The Great Harbor
The Great Harbor Rulebook
Table of Contents
Table of Contents
Components
- 1 Map Board
- 9 Harbor Tiles
- 4 Colony Boards
- 20 Dice (5 Red, 5 Blue, 5 Yellow, 5 Purple)
- 1 Trade Board
- 1 Senate Board
- 1 Dice Bag
- 4 Help Cards
- 30 Colonists (meeples)
- 1 Turn Marker
- 12 Activation Markers
- 1 Anchor Marker
- 6 Dice Bonus Tiles
- 15 Favor Tokens
- 15 Damage Tokens
- 20 Ship Cards (8 Small Ships, 8 Medium Ships, 4 Large Ships)
- 24 Person Cards
- 20 Building Cards
- 4 Governor Cards
- 10 Pirate Cards
- 6 Conversion Cards
- 16 Resource Markers (4 Sails, 4 Planks, 4 Metal, 4 Rope)
- 35 Prestige Tokens (9 "1 Prestige", 12 "3 Prestige", 9 "5 Prestige", 5 "10 Prestige")
- 40 Coin Tokens
- 18 Smuggler Tokens
- 12 Luxury Production Tiles (3 Wine, 3 Dyes, 3 Marble, 3 Amphorae)
- 16 Luxury Tokens (4 Wine, 4 Dyes, 4 Marble, 4 Amphorae)
- 8 Luxury Demand Tiles (2 Wine, 2 Dyes, 2 Marble, 2 Amphorae)
Objective
Welcome to the Great Harbor. You are the governor of a colony in the area of Carthage, where the Great Harbor lies. A bustling port full of commercial activity, the Harbor offers many opportunities for resources and trade. Your task is to use those resources to build the most prosperous colony, trade with the cities of the Mediterranean, fight off the pirates, and become the most prestigious governor of all time!
Setup
Before your first game: Apply stickers to every ship meeple, so that you have a I ship, a II ship, and a III ship in every color.
- Place the Map board at the center of the table or play area. Take the Conversion card (the one with the laurel wreath icon) and two other random cards. Place them near the map.
- Take the Shipyard Harbor tile and place it on its designated space on the map.
- Shuffle the remaining 8 Harbor tiles and place them face up randomly on the map, filling up all empty slots. All Harbor tiles should have the same alignment.
- Separate the Ship cards by small, medium, and large ship decks, shuffle them, and reveal one card of each deck and place it in the appropriate slot on the Map board. Place the decks below the appropriate slots.
- Shuffle the Person deck and draw three cards. Set up the display by placing them in the appropriate slots on the Map board. Put the deck next to the display.
- Shuffle the Buildings deck and draw three cards. Set up the display by placing them in the appropriate slots on the Map board. Put the deck next to the display.
- Place the hourglass Turn marker on the first turn - on the 'A' space of the 'I' section.
- Place the Senate board near the map board.
- Shuffle the Dice Bonus tiles and form a stack. Place the stack on the appropriate space on the Senate Board.
- Place the Trade board near the map board.
- Shuffle the Luxury demand tiles and place one in each empty slot on the Trade board.
- Shuffle the Pirates deck and place it face down near the Trade board.
- Give each player:
- All pieces in their player color - 3 Ships, 3 Insulae, 3 Dock Huts, 3 Activation markers, and 1 Senate marker.
- 1 Colony board.
- 1 of each Resource marker (Planks, Rope, Metal, Sails). Place the Resource markers on the 0 space on the Colony board.
- Put one Senate marker from each player on each of the starting spaces on the Senate tracks.
- Deal each player a random Governor card.
- Deal each player 3 random Luxury production tiles. Place them one on each production space on your player board. Redistribute if needed, so that each player has at least 2 different types of Luxury.
- Prepare the Dice bag. Take the corresponding number of dice according to your player count, and place those dice in the Dice bag:
- 2 Players: Take 12 dice - 3 of each color
- 3 Players: Take 16 dice - 4 of each color
- 4 Players: Take all 20 dice Return any remaining dice to the box.
- Place all other tokens and Colonists in a convenient place on the table.
- The first player is the one who's been on a ship most recently. Give them the Anchor token. You are now ready to begin!
Gameplay
The Great Harbor is played over five rounds. Each round consists of two turns. During each turn, players will draft two dice, then play them on the Harbor tiles and/or play different actions.
Round Structure
Each round has the following structure:
- Turn A: Roll and Draft Phase > Action Phase > Voyage Phase > End of Turn Steps
- Turn B: Roll and Draft Phase > Action Phase > Voyage Phase > End of Turn Steps > End of Round Steps
Turn Structure
Roll and Draft Phase
The player with the Anchor token takes the Dice bag. Depending on the number of players they take dice out of the bag (2 dice per player + 1 additional die).
