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Master Merchant

Master Merchant Rulebook

Table of Contents

Table of Contents

  • Game overview
  • Contents
    • Contents explanation
  • Preparations
  • Flow of the game
    • Playing cards
    • End of turn
    • Buying cards
    • Protected cards
    • Game end
    • Sub-victories
    • Rule details
  • Other Rules
    • "Multiplay"
    • Playing cards face down
    • Returning cards to hand
    • Keeping track of money
    • Card notes
  • Characters
  • Card List

Game overview

Number of players: 3-4. Play time: about 15 minutes.

The players take the roles of merchant apprentices, and compete with the other players to be the first to become a real merchant.

Contents

Everything needed for the game is included in this set:

  • 36 cards (8 starting cards, 28 character cards)
  • 4 Money indicator cards
  • This rulebook

Contents explanation

Starting cards (2 sorts). These are the cards that all players start with: "Negotiation" and "Trick". They are in most ways similar to the character cards, but they have a cross in the top right corner and don't display a character.

  1. Card name
  2. Effect: What happens when you play the card
  3. Symbol: The card effect in symbol form
  4. Picture: Representing the card

Character cards (10 sorts). These represent the inhabitants of the city. Each card has a specific effect. They are used in precisely the same way as the starting cards.

  1. Card name
  2. Cost - how much it costs to "buy" this card from the city
  3. Effect - what happens when you play the card
  4. Symbol - The card effect in symbol form
  5. Art - Representing the card

Money indicator cards (double sided). Each player uses this to indicate how much money he has.

Preparations

  1. Each player takes a set of 2 starting cards, and a money indicator card. The money indicator should be set to '0'. In a 3-player game, the surplus starting cards and money indicator are not used in the game.
  2. Place all the character cards in 10 piles, accessible to all. This supply of the character cards is called "the city" (see image).
  3. Decide starting player in any suitable fashion.

Flow of the game

In this game, players take turns clockwise around the table. Each turn, the turn player can play up to 2 cards from his hand. He may choose to play less than 2 cards.

Playing cards

When a card is played, its effect is applied. However, applying the effect is not mandatory. Cards are played in front of the turn player (see figure), and are immediately considered as part of that player's "discard pile". Once played, the cards won't return to the player's hand until he has run out of cards to play (see later in the rules). Discarded (played) cards should not overlap each other.

End of turn

Once the player has played 2 cards (or less) and applied their effects (or not), the turn goes to the player on his left.

Buying cards

Some cards have the effect of allowing the player to "buy" a card (most often from the city). When buying a card, the player must first pay up the gold cost for the card (turn the money indicator), and then put the bought card in his discard pile.

*When buying using 'Sakuraya, Restaurant', the player who had to sell his card gets as much money as the card's cost (increase the money indicator).

Protected cards

Some cards can affect other player's cards in their discard areas. However, the starting cards and face down cards cannot be the target of effects from other players. And, you may not return your start cards by the effect of 'Daimon, Yakuza family'.

Game end

The game ends as soon as any one player has achieved one of the following two goals at end of his turn:

  • someone has 8 gold or more
  • someone has 8 types of cards or more (including the 2 starting cards), discard area and hand both counted

in which case that player wins.

Sub-victories

The non-winners count their amount of card types and money, getting 1 point for each, and 2nd, 3rd and 4th place is decided in point order.

Rule details

  • "Target player" - you may always target yourself.
  • "One card" - it is only when playing cards that several cards with the same name count as one card. Kanda's effect (you may play an additional card) can be used to play several cards with the same name, but Oboro's effect (choose a card in your discard pile and add to your hand) can not target several cards.

Other Rules

"Multiplay"

Playing several cards with the same name counts as playing ONE card, but every single copy of the card has its effect. The effects are executed one at a time. (Example: Player A has two 'Kogarashi' in his hand. He plays them as one card, and executes their effects one at a time. He can steal 1 gold from one player and another gold from another player. It counts as he has only played 1 card, so he can still play another card if he wants to.)

