Contents
- 1 Get to Know the Genoa Game!
- 1.1 Components
- 1.2 Objective of the Game
- 1.3 Gameplay Overview
- 1.4 Trading Goods
- 1.5 Fulfilling Contracts
- 1.6 Investments
- 1.7 Final Thoughts
- 1.8 Setting Up
- 1.9 Welcome to the World of Trade Tower
- 1.10 1. Determine the Starting Space
- 1.11 Moving, Acting, and Trading
- 1.12 Special Negotiation Cases
- 1.13 3. Time to Get Some Buildings
- 1.14 4. End of Turn
- 1.15 Game Over
Get to Know the Genoa Game!
Hey there, game enthusiasts!
I wanted to introduce you to an awesome tabletop game called Genoa. It’s a super fun game that you can play with your friends or family. Now, let’s dive into the rules and get ready for some exciting gameplay!
Components
Before we start, let’s gather all the pieces you’ll need:
- A game board that represents the city of Genoa
- Game cards, which include contract cards and action cards
- Merchant pieces, representing the players
- Auction tokens for bidding
- Around 100 goods tiles of different kinds
Objective of the Game
The goal of Genoa is to become the most successful merchant in the city. To achieve that, you’ll need to trade goods, fulfill contracts, and make wise investments. The player with the most victory points at the end of the game wins.
Gameplay Overview
In Genoa, you’ll take turns performing various actions. On your turn, you’ll roll the dice to determine how many actions you can take. Then, you can move your merchant piece around the city, trade goods, fulfill contracts, and more.
Trading Goods
In Genoa, trading goods is a key part of the game. You can buy goods from the market and sell them for profit. Some goods are more valuable than others, so choose wisely. You can also trade goods with other players to strike better deals.
Fulfilling Contracts
To earn victory points, you’ll need to fulfill contracts. These contracts specify certain goods that you must deliver to specific locations within the city. The more contracts you fulfill, the closer you’ll get to victory.
Investments
In Genoa, you can invest in different businesses throughout the city. By doing so, you can earn money and gain advantages over your opponents. Make strategic investments to boost your chances of winning.
Final Thoughts
Now that you understand the basic rules of Genoa, start gathering your friends and set up a game! It’s a great way to spend quality time together and have loads of fun. Remember, the key to success is trading goods, fulfilling contracts, and making smart investments. Good luck and may the best merchant win!
- I’m selling 1 Trade tower
- I’ve also got 1 round marker available
- If you need them, I have 2 8-sided dice
- I’ve got 40 Commodity tiles up for grabs
- There are 35 wooden Ownership markers ready for use
- For something special, I’ve got 27 special tiles
- Do you need 60 cards? I’ve got them here
- I’ve even got 80 coins up for grabs
- Don’t forget the game board – 1 included
- Keep track of turns with the first player marker – 1 included
- And finally, 5 player tiles are ready for use
- Instructions are included, of course
Setting Up
Okay, let’s put these pieces together. Follow the illustration below:
First, I’ll take the round marker and place it on the space that matches the number of players. For example, if there are four players, I’ll place it on space 4.
Next, I’ll grab the special tiles. There are five different kinds, and we need five of each. I’ll place them on the appropriate spaces.
Now, it’s time for the commodity tiles. There are eight different kinds, and we need five of each. I’ll put them on the appropriate spaces.
Now, it’s your turn to choose a color! Grab the corresponding player tile and place it in front of you. Don’t forget to place your seven markers on the board as shown. Any unused markers and player tiles can go back in the box.
Alright, now let’s prepare the cards. First, I’ll separate them into four piles based on their back design. Once that’s done, I’ll shuffle each pile and place them face down.
Here’s what each player will receive:
- One card from each of the four piles. These cards will be kept hidden and will make up your starting hand.
When you play the game, you start with 130 ducats, which are made up of 2×5-ducat coins, 2×10-ducat coins, and 2×50-ducat coins. You keep these coins next to the game board as the bank.
The first player is the person who most recently visited a market. They get to take the Trade tower, which is the set of 5 discs, as well as the two dice and the first player marker. The first player keeps this marker in front of them for the entire game.
The goal of the game is to be the richest player when the last round ends. The game is played over 6 to 12 rounds, with each round divided into turns. The number of turns in each round is equal to the number of players.