- 2 Players = 5 Dice
- 3 Players = 7 Dice
- 4 Players = 9 Dice
Then, they roll all those dice and place them in view of all players.
The player with the Anchor token starts the draft by taking one die of their choice and placing it on their Governor card. Then, going clockwise, each player drafts one die. Repeat this process clockwise, until all players have drafted two dice each.
There will be one remaining undrafted die. This is now a Smuggler Die. Put it in the Smuggler's district on the Map board on the appropriate space according to the current turn (A or B).
Note: When drafting a die, do not change its rolled value. When you place a die on your Governor card, that die must show the same face it had when first rolled.
Action Phase
Determine turn order
Before starting the Action phase, determine the player order. Do this by calculating the sum of the drafted dice of each player. The player with the lowest sum on their dice goes first. The rest of the players take their turns by order of increasing sums on their dice. In case of a tie, the player who has the Anchor token or is closest to it clockwise, goes first.
After you determine player order, players take their turns.
During the Action Phase, on your turn:
- You must place both your Dice Workers on the Harbor Tiles.
- You may play any number of Colony actions.
You can sequence your dice placement and actions in any way you want. For example: You can place one die, take two actions, place your second die, then take more actions, etc.
Example: After drafting, the players have the following sums of dice: White = 7, Blue = 10, Yellow = 5, and Black = 7. Yellow has the lowest sum, so they will take their turn first. Both White and Black have the next lowest sum but are tied. Since Black is the closest clockwise to the Anchor token owner, they will take their turn second. White goes third, and Blue is the last player to take their turn.
Playing Dice Workers
During your turn, you must place both your drafted dice. You can place a die on any empty slot in the Harbor if the color of the die matches at least one of the two halves of the slot.
Every Harbor tile offers a benefit whose potency depends on the number of pips you want to assign to it. These benefits are divided into three tiers: Tier 1 requires 1-2 pips; Tier 2 requires 3-4 pips; Tier 3 requires 5-6 pips to activate.
Example: In the slots on this Harbor tile, you can place only yellow dice in the top and bottom slot; you can place red dice in the right slot, and you can place red or blue dice in the left slot.
After you place your die, activate one or both of the Harbor tiles connected with the slot to gain their benefits in the following way:
A. If you placed a die in a slot connected to just one tile: You can activate that tile to gain its benefits. The benefit that you gain from the tile depends on the number of pips on the die you placed there.
B. If you placed a die in a slot connected with two tiles: You can activate both tiles by assigning the pips on your die, however you wish.
Example: You have placed a die with 4 pips on a slot connected with two Harbor tiles. You have chosen to distribute 3 pips to the right tile (Blacksmith Avenue) to gain 2 metal, and the 1 remaining pip to the left tile (Shipyard) to draw 1 small ship card.
Shore Fees
Slots found on the outer edges of Harbor tiles, i.e. slots that are not connected to another tile, are considered Shore slots. Any dice placed on these Shore slots will increase the cost of activation for the corresponding tile's benefits for future dice worker placements. This is called the Shore Fee.
To calculate the Shore Fee for a given Harbor tile increase the cost for every tier of benefits on that tile by the highest value die among dice placed on that tile's Shore slots. Any future dice placements on that Harbor tile will have to overcome the Shore Fee before activating any of its benefits.
If there are no dice placed on shore slots, there are no fees.
Note: Central Harbor tiles, ones with four adjacent tiles, have no shore slots and consequently can never have Shore fees.
Note: You can spend Favor tokens to give additional pips to your dice as you place them (see Spend Favor tokens).
Example 1: There are three dice placed on this tile. The purple die is not on a Shore slot but the other two are. Out of those two dice, blue one has a higher value (3) so its value is added to the cost of every benefit. That tile's costs are now virtually 4-5: tier 1; 6-7: tier 2; 8-9: tier 3. The blue player wants to place a 5-value die on the last slot. Because of the Shore Fees, they can only gain the 1st tier of benefits.
Example 2: The Blue player places a 4-value die on this slot connected to two Harbor tiles. The right tile has a Shore Fee of 2 because of the red die placed on one of its Shore slots. The blue player wants to assign pips to both tiles to gain both of their benefits. However, they must assign at least 3 pips to the right tile to be able to at least activate the 1st tier of benefits. They assign the last remaining pip to the left tile and activate its 1st benefit.
Harbor Tile Benefits
Sailmaker / Ropeyard / Carpentry / Blacksmith Avenue
These four Harbor tiles give you one of the four basic resources in the game: Sails, Rope, Planks, and Metal. The tiles can give you up to 3 from their respective resource type.
Whenever you gain or spend any amount of basic resources, you must move the corresponding resource marker on your resource track on your Colony board accordingly.
Surplus - Whenever you would gain any amount of resources that would move your marker beyond the 5th space on your resource track, gain 1 Prestige and do not move your marker. You always gain 1 Prestige regardless of how much surplus resources you gain.
