Madeira: Expansion
Madeira: Expansion Rulebook
Table of Contents
Table of Contents
Overview
This box contains four expansion modules for the game Madeira. To use them, a copy of the game Madeira is required. They can be played individually or combined.
All the standard rules of Madeira apply unless specified.
Note: This expansion is fully compatible with the first edition of Madeira, but please note that some rules of the initial preparation have been changed in the second edition, and those are the rules that are meant to be applied for the expansions.
You can find the updated rules for the Initial Preparation on our website www.whatsyourgame.eu
Components
- Module 1: 22 Setup tiles of 4 types (4 King and 6 each of Settlement, Farming, and Ship), indicated by the icons on the backs.
- Module 2: 24 Capitania Cards in 5 Groups (4 Colony, 5 each of Region 1, Region 2, Region 3, and All Regions), indicated by the symbols shown on their backs.
- Module 3: 30 Crown's Requests tiles in 5 kinds (6 each A, B, C, D, E), indicated by the letters on their backs.
- Module 4:
- 5 Character tiles (Steward, Mayor, Guild Master, Commander, Harvester)
- 1 special black die with red numbers (Corsair die)
- 1 Pirate Citizen
- 1 Pirate Ship
- 5 Protection tiles
- 5 Dark Guilds tiles
Module 1 - A New Beginning
A New Beginning is a new way to setup Madeira, allowing each player to start with a different personal approach. A display of tiles give players money, farmers, position in the cities, bread, goods, and a starting King's Demand. Will you choose to start with more money or a larger range of goods? Which cities or lands will you begin your journey from? Each one of these choices is made in a constantly changing turn order determined by your previously chosen setup tile, which means a better choosing tile now will result in you being later in turn order for the next choice. Organise the best starting strategy you can, compromise here and there and find the perfect mix to approach the game with a winning plan. Big decisions start now, the game begins before you even start to play!
Content: 22 Setup tiles of 4 types (4 King and 6 each of Settlement, Farming, and Ship), indicated by the icons on the backs.
Changes to the Initial Preparation
Proceed with the Initial Preparation, but ignore the following Steps: 3 (Windmill), 9 (Starting Crown's Requests and Initial Order of Play), 12 (Player's Home Supply), 16 (Initial Player Setup).
After the Initial Preparation is completed, sort the Setup tiles into types by the symbol on their backs.
Now proceed with the following steps:
- Place the 4 King tiles face up to form a row next to the Game Board. Randomly place face-up 1 Starting Crown's Request on each King tile.
- Randomly reveal 4 Settlement tiles and place them face up to form a row below the King tiles. Place the remaining tiles back in the box unseen. (Reveal 3 in a 3-player game, and 2 in a 2-player game.)
- Repeat with the Farming tiles, and the Ship tiles. So, there will be 4 rows of 4 tiles each (3 each in a 3-player game, 2 each in a 2-player game).
- Select a start player at random. Going clockwise give the 2nd player 1 Real, the 3rd 2 Reals, and the 4th 3 Reals.
- The first player takes one Ship tile of their choice and does what's indicated (see below). Proceed in player order, clockwise around the table for Ship tiles.
- A new player order is now determined by the number depicted on the chosen Ship tiles (with the first player being the one with the lowest number, and so on).
- Repeat step 5 for the Farming row (following the just determined new player order), Settlement row (with Player order determined by the numbers on the chosen Farming tiles), and the King row (with player order determined by the numbers on the chosen Settlement tiles).
The Setup tiles give the following when taken (printed beside steps 5 to 7):
- Ship tiles indicate where to place your Workers in the Regions and in the Cities, and how many Workers (1 or 2) you place in the City Watch.
- Farming tiles give you Goods, Wood, and determines your starting position on the Windmill.
- Settlement tiles give you Bread, Money, and/or Workers in several locations. Some of them also give you a certain amount of Pirates.
