Contents
- 1 Welcome to Serenissima!
Welcome to Serenissima!
Hey there! I’m excited to introduce you to Serenissima! This is a fun and engaging game that will transport you to the magnificent city of Venice during the Renaissance period. I’ll guide you through the rules, so let’s dive right in!
The Basics:
In Serenissima, you’ll take on the role of a merchant aiming to build your trading empire in Venice. Your goal is to navigate the intricate waterways and establish your dominance in the city’s lucrative trade network.
Here’s what you need to know:
1. Set Up:
First things first, set up the game board. Place the starting port in Venice and distribute your galleys and trading houses. Each player starts with a set of resources and a starting income. You’re all set to embark on your trading adventure!
2. Game Turns:
The game progresses through a series of turns. Each turn, you have several actions you can take:
- Move your galleys across the sea or along the city’s canals
- Establish trading routes and expand your influence
- Engage in combat to protect your interests or challenge other merchants
- Conduct secret negotiations and form alliances with other players
Strategize your moves carefully and keep an eye on your opponents’ actions. The city of Venice is bustling with activity, and you’ll face stiff competition!
3. Trade and Profit:
The heart of the game lies in trading. As a merchant, you’ll buy and sell goods, striving to make a profit. Invest your resources wisely, negotiate deals, and make shrewd business decisions to maximize your earnings.
Remember, success in trading hinges on supply and demand. Keep an eye on market trends and anticipate shifts in prices. Adaptation is key!
4. Special Events:
You’ll encounter unexpected events during the game that can either benefit or hinder your progress. Seize opportunities and navigate challenges to gain an edge over your rivals. Every twist and turn adds excitement and unpredictability to the gameplay.
5. Winning the Game:
The game ends when a predetermined condition is met, such as a player accumulating a certain number of victory points or successfully completing specific objectives. The merchant with the highest victory points emerges as the most successful trader in Venice and wins the game!
Ready to Embark on Your Trading Adventure?
Now that you’re familiar with the game rules, it’s time to immerse yourself in the vibrant world of Serenissima! Gather your fellow merchants, set up the game board, and let the trading begin. May the winds of fortune be ever in your favor!
- 1 game board
- 70 cubes
- 54 coins
- 15 galleys
- 24 Gallery cubes
- 1 sticker sheet
- 120 Sailor tokens
- 19 Port cards
- 5 Doge cards
- 4 Game Help cards
- 4 Closed cards
- 5 Basilica tokens
- 5 Fort tokens
- 5 special die
- 1 White token & 1 Black token
- Instructions
Object of the Game
I’m going to tell you about this awesome game called “Mediterranean Merchants”. It’s all about trading and fighting in the 15th century. We’re going to try to become the richest merchants in the Mediterranean. So, you want to win, right? Of course, you do!
Setup
Game Board
Let’s talk about the game board and its components. There are different areas on the board that serve specific purposes:
First, we have the Turn track, which is where the game begins for four players.
Next, we have the Wheel, which is like a square where you can move your Doge.
Then, there’s the Doge cards square, where you’ll find cards related to the Doge.
The port is an important place where you can produce goods, specifically marble in this game. You can find this information in the square marked E.
Right next to the port, we have the Port’s Warehouse, where you can store your goods.
Lastly, we have the Starting Ports, which is where you’ll find the ships at the beginning of the game.
Now, let’s talk about how the game is set up. The game board is placed in the center of the table, and all the different tokens, cubes, and cards are placed next to it.
The white token is placed at the start of the 4 player turn track A.
You’ll find Galley cubes close to the wheel, and the black token is placed on the wheel, specifically on the Doge space B.
There are also Doge cards that play an important role in the game. The 5 Doge cards are shuffled and placed face-down on the left-hand side of the Venetian lion C. As the game progresses, these cards will be discarded on the right-hand side of the Venetian lion.
When we start playing, one player is chosen randomly to go first. We get to choose our own color and we start with 22 sailors and 5 ducats. We also each choose a starting port from the 5 available options, going clockwise starting with the first player, and we also choose a galley.
Once we pick our galley, we place a Galley cube of our color on the wheel next to the number that matches our galley. This shows that our galley is in play. We put 3 sailors on our starting port and 3 more in our galley. Then we place our galley in the sea zone next to our chosen port.
After we place our galley, there is a second round of galley selection. This time, it goes counterclockwise, starting with the last player. Each player places their new galley next to their first one and puts 3 sailors on board.
