POINTS of the corresponding Court Demand piece on the SCORE TRACK.

Place an INFLUENCE MARKER of the player in the area of the character whose demand was met, take the Court Demand piece that was met, turn it face down and check which character is associated with its back (indicated by the letter on the left side of the piece). Place the piece on the pile of that character, beneath the other pieces of that pile.

When delivering goods at the Court, note that each character may receive goods a number of times, until new demands begin to appear. At a certain point in the game, the demands will no longer be for only 1 good, and will become demands for 2 goods.

To make this "special" delivery, the player will still carry out ONE SINGLE delivery ACTION, in which their worker must simultaneously deliver both of the required goods in order to correctly meet the demand, and then place their influence marker on this character.

Court Envy

When delivering goods to members of the court, you will cause envy in the other members, making them also interested in the good you delivered. This feeling is shown by the action of changing the piece's position, moving it from one character to another.

Example. The YELLOW player delivers a jewel to Carlota Joaquina and places their influence marker on the character, gaining 1 influence point. The Demand piece is turned and shows the demand of D. João VI.

Court Demand pieces

Court Demand pieces have a front and a back. At the setup of the game, all pieces must be placed with their front side up and, as the game progresses, the pieces will be turned to their back. When fulfilling a Demand piece that is back side up, DISCARD THE PIECE, instead of turning it face up again.

When all the Demand pieces of a given character are used up, that character can no longer be served, until new pieces from other characters are turned to their back and have to be placed on that character. That is, there is a limit to how many times a given character will have their wishes met, and it may even happen that there is no longer a way to influence that character through the COURT action.

Taxes

Unlike the other characters, D. João VI can only be influenced by paying TAXES in the amount of 10 Réis. During the game, however, when envious of other characters, D. João will demand a mix of taxes and goods, as in the example on the previous page.

The same may happen with pieces that begin the game with D. João and, when turned, show TAXES as a demand of the new character.

Note. The goods, Réis and victory point values of the individual Court Demand pieces are printed on the pieces themselves; the rulebook text does not restate them.

Popular Festivities

In the POPULAR FESTIVITIES space, players may organize festivities to gain the sympathy of the population. To do so, the player must exchange some goods or pay some Réis to receive Popular Festivities cards that give bonuses. Each card has a cost of 5 Réis (level I cards) or 1 to 3 goods (level II to IV cards). The cards may also give the player Royal Favors, Réis, and also victory points at the end of the game.

To carry out the action, the player must place a WORKER of LEVEL 4 or higher in the action space, deliver the Réis to the bank or the required goods, returning the goods to the BAG OF GOODS, and take the corresponding POPULAR FESTIVITIES card. The player must still decide immediately between receiving 1 ROYAL FAVOR or 3 RÉIS, as indicated in the lower part of the card.

Some of the cards will give the players immediate bonuses and others will give permanent bonuses. Keep the cards acquired in front of you, next to your player board, taking care that those bonuses that are permanent are always visible. The number of cards each player has is open information for the other players. See Appendix III of this Rulebook (see page 14) for the meaning of all the POPULAR FESTIVITIES cards. (Cross-reference as printed in the source. The card effects are actually listed in Appendix V, page 22, of this rulebook.)

Popular Festivities bonuses

In addition to rewarding the player with an extremely useful special bonus, POPULAR FESTIVITIES cards allow the player to choose between gaining 1 ROYAL FAVOR (a sympathy of the Prince Regent for holding the festivity) or 3 RÉIS (a profit obtained from holding the party). This choice must be made immediately, as shown by the sign inside the frame at the bottom of the card.

Example. The RED player decides to carry out a POPULAR FESTIVITY action and, to do this, spends any good from their warehouse. After returning the good to the BAG OF GOODS, they choose the card that allows them to increase the level of one of their WORKERS 2 times. Additionally, they decide to gain 3 RÉIS.

At the end of the game, POPULAR FESTIVITIES cards score according to their difficulty level, between 1 and 3 victory points.

Church

In the CHURCH, players will advance their CLERICS along the staircase track, investing in the studies of one of their family members. When carrying out this action, each player may move their CLERIC along this track and gain immediate bonuses and, at the end of the game, victory points according to the final position of one of their two Clerics.

The player must advance one (AND ONLY ONE) of their CLERICS along the track by a number of spaces EQUAL TO OR LESS THAN the experience level of their WORKER. The choice of which Cleric to move is free.

