Targi: The Expansion
Targi: The Expansion Rulebook
Table of Contents
Table of Contents
Overview and Goal
For 2 players, ages 12 and up.
The expansion of the Taureg continues with new tribes and new borders. Now the decisions are even more tricky. The Targia, a Tuareg woman, travels opposite to the Robber, bringing with her gifts to the unappreciated borders. If a Targi is placed on a shifting sand dune, it can give strong advantages, but you will lose a valuable action in the central area. Finally, with water as a new element, it offers flexibility and fresh new gameplay. At the end of the game, the player with the most victory points will be the winner.
Components
80 cards, including:
- 45 Tribe cards
- 5 Goods cards
- 10 Border cards
- 20 Sand dune cards
- 6 Goods (2 of each: Dates, Salt and Pepper)
- 1 Targia figure
- 15 Water tokens (10x1, 3x3, 2x5)
- 1 Gold
- 8 Victory point (VP) tokens (4x3, 4x5)
- 6 Action tokens
The 6 border cards that show a good together with the 10 new border cards form the 16 card border. The 16 Border cards surround the play area and are placed as illustrated below. The cards are placed in order, from 1 to 16, and are positioned in such a way that the small numbers are on the top left corner.
Game Setup
Before the first game, punch out all the tokens.
The players should sit in such a way, that both players can read the text on the cards without any problems. It's best to sit side by side.
From the base game, you will need:
- all 6 Targi figures
- all 4 Tribe markers
- the Robber
- all Goods, Gold coins, VP tokens, and the Starting player token
- all 6 Border cards that show a good
- all Goods cards
Important: For your first few games, don't use the tribe cards from the base game.
Note: Each Border card has two sides. On one side is a textual explanation of the effect of a given card. On the other is an iconic representation of the same effect. We recommend that, for your first few games, you use the side with the text.
Shuffle the 5 new water cards, into the goods stack.
Goods and Tribe cards are shuffled separately. The central area is randomly filled with 9 face-up cards, as illustrated below. Alternate between Tribe and Goods cards. Once the 9 cards are in place, you should have a total of 4 Goods and 5 Tribe cards in the central area.
The remaining Tribe cards are placed next to the #14 Border card (Tribal Expansion), the top card is revealed. Place the remaining Goods cards next to the #13 Border card (Water Hole).
The 20 sand dune cards are shuffled and 3 are placed face up next to the gaming area. The remaining sand dune cards are placed face down beside them.
The Goods, water tokens, gold, VP tokens, and action markers are placed in a shared supply next to the play area.
The Robber (gray figure) is placed above the #1 Border card (Noble).
The Targia (purple figure) is placed next to the #15 Border card (Salt).
Each player takes 3 Targis and 2 Tribe markers in one color. Each player also receives 1 Date, 1 Salt, 1 Pepper, 1 gold, 2 water, 1 1-VP token, and 1 3-VP token (for a total of 4 VPs).
Tip: If you want to have an easier first game experience, give each player one more of each good (i.e. 2 dates, 2 salt, and 2 pepper).
The player who most recently seasoned with pepper, receives the starting player token and begins the game. Otherwise, white goes first.
Playing the Game
The rules are the same as those of the base game, with the following additions:
Tribe Card Symbols
- Lightning-bolt symbol: Immediately activate the card ability one time when played into a players display. For the remainder of the game the text on the card is no longer taken into consideration.
- Infinity symbol: After a player has played this card into his display, the effect of this card is permanent until the end of the game.
- Triangle symbol: Immediately when a player plays this card in his display, he places 1 action token on the card. The player can take advantage of the card's ability once, immediately or at any time during a future turn. Once used, he puts the action token back into the supply.
- Exclamation-mark symbol: The advantage of this card will only be used at the end of the game.
Special Tribe Cards
If a tribe card shows a "/" in the cost, the player can choose which of the two cost alternatives he wants to pay.
If a tribe card shows "(...)" in the cost, the player has the option to pay the goods in the brackets. If he does, he immediately receives victory point tokens shown in the brackets. During end game scoring, only the victory points outside the brackets are counted when calculating the final score.
The Targia
At the beginning of a turn, after the Robber has moved, the Targia is moved counterclockwise onto the next card. For the first turn of the game, the Targia is placed on the #15 Border card (Salt).
Unlike the Robber, the Targia does not block a space.
If a player places his Targi on the border card with the Targia standing on it, he may in addition to the card's ability, use one function of the Targia:
- Take 1 Good of his choice from the supply
Or
- Pay 1 good of his choice, returning it to the supply. Then reveal the top card from the Goods cards and obtain the benefit shown on the card. Note: If the Goods are separated by a "/", the player only chooses one.
If the player does not like the card, he can discard it and again pay 1 good of his choice to reveal another Goods card. He chooses whether to take what is shown on the card or pay an additional good to reveal a new card. He can do this action as many times as he would like, until he chooses to take the benefit from the card.
