Orchard Ocean
Orchard Ocean Rulebook
Table of Contents
Table of Contents
- Contents
- Game Overview
- Explanation of Contents
- Game Setup
- Game Flow
- Harvest
- Island Tile List
- strawberry patch (Production tile / field: nature) - 8 tiles
- pineapple field (Production tile / field: nature) - 5 tiles
- vineyard (Production tile / field: nature) - 5 tiles
- fishing ground (Production tile / field: nature) - 4 tiles
- winery (Production tile / field: business) - 3 tiles
- fruit market (Commerce tile / field: business) - 4 tiles
- fish market (Commerce tile / field: business) - 2 tiles
- jam shop (Commerce tile / field: business) - 3 tiles
- tropical garden (Commerce tile / field: tourism) - 3 tiles
- restaurant (Commerce tile / field: tourism) - 3 tiles
- Scoring
Contents
- Player pieces: 3 each in 4 colors (red, blue, yellow, green)
- Player markers: 3 each in 4 colors
- Round marker: 1
- Worker markers: 64 (1 type)
- Product markers: 56 in total (Strawberry: 18, Pineapple: 12, Grape: 10, Fish: 10, Wine: 6)
- Turn order tiles: 4 types, 1 each (1st player, etc.)
- Direction tiles: 4 types, 1 each (North, West, East, South)
- Island tiles: 48 in total (each has a front and a back)
- Harbor tiles: 3 types, 8 each (front and back)
- Starting harbor tiles: 1 type, 4 (front and back)
- Victory point & money tiles: 1 type, 4 (0 / 25 / 50 / 75)
- Player boards: 1 type, 4
- Game board: 1
- Rulebook: 1 (this document)
- Worker markers and product markers are assumed to be unlimited; if you run out, use substitutes. Product markers can be used face down to count as 2 markers.
Game Overview
- Each round, each player acquires one "Turn order tile", one "Direction tile" and one "Island tile". Following the "Direction tile", you place the "Island tile" on your player board to build your orchard on the sea, so that products can be shipped efficiently at "Harvest" time. Place "Harbor tiles" as well, and aim to obtain many victory points and funds.
- Each tile is obtained from a place common to all players, so it is important to predict the aims of the other players and acquire tiles starting from the one with the highest priority. However, you cannot always place an acquired "Island tile" in the "direction" you want. When you cannot ship products, place a "Harbor tile" to extend the shipping range.
- The winner is the player who obtains the most victory points, being the total of: the victory points obtained by shipping products during the game; the victory points of "Island tiles" whose effects are activated after the game ends; the victory points from the placement of "Island tiles / Harbor tiles"; the victory points from the number of kinds of products; and the victory points from funds.
Explanation of Contents
- A notation such as "xxxxx" in quotation marks denotes the name of a tile or marker.
Island tiles
There are 3 types of "Island tile": "Production tiles", "Commerce tiles" and "Public tiles". The back of every tile has the "harbor" effect. The shipping range and values differ even among tiles of the same name, depending on the stage number (Stage 1 / Stage 2 / Stage 3) printed on the tile. In addition, each tile has one of the fields "nature", "business" or "tourism". When the effect of a "Public tile" is activated, the number of fields affects it.
Front: Production tile. By placing a worker marker, at "Harvest" time you activate the effect of shipping the product written on the "Production tile" to the product-marker shipping range. Parts of the tile: field (nature / business); stage number (Stage 1 / 2 / 3); Lv.1 shipping range; type of product; worker-marker placement spaces (Lv.1 and Lv.2); Lv.2 shipping range.
Front: Commerce tile. By placing a worker marker, at "Harvest" time you activate the effect of gaining victory points or funds according to the product markers placed on the tile. Parts of the tile: field (business / tourism); stage number (Stage 1 / 2 / 3); Lv.1 effect; Lv.2 effect; worker-marker placement spaces.
Front: Public tile. By being placed on a specific space of the player board, its effect of gaining victory points after the game ends is activated. Parts of the tile: field (nature / business / tourism); stage number (Stage 3); effect after the game ends on achieving the condition.
