How to play Manila Official Rules

By: Dennis B. B. Taylor

Understanding the Rules of the Manila Game

I want to take a moment to talk about the rules of the Manila game. You may have heard of it before, but do you really know how to play? Don’t worry, I’m here to help! Let’s dive in and explore the exciting world of Manila together.

What is the Manila Game?

Manila is a popular card game that originated in the Philippines. It’s a game of strategy and chance, and can be played with anywhere from 2 to 5 players. The goal of the game is to be the player with the most money at the end.

The Setup

Before we get into the nitty-gritty details, let’s talk about the setup. To start, you’ll need a deck of playing cards, chips or coins to represent money, and a table to play on. Each player will be dealt cards, and the game can begin.

The Gameplay

Now that we’re all set up, it’s time to play! The game is played in rounds, and each round has several phases. In the first phase, players place their bets by putting their money on the corresponding spaces on the table. Then, the dealer will shuffle and deal the cards.

After the cards are dealt, players can take turns making bets, raising the stakes, or folding if they don’t think they have a good hand. The goal is to have the best hand and win the pot of money on the table.

Once all bets are placed, it’s time for the showdown. Players reveal their cards, and the player with the best hand takes the pot. In the event of a tie, the pot is split between the players with the tied hands.

The game continues in this way until a predetermined number of rounds have been played or one player has all the money. At the end of the game, the player with the most money is declared the winner!

Conclusion

Now that you know the rules of the Manila game, you can join in on the fun! Remember, it’s a game of strategy and chance, so be sure to think carefully about your bets and keep an eye on your opponents. Good luck and have fun!

Hey there! Let’s talk about a really cool game called “Manila”. It’s played in rounds called “voyages”. In each voyage, we load up 3 punts with goods and set sail for the awesome city of Manila! But before we start our journey, we need to auction off the important office of the harbor master.

Why is the office so important, you ask? Well, only the harbor master gets to decide which goods we’ll load onto the punts and where we’ll sail from. This gives them some advantages over the rest of us. Plus, the harbor master is the only one who can buy new shares as an investment for the future.

Once the harbor master has done their job, it’s time for all of us to hire some awesome accomplices. These incredible individuals will help us earn money during the voyage. How cool is that?

When the voyage is over, we all get profits for our successful accomplices. And here’s a secret: the goods that make it to Manila become super valuable on the black market. Keep sailing those punts until one of the goods reaches a value of 30. And guess what? The player with the biggest fortune at the end of the game is the winner!

Parts

Hello, it’s me again! Today, I want to talk about something really cool – components. These little things are a big part of what makes the internet work. You might not notice them, but they’re everywhere! They are like the building blocks of web pages.

So, what exactly is a component? Well, it’s kind of like a Lego piece. Each component has a specific job and purpose. And just like how you can build amazing things with Lego pieces, web developers can create amazing websites by putting together different components.

Components are like the superheroes of the internet world. They have special abilities and powers. For example, one component might be responsible for showing images, while another component might handle buttons or text input fields. Each component brings something unique to the table.

Now, let’s talk about how components work. You see, components are made up of two things: HTML and CSS. HTML is like the skeleton of a component. It gives the component structure and layout. CSS, on the other hand, is like the skin of a component. It makes the component look pretty and stylish.

When you visit a website, your browser reads the HTML code and sees that there are components on the page. It then looks for the CSS code that goes with each component and applies it to make everything look just right. It’s like a magical transformation!

But wait, there’s more! Components can also talk to each other. They can send messages and share information. It’s like they’re having their own little conversation. This allows components to work together and make the website do all sorts of cool things.

So, the next time you’re browsing the web, take a moment to appreciate all the components that make it possible. They may be small, but they’re mighty! Thanks for joining me on this component adventure. I hope you learned something new!

  • 1 game board
  • 4 sets of 4 wares
  • 4 dice (in different colors)
  • 4 value indicators (in different colors)
  • 20 accomplices in five colors
  • 20 shares (5 for each of the 4 wares)
  • 79 coins
  • 3 punts

Setting Up

Whoever bids the highest becomes the harbor master.

  • Each player gets 30 pesos. Put the remaining coins next to the game board as the harbor cash box.
  • Each player gets three accomplices in their own color. Put any unused pieces back in the box.

If there are only three players, each player gets four accomplices.

In this game, each player gets two shares and takes a look at them, keeping them hidden from everyone else. Then, all the remaining shares are sorted by their type and placed next to the game board.

