Teneriffa
Teneriffa Rulebook
Table of Contents
Table of Contents
Game Contents
- 1 farmhand (brown token)
- 1 game plan
- 6 town cards
- In each of the four players' colours: 1 merchant token, 13 mansions, 6 character cards
Game plan elements:
- 5 building plots in 'Garachico'
- Street
- Farmer's symbol
- Storage spaces
- Transport column
- Character column
- Points strip at the sea
- Town Hall – building space
The rulebook also gives the following terms for the character cards: 'Maurer' = mason, 'Bauer' = farmer, 'Händler' = merchant, 'Exporteur' = exporter, 'Diebe' = thieves.
Setup
The game board is opened out. The players put one mansion each next to the beginning of the points strip at the sea, and keep the other mansions as their supplies. The farmhand is placed onto the storage space showing the 5 sacks of sugar.
- 4 players: The 6 town cards are shuffled and placed face down next to the board.
- 3 players: The town card 'Santa Cruz' is removed from the game before shuffling.
A start player is determined. The players take their 6 character cards – called 'characters' from now on – onto their hands.
Game Play
In the first 5 or 6 rounds, the towns stated the town cards are bargained for. The Town Hall of 'La Laguna' is built in the following rounds.
As soon as the Town Hall is completed, the round is played to the end. Afterwards, the Town Hall is scored, and the player with the most points wins the game.
Course of a Round
- Reveal the topmost town card (if still available).
- Place and activate characters.
- Take the characters back onto the hand.
The game play in detail:
1. Reveal the topmost town card
If available, the start player reveals the topmost town card. This town is then the current town to be bargained for by using the characters. If no more town card is available, the Town Hall of 'La Laguna' is built.
2. Place and activate characters
The characters are laid face-down onto the table below the character column. The start player begins. The players lay 3 characters each in total below any vacant spaces (one character each per round), i.e. the first character may be laid, for example, under the 5th space.
For 3 players only spaces 1 to 9 may be used. For 4 players all spaces are used.
Afterwards, all characters are revealed and then activated in ascending order.
3. Take the characters back onto the hand
All players pick up their characters again. The player left of the current start player is the next round's start player.
The Characters
Masons (2x)
The masons build mansions or Town Hall elements.
The player places a mansion onto a vacant building plot in the relevant town and immediately collects 2 points.
If there's no more vacant building plot left in the relevant town, no more masons from the character column can be activated.
If the Town Hall is being built, a building element is built. For that, points will only be scored in the final Town Hall scoring.
Farmer
The farmers produce sugar or wine and store their products in warehouses.
When it is the turn of a farmer from the character column, the player places a mansion on the storage space on which the farmhand is currently standing. Thus a mansion becomes a warehouse.
The player always places the farmhand onto the next storage space in the direction of the arrow. Up to 3 warehouses may stand on the individual wine storage spaces, also of different colours. After the storage space with 5 points has been reached the farmhand is placed back onto the wine space with 3 points.
The farmhand skips storage spaces on which there are already 3 warehouses. The order of the storage spaces shows the declining sugar export trade (5 to 3) and the increasing wine exports (3 to 5). A player only collects the depicted points when exporting; see Exporter.
Farmers may only be brought into play in towns displaying a farmer's symbol.
If a player places his farmer by mistake when bargaining for a town without a farmer's symbol, this farmer becomes invalid and may not be replaced.
As a variation, you can download another farmer's symbol from www.Holstein-Spiele.de. This symbol you can print and place next to 'Puerto de la Cruz'.
Important Rule: Transport Column
The exporter and the merchant are activated by placing them in the transport column. They can only be activated when there are still vacant spaces in the transport column.
The transport column is above the first 3 spaces of the character column.
For 3 players only the first 2 spaces in the transport column may be used (alternative rules: 3 players also use all 3 spaces). For 4 players all 3 spaces are available.
Merchant
The merchant sells goods to occupants of mansions in different colours. When a merchant is activated for the first time, the player places his merchant character onto the transport column and puts his merchant token next to the relevant town. The player immediately collects 1 point for each mansion of a different colour. When it is the merchant's turn in the following rounds, the player places his merchant character onto the transport column and moves his merchant token – it must not stay.
The player can move his merchant token in any direction, until he reaches a town with mansions of a different colour. The player collects 1 point for every mansion of a different colour.
Should the player move his merchant token to 'La Laguna' and there are already building elements for the Town Hall there, the player collects 1 point for each building of a different colour.
Tip: Endeavour to move your merchant such that near the end of the game when the Town Hall is being built, he is standing near the capital 'La Laguna'. If several building elements of different colours are there, you can move your merchant to the Town Hall and collect numerous points.
Example for the merchant: The red player moves his merchant from the character column to the transport column. He places his merchant token next to the relevant town and collects 1 point each for the blue and green mansions.
Exporter
The exporter exports a harvest product.
As soon as a player has one or more warehouses, he can activate his exporter and export one product – sugar or wine.
When it is the exporter's turn, the player places his exporter onto the transport column and withdraws a warehouse of his own choice. The player collects the number printed on the storage space as points, e.g. 5 points for wine store number 5.
Thieves
The thieves steal from a mason, a merchant, or an exporter.
