Pax Hispanica
Pax Hispanica Rulebook
Table of Contents
Table of Contents
Part B — Components & Anatomies
The Deluxe components are shown on page 38.
- Map & calendar
- Philosophy board
- Rosetta Stone (reference card)
- 5 Playmats (1/player)
- 53 Meeples (5/player & 28 white)
- 100 Market Cards
- 3 punchboards: 10 Forts, 32 Colonies (6/player & 8 purple), 10 Cathedrals, 30 Bibles (6/player), 10 Rebels
- 5 Relics, 1 Dove, 1 Parrot
- 35 Silver Dollars ($1 each), 10 Gold Doubloons ($4 each)
- 20 Chests
- 2 Dice
- 16 Galleons (3/player & 1 black)
- 14 Haven Cards
- 3 Battle Cards
- 14 Standee Figures (2/player)
B1. Land zones (map)
- B1a Wilderness. Yucatán, like Florida & Jamaica, is not a land zone, and produces no goods and has no Rebel or Colony Sites.
- B1b Tribal Sites
- B1c Spanish Colony Site
- B1d Rebel Site
- B1e land zone
- B1f Goods
B2. Archipelagos (map)
- B2a current
- B2b sea zones. The Leeward Island archipelago in the Sint Maarten sea zone is a single land zone. The Windward Island archipelago in the Hewanorra sea zone is a single land zone.
- B2c Squatter Colony Sites. In Promo 1 (set in the time of Columbus), all Colony Sites are squatters, and all players can found Colonies on any Colony Site.
The name of both a sea zone and a pirate haven.
B3. Calendar (map)
- B3a Omens
- B3b Goods
- B3c Pax/War stripe
- B3d Player Order track
B4. Playmats (5)
- B4a player name & color
- B4b national ability (none for Spain)
- B4c Sway & Reach columns. This player has a Sway of 2 and a Reach of 3.
- B4d disks
- B4e Bibles
- B4f Coffers to store money & Relics
- B4g Ship Slot stores up to 3 Ship Cards
- B4h Peerage slot stores up to 3 Royalty Cards
- B4i Splay arrangement so that the Peerage Ability text is visible
- B4j A Ship Card here is the Flagship
B5. Philosophy board
- B5a Callow spaces (5)
- B5b Mercantilism dice
- B5c Midlife Crisis realm (2)
- B5d Victory condition (Abolition)
- B5e extremist space (Abolition)
- B5f Profession track (missionary)
- B5g deck slot (4) (Mission)
- B5h War Coffers
- B5i Mutiny realm (2)
- B5j Wedding spaces (4). Used for Peninsular Marriage.
B6. Haven Cards (14)
- B6a Haven sea zone
- B6b Action icons
B7. Market Cards (100)
Colony, Mission, Royalty, & Ship.
- B7a Nudge icon
- B7b Legality
- B7c Seamanship ("A" is best & "Z" is worst)
- B7d Anchor icon
- B7e Action icons (see Rosetta Stone)
- B7f Peerage Ability
- B7g Peerage title
- B7h Reach Peerage icon (see Rosetta Stone)
- B7i Peerage Qualification
- historical text
B8. Battle Cards (3)
- B8a land battle tactic
- B8b sea battle tactic
Part C — Setup
C1. Map & calendar setup
C1a Place the Parrot into 1598 in the calendar. (Place it into 1614 for the optional comet short game).
C1b Choose long game or short game. Place the Dove into the calendar in either 1649 (Westphalia long game) or 1637 (Prague short game).
C1c Place a white Meeple into each of the 20 Tribal Sites (B1b) to represent the Indigenous.
C1d Place a purple disk into each of the 8 Spanish Colony Sites (B1c) to represent the starting Spanish Colonies. Place a white Meeple (Indigenous) on each of them. If player purple is not in the game (C3a), start these Colonies with a fort.
C1e Place Haven Cards (14) facedown in the lower left corner of the map.
C2. Philosophy board setup
C2a Mercantilism dice (B5b). On the dice icon, place a dice with 3 pips faceup. This indicates a starting Mercantilism of 3.
C2b Four Market decks. Shuffle the Colony, Ship, Mission, and Royalty decks and place each facedown in the corresponding deck slot (B5g). Flip the top card of all four decks faceup.
C2c Your Figure will be placed into your color square (B5a) during step C3g.
Colors: Players can start as spanish (purple), english (red), french (blue), dutch (orange), or courish (green).
Pax Forever: This variant skips the 30-year War, so that Pax Hispanica lasts from 1603 to the end of the game. The Dove Action can't be used. This makes it less likely the Caribbean becomes trashed.
C3. Assign a Playmat to each player
Each player gets a Playmat, either randomly or by some agreement. Take the tokens (Disks, Bibles, Galleons, Meeples) of your color.
C3a Player purple. It is recommended that the Spanish player not be in the game in a 2- or 3-player game, since Spain starts with large advantage in Sway.
Tip: The spanish advantage is large enough that they can win early unless the other players cooperate early.
C3b Solitaire Game. You play Ganga Zumba (reverse side of Playmat red) versus Sun King (reverse side of Playmat purple). See Part H. Ganga Zumba's Playmat and starting Peerage (MAROON KING) can be experimentally used in the multiplayer game.
C3c Your starting dollars. Each player starts with as many dollars as players in the game. The large silver coins are $1, and the small gold coins are $4.
C3d Your sway column (B4c) is loaded with 6 Colony disks. However, the Spanish (purple) Playmat starts with zero disks.
C3e Your reach column (B4c) is loaded with 6 Bibles.