With a WORKER of LEVEL 1, 2 or 3, the player will advance up to 1, 2 or 3 SPACES on the track, respectively. It is possible for the player to send a worker of level 2 or 3 to this action but wish to advance fewer spaces on this track in order to obtain a specific bonus. That is, they may advance from 1 to 3 spaces, as they wish, up to the limit of the value of the die used.

The player then receives the bonus of the space where they ENDED THE MOVEMENT (they do not receive the bonuses of the spaces they pass through, only those of the space where their CLERIC stops).

Example. The WHITE player decides to carry out the CHURCH action and then move one of their Clerics using a level 3 die. They may move one of their Clerics to any of the highlighted steps and gain the corresponding bonus.

Note on the staircase artwork. The bonuses on the staircase steps are pictograms printed on the game board (not numbers in the rules text). The icons are keyed in Appendix III (Iconography) and are not transcribed as values here; the victory point markers printed beside the staircase are the scoring positions used at the end of the game (see End of the Game).

Public Buildings

To gain access to the construction of the PUBLIC BUILDINGS, the player must place a worker of a level equal to or higher than a die already placed in the location (if they are the first player to carry out the action, the player may send a worker of any level). By placing their worker in this space, the player will contribute to the construction of one of the three public buildings: the MUSEUM, the LIBRARY and the BOTANICAL GARDEN.

Each time they carry out this action, the player must choose which of the three constructions to contribute to and pay for the CONSTRUCTION TOKEN to be built.

When building, the player must always take the CONSTRUCTION TOKENS from the lower floor, from left to right (in ascending order of cost). Only when the base of the construction is complete (that is, all the construction tokens on the lower floor have been removed) may players begin the construction of the upper floor.

The player must check the cost, that is, the value shown on the CONSTRUCTION TOKEN itself, pay this value to the bank, and remove the construction piece from the space, placing one of their INFLUENCE MARKERS in its place.

Example. The RED player intends to build a part of the BOTANICAL GARDEN, but the BLUE player has already carried out this action in this round. The RED player must therefore send a worker of equal or higher level and decides to use a level 3 worker. They then pay the value of the construction token, 5 Réis, and place their INFLUENCE MARKER there.

Inn

In the INN space, players may hire a new WORKER. To carry out this action, the worker used must be LEVEL 3 or higher.

Place this new worker next to the worker sent to carry out this action. The new worker will not be available until the next round. At the end of the current round, in the CLEANUP PHASE, you will recover your worker together with the newly hired worker.

Workshop

In the WORKSHOP space, players send a worker to learn a new trade, that is, to increase the EXPERIENCE LEVEL. Whenever performing this action, the VALUE of your die will immediately increase by +1. To carry out the action, the player must place one of their workers in the WORKSHOP space on their player board.

Note that a worker that is in training will not receive a SALARY (see below), since it did not work that day.

Square

The SQUARE is a place where players may place their workers to carry out simple tasks that result in profits. The SQUARE action is the only one in which players may go as many times as they wish, with ANY LEVEL of worker. When sending a worker to the square, the player will collect 2 RÉIS, regardless of the value of the worker allocated to the action.

Phase 3 — Salaries

After all players have carried out all possible actions, that is, after all their available workers have been allocated, they must pay SALARIES for the day's work. Each player sums the values of their dice (total sum of the faces of each die). The same value must be paid in Réis to the BANK.

It is not uncommon for a player not to have enough Réis to pay the salaries. In this case, they must take a LOAN.

Loans. If the player does not have enough money to pay the salaries, they may take a LOAN. To do so, they move back ONE POINT on the score track and take 5 RÉIS from the bank. The player may have to do this more than once, until they have enough money to pay all their workers.

However, the player may not do this voluntarily; that is, they may NEVER take a loan if they are able to pay their workers or for any other reason during the game.

Example. The YELLOW player adds up their dice and the total is 13, but they only have 10 Réis. To pay the salaries, they take a loan, moving back 1 point on the track and receiving 5 Réis.

Phase 4 — Income

In this phase, players receive INCOME according to their actions during the game. Each player checks their current position on the score track and receives that value in RÉIS (from the bank) as income. The value will vary each round, as players score more points.

Phase 5 — Cleanup

In the last phase of the round, players may move their goods from the TRANSPORT AREA to the WAREHOUSE. If there is not enough space for all the goods, the player must discard the excess goods to the bag of goods. Then each player recovers all their workers who are in areas of the board, besides the one in the WORKSHOP. If they performed the INN action, they must also take their newly hired worker.