- King tiles give you a Crown's Request. Place it face-up in front of you. The roman numerals on the King tiles determine the Initial Order of Play for the game. Place your Turn Order marker on the Guild Board accordingly.
After the last row is resolved, place all the Setup tiles back in the box.
Module 2 - Capitanias
New cards give crucial relevance to your strength in the Regions. They give you powers and benefits that will help achieve your goals, but only if you have the right number of workers in the Regions and only during the round you played the card. Make sure you play the right card at the right time, the card that creates the perfect synergy between its power and your main plan for this round. Next round is going to be different, with a new card, a new dynamic, and a new benefit. Due to the requirements on the cards, you will need to shift your focus from one region to another each round, making the game more dynamic. Drafting five cards for five rounds encourages you to make a long-term plan specific to those cards from the beginning and makes for a different game each time you play. Your story is in your hands!
Content: 24 Capitania Cards in 5 Groups (4 Colony, 5 each of Region 1, Region 2, Region 3, and All Regions), indicated by the symbols shown on their backs (See the Reference Book for a description of the cards).
Changes to the Initial Preparation
After the Initial Preparation (and after having chosen the Setup tiles, if playing with Module 1), sort the cards into face-down groups by the symbols on their backs, shuffle each group separately, and place each of them face-down on the table. (Randomly place in the box 1 card from each deck in a 3-player game, and 2 cards in a 2-player game.)
Give 1 face-down Colony card randomly to each player. After having looked at their card, players place it face-down in front of them.
Starting with the last player (i.e. the player whose marker is in the bottommost slot of the Passing Column on the Guild Board), and proceeding in reverse player order, each player chooses one deck and places it face-down in front of them.
In a 3-player game, place the remaining deck face-down on the table, to the left of the 3rd player.
In a 2-player game, after both players have chosen a deck, the last player chooses one of the remaining decks, and places it face-down on the table to their left. The remaining deck is then placed face-down on the table to their right.
Now, simultaneously, each player selects one card from the deck in front of them, places it on top of the Colony card, and passes the remaining cards to the player on their left (in a 2- or 3-player game, if there is a deck on the table on your right, you take it into your hand, and the player to your right places their remaining cards face-down on the table).
Repeat until each player has 1 card from each Group. Those cards form the player's hand. The remaining cards are then put back in the box.
Changes to the Gameplay
Before their turn in Phase A2: Choose a dice row, each player must select one card from their hand and play it face-up in front of them.
The card will stay in front of the player and it will be active for the remainder of the round. It will be discarded at the end of the round. So, in each round, you will have 1 (and only 1) active card face-up in front of you.
Note: the card Calecute (see Reference Book) is an exception to this rule.
Each card depicts a requirement, a reward (that will be gained if the requirement is met), and in which phase the card will be applied.
For example, for the Card "Feitoria":
- The requirement is having at least 1 Worker in Region 1.
- The reward is the ability to discard any type of Goods when sending ships to the Market.
- The Phases in which the reward could be taken are B and C.
So, if, during Phase B and/or C, you move Ships to the Market, and you have at least 1 Worker in Region 1, for each Ship you just moved there, you may discard any type of Goods instead of the indicated one.
Module 3 - King's Demands
With the new King's Demands players can build new strategies and the tension in the gameplay grows. Having ships in the markets or in the colonies, settling in the cities, getting wealthy, or influencing the guilds are still the main purposes of the game, but they alone are no longer enough. The King challenges you now with 30 new unique tasks, and if you want him to recognise your value, you must perform better, proving yourself with more challenging and more specific demands. Choices are more crucial now than ever. The right King's Demand puts you on the path to victory!
Content: 30 Crown's Requests tiles in 5 kinds (6 each A, B, C, D, E), indicated by the letters on their backs.
Changes to the Initial Preparation
The following steps in the base game rules should be ignored and substituted as follows:
Place the Crown's Requests from the base game back in the box. Use the tiles from this expansion instead.
