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Dice Settlers: Western Sea

Expansion for Dice Settlers

Dice Settlers: Western Sea Rulebook

Table of Contents

Table of Contents

  • General Contents
  • New Technologies
  • Envoys
    • Components
    • Setup
    • Changes in Gameplay
    • Selecting Envoys
    • General Benefit
    • Recruiting the Envoy
    • End of the Round
    • Scoring
    • Solo Support
  • Enclosures
    • Components
    • Setup
    • Changes in Gameplay
    • Reading Enclosure Cards
    • Enclosure Card Hand Limit
    • Scoring
    • Solo Support
  • Advisors
    • Components
    • Setup
    • Changes in Gameplay
    • Recruiting White Dice
    • Scoring
    • Solo Support
  • Fish and Ships
    • Components
    • Setup
    • Changes in Gameplay
    • Scoring
    • Solo Support
  • Appendix 1: Envoy Cards
  • Appendix 2: Advisors Multiplayer and Solo Game Reference
  • Appendix 3: Expansion Tiles

General Contents

Please note that each module lists its contents in detail.

  • 9 regular size blue dice
  • 4 regular size pink dice
  • 4 oversized white Treasure Dice
  • 1 Embassy tile
  • 4 Ship pawns (1 in each player colour)
  • 5 additional tents per player
  • 24 Player markers (6 per player colour)
  • 10 Fish resource tokens
  • 55 cards (21 Technology cards, 18 Enclosure cards, 9 Envoy cards, 7 Advisor cards)
  • 10 single-hex tiles
  • 3 multi-hex tiles
  • 1 Scoring pad
  • This rulebook
  • Components used only against the Diceoneer (solo opponent):
    • 1 solo Navy hex tile
    • 1 solo Navy counter
    • 1 Advisor Solo Token ("+1")

New Technologies

This expansion contains 21 new technologies. Cards numbered #101-111 form a new deck, and will be explained as part of the Fish and Ships module. The remaining cards can be shuffled in with the existing technology decks only if using the modules they rely on. The only exception to this is card #120 (Diverse Society) which does not rely on any modules and can thus be added to any game of Dice Settlers.

NOTE: Please note that the card numbers in this expansion are always 3-digit, and thus do not continue numbering from the base game.

Envoys

Components

  • 9 Envoy cards (numbered #122-130)
  • 1 Embassy tile
  • 1 Technology (number #118: Diplomatic Corps)

Setup

Give the Embassy tile to the player to the right of the First Player (i.e. the last player). If playing without the Fish and Ships module, remove the Envoy card #126 (showing the Ship icon) and return it to the box. Shuffle the Envoys together, and deal 4 of them face up near the gameplay area. Place the rest in a draw deck next to them.

Shuffle the Diplomatic Corps Technology into the red-seal deck. We recommend including it in the Tableau for your first game with this module.

Changes in Gameplay

A new step is added to the Roll Phase. This is done after players have drawn and rolled their dice (Step 2) from the bag, but before using any dice manipulation abilities (Step 3):

2b. Select Envoy: If you are holding the Embassy tile you must select one of the 4 visible Envoy cards, thereby deciding which Envoy visits the colonies this round. Upon selecting the Envoy, you immediately receive the ability marked as Embassy on the card. Then place the card in the middle of the gameplay area for all players to see.

If the Embassy effect allows you to take a specific action, it does NOT count as an action you have taken this round (as it is performed during the Roll Phase). Also, performing such an action does not prevent you from taking the exact same action during the Action Phase. If as a consequence of that action you would gain another action (via the extra-action icon) it is ignored and not performed. Technology abilities that allow you to gain more icons (for example General Education) or convert icons (for example Scientific Survey) may not be used. Other technologies (for example Mapmaking, Improved Research, etc.) still apply.

Selecting Envoys

Important! You may not select an Envoy card with your player marker on it (regardless of player number, see differences below).

3 or 4 players: Each player uses only one of their player markers when selecting Envoys.

When selecting an Envoy, place one of your markers on the Envoy card you select. If one of your player markers is already on any of the other Envoy cards, move that player marker to the newly selected Envoy (ignoring any markers belonging to other players).

Thus, you may not select the same Envoy twice in a row (so, you may not choose an Envoy you chose the last time it was your turn to select an Envoy card). You may select an Envoy chosen by another player, as you ignore any player markers that are not yours.

2 players: Each player uses multiple of their player markers when selecting Envoys.

When selecting an Envoy, place one of your markers on the Envoy you select. If a marker belonging to another player is already on the selected card, return that player marker to its owner.