Prepare the game board for the next round: discard the remaining POPULAR FESTIVITIES cards that were not bought this round and draw 4 new cards to refill this area. Also, return all GOODS present in the MARKET to the BAG OF GOODS.

If this is the last round of the game, the players must go to the END OF THE GAME (see page 11) and proceed to scoring. Otherwise, the first player passes the FIRST PLAYER marker to the next player clockwise. Begin a NEW ROUND, starting with PHASE 1. These 5 phases are repeated for 12 rounds, that is, until there is no new PORTO card to be drawn.

End of the Game

After all players have carried out their actions in the last round, paid the salaries, received their income and carried out the cleanup phase, they may proceed to the final count of points.

Check the GOODS remaining in each player's warehouse, sell them at the current price in the SHOPS and return these goods to the BAG OF GOODS. The value earned from the sales is added to your remaining money. Then, count the points of each area, as follows:

Court. Score the COURT, checking which player has the greatest influence with each character, distributing the points from highest to lowest: the player with the most influence receives the highest score, the next player receives the intermediate score, and the third player receives the lowest score. The fourth player does not score. In games with 2 players, the player with the most influence receives the highest score and the player with the least influence receives the lowest score (ignore the intermediate score).

In cases of a tie for any of the positions (with any number of players), all tied players receive the score of the next position.

Example. In a game with 3 players, two players are tied for the greatest influence, so both receive the intermediate score. The third player receives the lowest score.

Public Buildings. Score the constructions as follows: for each BUILDING that the player helped build, that is, with their INFLUENCE MARKERS, the player scores 1/2/4/8/12/16/20/25 points for 1/2/3/4/5/6/7/8 markers, respectively. Then, for each set of markers in each of the different buildings (1 in each construction), the player receives 3 additional points.

Church. Each player checks their final position on the Church staircase track and scores according to their second CLERIC (the lower one), which has advanced above the scoring areas marked on the outside of the track.

Popular Festivities. For each POPULAR FESTIVITIES card, players score 1, 2 or 3 points, as indicated on the card itself, in its lower part. In addition, the level 3 cards (those costing 3 goods) also score according to the OBJECTIVES achieved. The explanation of each of these cards is found in the Appendix of this Rulebook indicated in the source as "Apêndice III (ver pág. 18)" (cross-reference as printed; the objective cards are listed in Appendix V, pages 22 to 23).

Money. Players add all their remaining money and receive 1 victory point for every 10 RÉIS, rounded down.

Royal Favor. For each ROYAL FAVOR piece that was not used, the player receives 1 point.

After adding all the points, the player with the highest final score wins and receives the much-disputed title of nobility granted by the Prince Regent. In case of a tie, the player with the greatest number of INFLUENCE MARKERS in the COURT (regardless of which character) wins. If the tie persists, the tied players share the victory.

Example of Final Scoring. In a game with 2 players, the BLUE player ends the game with 16 POINTS earned during the game. At the end, they also had the majority of influence with the characters D. Pedro, Carlota Joaquina and D. João VI, at the COURT. Thus, they score first place for these characters, but only the third score for the others, making a total of 30 POINTS (1 + 1 + 2 + 3 + 6 + 7 + 10).

In the CHURCH, the player has one CLERIC above the 12-point mark and another above the 6-point mark. Their score is that of the second CLERIC, that is, 6 POINTS.

In the PUBLIC BUILDINGS, the player has 3 markers in the LIBRARY (4 points), 2 in the MUSEUM (2 points) and 5 in the BOTANICAL GARDEN (12 points). In addition to the total of 18 POINTS from the individual locations, they receive 6 extra points for having 2 sets (at least 2 markers in the 3 buildings), for a total of 24 POINTS.

The player also has 4 POPULAR FESTIVITIES cards worth 1, 1, 2 and 3 points. In addition, the 3-point card also scores the church track again, this time adding both Clerics and dividing by two (12 + 6 divided by 2 resulting in 9 points). The player receives a total of 16 POINTS (1 + 1 + 2 + 3 + 9).

The player also ended the game with 22 RÉIS (2 points) and 4 ROYAL FAVORS (4 points). The player receives a total of 6 POINTS (2 + 4).