Back: "harbor" (common to Production tile / Commerce tile / Public tile). If a "harbor" is placed in the shipping range of a "Production tile", the shipping range of that "Production tile" is extended up to the shipping range of the "harbor". Parts: stage number (Stage 1 / 2 / 3); shipping range.
Harbor tiles
Tiles with the "harbor" effect that can be placed by spending funds. There are 3 types of "Harbor tile", and the tiles that can be placed differ according to the round number.
Front: the round numbers in which it can be placed ("round 1-4" etc.) and the funds needed to place it. Back: "harbor"; if a "harbor" is placed in the shipping range of a "Production tile", the shipping range of that "Production tile" is extended up to the shipping range of the "harbor".
Direction tiles
Used to place an acquired "Island tile" in one of the directions east, west, south or north (up, down, left, right) of an "Island tile" on which a player piece is placed. In a 3-player game use the front; in a 4-player game use the back.
- Front (3 players): the direction in which an "Island tile" can be placed is shown (e.g. North).
- Back (4 players): the directions in which an "Island tile" can be placed (e.g. North or East). Of the 2 directions, you may place the "Island tile" in either one of your choice.
Turn order tiles
Used to acquire the turn order of the next round. The front and back are the same: "1st player" etc. shows the turn order of the next round.
Starting harbor tiles
Tiles with the "harbor" effect that are placed at the start of the game as the starting point. Front: "harbor". If a "harbor" is placed in the shipping range of a "Production tile", the shipping range of that "Production tile" is extended up to the shipping range of the "harbor" (shown on the tile).
Player board
The board on which you place the "Island tiles" and "Harbor tiles" you have acquired.
- Starting harbor tile space: the center space (it shows a compass; the "N (north)" of the compass is oriented so that it is at the top as seen from you).
- Spaces for Public tiles: when you have placed a "Public tile" on such a space, you can activate its effect after the game ends. (A "Public tile" is placed on a space that has the corresponding mark; its effect can be activated if it is on the marked space.)
- Victory point marks on spaces: when "Island tiles / Harbor tiles" are placed on those spaces, you obtain the victory points shown (1 or 2 at the edge of a space) at the end of the game.
Game board
The board on which the tiles that can be obtained each round are placed, and on which numerical values such as victory points are managed. In a 3-player game use the front; in a 4-player game use the back.
- Victory point & money track
- Turn order track
- Placement spaces for "Turn order tiles" (the front shows 3 spaces, the back shows 4 spaces)
- Placement spaces for "Direction tiles"
- Placement spaces for the "Island tiles" that can be acquired in the current round ("this round")
- Placement spaces for the "Island tiles" that can be acquired in the next round ("next round")
- Round track
- Bonus for the order in which "Turn order tiles" are acquired
- Bonus for the order in which "Direction tiles" are acquired
Game Setup
Overall setup
- Place the game board in the middle of the players and place the round marker on "1" of the round track. Also place the "Turn order tiles" and "Direction tiles" on their placement spaces.
- In a 3-player game, remove the "4th player" "Turn order tile" from the game. Use the front of the "Direction tiles".
- Divide the "Island tiles" into 3 groups according to the stage printed on them, shuffle each face down, and place them next to the game board as "Island tile piles". From the Stage 1 "Island tile pile", reveal 4 "Island tiles" and place them on the placement spaces of "this round" on the game board. Then reveal 4 more "Island tiles" and place them on the placement spaces of "next round" on the game board.
- According to the number of players, divide the "Harbor tiles" face up by type into 3 piles and place them next to the game board.
- 3 players: 3 types x 6 each. 4 players: 3 types x 8 each.
- The back of the "Harbor tiles" can be checked at any time during the game.
- Place the worker markers and product markers beside the game board (hereafter called the stock).
Each player's setup
- Each player decides their color and receives 3 player pieces of that color, 3 player markers of that color, 1 starting harbor tile, 1 victory point & money tile and 1 player board. Place the player board so that the "N (north)" of the compass drawn on the center space is at the top as seen from you, place the starting harbor tile on the center space, and place 1 player piece on the starting harbor tile.
- Place 1 player piece of each player on "0" of the "Victory point & money track" of the game board. Each player places the victory point & money tile beside the game board, and places 1 player marker on "0". The "Victory point & money track" and the "victory point & money tile" are used as follows: the player piece manages victory points, and the player marker manages funds.