C3f Reserves. Next to their Playmat, each player maintains the tokens of their color (Meeples & Galleons).
C3g Your Figures. Each player adds one of their standee Figures to the slot of their color on the map and another into the square on the philosophy marked with their color (C2c).
C3h Pool. Place the unused tokens (Rebels, Chests, Relics, forts, Cathedrals, coins, black Galleon) together.
C3i Battle Card deck (B8). Put into a public deck.
C3j Your starting Hand. Each player takes two Haven Cards at random, keeping their values secret from the others.
C3k Start the game. You are now ready to start playing! See D1 for the first year.
Part D — Sequence of Play
The game proceeds year by year in 4 year cycles, with each player taking their entire turn within the year, in Player Order. Begin with the first player and end with the last. See the abbreviated sequence of play at the bottom of the map.
- Advance Parrot. When all players have performed their year, advance the Parrot into the next year on the calendar (B3). The game is played in rounds of 4 years: goods (D1), auction (D2), play (D3), and sail (D4).
- Perform Omens (see glossary) at the start of their indicated year.
D1. Goods Year (done once, not per player)
Follow this sequence:
a. Update Player Order. Each player has a Figure of their color on this track (C3g).1 Player Order proceeds from left to right, and remains constant each year until the next goods year.
- During War (B3c).2 Arrange the Figures from the most to the least Righteous (glossary), with the former Player Order breaking ties.
- During Pax. Arrange the Figures from the most Loyal to the least Loyal, with the former Player Order breaking ties. b. Cathedral refresh. Populate each vacant Cathedral with a Citizen Meeple of the color of its Bible from their Reserves, representing a local demand for more Labor.
- Refugees. If a Cathedral owner has no more Citizens, he must refresh using Citizens from the Reserves of any other player, even from players who are not in the game. See Token Limits. c. Labor acquisition (Player Order). To avoid dieoff (next bullet), each vacant Colony (a Colony without a Meeple on top) acquires Labor from the same land zone in one of 3 ways:
- Kidnap from a Tribal Site or Visita (E2a). This is mandatory if no other source of Labor is available.
- Employment from a Cathedral (E2b). The Colony owner (or the Pool if the Colony owner is not in the game) pays a $1 salary to the owner of the hired Citizen. If you pay yourself, the labor is free.
- Spanish Colonies. If player purple is not in the game, purple Colonies acquire labor last and use a Slave Trade Action if no other labor is available. d. Colony dieoff. If a Colony is unable to acquire Labor and thus remains vacant, then Discard both the disk to the owner's sway column (B4c) and any Treasure or fort there.3
Easily missed! You can't kidnap from Tribal Sites in wilderness such as Chetumal in Yucatan.
Example D1d. During the goods year, there are 2 sources of Labor for your vacant Colony at New Edinburgh: an Indigenous at Darién and your Citizen at Ronconcholon Cathedral. Player purple goes first in Player Order and employs your Citizen, leaving the Cathedral vacant. He pays you $1 salary for the employment. Unfortunately Panamá is rebellious, making kidnapping impossible. Without any Labor, your Colony dies out.
e. Goods placement.4 The calendar (B3) depicts the 2 Goods for the year. Find the land zones (B1e) that depict these Goods and place a Chest on or by each Colony in those land zones. Do not place any Chests if a land zone has no Colonies or if the Colony already has a Chest.
- Rebellion (E6a) in the land zone does not prevent good placement. f. Slave attrition. If a new Chest is added to a Colony with Slave Labor, Discard that Indigenous to the Pool.5 g. Earnings. If a Chest is placed at a Colony that has Citizen Labor, the owner of the Citizen receives $1 (one dollar)6 from the Pool.
Example D1. It's 1610 during the Pax Hispanica.
Update Player Order: Since purple is the most loyal and red the least, the Figures are purple, blue, then red.
Labor acquisition: The Spanish Colony at Havana pays $1 to the French Cuban Cathedral to hire a Citizen (see below). There are 2 vacant Colonies in Nova Andalusia and both dieoff without Labor.
Goods placement: A Chest of Cuban tobacco is placed on Havana. Nova Andalusia is abandoned, so no Chests of salt are placed there.
Earnings: Player blue receives $1. Advance the Parrot to 1611.
D2. Auction Year (each player, in Player Order)
On your turn you must perform one of three options (a, b, or c):
a. Initiate auction. First announce one of the 4 Market decks. Then:
- Buried treasure option.7 If you announce "buried treasure", then the card being auctioned is the unseen card one below the top card, leaving the original faceup card in place (so that only the auction winner will see what the auctioned card is). If you announce a deck without saying "buried treasure", you auction its top faceup card.
- Blind auction procedure. The initiator, plus every player with at least $1, must participate in the auction. Each takes their money out of their Coffers, secretly places any number (including zero) in their closed fist, while hiding their remaining money with their other hand. Then, all participants reveal their bid simultaneously.
- Win procedure. The high bidder wins the card, with the initiator winning ties. The winner adds the card to their Hand (unseen, in the case of buried treasure).
- Who gets paid? If you win as the initiator, pay your bid to the Pool. If somebody else wins an auction you initiate, then they pay their bid to you.8
- Tied bids. As the initiator, you win a tied bid you are involved in. If you are not involved, you choose which of the tied players wins.
- Auction losers get their money back.
- Flip the top card of the deck faceup (unless buried treasure chosen).
Easily missed! If all players bid nothing, the initiator wins the bid.
Easily missed! This year you may exceed your Hand Limit, since this is not enforced until the end of your play turn.