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Next, take the four value indicators and put them on the “0” space of the black market table, making sure to match their colors with the ones on the table. Finally, place the punts, ware loads, and dice next to the game board.

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Let’s Play the Game!

Hey there, folks! Get ready for some exciting adventure on the high seas! I’m here to guide you through the game. It’s really quite simple, and lots of fun! So, let’s dive right in!

The Game Plan

The game consists of several voyages that we’ll be embarking on. Each voyage is made up of different steps. Here’s the order in which we’ll be doing things:

  1. We start off by auctioning the office of the harbor master.
  2. Once the auction is done, we perform the duties of the harbor master.
  3. Next, we’ll be placing our accomplices and moving punts by rolling the dice. Exciting stuff!
  4. After that, it’s time to distribute the profits. Cha-ching!
  5. Lastly, we watch the ware values rise. Things are about to get interesting!

1. Auctioning the Office of Harbor Master

Alright, let’s kick off the first voyage! The player who’s been around the longest gets the honor of starting the auction. They’ll place a bid of at least 1 peso, or they can choose to pass. For the voyages that follow, the player who was the harbor master last time starts the bidding. If they pass, the player sitting to their left takes a shot, and so on, going clockwise around the table.

Let’s talk about auctions, a fascinating way to buy and sell things. In an auction, people take turns bidding on items they want to buy. The auction I’m going to tell you about is a little different – it’s called a harbor auction. In this auction, people bid to become the harbor master.

So, what happens in a harbor auction? Well, the auction starts with one person making a bid to become the harbor master. Then, the next person can either pass or offer a higher bid. This keeps going in a clockwise order until everyone has passed, except for one person. That person becomes the new harbor master. They have won the auction!

But wait, there’s more! If no one bids in the auction, the previous harbor master gets to keep their position for this voyage. It’s kind of like being the captain of a ship. It’s a big responsibility!

Now, there’s one more thing I want to tell you about. In the harbor auction, you can’t bid more money than you have. That wouldn’t be fair, right? But don’t worry, if you don’t have enough money, you can take a loan. You can borrow some money by using something valuable that you own as collateral. It’s a way to get the money you need to pay your bid.

2. The harbor master does some important tasks

Hey there! Let’s talk about the important role of a harbor master. You know, the person in charge of managing a harbor and making sure everything runs smoothly? Well, the harbor master has quite a few tasks on their plate. One of them is deciding which loads will be transported – basically figuring out what stuff gets moved from one place to another.

  1. Buying a share:

The harbor master can actually buy a share of something. This means they take a piece of the action and become a part-owner. To do this, they pay the cost of the share to the harbor’s cash box. After that, the harbor master places the share face-down with their other shares.

You might be wondering how much these shares cost. Well, it depends on the current value of the ware on the black market. It’s usually at least 5 pesos, but it can go higher.

  • Deciding which loads to transport:
  • This is a pretty big responsibility for the harbor master. They have to carefully consider which loads are the most important and need to be moved. It’s not an easy decision, but someone’s gotta do it!

  • Placing punts in the water:
  • Punts are small boats that are used to transport goods. And guess what? The harbor master is in charge of putting them in the water. It’s like a puzzle, finding the right spot for each punt so that everything fits nicely. Quite a task, right?

    So there you have it – a glimpse into the busy life of a harbor master. Managing a harbor requires a lot of decision-making and coordination, but it’s also an important job that keeps things moving smoothly. Now you know!

    Step 2: Unloading the Goods

    Next, the harbor master unloads all the goods from the ships and places them onto the three punts. This is an important step because it prepares the goods for further transportation.

    The harbor master carefully selects which goods to unload from each ship. He considers factors such as the weight and size of the goods, as well as the destination they are headed to.

    Once the goods are unloaded, they are organized and arranged on the punts, ensuring that they are secure and won’t be damaged during transportation.

    This step requires precision and attention to detail, as the harbor master must make sure that each punt is loaded with the appropriate goods. Additionally, he must ensure that the weight distribution on each punt is balanced to prevent it from tipping over.

    Overall, the unloading process is crucial to the success of the harbor master’s job. It sets the stage for the next phase of transportation and ensures that the goods are ready to be delivered to their final destinations.

    C. place the punts in the water!

    So, I’m the harbor master, and it’s my job to put the three punts in the water. This will decide where they start their journey. Each punt has a specific sea route on the board, and the spaces on this route are numbered from 0 to 13. The punts will travel along this route until they reach the destination port.