- Step 9 a) (if you are not playing with Module 1): Randomly choose 1 Crown's Request per kind and shuffle them. Each player gets 1 of them at random, face-up. The player who has the tile with the letter closest to the A, is the first player.
- Step 9 a) and b) (if you are playing with Module 1): Randomly choose 1 Crown's Request per kind and place 1 face-up on each of the King tiles. Then follow the rules as explained in Module 1.
- Step 19: Randomly choose 4 Crown's Requests of each kind (A, B, C, D, and E), shuffle them together and lay them out randomly in the dice rows on the Guild Board, face-up in rows of 5 each. Place the remaining tiles back in the box. They won't be needed for the remainder of the game. Choose 3 Crown's Requests of each type in a 3-player game, and 2 Crown's Requests of each type in a 2-player game.
See the Reference Book for details of these tiles.
Note for Phase E
The rule "If a player chooses more than 1 Crown's Request of the same kind in the same round, he must assign different items to them" still applies, but it must be noted that this refers specifically to same kind of Crown's Request (i.e. A, B, C, D, or E) not to the same kind of piece (Ships, and Workers).
So, if you choose to score 2 Crown's Requests from 2 different groups that require the same kind of piece, you can assign the same piece to both of them.
Example: One of the "Wealth of the Nation" tiles will earn you points for your Ships in the Colonies and/or the Markets. If you choose a "Market Routes" tile in the same round, you can assign the same Ships to both tiles.
Module 4 - New Roles
A new complete set of five characters is included in this module, bringing a new look to the way players approach the gameplay. They offer players new patterns and ways to interact with the characters and with the other players. Each dice placement is key to persuing your strategy as each one of the characters offers three precious bonuses, given on a first-come, first-served basis. You may wish to rush to secure your position and guarantee the bonus you want, preventing others from getting it. Be aware of the pirates though! Power and wealth attract more pirates and not only can the new Corsair Die block your preferred bonus, but the new Pirate Ship and Pirate Citizen can make you tally more pirates at the end of each round, if you don't plan carefully.
Content:
- 5 Character tiles (Steward, Mayor, Guild Master, Commander, Harvester)
- 1 special black die with red numbers (Corsair die)
- 1 Pirate Citizen
- 1 Pirate Ship
- 5 Protection tiles
- 5 Dark Guilds tiles
Changes to the Initial Preparation
These are in addition to, or modify, the base game setup steps, and do not replace them in full.
- Step 4.1: Flip face down the 2 leftmost Guild Favors on each row.
- Step 4.2: Place the Pirate Citizen on the flag of Machico (the bottom one).
- Step 6:
- Place the Pirate Ship in the Brasil colony (on top of the globe).
- Do not discard the A and B tiles that were not put on the Colonies Area, but instead place them face-up next to the game board.
- Step 7: Place 1 Black die back in the box. Use the Corsair die instead.
- Step 12: Each player receives 3 Pirates. Note: If you are playing with Module 1, skip this step.
- Step 13: Place the Protection tiles and the Dark Guild tiles in the general supply.
- Step 15:
- Place the Characters from the base game (and the Harverster expansion tile, if you have it) back in the box. Use the expansion Characters instead.
- Place the Harvester face-up on the Building corresponding to the current round, then shuffle together the Steward, Mayor, Guild Master, and Commander, and place them randomly face-up on the remaining Buildings. This applies also to Step 1 of phase A1.
- Note: As a visual reminder, the small icon on the upper right corner of the Harverster points to the Roman Numeral that indicates the current round.
Changes to the Gameplay
Bonus slots
Phase B: Each Character has 3 Bonus slots. When you place a Guild die on a character to perform the Character action, you place it on one available Bonus slot. You then perform the main action and gain the depicted bonus (see the Reference Book for a description of the bonuses).
- If not otherwise specified, the bonus can be taken before or after the main action, as you choose.
- Only 1 die can occupy each bonus slot.
- If all the bonus slots are occupied (or if the Corsair die is already on the character, see below), you place the die on the character image on the left of the tile (i.e. you do not occupy a bonus slot). In this case, you just perform the main action.