Here’s what happens each turn:
- First, it’s time to start a round, and the player who starts is called the merchant. The merchant gets 5 discs that make up the Trade tower.
- Next, the merchant takes their turn and then passes the tower to the next player, who becomes the new merchant. This continues in a clockwise direction.
- A round ends once every player has been the merchant.
- When the last player finishes their turn, they move the round marker down one space on the round track. Unless the marker was already on the last space of the track, the game continues.
Note: From now on, I’ll refer to the player currently taking their turn as the merchant.
Each turn is divided into 4 phases:
- First, we need to determine the starting space.
Welcome to the World of Trade Tower
In this exciting game, you’ll explore a world of commerce, making moves, striking deals, and building your empire. Get ready for an adventure like no other!
Your Path to Success
As you navigate through Trade Tower, there are three key elements you’ll need to master: movement, acquisitions, and the end of your turn. These are the pillars of your triumph.
- Movement / Actions / Negotiations
- Acquire buildings
- End of turn
1. Determine the Starting Space
Let’s begin by determining your starting point. Roll the dice – the blue die gives your horizontal coordinate (blue number), and the red die reveals your vertical coordinate (red number).
Place the five discs that form the Trade Tower on the space where these two coordinates intersect. This is where your tower will start.
Hey there!
Guess what? I’ve got something important to tell you. So, here’s the deal: if you get the Market with a dice roll at the beginning of the round (you know, those four squares – 4-4, 4-5, 5-5, 5-4), you gotta move the round marker down one space on the track.
That means fewer rounds will be played. Pretty cool, huh?
Let me give you an example: imagine you’re a merchant and you roll the dice. Say you get a 3 on the blue die and a 2 on the red die. What happens next is that the five discs of the Trade tower will go on the street space indicated by the arrows. Got it?
Moving, Acting, and Trading
Moving
Starting from the first space, I can move the tower to a neighboring space. I can move the tower horizontally or vertically, but not diagonally. Each time I move, I must leave a disc behind on the space I was on.
So, I can move the tower up to four spaces in one turn. Including the starting space, I can visit a total of five spaces per turn.
Here are the rules for moving the Trade tower:
- Every building, street, and even the Market counts as one space.
- In this game, the Park and the Harbor are also considered buildings.
- I cannot visit the same space twice in one turn.
When I play a certain game, there are two important things to know about the merchant character. First, the merchant can keep moving the tower while everyone else has already taken their turn. This means they can make more moves than anyone else. Second, the merchant can choose to stop moving the tower whenever they want. They can even leave it on the starting space if they prefer. These abilities make the merchant a unique and powerful character in the game.
For example: I start my journey on the street next to the Guild Hall. From here, I can move the tower in different directions.
In Movement A, I decide to move as far as possible (4 spaces) and end up at Villa Collini. On the other hand, in Movement B, I only need 3 moves to reach Metals.
What I Can Do
Whenever I visit a building, I can take an action. Since I can only perform one action as the merchant, the other players will have the chance to use the remaining actions. Each building offers a unique action.
In one turn, the tower can explore a total of 5 buildings, including the starting space.
Here are the rules for taking actions:
- First, I thought it was a bit mysterious. You can only do things in specific buildings that have a banner. The little pictures tell you what you can do in each building.
- But then I realized, you can only do one thing at a time. And if you don’t feel like doing anything, you can skip your turn.
- It’s also important to know that only one player can use a building’s action each turn. So you might have to wait your turn.
- And here’s something interesting – when the tower gets to a building, that’s when the action happens. It doesn’t matter whose turn it is.
Negotiations
Before the merchant moves the tower, us other players can offer him different things in return for him moving the tower closer to a specific spot. Once we agree on a deal, I pay the merchant the agreed-upon price.
Then the merchant moves the tower towards that spot. If it’s a building, I get to do what the building allows right away.
Here are the rules for negotiations:
- I have to negotiate with the merchant.
- When I make an offer, it means the merchant will move the tower to the spot we agreed on and I get to do what the spot allows.
- During negotiations, we can talk and change our deals whenever we want.
When playing this game, you have the option to make an offer to move the tower. To do this, simply indicate the space you want the tower to move to and state what you’re willing to give in return. Keep in mind that it’s also valid to request moving the tower onto an empty space on the street.
If you’re trading ownership markers, remember that the player making the offer returns their markers to the main supply, while the recipient takes the same number of their own color.