    • As the harbor master, I have the responsibility of assigning each punt to a sea route. The key rule is that no two punts can be placed on the same sea route.
    • When I assign a punt, I carefully select one of the start positions on the chosen sea route. These positions are numbered from 0 to 5. It’s crucial that I never place a punt in a position higher than space 5. We even mark the spaces from 0 to 5 to remind me of this rule!
    • However, there’s one more important rule to consider. The sum of the numbers assigned to the three start positions on a sea route must always add up to exactly 9. Take a look at fig. 5a and 5b to get a better idea of what I mean.

    Step 3: Partnerships and Forward Passes

    Now it’s time to talk about something really interesting in football – partnerships and forward passes! These two aspects of the game play a crucial role in a team’s success.

    Partnerships are when players work together closely and communicate effectively on the field. They develop a mutual understanding and connection, knowing each other’s strengths and weaknesses. This allows them to anticipate each other’s moves and make quick, coordinated decisions. Just like how friends work better together when they know each other well, football players become more effective when they have strong partnerships.

    Forward passes are another important aspect of the game. When a player makes a forward pass, they aim to move the ball towards the opponent’s goal. This is a strategic move that can help the team gain ground and create scoring opportunities. By passing the ball forward, players can surprise the opponents and disrupt their defensive formation, opening up space for attacking moves. Forward passes require precision and timing, making them an exciting and challenging part of the game.

    But why are these two aspects so important? Well, partnerships and forward passes can completely change the dynamics of a match. When players have strong partnerships, they can work together seamlessly, creating a flow and rhythm in their play. This makes it harder for the opponents to defend against them. Additionally, forward passes add an element of surprise and unpredictability to the game. They keep the opponents on their toes, forcing them to adjust their defensive strategy in real-time.

    So, if you want to become a skilled football player, it’s essential to understand the importance of partnerships and forward passes. Building connections with your teammates and practicing your passing skills will greatly enhance your performance on the field. Remember, it’s not just about individual talent, but also about how well you work with your team. Together, you can achieve amazing things!

    Picture this: you find yourself in a strategy game called “Phase and Punt.” The game is divided into several rounds, each with its own unique twists and turns.

    When playing with three people, we go through four rounds of placing accomplices and three rounds of punt movements. The cycle repeats itself as we alternate between the two.

    Here’s how the game begins:

    First, the Harbor Master takes the lead, followed by each player taking turns in clockwise order. Each player gets a chance to place one of their accomplices on an empty accomplice space. Be ready to fork over some cash from your stash, as each space has a specific cost that goes straight into the harbor cash box! (But wait, insurance is an exception to this rule).

    If you want to, you don’t have to put an accomplice on your turn. But once you do, you can’t put any more accomplices on this voyage.

    If you have no money and can’t take out a loan, you can put accomplices as “blind passengers” for free (see “take out a loan” and “blind passenger”).

    Where Can You Put Accomplices?

    You can put your accomplices in the following places:

    Wares (on board the punts):

    When it comes to ginseng, silk, and nutmeg, there are three available spaces for accomplices. For jade, there are four available spaces.

    If you want to put an accomplice on one of the three loaded wares, choose the empty space with the lowest price for that ware. On your turn, you can place multiple accomplices on the same ware space if there’s room. However, if a punt is already at the port, you cannot add any new accomplices to it.

    • The purpose of this action is to have accomplices on a punt that reaches the port destination during the voyage. This way, you can share in the profits during the “profit distribution” phase.
    • The risk of this action is that if the chosen punt doesn’t make it to the destination port, there won’t be any profits to share, and you won’t get any returns on your investment in accomplices.

    Port and shipyard spaces:

    Every port and shipyard has an extra place for partners. You can also put your partners on any empty port or shipyard space. Just like the places for goods on the boats, you can put multiple partners on port and shipyard spaces when it’s your turn and they’re empty.

    • The purpose of this move is to have partners on spaces where boats dock at the end of the journey, so you can get the payment shown above the chosen space.
    • The risk of this move is that if no boat reaches the port you chose, you won’t get any payment for your partners.

    Pirate Spaces:

    When you’re on the pirate boat, there are two spaces for the crew. The first person to get on the boat gets the front space and becomes the captain. But if someone else is already the captain, you can still get on the boat and be the captain’s accomplice in the second space. And guess what? You can even be an accomplice in both spaces if you want!