Thus, once you have selected an Envoy, you are only allowed to select that Envoy again after your opponent has chosen it - i.e. after they place their player marker on that Envoy, thus returning your player marker from that Envoy.

General Benefit

The selected Envoy shows a die face icon. While the card is in the middle of the gameplay area, each player has that die face, to be used at any time (Roll Phase or Action Phase as appropriate) once per round. You can mark it spent (for you) by placing one of your player markers next to (not on) the Envoy card with its spent side up.

You spending the icon does not affect the other players, they can still spend it, regardless of you. All technologies (including dice conversions) apply, and all base game rules of spending virtual dice are unchanged.

Recruiting the Envoy

As part of a Recruit action, there is a new option available: Instead of recruiting one die, you may hire the current Envoy. Additionally, when spending 3 or 6 Recruit icons, it is possible to recruit one fewer dice AND hire the Envoy as part of the same action.

To hire the Envoy, your active dice pool must contain two dice matching the specification on the Envoy's card. Some specify an icon - this must be an actual icon visible on a die in your active pool (it may not be an icon provided by a Technology, or an icon created by means of any conversion) - and some specify a colour of dice. The dice used to take the Recruit action do not count, as they are already spent at this point. The required dice just need to be present in your Active Dice Area, but they are not spent when hiring the Envoy. In other words: you need to demonstrate active dice, you do not move them to the used pool.

Example: In order to recruit this Envoy [card #124] you must have a die with a Trade icon and any other die that's gray in your active dice pool.

If the Envoy is hired, remove it from the middle of the gameplay area (thus its icon immediately ceases to be available for other players), and tuck it under your player board, with only the bottom of the card visible (to make the scoring condition easily referable). Return every player marker on or next to it to their respective owners.

End of the Round

At the end of the round:

  1. Any player who used the icon offered by the active Envoy reclaims their exhausted player marker placed next to the card (not the player markers on the card). a. If the Envoy was not hired, return it to the face up display of 4 Envoys (along with any player markers on it). b. If the Envoy was hired, draw a new Envoy card and fill the empty space in the Envoy display. In the unlikely situation of the Envoy deck being empty, simply do nothing - there will be fewer Envoys available.
  2. Finally, when passing the First Player tile clockwise, also pass the Embassy tile, so it is always with the player sitting to the right of the First Player (the last player in turn order).

Scoring

At the end of the game you score points for the Envoys you hired (but not for Envoys hired by other players, or ones still remaining in the display). Each Envoy specifies a terrain type: score the shown points per matching map tile you have presence on.

Note: Card #127 scores 1 VP for each different terrain type you have presence on (Forest, Mountain, Plains, Hills, Desert, and Shore - if playing with Fish and Ships). Having presence on more than one Map tile of a given type does not score any additional points.

Solo Support

The Envoys module is not supported for solo play.

Enclosures

Components

  • 18 Enclosure cards (numbered #131-148)
  • 2 new Technologies (numbered #113, #121)

Setup

If playing without Fish and Ships, remove all Enclosure cards with Shore tiles. Shuffle all Enclosure cards, and deal 2 to each player. You may look at your own cards at any point, but the Enclosure cards still in hand are kept hidden from other players. Place the remaining Enclosure cards in a face-down draw deck.

Shuffle the new Technologies (#113 Demarcation, #121 Statehood) into the green-seal and red-seal decks respectively. We recommend including them both in the Tableau for your first game with this module.

Changes in Gameplay

During the Settle action, you may choose to spend 1 Settle icon to draw 2 Enclosure cards, add them to your hand of Enclosure cards, and then discard 1 Enclosure card. The discarded card does not have to be one of the newly drawn cards. This can only be done once per Settle action. The spent icon may not be used to also manipulate tents.

If a player needs to draw Enclosure cards but there are not enough in the deck, shuffle the discard pile to form a new deck immediately. If there is only 1 unclaimed Enclosure card left in the game, a player using the Settle action simply draws it and does not discard any cards. If there are no more Enclosure cards in the deck and the discard pile, Settle icons may no longer be spent to draw Enclosure cards.

Any time during your turn (as a free action) you may reveal an Enclosure card from your hand if all the following conditions are met:

  • The shown pattern is present on the map.
  • You have presence on all tiles that are part of the matched pattern.
  • You have control (including ties) of at least 2 tiles that are part of the matched pattern.

Once revealed, place the Enclosure card face-up next to your player board.

Reading Enclosure Cards

When matching a card to the actual pattern of the map, you are allowed to rotate the depicted shape as well as use its mirror image.