Water Tokens
Water, like gold, is not a good. Players are limited to carrying a maximum of 10 Water at the end of a turn. Any excess tokens are returned to the supply.
Water allows the players to be more flexible during the game. Water has a few possible uses:
- You may trade at any time: 3 Water for 1 Gold or 2 Water for any 1 Good
- At the end of the game for every 2 Water you receive 1 VP.
- Some tribe cards show "/", water is an alternative cost and there are actions granted by border and sand dune cards that require water.
Sand Dune Cards
When a player places his Targi figure, he has the option of placing on an unoccupied sand dune card. Each sand dune card can only hold 1 Targi. A player may place on a different unoccupied sand dune during one of his next moves.
The order in which a player takes his action does not matter. However, an action must be totally completed before starting another one.
The player can use the unique abilities of the sand dune cards he has claimed only once. Then he discards the used sand dune card onto the discard pile. The player can choose to pass on the action of the sand dune card, but he still has to discard it.
Important: If a player placed a Targi on a sand dune card, he has one less intersection available (i.e. he has one less tribe marker to use that round). If he has placed two or even all three Targis on sand dune cards he has no tribe markers at all. However, the loss of tribe marker actions is negated by the rather strong abilities of the sand dune cards.
New sand dune cards are revealed in two ways:
- If at the beginning of a round, no sand dune cards are in play, 1 sand dune card is flipped face up from the draw deck.
- After a raid, all remaining face up sand dune cards are discarded onto the discard pile and 3 new sand dunes cards are revealed.
Note: If there are no sand dune cards in play before a raid, there is no need to place a single one, because 3 new ones will be placed anyway.
Game End and Final Scoring
The game ends at the end of a turn where at least one player filled his display with 12 Tribe cards. If this occur during the first player's turn, he finishes his turn, and then his opponent also finishes his.
The game ends at the latest when the Robber reaches the 4th and last Raid card. In this case, the players must still pay 1 gold or remove 1 tribal card on the right side of a row of their choice from their display, and the game ends immediately after.
Players then proceed with the final scoring during which the players count their VPs (VP tokens and victory points from their Tribe cards, excluding those in brackets).
Some Tribe cards are worth bonus victory points (see the text on the Tribe cards).
Finally, players check to see if they score the bonus points for rows with the same symbol or for four different symbols:
- 4 points for a row with 4 cards showing the same symbol.
- 2 points for a row with 4 cards showing 4 different symbols.
1 point for every 2 water tokens.
The player with the most points is the winner.
In case of a tie, the winner is the player with the most gold. If the players are still tied, the one with the most Goods wins the game. If the tie is still unresolved, players share the victory.
Special Situations
This tribe card allow a player to place his Targi on a sand dune card that is already occupied by the other player. The following special rule applies:
After the first player uses the sand dune card action, do not discard it. Only when the second player finishes his action is the sand dune card placed in the discard pile.
If a player uses the ability of the tribe card to place a second Targi onto this sand dune card, the starting player receives the sand dune card, because he performs his actions first. The second player receives nothing. If the first player forfeits the action, the second player can play the sand dune in his display.
The same rule applies, if by an extremely rare combination, the tribal markers of both players end up on the same card in the central area. Likewise, if the starting player uses the card, the second player receives nothing.
Using Cards From the Expansion and Base Game Together
The new tribe cards are balanced to work well with one another. Therefore, one should only play with cards from the expansion for the first few games.
If players want to combine the cards, we recommend the following:
- All 90 tribe cards (base game and expansion) are sorted by the 5 different tribe symbols (camp, oasis, well, etc.) and each stack is shuffled separately. With each pile, 9 cards are counted face down and then shuffled together. These 45 tribal cards are now ready to use. In the next game you can simply use the remaining 45 tribal cards.
- Of course, players are welcome to build a deck however they choose, but ultimately it should contain 9 cards of each tribe symbol.
Players that wish to have an even greater deal of variation in gameplay, can also experiment with different combinations of border cards from the base game and the expansion.
To identify the cards of the expansion, there is a Targia symbol on the cards. The symbol is located on the front side for tribe cards and back side (side with text) for the border cards.
Paste-Up Card Texts
The English paste-up strips are printed on six sheets and are placed over the cards they modify. The sheets do not print which card each strip belongs to, so the strips below are grouped under the heading printed above them on the sheet. Strips that sit under no printed heading are listed last.
Well Cards
- Once per game you are allowed to place a Targi figure on a sand dune card occupied by your opponent.
- Place two water tokens from the supply on this card. You can use them whenever you like. If they are both still here at the end of the game, score 2 victory points and discard them.
- Every time you would gain a date through a border card you can take a salt or pepper instead.