Note: The Ducats in the game have two sides – one with a design and one blank. You and your friends can talk about what you prefer: playing with money that everyone can see, or keeping it hidden. You can put the coins you earn face up or face down, depending on what you all decide.
How To Play the Game
Playing the game involves taking turns and making strategic decisions. Each game consists of 5 to 11 turns, depending on the number of players. At the start of each turn, a Doge card is drawn, and sometimes scoring occurs.
First, the black token is moved clockwise to the first space on the wheel that has a Galley cube. This becomes the active galley, and its owner has two options: Action or Investment.
A. Taking Action
If you choose to take action, you can use your galley. The action phase consists of 3 steps: Loading, Movement, and Sale or Battle. These steps are optional, and you have the flexibility to perform any combination of them in the order of Loading, Movement, and Sale or Battle.
1. Loading
During this step, I can load sailors or goods cubes onto my galley. It’s like preparing a ship for a journey – making sure I have everything I need before setting sail. My galley has 5 spaces where I can store sailors or goods.
Sailors: Managing the sailors is important for a successful voyage. Depending on the situation in the port where my galley is located, I can handle the sailors accordingly.
- If the port is under my control, meaning I have my sailors stationed there, I can load sailors from the port or any other galley I own in that port onto my active galley. I can also unload sailors from my galley to the port or another one of my galleys.
- If the port is neutral, which means it doesn’t belong to anyone, or if it’s under the control of another player, I can move sailors between my active galley and another galley I own in that area. I can do this in both directions, but I can’t place sailors directly on the port.
Limitations: Galleys can have up to 5 sailors, but they must have at least 1 sailor. If a galley has no sailors, it sinks and is removed from the game.
If a galley sinks, it is placed next to the game board and the corresponding Galley cube is taken off the wheel. You can choose to sink one of your galleys voluntarily. The maximum number of sailors a port can have is determined by the size of its warehouse.
For example, if a port has a warehouse with 5 spaces, it can have a maximum of 5 sailors. However, you cannot abandon a port by loading all the sailors onto a galley – at least 1 sailor must remain at the port.
Let’s dive into an example: Galley 4, stationed in Valencia and with 1 sailor on board, is ready for action. Its owner, Blue, decides to make a move. Blue transfers 2 sailors from his other galley, Galley 6, which is also in Valencia and belongs to him as well.
However, Blue can’t take the sailor from Valencia, since it’s their only sailor there. They could have transferred the sailor from Galley 4 to Valencia or Galley 6, but that would mean Galley 4 would sink.
Goods: If Blue controls the port, they can load free goods onto their active galley, as long as the goods are produced by that port.
- If Blue wants to load extra goods, they will have to pay 1 ducat per cube to the bank.
If the port is empty, I can buy as many cubes of goods that the port produces for 1 ducat per cube.
If the port is owned by another player, I can buy as many cubes of goods that the port produces for 1 ducat per cube from that player.
I can also move goods between my own galleys that are in the same zone for free, as long as there is at least 1 sailor present. Each galley can hold a maximum of 4 goods cubes. If needed, I can throw goods overboard to free up space for more goods or sailors.
For example: Blue now puts goods onto galley 4. Since Valencia makes wood, I decide to load 2 wood. To do that, I pay 1 Ducat (because the first cube is free since I own the port).
2. Moving Around
During this step, you can move your galley on the game board. The amount you can move depends on how many sailors you have on board. For each sailor, you can move your galley one space.
Take a look at this example: There goes Blue, moving his galley 4 spaces. He can move up to 3 sailors with him, so he decides to head towards Tripoli.
Watch out for blockades: Oh no! While Blue is sailing, if he enters a space where another player has more sailors on their galleys than Blue does (sailors in a port don’t count), that player can declare a blockade.
When a blockade happens, Blue’s galley has to stop moving and move on to step 3 (Sale or Battle). But don’t worry, Blue can always load his galley and leave the space where he started his turn.
So, what happens if you find yourself in a spot where several players can declare a blockade? Well, it’s a bit of a pickle. In this situation, the player with the most sailors gets to choose whether or not to block the space. Pretty powerful stuff, right? But wait, what if there’s a tie and two players have the same number of sailors? Well, in that case, it goes down to the galley with the smallest number. Talk about an intense decision!