The BLUE player obtained 16 POINTS during the game, 30 POINTS in the COURT, 6 POINTS in the CHURCH, 24 POINTS in the PUBLIC BUILDINGS, 16 POINTS in the POPULAR FESTIVITIES, and 6 POINTS with the RÉIS/ROYAL FAVORS, totalling 98 POINTS.

Minister of the Kingdom (Solo Mode and 2-Player Variant)

The MINISTER OF THE KINGDOM is an automated opponent controlled by cards, which may be used in your solo games or as a variant in a game with 2 players.

The difficulty of the opponent may be adjusted, at the wish of the player or players, at 3 different levels.

Additional Components

24 Minister of the Kingdom cards, with a front and a back.

Card anatomy. The Minister of the Kingdom card shows, as labeled on the card: the goods that must be removed in the Porto phase; how each action will be resolved in the Actions phase; and which actions will be activated in the Actions phase.

Setup (Minister)

Follow the game setup as described in this Rulebook, with the following changes:

  1. Prepare the MINISTER OF THE KINGDOM's player board together with the components of a color not used by the other players. The Minister does not receive Réis or Royal Favors at the start of the game. Place the score marker on position 5 of the score track, as with the other players, as well as the two workers with face 3 on the Inn.

  2. Separate the MINISTER OF THE KINGDOM cards into two piles by their back (A and B). At random, draw from these piles a number of cards according to the difficulty level you wish, following the table below. Form a new pile with these cards, shuffling it again. Return the other cards to the game box, without the players seeing their faces.

BEGINNERNORMALEXPERIENCED
10 A cards and 3 B cards8 A cards and 5 B cards5 A cards and 8 B cards
  1. Place the pile formed beside the MINISTER OF THE KINGDOM's board, face up. Draw the first card, placing it beside the pile so that the two visible cards are side by side. Take one of the influence markers of the chosen color and place it above the Minister of the Kingdom cards; this will be the ACTION MARKER.

How to Play (Minister)

During the game you will take turns for the MINISTER OF THE KINGDOM, as if he were one of the players in the game, using his workers to carry out actions.

However, the MINISTER OF THE KINGDOM does not play like a normal player. Due to a directive of the Prince Regent, he will focus on areas of the city that need to be improved and will try to gain more influence with the COURT than the other players. As he serves the Kingdom, only 4 actions are of interest to the Minister: COURT, CONSTRUCTIONS, POPULAR FESTIVITIES and CHURCH. He never carries out the actions of the other locations of the game.

Porto phase. During the PORTO phase, after revealing the next PORTO card and carrying out the events described, carry out an intermediate phase for the MINISTER OF THE KINGDOM. In this phase, remove from the SHOPS the goods indicated on the two cards face up in the Minister's area (always following the same rule, removing the lowest-value goods from the SHOPS).

Example. Remove 1 spice and 1 jewel from the SHOPS.

Actions phase. The Minister of the Kingdom's action card will always present 2 or 3 possible actions to be carried out in the round. The Minister carries out as many actions as he has available workers.

Turn order. At the start of the Minister's turn, move the action marker to the next valid action (starting from top to bottom). An action is valid whenever the Minister still has available workers and it is possible to carry out the indicated action. Otherwise, he carries out the next action on the card, or passes his turn and does not play anymore in this round.

The MINISTER OF THE KINGDOM always plays first in the round. Therefore, give him the FIRST PLAYER marker, and alternate the players' turns always after the Minister's turns.

Whenever it is the Minister's turn to play, follow the steps of the active card (the card on the left, on top of the pile). This card indicates which action will be carried out by the Minister when it is his turn. The card on the right indicates how the action of the active card will be executed. Follow the instructions for each action individually, as indicated in the next topic.

Serving the Kingdom. Throughout the game you will be instructed to carry out actions for the MINISTER OF THE KINGDOM. However, unlike the other players, the Minister is never limited by the amount of Réis or goods he has. As an agent of the State, the Minister is sponsored and never gains or spends these assets at any time. The Minister's workers also never develop.

Example. The player moves the Minister's action marker to the first available action, the CHURCH action.

After moving the action marker, check which action the MINISTER OF THE KINGDOM will carry out and move one of the Minister's workers to that action.

The Minister always places his best workers first (in descending order). The Minister ignores any restriction on which worker may be sent to each action space on the board, so he may place a level 4 worker in the CHURCH, or even a level 3 in the COURT and POPULAR FESTIVITIES, for example.