Apart from simply indicating one type of terrain, an Enclosure card may also use one of these three symbols:

  • A split hex: This tile can be any of the two types shown. In the depicted example, it may be a Hills or Desert tile.
  • A hex marked "?": This tile can be of any type. Presence is still needed.
  • Three hexes marked "=": These all need to be tiles of the same type (all Hills, all Sea, all Desert, etc.)

Example: When playing the above card, a player meets all of the conditions if they have presence on all of the map tiles and control at least 2 tiles in any of the below clusters of map tiles (list not exhaustive):

Note this pattern does NOT match this card as on the board the Plains (yellow) tile is not adjacent to the Mountains (gray) tile as the card requires.

Enclosure Card Hand Limit

You may not have more than 4 Enclosure cards in hand. Any Enclosure cards above this limit must be discarded immediately. Revealed Enclosures no longer count towards your hand limit.

Scoring

At the end of the game each player scores the Victory Points shown on their face-up Enclosure cards. Enclosure cards left in players' hands are worth nothing.

Solo Support

You may use Enclosure cards against Diceoneer, but the bot does not utilize them. This makes the bot easier to beat. To compensate, increase the bot's difficulty by making it score 2 or 3 VP for any strength that could not be used as part of its action. Additional ways of making the bot more difficult are listed in the base game's rulebook.

Advisors

Components

  • 4 Advisor (pink) Dice
  • 7 Advisor Cards (numbered #149-155)
  • 1 new Technology (#115 Chief of Staff)
  • 1 Advisor solo token ("+1")
  • Advisors solo reference (p.23) in Appendix 2.

Setup

  1. Deal 3 Advisors and 3 starting tiles face up into the middle of the table.
  2. Starting from the last player, in counterclockwise direction, each player picks a starting tile or an Advisor, then replenishes whichever they took.
  3. Once all players have picked once, all players - starting from the first player and continuing in clockwise direction - pick whichever out of the starting tile and Advisor they do not have (i.e. if you first picked Advisor, then you must pick a starting tile now).
  4. Place the selected starting tile as outlined in the base game rules. Place the selected Advisor face up next to your player board.
  5. Each player takes 1 white die out of their bag, and places it in the general supply. Each player then adds 1 pink die into their bag.
  6. Shuffle the Chief of Staff (#115) Technology into the blue-seal deck. We recommend including it in the Tableau for your first game with this module.

Changes in Gameplay

Each Advisor card depicts 2 conversions, allowing the Pioneer and the Explore side of the pink die to optionally be used as a different icon. If a conversion creates a resource icon, it may also be used in the Roll Phase for dice manipulation abilities. Note that these conversions work only in one direction (you may not convert back into Pioneer or Explore).

Example: The Hegemon Advisor (card #152) allows you to convert an Explore icon onto a Recruit icon. With 2 Recruit icons provided by dice in your active pool and an Explore icon provided by your Advisor die, you have a total of 3 Recruit icons - enough to recruit 2 dice.

The pink die has one special Advisor side. If you want to set the die to the special side in the Roll phase, you need to spend 2 Pioneer and/or resource icons (and/or Ship icons if playing with Fish and Ships).

Note: Mixing is allowed, for example one Pioneer and one Wood symbol will allow you to set the die to the Advisor side.

No other abilities (Technologies, Envoys, etc.) may be used to purposely set the pink die to the special side. Rerolls can be used on the pink die as normal.

During your turn you may spend the special icon as an action to perform the Advisor action Printed on the Advisor card.

Important: the Advisor action is always considered its own type of action, even if it works like other actions (Research, Raid, Trade, etc.)

Example: Using the Scientist's action, a player researches a Technology as their first action. As their second action the player performs a regular Research action, which allows them to research another Technology. This is allowed, since the Advisor action is not considered a Research action (even though it has a similar effect).

Recruiting White Dice

Since there are now white dice in the pool (equal to the number of players at the beginning of the game, but more may be returned via the Hegemon's ability), they can also be recruited, and they do not require presence on any particular tile. White dice do not count as a colour towards the end game trigger.

Scoring

Advisors do not offer new scoring opportunities, so scoring is not affected by this module.

Solo Support

After dealing an Advisor to yourself, deal one Advisor card to the Diceoneer. Additionally, add one pink die (without removing a white die!) to the end of the Diceoneer's queue after setup.