During this phase, the merchant has the ability to negotiate the tower’s next move with the other players, as long as the tower can still be moved. This phase ends when the merchant has moved the tower four times or decides to stop moving it.
It’s important to note that players can choose not to make any offers and hope that the merchant will move the tower onto the building they desire.
I noticed something interesting during my recent game of The Tower. As the tower stood next to the Coach House, I couldn’t help but wonder if the merchant could move the tower. It turned out the answer was yes!
Now, here’s where things got fascinating. Jeff, one of the players, decided to give the merchant 5 ducats in exchange for moving the tower onto the Coach House. The merchant almost refused but changed their mind when Jeff sweetened the deal by offering a Commodity tile as well.
Jeff handed over the 5 ducats and the Commodity tile, and just like that, the tower was shifted onto the Coach House. And guess what? Jeff immediately reaped the benefits of this move. It was a brilliant strategic move on his part.
Special Negotiation Cases
A. Non-adjacent space
Hey there! Let’s talk about some special cases during the game. Sometimes, you might want the merchant to move the tower to a space that it’s not next to yet. I mean, it’s worth a shot, right? So, you can make suggestions to the merchant about where to move the tower, but keep in mind, the merchant doesn’t have to follow your advice or accept any offers right away.
Here’s the interesting part: let’s say you made an offer to the merchant, and later in the same turn, the tower ends up next to the space you mentioned in your offer. Well, at that point, the merchant has a choice. They can either accept your original offer if it still stands, or they can negotiate a totally new offer with you or maybe even someone else. It’s like starting fresh!
But here’s the twist: the merchant can also be a bit sneaky. They can move the tower towards the space they want and stop whenever they feel like it. They don’t have to reach the space that you or anyone else mentioned. They have all the power!
Just to give you an example, let’s imagine Jeff is playing the game. He sees that the tower has enough discs to reach Villa Colini, but it’s not right next to it yet. So, unfortunately, Jeff can’t strike a deal with the merchant just yet. He’ll have to wait for the right moment.
Picture this: I, a skilled architect, construct a towering edifice that captivates all who lay eyes upon it. Tucked away in this magnificent structure lies a secret—a hidden chamber that holds a chest filled with riches. I invite a merchant to play a game of sorts, offering him the opportunity to acquire these treasures. Now, here’s the twist: the tower moves!
Yes, you read that right. The tower, with its secret chamber, has a mind of its own. I hold the power to transport it to different locations. So, I approach the merchant and make him an intriguing proposition. I tell him that if he can find me when the tower moves, he can claim 15 ducats.
Just imagine the possibilities. The tower could go anywhere—a bustling market square, a vibrant seaside village, or even a remote mountaintop. It’s up to the merchant to decide whether he will take the risk and follow the tower or stay put, unsure if this elusive prize will ever be within his grasp.
The choice is his, and his alone. Will he take a chance on adventure, on the possibility of striking gold? Or will he play it safe, remaining in the comfort of his current surroundings, forever wondering what treasures he may have missed?
In the end, it’s a game of wits and strategy. The merchant must weigh the odds, pondering whether the promise of 15 ducats is worth the uncertainty and potential upheaval. It’s a thrilling challenge, one that will test his resolve and decision-making skills.
As for me, the architect behind this grand game, I will revel in the anticipation and excitement of each move, watching as the merchant deliberates his next step. I’ve created a world of mystery and possibility, where fortunes can be won or lost with a single decision.
So, dear reader, I invite you to join me in this enchanting tale. Step into the shoes of the merchant and consider this proposition. Will you take a leap of faith, willing to chase the tower wherever it may lead? Or will you hold back, content with the treasures that are already within your reach? The choice is yours, and the adventure awaits.
B. Buildings without Prior Negotiation
When I place or move the tower on a building without prearranging any deals (like the starting space), you can make an offer to me to get the action.
If at least one of you makes an offer for the building’s action, I have to accept it. But, I also have the choice to take the action myself. If I can’t or don’t want to use it, I must accept the other player’s offer.
If none of you make an offer, I don’t have to take the action myself. It remains unused for this turn.
For example: I move the tower to the Harbor without making any deals. Jeff offers me a small sum of 5 ducats for the building’s action.
Hey there! Just wanted to let you know that there aren’t any other offers on the table. The merchant really wants the Villa Monetti action, so he has no choice but to accept this offer.
