Sea & Steel: Columbus' Voyages
Sea & Steel: Columbus' Voyages Rulebook
Table of Contents
Table of Contents
1. Introduction
In the two-player game, one player will lead the Spanish side (Red/Yellow) and the other the Indigenous side (Blue/Green/Grey). In the one-player game (Solo mode) you play as the Spanish. You need to learn the two-player game before attempting the Solo mode.
2. Victory Conditions
Choose to play as the Spanish or Indigenous sides.
As leader of the Spanish forces, you will attempt to conquer the vibrant islands of the Caribbean, collecting gold to send back to Spain.
As leader of the Indigenous Taíno and Caribe forces, you will look to eliminate this threat from the sea, while managing ongoing internal conflicts between your forces.
There is a single Victory Point (VP) track in this game. Whenever the Spanish side gains VP, they advance the marker on this track. Whenever the Indigenous side gains VP, they move the marker backward.
The game ends immediately if the last unit from one side is removed from the Map, in which case the opposing side wins. If both sides have units on the Map at the end of Turn 6, the position of the VP marker determines the winner: If it is on the 15 VP space or higher, the Spanish side wins; otherwise, the Indigenous side wins. A side's victory can be Decisive, Substantial or Minor (see table 4.6).
3. Components
This box of Sea & Steel contains:
- 1 Mounted Map
- 6 Six-faced Dice
- 3 Player Aids
- 6 Cloth Bags
- 1 Rulebook
- 180 Counters
- 5 Leaders: 2 Spanish Leaders (1 Cristopher Columbus, 1 Guacaganarí); 3 Indigenous Leaders (1 Caonabó, 1 Anacaona, 1 Sons of Caonabó)
- 50 Spanish Units: 26 Soldiers (yellow): 7 Horsemen, 7 Arquebusiers, 12 Foot soldiers; 24 Settlers (red): 12 Pawns, 12 Notaries
- 80 Indigenous Units: 33 Taínos (green): 13 Caciques, 20 Naborias; 33 Caribes (blue): 13 Calinagos, 20 Tamas; 14 Rebels (grey): 5 Captains, 9 Troops
- 45 Other Markers: 1 Turn marker, 1 VP marker, 1 Royal Support marker, 2 Impulse markers, 20 Area markers, 1 Divine Grace/Yaya marker, 10 Palisade markers, 3 Citadel markers, 5 Parchment markers, 1 Objective marker (Solo mode)
- 52 Cards
- 23 Fate Cards (three cards for Turn 1 and 20 for Turns 2-6). One Fate card is drawn at the start of each Turn, affecting both sides. They feature special events that can affect one or both sides, and provide important information for the game Turn.
- 16 Event Cards. Each side has eight Event cards, of which five will be used in a game. They represent historical events that occurred during the period covered. Each side plays one Event card each Turn.
- 1 Columbus' Will Card. This is an optional card that provides instructions in case Columbus is eliminated during the game.
- 12 Nitayno Cards. These cards are used exclusively with the Solo mode, providing instructions for how the Nitayno (AI opponent) will act
The Map
The Map of the Caribbean is represented by 15 different areas, numbered from 1 to 15. Around the Map there are several tracks that both sides will use during the game:
- A. Divine Grace/Yaya Display 'Used/Not Used': To register and remember which side can play the marker.
- B. Game Turn Track: To mark the current game Turn. It is numbered from 1 to 6.
- C. Victory Point Track: To track Spanish Victory Points. It is numbered from 0 to 20.
- D. Impulse Track: To track both sides' impulses. It is numbered from 0 to 5.
- E. Fate Card Display: To place the revealed Fate Card for the Turn.
- F. Royal Support Track: To track Royal Support for the Spanish side, based on gold discovered on the Caribbean Islands.
- G. Ships image: To place Columbus and Spanish soldiers during the game set-up only.
- H. Prison in Spain Display: To place Columbus if he is arrested during the game (Event card effect).
- I. 2VP area indicators. They are covered by a Parchment marker during the set-up.
Anatomy of a Leader/Unit counter
Front: Full strength. Back: Reduced Strength.
- A: Attack Factor
- B: Defense Factor
- C: Attack and Defense Factor (reduced side)
Exceptions: Guacaganarí (only Reduced Strength); Sons of Caonabó and Anacaona (they do not participate in combat directly).
Anatomy of an Event card
- Illustration
- Event title
- Effect (yellow background for the Spanish and green for the indigenous people)
- Description
- Overstacking (allowed if the icon is present)
- Reinforcement and Replacement Factor (RRF)
- Card Number
Anatomy of a Fate Card
- Illustration
- Title
- Description
- Impulses for the turn
- Card Number
- Navigation Difficulties / Indigenous Conflict
- Search for Gold roll result
4. How to Play
4.1. Set-up
- Place the Map on the table.
- Sort the Units of each side by color and place them in the color-matching bags.
- Errata clarification: Units go into their designated bags, while Leaders are kept off the board—except Columbus, who is placed by the ships as shown in setup picture #4 on page 9. Other Leaders stay off board per setup picture #15 on page 9.
- Indigenous Initial Placement: For each area, draw a Taíno (green) or Caribe (blue) Unit from the bag matching the color of the area, and place it in that area. For areas with two colors roll a die: If the result is odd, place a Caribe; otherwise, place a Taíno.
- Spanish Initial Placement: Place Columbus and three randomly drawn Soldiers next to the image of the ships on the Map.
- Place a Parchment marker in each 2VP area indicator space (connected to areas 1, 2, 7, 8, and 9).
- Place the Turn marker in the '1492' space of the Game Turn track.
- Place the VP marker in the '0' space of the Victory Point track.
- Place the Royal Support marker in the '3' space of the Royal Support track.
- Place the 'Divine Grace/Yaya' marker in the 'NOT USED' space (it is not important which side up).
- Place the 2 Impulse markers (one for each faction) in the '0' space of the Impulse track.
- Each player takes their own deck of Event cards, shuffles it, and draws five cards into their hand. Return the remaining cards to the box (they will not be used in the game).
- Shuffle the three Turn 1–Fate cards into a deck and place the deck face down next to the Map.
- Shuffle the Turns 2-6–Fate cards into a deck and place the deck face down next to the Map.
- Put the 20 Area markers into the black bag and place it next to the Map.
- Place the remaining markers within easy reach.
4.2. Key concepts
Forces in the game: There are two types of force in the game: Leaders and Units. Leaders represent individuals. On the Spanish side, the Units are broken down into two types: Soldiers and Settlers; and on the Indigenous side into three types: Taínos, Caribes and Rebels. These Unit types are color-coded to match the bag they are drawn from as replacements. Each Unit type has a sub-type – for example, there are three sub-types of Spanish soldier: Horseman, Arquebusier and Foot soldier. The sub-types have different attack and defense factors. For the Settlers, the Pawn is used for the Build Citadel action, and the Notary for the Royal Notaries action.