Court (Minister). When carrying out the COURT action, check on the card on the right which character will receive the Minister's influence. Since not all cards come into play, the card may show any of the 7 characters, in a different amount each game. The Minister does not pay goods or Réis, but places his INFLUENCE MARKER on the character and gains the victory points associated with that Court Demand piece. Move the Minister's victory point marker on the score track and turn the Court Demand piece, placing it on the new character as indicated.

Popular Festivities (Minister). When carrying out the POPULAR FESTIVITIES action, check on the card on the right which of the cards available on the board will be taken by the Minister. According to the position of the card marked in red, check on the game board whether this card is available and take it. The Minister does not pay the goods needed to take the card, nor does he receive the Réis or ROYAL FAVOR shown on it. Ignore any bonus indicated on the card and place the card, face down, next to the Minister's board.

If the Minister has no influence markers available, this action cannot be carried out and must be skipped.

If the POPULAR FESTIVITIES card indicated on the MINISTER OF THE KINGDOM card is no longer available on the game board, this action cannot be carried out and must be skipped.

Example. The MINISTER OF THE KINGDOM gains 1 influence with the Conde dos Arcos.

Example. The MINISTER OF THE KINGDOM takes the card in the bottom-right position, as indicated in the table.

Church (Minister). When carrying out the CHURCH action, check on the card on the right how many spaces the Minister's CLERIC will move. The card may show 1, 2 or up to 3 spaces. Move the CLERIC that is lower on the track this number of spaces, regardless of the worker used for this action. If both Clerics are in the same position, move whichever one you wish. The Minister does not receive goods, ROYAL FAVOR or Réis during the CHURCH action, but whenever he stops on a bonus space that contains VICTORY POINTS, mark the points immediately by moving the Minister's score marker on the score track.

Example. The MINISTER OF THE KINGDOM advances his Cleric 2 spaces on the Church staircase.

Public Buildings (Minister). When carrying out the PUBLIC BUILDINGS action, check on the card on the right which building the Minister will help build. The buildings are arranged on the board, from left to right, in the following order: National Library, Botanical Garden and National Museum. Take the construction token with the lowest value of that building and place the Minister's influence marker in this space. The Minister does not spend Réis to carry out the construction, and the player's worker does not block the Minister. However, if the Minister carries out this action before the player, the player must follow the normal worker allocation rules for this location.

If the Minister has no influence markers available, he cannot carry out the action and it must be skipped.

Example. The MINISTER OF THE KINGDOM sponsors the construction of the Botanical Garden.

Extra workers (Minister). The Minister receives a NEW WORKER whenever the player carries out the INN action. That is, he will always have the same number of available workers as the player.

Phases 3 and 4 (Minister). In Phases 3 and 4, the Minister does not carry out any action, since he does not pay salaries and does not receive income.

Phase 5 (Minister). During Phase 5 (Cleanup), after carrying out the steps described in this Rulebook, move the active card from the top of the Minister's pile to the top of the pile on the right, revealing a new active card for the next round.

Final Scoring (Minister)

During final scoring, the Minister scores points for his influence markers in the COURT and the PUBLIC BUILDINGS, for his CLERICS in the CHURCH, and for the POPULAR FESTIVITIES cards he took during the game, just like the player.

As the Minister has no Réis, ROYAL FAVOR or goods, ignore these steps in the final count of points for the Minister. Just as in a 2-player game, score the COURT only for the first and last positions.

For POPULAR FESTIVITIES cards with a cost of 3 goods, which have objectives, score the points normally based on what the Minister has on the game board at the end of the game. The cards that give points for Réis and ROYAL FAVOR will not give the Minister any additional points.

After finishing the count of points, the player wins if they have scored more points than the MINISTER OF THE KINGDOM, and will receive their title of nobility from the Prince Regent. In the case of a tie, follow the tiebreak rules described on page 11 of this Rulebook.

Example of the Minister's Turn

During the first phase of the round, after resolving the PORTO card, the MINISTER OF THE KINGDOM removes from the SHOPS a piece of furniture and a perfume, as indicated at the top of the cards.

At the start of the ACTIONS phase, the MINISTER OF THE KINGDOM has three workers: one 1, one 3 and one 4. The active card shows that, in this round, the COURT and PUBLIC BUILDINGS actions will be carried out, in this order.

During the resolution of the COURT action, the Minister will send his highest-level worker, the one with value 4. Thus, he will place an influence marker with Dona Maria, as indicated on the card on the right, and receive 1 victory point.