Deciding turn order
- Decide the turn order by any random method, and place each player marker, one per player, on the "Turn order track". After that, the player who is 1st in turn order places their player marker on "8" of the "Victory point & money track", the 2nd player on "9", and the 3rd and later players on "10".
Game Flow
The game consists of 12 rounds, and "Harvest" is performed at the end of rounds 4, 7, 10 and 12. In each round, perform the following Phases 1 to 4.
Phase 1: Acquire tiles
- In the order of the Turn order track, each player chooses and acquires one of the "Turn order tiles", "Direction tiles" or "Island tiles" placed on the game board.
- "Island tiles" placed on the "next round" spaces cannot be acquired.
- After that, in the same way in the order of the Turn order track, each player acquires a tile of a kind among "Turn order tiles", "Direction tiles" and "Island tiles" that they have not yet acquired. You cannot acquire 2 or more tiles of the same kind during the same Phase.
- Example: a player who acquired a "Direction tile" in the first go-round can acquire a "Turn order tile" or an "Island tile" in the second go-round.
- When you acquire a "Turn order tile" or a "Direction tile", you obtain a bonus (worker markers or funds) according to the order in which that tile was acquired.
- There is no acquisition-order bonus for "Island tiles".
| 1st | 2nd | 3rd | 4th | |
|---|---|---|---|---|
| Turn order tile (worker markers taken from the stock), 3 players | 1 | 1 | 0 | - |
| Turn order tile (worker markers taken from the stock), 4 players | 1 | 1 | 1 | 0 |
| Direction tile (funds gained), 3 players | 2 | 1 | 0 | - |
| Direction tile (funds gained), 4 players | 2 | 1 | 1 | 0 |
- When all players have acquired one "Turn order tile", one "Direction tile" and one "Island tile" each, Phase 1 ends.
- In a 3-player game, at the end of Phase 1 the "Island tile" remaining on the "this round" placement spaces of the game board is removed from the game.
Example: acquiring tiles (3-player game). In the 1st go-round, the 1st player acquires an "Island tile". Since there is no acquisition-order bonus for an "Island tile", only the "Island tile" is acquired. In the 2nd go-round, the 2nd player acquires a "Turn order tile"; since it is the 2nd "Turn order tile" acquired, the player gets 1 worker marker. In the 3rd go-round, a "Direction tile" is acquired; since it is the 3rd "Direction tile" acquired, the acquisition-order bonus cannot be obtained.
Phase 2: Placing Island tiles
- All players act simultaneously, not in turn order. During your action, you can place your "Island tile" on your player board by the following 4 steps.
1. Moving the player piece
Each time you spend 1 fund, you can move the player piece on your player board by one space to any of east, west, south or north (up, down, left, right).
- There is no limit on the number of moves. However, you cannot move the player piece onto a space on which no tile has been placed.
2. Placing an "Island tile"
On any "space with no tile" adjacent (east, west, south or north: up, down, left, right) to the tile on which your player piece is standing, you can place the "Island tile" acquired in Phase 1 in the correct orientation, front side up or back side up. If you place an "Island tile" back side up, it acts as a "harbor". However, in which direction (east, west, south or north) you place it follows the "direction" drawn on the "Direction tile" you acquired.
- You cannot place the acquired "Island tile" on a space where a tile has already been placed.
- You cannot re-place a tile that has already been placed on another space, or remove it from the game. You also cannot change the front/back orientation.
- If you cannot place the "Island tile" in the "direction" printed on the "Direction tile", or do not want to place it, remove the acquired "Island tile" from the game.
Example: placing an "Island tile". Placement example 1: place the acquired "Island tile" on the space to the east (right) of the tile on which the player piece stands. Placement example 2: after spending 3 funds and moving the player piece, place the acquired "Island tile" on the space to the east (right) of the tile it moved to. An "Island tile" cannot be placed other than in the correct orientation (a tile rotated out of its upright position is wrong).
3. Acquiring a worker marker
Once during your turn, each player can acquire 1 worker marker from the stock by spending 2 funds.