Now, here’s an interesting twist. Before you step foot into that uncertain space, you can actually ask another player what they intend to do. Will they go for the block or not? But here’s the catch – they’re not obligated to stick to their word! So, take their response with a grain of salt. Trading goods or ducats between players? Nope, not allowed. It’s all about making your own moves and playing the game.
Example (cont’d): While I’m sailing towards Tripoli, I come across two of Red’s galleys in Algiers. Each of Red’s galleys has two sailors, giving her a total of four sailors, which is more than my three sailors. As a result, Red declares a blockade, and my blue galley stops moving on that space.
3. Selling or Battling
Now, I have a choice to make. I can use my galley to either sell goods or engage in battle, whether it’s to conquer a neutral port or attack one or more galleys.
a. Selling
I have the option to sell one or more goods from my active galley in the port where I’ve moved it. However, there are a few rules to keep in mind. The goods I sell cannot be already present in the port’s warehouse, nor can they be produced by the port itself.
When I sell goods in a port, something important happens. You see, each type of goods can only be sold once in any port. It’s like a rule. So, I have to be smart about it. After I sell a good, I put a cube in the warehouse space that has the lowest value. And then, guess what? The bank gives me money!
- If the port belongs to me, I don’t get anything. It’s a bummer, but I guess that’s how the game works.
- If the port is neutral or belongs to another player, I get some ducats. The number of ducats I get is the same as the value of the space where I place the goods. It can be anywhere from 2 to 6 ducats.
Spice: Now, here’s something interesting. If I sell spice, those violet cubes, I get a little bonus. That’s right, I get 2 extra ducats! So, selling spice is extra rewarding. If I sell it in my own ports, it’s worth 2 ducats. But if I sell it in other ports, it can be worth anywhere from 4 to 8 ducats! That’s a nice little boost.
Wine: Let’s talk about how ports work. Each port has two sides – a neutral side and a wine side. By default, the neutral side is showing. But once a port has some wine in its warehouse, the owner flips the card to the wine side. This wine will come into play later on. It’s important to note that ports that produce wine don’t have a neutral side, it’s all about the wine.
Blockade during a sale: Now, let me explain the rules for blockades during a sale. These rules are about preventing sales. If a player has more sailors on their galleys than the number of sailors on the active galley, they can declare a blockade. This means they’re stopping the sale from happening. The player being blocked can then choose to fight the galleys causing the blockade or they can just end their turn.
Example (cont’d): So, Blue can’t go any further and decides to sell 1 cube of wood in Algiers. But, once again, Red declares a blockade and the sale is off. Now, Blue has a choice to make – should I end my turn or enter the battle?
b. Battle
Now, things get interesting. If you’re feeling brave, you can try to attack one or more galleys in the area where your galley has arrived. You can even conquer the port there if you’re feeling ambitious.
Let’s talk about battling against a galley: First, you, as the attacker, need to figure out your combat value. This is simply the number of sailors you have on your galley minus the number of spaces you’ve crossed. On the other hand, the defender’s combat value is just the number of sailors they have. The battle is settled by rolling the dice at the same time.
Let the battle begin!
In the first round of the epic clash, we both get to unleash our combat prowess. It’s time to roll the dice and see who comes out on top!
Here’s how it works: each of us will roll a number of dice equal to our combat value. Then, we’ll tally up the number of “skull” symbols showing on our dice. For every “skull” we roll, we inflict one death upon the opposing side. Pretty intense, right?
Now, here’s the exciting part – the unfortunate sailors who meet their doom will be sent back to our reserves. So, don’t worry too much if your dice don’t go as planned. You’ll have another shot!
Remember, in this first round, it’s all about the dice. So, get ready, brace yourself, and let’s see who will prevail!
Here’s what happened: Blue entered the battle. He chose to attack galley 7, the first one of Red’s two galleys. Blue’s combat value is 2 (he has 3 sailors, but 1 is lost because the galley moved).
On the other hand, Red’s combat value is 2 (he has 2 sailors). Both players rolled the dice and got 1 skull each. This means that they both caused one casualty to their opponent’s sailors.
After each roll, the attacker gets to decide whether to continue the battle or stop. If the attacker decides to stop, then the battle ends, and it’s the end of their turn. But if the attacker wants to keep going, the players determine their new combat value and follow the same process as in the first round.
If the attacker hasn’t lost any sailors, their combat value remains the same. But if they have lost sailors, their new combat value will be equal to the number of sailors remaining on the galley, but it can’t exceed the original combat value.
