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Part III to the Spice Islands and now to the New World. This network has allowed
your family to prosper. With a trading network in place on the Spice Road
and in the Spice Islands, you set out to continue your family’s success into
From East to West the next century. Your fate lies in the New World.
A
-1
E
-1 -1
G
1
1 3 x2
x2
2
x2
x2
1 2
3
1 3
2 x4
x4
C
/
D
2-3
/
A2
2 /
3
2-3
x4
x4 /
2-3
1
2-3 3
2 1
1 1 3
E2
2
B2
1
2
6 4 7 5
3
D2
2
2
2
=4
2
2 2
A2
3
3 4
C1
F2
2
x2
3x2
F
1 1 2 3
F
3
x2 x2
x2 x2
2
1 1 2 3 x2 x2
A2 B2 E2 D2
2
1 1 2 3
F
1 1 2 3
/ / / /
/ / / /
B
1 1 2 3
2-3 2-3
x4 x4
2 3 1
E2
D2
A2
B2
1 1 2 3
x4 x4
2-3 2-3
2x4 x4
2 3 1
N
B2
A2
D2
E2
2 2 1
C1 F2
1
2 2 2 2
3 x4 x4
X 2
3 3 4 3
F2
C1
2 2 1
Game Setup
1
3
2 2 2 2
+ 3 3
M
3 3 4 3
F2
to your player board
F2
Rest X 2
F2
You can choose any location that has neither a Exploration tile nor board and place them back onto your player board.
your own settlers on it.
Then: a) place the required number of settlers on that location Storage limit
and b) use that location’s action(s).
At the end of any turn, if you have more cubes in your
a) Placing settlers on a location: storage than spaces available, you must discard cubes of
Placing settlers on a location works exactly as explained in section your choice until you reach your limit. storage limit of
“a) Placing settlers on a location” of the base game rule sheet. 10 cubes.
2 3
b) Performing the location’s action(s): Cube supply limit
After you have placed your settlers on the location, immediately
use it according to its type. These are: The cube supply is considered unlimited. If a supply
x4 x3 should be exhausted, use something else as a substitute.
The 4 1New World 2locations:
1 3
1 1
Game End
1 1 Once a player claims their 8th Point card, finish the
Production
1 2Upgrade
1 1 1 Trade
x4
2 Fort
x4 1 current round of play. Then the game ends.
B2
These locations work as described in the section “Basic ◆ their Point cards
locations” on the OVERVIEW SHEET with one exception: ◆ Bonus tiles they have gained during the game (see
2-3 2-3
On Fort2
locations,
2 you do not
2 3 1gain Bonus
2 tiles. When
1 you use section “Bonus tiles” on the OVERVIEW SHEET for
A2
a Fort location, you can only claim its Point card. how to score them)
Market locations: ◆ uncovered spaces on their outpost section
In contrast to From East to West - Part I, you ◆ Exploration tiles they have gained due to certain Point
/ can only perform
/2 one action on a market
3
2-3 2-3
SHEET)
Use the1 action of the Merchant
1 card that lies directly below ◆ remaining cubes in their storage: Each non-yellow
this market location (see section “Actions on Merchant cards”
cube is worth 1 point.
on the Part I sheet). Then take that Merchant card and place it
E2
face down to the right of your player board in a discard pile. The player with the most points wins. If there is a tie, the
After aquiring a Merchant card, fill the empty slot by sliding tied player who was last to take a turn wins.
the cards to the left, creating an empty slot just to the left of
the merchant deck; then draw a card from the deck to fill that
empty slot.
This means in this game, you do not build a
trade route but only collect Merchant cards
x2 x2
Credits
beside your player board. However, for every Game Designer: Emerson Matsuuchi
Producer: Sophie Gravel
x2 x2
board. Once all 4 of your bonus spaces have a 2Bonus tile each,
3