When the bot rolls the pink die, do the following:

  • If the Pioneer or Explore side is rolled, place it according to the rules in the base game, but additionally add the +1 token next to the side indicated on the Advisor's card conversion. If the conversion shows a resource, place the resource token instead of the +1 token. If the +1 token is already in play when it needs to be placed, simply move it to its new target.
  • If the Advisor side is rolled, place it next to the side indicated on the Advisors solo reference (p.23) in Appendix 2 and on the page 12.

Example: When rolling an Explore with a Spymaster Diceoneer, place the pink die to the Explore side, and the +1 token to the Settle side.

Alternatively, when rolling a Pioneer with a Merchant Lord Diceoneer, place the Pioneer according to base rules, then place an Iron token according to the base rules.

Example: When rolling the Advisor side with a General Diceoneer, it is placed next to Raid.

When resolving an action with the Diceoneer, the +1 token behaves like a die (extra strength), and is discarded after the action is performed. A later roll of the pink die may place it around the action hex again.

When resolving an action with the Advisor icon, treat it as a normal die (extra strength), and additionally resolve the effect printed on the solo reference:

  • Spymaster (Recruit icon): The Diceoneer steals a non-white/non-pink die from your spent dice area. It prefers stealing a die you do not have access to (if any such die exists in your spent die area), with ties broken by whichever type of dice the Diceoneer has fewer of (if still tied, player's choice). If there are no stealable dice in your spent dice area, it recruits an additional die instead.
  • Scientist (Research icon): The Advisor side adds a total of 3 strength instead of 1 towards the Research action.
  • General (Raid icon): Return all tents from the selected tile (even if the Raid's total strength is reduced to 0, or if the bot has no tents to place). Tents returned to you are placed in your personal supply, tents returned to the bot are placed in the general supply. The bot then immediately places a house on the tile in question.
  • Hegemon (Recruit icon): The bot recruits an additional die. The pink die itself still counts as 1 strength, so if the total strength is less than 3, recruit 2 dice, and if the total strength is 3+, recruit 3 dice and gain 1 VP for each strength above 3.
  • Merchant Lord (Trade icon): The bot takes an additional 4 VP from the supply.
  • Broker (Research icon): Place 3 gold tokens next to the Diceoneer's queue tile. At the end of the roll phase next round, distribute these around the Diceoneer's Action Hex as if they were just rolled.
  • Pathfinder (Explore icon): The bot gains 2 tents into its personal supply. Draw and place a second map tile using the Diceoneer's normal exploration rules.

Note: The Diceoneer never recruits white dice.

To make Diceoneer harder to beat, give it an Advisor but do not give one to yourself. To make the bot easier to beat, give yourself an Advisor but do not give one to the bot.

Fish and Ships

Components

  • 9 blue dice
  • 4 treasure dice
  • 11 Naval Technologies (numbered #101-111)
  • 5 additional new Technologies (#112, #114, #116, #117, #119)
  • 1 small Port tile
  • 1 large Port tile (double sided)
  • 2 large Shore tiles (double sided)
  • 9 Sea tiles (5 Water tiles, 4 Island tiles)
  • 10 Fish resource tokens
  • 4 Ship pawns (1 in each player colour)
  • 1 solo Navy counter and 1 solo Navy hex tile

Setup

Dice

When setting up dice:

  1. Each player places 1 blue die in their bag, in addition to their normal starting dice.
  2. The rest of the blue dice are placed into the supply. When playing with less than 4 players, return 2/1 blue dice (for 2/3 players) to the box - same as with other coloured dice.
  3. Place the 4 Treasure dice near the supply. They are not part of the supply and cannot be recruited.

Technologies

Before preparing the Technologies display:

  1. Find the 'Open Seas' Technology (#101, both yellow and red seal) and put it in the Tableau.
  2. Shuffle the remaining Naval Technologies (#102-#111) and randomly add 1 more to the Tableau. This means there will be 11 Technologies in play - or more if using Explosive Technologies and/or promos. For your first game, we recommend selecting Ingenuity (#107) instead of picking randomly.
  3. Shuffle the new (non-Naval) Technologies into their respective decks. We recommend including 'Docks' (#117, brown seal) as the Technology in the Tableau for your first game with this module.

Note: The 'Coast Guard' Technology is marked as a "4 player only" Technology. If randomly drawn during a 1-3 player game, return it to the box and draw another one.