    Now, let’s talk about what happens when you take this action. The goal is to board a punt that ends the second movement round on space 13. If you succeed, you and your crew of pirates can plunder any punt that finishes its movement on the third round on space 13. That means you get to take all the treasure!

    But be careful, there’s a risk involved too. If no punt reaches space 13, you won’t get any return on your accomplice investment. So you better hope luck is on your side!

    Pilot Spaces:

    The pilot island has two spaces for accomplices. You can choose to place your accomplice on the “large” space, which costs more but gives you a better return, or on the “small” space.

    The purpose of this action is to help or hinder punts that haven’t reached their ports yet, before the third round of punt movement. Once the punts reach their ports, the pilots can’t affect them anymore.

    The risk of this action is that the influence you exert may not achieve the desired outcome.

    Now, let’s talk about insurance.

    In the insurance office, there’s a special space. If you choose to place an accomplice there, you don’t have to pay anything. Instead, you immediately receive a “insurance” payment of 10 pesos from the harbor cash box.

    • The idea behind this move is that if, after three rounds of moving, no punt ends up at the shipyard, you get to keep the 10 pesos insurance payment.
    • But there’s a risk involved. If any punt does end up at the shipyard, the insurance agent has to pay for the repairs. On top of that, the insurance agent is responsible for distributing the profits to the accomplices on those spaces.

    Movement Rounds:

    The harbor master throws three dice, each representing a different color that corresponds to the loaded wares. Then, the master moves each of the three punts – in any order – along its sea route. The number of spaces moved depends on the number shown on the die (see fig. 6).

    • When a punt arrives at its destination port with movement points left, those points are simply “thrown away”. The harbor master is never allowed to “throw away” a punt’s movement points in any other scenario.
    • Each punt must stick to its assigned sea route and cannot make any changes along the way.
    • Punts are not allowed to drop off or trade any goods during their journey.

    A Successful Journey

    When a punt travels beyond space 13 and eventually reaches the port of Manila, it is considered a successful voyage. The first punt to arrive in Manila is placed in port space A, the second punt goes to port space B, and the third punt goes to port space C (refer to fig. 7). Each port space can only accommodate one punt at a time.

    Shipwrecks

    When I play the game, there’s a chance that my punts might get damaged and won’t make it to Manila after three rounds of movement. It’s a bit disappointing, but it happens. Now, when this happens, my damaged punts need to be put in the shipyard.

    Usually, if just one punt fails to reach Manila, it’s put in the A space of the shipyard. And if a second punt fails, it goes in the B space. But if all three punts fail to make it, then the last one gets put in the C space of the shipyard (check out fig. 8 for a visual).

    Oh, and just a rule – no space in the shipyard can have two punts at the same time. Gotta keep it fair.

    Note: Right before the third movement round, us pilots get a chance to influence the punts’ movements (check out “the pilots do their thing”)!

    Avast, Ye Landlubbers!

    Once a punt comes to a stop on space 13 at the end of a movement round, it’s pirate time.

    1. If a punt is still standing on space 13 after the second movement round, those scallywags board the punt.
    2. If a punt is still standing on space 13 after the third movement round, those pirates go and plunder it.

    If a punt arrives on space 13 during a movement round because of the pilot’s influence, that punt is safe from the pirates (see “the pilots do their thing”). And if there be no pirates aboard the pirate boat when a punt arrives on space 13, it won’t be attacked.

    a) boardin’ time for pirates (check out fig. 9)

    When it’s time to get on the punt, I move my pirate to an empty space on the punt. If there are no empty spaces, I can’t board the punt (see fig. 9).

    The pirate captain (the space at the front of the pirate boat) can be the first to board. After the captain boards or decides not to, the second pirate can board. It’s up to each pirate, one at a time, to decide if they want to stay on the pirate boat and hope for better opportunities to plunder.

    If the pirate captain gets on a punt, the second pirate immediately becomes the captain and moves to the front position on the pirate boat. If there are multiple punts on space 13 after the second round of movement, the pirates can choose which punts, if any, to board. But they can only board empty spaces.

    Hey there! Just wanted to let you know that there’s a cool way to make the pirates in the game more powerful. If you follow the special rule variant I’m about to describe, you can give them a little boost. Here’s how:

    b) Plunder (see fig. 10)

    Once you reach space 13 after the third movement round, every punt is completely taken over by the pirates. This means:

    • All the other players lose their accomplices who were on the punt.
    • The pirates get the money from the harbor cash box for each captured punt (check out “profit distribution” in chapter 3).
    • Now, the pirate captain gets to decide whether each captured punt should go to the port or the shipyard. If they choose the port, the value of the captured goods goes up (this is called “ware value rising”).