- 1-2 pips: Gain 1 Sails / Rope / Planks / Metal
- 3-4 pips: Gain 2 Sails / Rope / Planks / Metal
- 5-6 pips: Gain 3 Sails / Rope / Planks / Metal
Colonists' Office / Forum
These two Harbor Tiles offer a combination of Colonists and Favor tokens depending on the tile and how many pips you assign.
When you gain new Colonists, take the appropriate amount from the supply and place them on an empty housing space on your Colony board. If there are not enough empty housing spaces for your new colonists, return them to the supply. Colonists are used to produce luxury items, activate building cards, and crew ships. These actions are described in depth later.
When you gain Favor tokens, take the appropriate amount from the supply and place them near your player board. Favor tokens have multiple uses. You can spend any amount of them at any time during your turn. Please see the Spend Favor tokens section for more information.
Colonists Office:
- 1-2 pips: Gain 1 Colonist
- 3-4 pips: Gain 1 Colonist + 1 Favor token
- 5-6 pips: Gain 2 Colonists + 1 Favor token
Forum:
- 1-2 pips: Gain 1 Favor token
- 3-4 pips: Gain 1 Favor token + 1 Colonist
- 5-6 pips: Gain 2 Favor tokens + 1 Colonist
Architects Office / Administration Office
These two Harbor tiles let you draw cards from one of the two decks for Building cards and Person cards, respectively. All drawn cards go into your hand. You have no hand limit.
After drawing Building or Person cards from the display, refresh the display. Slide the remaining cards toward their respective card icon, following the arrows, then fill in the empty slot by revealing a new card from the top of the deck.
Architects Office:
- 1-2 pips: Draw 1 Building card from the deck
- 3-4 pips: Draw 1 Building card from the display
- 5-6 pips: Draw 1 Building card from the deck + Draw 1 Building card from the display
Administration Office:
- 1-2 pips: Draw 1 Person card from the deck
- 3-4 pips: Draw 1 Person card from the display
- 5-6 pips: Draw 1 Person card from the deck + Draw 1 Person card from the display
Shipyard
After drawing a Ship card, reveal a new one in the now-empty slot from the appropriate deck.
- 1-2 pips: Draw the revealed small ship card
- 3-4 pips: Draw the revealed medium ship card
- 5-6 pips: Draw the revealed large ship card
Note: If at any point there are no cards in a deck to draw or reveal, simply skip that portion of the action.
Smuggler's District
The Smuggler's District is considered a separate tile. Players can place any number of dice here of any color (this district is not limited by slots, as the other Harbor tiles are).
When you place your die on the Smuggler's District, you gain the benefits that match the value of the Smuggler's die. If there are two smuggler's dice, you gain both benefits.
In addition to that, gain one Smuggler's token.
You can spend a Smuggler's token on your turn to ignore the Shore Fees on any Harbor tile for one dice placement.
Example: If you place the yellow die with 2 pips in the Smuggler's District, you will gain: 1 Sail (because of the blue die) and 1 Rope (because of the red die); and one Smuggler's token.
Govern Actions
On your turn during the Action phase, besides the mandatory Dice worker placement you must perform, you can take as many Govern actions as you want or can. There are 12 Govern actions:
Improve Colony
- Play a Person Card
- Play a Building Card
- Activate a Person Card
- Construct a Colony Structure
- Spend Favor Tokens
Employ Colonists
- Employ to Luxury Production
- Employ in Building
- Employ as Crew on a Ship
Manage Fleet
- Play a Ship Card
- Repair a Ship
- Send Ships to Trade
Convert Coins
Play a Person Card
During your turn, you can play, from your hand, any Person cards that you have acquired. Person cards offer special actions that can be activated according to their timing requirement with an Activation marker.
To play a Person card, you must be able to:
- Place the Person card on an empty slot, found at the bottom of your colony, OR
- Place the Person card on an occupied slot that already has an Insula built. However, both Person cards in one slot must share a color.
Play a Building Card
During your turn, you can play, from your hand, any Building cards that you have acquired. Some Building cards have special abilities that can be activated by placing a Colonist from your Colony on the card. Other Buildings offer greater prestige or endgame scoring bonuses.
To play a Building card, you must first pay its resource cost, displayed on the left side. Place the building card near your colony board. There is no limit to the number of Building cards you can have.
Remember: Whenever you play a card, raise your Senate standing by one space on the Senate track that matches the color of the card you just played.
Activate a Person Card
This Govern action can be performed during the Action phase and Voyage phase. Some Person cards have different timing requirements. Look at the text below the effect box of a Person card to determine its timing.
To activate a Person card, place one Activation Marker on it and resolve its effect. Activation markers, once placed, remain on their Person cards and cannot be used again unless you retrieve them (see Spend Favor tokens).
You cannot activate Person cards with activation markers.