Variant for 2 Players

For a greater challenge in a 2-player game, you may add the MINISTER OF THE KINGDOM as a third player. In this case, follow all the steps of the setup in this Rulebook, with the following changes:

  • Define the first player according to page XX of this Rulebook (the page reference is left blank in the source), and alternate this marker only between the players during every CLEANUP PHASE.
  • During the ACTIONS phase, the Minister plays first, and then the player who has the FIRST PLAYER marker (so, in some rounds, play will go clockwise, in others, counterclockwise).
  • The Minister takes his third worker when either player carries out the INN action for the first time, and his fourth worker when one of the players carries out the action for the second time.
  • At the end of the game, score the COURT normally, as in a game with 3 or 4 players.

Example. After the player carries out their action, the Minister then carries out his second action of the round, placing one of his INFLUENCE MARKERS on the National Library, in the PUBLIC BUILDINGS, using his level 3 worker. Following the rule, the lowest-value construction token is the one of 5 Réis, which is then discarded.

The Minister still has a last worker left over, but the active card does not indicate another possible action. Therefore, after the player carries out their second action, the MINISTER OF THE KINGDOM passes his turn.

Appendix I — Historical Characters

D. João VI. D. João, Prince Regent of Portugal, heir to the throne of D. José I, became King of the United Kingdom of Brazil, Portugal and the Algarve, from 1816 until 1822, when Brazil became independent of the Portuguese Crown. He became an important name in the history of Brazil because he led the transfer of the Portuguese Court from Lisbon to the city of Rio de Janeiro, in 1808, in the context of the wars waged by the French emperor Napoleon Bonaparte.

The name of D. João is linked to a series of historical and social transformations that Brazil went through during the period in which the Portuguese royal family resided in Rio de Janeiro. Among them are: the founding of the Royal Academy of Fine Arts, the creation of the first colleges in Brazil, the creation of the Banco do Brasil, the founding of the Botanical Garden, the creation of the Printing Press, the elevation of Brazil to the status of Kingdom, and the Opening of the Ports, the latter resulting in the preparation for the Independence of 1822.

Carlota Joaquina. Dona Carlota Joaquina de Bourbon, born in Spain, daughter of the Spanish King Charles IV, belonged to an important European noble family when she became the wife of D. João VI, at the time he was heir to the Portuguese throne. She came to Brazil together with the whole royal family, where she became Queen Consort of the United Kingdom of Brazil, Portugal and the Algarve.

Known as "ambitious", Carlota Joaquina is generally seen in History as a Queen who tried to manipulate the political actions of her own husband, suffering even several accusations of attempting to usurp the Portuguese throne. One of her reputations was that of using the Portuguese Crown to restore the Spanish throne of her family, which had been taken by José Bonaparte, brother of Napoleon Bonaparte, during the French invasions of Spain, in the year 1808.

Dona Maria. Dona Maria I, known as "the Mad", was Queen of Portugal and the Algarve between 1777 and 1815. Mother of D. João VI, she came to Brazil together with the Bragança royal family in 1808, where she remained until the eve of Brazilian Independence. Residing in Rio de Janeiro, she became, from 1815, also Queen of the United Kingdom of Brazil, Portugal and the Algarve.

Dona Maria is marked in History by her conservative stance in the face of the changes of her own time, resisting the new ideas of the Enlightenment and the effects of the bourgeois revolutions taking place in Europe, such as the French Revolution. Known for her religious fervor, she sheltered, on Portuguese soil, nobles who had been exiled by the revolutions, and fought the Enlightenment ideas within her country, in a period known as "A Viradeira". She is historically known for her fervent rivalry with the famous Marquis of Pombal, who represented the worldview she opposed.

D. Pedro I. D. Pedro, the eldest son of King D. João VI and of Dona Carlota Joaquina, spent part of his youth in Brazil, having arrived in Rio de Janeiro in 1808 together with his whole family. In 1822 he became the leader of the Brazilian Independence, having remained in Brazil when his family returned to Portugal in 1821. The historical event that describes D. Pedro's stance of remaining in Brazil and politically leading its Independence is known by the name "Dia do Fico" (the "I Stay" Day).

From 7 September 1822, D. Pedro became the first Emperor of Brazil, since the political system adopted for the new Country had been the monarchy. In Brazil, he became involved in several controversies and personal and political conflicts, resulting in a short reign. Faced with the widespread crisis in which he became involved with the Brazilian elite, who saw him as an excessively authoritarian leader, he announced his abdication of the throne in 1821 (the year as printed in the source; the historical abdication is 1831), when he returned to Lisbon, leaving Brazil a period of political instability known as the "regency period".