Example D2a. You initiate an auction for a Ship. The bids are revealed, and you bid nothing and your two opponents each bid $5. You decide to take $5 from player red who adds the Ship Card to his Hand.
b. Professional Draw by drawing a number of cards equal to your Reach from the deck linked to the Professional track that you are on. Your Reach is defined as either the current value on your Playmat, or the current Mercantilism, whichever is lower.
- If drawing more than 1 card, only the first is known to other players.
- Then flip the top card of the deck faceup. c. Debauchery9 by undergoing Midlife Crisis (only if Professional, see glossary), then taking $1 and 3 Haven Cards.
Example D2. Continuing from example D1, player purple initiates a buried treasure auction for the Royalty Deck, which he wins. Player blue, a Professional missionary, draws the top 2 cards from the Mission Deck. Finally, player red initiates an auction for the Ship Deck. The winning bid is $4 from player purple, who pays the cash to player red and takes the Ship into Hand. The Parrot advances to 1612.
Deck Maintenance: If a Market Card is played without performing an Anchor Action, Discard it faceup into the bottom of its draw pile. If a faceup card appears in a draw deck, indicating that the deck has run out of cards, shuffle all the cards in the deck to form a new deck.
Tip: Your first goal is to get a job! Either win an auction for a Market Card of the proper Nudge in 1599, or play a Peninsular10 Marriage or Sword Fight in 1600. The combination of a Haven Action and a Nudge will often make you Professional. Except for Spain, a job is essential to capitalize on the powerful second Omen (Amsterdam Entrepot). See page 28 for more advice for teenagers.
Tip (Reach): If you choose Professional Draw (D2b), the number of cards you draw is equal to your Reach. Your Reach increases as you establish Missions or Anchor cards with the Reach Peerage icon. Your Reach decreases as you lose Missions or Peerage with Bibles on their Reach Peerage icon.
D3. Play Year (each player, in Player Order)
Each player in Player Order plays any number of Market and/or Haven cards. The number of Actions that you perform per card cannot exceed your Sway. On your turn, follow this sequence for each card played:
a. Reveal a Card from your Hand. b. Nudge. When playing a Market card, you must move your Figure by one space in the direction indicated (B7a). For extremist positions, see G2a.
- Mutiny & Midlife Crisis. If a Nudge would take you into the realm labeled "MUTINY" (B5i), instead of moving you suffer Mutiny before performing Actions or Anchoring the card (see glossary). If a Nudge would take you into the realm labeled "MIDLIFE CRISIS or pay $1" (B5c), instead see Midlife Crisis (glossary).
- Duel. If a Nudge takes you to an occupied spot, swap places with that Figure.
Example D3b. In a 2-player game, you are an extremist Loyalist, and your foe is in the adjacent spot. You play your Royalty Card ROYAL EXCHANGE with a Nudge upwards, towards Colonist. This fights a Duel, and you swap places with your foe. Now you are the least Loyal, instead of the most. This matches the "least loyal" qualification on the card, which you play for its Reach Peerage effects (D3d).
c. Choose Actions. When you play a card, you choose which Actions (icons in the left column) to perform. See Rosetta Stone for Action details.
- Action limit. The maximum number of Actions performed per card played is equal to your Sway, defined as either the current value on your Playmat, or the current Mercantilism, whichever is lower. If you play a card that increases your Sway, that increase is in effect on the next card you play.
- Action order. You may play Actions on a card in any order. Take all Actions before going to the next card.
- Action effects. See Rosetta Stone.
- Cards acquired during play. If you get Market Cards during your play turn (e.g. via Armada or Letter of Marque), they are Anchored directly into your Playmat without using any of its Nudge or Action icons, as long as the Slot Limit is not exceeded. If this adds a Ship to PIRATING, draw a Haven Card.
Easily missed! You choose the order of cards to play, and you choose the order of Actions to perform on each card played. You may play a card for its Nudge only, skipping all the Actions.
Example D3c. As the most loyal, you play the Royalty Card in your Hand for its ADMIRAL Sway Peerage, increasing your Sway to 2. This allows you to play your "Somers Isles shipwreck" Colony Card for two Actions (e.g. Disk and Armada) instead of one. The Disk Action moves a Sway disk to the map, but your Sway remains at 2.
d. Anchor Actions (Ship, Reach Peerage, Sway Peerage). If you choose to play an Action containing an anchor icon (B7d), place its card into a Slot in your Playmat. There are 3 kinds of Anchor Actions: Ship, Reach Peerage, and Sway Peerage.
- Discard after play. After performing its chosen Actions, Discard every card that you play unless you do an Anchor Action to put it into a Slot.
- Slot Limit = 3 cards. If your Ship or Peerage Slot already has 3 cards, then you can't choose an Anchor Action. You can't Discard to make room.
- Ship Action effects. Add the Ship Card to your Ship Slot (B4g), arranged so the one you wish to be your Flagship is as shown in B4j. Place your new Galleon token to join your fleet (either in EUROPE or PIRATING), or in PIRATING if this is your only Ship. If put into PIRATING, draw a Haven Card per D4f. Follow this same procedure if you acquire a Ship by other means (e.g. Armada or Letter of Marque).
- Peerage Action qualifications (B7i). Not just anyone can become a Baron, Duke, or Knight! Each Peerage Action has one of four qualifications: most Righteous (the Figure most to the right), most Loyal (downmost), least Righteous (leftmost), or least Loyal (uppermost). You cannot play a Royalty for its Peerage Action unless your Figure is more extreme than anyone else in the indicated direction, after the Nudge. If tied, the player ahead in Player Order wins.