Construct a Colony Structure
There are two types of colony structures that you can construct on your Colony board - Dock Huts and Insulae. To construct any of these structures, pay the cost of the slot for that structure, then place the corresponding piece in your color there. As part of the action, you can place a free colonist from your colony onto the structure slot to lower the cost of the structure by one resource upon construction.
After you construct a Dock Hut, if there is a ship card there, immediately repair the Ship card if it has any Damage tokens (remove those tokens). Additionally, any Ship docked in that slot will automatically have all its damage removed upon returning from a voyage.
A constructed Insula allows you to place an additional Person card in that slot (you can place the first person card in a slot even without a constructed Insula in that slot). A constructed Insula also unlocks extra slots for placing Colonists. Additionally, if you construct two adjacent insulae, you unlock another colonist slot.
Spend Favor Tokens
You can spend your Favor tokens during your turn in the following ways:
- Spend 1 Favor token - Add +1 to the value of one of your drafted dice. This works as a temporary pip; it will increase the die's value for placement only, without changing the die face.
- Spend 2 Favor tokens - Retrieve one of your placed Activation markers. Take them from one of your Person cards and return them to your supply.
- Spend 2 Favor tokens - Advance your marker on the Senate board one space up on any 1 track of your choice.
You can spend as many Favor tokens as you like and in any way you choose.
Free Colonists
Colonists who are on the housing spaces on your Colony board are considered Free colonists.
Employ Colonists for Luxury Production
You may send two free Colonists on a Luxury Production tile in your colony to immediately produce that Luxury token. Place the Luxury token near your Colony board.
Luxuries come in 4 different types: Marble, Pigments, Wine and Amphora.
Employ a Colonist in a Building
Some Building cards require a Colonist to activate their ability. Send one of your free Colonists on such a Building card that doesn't already have a Colonist, and immediately resolve its effect.
Employ a Colonist as Crew on a Ship
Send a free Colonist to work as a crewman on any of your docked Ships. When you send the colonist, you must choose which stat you want for that Colonist to improve and place it beside that stat on the Ship card. That ship's specific stat is considered to have +1 as long as it has a crewman there.
You can assign only 1 Colonist as crew to each stat, except Hull. You cannot send crew to improve a ship's Hull. Once on a Ship card, you can never reassign crewmen. A ship cannot have more crewmen than its Hull.
Ships and Ship Cards
In order for your Colony to prosper, you must build a fleet of ships that will trade with the cities in the Mediterranean. Ships are represented by two components:
- Ship meeples in your player color, which represents their position on the Trade map. According to where a ship's meeple is located, it can be either docked - if it is on your Colony board, or on a voyage - if it is anywhere on the Trade map.
- Cards, which list their attributes and stats
According to their Ship card, every ship has the following:
- A) Name
- B) Color - red, yellow, blue or purple
- C) Size - small, medium or large
- D) Cost - the resources you need to play this card
- E) Prestige - the Prestige reward this ship gives at the end of the game
- F) Ship stats:
- Speed: Shows how many spaces the ship can travel back during the Sail Back step of the Voyage phase.
- Strength: Shows how strong the ship and its crew are in a fight against the Pirates.
- Cargo: Shows the multiplier for trading in the Trade step of the Voyage phase.
- Hull: Shows how many damage tokens the ship can take. If a ship has a number of damage tokens equal or greater than its Hull, then you cannot send it on a voyage until you repair it.
Additionally, the Hull stat shows the maximum number of crewmen the ship can have. The Hull stat cannot be increased with crew.
Play a Ship Card
During your turn, you can play, from your hand, any Ship cards that you have acquired. First, you must pay the resource cost, printed on the left side of the card. Then, you must place it in an empty dock slot on your Colony board. Finally, place the corresponding Ship meeple on the dock.
For example: place the 'II' ship meeple if you played a ship card on the 'II' dock.
Retire a Ship - You can retire Ship cards in order to free up a docking slot for a new Ship card. To do so, your Ship must first be docked at your Colony and fully repaired. Then, remove all crew Colonists (return them to the supply). Then, place the new Ship card over the retired ship (the retired ship will still count towards your color bonuses and it will score Prestige at the end of the game). The same numbered meeple now represents the new Ship card.
Remember: Whenever you play a card, raise your Senate standing by one space on the Senate track that matches the color of the card you just played.
Repair a Ship
You can repair your damaged Ships that are already docked at your colony. In order to repair a damaged ship, pay any one resource and remove a Damage token from that Ship. If you have a Dock Hut constructed, a ship returning to that dock is automatically fully repaired.
Send Ships to Trade
You can send Ships that are docked in your Colony on Trade missions. To send a Ship (or several Ships at the same time) on a Trade mission, take their corresponding Ship meeple from your Colony board and place it on the first slot available in the leftmost segment of the Trade map. You cannot send ships with damage tokens equal to or greater than that ship's Hull stat.