Hey there! Let me tell you something interesting. You see, the combat value of the defender is determined by the number of sailors on the galley. It’s a pretty important factor to consider when you’re in a battle. But why is that, you ask? Well, it’s because each sailor adds to the strength of the defense.
Example (cont’d): So, here’s what happened next. Blue decided to keep fighting. He had two sailors left, so his combat value remained at 2. Red, on the other hand, only had one sailor, giving him a combat value of 1. They both rolled the dice, and guess what? They both got 1 skull. As a result, Blue lost another sailor, and Red’s galley ended up sinking.
End of battle: When one side runs out of sailors, that’s when the battle comes to an end. If it’s the attacker, their galley is “sunk” and put off to the side of the game board (and the corresponding Galley cube is taken off the wheel).
If it’s the defender who runs out of sailors, the same thing happens. The owner of the surviving galley, if they want to, can take goods from the sunken galley. However, they can only do this if there’s enough space in their own galley to hold those goods. And just so you know, sailors can’t be thrown overboard to make room for the goods. That wouldn’t be fair!
Hey there! So, picture this: I’m sailing on my galley, and oh no, Red’s galley starts to sink. Yikes! But wait, there’s a cube of marble on their galley that I really want. So, I bravely grab it and move it to my galley. Now, I have an option, I can either continue the battle against the other galley(s) or head towards the port for an attack. Tough choice! I decide to stop the battle though since my combat value is now 1. Phew!
Battling multiple galleys: Here’s the deal, when I enter an area with multiple galleys, I can fight them one by one (even if they belong to different players). So, I get to choose one galley out of the bunch and start the battle like I described earlier. Once the battle is over, I can choose to end my turn or face another galley in battle.
Battling a port: Now, this one’s interesting. The battle sequence depends on who owns the port. So, things can go different ways depending on that. Exciting, right?
If the port is empty, which means there are no sailors present, you can claim it for yourself. All you have to do is unload one or more sailors from your active galley into the port. Even if you only have one sailor left on your galley, you can still unload them and take control of the port. The only consequence is that your galley will be sunk.
When you claim a neutral port, you take the corresponding Port card from the reserve and place it in front of you. It doesn’t matter if another player has their galley on the same space, you can still claim the port as long as there’s no blockade.
For example: Galley 8 is the galley that I am currently controlling. It’s located in Napoli, a city by the sea. As a fortunate turn of events, I have just moved my galley to Napoli. I have a small cube made of wood with me, which might not seem like much, but it holds the potential to grant me ownership of the port.
The port of Napoli is currently under no one’s control. It’s a neutral territory, waiting to be claimed. All I have to do is drop off one of my sailors at the port, and it will become mine. Of course, I could choose to leave more sailors behind to strengthen my claim.
Black, on the other hand, has a galley stationed in Napoli as well, but he doesn’t have enough sailors to form a blockade and stop me from claiming the port. He only has three sailors, just like the galley I’m commanding. Therefore, I successfully take the Napoli card and proudly display it in front of me, signifying my ownership of the port.
If the port already belongs to another player, things get a bit more complicated. In that case, I, as the owner of the active galley, will have to engage in battle. But before I can attack the port, I must first defeat any galleys belonging to the current owner that are present in the same space. I don’t have to fight other players’ galleys that might be in the area, though. I can focus solely on the galleys of the current owner.
If you ever find yourself in a maritime showdown, it’s important to understand the rules for taking control of a port. The process is similar to fighting with a galley, but there are a few key differences.
Firstly, if the port you’re targeting has a fort, things get more intense. Before the battle starts, the owner of the fort rolls two dice. The number of skulls rolled corresponds to the number of casualties inflicted on the attacking galley. It’s a risky move, but the reward can be great.
Now, let’s say you’re attacking a port without a fort. After the battle concludes, the owner of the active galley can unload sailors to claim the port as their own. But there’s a catch – if there’s only one sailor left on your galley, you have the option to unload the sailor and sink the galley. In this daring move, you take control of the port by force.
Sometimes, both sides will suffer heavy losses and eliminate each other. When that happens, the port reverts to a neutral state, and the Port card goes back to the reserve next to the game board.
The Fort is a special structure that has a unique purpose in the game. It is constructed once and remains in place throughout the entire game, serving as a strategic point of defense. However, it can only be used in a battle against a port and cannot engage a galley that is in motion.