Conde de Linhares. "Conde de Linhares" was the noble title received by Rodrigo de Sousa Coutinho, a Portuguese politician and diplomat who played an important role at the time of the presence of the Bragança royal family in the city of Rio de Janeiro. The title was granted to Coutinho by D. João VI, creating, with this, an important and strategic office for his government.

In Brazil, the Conde de Linhares was linked to the most important achievements of D. João's reign, especially the economic and military ones. He is historically associated with the creation of the Royal Military Academy, the creation of the Navy, the schools of Engineering, the processes of annexation of French Guiana and Uruguay (Cisplatina), as well as the negotiations that led to the Opening of the Ports, such as the Treaties of Commerce and Navigation, signed with England.

Conde dos Arcos. "Conde dos Arcos" was an old title of the Portuguese nobility granted to important politicians for the Crown. One of the nobles with this title most notable for the History of Brazil was Marcos de Noronha e Brito, who resided in Brazil, still in the colonial phase, having been the last "Viceroy" of Brazil.

When the royal family arrived in the Colony, in 1808, the Conde dos Arcos was transferred to Salvador, leaving the old office and assuming the role of governor. Noronha e Brito was very important for the reign of D. João VI in Brazil, being generally associated with the creation of the Printing Press, of a postal system, and of having held important military positions, especially in containing the famous "Pernambucan Revolution of 1817", which rose up in Pernambuco against the government of D. João VI in Rio de Janeiro. When D. Pedro I took over the leadership of the Independence process, the Conde dos Arcos was dismissed and returned to Portugal.

Visconde de Cairu. José da Silva Lisboa, the Viscount of Cairu, was a Brazilian economist and politician, born in Salvador, with great influence in the government of D. João VI, when the Bragança royal family settled in the city of Rio de Janeiro.

Silva Lisboa is marked in History by his ideological affiliation with the liberal ideas of his time, especially those linked to the work of the important philosopher Adam Smith, considered the founder of the theory of "economic liberalism". Constantly in favor of the economic modernization of Brazil, the Viscount of Cairu exerted influence over the commercial policies that the government of D. João VI adopted to modify the economy of the Kingdom, especially the famous Opening of the Ports.

Appendix II — Public Buildings

National Library. The National Library of Rio de Janeiro, today called the National Library of Brazil, was one of the most famous constructions aimed at modernizing the colonial city of Rio de Janeiro when the Portuguese royal family arrived in Brazilian lands in 1808. The library's collection was brought from Lisbon, consisting of tens of thousands of books, coins, maps and valuable objects that were part of the Royal Library of Portugal. Exclusive ships were dedicated to transporting this vast material on several voyages across the Atlantic Ocean between the years 1810 and 1811.

Another value conferred on the Library is artistic, since its building was designed and erected under the influences of the neoclassical architectural style, which symbolized progress and modernity in nineteenth-century Europe.

Botanical Garden. The Botanical Garden, today one of the great tourist attractions of the city of Rio de Janeiro and also an important research centre, was created in the context of the arrival of the Portuguese royal family in Brazil. Initially, it was named Royal Nursery (Real Horto), and its function was to acclimatize various types of plants and spices of Eastern origin, which arrived in Brazil due to the trade relations that Portugal had with the East Indies.

The space, which became a vast green area formed by local and foreign plants and animals, only began to be opened to visitors later, in the time of the Brazilian Empire, from 1822, when it was called the Royal Botanical Garden, then the Imperial Botanical Garden and, finally, the Botanical Garden, as we know it today.

National Museum. The Royal Museum, as it was initially called, was created in 1818 by royal decree of King D. João VI, already settled in the city of Rio de Janeiro. Later, in the independent phase of Brazil, the Museum was transferred to the headquarters of the Palace of São Cristóvão, which was the former noble house of the Royal Family, and was listed as Historical and Cultural Heritage by the Institute of Historic and Artistic National Heritage.

Already under the name National Museum, the space housed more than 20 million items in its collection, many of them of inestimable value not only for the history of Brazil but for that of the world. Much of this rich collection was destroyed by a fire that struck the headquarters of the Palace of São Cristóvão in 2018, constituting irreparable losses for culture and science. Currently, the museum has reopened and is in a constant phase of rebuilding its collection.