Adjacency: This concept is relevant for movement purposes. Two areas on the map are adjacent if their numbers are consecutive. For example, Area 2 is adjacent to both Areas 1 and 3; Area 3 is adjacent to both Areas 2 and 4. As a special case, Areas 1 and 15 are considered adjacent. The marine currents, marked in blue on the Map, indicate which sea-separated areas are adjacent. An area can be adjacent even geographically it is not adjacent; adjacency is based on area number.
Royal Support: This track abstractly represents how pleased the Spanish monarchy are with Columbus' endeavors. The more gold that is found, the higher their support. The Royal Support level will affect the number of Spanish New Arrivals placed through the play of Event cards (from -2 to +2 Soldiers). It also influences the endgame VP.
Indigenous Conflict: The Taíno and Caribe tribes were in a permanent state of internal conflict before the arrival of the Spanish. Within the game, only Fate cards will trigger such conflict. If a Fate card shows the Indigenous Conflict icon, the Taíno (Green) and Caribe (Blue) Units cannot be stacked in the same area during that turn (see Fate Phase below).
Area Control: An area is controlled by one side if it contains a Leader, Unit, or a Citadel (Spanish only) of that side and no Unit or Leader of the opposing side. If there are no Units, Leaders, or a Citadel in an area, that area is under Indigenous control by default.
Removed/Eliminated: A combat outcome or Event effect may instruct a side to remove Units (Soldiers, Taínos, Rebels, etc.) from the Map. When that occurs, return them to the color-matching bags. Those Units can be drawn again in subsequent turns. When removing Palisades and Citadels markers, return them to the general supply next to the board. Some results instruct a side to eliminate Leaders or Parchments. When that occurs, return them to the box; they will not be used for the remainder of the game.
Chit Pull System: When instructed to use this system (as often occurs in the Solo mode), draw an Area marker from the black bag. The number on that marker indicates the target area on the Map. The marker is then returned to the bag.
Stacking: The stacking limit – meaning the maximum number of Units that can be placed in an area – is three Units. Leaders do not count towards this limit. It is not possible for a side to place Units in an area if it would breach the stacking limit, with two exceptions: 1) If the Event card played by that side for the Turn shows an Overstacking icon. In this case, the Stacking limit does not apply for the placement of New Arrivals in a single area (4.3.2) (but does otherwise still apply). 2) Temporarily during an Extended Movement (see 4.4.1).
Turns and Impulses: A game lasts a maximum of six Turns, each divided into Impulses. The Fate card revealed at the beginning of the Turn indicates the number of Impulses each side has for that Turn.
4.3. Game sequence
The first Turn is unique and is followed by five regular Turns. Each Turn is divided into phases. The main action in the game happens in the Impulse phase, where each side alternates taking an Impulse, the number of which is determined by the Fate card drawn for the Turn.
4.3.1. Special Turn 1 Sequence
I. Reveal the top card of the Turn 1 – Fate Deck (as there are three cards, there will be three possible game starts). Place the revealed card on the Fate Card Display on the Map.
II. Adjust the Divine Grace / Yaya marker if required so that it shows the side indicated on the Fate card.
III. Follow the instructions in the card: The Spanish side rolls a die to determine the landing area for the First Voyage in 1492.
IV. Place Columbus and the three Units drawn during Set-up – located on the ships image - in the landing area.
V. Resolve combat against the Indigenous Unit in that area. Then, roll for Search for Gold and apply the effect described on the Fate card in play.
VI. OPTIONAL: The Spanish side can activate that area, as explained in the Impulse Phase (see below).
VII. Remove the revealed Fate card from the game, and advance the Turn marker to the '2' space on the Turn Track.
4.3.2. Turns 2-6
I. Fate Phase II. Event Phase III. Reinforcement and Replacement Phase IV. Impulse Phase V. Final Phase
I. Fate Phase:
- Reveal the top card from the Turn 2-6 Fate Deck and place it on the top of the Fate Card Display.
- Resolve the Event described on the card. If a card requires both sides to take an action, the Indigenous side acts first.
- Place both Impulse markers in the space of the Impulse Track with the number shown on the Fate card.
Note: Resolving the Event on the Fate card may result in a change of control of an area and a Search for Gold roll.
The Fate card shows the number of Impulses for the turn, the outcomes for the Search for Gold roll, and whether Naval Difficulties (see Movement section) or Indigenous Conflicts (see below) apply. All these apply for the entire turn.
Indigenous Conflict
If the Fate card shows Indigenous Conflict, and one or more areas have both Taíno and Caribe Units (and no Indigenous Leader, see below), immediately resolve one combat round between the Taínos and the Caribes in each such area. Both Taíno and Caribe Units use their Attack Factor for combat (i.e. neither is considered the defender). After resolving this combat round, Taíno and Caribe Units remaining in the same area can coexist, but no Taíno Unit can move to an area containing a Caribe Unit, and vice-versa for Caribe Units, for the rest of the Turn.
Exception: The Leaders Caonabó, Guacaganarí, and Anacaona can coexist with Units of both tribes. Furthermore, the Indigenous Conflict requirement has no effect in areas with those Leaders, meaning that no combat is fought and Units of both tribes can move there.
II. Event Phase:
Both players choose an Event card from their hand without revealing it. Once both players have selected a card, they reveal it.
Starting with the Indigenous side, resolve the Event cards from top to bottom.
The Event card may specify that new Units arrive. Where this is the case, each side draw the number of Unit counters indicated on the card from the corresponding bag.
The new Units are then placed according to the card's instructions. This may cause a combat that is resolved immediately. If multiple placement areas are valid, the placing side can choose between them (but must still respect the stacking limit).
If the card shows the Overstacking icon, all the Units and Leaders of that side must be placed in a single area (even if this means there will be more than three Units in the area).
The number of Spanish soldiers that can be placed is modified by the Royal Support level (as indicated on the Royal Support Track on the Map). The Royal Support effect only applies to this Phase
EXAMPLE: For instance, the Spanish side plays card number 9 to deploy 7 soldiers. The Royal Support marker in box 2 of the Royal Support register indicates -1 soldier. Therefore, only 6 soldiers will be deployed.
If the Spanish side places a Royal Notary (Settler), they can immediately take the free Royal Notaries action (see 4.4.3).
III. Reinforcement and Replacement Phase:
In this phase, additional new Units can arrive as reinforcements, and existing reduced Units may receive replacements, allowing them to flip to their full strength. The Indigenous side applies their reinforcements and replacements first.
The number of reinforcements and replacements is determined by a side's Reinforcement and Replacement Points (RRP) for the Turn, which is itself determined by the Reinforcement and Replacement Value (RRV) on the Event card played by the side. To determine the number of RRP, compare the RRV on the two Event cards. If the RRV difference equals 0 or 1, both sides have 2 RRP. Otherwise:
- The side with the lower RRV has RRP equal to the difference between the two RRF.
- The side with the higher RRV has 1 RRP.