- At the end of the game, if you have at least one card of every tribe symbol in your display, you receive two victory points.
- Once per game you can exchange as many goods as you like into goods of another type.
- At the end of the game you receive a victory point for every column with 3 different tribe symbols.
Camelrider Cards
- You are allowed to hold 2 cards in your hand.
- At the end of the game you can trade 3 goods into 1 victory point (multiple times).
- At the end of the game the victory points of the tribe card placed to the right side of this one are doubled. (No points in brackets.)
Oasis Cards
- You can activate the ability of the Targia if one of your Targi figures is standing on a border card across from her.
- At the end of the game you receive 2 victory points for one complete row that normally would not give you bonus points at the end of the game.
- When you are using the ability of the Targia you can take a water instead of a good.
- At the end of the game the victory points of the tribe card placed to the left side of this one are doubled. (No points in brackets.)
- Once per game you are allowed to move both tribe markers when using the Fata Morgana.
- Every time you would gain pepper through a border card you can take a date or salt instead.
Targia Cards
- Once per game you are allowed to place a Targi figure on a border card occupied by your opponent or across from him.
- Take an unoccupied sand dune card or one from the draw pile, and place it beside you. During a future turn you can use this card once without placing a Targi figure on it.
- At the end of the game you receive one victory point for every two cards in your display without text.
- At the beginning of each raid you receive one water.
- At the end of the game the victory points of a tribe card placed above or below this one are doubled. (No points in brackets.)
- When you use the Fata Morgana action you receive a good of your choice.
Tent Cards
- When you use the "Noble" action to build a hand card that costs gold, you may pay a water and a good of your choice instead.
- You receive one date, one salt, one pepper and one water.
- Every time the Robber moves to a border card showing a good, you receive that good.
Sand Dune Card Strips
- Take a card from the discard pile and place it in your display, paying the cost, or take it into your hand if you don't have a hand card.
- Take an action token from the supply and place it on an already used tribe card. You can use this card again on a future turn.
- Flip up two goods cards from the draw pile and take what is depicted on them.
- Use the action of a border card of your choice (it does not matter if the border card is occupied) and receive a good of your choice.
- Discard two water. Then place this sand dune card in your display like a tribe card. At the end of the game you can choose which symbol it shows.
- Use the action of the border card where the Robber is standing and the border card across from him.
Border Cards
Border card 1 (Noble):
- You can pay the cost for the card in your hand and place it in your display, or you may discard it. If you discard it, you receive one water and one good of your choice.
Border card 4 (Raid):
- Both players return 1 pepper or 1 victory point. Move the Robber and the Targia one space ahead and refresh the sand dune cards with 3 new ones.
Border card 5 (Trader):
- You can trade multiple times:
- 3 of the same goods for 1 gold
- 2 of the same goods for 1 good
- 2 water for 1 gold
- 1 water for 1 good
Border card 8 (Raid):
- Both players return 1 date and 1 salt or 1 victory point. Move the Robber and the Targia one space ahead and refresh the sand dune cards with 3 new ones.
Border card 9 (Fata Morgana):
- You may move one of your tribe markers to an adjacent unoccupied card in the central area.
Border card 10 (Silversmith, 2 copies):
- You can trade (maximum 2 times): 2 goods for 1 victory point, or 1 gold for 2 victory points.
Border card 12 (Raid):
- Both players return 1 date, 1 pepper, and 1 salt or 2 victory points. Move the Robber and the Targia one space ahead and refresh the sand dune cards with 3 new ones.
Border card 13 (Water Hole):
- You receive one water.
Border card 14 (Tribal Expansion):
- Reveal the top card of the tribe deck. Pay the cost to play it, take it into your hand (if you don't have a hand card), or discard it. If you discard, you can pay a water to reveal another card and decide what to do again. You can do this multiple times.
Border card 16 (Raid):
- Both players return one gold or they have to discard an already build tribe card on the right side of a row of their choice.
Strips Without a Printed Heading
- If you possess fewer than four goods at the beginning of a round, gain one good of your choice.
- At the end of the game you receive one victory point for every three tribe cards that are worth one victory point.
- Once per game you are allowed to switch your hand card with an unoccupied card in the central area.
- Take a tribe card that doesn't have a tribe marker on it. You can build it in your display if you pay the cost, or you can take it into your hand if you don't have a hand card already.
- Receive one good of your choice for every tribe card in your display without any text.
- Switch the places of two of your tribe cards in your display, or swap your hand card with a card in your display. Activate the ability of that card as normal.
- Flip the top tribe card from the draw deck. Take the cost of that card as resources. (No goods in brackets. If there is a "/" you have to choose one side.) Then discard that card.
- Use the ability of the Targia and receive one victory point.
- Build a tribe card that has your tribe marker on it into your display. Ignore the costs, you just have to pay one water instead.