Tiles

After setting up the Map tile stack:

  1. Place the small hex Port tile (face down) as the 6th tile of the Map tile stack when counting from the top.
  2. Put the multi-hex Port and Shore tiles to the side - they will be required later. If playing with less than 4 players, remove the Sea tiles numbered #X8 and #X9.
  3. Put tile #X7 Tile (Treasure Island) aside, shuffle the rest of the Sea tiles. Return 1 tile to the box without revealing it.
  4. Shuffle tile #X7 back in, to form the Sea tiles deck (6 tiles for 1-3 players and 8 tiles for 4 players).
PlayersTiles usedNumber of Sea tiles
4 playersAll tiles8 tiles
1-3 playersRemove tiles #X8, #X96 tiles
  1. Give each player their Ship marker (kept on the player board for now).

Note: Orientation of the Shore and Sea Tiles does not have to match the orientation of the base game tiles.

Resources

Add the Fish resource tokens to the supply. They behave like every other resource.

Changes in Gameplay

Critical reminder: The rule from the base game stating that "each action may only be taken once per round" will become much more important when using this module, as there are many more ways of gaining additional actions.

New Icon: Ship

The Ship icon behaves exactly like a Pioneer icon. In step 3 of Roll Phase (Reroll and Draw Dice) you may spend 1 Ship to set another die or to reroll up to 3 of your dice. During the Action Phase, you may spend 2 Ship icons as 1 of any other icon (except Gold).

Note: you may not spend 1 Pioneer and 1 Ship icon as 1 of any other icon. Also, technologies that allow you to convert Pioneer icons to other icons do not apply to converting Ship icons (and vice versa).

New Resource: Fish

The Fish icon behaves like any other basic resource (Food, Iron, Wood). It can be spent in step 3 of the Roll Phase to set another die or to draw up to 2 dice from the bag, roll them and add them to the active dice area.

In the Action Phase Fish may be spent as part of the Harvest action, including together with other resources. For each Fish icon spent during the Harvest action, gain 1 resource token, same as any other resource. The resource tokens can be spent as part of a Trade action, using exactly the same rules as the other resources. Gold can also substitute for Fish when trading or paying for research.

Exploring the Port

When you explore the small Port tile, do NOT place it on the map. Instead, carry out the Sea setup (see below). If you choose not to explore the small Port tile (when drawing multiple tiles during an Explore action), it is NOT removed from play, it is instead placed back on the top of the stack of Map tiles instead.

Setting up the Sea

  1. Take the large Port tile, pick one of its sides and place it as if you have drawn that tile during exploration. The hex marked Port must be placed according to the normal rules of exploration. For your first game, we recommend selecting the side marked with P2.
  2. Place tents on the Port hex using the same procedure as normal exploration. Note: one of the sides includes an exploration bonus.
  3. Each player who now has a presence on the Port hex, takes their player-coloured Ship token, and places it on the Port tile.
  4. Then you take the 2 large Shore tiles: choose one side of each, and place them so that each Seaside hex is adjacent to two Lighthouse hexes. For your first game, we recommend selecting the sides marked with A1 and B1 respectively.
  5. Then take the stack of Sea tiles prepared at setup, and place the tiles face down to fill the spaces between the Shore tiles.

Note: Add 2 Sea hexes in 4-player games only.

Shore tiles

The three large tiles contain multiple hexes (2 or 3). For gameplay purposes, treat each hex that comprises a multi-hex tile as if they were separate map tiles.

They are a new terrain type, referred to as Shore. The Port's terrain type is also Shore. (Note: the Island tiles - see below - are NOT Shore tiles, they do NOT have a terrain type.)

Shore hexes can be settled using a Settle action normally, as any other tiles.

During the Explore action, empty Shore hexes do NOT count towards the "at least 2 adjacent tiles" rule, but Shore hexes with at least one player's presence on them do.

During the Recruit action, blue dice can be recruited if the player has a presence on at least one Shore tile (not necessarily the Port).

The Port

If you gain presence on the Port hex, you immediately place your Ship pawn on that hex. If you ever lose presence, you also remove your Ship (and return it to your player board). It is possible to lose and regain the use of the Ship this way.

When taking a Raid action on the Port, the first spent Raid icon has no effect. (This is the equivalent of a technology absorbing 1 Raid icon. The General's special ability from the Advisor module bypasses this rule.)

New Action: Sailing

Once you have your Ship pawn in play, a new action becomes available: Sailing.

As an action spend any number of Ship icons. For each Ship icon spent, you may move your Ship to an adjacent Shore hex or an adjacent Sea hex. If it is a face-down Sea tile you may peek at it (without revealing it to other players). If the Sea tile you finished on is face down, turn it face up. Once you have finished moving, gain the benefit of the tile you finished on.

Note: the Port hex has no benefit for finishing sailing movement on.