RRP can be spent as follows:
a) Reinforcements: Draw new Units from a bag, spending 1 RRP per Unit*; and/or, b) Replacements: Flip existing Units/Leaders on the Map to their full-strength side, spending 1 RRP per counter flipped.
Rebels may not be selected as reinforcements or receive replacements; they are only deployed by he Indigenous side during the Event Phase.
*Note: Reinforcements are drawn at full-strength. For this reason, it is generally better for a side to spend RRPs on reinforcement than replacements. However, replacements are important for recovering half-strength Leaders.
If you have 2+ RRP, the first two Units drawn cannot be from the same bag. If you draw a Soldier, the next point must be spent on a Settler, and vice versa. The same applies for the Indigenous side. This ensures that reinforcements are balanced and not just of one type.
EXAMPLE: Suppose the difference between the RRV of the two RRV is 3. In this case, the Spanish side played a lower RRV so spends 3 RRPs to draw new Units. It must draw a Soldier Unit and a Settler Unit before drawing a second of one type; it could not draw three of the same type.
Reinforcements must be placed according to the priority list below (use the first that applies). They may not be placed such that they cause an overstack, regardless of if the Event card in play has the Overstacking icon. All reinforcements are drawn before any are placed.
Reinforcement priority list:
- Place counters in areas the side controls.
- If (1) is not possible due to stacking restrictions (see Key Concepts), place them in empty areas adjacent to an area the side controls.
- If there are no empty areas, place them in enemy areas adjacent to an area under the side controls. After a side places all its Units, resolve combat immediately (i.e. if the Indigenous side places Reinforcements and it causes a Combat, this is resolved before the Spanish side places its Reinforcements).
No restrictions apply with Replacements: any counter may be flipped to full strength: choose the reduced Unit/Leader and flip it.
IV. Impulse Phase:
Each turn is made of two to five Impulses, as set out on the Fate card. Sides alternate taking actions during each Impulse. In each Impulse, each side must resolve one single action. Passing is not permitted.
The Indigenous side always goes first.
Indigenous side: The Indigenous side must ACTIVATE AN AREA.
Spanish side: Choose one action between ACTIVATE AN AREA and BUILD. The Royal Notaries is an additional free action that can be taken (see 4.4.3).
Overstacked areas
If a side exceeds the stacking limits in one or more areas because of the Event, they must activate the overstacked areas first to resolve the overstack.
Note: In rare situations where it is not possible to resolve the overstacking in one Impulse, the overstacked side must activate overstacked areas first in the following Impulses, until all the overstacking is resolved.
Impulse flow (diagram): Move the Impulse marker one space to the left. ACTIVATE AREA (Movement (Standard or Naval); Combat (if there are enemies in the target area); Search for Gold (Spanish side only, and only if it gains control of the area); Raid) or BUILD (Spanish side only), then MODIFY ROYAL SUPPORT (Spanish side only), then END OF IMPULSE.
- First, move your Impulse marker one space to the left.
- The Spanish side decides whether to Build or select an area to activate. The Indigenous side only chooses an area to activate.
V. Final Phase:
After both players have finished all their impulses, perform the following steps:
a) Victory Check: If one side has no Units/Leaders on the Map, the game ends immediately, and the other wins. b) If the Guacaganarí Leader is on the Map showing the Spanish side, roll a die. If the result is a 6, flip it to the Indigenous side; it will not change sides again for the remainder of the game. c) Check whether the Divine Grace / Yaya marker has been used this turn. If it has not been used during the whole turn at least once, flip it. The opposing side will have access to it from the start of the next turn (see Divine Grace/Yaya). d) Start the next turn beginning with the Fate Phase.
4.4. Actions
4.4.1. Activate an area
A side can activate any of its controlled areas, but it must activate an Overstacked area first (see above).
A side can then Move and Fight with the chosen units, conduct a Raid, or Build (Spanish Faction only).
A) Movement:
A side can activate any of its controlled areas, but it must activate an Overstacked area first.
There are two movement types: Standard and Naval. When an area is activated, Units/Leaders in that area can each take either of these movement types (they do not all have to do the same type). A Unit/Leader in an area activated for movement does not need to move. Except for Extended Movement (see below), the stacking restrictions apply at all points during Movement.
- Standard Movement: Move any number of the side's Units/Leaders from the activated area to one or more adjacent areas. When moving more than one Unit/Leader, they can be moved to different adjacent areas. Remember that adjacent areas are areas with consecutive numbers, even if there is a sea between them, and that areas 1 and 15 are also adjacent.
- Naval Movement: Move any number of the side's Units/Leaders from the activated area to one or more non-adjacent areas (usually separated by sea). When moving more than one Unit/Leader, they can be moved to different non-adjacent areas. The following restrictions apply to Naval Movement:
Navigation Difficulties: Some Fate cards show the Navigation Difficulties icon. If the Fate card in play shows this icon, the moving side must reduce one Unit (flip it to the Reduced Strength side) or remove a reduced Strength Unit in the activated area prior to the Naval Movement. This single reduced/removed Unit allows for any number of Leaders/Units to Naval Movement from the activated area.
Note: Because of this rule, if there is only a single reduced Unit in an area it will not be able to use the Naval Movement when Navigation Difficulties are present.
Indigenous Naval Restriction: The Indigenous people did not have deep-sea vessels and could not navigate in the open sea. Consequently, a tribal Leader/Unit may only Naval Move by accompanying a Rebel Unit: For each Rebel Unit that takes a Naval Movement, one Indigenous Unit/Leader can move to the same area as the Rebel Unit. Note that the Navigation Difficulties rule also applies to the Indigenous side.
Design note: It is possible for Indigenous Units to Standard Move and Raid across water to numerically adjacent areas, even if these are quite far apart on the map, without this restriction. The darker shaded areas on the seas (which connect numerically adjacent areas) reflect currents that indigenous people could navigate with canoes; it is only for open seas without such currents that they are restricted.
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Extended movement: When completing a Movement of any type, if one or more Units/Leaders move to an area with no enemy Units/Leaders present (Units/Leaders of the same side may be present), this area may be immediately activated again, following the same movement rules as above. This may use a different movement type – e.g. a Unit moves using Standard movement for the first activation, and then Naval movement from the newly activated area.
This allows the Units/Leaders to move twice in a turn. It is not required to move all the same Units/Leaders again; the activating side chooses. The final destination area may have enemy Units/Leaders present (in which case a combat will occur, see below).
No Unit or area may be activated more than twice in an impulse using Extended Movement.
Note: It is possible through Extended Movement to activate a 'chain' of areas, provided the above restriction is met.
During Extended Movement, temporary overstacking is allowed in the intermediate areas. At the end of the Impulse, overstacking is not allowed.
Note: The Navigation Difficulties rule also applies to the second area: if one or more Leaders/Units wishes to Naval Move, the activating side is required to reduce/remove a Unit in this new area (even if they have already done so in the area initially activated).