- You may decide to not take any bonus (in which case you place the die on the character image).
- As per the base game rules, you may place a die on a character even if you cannot or do not want to perform the Action or harvest. In this case you place the die on the character image and you do not take the bonus.
Also, when the Corsair die is placed on a character, the bonus slots are no longer available for the remainder of the round, so if a Guild die is later placed there, it can only be used to perform the main action or harvest. The player that placed the Corsair die, may discard 1 Pirate.
When you place a Guild die on the Steward, Mayor, Guild Master, or Commander to harvest, you place it on the character image. You do not get any bonus.
When you place a Pirate die or the Corsair die on a character (either to harvest or to perform the character action), you place it on the character image. You do not get any bonus (i.e. with the black dice you can only perform the main action or harvest).
Phase C
If you cannot or do not want to pay to perform the building action, you can discard a Protection tile (see the Reference Book, Steward, for detail on how to obtain them) instead of receiving Pirates.
Example: The Moinho Building is being resolved. The value of the rolled Guild dice is 2. The value of the rolled Pirate die is 3. It is a 4-player game so players should pay 8 to perform the Building Action. Purple doesn't want to pay, so she doesn't perform the Building Action. She would normally take 4 Pirates, instead she chooses to discard a Protection tile, so she does not take any Pirates.
Phase D
After the Feeding step:
- Players receive 1 Pirate for each of their Workers in the City where the Pirate Citizen currently is.
- Players receive 1 Pirate for each of their Ships in the Colony or Market where the Pirate Ship currently is.
To protect yourself from taking Pirates in this way you may discard one Protection tile to ignore the effect of either the Pirate Citizen or the Pirate Ship, or 2 Protection tiles to ignore both.
Example: The Pirate Citizen is in Funchal, and Red has 3 Workers there, also the Pirate Ship is in India, and Red has 2 Ships there. Red should then receive 5 Pirates. Red has 1 Protection tile, and she decides to discard it to be protected from the Pirate Citizen. Red then gets only 2 Pirates (due to the Pirate Ship).
Reference Book
The card, tile and role descriptions below are the Reference Book supplied with the expansion, transcribed as printed.
Module 2 - Capitanias, Group 1 (Cards that require Workers in Region 1)
Machico
If, during Phase C, after each Building in Region 3 is resolved, you have at least 3 Workers in Region 1, you may perform the top or the bottom action of the Building that was just resolved by paying 3 or 5 Reals.
You don't have to pay the cost due to the Guild dice, you don't need to have any Worker in Region 3, and you don't need to have your Action Marker in the Building.
Note: If you do have Workers in Region 3 and an Action Marker on the Building, you have the opportunity to perform the Action Building twice in the same round: once as usual when the Building is resolved, and then immediately afterwards using the card.
Example: Purple has 3 Workers in Region 1 and no Workers in Region 3. It is Phase C, and the Building Casa da Coroa (Guild Palace) is being resolved. She has no Action Marker there. Purple pays 3 Reals and performs the top Casa da Coroa Action. So, she can flip face-up 1 of her Guild Favors.
After that, the Fortaleza (Watch Tower) is being resolved. She has one of her Action Marker there, and 1 Worker in Region 3. The cost of the Building (due to the rolled Guild Dice) is 4. When the Building is resolved she pays 4 Reals and performs the top Fortaleza Action. She may move up to 1 of her Workers into the City Watch. After the Building has being resolved, she pays 5 Reals, and she performs the bottom Fortaleza Action. She may move up to 2 of her Workers into the City Watch.
Feitoria
If, during Phase B or C, you move Ships (either via the Commander Action or the Navigator Guild Favor) to the Market, and you have at least 1 Worker in Region 1, for each Ship you just moved there, you may discard any type of Goods instead of the indicated one.
Carroça
If, during Phase B, you perform a Harvest Action, and you have at least 2 Workers in Region 1, you may (before or after the Harvest) move any 1 Worker to any Field, following usual rules.