When you place the Ship meeples on the board, make sure they are facing to the right. This will indicate that the Ships are still en route to their Trade mission - more on the resolution of the trade missions in the Voyage phase section of this rulebook.
Convert Coins
You will gain Coins from successfully completing trade missions (see Voyage phase). You can convert Coins in two ways:
- Convert 2 Coins into any 1 basic Resource (Sails / Rope / Planks / Metal)
- Convert X Coins following the formula on one of the Conversion cards. You can interact with each Conversion card only once per turn.
Voyage Phase
After each player has finished their Action phase, play proceeds to the Voyage phase. During the Action phase, players can send their ships to trade by placing them on the Trade Board. It is divided into three segments, each progressively further away from the Great Harbor in Carthage. The further your ships can travel, the greater the rewards. If there are no right facing ships on the Trade Board, skip the Voyage Phase.
To resolve the Voyage Phase, follow these steps:
- If there are any right-facing Ships on a segment of the Trade map without a revealed Pirate Card, draw the top card from the Pirate deck and place it on that segment. This is now the current map segment.
- In the current map segment starting with the lowest numbered position and moving up, for every ship, resolve battle with pirates. Do this in the following way:
- Compare your ship Strength stat to the total strength of ALL Pirate cards that have been revealed so far.
- If your ship strength is less than the pirate's strength, then you must place one Damage token on that ship's card and turn it to face left immediately.
- If your ship's strength is greater than or equal to the pirate's strength, choose one of these two options:
- Trade at this current map segment (see Trade). Then, turn your ship to face left. OR
- Decide to continue your voyage. Move your ship meeple to the next segment, taking up the first available position (lowest numbered). You cannot do this if the current segment is the third map segment. If you already have a ship facing right in that segment, place your next ship on the same position.
- After resolving the battle with pirates for all ships in the current segment, if all three map segments have a revealed pirate card on them, proceed to End of Turn Steps. Otherwise, return to Step 1.
Remember: After the last Voyage Phase in Round 5, players can perform the Convert Coins action one last time before proceeding to End Steps and End of Game scoring.
Pirate Cards
Pirate cards have a strength value ranging from 0 to 3. There are a total of 10 Pirate cards in the Great Harbor. Specifically, their distribution is:
- 2x 0-strength Pirates (Calm Seas)
- 3x 1-strength Pirates
- 3x 2-strength Pirates
- 2x 3-strength Pirates
Revealed pirate cards on the Trade map or discarded should always be visible to all players. This is important for calculating your odds of successfully completing trade voyages. If you are supposed to reveal a new card from the Pirate deck but it is empty, form a new deck by shuffling the discard pile and then reveal a new card.
Trade
If you choose to Trade with any of your ships at a given map segment, follow these steps for each of those ships:
- Multiply your ship's cargo stat with the number of Coin icons in that map segment and gain that many coins from the supply.
- Gain Prestige tokens equal to the Prestige displayed on that map segment.
- If you have a Luxury token that matches any of the Luxury Demands of the map segment, you may discard that Luxury token to the supply and score the Prestige reward again for that segment. Discard the Luxury Demand token from the Trade board and put it with the unused ones.
Because the steps in the voyage phase are resolved in the order of positions on the Trade map it is possible for a player before you to discard a luxury demand token before you get the chance to trade.
Additional Rules
Senate Board
The Senate Board has four tracks, each associated with one color. When you play a card with a color in your Colony (Ship, Person, Building cards), immediately move your marker one space up on the appropriate track on the Senate board. If you stepped on, or passed through a space with a bonus icon, you immediately gain that bonus.
To gain some bonuses on the Senate board, both of your markers from the neighboring tracks need to step on or pass the appropriate space to gain that bonus.
Available bonuses: Gain 1 resource matching the color of the track you progressed on according to the Dice Bonus tile, Gain 1 Coin, Gain 1 Colonist, Gain 1 or 2 Prestige.
Dice Color Bonus
When you play your second card of the same color to your Colony (Ship, People, Building cards), you immediately gain that Dice Color Bonus. To mark this, place the appropriate Dice Color bonus token on your Governor card. During future drafting of dice, whenever you draft a die with the color that matches your Dice Color Bonuses, you gain an extra resource according to the Dice Bonus Tile.
Governor Traits
Your Governor card displays two traits of your Governor. At the end of the game, each pair of cards that you match with your Governor traits will score you 1 additional Prestige.
Example: Each Blue+Yellow pair of cards yields 1 extra Prestige for this Governor.
End of Turn Steps
After resolving the Voyage phase, follow these steps before proceeding to the next Game Turn.
- Ships Sail Back - Move all left-facing ships on the Trade Board left towards the Great Harbor following the white arrows across the spaces in the upper part of the Trade Board. Each ship moves a number of spaces according to its speed stat. When your ship meeple reaches the Great Harbor, dock that ship back on your Colony board.