If he says no to this deal, he’ll have to settle for the Harbor’s action instead, and he won’t be able to take any other actions this turn.
3. Time to Get Some Buildings
Now, in phase 3, each player has a chance to grab one or two buildings. This is where those tower discs on the board come into play. Starting with the merchant and going clockwise, each player gets a turn to acquire buildings.
Only players who have Ownership markers in front of them are allowed to join in this phase. Once everyone has had their shot at getting buildings, we move on to the next phase.
So, when it’s your turn to get one or two buildings, here’s what you gotta do:
- First and foremost, make sure you have at least one Ownership marker in your personal supply. You can get these markers by using the Cathedral’s action.
- Once you have the markers, it’s time to choose a street space. Look for a street space that has at least one of the tower’s discs on it. If there are no occupied street spaces, you won’t be able to get any buildings this turn.
- Now comes the fun part. After choosing the street space, you have the option to place one or two Ownership markers on buildings that are orthogonally adjacent to the street space. Just remember, you can only have one marker per building.
- When we make offers to the merchant, we need to include at least one good. Can’t just be money. Gotta sweeten the deal.
- If you make a move, I get two actions in return. So, make your moves wisely!
When it comes to the game, there are a few key factors to keep in mind. Let’s discuss them:
Note: If you want to remove someone else’s Ownership marker, you can do so by sacrificing one of your own markers. The marker that was already on the building and the one from your supply will both go back into the general supply. If you choose to do so, you can then become the owner of the building by placing one of your Ownership markers on it.
Having buildings that you own will increase your income during the game and at the end. When you use an action on a building where there is an Ownership marker, you will receive 10 ducats from the bank.
However, if you take the action yourself, you won’t receive these 10 ducats.
At the end of the game, you will gain 10 ducats for each of your Ownership markers that are placed on the buildings.
Example: I, as the player representing the merchant, have the privilege of placing one or two Ownership markers. I decide to place one on the Guild Hall and another on the Coach House, both of which are adjacent to the street space assigned to the merchant. Once I place the markers, I become the proud owner of these two buildings. To finalize the transaction, I remove the disc from the street space.
Now it’s Matt’s turn. He also wants to become an owner, so he chooses the last available disc on a street space. To do so, he spends one of his markers from his supply to remove the Ownership marker that was previously on the Coach House. Both markers are then returned to the general supply.
Not stopping there, Matt takes things a step further. He claims ownership of the Spices warehouse and the Coach House by strategically placing his Ownership markers on these buildings.
Even though I have Ownership markers in my personal supply, I can’t place them on the board because there are no more discs on street spaces.
4. End of Turn
When I’m the last player to end my turn in a round, I move the round marker down one space on the track. If the marker wasn’t already on the last space of the track, the game goes on.
Once the marker leaves the last space of the track, the game is over, and we count our ducats to determine the winner.
Here’s something important: The last round of the game is always played fully, even if, during a turn, a player rolls the Market’s coordinates.
In other words, as soon as the round marker is on the last space, we finish the current turn and then proceed with the final countdown.
Example: In the previous round, the marker got moved. Now, I’m the first player and I start a new round. I roll the dice and get a Red 4 and a Blue 4, which determines the tower’s starting space.
Now, I place the tower on the Market and move the round marker down one space. It’s currently on the last space, indicating that this is the final round of the game.
We’ll finish this round, and even if someone else chooses the Market’s coordinates as their starting space, the round marker will stay on the track. This is it, the last round.
Game Over
When the game ends, each player receives 10 ducats from the bank for each of their Ownership markers on buildings (not the ones in the general supply).
So here’s how it works: we all reveal our Contract cards and get the corresponding sum from the bank. But, just so you know, whatever cards, commodities, or special tiles we own at the end of the game won’t give us anything. No extra perks, unfortunately.
At the end of the game, it all comes down to one thing: how many ducats we’ve got. Whoever has the most ducats wins. Simple, right?
Now, in case there’s a tie, the winner is the person with the most goods. Ya know, cards, commodities, and special tiles. It’s like a bonus round to determine the ultimate champ.
Two-player twist
If it’s just the two of us playing, there are a couple of rule changes:
Oh, and by the way, the rules for the “Extra action” tile? Yeah, they stay the same. No changes there.