Kaispeicher
Kaispeicher Rulebook
Table of Contents
Table of Contents
Components
- 50 new trade cards. For a better distinction from the old cards, all new ones are marked with a K in the lower right corner.
- 12 x Winter (A)
- 12 x Spring (B)
- 12 x Summer (C)
- 14 x Autumn (D)
- 1 "Start" card
- 2 "Break" cards
- 9 goods cubes:
- 3 x hemp (gray)
- 3 x fabric (pink)
- 3 x glass (blue)
- 7 workers (1 in each of the 5 player colors, 2 gray ones)
- 25 metal coins
Setup
- Set up "The Speicherstadt" in the same way as in the basic game.
- Put all 54 goods into the bag (including the 9 new ones).
- If you wish, you may play with the metal coins. (But place the old coins nearby in case additional coins are needed.)
- As in the basic game, each player receives 5 coins from the supply.
- The 2 gray workers should be set aside, as they are needed later in the game.
- Each player chooses a color and places 1 worker of that color on the 0 space of the score track.
- The remaining 4 workers of each color are placed in front of their respective players.
- From the pile of new cards, remove the "Start" card and the 2 "Break" cards and put them aside. They are needed later in the game.
- Then take all trade cards (old and new ones) and sort them according to their backs.
- According to the number of players, remove the following Autumn (D) trade cards from the pile and return them to the box. They won't be needed:
- 2 players: Port / Fireman with the value 3 / Mayor / Truck
- 3 players: Boatsmen Church / Fireman with the value 3 / Mayor / Truck
- 4 players: none
- 5 players: Boatsmen Church / Fireman with the value 3 / Mayor / Truck
- Proceed with all other trade cards as described in the rulebook of "The Speicherstadt" in section 10 of the Setup.
- The player who most recently went to Hamburg becomes the first player and receives the "Start" card.
Playing the Game
The game still consists of several rounds, each comprising 5 phases:
- Supply
- Demand
- Purchase
- Loading
- Income
1) Supply
Take the top cards from the draw pile and place them in a row face-up, from left to right on the water spaces. As usual, the number of uncovered cards equals the number of players +1. Now, in addition, you lay out the same number of cards above the game board. So there are always twice as many cards to choose from as in the basic game.
2) Demand
As usual, starting with the first player and then in clockwise direction, each player places one of his workers on the lowest free building space above a card of his choice. But now you also have the option of reserving a card of your choice from the row above the board. To do this, you take one of these cards, place it next to the lower left side of the board, and put one of your workers onto it. If there are already one or more reserved cards, the new card must always be placed above the last reserved one.
The phase ends when each player has placed all his workers.
3) Purchase
As in the basic game, first carry out the purchases of all cards from the water spaces. Then the reserved cards next to the game board are available for purchase. Start with the lowest card in the row. The card can only be purchased by the player who placed his worker on it. If the player wants to buy the card, he must return a number of coins to the stock equal to the number of reserved cards in the row.
If the player does not want to buy the card, he pays nothing and the card is discarded. As usual, the worker returns to the player. Then the next lowest card from the row is available for purchase and so on.
Example: First Black is allowed to buy the lowest card for 3 coins. Then Orange may buy his reserved card for 2 coins. Finally Blue may buy his reserved card for 1 coin.
At the end of the phase, if there are cards left above the game board, they are discarded.
4) Loading
Loading is carried out exactly as in the basic game by selling goods cubes or moving them to appropriate cards.
5) Income
Each player now receives 2 coins from the stock. Players who didn't purchase any trade cards this round receive 1 additional coin. Afterward, the first player hands the "Start" card to the player on his left and a new round begins.
End of the Game
The end of the game is identical to the end of the basic game.
Note: If you reach space 39 on the score track, you continue counting your points on the 0 (= 40 points). At the end of the game, these 40 points are simply added to your result.
The New Trade Cards
All cards are listed in alphabetical order. The figures on the right side of the title indicate the number of appearances of a card in total and in the 4 seasons (A/B/C/D), respectively.
Accountant
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your Contracts, regardless of whether the Contract has been completed or not.
Auction Hall
Appearances: 1 (A/B/C/D: 0/0/1/0)
At any point in the game, you may take 1 good of your choice from the stock. You must load this good immediately (using it with one of your cards). After that, discard the Auction Hall.
Carpet Storage
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of red goods cubes (carpets) to the Carpet Storage. For each carpet cube that you return to the stock you gain 2 points on the score track.
City Hall
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 5 points for the City Hall.
Coffee Break
Appearances: 1 (A/B/C/D: 1/0/0/0)
When you purchase this card, you also take the two "Break" cards that were put aside during setup. You may now pass during phase 2) "Demand" by discarding a "Break" card instead of placing a worker. This gives you the advantage of stalling and placing your workers later in the round. After using both "Break" cards, also discard the Coffee Break.
Contract
Appearances: 6 (A/B/C/D: 0/2/2/2)
For the 3 new kinds of goods, there are corresponding Contracts:
- 3 small Contracts: 1 good for 4 points
- 3 medium Contracts: 2 goods for 8 points
As in the basic game, you only get points for a completed Contract at the end of the game.
Counting Office
Appearances: 2 (A/B/C/D: 0/0/1/1)
There are now 2 additional Counting Offices. No player may score more than 4 Counting Offices at the end of the game, regardless of how many he owns.