Blockade and battle are two tactics players can employ to gain an advantage over their opponents. By declaring a blockade, a player prevents another player from capturing a neutral port. If a player is subjected to a blockade, they have two options: they can either end their turn or engage in battle with the galley or galleys that are blockading them before attempting to conquer the neutral port. Once the battle is resolved, the player’s turn comes to an end, and they are unable to resume moving or selling their goods.
When a player has only one port remaining, the other players are prohibited from capturing it. This rule ensures that the player with only one port is given a fair chance to continue playing and potentially make a comeback.
B. Investment
Alternatively, instead of using their active galley, a player has the option to invest in their empire. They can purchase various assets and improvements for all of their ports, enhancing their overall capabilities and expanding their influence.
- Hire sailors: Each recruited sailor costs 1 ducat. You can place them in any of your ports, as long as the port has enough capacity. You can also place sailors on your galleys that are currently stationed in your ports.
- Buy a galley: During the investment phase, you can buy one new galley. The cost of the new galley depends on how many galleys you already own. The new galley can only be placed in a port that belongs to you.
- Build a fort: If you want to build a fort, it will cost you 2 ducats. The fort can only be placed in a port that has wood and stone available. You must have these resources either produced or stored in your warehouse. When you build a fort, the wood and stone cubes are not discarded. Each port can only have one fort.
The Importance of Basilicas, Wine Cards, and 1 Hourglass Cards in Serenissima
When I play the popular board game Serenissima, I always make sure to consider the significance of certain elements, such as basilicas, wine cards, and 1 hourglass cards. These components add depth and excitement to the game, providing unique strategies and opportunities for success.
Basilicas: In Serenissima, you have the option to purchase a basilica for 2 ducats. However, there are specific requirements for placing a basilica. It can only be placed in a port that has both gold and marble available, whether through production or storage in the warehouse. The beauty of basilicas is that the wood and marble goods cubes are not discarded when you purchase one. Keep in mind that each port can only have one basilica, so choose wisely!
Wine Cards: The wine cards in Serenissima are an interesting addition. When the wine card is played, the white token doesn’t move, but each player gains 3 ducats for every port they have that either produces or stores wine. This can be a lucrative opportunity to earn extra ducats, so keep an eye out for the wine card during the game. Once the card is played, it is discarded face up.
1 Hourglass Cards: The 1 hourglass cards in Serenissima have a unique function. When this card is played, the white token is moved forward one space. If the white token reaches a scoring space, which is indicated by a yellow space on the board, scoring occurs. Scoring can have a significant impact on the game, so it’s crucial to consider the positioning of the white token and the potential scoring opportunities. Once the card is played, it is also discarded face up.
Overall, these elements in Serenissima add depth and strategic choices to the game. The presence of basilicas, the potential rewards from wine cards, and the chance to score with 1 hourglass cards all contribute to the excitement and challenge of playing this beloved board game. So, the next time you play Serenissima, make sure to take advantage of these components and explore the various strategies they offer.
Hey there! Let’s talk about some cool cards in the game Serenissima. The first card is called the “2 Hourglass” card. When this card is played, you move the white token forward two spaces. If the token reaches a scoring space or goes past it, you score some points. Once you play this card, you discard it face up. Pretty simple, right?
Now, let’s move on to the “2 Hourglass + Shuffle” card. With this card, you also move the white token two spaces forward. And just like before, if the token reaches or passes a scoring space, you get some sweet points. But there’s a twist! After you play this card, you shuffle the discarded Doge cards and the remaining ones. Then, you place them face down on the left side of the Venetian lion. It adds a little excitement to the game, don’t you think?
Hey there! Let’s talk about players who have fewer than 2 galleys. After we draw the card and take care of any scoring, these players get to take a special investment phase. During this phase, they can use their ducats to buy galleys and sailors, but only if they can afford them. The price is listed in the “Investment” section. The goal is for these players to have 2 galleys at the start of the next turn. It’s like a little extra chance for them to boost their fleet. How cool is that?
You know what happens next after a turn ends? A doge card gets drawn – the one with 2 hourglasses. Then, the white token moves ahead by 2 spaces. But hold on, there’s something important – scoring happens before the next turn as the token passes a scoring space.
If you have less than 2 galleys, don’t worry! You can buy more after the scoring is done.
Time’s Up
Once all the galleys are activated, the black token gets moved to the Doge space. A Doge card is then drawn. If the card is in your favor, the white token moves forward on the turn track.