Easily missed! If unqualified, you can play a Royalty Card for its non-anchor Actions, or only for its Nudge.
- Reach Peerage effects. Assuming you meet the qualifications, place the card Splayed into your Peerage Slot (the order doesn't matter, see B4i). If you have Bibles remaining, take the top one from your reach column and store it to cover the card's Reach Peerage icon (B7h).
- Sway Peerage effects. Same as the previous bullet except move a disk from your sway column instead of a Bible from your reach column.
- Peerage Ability (B7f) is instantly active once on a Playmat.
Example D3d. You are a colonist (Figure A), and your two opponents are Figures B & C. Therefore, you are unqualified for the GRAND INQUISITOR Peerage on the card you hold. However, you play the card, and its Nudge brings you into MIDLIFE CRISIS. Instead of paying to avoid it, you move into the vacant Callow spot shown. You are now tied for most Righteous, but since you are first in Player Order, you become the most Righteous and qualified to Anchor the card you played.
e. Choose Flagship. If you have a fleet, you may rearrange your Ship Splay to indicate a new Flagship (B4j). The Flagship defines both the Legality and the Seamanship of the entire fleet during your sail year. f. Hand Limit enforcement. Your Hand Limit is enforced at the end of your play turn (and for all players again at the end of the play year). Either sell Market Cards or Discard any cards in your Hand until down to your Hand Limit (the lower of your sway (B4c) or the Mercantilism).
- Selling Market cards. Any Market card(s) in your Hand can be sold to the Market for $1 taken from the Pool. Place the sold card (hidden but faceup) to the bottom of its Market deck.11 You may sell cards to get money anytime during your play turn.
- Discarding Haven Cards. Shuffle these (hidden) into the Haven deck. Haven Cards cannot be sold unless using the Black Market Action.
- Debasement of 1624. After this Omen, you can only Discard cards, not sell them unless using the Black Market Action.12 g. Negotiations (G1). You can exchange Hand cards, money, relics, and deals with other players at any time during the entire play year. At the end of this year, everyone must Discard down to their Hand Limit.
Easily missed! All Actions on Haven Cards require you to be Callow in order to use them.
Example D3. Continuing from example D2, player purple has the first play turn. He plays a Haven for its Sword Fight into the buccaneer Profession, then plays his Ship for a Nudge deeper into buccaneering. He Anchors the card and adds a Galleon to PIRATING, which draws an additional Haven Card. He can't play or sell either of his Haven Cards, so he discards one to attain his Hand Limit of 1. Player blue plays both his Mission Cards to Nudge right and start Visitas in Palenque San Basilio and Dominica. He sells his Ship Card for $1, since its downward Nudge would cause Mutiny among his fleet if played. Player red, who would otherwise have no card to play, interrupts the sale and offers $6 to buy the card instead of selling it. Player blue accepts, and player red plays and Anchors his purchased Ship for his play turn. The Parrot advances to 1613.
D4. Sail Year (each player, in Player Order)
Skip your turn if you have no Ships. Otherwise, if your fleet is in EUROPE, move it to PIRATING and draw a Haven Card. If it starts in PIRATING, place it to a sea zone (B2b) where you intend to attack or load either Treasure or Labor. After this attack or loading, move from sea zone to sea zone to load more Treasure or Meeples, or unload Meeples at vacant Colonies. End your sail turn with your fleet in either EUROPE or PIRATING. Your fleet cannot split up.13
a. If starting in EUROPE. A fleet starting its sail turn in EUROPE must move to PIRATING as its sail for this year as shown. Then draw 1 Haven Card (D4f). This ends your turn. b. If starting in PIRATING. At the start of your turn, decide whether you sail or do Reconnaissance. If you choose to sail, place all your Galleons into any sea zone containing a Site where you wish to load Treasure (F4, F5), emigrate Citizens (F3b), or initiate a land battle (E5). These activities may be restricted by the fleet's Legality; see Legality Table.
- Reconnaissance. If you choose not to sail your fleet in PIRATING, draw 1 Haven Card. This ends your turn.
- Token loading. Each Galleon can load 1 token once per sail. If it unloads a Meeple, it may not carry more Cargo during that sail. Relics do not count towards this limit. A Meeple is loaded by either enslave (F3a) or emigrate (F3b), and Treasure is loaded by either PLUNDER (F5a), SMUGGLER (F5b), CONQUISTADOR (F5c), or PRIVATEER (F5d), depending upon your Legality (B4j). If starting in a Friendly Port, see F4a.
- Initiate land battle (E5). You can initiate this against an occupied Site in the sea zone (B2b), subject to the limitations of E5a, including the Legality Table and the attack limit. c. Sailing. Your fleet must sail to an adjacent sea zone, where it can continue to sail or load Treasure (Chests & Relics), or load or unload Meeples.
- Movement rate. Your fleet can sail as many sea zones as you wish!
- Sea zones only. Your fleet cannot cross land zones (e.g. through Cuba).
- Currents (B2a). No fleet may sail from one sea zone to another against an arrow.14
Easily missed! You do not need to follow the currents, just don't sail against them.
- End if sail turn. If your fleet has reached its Cargo and/or attack limits and has no Cargo, then teleport it to PIRATING. But if it carries Treasure, you must sail it to unload it per F6.
d. Interdiction (F1). Any time your fleet is in a sea zone (either entering or leaving), you may be interrupted by an opponent who announces "Strike your colors!". This interdicting player must have his fleet in PIRATING and must reveal and Discard the Haven Card for this sea zone. Resolve the Interdiction immediately as a sea battle (F2). After the sea battle, disposition the survivors from the two fleets per F1c. e. Post-Interdiction. If a fleet survives with Treasure, it sails to either EUROPE (F1d) or an island (F6c). If it survives any further Interdictions, unload its Treasure per F6. The other fleet must teleport into PIRATING (next bullet). If neither has Treasure, the fleet whose turn it is continues its sail turn.