- Pirates Subside - Remove all revealed Pirate cards from the Trade board and set them aside so that they are in view of all players at all times.
- Refresh Luxury Demands - Fill each empty space on the Trade Board with a random unused Luxury Demand token.
- Pass Anchor - Pass the Anchor marker to the player on the left. On the next turn, that player will be the first to draft a die.
- Advance Turn Marker - Advance the Turn marker one space on the round track. If you moved the marker onto a new Round space, then proceed to the End of Round steps. Otherwise, continue with Turn B for the current round.
End of Round Steps
- Domestic Growth - For each two free Colonists (colonists on the housing spaces) gain 1 Coin.
- Return worker Colonists - Take all Colonists that have been assigned as workers on structures, on Building cards, or for Luxury production and place them on empty housing slots on your Colony board. If you do not have enough empty housing slots, return the remaining Colonists to the supply.
- Refresh Person and Building displays - For both Person and Buildings displays, take the card closest to their icon and put it at the bottom of their decks. Slide the rest of the cards one slot towards their icon. Then draw a card from their deck and place it face-up on the empty slot.
- Reveal a new Dice bonus tile by discarding the current one from the stack.
- Reset Harbor and Dice Bag - Remove all dice from the Harbor tiles (including those from the Smuggler's District) and return them to the Dice bag.
You can now proceed to play the next turn and round. If this were the end of the 5th Round, the game ends.
End of Game
The game ends after the 5th round. Continue with calculating players' Prestige score:
- Score Prestige for each card you have played in your colony (Ship and Buildings) as shown on the card.
- Score 1 Prestige for every pair of cards that explicitly matches the color pair of your Governor.
- Score 1 Prestige for each Dock Hut and/or Insula you have constructed in your Colony, plus 1 Prestige for adjacently constructed Dock Huts and Insulae.
- Score Prestige from each Building card with an End of Game type effect.
- Score 1 Prestige for each unspent Smuggler token you have.
- Sum up the scored Prestige from the above with the Prestige tokens gathered throughout the game. This is your final Prestige.
The player with the most Prestige wins the game! In case of a tie, the player with the most Coins wins. In case of another tie, share the victory.
Harbor Shops Variant
Set up shops on the bustling boardwalks of the Great Harbor with tactical placements to support your Governor's plans. Workers that visit your establishments are empowered to work better on the work sites on the harbor while you gain resources as payment.
Set Up
Give every player five Shop Tokens in their color.
Gameplay
This variant introduces a new Govern action - Set up Shop.
Set up Shop - Spend 2 of any one type of resource (2 Rope or 2 Sails or 2 Planks or 2 Metal) to place a shop on a valid position on the Harbor board. Shops must be placed on the edges of Harbor Tiles so that they are touching two Harbor slots. This means that you can place them in corners where two tiles meet or around the corner of a single tile.
Shop ability - Whenever you place a die on a slot that is connected to a shop token, from any player, that die gains +1 pip for this placement. If a slot is connected to two shops, that die gains +2 pips for this placement.
Additionally, whenever anyone places a die on a slot with your shop, you gain 1 resource of a type according to the color of the die. Consult the Dice Bonus tile to determine what type of resource you gain.
Example: The White player decides to place a die on this slot on the Sailmaker tile. Because that slot is touching a shop (by the Yellow player), the die gains +1 pip for this placement. This allows the White player to gain the tier 3 benefit. Additionally, because a purple die was placed near one of their shops, the Yellow player gains 1 Metal according to the Dice bonus tile.
End of Game
Shop color bonus - At the end of the game, your placed shops count towards the count of Governor color pairs that is listed in the End of Game scoring. Shops count as though they were cards with colors matching the slots they are connected to.
Example: The Blue player has placed a total of 3 Shops on the Harbor. Shop 1 counts as Red and Yellow. Shop 2 counts as Blue and Purple. Shop 3 counts as Yellow and Purple. Their Governor awards Prestige for each Blue+Yellow pair of cards. From their Shop placements, the Blue player adds 2 Yellow cards and 1 Blue card in their calculation for Prestige gained from Governor traits.
Automa Rules
You can simulate another player as an additional opponent to be added to your game at any player count (1-4). Follow these rules.
Components
- Automa board
- 28 Automa Cards
Setup
Set up the game for the total player count (human players + the Automa) as normal. Set aside one color of unused player pieces for the Automa.
- Place the Automa Board near the Harbor Board.
- Shuffle the Automa deck and place it near the Automa board.
- Place the Automa ships near its board.
- Place the markers in its color on the first space of each track on the Automa board.
- Deal the Automa a Governor card.
