New World Colony
New World Colony Rulebook
Table of Contents
Table of Contents
Components
To play you'll need the 54 game cards, Colony Map card, and 10-12 small paperclips.
There are 4 types of cards in the game:
- Purple - Ship tradegoods for gold
- Gray - Produce tradegoods for later sale
- Green - Upgrades and expansions to your colony
- Red - Hazards
In this game some abbreviations are used: G - Gold, C - Colonists, T - Tradegoods, WH - Tradegoods Warehouse, VP - Victory Points
Setup
Shuffle the deck and hold it face down in your hand, with your Colony Map under it, centering the orange game title section on the Colony Map over the deck.
Place a paperclip on the bolded resource numbers surrounding the colony image on the left side of the Colony Map - 9 Gold, 3 Colonists and 3 Tradegoods. Keep the other paperclips in a pocket for now.
The Gold track, located at the top of the Colony Map, will allow you to bank up to 299 gold. The bottom Tradegoods track will allow you to store a maximum of 20 tradegoods unless you build one or two of the Warehouses (each costs 10 gold), then you can store up to 10 additional tradegoods in each warehouse for a game maximum of 40 tradegoods. The righthand track lists various Trading Company Employee bonus upgrades. Add extra paperclips as needed to the gold and tradegoods tracks for the 10s and 100s placemarkers.
You cannot have more than a maximum of 9 Colonists during the game.
Play
Deal one card from the bottom of the deck face-up on top of the Colony Map, centered in the game title section, with the 3 numbers facing up. Then deal a second card face up on top of the first so the 3 punched holes align with the 3 numbers underneath. These 3 numbers are used to determine resource values during the action on the top card.
Read the text on the top card and complete the action. You may gain or lose gold, colonists or tradegoods. Anytime you see a colored circle icon referenced in the action text, look at the number above, in the matching colored circle, for its value. After an action is completed, discard both cards to a pocket. Then draw two new cards.
You may build a Warehouse or hire an Employee only after the current action has been resolved and before you draw new cards, unless otherwise stated on a green Colony Upgrade card.
Employees
The five Trading Company Employees on the righthand track each have a gold cost listed to hire them and a value in VP. You may hire each employee once, sliding a paperclip on top of them to mark them as hired.
- The SHIPWRIGHT (cost 20 gold) lets you add +1 to the tradegood number inside the circle at the top of the card when you produce tradegoods.
- The RECRUITER (cost 20 gold) lets you add +1 to the colonist number inside the circle at the top of the card when you gain colonists.
- The TRADER (cost 20 gold) lets you add +1 to the gold number inside the circle at the top of the card when you ship tradegoods.
- The ADVOCATE (cost 30 gold) lets you subtract -1 to any number inside the circles at the top of the card when referenced on the red Hazard cards.
- The FINANCIER (cost 40 gold) lets you ignore all red Hazard cards stating you must pay Shareholders.
Rules Notes
Any card that says 'may' means you may do that action up to the maximum amount listed or you can choose to skip it.
Anytime a card says to 'decrease' your gold by a percentage (i.e. 25%): take the total amount of gold, divide it by 4 and round down to nearest whole value.
Anytime a card has an 'or' you may do one of the two actions listed but not both, or you may skip the card.
Victory Points at the End of a Game
- Every 5 gold saved = 1VP
- Every 5 tradegoods stored = 1VP
- Each additional warehouse built = 2VP
- At least 5 colonists = 1VP
- At least 7 colonists = 2VP
- At least 9 colonists = 3VP
- Shipwright hired = 5VP
- Recruiter hired = 5VP
- Trader hired = 5VP
- Advocate hired = 7VP
- Financier hired = 9VP