Play note: There are no restrictions on the order movements are carried out. A side may fully resolve an extended movement with one Unit, before moving another Unit from the area first activated. Or it may move do initial moves with multiple Units/Leaders from the first activated area and then resolve all the extended movements. If a Move action results in Units/Leaders from both sides in the same area, the movement stops and the combat will be resolved once all other movements are carried out. This can be an important tactical decision in the game. It may be helpful to tap Units moved by 90 degrees to keep track of who has moved and to which area. Set them back to their normal position at the end of the Impulse.
Example of Extended Movement
The Spanish player activates area 3. In this example, there is no Navigation Difficulties. Columbus Naval Moves to area 10, a Soldier to area 6, and a Pawn to area 5. A Notary remains in area 3.
The Spanish player now has the option to perform Extended Movement from the areas just moved into (5, 6, and 10). First, area 10 is activated for an Extended Movement. Columbus and a Soldier Naval move to area 7, while another Soldier moves to area 9. A Pawn remains in area 10. Next, area 5 is activated, and the Soldier Naval moves to area 15, leaving a Pawn in area 5. Finally, area 6 is activated. One Soldier Naval moves to area 4, and another to area 8, leaving a Soldier and a Notary in area 6.
If the Spanish side gains control of an empty area after the Movement, change the VP marker position accordingly and roll for Search for Gold (See C) Search for Gold below).
B) Combat:
Once a Movement action ends, combat occurs in each destination area with enemy Units. The attacker chooses the order of combat resolution.
Combat is resolved simultaneously unless it is triggered by an Event and the Event states otherwise. In the latter case, the designated side will attack and inflict losses on their opponents before their opponents can attack back.
Combat ends when there are no more Units from one or both sides in the area.
Combat flow (diagram): Assign Units/Leaders (Max. 3; the attacker assigns first) → Apply Modifiers (if there are any) → Roll the dice (1 per Unit/Leader) → Assign hits (the attacker assigns first) → if Units from both sides remain: does one side withdraw (the defender chooses first)? If YES, Standard or Naval Movement of one or more Units/Leaders (to a controlled or empty area); if units from both sides still remain, another round; otherwise COMBAT ENDS (adjust VP if control changes).
A side can assign up to three Units/Leaders to a single round of combat. If more Units/Leaders are present, these are considered in reserve for this round of combat. In each round of combat at this point, a side may 'swap' in a Unit/Leader from the reserve, placing an existing Unit/Leader in the reserve if necessary to meet the three Unit/Leader limit. The attacker assigns their Units first, followed by the defender.
- Combat Factors (CF): If attacking, a Unit/Leader uses their Attack Factor. If being attacked, they use their Defense Factor.
Combat Modifiers: Add or subtract all the applicable modifiers to the relevant CF; no Unit can increase its CF beyond 5 nor decrease it below 1:
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Jungle Areas (dark green spaces on the Map 3, 4, 5 and 7):
- +1 to the CF of Taínos, Caribes, and Settlers when defending.
- -1 to the CF of Soldiers, Rebels, and Columbus when attacking.
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Palisade: +1 to the CF of the Spanish side when defending.
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Citadel: +2 to the CF of the Spanish side when defending.
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Dice Rolls: Each side rolls 1 die per Unit/Leader in combat (maximum of 3 dice per side):
- 1 is always a hit.
- 6 is always a miss.
- Hit: Each die value equal to or less than the modified applicable CF of the Unit/Leader being rolled for causes 1 hit to the enemy side.
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Assign Impacts: The affected side reduces one step of one of their Units/Leader in combat per hit received. If a reduced Unit receives a hit, remove it back to the supply. If a reduced Leader receives an impact, eliminate it.
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Combat Withdrawal: After resolving all the hits, each side can withdraw any number of their Units/Leaders from that area, starting with the defender. Units/Leaders must withdraw into either:
- a. An empty area, but not an area where the attacker(s) came from, or
- b. An area controlled by their side with no enemy Units/Leader present (i.e. not an area where a combat will take place) and where stacking limits permit it.
Any Citadel or Palisade in an area with only the Indigenous side remaining is automatically removed.
Adjust the VP marker position after each change of control of an area: add 1VP/2VPs if the Spanish side gains control of a new area or reduce 1VP/2VPs if the Indigenous side regains control. Then, if the Spanish side now controls the area, it must roll for Search for Gold.
C) Search for Gold:
This represents the eagerness of the Conquistadors and the Spanish Crown to acquire treasures in the newly conquered lands.
If the Spanish side gains control (including regaining control) of an area after resolving movement and combat, or due to the effect of a Fate or Event card, it rolls to Search for Gold, checking the outcome on the table in the Fate card in play.
The sole effect of discovering gold is to advance the Royal Support marker, which provides extra VP for the Spanish side and increases the number of new arrivals obtained from Event cards.
But beware! Royal Support may also decline, negatively affecting the VP and the number of new arrivals. Therefore, it is worth scrutinizing the Fate card table before deciding whether to attempt to gain control of an area, as when the Spanish side gains control, it must Search for Gold.
D) Raid
A Raid is a military operation to wear down the enemy without engaging in direct combat. It is risky, but it may disrupt the enemy's operations.
Instead of moving, Units/Leaders in an activated area can Raid enemy Units in an adjacent area.
To resolve a Raid, the activating side:
a) Chooses an area with enemy Units adjacent to the activated area. b) Rolls a die, applying the modifiers (see below), and checks the outcome using the modified roll.
Raid die roll modifiers:
- +1 if the Raid targets an area with Citadel.
- -1 if it is an Indigenous-only Raid (no Rebels in activated area) into a Jungle area.
1st Raid attempt results:
| Roll | Result |
|---|---|
| 1-2 | The raider removes the defending Unit (not a Leader) with the highest CF. |
| 3 | The raider reduces the defending Unit (not a Leader) with the highest CF. |
| 4-5 | No effect. The Impulse ends. |
| 6 | The raider reduces the raiding Unit or Leader with the highest CF. The Impulse ends. |
If the Raid is successful (On a 1-3 modified roll), the raiding side may immediately make another Raid in the same area. This is risky, and thus is optional.
If Raiding for a second round in the same area: Roll a die, apply the modifiers (see above), and check the outcome using the modified roll in this table:
2nd Raid attempt results:
| Roll | Result |
|---|---|
| 1-2 | The raider removes the defender Unit (not a Leader) with the highest CF. |
| 3 | The raider reduces the defender Unit (not a Leader) with the highest CF. |
| 4-5 | The raider reduces the raiding Unit or Leader with the highest CF. The Impulse ends. |
| 6 | The raider removes the Unit or eliminates the raiding Leader with the highest CF. The Impulse ends. |
Note: A Leader can make a Raid alone. This is risky as any removal or reduction must be applied to it. On the other hand, a Leader can never be targeted by a Raid, only Units can be.
4.4.2. Build
During the initial years of conquest in the Caribbean, the Spanish built Palisades and Citadels. These formidable fortifications provide a significant defensive boost and can serve as strongholds in the battle to control the islands.
To reflect this, instead of activating an area, the Spanish side can take the Build action, building either a Palisade or a Citadel (not both).