Example D4e. You have 2 Ships in PIRATING. Start your sail by placing them in Barataria Bay. In a land battle, they load Indigenous from Calusa Florida, then load tobacco from Havana. Next they sail to New Providence, Tortuga, Île-à-Vache (via Mona Passage), and Sint Maarten, where one unloads the Slaves at your vacant Colony of Guadeloupe. Nobody interdicts you. Finally they exit to EUROPE with a Chest of tobacco.
Easily missed! Your fleet always stays together!
Example D4. Continuing from example D3, player purple has no Ships, but offers $2 to player blue to deliver Slave Labor to his vacant Colony of St. Domingo. So blue starts his PLUNDER Ship in Port Royal, enslaves and loads an Indigenous from Accompong, and unloads the Meeple at St. Domingo, and teleports to PIRATING. Player red smuggles the Treasure from Havana, but is Interdicted and sunk by blue while leaving Barataria Bay. The blue pirate sails successfully to EUROPE and as a PLUNDER gains $4 for the stolen Chest. The Parrot advances to 1614.
Example D. In 1599 (the first auction year), as player red you spend all your cash to buy a Quaker Colony Card with a lot of beautiful Actions. In 1600, you decide not to play it since its Nudge won't leave you with a job. So you instead play your Haven Card for its Peninsular Marriage (see illustration), which moves you to the lowermost rung in the missionary Profession. You keep the Quakers when Discarding down to your Hand Limit. Unfortunately, on his play turn, player blue steals your job via Sword Fight.
In 1603, penniless and without a job, you perform Debauchery (not exactly Quaker behavior). But in 1604, you play the Quakers and Nudge into missionary. Amsterdam Entrepôt allows you to play 3 Actions: Disk, Bible, and Literacy. Godspeed!
A church wedding: Marrying a preacher's daughter with a honeymoon in Tortuga.
f. Entering PIRATING. Draw a Haven Card from the Haven deck any time your fleet enters PIRATING. This can be moving from EUROPE (D4a), Reconnaissance (D4b), end of sail (D4c), post-interdiction (D4e), post-interdiction placement (F1c), post-battle placement (F2c), or performing a Ship or Casa de la Contratación Action (Rosetta Stone). This also includes adding a new Ship to PIRATING by an Armada or a Letter of Marque Action (D3c).
- Draw 1 Haven Card regardless of the size of your fleet. The deck should be shuffled before drawing.
- Exhausted Haven deck. If there are no cards to draw, instead draw a Haven Card (unseen) from the Hand of any other player.
- Limitations. You cannot enter PIRATING if carrying Cargo. Nor can you dump Treasure overboard.
Part E — Colonies & Missions
A Colony is a disk token placed at a Colony Site (either Spanish or Squatter) on the map.15 A Colony without a Meeple is called a vacant Colony. A Mission is a Bible located at a Tribal Site on the map that contains an Indigenous Meeple (E4a) The Bible starts on the map as a Visita, but can be upgraded into a Cathedral which is periodically refreshed with a Citizen Meeple per E4b.
Tip: Founding Colonies improves Sway, and establishing Missions improves Reach. Sway both helps build up a large Hand and also gives each card played from the Hand more punch. Spain starts with a huge Sway advantage. Once you get a job, Reach helps build up your finances and inventory by using Professional Draw.
E1. Founding a Colony
To found a Colony, during your play turn choose the Disk Action found on any Colony Card and place a disk from the top of your sway column to a vacant Colony Site on the map.16
a. Spanish vs. Squatter. The Spanish (player purple) may only found a Colony on a vacant Spanish Site. A non-spanish player may only found a Colony at a Squatter Site.17 b. Fortify. The Disk Action may alternatively be used to add a fort to an unfortified Colonies. See E5b.
E2. Labor acquisition (goods year)
A Meeple on a Colony is called Labor, and a Colony without Labor is a vacant Colony. During the goods year (D1c), each vacant Colony will attempt to acquire Labor. If it fails, it is Discarded along with any forts or Treasure.18 If there are multiple sources of Labor, the Colony owner chooses which source in the same land zone (B1e) to take the Meeple from. Multiple Colonies in the same land zone choose Labor in Player Order. During the goods year, a vacant Colony can acquire Labor either by kidnapping from Tribes or Visitas, or employing from Cathedrals:19
a. Kidnapping Slave Labor. If there is an Indigenous on a Tribal Site or Visita in the same land zone as your vacant Colony, you may kidnap that Indigenous during D1c. Move it to your vacant Colony as a Slave. You must do so if there is no other source of Labor in the land zone.
- Rebellion. Kidnapping is not allowed if the land zone is rebellious (E6b).
- Kidnapping is not a land battle (E5), and success is automatic.
- Missionary martyrdom. If an Indigenous is kidnapped from a Visita, Discard its Bible to the owner's reach column.
Example E2a. During the goods year (D1c), the Spanish Colony automatically kidnaps the Indigenous at the Dutch Visita, since no other Labor is available. This discards the Bible to the Dutch Reach.
b. Employment Labor. If there is a Cathedral with a Citizen in the same land zone as your vacant Colony, and you have $1 to pay as salary, you may employ that Citizen by paying the salary and moving it to your vacant Colony. You must do so if there is no other source of Labor in the land zone.