The thieves are always activated when they are directly behind one of the above characters in the character column, no matter whether that character could be activated or not.
Important Rule: Thieves must not be placed at the respective last position of the character column. In a 3-player game, for example, thieves may not be placed under the 9th space.
Note: A mason, an exporter, or a merchant being robbed by thieves (i.e. who lies directly in front of foreign thieves that are not neutralized by own thieves), may not be activated by its owner. Its owner may neither build, nor does he collect any points.
Chain reactions are also possible. Should several thieves at a time lie behind a character, only the last thieves in this line are allowed to steal from or free a character.
Thieves steal from a mason
The thieves steal the building material for a mansion from the mason and build a mansion of their own colour in a neighbouring town linked by a road. If all building plots there are occupied, the thieves go on the run until they find a town with a vacant building plot.
The player whose thieves have built collects 2 points.
If the thieves do not find a town with a vacant building plot, they build part of the Town Hall.
If the Town Hall is being built, the thieves stay there and build part of the Town Hall. Points are collected for the building elements only when the Town Hall is completed, see 'The Town Hall…' down below.
If the Town Hall has been completed and the thieves steal from a mason, they build a mansion in a town. If there is no more free building plot, the thieves cannot build a mansion.
Thieves steal from a merchant
The player whose thieves steal from the merchant collects 2 points.
Thieves steal from an exporter
The player whose thieves have stolen from the exporter collects this exporter's points.
If the player who has been robbed already has several warehouses, the thieves are only allowed to rob the warehouse with the lowest score and export its product.
The player who has been robbed collects no points and withdraws that warehouse.
Note: The thieves can free a character of the same colour by neutralizing foreign thieves.
Should, for example, red thieves be behind a yellow merchant and behind them yellow thieves, and no more, the yellow merchant can be activated as normal. The yellow thieves free the yellow merchant out of the hands of the red thieves. The merchant can be activated as there is space in the transport column.
Example: The yellow thieves steal from the red thieves. Yellow builds a mansion.
The Town Hall in the Historic Capital of 'La Laguna'
Once all town cards have been used, the players lay their characters as usual.
Each time a player activates his masons, he places a mansion onto a vacant space in the Town Hall. In this way a mansion becomes a building element for the Town Hall. Should a player activate both his masons, he builds 2 elements of the Town Hall.
If possible, the building elements should be placed next to each other, not diagonally, since there are more points for adjacent building elements.
Note: Each building element can only be used once to score a row of adjacent building elements.
For the building elements the players only receive points when the Town Hall gets evaluated.
In rare cases it could happen that a player uses up all his mansions before building on the Town Hall has commenced or could be completed. In this case, the player can only collect points by using his merchant, his thieves or maybe his exporter. Otherwise, he plays a third character that is without effect.
End of Game
The game ends with that round in which the Town Hall in 'La Laguna' has been completed, i.e. all building plots of the Town Hall are occupied. The current round will be played until its end, then the final Town Hall scoring (see below) will follow.
If two or more players have no more mansions left, the game ends prematurely after the current round, and only the partially built Town Hall is scored.
The player with the most points collected is the winner of the game! In case of a tie between several players, those players share the win.
Town Hall Scoring
For the Town Hall scoring, all building elements of one player's colour in turn will be scored:
- 1 point for each single building element,
- 3 points for 2 adjacent building elements,
- 4 points for 3 adjacent building elements,
- 7 points for 4 adjacent building elements.
Example (diagram in the printed rulebook): in the situation shown, the red player gets 4 points, the yellow player 5 points, player blue 3 points, player green 1 point.
Game Overview
Game Play
- Reveal the topmost town card (if available).
- Place and activate characters.
- Take the characters back onto the hand.
As soon as the Town Hall is completed, finish the current round. Then score the Town Hall.
The Characters
- The masons (2 per player) build a mansion on a vacant space in the relevant town. The player collects 2 points for each mansion. When building the Town Hall, no immediate points are scored.
- The farmers produce sugar or wine and store their products. The player puts a mansion on the relevant storage space and moves the farmhand on.
- The exporter exports sugar or wine. The player collects the value of the harvested product.
- The merchant sells goods to the occupants of mansions of a different colour. The player collects 1 point per mansion or Town Hall element of different colours.
- The thieves steal from masons, merchants and exporters:
- Mason: The thieves build, in a neighbouring town, a mansion of their own colour (and collect 2 points) or part of the Town Hall (and get no immediate points).
- Merchant: The player whose thieves have stolen from the merchant collects 2 points. The merchant is not activated.
- Exporter: The player whose thieves have stolen the products collects the points (lowest score). The exporter is not activated.
Version for 2 Players
This game is most suitable for 3 to 4 players. However, why not try it out with 2 players?
In this version, the town card 'Santa Cruz' is removed from the game. This town cannot be built.
The two players place per round a total of 4 characters each onto the spaces 1 to 8. Only the first two spaces of the transport column can be used.
It could happen that a player uses up all his mansions before building on the Town Hall has commenced or could be completed. In this case, the game ends prematurely and only the partially built Town Hall is scored.
The game becomes more turbulent by giving both players 2 thieves each. In this case, a mason and farmer should be exchanged.
If the green player gets the second thief in red, he should also exchange one of his green mansions and the green farmer for the respective red characters.