Gameplay
Automa Cards
The Automa determines which dice to draft with the help of Automa cards. Every Automa card has a distinct back and front. The back of the card indicates which die the Automa will draft on its turn. On the back of every card there is always a die in one of the four colors and an up or down arrow. The front of every card depicts a Harbor tile.
Roll and Draft Phase
The Automa is always the first player to act during this phase. After the Automa, the rest of the players continue according to regular turn order and the Anchor.
On the Automa's turn, look at the top card of the Automa deck to determine which die the Automa is going to draft. The Automa takes a die matching the color on the top card. If there are multiple dice matching that color, it takes the one with the highest or lowest value depending on the arrow on the card.
If there are no dice matching the color on the top card of the Automa deck, discard it to the discard pile and look at the new top card of the deck. If there are multiple dice tied for the highest/lowest value in the matching color, then it picks any of them.
If at any point the Automa deck is depleted, shuffle the discard pile and form a new deck.
After the Automa drafts a die, take the top card of the Automa deck and flip it face up. Look at the Harbor tile depicted on the card. The Automa places its drafted die on that Harbor tile. It places the die on a slot matching its drafted die. If there are multiple valid slots, then it picks the first slot starting from the top and going clockwise. If there are no empty slots matching the color of its die, it places it on the first empty slot, going clockwise. If there are no empty slots on the Harbor tile, the Automa places its die in the Smuggler's district and gains a Smuggler's token.
Example: The top card of the Automa deck has a purple die and a down arrow. Prioritizing the lowest value purple die, this means the Automa will draft the purple 2 from the dice pool.
The Automa does NOT gain any of the benefits from any Harbor tile. After the Automa places its drafted die, put the card in the discard pile.
Next, the Automa resolves its Automa board actions.
On the Automa board, find the track matching the color of the die the Automa just placed. Move its marker one space to the right. If the marker lands on a space with an icon the Automa immediately performs that action. If the marker lands on a space connected to an adjacent track, while that track's marker is on or has passed that space, the Automa performs that action.
Automa Actions
The Automa owns no resources. It ignores all costs while performing actions.
- Play a Ship card - The Automa takes a ship card from the display that matches the top color of its Governor card. If there aren't any matching ships, it takes a ship card that matches the bottom color of its Governor card. If it still can't find a matching ship, it takes any ship card. It always prioritizes the largest valid ship card. If the Automa already has 3 ship cards as it acquires a new Ship card, it replaces the smallest ship card with the new one. Keep the retired ship nearby as it will score Prestige for the Automa at the end of the game. As it takes a new Ship card, if the Automa has a free Colonist on its board it immediately places that Colonist as crew on the new Ship. It always places it on the Strength stat.
- Play a Building card - The Automa takes a Building card from the display that matches the top color of its Governor card or the bottom color if there aren't any matching Building cards. If there aren't any valid Building cards, it takes the Building card closest to the icon. Refresh the display as normal (see Architects Office / Administration Office).
- Play a Person card - follow the same steps as for Play a Building card only for the Person card display. The Automa follows no restriction for housing people.
- Gain a Colonist - The Automa takes a colonist from the supply. If it has a Ship card with no crew on its Strength stat, it immediately places the new colonist on that ship - prioritizing larger ships.
- Gain Prestige - The Automa gains Prestige tokens equal to the icon it triggered.
Action Phase
The Automa performs all its actions during Roll and Draft phase. The rest of the players play out the Action Phase as normal.
Voyage Phase
Before the start of the Voyage phase, the Automa always sends all its docked ships to trade.
While resolving the Voyage phase, when it would be the Automa's turn, follow these steps for each of its ships:
If a ship has a strength stat greater than the total strength of the Pirates, then move that ship to the next Map segment.
If a ship has a strength stat equal to the total strength of the Pirates, then the Automa trades with this ship at the current segment. The Automa discards the leftmost Luxury demand token. The Automa receives double the Prestige token reward for trading but no Coins.
If a ship has a strength stat less than the total strength of the Pirates, then immediately return that ship to the Automa board, docked. It receives no damage from this.
End of Game
During endgame scoring, the Automa scores in these categories:
- Prestige from all cards (Ships, Buildings, Person cards)
- 1 Prestige for every 2 cards matching any color of their Governor
- Prestige from Building cards with End of Game effect
- 1 Prestige for every Smuggler's token
- All Prestige tokens earned during the game
Appendix A - Person Card Clarification
Patrician (1, 6, 16) Flip up to 2 dice from among your drafted dice or those on Harbor tiles that match the color on the card. (Flip: Change a die to its opposite face — 1↔6, 2↔5, 3↔4.)
Investor (2, 7, 11) Add 2 temporary pips to 1 die from among your drafted dice that matches the color on the card. (Temporary pips increase the die's value for one placement only, without changing the die face.)
Engineer (3, 12, 17) Treat 1 die from among your drafted dice that matches the color of the card as a Wild Die for one placement. (A Wild Die can be placed on any slot, regardless of color restrictions.)