- Employment salary. Pay the Citizen owner $1 (which is non-negotiable and can't be refused). If you own both the Colony and the Citizen, or if the Citizen owner is not in the game, pay the Pool $1. The Cathedral remains vacant until refreshed by Cathedral refresh (D1b). c. Automatic Spanish Labor Acquisition. If player purple is not in the game (C3a), a vacant Spanish Colony will nevertheless automatically acquire Labor after all other players, choosing in this order (dependent upon Labor availability): kidnap (E2a, favoring Visitas in Player Order), cathedral employment (E2b in Player Order), & Slave Trade (D1c).
- Employment salary. Automatic employment is paid $1 from the Pool.
- Labor from Ships. Labor can be added to a vacant Spanish Colony during the sail year per E3b.
E3. Labor acquisition (play & sail years)
There are 2 other ways that a vacant Colony may acquire Labor: either by a Slave Trade Action during the play year, or by a loading and unloading a Galleon during the sail year:
a. Slave Trade Action.20 Adds an Indigenous from the Pool to a vacant Colony, see Rosetta Stone. b. Labor from Ships. A Galleon may load a Meeple (F3), and then sail to unload it at a vacant Colony. A Galleon may load a Meeple (F3), and then sail to any sea zone to unload the Meeple at a vacant Colony there.
Example E3b. During your sail, your Galleon enslaves the Calusa kingdom in Florida and moves it to the vacant Colony at St. Domingue, to become Slave Labor. By Negotiation, the Colony owner pays you $3 for this (illicit) transaction.
E4. Establishing & developing a Mission
By choosing the Bible Action found on each Mission Card, you place a Bible from the top of your reach column to any Tribal Site that has an Indigenous. If there are no remaining Indigenous at Tribal Sites, you can't establish a Mission. A Mission has 2 stages of development: Visita (Bible at a Tribal Site with an Indigenous) and Cathedral (Bible at a Tribal Site with a Cathedral token):
a. Visita.21 This is a Bible placed by choosing a Bible Action. It is placed at a Tribal Site occupied by an Indigenous Meeple. Place the Meeple on the Bible. If an Indigenous Meeple in a Visita is kidnapped or enslaved, return the Bible to its owner. b. Cathedral. A Visita is upgraded by choosing a Literacy Action,22 which places the Cathedral token and exchanges the Indigenous with a Meeple of the Bible's color, called a Citizen.23
Easily missed! You cannot establish a Mission without an Indigenous to proselytize! In the late game, you may need a Voodoo or slave liberate (E5f) to generate more natives.
Easily missed! Literacy can only be used to teach natives in a Visita and not at a Rebel Site or a Colony, because slave-owners are hostile to the education of Slaves.
Example E4. On your play turn, you play a Mission Card and use its Voodoo Action to populate the Tribal Site of Dominica, and then its Bible Action to start a Visita at Dominica. Then you play another card with Literacy to upgrade the Visita into a Cathedral. During the goods year, your opponent has a vacant Colony in the Sint Maarten sea zone, and with no other Labor available in the Leeward Islands, he must pay you $1 to hire your Citizen from your Cathedral as a Refugee.
Mission Advancement: Tribal Site → Voodoo Action → Tribe → Bible Action → Visita → Literacy Action → Cathedral. (A Voodoo Action or kidnap (E2a) can move an Indigenous to a vacant Colony from a Tribe; an employ (E2b) can move a Citizen to a vacant Colony from a Cathedral.)
E5. Attacks & land battles
During your sail turn, your fleet of one or more Ships may announce a land battle upon a Site in its sea zone (B2b), subject to limitations (E5a). The target can be a Tribal, Mission, Colony, or Rebel Site, as limited by the fleet's Legality (see Legality Table). If the target is a Tribal Site or Visita, the land battle is an enslave (F3a), otherwise it is an attack (targeting Rebels, Colonies, or Cathedrals). The target will be either defended or supported by all tokens of Strength in the same land zone. Your attacking fleet needs a greater Strength to win a land battle, otherwise your fleet will lose a Galleon. Follow this sequence to resolve a land battle:
a. Target Limitations. Choose a single occupied Site (Rebel, Colony, or Tribal) in your sea zone as the target.
- No Strawman Rule. You may never attack any Site that contains a token of your color even if it is in a rebellious land zone. This includes your Friendly Ports and your Refugees (E5b). See the Legality Table.
- Legality Table. The first row of this table, shown on the Rosetta Stone, lists the 4 Legalities and when each is allowed to initiate a land battle.
- Attack limit. During your sail year, you may not initiate more land battles (counting both enslave and attacks) than the number of Galleons in your fleet at the start of your sail turn.
- Indigenous/Visita on a Tribal Site. You cannot attack a Tribal Site or Visita (E4a), but you can enslave its Indigenous per F3a.
Easily missed! The number of land battles a fleet can initiate each sail year is limited to the number of Ships in the fleet.
Example E5a. It's 1620, during the 30-Years' War. On your play turn, you play the Casa de la Contratación Action, which moves your entire fleet to PIRATING and draws a Haven. In 1621, you decide to sail (although the Omen is the hurricane season, there is no danger since nobody else is in PIRATING). Your 3-Ship fleet has a PRIVATEER Flagship, which gives you an attack limit of 3. Because you pursue an Abolition victory, you attack 3 enemy Colonies with Slave Labor, and liberate each of the Slaves to the nearest vacant Tribal Site. All 3 Colonies are Sacked. Finally you decide to end your sail by placing your fleet into PIRATING.
b. Fleet & Target Strength. The fleet will win the land battle if it has a greater Strength in the land zone (including supports) compared to the target Strength (including supports). Calculate the Strengths of the fleet and the target in the land zone by counting all tokens of a player color (except non-french Bibles):
- Strength = 1: Rebels (Slave or Tax), Colonies, Citizens, & Galleons.