Seaside hexes

When you finish sailing on a Seaside hex you get to place a tent on it directly from the general supply. Seaside hexes are all Factories, and the same rules apply to them as to any other Factory tiles. Any effects applicable to other Factories are applicable to them as well.

Lighthouse hexes

When you finish sailing on a Lighthouse hex you get to place a tent on it directly from the general supply.

Lighthouse hexes are all converters: as long as you have presence on a Lighthouse, you may spend a Ship icon as a different icon, as shown on the tile.

Island tiles

When you finish sailing on an Island tile you get to place a tent on it directly from the general supply. However, unlike Seaside and Lighthouse hexes, further tents may not be added via Settle actions, but only via the Sailing action. Note however, that if multiple players share presence on an Island tile, the Raid action may be used to fight for it.

Some Islands score end game victory points using the same rules as any other tiles with a Victory Point star icon. One Island has a Factory on it (and it counts as a Seaside factory for the purposes of 'Docks'), and one island grants access to the Treasure die. See below for the rules governing the Treasure die.

Note: The Govern Free Action can be taken on the Port, a Seaside hex, Lighthouse hex, or on an Island tile using the same rules as for any other tiles.

Water tiles

When you finish sailing on most Water tiles you gain an additional action - restricted to the type shown on the tile, with one additional icon to spend. If you have taken that action already this round, then it has no effect.

Tiles #X2 and #X5 do not provide an additional action: their benefits simply give you 2 Fish resource tokens or 3 tents from the general supply to your personal supply instead respectively.

If you have the 'Open Seas' Technology, then you may perform the action granted by a Water tile and the action granted by 'Open Seas' in any order you choose.

The Treasure Die

When you gain access to the Treasure Die (by establishing presence on Island Tile #X7), place one of the Treasure Dice from the supply in your spent dice area. Gaining additional tents on the island in question does not grant additional Treasure Dice.

Using the Treasure Die comes with its own set of rules:

  • Never put the Treasure Die into your bag.
  • During Step 3 of the Roll Phase, spend one of the following icons: Pioneer, Ship, Wood, Iron, Food, Fish or Gold icon to roll the Treasure Die, and add it to your Available Dice Area.
  • Once it is in your Available Die Area, you may reroll/set it like any other die using the same effects.
  • You may spend some or all icons shown on the Treasure Die, like you would from any other die. However, if you spend at least one icon it is then placed into your spent dice area, so any unused icon is lost.

Example: A player may spend a die showing Pioneer and the Treasure Die showing Pioneer + Research to take a Research action with 2 Research icons. However, if the Treasure Die's Pioneer was spent to set another die in the Roll Phase, the Research icon is not kept for the Action Phase.

  • When spending a face showing one or more Victory Point icons, for each Victory Point icon gain 1 Victory Point from the supply (not the reserve). It is not allowed to spend the Treasure Die only for the Victory Points, the other shown icons must be legally spent (but they do not have to all be used).

Example: A player performs a Recruit action, using one of their regular dice and a Treasure Die. Having 2 Recruit icons still allows them to only Recruit 1 die. However, the action is performed and the player also receives 1 Victory Point shown on the Treasure Die.

  • The Treasure Die cannot be removed as part of a Trade action or stolen using the Spymaster's Advisor action.
  • If you lose your presence from the Treasure Island, immediately return the Treasure Die to the supply.

Scoring

Note: When playing with this module, the endgame triggers are unchanged. Blue dice still count towards the remaining colours in the pool. Sea tiles do not have to be flipped face up, and the Map tile stack running out still triggers the end of the game.

Blue dice and Treasure Dice count towards the number of dice you own.

The hexes on the Shore/Port tiles and some Island tiles score Victory Points like any other Map tiles, using the same rules.

Solo Support

During setup, add 1 blue die to the Diceoneer's queue. Add the Navy hex tile to the game and set the Navy counter to zero.

Exploring the Port: If the bot places the Port, randomly determine which side of the Port and Shore tiles to use. You may choose the orientation of the tile itself any way you choose. If the bot has the option of placing the Port or selecting another tile, it selects the Port.

Changes in Settle priorities

  • The bot does not consider completely empty Shore hexes when selecting a hex/tile to settle on.
  • If the bot lost access to its Ship (for example by you raiding the Port tile), it will consider getting the Ship back (and settling on the Port) its highest priority above all else.

Blue die

  • When the blue die rolls a Fish, treat it like every other resource face.
  • When the blue die rolls a Ship, treat it like a Ship icon, but additionally increase the Navy counter.
  • The bot may recruit blue dice (once it has access to Shore tiles) the same as any other dice colours.