Palisades: Up to three Palisades may be placed with a single Build action. Only one Palisade is permitted per Spanish controlled area, and they may not be placed in a Jungle area. A Palisade does not count towards the area's stacking limit. If there are no Spanish Units/Leader in an area with a Palisade it is removed. It may be rebuilt later.
Citadels: Up to two Citadels may be placed with a single Building action. A Citadel may only be built in an area with a Palisade and a full or reduced strength Pawn (Settler). The Palisade and the Pawn are removed back to the supply when the Citadel is placed (a Palisade and Citadel may not be present in the same area). A Citadel does not count towards the area's stacking limit. They are only removed when the Indigenous side gains control of the area (i.e. different from Palisades, which are removed if there are no Spanish Units/Leader present). Citadels are considered a Unit, therefore a Citadel in an empty area (without Spanish Units/Leaders) is considered under Spanish control.
At the end of the game, if there are three Citadels on the Map and the Spanish side does not gain +1 VP from the Royal Support Track, the Spanish side gets +1 VP from the Citadels (i.e. it is not possible for the Spanish side to get the +1VP from both sources).
At the end of the game, if there are no Citadels on the Map, the Spanish side loses 1 VP.
4.4.3. Royal Notaries
Royal Notaries accompanied Columbus to witness, document, administer and map the new territories.
In the game, this is represented by a VP increase in certain areas.
Areas 1, 2, 7, 8, and 9 on the Map award up to 2VP. These areas were vital for the conquest because they were either fertile or strategically important.
At the beginning of the game, all these areas are worth 1VP (there is a Parchment marker covering the 2VP icon). Only the Notaries can change an area value to 2VP, by taking the Royal Notaries action. Once done, the area is worth 2 VP for the remainder of the game, regardless of which side controls it.
The Spanish side can take this free action during:
a) The Event phase (when placing new arrivals) b) The Reinforcement and Replacement phase c) During any Spanish Impulse (upon finishing Movement or Combat)
It may not take it during the Fate Phase.
To do so, there must be a Notary in the relevant area. In the Event and Reinforcement and Replacement phases, simply remove the Notary and the Parchment marker from the area. In the Impulse phase, the Spanish side must activate the area to remove the Notary and the Parchment.
4.5. Divine Grace/Yaya
This marker indicates Divine Intervention. Yaya was one of the main gods of the Taínos. The marker has two sides: Divine Grace (the Spanish side) and Yaya (the Indigenous side). It can be used by the side with the face showing following any Combat or Raid roll (including during the Fate or Event Phases) or by the Spanish side following the Search for Gold roll.
If used, it allows the side to:
- Reroll any number of rolled dice once; or
- Reduce the value of a single die rolled by 1.
In the case of a Combat, its use must be declared immediately following a roll, before the opposing side rolls or declares a Retreat.
Important: The Divine Grace/Yaya marker can only be used once per Fate or Event Phase and once per Impulse during the Impulse Phase by a single side (not once for each side). Flip the marker and place it in the used box after utilizing its benefit.
If the face-up side does not use it during a whole turn, at the end of the turn it flips to the other side.
Play note: Since it does not have an Impulse Phase, this step of flipping the marker to the other side is skipped on Turn 1.
Example
(I) The marker is on the Yaya side, meaning the Indigenous side can use it. The Indigenous side goes first, and on its Impulse uses the Yaya. It is flipped to the Divine Grace side, and moved to the used box. (II) As it will not return to the 'Available' box until the start of the second Impulse, the Spanish player cannot use it this Impulse. The first Impulse ends and the Divine Grace marker is moved to the 'Available' box. (III) The Spanish side can now use it this Impulse. Even if they choose not to, it will remain on the Divine Right side and be available to be used by the Spanish side on the third Impulse.
4.6. End of game
The game ends when any of these conditions occur:
a) At the end of the Final phase, if one side has no Units/Leaders* on the map, the other side wins immediately. b) At the end of Turn 6.
*REMINDER: A Citadel counts as a Unit for the Spanish side.
If the game ends at the end of Turn 6, adjust the current VP (recorded each turn by area control) as follows:
- +1/-1 VP according to the Royal Support level.
- +1 VP if there are three Citadels on the Map*.
- -1 VP if there is no Citadel on the Map.
- -1 VP if the Marker Leader "Anacaona" is on the Map showing the Indigenous side.
*REMINDER: This does not apply if the Spanish player has obtained +1VP from the Royal Support level.
The Spanish side wins if the total VP is equal to or higher than 15. Otherwise, the Indigenous side wins. Check the victory level in the table below.
| Indigenous victory | Spanish victory | ||
|---|---|---|---|
| 0-10 VP | Decisive Victory | 15-16 VP | Minor Victory |
| 11-12 VP | Substantial Victory | 17-18 VP | Substantial Victory |
| 13-14 VP | Minor Victory | 19-20 VP | Decisive Victory |
5. Solo Mode
Sea & Steel: Columbus' Voyages Solo mode offers an engaging challenge for players who wish to test their strategies against an AI opponent, the Nitayno (representing a Taino Nobleman/Leader).
In this mode, the player leads the Spanish side, and the Nitayno the Indigenous side. Below are some guidelines for learning how to handle the Nitayno. When in doubt, use common sense and execute what you believe is in the best interest of the Indigenous side.
5.1. Key concepts
There are some important concepts that should be understood and applied before starting the solo game:
Chit Pull System: When using this system for the Nitayno and the marker drawn does not apply, instead of drawing a new marker, count areas downwards from the drawn number until reaching an applicable area (e.g. if determining an area to activate you draw a 9 and area 9 is empty, instead of drawing a new marker count down from 9 until you reach an applicable area). If you draw 1, go to 15 and then start going downwards from there.
Garrison: The Nitayno must maintain, whenever possible, two Units in 2PV areas (including where the Parchment has not yet been removed) and one Unit in Jungle areas.
Divine Grace/Yaya: N/A. This is not used by either side in Solo mode.
5.2. Components and setup
Components: The Solo Mode incorporates the following components:
- Turn 2 Nitayno cards (three cards). These cards consist of a single event. Apply it upon revealing the card following the guidelines shown on it.
- Turn 3-6 Nitayno cards (nine cards). These cards have two events. The first event (top) is applied immediately upon revealing the card following the guidelines shown on it. The second event (TURN 6, bottom) is applied exclusively in the last impulse of the Nitayno on the last turn of the game.
- 1 Objective Marker. This marker supports the TURN 6 event of Nitayno card #46.
Set-up: Follow the set-up of the 2-player game with the following modifications (the numbers refer to the 2-player setup steps):
- The Nitayno does not draw five cards at the start of the game. Instead, shuffle the Indigenous player's pack of Event cards and set it aside face down. 13.1) Form two decks, one with the three Nitayno cards for turn 2 and another with the nine Nitayno cards for turns 3 to 6. Shuffle them separately and place them face down next to the Map. 15.1) Place the Objective marker next to the Map.