- Fort gives its Colony 1 extra Strength if attacked as the target.
- Refugee. This is a Citizen that has a color different from its Colony or Mission. If a Colony or Mission with a Refugee is attacked, all Strengths of the Refugee's color in the land zone must support the target. A Refugee that is not under attack supports as its owner chooses, and, if it is a color not in the game, supports the target.
- Transported Citizen. A Citizen carried as Cargo has a Strength = 0 and has no utility in a land or sea battle.24 c. Allies & Battle Cards (B8). Other players with Strengths present in the land zone of the target each use a Battle Card and simultaneously reveal if they support the fleet or the target (this tactic is centered in the Battle Card, see B8a). This choice may be (briefly) negotiated before the battle (G1c), but is not binding. Staying neutral is not allowed; all colors decide to side with the fleet or the target.
Example E5c. You announce an attack upon a Rebel Site which is in a land zone with a Spanish Colony. Player purple announces if he will support your fleet or the Rebels. If the land zone also contains a Dutch Colony, then players purple and orange use Battle Cards to indicate their support.
d. Automatic supports. The owner of a non-targeted token decides who to support in the land zone.
- Targets. All tokens in a targeted Site support the target, without exception.
- Rebels support the fleet, unless they are the target.
- Indigenous are Strength = 0 and cannot support.
- Non-player tokens always support the target!
- Tokens that are not Rebels or the target will support as per their owner's choice. If their color is not in the game, they support the target. e. Determining the Winner. Reveal all Battle Cards, then calculate final Strengths including allies. The greater Strength wins. If tied, the target wins!
Example E5e. The British attack the Spanish Cathedral in Honduras. They have a Strength = 3, and the Spanish defend with a Strength = 2. The Cathedral is Sacked.
Tip: If Spain isn't in the game, her Colonies help your defense.
f. Fleet Victorious. If the fleet has the greater Strength, the following occurs to the target:
- Steal Treasure. If it has Treasure and there is a Galleon with Cargo space, load it into the Galleon. Otherwise the Treasure is Discarded.
- Sack the Site. A Sacked unfortified Colony Discards its disk to its owner's Sway. A Sacked Mission Discards its Bible (to its owner's Reach) and its Cathedral (if any).
- Fortified Colony. If a fortified Colony is Sacked, its fort is Discarded and its Treasure is loaded into the attacking fleet, but it does not lose its Labor.
- Fate of Rebels. If a Rebel is defeated, Discard it to the Pool (regardless if it is a Slave or Tax Rebel).
- Fate of a Citizen (including Refugees). Discard the Citizen into the owner's Reserves. This generates a Tax Rebel unless the owner pays a Ransom of $1 to the attacker. If the Citizen is not owned by any player (e.g. Refugee), pay the Ransom from the Pool.
- Fate of Indigenous. If the target contains an Indigenous, the attacker chooses it to be either liberated (fleeing to the nearest vacant Tribal Site, as measured by a ruler), take up arms (which Discards it to create a Slave Rebel per the next bullet), kidnapped to a vacant Colony in that land zone, or loaded into a Ship with Cargo space and a vacant Colony it can be delivered to. An Indigenous cannot be killed.
- Rebellious spread. If a Slave or Tax Rebel is generated,25 a Rebel must go into the Rebel Site of that land zone, if it is vacant. If not vacant, the Rebel goes into any vacant Rebel Site chosen by the Colony owner (if it's a Slave Rebel) or the Citizen owner (if it's a Tax Rebel).26 If no vacant Rebel Sites remain on the map, flip an existing Rebel to its other side.
Easily missed! Galleons cannot be assigned to protect Colonies or Missions.
Easily missed! A fleet may attack a fortified Colony twice to destroy it.
Easily missed! Winning a land battle means Sacking (destroying) the target's Colony or Mission.
g. Target Victorious. Discard one Galleon token (of the victim's choice) along with the card in the Flagship slot (B4j). If there is excess Cargo, Discard it. See F2d.
Example E5. Española is in revolt, and there are five groups of tokens there. At Santo Domingo, player purple has a Spanish Colony with an orange Refugee. At St. Domingue, player red has just suffered a Slave Revolt, so his fortified Colony is vacant. Player blue has an occupied Cathedral at Port-de-Paix, Finally, player orange has a vacant Cathedral at Bahoruco.
During purple's sail year, he sails his 3 Ship fleet to target the rebellious ex-slaves. Player red, whose slaves rebelled at the St. Domingue Colony, agrees to support him in this land battle (G1a). Player purple has a Strength of 3 for his Ships plus 1 for his Colony. Players red, blue, and orange choose and reveal their Battle cards, and all side with the Rebels! The ex-slaves have a combined defense Strength of 1 for the Slave Rebel plus 1 for the blue Citizen, 1 for the blue Bible (because of the Jesuit national ability), 1 for the red fortified Colony, and 1 for the orange Refugee. Their Strength of 5 beats the total fleet Strength of 4. The defenders rejoice at the loss of the Spanish Flagship.
Piet Hein, commanding a fleet of the Dutch WIC, succeeds in his secret mission to capture the 1628 treasure fleet.