O Navegador
If, during Phase B or C, you move Ships (either via the Commander Action or the Navigator Guild Favor) to the Colonies, and you have at least 2 Workers in Region 1, for each Ship you just moved there, you may perform 2 King's Rewards actions instead of the usual 1.
One of the 2 King's Rewards must be in the Colony you just moved your Ship to; the other one may be any King's Reward (in the same or in a different Colony).
Naus
If, during Phase D - Upkeep, you have at least 3 Workers in Region 1, you don't have to discard Wood for your Ships on the Board.
Also, you may move 1 of your Ships to an empty Colony or Market slot, following the usual rules.
Module 2 - Capitanias, Group 2 (Cards that require Workers in Region 2)
Calecute
If, during Phase B or C, you move a Ship (either via the Commander Action or the Navigator Guild Favor), and you have at least 1 Worker in Region 2, you may place the Ship on this card instead of on the Board.
You discard any 3 Goods, you gain 7 Reals, and you may perform 1 action of any of the King's Rewards in the Colonies.
You don't have to pay Wood if you move the Ship to the card from your Home Supply, and you don't have to pay Wood for Maintenance in Phase D for it.
- If you played the card in round 1, 3, or 5, and during Phase E, you choose to score an Expedition Crown's Request or a Market Route Crown's Request, and you have 1 Worker in Region 2, the Ship on the card counts toward the limit of Ships that will earn you PP, and earns you 5 PP.
- If you played the card in round 2, or 4, and you have a ship on it, you may keep the card with the Ship in front of you until Phase E of the following round will be resolved. Note: this is an exception to the main rule that you always have only one card in front of you. In this case, if you keep the card, you will have 2 cards in round 3, or 5.
- You cannot keep the card for more than one additional round (i.e. you can keep it until the end of round 3 if you played in round 2, and until the end of round 5 if you played in round 4).
- You need to have 1 Worker in Region 2 in Phase E of the round in order to score the Ship on the card.
- When you discard the card, the Ship will be placed back in your Home Supply.
Renda
If, during Phase B, you perform a Harvest Action in Region 1, and you have at least 2 Workers in Region 2, you also gain 7 Reals.
Poios
If, during Phase B, you perform a Harvest Action, and you have at least 2 Workers in Region 2, you also Harvest 1 Field an extra time, and you move your marker 1 step up in the Windmill.
Banquete
If, during Phase B, you perform a Guild Master Action, and you have at least 3 Workers in Region 2, you may discard any 2 Goods instead of the Wood depicted on the top of the selected District.
Burguesia
If, during Phase B, you perform the Mayor Action, and you have at least 3 Workers in Region 2, this counts as an additional Worker in a City of your choice. That means you may collect two any City resources of your choice.
If, during Phase E, you choose to score an Urbanization Crown's Request, and you have 3 Workers in Region 2, this counts as an additional Worker in 1 City of your choice.
In case of a tie with another player(s) determined by the "virtual" Worker, both you and the other player(s) are considered the one with the most Workers.
In case of a tie with the Neutral Citizens determined by the "virtual" Worker, you break the tie following the usual rules (i.e. the one with the rightmost Worker/Citizen wins the tie).
Module 2 - Capitanias, Group 3 (Cards that require Workers in Region 3)
Amnistia
If, during Phase B, you decide to use a Pirate die, and you have 3 Workers in Region 3, you may place the die on this card instead of on the Board.
The die may be moved from the City Watch, or from any Character. If you move it from the City Watch you must remove a Worker from there, as usual.
You receive 1, 2, or 3 Pirates according to the value of the die.
You then may perform a Building Action of your choice. You perform it, as usual, according to the number of Workers you have in that Region.
In Phase C, as long as you have 3 Workers in Region 3, the value of Pirate die on the card counts as a personal discount for all the Building Actions where you have an Action Marker.