Changes in the Action Phase

If during Diceoneer's turn both of the following conditions are true, resolve an additional Sailing action (see below) before resolving the action selected by the Action hex:

  • The bot has access to its Ship.
  • The number rolled on the bot's six-sided die is less than or equal to the value shown on the Navy counter.

Sailing action: When a Sailing action triggers, first reset the Navy counter to zero. Then move the Ship onto the next hex along this path, skipping any shore tiles the bot already has a presence on. If the bot finishes its path, it loops around to the Port hex.

Then, perform the following, depending on which tile the ship landed on (face down tiles are first flipped face up):

  • Shore tile or Island tile: it adds 1 tent directly from the general supply to the tile. If it is the Treasure Island, place the Treasure die at the back of Diceoneer's queue.
  • Water tile with an action: immediately perform the action with a strength of one. Note: unlike you, the bot may perform the same action multiple times in a round.
  • Water tile with other benefit: gain the benefit.

Treasure die

The Treasure Die behaves like any other dice in its queue. When rolled, place it based on its non-Pioneer/non-VP icons showing. Treat the face showing a fish and a gold as if both resources had been rolled. During resolution, treat the Treasure Die as having a strength of 2. The bot does not gain the VP shown on the Treasure Die's Settle and Recruit faces.

If the bot loses access to the Treasure Die (because you Raided the treasure island), immediately remove the die from its queue or Action Hex.

Adjusting difficulty

To increase difficulty choose some or all of these options:

  • Also increase the Navy strength counter when rolling Fish on the blue die.
  • When the Port is explored, automatically add a blue die to the back of the bot's queue.
  • When triggering Sailing, instead of resetting the Navy strength counter, just decrease it by 2 or 1 steps.

To decrease difficulty choose some or all of these options:

  • The bot starts with no blue die. Give it the blue die either automatically when the Port is explored, or on the first Recruit action it takes following it.
  • The Sailing action is only triggered if the rolled value is less than the Navy strength, not if equal.

Appendix 1: Envoy Cards

No.Embassy AbilityIconRecruit CostEnd Game Scoring
122You may perform a free Explore action. For the purpose of this action, receive 1 Explore icon.ResearchOne yellow die cube icon and a Raid iconReceive 1 VP for each Plains map tile where you have Presence.
123You may immediately draw 3 dice from your bag (refilling if necessary). Roll these dice and add them to your Active Dice.GoldOne brown die cube icon and a Research iconReceive 2 VP for each Hills map tile where you have Presence.
124You may perform a free Research action to purchase a Technology with a single Research icon. You do not spend any Research icons, but you must pay any other costs (resources). Presence-based recruitment restrictions still apply.RaidOne grey die cube icon and a Trade iconReceive 1 VP for each Mountains map tile where you have Presence.
125You may receive 2 different resource tokens of your choice. None of these tokens can be Gold.

Note: The Icon and Recruit Cost columns are described from the card pictures, since the PDF text layer does not carry the icons. The Icon for card #129 shows three alternatives printed as "or".

Appendix 2: Advisors Multiplayer and Solo Game Reference

No.NameAdvisor Ability - MultiplayerConversions (Pioneer side / Explore side)Advisor Ability - Solo game
149SpymasterSwap 1 die from your spent dice area with another player's die (from their spent dice area), set it to any face and add it to your active dice area. You may return 1 VP to the pool to take an extra action.Pioneer to Recruit; Explore to SettleSteal 1 die from the player.
150ScientistResearch one Technology (with a Research icon cost of no more than 2), ignoring any resource cost. You must still spend the Research icons!Pioneer to Food; Explore to ResearchCounts as an additional two strength.
151GeneralRaid up to 2 tents from one tile you have presence, ignoring all defensive Technologies. These tents may belong to different players.Pioneer to Explore (compass); Explore to RaidRemove all tents from the tile, build house.
152HegemonReturn any number of dice to the supply. Recruit one more die than the number of dice returned, including colours you do not have access to (due to lack of presence).

Note: The Conversions column gives the Pioneer and Explore sides of the pink die, each with its converted icon. The General's Pioneer conversion is printed as the Explore (compass) icon, although the Advisors rules say a conversion may not turn into Pioneer or Explore; this is transcribed as printed. The Broker's ability reads "Gain 1 Food, 1 Wood or 1 Iron for each Technology you have researched" as printed.