- Select the level of difficulty as explained in section 5.4. DIFFICULTY LEVELS. Skip this step to play the regular Solo mode difficulty level.
You are now ready for the Solo challenge.
5.3. Gameplay
Play Turn 1 as indicated in section 4.3.1. Special Turn 1 Sequence. For Turns 2 to 6, use the following sequence of play and instructions:
5.3.1. Fate Phase 5.3.2. Special Solo Phase 5.3.3. Event Phase 5.3.4 Reinforcement and Replacement Phase 5.3.5 Impulse Phase 5.3.6 Final Phase
5.3.1 Fate Phase
Follow the two-player rules (page 12 of the rules).
For any deployment of Units (Nitayno), use the Chit-Pull System to assign a valid placement area (see 4.2/5.1). If the drawn area marker shows:
- A Spanish-controlled area: Only place here if there is no Indigenous-controlled or empty area on the Map. In which case resolve a combat immediately after placement. Otherwise, place in the next lower-numbered non-Spanish controlled area.
- Non-Spanish controlled area: Place here up to the stacking limit. If the drawn area is not / no longer valid (it is already at the stacking limit, or the stacking limit has now been reached by placing new Units), place in the next lower numbered area - again only placing in Spanish area if no non-Spanish controlled areas remain - until all Units are placed.
Remember to follow the stacking limit unless the Nitayno Event cards shows the Overstacking icon.
5.3.2 Special Solo Phase
Depending on the current game Turn, reveal a card from the Turn 2 Nitayno deck or the Turn 3-6 Nitayno deck.
Check the position of the VP marker and follow the instructions on the card accordingly.
For any deployment of Units, use the Chit-Pull System to assign a valid area (as per the Fate Phase rules above).
On Turn 6 only, the bottom half of the revealed Nitayno card is applied on the last Impulse of the Nitayno (see Impulse Phase below).
If the effect cannot be applied for any reason, another card should be drawn from the deck solely for this purpose.
5.3.3. Event Phase
Select and play an Event card from your hand for this turn. Then, the Nitayno reveals a random card from the Indigenous Event card deck.
Play note: This is the reverse of the turn order for the two-player game.
Be sure to meet the following conditions for the Indigenous side events:
- If the Nitayno reveals the 'Pearls of Columbus' card and the Nitayno has seven or fewer Units on the Map, reveal another card. Then, shuffle the 'Pearls of Columbus' card back into the Indigenous Event deck.
- If the Nitayno reveals the 'Storm at Sea' card and the number of Spanish Soldiers on the map is six or less, reveal another card. Then, shuffle the 'Storm at Sea' card back into the Indigenous Event deck.
- Otherwise, play the revealed card.
For any deployment of Units, use the Chit-Pull System to determine a valid area. If the target area is invalid (because of stacking limits or other conditions indicated in the cards), go to the next lower-numbered area until a valid target area is reached.
Example: The Nitayno reveals the card 'Ovando turns a deaf ear'. The Indigenous Conflict effect is in play. There is one Caribe Unit in area 1 and one in area 2, and a Spanish Unit in area 10. The Nitayno places two Caribe Units in area 1, and two in area 2. The fifth and final Caribe Unit cannot be placed in these two areas due to stacking limits, and it cannot be placed with the Tanios due to the Indigenous Conflict, so it is removed back to the supply. Then the player places three Tanio Units in area 10 and resolves a combat with the Spanish Unit there.
5.3.4 Reinforcement and Replacement Phase
Calculate the RRP for each side according to the two-player rules (4.3.2).
For any deployment of Units, use the Chit-Pull System to determine a valid area, with the additional requirements listed here:
a) The color of the Units deployed by the Nitayno must match the color of at least one of the Units in the target area. b) If multiple colors are present in the target area, choose the color with the highest combat factor (Caribe units take precedence if there is a tie). c) If the target area is empty (still under Indigenous control), use the color printed in the area. If the area shows two colors, place Caribe units.
The Nitayno never uses replacements, only reinforcements. If there are no more Units to draw from any Unit bag, the Nitayno won't be able to deploy more Units until there are Units back in the bag.
5.3.5 Impulse Phase
The Nitayno's Impulse is split into two steps:
- Determine an area to activate.
- Execute an action.
1) Determine an area to activate
Use the Chit-Pull System to determine an area for activation. The area must have Indigenous Units/Leaders present.
2) Execute an action
The Nitayno will take one of two actions: Move - and if Spanish Units are present, it will initiate a combat - or Raid, based on the following:
Note: If there is no valid action to take (e.g. the action is to Raid, but there are no Spanish Units in adjacent areas), activate the next lower-numbered area with Indigenous Units/Leaders present. In the unlikely situation that there is no area from which the Nitayno can take valid action, it skips its Impulse.
Activation area:
- 2 VP area (even if still covered by Parchment marker):
- 3+ Units – The Nitayno will select a target area and Move.
- <3 Units – The Nitayno will Raid (selecting a 2VP area if possible).
- Jungle area:
- 2+ Units – The Nitayno will select a target area and Move.
- 1 Unit – The Nitayno will Raid (selecting a 2VP area if possible).
- Other area: The Nitayno will select a target area and Move.
Target area:
The Nitayno considers all possible areas that can be reached from the activated area via Standard / Naval (if Rebels present) / Extended Movement, and then applies the prioritization below.
If a priority area cannot be reached, go to the next priority. If multiple areas can be reached that meet the same prioritization requirement, use the Chit Pull method to determine which to target:
- Empty 2 VP areas (areas 1, 2, 7, 8, and 9)
- The Nitayno will Move as many Units as possible* from the activated area to the target area.
- 2 VP areas with Spanish Units where it would have Combat Superiority (see below).
- The Nitayno will Move as many Units as possible* from the activated area to the target area and initiate a combat.
- Empty 1VP areas.
- The Nitayno will Move one Unit* (highest defensive CF if multiple Units present) from the activated area to the target area.
- 1VP areas with Spanish Units where it would have Combat Superiority.
- The Nitayno will Move as many Units as possible* from the activated area to the target area and initiate a combat.
- 2VP areas with Spanish Units. (No Combat Superiority).
- The Nitayno will Raid the target area.
- 1VP areas with Spanish Units. (No Combat Superiority).
- The Nitayno will Raid the target area.
* In all cases, the Nitayno will respect Garrison (see 5.1 Key Concepts) and stacking restrictions when moving. It will always Move Indigenous Units with the highest CF if there are multiple options.
Play note: Remember to try and play the Nitayno optimally. This means considering the options presented to the Nitayno by taking Extended Movement, and/or Naval movement if Rebel Units are present. Not only does this expand the number of potential target areas, but it also expands the potential number of Indigenous Units that can be moved.