Example: The Casa da Coroa Building is being resolved. Red has an Action Marker there. She has a value 2 Pirate die on the card. The rolled dice are: a value 1 Guild die, a value 2 Guild die, a value 2 Guild die, and a value 1 Pirate die. The Pirate die on the card counts as a personal discount, so in order to perform the Building Action, Red must pay 4 Reals (10-2-2-2).
Corsário
In Phase A, immediately when you play this card, you may take a Pirate die from the City Watch (removing a Worker from there, as usual) and place it on the card. You don't need to meet the requirement of Workers during this Phase.
You receive 1, 2, or 3 Pirates according to the value of the die.
Example: In Phase A, Blue take a value 3 Pirate die from the City Watch and places it on the card. He receives 3 Pirates.
In Phase B, if you have 3 Workers in Region 3, you may use the Pirate die as usual (moving it from the card to a Character).
In Phase C, as long as you have 3 Workers in Region 3, the value of any Pirate die in the Buildings where you have an Action Marker, counts as a personal discount.
Example: The Alfândega Building is being resolved. Blue has an Action Marker there. The rolled dice are: a value 3 Guild die, a value 1 Guild die, and a value 3 Pirate die. The Pirate die counts as a personal discount, so in order to perform the Building Action, Blue must pay 3 Reals (10-3-1-3).
D. João II
If, during Phase B, you have 2 Workers in Region 3, you may place 1 of your Guild dice together with the Action Marker on the card instead of on the board.
You immediately discard 2 Pirates.
In Phase C, as long as you have 2 Workers in Region 3, you have a virtual Action Marker in all the Buildings (i.e. you may perform all 5 Building Actions, as long as you pay and you have Workers in the Region).
As long as you have 2 Workers in Region 3, the value of the Guild die on the card, counts as a personal discount for all the Building Actions.
Funchal
If, during Phase C, after each Building in Region 2 is resolved, you have 2 Workers in Region 3, you may perform the top or the bottom action of the Building that was just resolved by paying 2 or 4 Reals.
You don't have to pay the cost due to the Guild dice, you don't need to have any Worker in Region 2, and you don't need to have your Action Marker in the Building. (See Machico on page Ref.2 for a similar example.)
Encontro
If, when you Pass, you have 1 Worker in Region 3, you may flip face-up one of your Guild Favors.
Module 2 - Capitanias, Group 4 (Cards that require Workers in Regions 1, 2, and 3)
Armada
If, during Phase B or C, you move a Ship (either via the Commander Action or the Navigator Guild Favor), and you have at least 1 Worker in each Region, you discard 2 Pirates if you moved the Ship from the Board, or 4 Pirates if you moved it from your Home Supply (paying the Wood).
Diligência
In Phase C, as long as you have at least 2 Workers in each Region, you may perform both the top and the bottom Building Action in each Building where you have an Action Marker. You pay the cost as usual. You just need the 2 Workers required by the card, you don't need to have more.
Influência
If in Phase A, in the moment you play this card, you have at least 1 Worker in each Region, without moving your Turn Order Marker, you may select any Passing bonus and either get the depicted Reals or perform the depicted Passing Action.
Convite
If, when you Pass, you have at least 1 Worker in each Region, in addition to the usual Passing Action, you may select any other Passing bonus and either get the depicted Reals or perform the depicted Passing Action.
Mão de obra
In Phase B, as long as you have at least 2 Workers in each Region, when you place a Guild die on a Character tile, you may perform both the Character Action and the Harvest.
Module 2 - Capitanias, Group 5 (Cards that require Workers in the Colonies)
The source prints this group's header as "Module 2 - Captaincies powers"; it is part of the Module 2 Capitanias cards.
Mandioca
In Phase D - Income, you get 2 Bread for each Worker you have in the Colonies (same or different).
Also, you may discard 1, 3, or 6 Pirates if you have at least 1 Worker in 1, 2, or 3 different Colonies.
Poncha
In Phase D - Income, you get 1 Good of your choice for each Worker you have in the Colonies (same or different).