    So you’re playing this game, and you’re wondering what happens when a punt lands on space 13? Well, let me tell you. When that happens, and there are no pirates on the pirate boat, the punt is moved to the next empty port space. It’s like it magically arrived at its destination port!

    Pilots Take Control

    As we approach the end of the game, the pilots play a crucial role in guiding the punts to their final destinations. Just before the last punt movement round, the pilots get their chance to make their mark. However, there are a few rules they must follow to ensure a smooth journey.

    First and foremost, we have the “small pilot.” This skilled individual, stationed at the 2-peso space, goes first. With a single move, they can push a punt either forward or backward by one space. It may seem like a small adjustment, but one strategic nudge can make all the difference.

    Next up is the “large pilot.” This experienced navigator gets to make a more significant impact. They have the flexibility to move a punt up to two spaces forward or back. Furthermore, they can choose to move two punts, each by one space. The large pilot has the power to decide the direction and distance for each punt individually. Additionally, they can either follow the path set by the small pilot or go in a different direction entirely. The choice is theirs to make.

    But what happens when a punt goes past space 13? That means it has reached its port destination. The pilot responsible for that punt gets to place it on the next empty port space, ensuring a safe and timely arrival.

    So, picture this: you’re a pilot, sailing through the vast expanse of space in your trusty punt. You’ve come across this mysterious space 13, and you can’t help but wonder what might happen if you decide to move your punt into it. But here’s the thing – nothing happens, at least not right away. You see, the pirates who guard space 13 only attack after the movement round.

    As the harbor master, I can only roll the dice to move the punts in the third movement round after I have given the pilots the chance to execute their actions. Each pilot has the choice to use their influence or not. For instance, the small pilot can choose to refrain, while the large pilot can use their influence.

    Once all the punts have been moved in the third punt movement round and placed on port or shipyard spaces, it’s time to pay the profits.

    4. Profit Distribution

    Now, let’s talk about how the profits will be distributed to the players who successfully placed their accomplices:

    Pirate Accomplices

    Loaded Ware Accomplices

    So here’s the thing: when people used to transport goods, they had a system in place. There were these accomplices, right? Their job was to make sure the cargo arrived in Manila. And get this – their profits depended on it! See, each load of cargo had a certain amount of profit tied to it. And the accomplices would split that profit equally among themselves. Sounds like a pretty sweet deal, huh?

    But here’s the catch. If something happened to the cargo and it had to be taken to the shipyard for repairs, well, tough luck for the accomplices. They didn’t get any profit at all. Nope, not even a penny. They just had to go back home empty-handed. Ouch.

    The Port and Shipyard Crew

    When I think of port and shipyard accomplices, I can’t help but wonder how they make their money. It’s an interesting concept, really. You see, these accomplices only earn a profit if a punt lands at the port or shipyard space where they’re stationed. It’s like a gamble, a bet that they make. And if luck is on their side, they get rewarded.

    Take a look at the spaces above where these accomplices are deployed. You’ll notice that there are amounts of profit printed on them. These profits come from different sources depending on whether it’s a port or shipyard space. If it’s a port space, the profit is paid from the harbor cash box. But if it’s a shipyard space, the profit is paid by the insurance agent or, in the absence of an insurance agent, it comes from the harbor cash box.

    But here’s the thing – if these accomplices are deployed to a port or shipyard space that’s vacant, they don’t get anything. They go home empty-handed, with no profit to show for their efforts. It’s a risky business to be in, that’s for sure.

    So, next time you’re playing a game that involves port and shipyard accomplices, remember that they’re taking a chance. They’re waiting for that perfect moment when a punt lands on their space so they can earn a profit. It’s a tough job, but someone’s gotta do it.

    The Insurance Pays

    When I punt and my boat lands in the shipyard, it’s inevitable that there will be some damage. Luckily, I have insurance to cover these mishaps. Let me explain how it works.

    • If I had the foresight to deploy an accomplice to the shipyard space where my damaged punt ended up, the insurance agent will pay me. It’s like a reward for thinking ahead and taking precautions.
    • However, if I didn’t have an accomplice at the shipyard, the insurance agent will instead pay the harbor cash box. It’s a bit disappointing, but at least the money goes towards something useful.