Example: Using the Chit Pull, area 7 has been selected for activation. This area contains Spanish Units. The next lower numbered area that qualifies is area 6, so this is the area that is activated. This is not a 2VP or Jungle area, meaning the Tanio located there will attempt to Move. The Tanio there can only reach three areas: 5 and 7 through Standard Movement, and area 4 by moving to area 5 and then making an Extended Movement. Going through the prioritization criteria, areas 5 and 4 do not meet any prioritization criteria to apply as target area. Area 7 meets prioritization (5): a 2VP area with Spanish Units (No Combat Superiority). So the Nitayno will Raid area 7.
The Nitayno in combat
Combat Superiority: Except if attacking due to an Event, the Nitayno will only attack if it would have more full-strength Units in the area than the Spanish side or, in case of a tie, if the sum of the attacking combat factors of all Nitayno attacking Units is equal to or greater than the sum of the defensive combat factors of the Spanish defenders.
Continuing combat: The Nitayno will only continue to another round of combat as the attacker or defender if it has Superiority, otherwise it withdraws.
Withdrawals: Indigenous Units withdraw using Standard Movement (not Naval) to the area with the most Indigenous Units, up to the stacking limit. If the stacking limit is reached and Units remain to be withdrawn, it will withdraw the remainder to the next area with the most Indigenous Units. If there are multiple qualifying areas, determine the area by the Chit Draw System. If one or more Units cannot be withdrawn, then combat continues. If the Nitayno is unable to withdrawal all its Units, it will prioritize in the reverse order to how it assigns hits (see below – e.g. it will prioritize withdrawing Leaders first).
Exception: During the last two impulses of the final turn of the game, and/or if defending areas 1,2,7,8 or 9, the Indigenous side never withdraws from combat.
Assigning combat hits: The Nitayno will assign combat hits according to the following priority, starting with the Units of the worst quality for that Unit type, and then following the order (going rightwards) shown below.
Priority order, shown on the printed counters as Attack factor / Defense factor, first to last: green 1/2, green 2/2, blue 3/2, blue 3/3, grey 4/3, grey 4/4, then two Leader counters (Attack/Defense 3 and 4/4 as printed on the Leader counters).
If there is more than one Unit of the priority type, the Nitayno prioritizes the removal of reduced Units over the reduction of full-strength Units. Therefore, if there are Units with reduced strength, you must assign hits to those Units first.
Nitayno Raids
If it Raids a 2VP area and is successful, the Nitayno always performs the second optional Raid.
If it Raids a 1VP area and is successful, it only performs the second optional Raid if there are Soldier Units in the area (not if there are only Settlers).
Assigning Raid effects:
Assigning the effects of a Raid uses a different set of priorities to combat (reflecting the fact that Units with the higher Combat Factor are affected by Raids):
Assigning Raid effects to Spanish units (first to last, Attack/Defense factors as printed on the counters): yellow 5/4, yellow 4/4, yellow 4/5, red 2/1, red 1/2.
Assigning Raid effects to Indigenous units (first to last, Attack/Defense factors as printed on the counters): grey 4/4, grey 4/3, blue 3/3, blue 3/2, green 1/2, green 2/2.
The Nitayno will assign effects to a Leader only if there are no other Units in the activated area.
If the Nitayno must remove a Unit (Indigenous or Spanish) due to a Raid effect and more than one of the same type is present, it will select a full-strength Unit if possible.
REMINDER: If the game is on turn 6, the Nitayno will apply the instructions on the bottom of the Nitayno card for his last Impulse. If the effect cannot be applied, draw another card and use it for this purpose alone.
5.3.6. Final Phase
Check if the game has ended. If not, proceed as indicated in the two-player rules (page 16).
5.4. Difficulty levels
If you find the standard Solo mode too easy there are two higher difficulty-level modes that will challenge your skills.
Caribbean Governor (Level I)
The following additional instructions apply:
- The Spanish side does not get the additional +1VP for getting a Royal Support of 8 points or more at the end of the game.
- The Nitayno always places at least two Units during the Reinforcement & Replacement Phase (even if it was entitled to deploy only one).
- If Caonabó (Leader) is on the Map on its reduced side, automatically flip it to its full-strength side during the Reinforcement & Replacement Phase.
- In the Event Phase, the Nitayno draws two cards from its Event deck and selects the one with the lowest RRV for the turn, unless the Event has no effect. In that case, it uses the other card. Shuffle the unused card back into the deck.
Viceroy of the Indies (Level II)
In addition to the instructions listed in Governor of the Caribbean (Level I), the following instructions apply:
- To gain any level of Victory, the Spanish side must control all five 2VP areas (even if they still have the Parchment) at the end of the game. Otherwise, the Indigenous side wins.
- If the Spanish side does not build at least one Citadel before the end of the game, subtract 2VP instead of 1VP.
- Prior to placing reinforcements, the Nitayno will spend RRPs on flipping reduced Rebel Units on the Map to full-strength. Once all Rebel Units are at full strength, it will spend remaining RRPs placing reinforcements as normal.
- If the Nitayno rolls three dice during combat (either as attacker or defender) and does not inflict any hits on the Spanish Units, it re-rolls the three dice.
Solo Mode Player Aid
Note: the rulebook's Components page prints a Spanish-language solo player aid (setup changes, Turns 2-6 sequence, difficulty levels, hit assignment order and Chit Pull reminder). It repeats the content of section 5 above and is not separately transcribed.
Clarifications and Errata (official, v1.1, 2026-01-22)
Clarification: In the initial setup, Units go into their designated bags, while Leaders are kept off the board—except Columbus, who is placed by the ships as shown in setup picture #4 on page 9. Other Leaders stay off board per setup picture #15 on page 9.
Clarification: Fate Card #29, "Paradise on Earth," applies to all types of Units and Leaders, including reduced Leaders and Rebel Units.
Errata (cards):
- Indigenous Event Card #4, "Roldan's Revolt": the card reads "Roll a die for Rebel Units," followed by "1: 2 Units / 2-3: 3 Units / 4-5: Units / 6: Units." The correct information is "4-5: 4 Units / 6: 5 Units."
- Spanish Event Card #9, "Columbus 2nd Voyage": "...in areas 5, 6, or (instead of and) 15."
- Fate Card #29, "Paradise on Earth," should read: "All Units/Leaders in the chosen areas are flipped to full strength," instead of just "All Units."
Cards Glossary (official, v1.0, 2026-01-22)
Historical background for the Event and Fate cards, with gameplay clarifications for specific cards.
A. Event Cards
Card #1: Alonso Pinzón's Desertion. History: During the first voyage, after the discovery of the Lucayan Islands and Cuba, Martín Alonso Pinzón (commander of the Pinta) abandoned Columbus on November 21, 1492. He sailed independently until the two reunited on January 6, 1493.
Card #2: Caonabó's Attack. History: In January 1493, while attempting to gather supplies on the north coast of Hispaniola, Columbus was attacked by Caonabó's tribe at Punta Flecha. When Columbus returned from Spain in late 1493, he found the Navidad fort destroyed and all 39 men he had left behind dead. The cacique Guacanagarí identified Caonabó as the culprit. In 1495, Caonabó attacked the Santo Tomás fortress but was defeated by Alonso de Ojeda.