Appendix 3: Expansion Tiles

No.TerrainColourVPTypeAbility
X1Sea - WaterBlueNoneSailingPerform a Trade action. You receive 1 Trade icon for this action. You may spend other Trade icons generated by dice or abilities of cards and/or tiles.
X2Sea - WaterBlueNoneSailingGain 2 Fish.
X3Sea - WaterBlueNoneSailingPerform a Research action. You receive 1 Research icon for this action. You may spend other Research icons generated by dice or abilities of cards and/or tiles.
X4Sea - WaterBlueNone
Explore
A Trade icon and a Settle icon
Receive 1 VP for each map tile with no printed VP value where you have Presence.
126In this Roll Phase, you may set up to 2 of your dice to any faces. You may do this only before rolling your dice.ShipOne blue die cube icon and a Pioneer iconReceive 1 VP for each Shore hex where you have Presence.
127You may recruit a die of your choice. Do not expend any icons. Presence-based restrictions still apply.TradeTwo Explore iconsReceive 1 VP for each different terrain type map tile where you have Presence. Each terrain scores only once, regardless of how many map tiles of a given type you have Presence on.
128You may take 2 VP from the reserve.SettleOne green die cube icon and a Research iconReceive 1 VP for each Forest map tile where you have Presence.
129You may settle (using normal Settle action rules) by placing exactly 1 tent, or gain 1 tent from the supply. None of these two options requires (or allows for) spending any Settle icons.Wood, Food or Iron (one of the three)A Trade icon and a Raid iconReceive 1 VP for each map tile with a Factory where you have Presence (including Seaside hexes and Island tile with a Factory).
130Receive 1 Gold resource token.RecruitOne orange die cube icon and a Gold iconReceive 2 VP for each Desert map tile where you have Presence.
Pioneer to Settle; Explore to Recruit
Recruit 1 additional die.
153Merchant LordMake up to 3 trades. Receive additional 2 VP (from the general supply) for each trade performed (regardless of the number of resources traded).Pioneer to Iron; Explore to GoldScore 4 VP.
154PathfinderDraw 3 tiles from the Map tile stack. Explore 2 (following normal rules for each) and place the other 1 back on the top of the stack.Pioneer to Wood; Explore to TradeGain 2 tents and explore another hex.
155BrokerGain 1 Food, 1 Wood or 1 Iron for each Technology you have researched.Pioneer to Trade; Explore to ResearchNext turn, place 3 gold around the action hex.
Sailing
Perform a Raid action. You receive 1 Raid icon for this action. You may spend other Research icons generated by dice or abilities of cards and/or tiles. (Printed as "Research icons" on the source tile; transcribed as printed.)
X5Sea - WaterBlueNoneSailingGain 3 tents from the supply. If you do not have enough tents in the supply, gain all remaining of your tents.
X6Sea - IslandBlue10/5None-
X7Sea - IslandBlueNonePresenceGain the Treasure Die (maximum 1 per player at any time).
X8Sea - IslandBlue9/4NoneSpecial: 4 player only.
X9Sea - IslandBlue4/1FactoryGain 3 VP from the reserve. Special: 4 players only.
A1 - LighthouseShoreBlue2/1PresenceYou may convert Ship icons into Explore icons.
A1 - SeasideShoreBlue2/2FactoryGain 2 Fish.
A2 - LighthouseShoreBlue3/2PresenceYou may convert Ship icons into Fish icons.
A2 - SeasideShoreBlue3/1FactoryTake 1 Sailing Action.
B1 - LighthouseShoreBlue1/0PresenceYou may convert Ship icons into Research icons.
B1 - SeasideShoreBlue2/2FactoryGain 1 blue die. Receive 1 VP from reserve.
B2 - LighthouseShoreBlue3/2PresenceYou may convert Ship icons into Pioneer icons.
B2 - SeasideShoreBlue4/3FactoryDraw 1 die from your bag and add it to your Active Dice without rolling - set it to any side instead.
P1 - PortShoreBlue4/0Placement & PresencePlacement: Gain 1 blue die. Presence: May take Sailing actions. Special: -1 Raid icon when targeting this tile.
P1 - LighthouseShoreBlue1/0PresenceYou may convert Ship icons into Raid icons.
P1 - LighthouseShoreBlue1/0PresenceYou may convert Ship icons into Recruit icons.
P2 - PortShoreBlue9/4PresencePresence: May take Sailing actions. Special: -1 Raid icon when targeting this tile.
P2 - LighthouseShoreBlue2/1PresenceYou may convert Ship icons into Trade icons.
P2 - LighthouseShoreBlue1/0PresenceYou may convert Ship icons into Settle icons.
41----See the Exploring the Port section (p. 15) in the rules.