    The amount of insurance payment I receive depends on the number printed above the shipyard space where my punt landed. It’s like a bonus that varies based on luck and chance.

    Now, here’s an interesting twist. As the insurance agent player, I have the option to keep the profits from my voyage before paying for the repairs. It’s a nice perk, but there’s a catch.

    If I find myself short on cash to make the necessary payments, I have to take out loans to cover the missing amounts. We wouldn’t want my lack of funds to hold up the repair process, would we?

    So, remember, when I’m out on the river and my punt gets damaged, insurance is there to save the day. It may not be a perfect solution, but it sure helps ease the burden of unexpected expenses.

    I’m going to break down this text so it’s easier to understand. Here’s how it works: If I don’t have enough money, even with loans, to pay for everything, I’ll pay as much as I can from my own funds. The remaining amount is then taken from the harbor cash box. The best part is, I don’t have to pay back the money that comes from the harbor cash box.

    Need Some Extra Cash?

    If you’re a shareholder with no debts, I’ve got good news for you! You have the option to take out a loan from the harbor cash box whenever you need it. All you have to do is put up one or more of your unencumbered shares as collateral. Just place the shares face-down in your play area to indicate that they’re encumbered.

    Here’s how it works: for each share you use as collateral, the harbor cash box will lend you 12 pesos. So, if you find yourself in a tight spot and need some money to meet your obligations, taking out a loan is the way to go. It’s like a helping hand to get you back on track!

    • But remember, there’s a catch. If you don’t have enough cash and potential money from your unencumbered shares,
    • You won’t be able to bid a higher amount than what you can scrounge up between your available cash and loans.

    I’ve got a task to redo this provided text in a simpler and more engaging way. Here it goes:

    To complete this challenge, you have to take all the loans you can and pay for the repairs like an insurance agent until you’ve used up all the shares that aren’t already tied to a loan. The remaining payments will come from the harbor cash box (more about that in “the insurance pays” section).

    If you want to free up a share that’s tied to a loan, you can do so by repaying the loan with interest. This will cost you a total of 15 pesos, which you have to pay to the harbor cash box. Once you’ve done that, you can place the unencumbered share face up in your play area with the rest of your unencumbered shares. And if you need to, you can use that share to take out another loan.

    When the game is almost over, you’ll have to pay back 15 pesos for each share that’s still tied to a loan in your play area. This will happen at “game end and the winner” section.

    If you don’t have any cash left, don’t worry! You can place an accomplice for free. We call them “blind passenger” in the game.

    By the way, let me tell you more about the “blind passenger” in the next section.

    If I don’t have any money and I don’t have any shares to borrow against, I become what’s called a “Blind Passenger,” and I can choose to put an accomplice on any available spot in a punt without paying anything.

    I can’t use any other spaces until I have some cash again. If, even after combining my cash and loans, I still don’t have enough to pay for the cheapest space, I can still place my accomplice there, but I have to give all the rest of my cash to the harbor cash box.

    5. Ware Values Go Up

    The goods that make it to the port increase in value by one space on the black market table.

    When I deliver all wares on a voyage to the destination port of Manila, their value increases. To make this happen, I move the value markers for these wares on the black market table up by one space (for example, from 0 to 5). However, if any wares don’t reach the harbor, their value remains the same.

    Now, to get ready for the next voyage, I place all punts and ware loads at the edge of the game board. I also take back all my accomplices. The next voyage kicks off with an auction for the office of the harbor master.

    Game Over

    The game comes to an end as soon as the value marker for at least one ware reaches 30 on the black market table.

    When it comes to determining who is the most successful merchant in Manila, there are a few factors to consider. First, I count my cash, which includes the pesos I have and the value of my shares. To calculate the value of my shares, I use the black market table. But there’s a catch – if I have any encumbered shares, which are shares that I still owe money on, I have to subtract 15 pesos for each one. Once I’ve done all the math, the final total is my fortune.

    Now, the player with the highest fortune is the one who comes out on top. They have proven themselves as the most successful merchant in Manila and are crowned the winner of the game!

    Variant

    So here’s the deal: pirates are sneaky. They can board a punt even if there’s no room left. When that happens, the pirate who wants to board kicks one of the others off the punt and takes their place. It’s a bit like a game of musical chairs.

    But hold your horses! If there are still some empty spots on any punt at space 13, the pirates gotta fill those first. They can’t go kicking anyone off until all the spots are taken. And here’s the catch: if two pirates try to board the same punt, the second one can’t kick off the captain. That would just be rude!

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