Legate (4) Construct 1 Colony structure, paying 2 fewer resources.
Admiral (5) Spend 1 Favor token to give all your Ships +1 Strength during this voyage phase. Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Captain (8) Give 1 Ship +1 Cargo during this voyage phase. Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Quaestor (9) Gain 2 Colonists from the supply and place them in available spaces on your Colony Board.
Trader (10) You may trade any types of Luxury during this voyage phase. (Ignore normal restrictions on which types of Luxury may be traded.) Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Captain (13) Refresh the Ship cards display. Take the current face-up Ship cards and put them at the bottom of their respective decks. Then draw the top card from each deck to reform the display.
Praefectus (14) Gain either 1 face-up Building card, or draw 2 Building cards from the deck.
Architect (15) Play 1 Building card that costs 2 or fewer resources from your hand, for free.
Captain (18) Gain 1 Coin for each of your Ships in the middle or right segment on the Trade map. Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Diplomat (19) Ignore the strength of 1 revealed Pirate card. Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Tribune (20) Gain 1 Favor token and 1 Smuggler token from the supply.
Corsair (21) Give one Ship +2 to its Strength stat during this Voyage phase. You can do this before revealing a new Pirate card. Before revealing a new Pirate for each segment you must decide if you wish to activate this Person. Voyage Phase - This card can only be activated during the Voyage phase. Activate it when you trade or continue your voyage.
Schemer (22) Gain 2 Smuggler's tokens.
Navigator (23) Move one of your left facing ships 1 space toward the Great Harbor. If it reaches the Great Harbor, dock that ship at your Colony.
Praetor (24) You can move any of your markers on the Senate board a total of two times. You can advance twice on one track or once on two different tracks.
Appendix B - Building Cards
Castrum; Horreum Maximus; Aqueduct; Pantheon (1, 6, 11, 16) This card has no effect but gives a more substantial Prestige reward.
Naval Academy (2) Employ a colonist. Then, crew one Colonist from the supply to one of your Ship cards that has free space for crew.
Dockyard Arsenal (3) Employ a colonist. As long as there is a Colonist on this card, all your small Ship Cards gain +1 Strength.
Warship Foundry (4) Employ a colonist. As long as there is a Colonist on this card, all your Ship Cards with at least one Crew, have +1 Strength.
Smithy (5) During Endgame scoring, gain 1 Prestige for every Medium Ship Card you have built this game.
Port Crane (7) Employ a colonist. Then, select 1 Die that has been placed on any harbor slot. Move that Die to any other harbor slot, ignoring all restrictions. You do not gain any benefits from this relocation.
Market Square (8) Employ a colonist. Then, gain 1 Luxury of your choice from the supply.
Customs Office (9) Ongoing effect: Whenever you successfully complete a trade, gain any 1 resource of your choice.
Tavern (10) During Endgame scoring, gain 1 Prestige for every 2 Building Cards you have built this game.
Engineer's Hut (12) Employ 2 Colonists on this card. Then, construct a Colony Building by paying two resources less for its cost. You can choose which 2 resources not to pay.
Fleetyard (13) Ongoing effect: Whenever you play a Ship card, gain 2 Favor tokens.
Lighthouse (14) Employ a Colonist on this card. Look at the top card from the Pirate Deck. Then, choose to put it back on top or discard it.
Odeon (15) During Endgame scoring, gain 1 Prestige for every 2 Colony Structures (Dock Huts and Insulae) you have built this game.
House of Censors (17) Employ a Colonist on this card. Then, progress one of your Senate Markers one space forward on the Senate Track.
Harbor Master (18) Employ a Colonist on this card. Then, reroll any one die. You can reroll one of your drafted dice and use the new result when you place it on a harbor slot.
Alternatively, you can reroll a die already placed on the Map Board. If you do, return it with the new result to the same harbor slot.
Governor's Villa (19) Ongoing effect: At the end of each round, gain one Favor token.
Curia (20) During Endgame scoring, gain 1 Prestige for every 2 Colonists on your Colony board.
Appendix C - Iconography
Reference list of the icons used throughout the components and rules: Sail resource, Rope resource, Planks resource, Metal resource, Person card (face down), Person card (face up), Buildings card (face down), Buildings card (face up), Ship card, Small Ship, Medium Ship, Large Ship, Ship (dock meeple), Speed stat, Strength, Cargo stat, Hull stat, Colonist, Housing space, Favor token, Smuggler's token, Activation marker, Marble Luxury, Pigments Luxury, Wine Luxury, Amphora Luxury, Ship dock stickers, Anchor (first drafter) token, Prestige, Prestige token, Coin, Any Luxury, Wild Die, Resource from Dice Bonus tile, Ongoing Building effect, End of game Building effect, Dock hut colony structure, Insula colony structure, Damage token, Pirate card, Shop.