- During a round, the only worker marker you can acquire by spending funds is 1. However, worker markers acquired as the acquisition-order bonus of a "Turn order tile" are not included in that count.
4. Placing worker markers
If there is an empty "worker-marker placement space" on an "Island tile", you can place worker markers from your hand there. When placing a worker marker, you must always place it on the "Lv.1" "worker-marker placement space" first. If a worker marker is already placed there, place the worker marker on the "Lv.2" "worker-marker placement space". By placing a worker marker on a "worker-marker placement space", the effect of the same color as the space where it was placed is activated at "Harvest".
- You can also place worker markers on "worker-marker placement spaces" of "Island tiles" placed before this round.
- You cannot re-place an already placed worker marker onto another "worker-marker placement space".
- There is no limit on the number of worker markers that can be placed during your turn.
Example: placing worker markers. A worker marker is placed on the Lv.2 space of a tile that already has a marker on its Lv.1 space, and on the Lv.1 space of another tile.
- When all players have declared the end of their turn, return the "Direction tiles" to the game board and end Phase 2.
When Phase 2 ends, if you still have worker markers in your hand, return all of them to the stock, and gain 1 fund for each worker marker returned to the stock.
- Worker markers cannot be carried over to the next round.
Phase 3: Placing Harbor tiles
- Take turns in the order of the Turn order track. In your turn you can place a "Harbor tile" on your player board by the following 2 steps.
1. Moving the player piece
Each time you spend 1 fund, you can move the player piece on your player board by one space to any of east, west, south or north (up, down, left, right).
- There is no limit on the number of moves. However, you cannot move the player piece onto a space on which no tile has been placed.
2. Placing a "Harbor tile"
By spending the funds printed on the "Harbor tile" according to the round number, you can place a "Harbor tile" back side up on any "space with no tile" adjacent (east, west, south or north: up, down, left, right) to the tile on which your player piece is standing. A "Harbor tile" can be placed in any direction (east, west, south or north).
- You cannot place a new "Harbor tile" on a space where a tile has already been placed.
- You cannot re-place a tile that has already been placed on another space, or remove it from the game. You also cannot change the front/back orientation.
- The number of "Harbor tiles" you can place is only 1 per player per round.
Phase 4: Preparing for the next round
- Place your player marker again on the Turn order track as printed on the "Turn order tile" you acquired, and return the "Turn order tiles" to the game board.
- Move the "Island tiles" on the "next round" placement spaces to the "this round" placement spaces.
- From the Stage 1 "Island tile pile", reveal 4 "Island tiles" and replenish the "next round" placement spaces of the game board. When the Stage 1 "Island tile pile" runs out, replenish from the Stage 2 "Island tile pile"; when the Stage 2 pile runs out, replenish "Island tiles" from the Stage 3 pile.
- In rounds 11 and 12, "Island tiles" are not replenished.
- Advance the round marker by one. However, in rounds 4, 7, 10 and 12, perform "Harvest" before advancing the round marker.
Harvest
All players perform "Harvest" simultaneously, in the following 2 steps.
1. Shipping
Choose one "Production tile" on your player board whose effect is activated, and from the stock place one product marker of the product printed on that "Production tile" on each of all the "Commerce tiles" that satisfy both of the conditions below.
- There is no limit on the number of product markers that can be placed per "Production tile".
- Only one product marker can be placed from the same "Production tile" onto the same "Commerce tile".
Example: a "Production tile" whose effect is activated: a worker marker is placed on it and its effect is activated.
Conditions for placing product markers on a "Commerce tile"
- A "Commerce tile" is placed within the shipping range of the "Production tile".
- The same-colored effect as the space on which a worker marker is placed on the "Commerce tile" shows the product printed on the "Production tile".
Example of satisfied conditions: a "Fish market" is placed within the shipping range of the "strawberry patch". The effect of the same color as the space on which a worker marker is placed on the "fish market" shows "strawberry". Since the conditions are satisfied, a "strawberry" product marker is placed on the "fish market".
Shipping range
The shipping range of a "Production tile" is the spaces in the direction of the arrows of the same color as the space on which a worker marker is placed. The number of arrows in each direction is the number of spaces in the shipping range in that direction.