Davidwache
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 3 points for the Davidwache.
Deichtorhallen
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your Merchants. Only the 8 trade cards that convert goods to money are considered Merchants (for example Spice Trader, Gaffer).
Dressmaker
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may sell any number of pink goods cubes (fabric) to the Dressmaker. For each fabric cube that you return to the stock you receive 3 coins.
Fireman
Appearances: 5 (A/B/C/D: 2/1/1/1)
There are 5 additional Firemen with values from 1 to 5.
Fire Truck
Appearances: 1 (A/B/C/D: 0/0/1/0)
During each fire, the Fire Truck doubles the value of one of your Firemen.
Fish Market
Appearances: 1 (A/B/C/D: 0/1/0/0)
In phase 3) "Purchase" you may discard the Fish Market to pay for 1 card instead of paying with coins.
Gaffer
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may sell any number of blue goods cubes (glass) to the Gaffer. For each glass cube that you return to the stock you receive 3 coins.
Harbor Master
Appearances: 1 (A/B/C/D: 0/1/0/0)
In phase 4) "Loading", you may convert any 2 goods into 1 other good as many times as you want. To do this, return 2 goods to the stock and replace them with 1 good of your choice that is available in the stock.
Harbor Tour
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your scoring buildings. Only the 9 trade cards that have a fixed point value of 1 to 5 are considered scoring buildings (for example Davidwache, Music Hall).
Insurance
Appearances: 1 (A/B/C/D: 0/1/0/0)
Each time you would get negative points during a fire, you may avoid those negative points by returning 2 coins to the stock.
Light House
Appearances: 1 (A/B/C/D: 0/1/0/0)
At the end of the game, you receive 1 point for the Light House.
Mayor
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, your highest scoring building yields twice as many points. Only the 9 trade cards that have a fixed point value of 1 to 5 are considered scoring buildings (for example Davidwache, Music Hall).
Music Hall
Appearances: 1 (A/B/C/D: 0/0/0/1)
At the end of the game, you receive 4 points for the Music Hall.
Press
Appearances: 1 (A/B/C/D: 0/0/1/0)
At the end of the game, you receive 1 point for each of your Firemen.
Roasting House
Appearances: 1 (A/B/C/D: 0/1/0/0)
In phase 4) "Loading", you may deliver any number of brown goods cubes (coffee) to the Coffee House. For each coffee cube that you return to the stock you gain 2 points on the score track.
Note: the printed text says "Coffee House", but this card is the Roasting House. Transcribed as printed.
Ropemaker
Appearances: 1 (A/B/C/D: 0/1/0/0)
In phase 4) "Loading", you may sell any number of gray goods cubes (hemp) to the Ropemaker. For each hemp cube that you return to the stock you receive 3 coins.
Rubber Factory
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of white goods cubes (rubber) to the Rubber Factory. For each rubber cube that you return to the stock you gain 2 points on the score track.
Ship
Appearances: 6 (A/B/C/D: 0/2/2/2)
There are 6 new Ships:
- 3 with a shipping volume of 1 (1 crate)
- 3 with a shipping volume of 2 (2 crates)
When a Ship is revealed during phase 1) "Supply", draw as many goods from the bag as the Ship shows crates and put one of those goods onto each crate.
Smuggler
Appearances: 1 (A/B/C/D: 0/0/1/0)
At any point in the game, you may steal 1 good from any incomplete Contract of another player. You must load this good immediately (using it with one of your cards). After that, discard the Smuggler.
Snitch
Appearances: 1 (A/B/C/D: 1/0/0/0)
Right before starting phase 3) "Purchase", you may swap the places of one of your workers with the worker of another player. After that, discard the Snitch.
Spice Storage
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of yellow goods cubes (saffron) to the Spice Storage. For each saffron cube that you return to the stock you gain 2 points on the score track.
Squad Leader
Appearances: 1 (A/B/C/D: 1/0/0/0)
Once in the game, you may double the points that you gain during a fire. After that, discard the Squad Leader.
Storekeeper
Appearances: 1 (A/B/C/D: 0/1/0/0)
When you purchase this card, you also take the two gray workers that were put aside during setup. In phase 2) "Demand", you may place one or both gray workers in addition to your other workers (thus increasing your number of workers this round). However, if you placed a gray worker, he does not return to you during phase 3) "Purchase" but is removed from the game.
As soon as both gray workers have been removed from the game, discard the Storekeeper.
Tea House
Appearances: 1 (A/B/C/D: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of green goods cubes (tea) to the Tea House. For each tea cube that you return to the stock you gain 2 points on the score track.
Theater
Appearances: 1 (A/B/C/D: 0/1/0/0)
At the end of the game, you receive 2 points for the Theater.
Thief
Appearances: 1 (A/B/C/D: 0/0/1/0)
As soon as you purchase the Thief, all other players must immediately give you 1 coin. Players with no coins give you nothing. After that, discard the Thief.
Thrift Institution
Appearances: 1 (A/B/C/D: 0/0/1/0)
As soon as you purchase the Thrift Institution, you immediately receive 4 coins from the stock. After that, discard the Thrift Institution.
Truck
Appearances: 1 (A/B/C/D: 0/0/0/1)
At any point in the game, you may take up to 3 goods from your Contracts and redistribute them among any of your Contracts in any way you want. After that, discard the Truck.