Also, you may discard 1, 3, or 6 Pirates if you have at least 1 Worker in 1, 2, or 3 different Colonies.
Pau-brasil
In Phase D - Income, you get 2 Wood for each Worker you have in the Colonies (same or different).
Note: you don't need to have access to the Wood to get it. You just take it from the General Supply.
Also, you may discard 1, 3, or 6 Pirates if you have at least 1 Worker in 1, 2, or 3 different Colonies.
Sangue de dragão
In Phase D - Income, you get 2 Reals for each Worker you have in the Colonies (same or different).
Also, you may discard 1, 3, or 6 Pirates if you have at least 1 Worker in 1, 2, or 3 different Colonies.
Module 3 - King's Demands
Wealth of the Nation
Six tiles.
- Pay 16 Reals, and earn 8 PP for each Colony in which you have the absolute majority of Workers. Earn 5 PP for each Colony in which you have at least 1 Worker, but not the majority.
- Pay 15 Reals, and earn 6 PP for up to 3 of your Ships in different locations. The possible locations are: Açores, Brasil, India, Wheat Market, Sugar Market, Wine Market (and the card Calecute if you are playing with Module 2).
- Pay 12 Reals, and earn 9 PP for each Region where you have at least 3 Workers.
- Pay 18 Reals, and earn 3 PP times your level in the Windmill.
- Pay 16 Reals and 3 Bread, and earn 18 PP.
- Pay 13 Reals, and earn 2 PP for each of your Workers in different locations. The possible locations are 12: 3 Regions, 3 Cities, 3 Colonies, the Forest field, the City Watch, and your Home supply.
Market Routes
Six tiles. The three tiles with a chest and goods icon share one text; each shows its own Market and Good icon.
-
Earn PP for up to 3 of your ships in the Markets as per the base game rules. Exception: You cannot select Ships in the depicted Market. In addition or in alternative, earn 5 PP if you discard 2 Goods of the indicated type.
Example: Red has 1 Ship in the Wheat Market, and 2 in the Sugar Market. She has this Crown's Request, so she cannot select her Ship in the Wheat Market. Is the 1st round, so she earns 12 PP (6 per Ship in the Sugar Market). She also discards 2 Wheat, so she earns additional 5 PP.
-
Earn PP for up to 3 of your ships in the Markets as per the base game rules. In addition or in alternative, earn 5 PP if you discard 4 Wood.
-
In the moment you take this tile (Initial Preparation or Phase A), you immediately receive 7 Pirates. In Phase E, earn PP for up to 3 of your ships in the Markets as per the base game rules, plus 2 PP for each Ship.
-
Select up to 2 of your Ships in the Markets (same or different). You earn PP according to the slot where your Ships are placed. For each Ship, you earn 3 PP for each Good depicted below the slot.
Example: Blue selects 2 of his Ships in the Market. He earns 9 PP for his Ship in the Wheat Market (3 PP for each of the 3 goods depicted below the slot) and 12 PP for his Ship in the Sugar Market (3 PP for each of the 4 goods depicted below the slot).
Expeditions
Six tiles. The three tiles for Açores, Brasil and India share one text.
- Earn PP for up to 3 of your ships in the Colonies as per the base game rules. Exception: You cannot select Ships in the depicted Colony. In addition or in alternative, earn 5 PP if you discard any 2 Goods (same or different).
- Earn PP for up to 3 of your ships in the Colonies as per the base game rules. In addition or in alternative, earn 5 PP if you discard 4 Wood.
- In the moment you take this tile (Initial Preparation or Phase A), you immediately receive 7 Pirates. In Phase E, earn PP for up to 3 of your ships in the Colonies as per the base game rules, plus 2 PP for each Ship.
- Select up to 3 of your Ships in different Colonies. You earn PP according to the slot where your Ships are placed. For each Ship, you earn 3 PP for each Wine depicted above the slot.
Influence of the Guilds
Six tiles. The four tiles with the guild icons share one text.