- If a "harbor" is placed within the shipping range of a "Production tile", the shipping range of that "Production tile" is extended up to the shipping range of the "harbor". The shipping range of a "harbor" is all the arrows printed on the "harbor".
- If another "harbor" is placed within the shipping range of a "Production tile" that has been extended by a "harbor", the shipping range of that "Production tile" is extended further.
- The effect of a "harbor" is not an effect that adds the shipping range of the "harbor" (the number of arrows in each direction) to the shipping range of the "Production tile".
- Only the "fishing ground" cannot have its shipping range extended by the effect of a "harbor".
Example: shipping range. (1) The spaces north and east (up and right) are the shipping range, being the same color as the space on which the worker marker of the "strawberry patch" is placed. (2) A "harbor" is placed within the shipping range of the "strawberry patch", so the shipping range extends up to the shipping range of the "harbor". (3) Another "harbor" is placed within the shipping range of the "strawberry patch" extended by a "harbor", so the shipping range of the "strawberry patch" is extended further.
Example: placing product markers. The "strawberry patch" at the lower left has a Lv.2 worker marker placed; its shipping range (through "harbor" tiles) reaches a "fish market" at the lower right. There are several routes (Routes 1 to 5) by which a product marker can be placed from the "strawberry patch" onto the "fish market"; the product marker can be placed even if the "fish market" can be reached by multiple routes, but only 1 product marker can be placed from the same "Production tile" onto the same "Commerce tile". The number of routes does not affect the number of product markers placed.
2. Gaining victory points or funds
When "1. Shipping" has been performed with all "Production tiles" whose effects are activated, check the product markers placed on each "Commerce tile", and gain victory points or funds according to the effect that is activated. When gaining victory points or funds is finished, return all product markers to the stock.
- You cannot leave product markers in place. At the end of "Harvest", always return all product markers to the stock.
A product marker can be used face down as worth 2 markers (front: 1 marker; back: x2).
Harvest example 1
- The "strawberry patch" has a "fish market" and a "jam shop" placed in its shipping range. Since "strawberry" is shown in the same-colored effect as the space on which each tile's worker marker is placed, one "strawberry" product marker can be placed on each of the "fish market" and the "jam shop".
- The shipping range of the "pineapple field" (extended by the effect of a "harbor") has a "fish market" and a "jam shop" placed. However, "pineapple" is not shown in the same-colored effect as the space on which the worker marker of the "jam shop" is placed, so a "pineapple" product marker can be placed only on the "fish market". Likewise the "vineyard": a "grape" product marker can be placed only on the "fish market".
- The "fishing ground" cannot have its shipping range extended by the effect of a "harbor", and no "fish market" is placed within its shipping range, so a "fish" product marker cannot be placed.
- Since one "strawberry" product marker is placed on the "jam shop", gain 1 victory point, or 1 fund. Since one each of "pineapple" and "grape" product markers are placed on the "fish market", gain 3 funds.
Harvest example 2
- Two "strawberry patch" tiles have a "fish market" placed within their shipping range (extended by the effect of a "harbor"). Since "strawberry" is shown in the same-colored effect as the space on which the worker marker is placed, 2 "strawberry" product markers can be placed on the "fish market".
- The central "strawberry patch" has a "jam shop" placed within its shipping range (extended by the effect of a "harbor"). Since "strawberry" is shown in the same-colored effect as the space on which the worker marker is placed, one "strawberry" product marker can be placed on the "jam shop".
- A "vineyard" has a "jam shop" placed within its shipping range. Since "grape" is shown in the same-colored effect as the space on which the worker marker is placed, one "grape" product marker can be placed on the "jam shop".
- A tile is within the shipping range even if no "Island tile / Harbor tile" is placed along the way.
- Since 2 "strawberry" product markers are placed on the "fish market", gain 2 funds. Since one each of "strawberry" and "grape" product markers are placed on the "jam shop", gain 1 victory point or 1 fund from the "strawberry" product marker, and gain 1 fund from the "grape" product marker.
The game ends when "Harvest" after round 12 has finished, and scoring is performed.