The Scoreboard
When the white token reaches a scoring space or goes past it, it’s time for scoring. Now, this is exciting! Based on how full your warehouse is, each port grants you a number of ducats. If your warehouse is completely empty, you get zero ducats. But if it’s fully stocked at a large port, you’ll make a whopping 20 ducats!
Welcome to the grand Basilica!
If you’re unfamiliar with what a basilica is, let me explain. A basilica is a special kind of building that holds great importance and significance. It’s a place where many people gather for various purposes, such as religious ceremonies, celebrations, or even just to admire the beautiful architecture. Basilicas are known for their grandeur, with stunning designs and intricate details that make them truly awe-inspiring.
Now, let me tell you why basilicas are so important. You see, they serve as a symbol of tradition and culture, preserving the history and heritage of a community. They are not only places of worship but also landmarks that tell stories passed down through generations. When you step into a basilica, you can’t help but feel a sense of reverence and wonder. It’s an experience that stays with you long after you leave.
Choosing the right basilica to visit is a decision that should not be taken lightly. There are many factors to consider. First and foremost, think about the architectural style that appeals to you. Basilicas come in various styles, from Gothic to Renaissance, each with its own unique charm. Do you prefer the soaring arches and stained glass windows of a Gothic basilica, or the graceful curves and harmonious proportions of a Renaissance masterpiece?
Another factor to consider is the location. Basilicas can be found all over the world, from major cities to small towns. Do you want to explore a famous basilica in a bustling city, or would you prefer a hidden gem tucked away in a peaceful countryside? Each location offers a different atmosphere and ambiance, so it’s important to choose one that suits your preferences.
When it comes to visiting a basilica, it’s not just about the architecture and location. It’s also about the spiritual and cultural significance. Many basilicas are home to priceless artworks, religious relics, and historical artifacts. They are places where you can connect with the past and gain a deeper understanding of the traditions and beliefs of a community.
So, if you’re looking for an experience that combines history, art, and spirituality, then a visit to a basilica is a must. Whether you’re a religious person or not, the beauty and grandeur of these magnificent buildings are sure to leave a lasting impression. Just remember to respect the sanctity of the place and to follow any guidelines or restrictions that may be in place.
With these thoughts in mind, I hope you embark on your own basilica adventure and discover the magic that these extraordinary buildings have to offer. Each basilica is a gateway to a world of beauty and wonder, waiting to be explored.
Note: even if you play with hidden money, you must announce to your opponents how much money you earn when scoring.
Here’s an example: In Valencia’s warehouse, I have 4 cubes and a basilica. For that port, I gain 20 Ducats (15 for the warehouse and 5 for the basilica). I do the same for each of my cities and I proudly announce the total to the other players.
The Game Comes to an End
The game reaches its conclusion after the third scoring takes place. The player with the most wealth emerges as the victor of the game.
In the event of a tie, the player who is tied and possesses the most Port cards clinches the win.
Serenissima with 3 Players
The game is similar to the 4-player version, but there are a few changes:
We each have 26 sailors instead of 22, and we possess 12 galleys instead of 15 (galleys 13 to 15 remain unused in the box).
For 2 or 3 players, the white token is placed at the start of the turn track (red space). Scoring will only occur when the white token reaches or surpasses the red spaces as well as the last space.
When we start the game, we have to close four ports—one for wood, one for wine, one for stone, and one for marble. We do this by putting a Closed card on each port.
Even though we can move through the closed areas, we can’t do any trading there.
Playing Serenissima with 2 players
In the 2-player version of the game, there are a few differences:
Instead of 22 sailors, each player starts with 30. And instead of 15 galleys, each player starts with 12 (galleys 13 to 15 stay in the box).
Also, we put the white token at the beginning of the turn track, on the red space. We only score points when the white token reaches or goes past the red spaces, including the last space.
Hey there! Let’s talk about an awesome game called Port Royal. It’s super fun and I’m excited to tell you all about it!
So, before the game starts, we’ve got a little setup to do. Each player gets to close off a port that produces wood, one that produces wine, another that produces stone, and a final one that produces marble. We do this by placing a Closed card on each of those ports.
Now, even though the closed areas can still be crossed, no trading can happen there. It’s like a little trade embargo or something.
Next up, we’ve got a special twist for you. Instead of starting with just 2 galleys, each player gets 3. And not only that, each galley and the starting port is filled with 3 sailors. How cool is that?