- Select up to 4 of your face-up Guild Favors of the depicted Guilds (same or different). Earn 5 PP for each selected Guild Favor.
- Select up to 5 of your face-up Guild Favors (same or different). Discard 1 Wood per each selected Guild Favor, and earn 4 PP for each of them.
- Select up to 3 of your face-up Guild Favors of different Guilds. Discard any 1 Good per each selected Guild Favor, and earn 7 PP for each of them.
Urbanization
Six tiles. The three tiles for the three Cities share one text.
- Earn the highest depicted number of PP if you have the majority of Workers in the depicted City. Ties break as usual. Earn the lower depicted number of PP if you have at least 1 Worker but not the majority in the depicted City.
- For each City in which you have at least 2 Workers, earn the lower number of PP depicted at the side of that City.
- Select up to 6 of your Workers in the Cities. Discard any 1 Good for each selected Worker, and earn 4 PP for each of them.
- Select up to 2 Cities in which you have the majority of Workers, and earn the highest number of PP depicted at their side. Ties break as usual. Note: You do not earn any PP if you don't have the majority.
Module 4 - New Roles
Mayor
- You must move the Pirate Citizen into a city of your choice placing it onto its flag. You get 2 units of the bonus (Wood, Reals or Bread) depicted on the City where you took the Pirate Citizen from or on the City where you moved it to. Note: To get Wood you still need to follow the usual access rules.
- You may swap one Worker of any player in the Cities with a Worker of any player or with a Neutral Citizen. They don't need to be in the same City. Note: One of the swapped meeples must belong to you.
- You choose any 2 of your Workers in the Cities and lay them down. These Workers are not active anymore (i.e. they cannot be swapped, they are not affected by the Pirate Citizen, and they don't need to be fed). You will reactivate them (by standing them up) if you use them in the Cities in the same round OR at the end of the D phase.
Commander
- You must move the Pirate Ship to any Colony or Market of your choice. You get one Good from the location.
- Perform the action depicted on the A King's Reward bonus that is placed next to Game board.
- Perform the action depicted on the B King's Reward bonus that is placed next to Game board.
Guild Master
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Change to the main action: If the Guild Favor you are taking is face-down (i.e. if it is in the column that costs 2 Wood or in the column that costs 3 Wood), you place it in front of you face-down.
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Take one Dark Guild tile from the General Supply. Use: At the beginning of your turn, you may discard 1 (and only 1) Dark Guild tile to use 1 of your face-down Guild Favors, instead of a face-up one.
Notes: The used face-down Guild Favor won't be flipped up (i.e. it will remain face-down). As per the normal rules, you still can use only one Guild Favor per turn so, if you have used 1 face-down Guild Favor, in this turn you cannot use a face-up one, and vice-versa.
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You may flip face-up one of your Guild Favors (including the one you just took if it was face-down).
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After having performed the main action, you take 3 City Bonuses according to where the Neutral Citizens are.
Example: there are 2 Neutral Citizens in Machico and 1 in Funchal. You get 2 Wood and 1 Real. Reminder: To get Wood, you need to have access to it.
Steward
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Take one Protection tile from the supply. Reminder: In Phase C you may discard this tile to avoid getting Pirates when you don't pay for the Building Action. In Phase D, when doing the maintenance, you may discard this tile to protect yourself from either the Pirate Citizen or the Pirate Ship.
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You move your marker up one step in the Windmill.
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You perform the topmost action of the Building the Steward is currently associated with (regardless of how many Workers you have in the Region).
Example: The Steward is on the Moinho (Mill). You have no Workers in Region 2. You receive 2 Bread.
Harvester
- Note: The main action of the Harvester is a basic Harvest, not a Special Harvest.
- Discard as many pirates as Workers you have in the region where the Harvester is currently located.
- Perform the Special Harvest as per the usual rules.
- You may discard any 1 Good (Wheat, Sugar, or Wine) to receive any 1 Good from the general supply. You may repeat this up to 3 times.