Island Tile List
Notation: "Stage" is the stage number printed on the tile; "field" is nature / business / tourism. X, Y and Z are values printed on the tile for each stage.
strawberry patch (Production tile / field: nature) - 8 tiles
Ships "strawberry" product markers to the shipping range. Stage 1: 4 tiles | Stage 2: 2 tiles | Stage 3: 2 tiles
pineapple field (Production tile / field: nature) - 5 tiles
Ships "pineapple" product markers to the shipping range. Stage 1: 2 tiles | Stage 2: 2 tiles | Stage 3: 1 tile
vineyard (Production tile / field: nature) - 5 tiles
Ships "grape" product markers to the shipping range. Stage 1: 2 tiles | Stage 2: 2 tiles | Stage 3: 1 tile
fishing ground (Production tile / field: nature) - 4 tiles
Ships "fish" product markers to the shipping range. However, its shipping range cannot be extended by the effect of a "harbor". Stage 1: 2 tiles | Stage 2: 2 tiles | Stage 3: 0 tiles
winery (Production tile / field: business) - 3 tiles
If a "winery" is placed in the shipping range of a "vineyard", ships "wine" product markers to the shipping range of the "winery". Stage 1: 0 tiles | Stage 2: 2 tiles | Stage 3: 1 tile
Example: placing "wine" product markers. A "winery" has a worker marker placed, and a "winery" is placed within the shipping range of a "vineyard" (extended by the effect of a "harbor"), so the effect of shipping "wine" product markers to the shipping range of the "winery" is activated. A "pub" and a "fresh fruit cafe" are placed within the shipping range of the "winery" (extended by the effect of a "harbor"), and "wine" is shown in the same-colored effect as the space on which each tile's worker marker is placed, so one "wine" product marker can be placed on each of the "pub" and the "fresh fruit cafe". (The number of "vineyard" tiles does not affect the number of "wine" product markers that can be placed from the "winery".)
fruit market (Commerce tile / field: business) - 4 tiles
Lv.1: for each "strawberry", "pineapple" or "grape" product marker placed on this tile, gain "X" funds. Lv.2: for each "fish" product marker placed on this tile, gain "Y" funds. Stage 1: 2 tiles (X=1 / Y=2) | Stage 2: 2 tiles (X=2 / Y=3) | Stage 3: 0 tiles
fish market (Commerce tile / field: business) - 2 tiles
Lv.1: for each "fish" product marker placed on this tile, gain "X" funds. Lv.2: for each "strawberry", "pineapple" or "grape" product marker placed on this tile, gain "Y" funds. Stage 1: 1 tile (X=2 / Y=1) | Stage 2: 1 tile (X=3 / Y=2) | Stage 3: 0 tiles
jam shop (Commerce tile / field: business) - 3 tiles
Lv.1: for each "strawberry" product marker placed on this tile, gain X victory points, or gain "X" funds. Lv.2: for each "pineapple" or "grape" product marker placed on this tile, gain 1 victory point. Stage 1: 2 tiles (X=1) | Stage 2: 1 tile (X=2) | Stage 3: 0 tiles
tropical garden (Commerce tile / field: tourism) - 3 tiles
Lv.1: for each "pineapple" product marker placed on this tile, gain X victory points. Lv.2: for each "strawberry" or "grape" product marker placed on this tile, gain 1 victory point. Stage 1: 0 tiles | Stage 2: 1 tile (X=2) | Stage 3: 2 tiles (X=3)
restaurant (Commerce tile / field: tourism) - 3 tiles
Lv.1: for each "fish" product marker placed on this tile, gain X victory points. Lv.2: for each Y product marker placed on this tile, gain Z victory points. Stage 1: 1 tile (X=1, Y="strawberry" or "pineapple" or "grape", Z=1) Stage 2: 1 tile (X=2, Y="wine", Z=2) Stage 3: 1 tile (X=3, Y="wine", Z=2)
fresh fruit cafe (Commerce tile / field: tourism) - 2 tiles
Lv.1: for each "strawberry", "pineapple" or "grape" product marker placed on this tile, gain 2 victory points. Lv.2: for each "wine" product marker placed on this tile, gain 2 victory points. Stage 1: 0 tiles | Stage 2: 0 tiles | Stage 3: 2 tiles
pub (Commerce tile / field: tourism) - 2 tiles
Lv.1: for each "wine" product marker placed on this tile, gain 4 victory points. Lv.2: for each "fish" product marker placed on this tile, gain 1 victory point. Stage 1: 0 tiles | Stage 2: 0 tiles | Stage 3: 2 tiles
coral reef (Public tile / field: nature) - 1 tile
For each "Island tile" on your player board whose field is nature, gain 1 victory point. Stage 3: 1 tile
lighthouse (Public tile / field: business) - 1 tile
For each "Island tile" on your player board whose field is business or tourism, gain 1 victory point. Stage 3: 1 tile
lodge (Public tile / field: business) - 1 tile
For each "Island tile" on your player board whose field is business, gain 2 victory points. Stage 3: 1 tile
landmark (Public tile / field: tourism) - 1 tile
For each "Island tile" on your player board whose field is tourism, gain 2 victory points. Stage 3: 1 tile
(The Public tiles above are Stage 1: 0 tiles, Stage 2: 0 tiles, Stage 3: 1 tile each.)