Appendix III — Iconography

The iconography key is printed as pictograms on the card and board art. Named icons, as labeled in the source:

  • Clothing (Roupas) — yellow good
  • Rugs (Tapetes) — blue good
  • Perfumes — purple good
  • Furniture (Móveis) — white good
  • Jewels (Joias) — red good
  • Spices (Especiarias) — green good
  • Good (Mercadoria) — any good, drawn at random from the bag
  • Gain Réis
  • Pay Réis
  • Income (Renda)
  • Gain victory points immediately
  • Gain victory points at the end of the game
  • Royal Favor
  • Worker
  • Influence marker

Appendix IV — Porto Cards

The Porto cards printed in this appendix show the following effects:

  • All players immediately gain 1 ROYAL FAVOR.
  • All players immediately gain 1 GOOD at random from the BAG OF GOODS.
  • All players immediately gain 3 RÉIS from the BANK.
  • All players must immediately pay 3 RÉIS to the BANK.
  • Remove a JEWEL from the SHOPS and return it to the BAG OF GOODS.
  • Remove a CLOTHING item from the SHOPS and return it to the BAG OF GOODS.
  • Remove a PERFUME from the SHOPS and return it to the BAG OF GOODS.
  • Remove a FURNITURE item from the SHOPS and return it to the BAG OF GOODS.
  • Remove a SPICE from the SHOPS and return it to the BAG OF GOODS.
  • Remove a RUG from the SHOPS and return it to the BAG OF GOODS.

Appendix V — Popular Festivities Cards

The effects printed in this appendix are listed below, in the order of the source. The source shows each card's effect beside its art; the card-to-effect mapping is not restated in text.

  • Immediately gain 7 Réis from the BANK.
  • Immediately gain 15 Réis from the BANK.
  • Immediately gain 1 resource at random from the BAG OF GOODS.
  • Immediately gain 2 goods at random from the BAG OF GOODS.
  • Immediately gain 3 goods at random from the BAG OF GOODS.
  • During the INCOME phase, receive 1 extra Réis.
  • During the INCOME phase, receive 2 extra Réis.
  • During the INCOME phase, receive 3 extra Réis.
  • Take the WAREHOUSE extension and add it to your player board.
  • Immediately gain 1 good at random from the BAG OF GOODS.
  • Immediately build any token of value 3 to 5 in the PUBLIC BUILDINGS.
  • Immediately build any token of value 3 to 8 in the PUBLIC BUILDINGS.
  • Immediately advance one of your CLERICS 1 to 3 spaces on the Church staircase track and receive the indicated bonus.
  • Immediately advance one of your CLERICS 1 to 3 spaces on the Church staircase track and receive the indicated bonus. Then repeat this action. You may select the same Cleric if you wish.
  • Immediately increase the level of one of your WORKERS. Then repeat this action. You may select the same worker if you wish.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character D. JOÃO VI.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character CARLOTA JOAQUINA.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character DONA MARIA.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character D. PEDRO I.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character CONDE DE LINHARES.

The points described in the three end-of-game effects above are scored in addition to the normal end-of-game scoring. (The source prints this note three times, under the final-scoring items.)

  • Immediately place one of your INFLUENCE MARKERS on the space of the character CONDE DOS ARCOS.
  • Immediately place one of your INFLUENCE MARKERS on the space of the character VISCONDE DE CAIRU.
  • At the end of the game, score 2 points for each of your INFLUENCE MARKERS on the characters D. JOÃO VI, CARLOTA JOAQUINA and DONA MARIA (maximum 12 points).
  • At the end of the game, score 2 points for each of your INFLUENCE MARKERS on the characters D. PEDRO I, CONDE DE LINHARES, CONDE DOS ARCOS and VISCONDE DE CAIRU (maximum 12 points).
  • At the end of the game, score 2 points for each unused ROYAL FAVOR (maximum 12 points).
  • At the end of the game, score 2 points for each 5 RÉIS unused (maximum 12 points).
  • At the end of the game, score points equal to the sum of your two CLERICS divided by 2 (maximum 12 points).
  • At the end of the game, score 2 points for each POPULAR FESTIVITIES card you have (maximum 12 points).
  • At the end of the game, score points equal to the sum of your WORKERS minus 5 (maximum 12 points).
  • At the end of the game, score 2 points for each of your INFLUENCE MARKERS in the PUBLIC BUILDINGS (maximum 12 points).