Playing cards face down

All cards can be played face down. If a card is played face down, its inherent effect is replaced by "The turn player gets 1 gold". However, as the card names don't show, players cannot "multiplay" cards face down. Only one at a time. Just like when playing cards face down, the player may choose NOT to activate the card's face-down ability of "getting one gold". The player owning the face-down card can always check what it is. The other players, however, do not have this right.

Returning cards to hand

If the player has no (zero) cards in hand when his turn starts, he picks up all cards in his discard pile, and proceeds with playing his 2 cards. (Cards that he played face down return to their normal state).

Please note that if a player starts with only 1 card in hand, he cannot play that card and then reclaim his discard pile. The discard pile only returns to his hand if he starts his turn with no cards in hand.

Keeping track of money

Each player has a money indicator card. When gaining gold, turn the card so that the number indicating the player's amount of gold faces the player. The card has 2 sides, one for 0-3 gold and the other for 4-7 gold. When a player has 8 gold, he wins.

Card notes

  • Hiiragi, Bodyguard - When this card is used to block an effect, it can be used after the turn player has decided his action (Example: turn player has used the Daimyo and decided to steal Echigoya), in which case the turn player can't change decisions. Also, it can be used to nullify the effect of something affecting all players (Example: Trick), however in that case it protects only its owner.
  • Kogarashi, Ninja team - you can't steal from a player who hasn't any money.
  • Daimon, Yakuza family - The player whose card got returned gets 2 gold. You can't change targets.

Characters

  • Merchant Izumiya - A merchant famous for good-heartedness. He is known throughout the city, and helps budding merchants by introducing them to people.
  • Bodyguard Hiiragi - A silent yet skilled ronin. He'll protect you against any sort of attack.
  • Geisha Oboro - A mysterious, but exceedingly skilled geisha. With her at your side, a lot of people will rush to help you.
  • Ninja team Kogarashi - A ninja clan (consisting of a young girl and old keeper) secretly hiding away from the peaceful world. They sneak around city so as to not forget their skills.
  • Restaurant Sakuraya - An old restaurant in city. The owner is such a heartful lady, that she can persuade others to sell just about anything.
  • Yakuza family Daimon - The yakuza family in power. They rely on shady business but work with pride. Ask them for help, and they can make anyone cut bonds.
  • Wealthy merchant Echigoya - Earns money in any kind of ways, and has caused tears and agony in many places. He lends money only those he like, but is in fact a Scrooge.
  • Retainer Kanda - The family that policies the neighbouring farmers, and one with the deepest roots in city. A word from him, and others rush to help.
  • Magistrate Ueshima - A strict officer. Intelligent, wise and sparingly effective in getting people to work, but he's very busy and requires money to move.
  • Daimyo Tokunaga - The feudal lord. Still young, but a very skilled politician. He's hard to get to know, but once you have his help, he can tie bonds like no one else can.

Card List

NameTypeAmountCostEffect
TrickStart4-Take 1 gold from all players who have 4 gold or more.
NegotiationStart4-Buy a card in the city.
Izumiya, MerchantCharacter41Choose a card whose cost is 1 gold in the city, and add it to your discard pile.
Hiiragi, BodyguardCharacter41Target player choose a card in his/her hand and discard it. You may return this card in your discard pile to the city to prevent an effect to you from other player.
Oboro, GeishaCharacter
4
1
Choose a card in your discard pile and add it to your hand.
Kogarashi, Ninja clanCharacter32Take 1 gold from target player.
Daimon, Yakuza familyCharacter32Choose a card in target player's discard pile and return it to the city. Target player gets 2 gold.
Sakuraya, RestaurantCharacter32Buy a card in the city or target player's discard pile (If you buy a card in a discard pile, you pay its cost to target player). You may add it to your hand.
Echigoya, Wealthy merchantCharacter23You get 2 gold.
Kanda, RetainerCharacter23You get 1 gold. You may play an additional card in this turn.
Ueshima, MagistrateCharacter23Pay 1 gold (If you can't pay, you can't occur the effect). You may play 2 additional cards.
Tokunaga, DaimyoCharacter14Choose a card in any discard pile and add it to your discard pile.