Condition for activating the effect of a "Public tile"
If you placed a "Public tile" on a space of your player board on which the check-mark symbol is printed, the effect printed on it is activated during the scoring after the game ends.
harbor (back of an "Island tile" / back of a "Harbor tile" / front of a "Starting harbor tile")
If a "harbor" is placed in the shipping range of a "Production tile", the shipping range of that "Production tile" is extended up to the shipping range of the "harbor". However, only the "fishing ground" cannot have its shipping range extended by the effect of a "harbor". If another "harbor" is placed within the shipping range of a "Production tile" that was extended by a "harbor", the shipping range of that "Production tile" is extended further.
- There is no limit on the number of times the effect of a "harbor" is activated (the number of "harbor" tiles extending the shipping range of a "Production tile").
Scoring
The player who has obtained the most victory points, being the victory points obtained during the game plus the additional victory points obtained after the game ends, is the winner.
- If victory points are tied, the player with more funds wins. If funds are also tied, the player with the earlier turn order wins.
- Victory points are managed by advancing the player piece on the Victory point & money track. When you reach 25 or more victory points, manage victory points using the "Victory point & money tile".
Victory points obtained during the game
- Victory points obtained in the "Harvest" of rounds 4, 7, 10 and 12.
Additional victory points obtained after the game ends
- Victory points of "Public tiles" whose effects are activated after the game ends.
- Victory points printed at the lower right or lower left of the spaces on which an "Island tile" or "Harbor tile" is placed on the player board.
- If the victory points printed at the lower right or lower left of the space are hidden by the "Island tile" or "Harbor tile" placed there, you cannot obtain those victory points. (Translated literally as printed; the rulebook gives no further explanation of "hidden", and the scoring example below counts the victory points printed on the spaces.)
- Victory points according to the number of kinds of products printed on "Production tiles" whose effects are activated:
| Kinds of products | Victory points |
|---|---|
| 1 kind | 1 |
| 2 kinds | 3 |
| 3 kinds | 6 |
| 4 kinds | 10 |
| 5 kinds | 15 |
- Even if no "Commerce tile" is placed in the shipping range of a "Production tile", if the "Production tile" is activating its effect it counts toward the number of kinds.
- For every 5 funds you spend (hold), gain 1 victory point.
Scoring example
- Victory points of "Public tiles": 12 points. Effect of "lodge": 6 tiles with the business field x 2 points = 12 points.
- The "lighthouse" does not satisfy the condition for activating its effect, so its effect is not activated. However, it gains victory points as an "Island tile" whose field is business. It also gains the victory points of the player board printed at the lower right of its space.
- Victory points on the player board: 18 points. 9 places x 2 points = 18 points.
- Victory points according to the number of kinds of products: 6 points. Strawberry, grape and fish: 3 kinds, 6 points.
- Although no "Commerce tile" is placed in the shipping range of the "vineyard", a worker marker is placed and its effect is activated, so "grape" is included in the number of kinds.
- No worker marker is placed on the "pineapple field" and its effect is not activated, so "pineapple" is not included in the number of kinds.
- A worker marker is placed on the "winery", but no "vineyard" is placed within its shipping range, so its effect is not activated and "wine" is not included in the number of kinds.