Card #3: Columbus's Pearls. History: Columbus discovered pearls on the coast of South America. Historians debate whether he intended to hide their location from the Crown for his own profit or if he planned to hand them over as required. Use: To reflect this historical uncertainty, this event requires a die roll. If the result dictates the removal of Spanish soldiers, units in Columbus's current area must be removed first, followed by those in the nearest adjacent area. If Columbus is not on the board, the Spanish player chooses which units to remove.
Card #4: Roldán's Revolt. History: In 1497, Francisco Roldán rebelled against Bartholomew Columbus and established a rival regime in western Hispaniola. By 1498, he had recruited half of the Spaniards on the island; every town and fort joined him except for La Vega and La Isabela. Upon Christopher Columbus's return in 1498, he signed a pact with the rebels (August 1499), granting them land, back pay, and the right to use native labor.
Card #5: Tension Jumps in the Caribbean. History: The Carib people offered the fiercest resistance to Spanish settlement, utilizing fast canoes, poisoned arrows, and effective guerrilla tactics.
Card #6: Taínos Raise the Tension. History: While generally less warlike than the Caribs, the Taínos opposed the conquest through cunning and indirect resistance, including ambushes and calculated assimilation.
Card #7: Ovando Turns a Deaf Ear. History: In June 1503, the ships of Columbus's fourth voyage were forced to beach on Jamaica. The crew lived in the stranded hulls for months. While Diego Méndez traveled to Hispaniola by canoe to seek help, Governor Nicolás de Ovando delayed sending aid for nearly a year. He eventually sent a single ship that refused to dock, merely delivering a roasted pig and the Governor's greetings. Use: The 8 units provided by this card are distributed among the three designated zones, respecting stacking limits. If an "Indigenous Conflict" is active this turn, Carib and Taíno tokens cannot be placed in the same zone. Any units that cannot be placed due to these limitations are lost and must be returned to their respective pools/bags.
Card #8: Storm at Sea. History: Hurricanes frequently claimed Spanish lives. A notable victim was Francisco de Bobadilla, who perished in a 1502 shipwreck while returning to Spain—a storm Columbus claimed to have predicted.
Spanish cards
Card #9: Columbus's Second Voyage. History: This was the largest of the expeditions, specifically outfitted for large-scale conquest and colonization.
Card #10: Guacanagarí's Support. History: The Taíno chief Guacanagarí assisted Columbus during the first two voyages, though his role in the destruction of Fort Navidad remains a subject of historical debate. Use: The Guacanagarí token is a special leader with two sides. He begins as a Spanish leader. However, if a 6 is rolled at the end of any turn, he becomes a Taíno leader and is moved to the nearest indigenous zone with the most units. He then remains an indigenous leader for the rest of the game. Clarification: If Guacanagarí is alone in an area as a Spanish leader and indigenous units enter, he does not switch sides due to their presence. He remains Spanish. The only way he changes his faction is by rolling a 6 during the End Phase.
Card #11: Bartholomew Columbus. History: Christopher's brother, a cartographer, arrived in Hispaniola in 1494. He served as Governor General (Adelantado) for over six years, governing the island whenever his brother returned to Spain.
Card #12: Smallpox Epidemic. History: European diseases devastated the indigenous population. Father Las Casas estimated that millions died between 1492 and 1560 due to epidemics like smallpox.
Card #13: Diego Méndez. History: Méndez was a key figure on the fourth voyage. His bravery in paddling a canoe to Hispaniola eventually secured the rescue of Columbus's stranded crew in Jamaica.
Card #14: Columbus's Third Voyage. History: A voyage of moderate scale; reinforcements are more limited compared to the second voyage.
Card #15: Francisco de Bobadilla. History: In 1500, Bobadilla was sent to Hispaniola to investigate claims of mismanagement. He arrested Christopher and Diego Columbus and sent them back to Spain in chains.
Card #16: Columbus's Fourth Voyage. History: The "High Voyage" was the most difficult. It explored the Central American coast but ended in shipwreck and isolation on Jamaica (formerly called Santiago).
B. Fate Cards
Card #23: Nobility Unwilling to Work. History: In the 15th century, manual labor was considered beneath the dignity of the nobility (Hidalgos). This caused immense friction when Columbus ordered them to help build towns or grind grain.
Card #24: Barnacles. History: The "Barnacles" (shipworm) bored into wooden hulls, causing them to rot and leak. Constant "caulking" and repairs were required to keep ships afloat.
Card #25: Princess Anacaona. History: A powerful cacica (female chief), Anacaona ruled Jaragua after her brother's death. Suspicious of a brewing rebellion, Governor Ovando ordered her and other chiefs captured; Anacaona was eventually executed by hanging. Use: Anacaona is a special indigenous leader. She grants all units in her area a +1 Combat Factor, though she does not roll for combat herself. She cannot be eliminated; if her area is conquered, flip her token. If the Spanish player does not control her starting area at the end of the game, they lose 1 VP.
Card #26: The Sons of Caonabó. History: After Caonabó's capture, his family continued the rebellion, often enlisting Carib allies to fight the Spanish. Use: If Caonabó is not on the board, the Spanish player may place a Citadel in a controlled zone to represent "pacification." If Caonabó is present, the "Sons" token acts as a support piece (not a leader and does not count toward stacking). At the start of any combat, the indigenous player may replace the "Sons" token with 3 Carib tokens (ignoring stacking limits). The "Sons" token is then removed.
Card #27: Religious Conversions. History: Evangelization was a primary goal of the Spanish Crown. This card simulates the successes—and failures—of these efforts.
Card #28: Columbus's Negotiations. History: Columbus occasionally attempted diplomacy to avoid bloodshed. These efforts were rarely successful.
Card #30: Are We in Cathay? History: Columbus died believing he had reached the outskirts of Asia (Cathay/China) and Japan (Cipango), as described by Marco Polo.
Cards #31, 32: The Gold of Cibao / The Legend of Jaragua. History: Myths of gold-rich regions like Cibao and Jaragua drove Spanish exploration. Columbus mistakenly believed "Cibao" was a local pronunciation of Marco Polo's "Cipango."
Cards #34, 35: Mainland / Island or Continent? History: Obsessed with finding the mainland, Columbus sent expeditions westward from Cuba. Use: Success increases Royal Support and grants colonists. Failure results in the loss of units. All removed units must come from Zones 1 through 5.
Card #38: Intrigues Against Columbus. History: Figures like Father Boyl and Pedro Margarit returned to Spain to spread accusations of Columbus's tyranny, forcing him to return to Court to defend his reputation.
Card #39: Lunar Eclipse. History: In 1504, while stranded in Jamaica, Columbus used his knowledge of an upcoming lunar eclipse to intimidate the local population into resuming food supplies. In-game, this is represented by the removal of opposing indigenous pieces.
Special Card #40: Columbus's Will. History: In his final testament, Columbus insisted on the hereditary rights of his titles (Admiral, Viceroy, and Adelantado).