E6. Rebels & rebellions
Each land zone has 1 Rebel Site (B1d) which can be occupied by 1 Rebel, either on its Slave Rebel or Tax Rebel side.27 A Rebel on its Slave Rebel side is placed after a Slave Revolt28 (see Rosetta Stone), or can be placed if a target with Indigenous loses a land battle (E5f). A Rebel on its Tax Rebel side is placed after a Tax Revolt (replaces your Citizen) or (sometimes) a Tax Action (see Rosetta Stone).29 A Rebel can also be generated if a Citizen Meeple is lost in a land or sea battle, see E5g (land) or F2d (sea) for details.
a. Rebel & Strength. Place the Rebel token on its Slave or Tax Rebel side. Only one Rebel can occupy a Rebel Site. b. Rebellious zone. A land zone (B1e) with a Rebel is rebellious. This has 4 effects:
- Kidnapping (E2a) is not allowed at a rebellious land zone.
- Cancels Friendly Ports (F4). A Colony in a rebellious land zone is never a Friendly Port (but still produce Treasure).
- Token victory (G3a). Tokens in a rebellious land zone do not count towards token victory.
- Tea Party victory (G3b). Tax Rebels count towards this victory. c. Land battle supports. A Rebel (Slave or Tax) will automatically support any attacking fleet that does not target them (E5d). d. End of Rebellion. A land zone is no longer rebellious if its Rebel is defeated and Discarded per E5f.30
Easily missed! Rebels, even Slave Rebels, will support the fleet during enslave. Spanish Colonies support the target if player purple is not in the game (C3a).
Example E6. Player green plays 2 Slave Revolts against your Spanish Colonies of Porto Bello and Cartagena. This removes their Slaves to create Slave Rebels at both Panamá and Nueva Granada, as shown below.
Now it is your Spanish sail turn. You move your PLUNDER Galleon to Sack New Edinburgh in Panamá, supported by the Slave Rebel. You liberate the New Edinburgh Slave which escapes to Ronconcholon.
On his sail turn, player green has a PLUNDER Galleon which Sacks your Colony at Cartegena (supported by the Rebels, he has Strength 2 versus 1). He is not allowed to make more attacks than he has Galleons, so he teleports to PIRATING.
The ex-slave Gaspar Yanga established San Lorenzo de los Negros in Veracruz. He held off a Spanish attack in 1609, and signed a historic peace treaty in 1618.
Part F — Ships & Fleets
A Galleon is a sailing ship token31 of your color normally stored either in EUROPE or PIRATING on the map. A fleet is multiple Galleons. Each Galleon is represented by a Ship Card on your Playmat.
a. Fleet unity. If you have multiple Galleons, they always sail together and are deployed together. If you add a new Galleon, it must join your fleet, wherever it is (EUROPE or PIRATING). b. Fleet correspondence rule. The number of Ship Cards in your Ship Slot (B4g) must always equal the number of your Galleons on the map.
Example Fb. By choosing a Ship Action, you anchor a Ship Card into your Playmat. Your fleet is in EUROPE, so you add the Galleon to join them there.
F1. Interdiction & post-interdiction
If an opponent's fleet starts, enters, or exits a sea zone (B2b) matching a Haven Card in your Hand, you may interrupt its sail by revealing your Haven (which you will Discard) and announcing "Strike your colors!". This is a call for surrender (F1a), and, if your opponent refuses, a sea battle (F2) is fought.32 Then see F1c for what happens to the survivors after the sea battle.
Easily missed! A fleet of any Legality can Interdict.
a. Surrender tactic (treasure fleet only). The treasure fleet may announce surrender before any cards are laid on the table in a sea battle. Its Cargo (if it is carrying any Treasure or Meeples) must be seized, and the pirates may only sink individual Ships with a Legality of PLUNDER.33 The surviving treasure fleet is moved to PIRATING.
- Negotiations. The treasure fleet can negotiate (G1b) for terms of surrender. If it does not surrender, a sea battle is fought. b. Multiple Interdictions. There is no limit to how many times per sail year a fleet can Interdict, but each one Discards its Haven Card. You may only Interdict while your fleet is in PIRATING. c. Post-Interdiction. After the sea battle, surviving fleets are either placed into PIRATING, or sailed on the map to EUROPE. If a fleet chose the Surrender tactic, it must go into PIRATING.
Easily missed! If Discarding a Haven Card, shuffle it into the Haven deck (see glossary).
Easily missed! In a sea battle, the interdicted defender is called the treasure fleet, and the interdictors are called pirates.
- Neither fleet has Treasure. The player whose turn it is continues its sail, and the other fleet goes PIRATING.
- Phasing fleet has Treasure. If the player whose turn it is has Treasure, it continues its sail. The other fleet goes PIRATING.
- Non-phasing fleet has Treasure. If a fleet obtained Treasure outside its sail turn (because it successfully Interdicted), it must attempt to sail to EUROPE to unload the Treasure (F6) without initiating land battles or loading more Cargo. It is subject to Interdiction. It can still take its sail turn if it occurs after the phasing player's sail turn.34 The other fleet goes PIRATING.
- Going PIRATING. A surviving fleet that goes PIRATING draws a Haven Card per D4d. It is able to Discard more Haven Cards to Interdict again, but cannot Interdict a fleet it just Interdicted until it has sailed at least one sea zone.
Example F1. The Spanish CONQUISTADOR fleet enters the map with 2 Galleons in Roatán, where there are 2 Colonies with indigo Treasure: your Colony at St. George's Caye, and the Spanish port of Trujillo. Player purple first Sacks St. George's Caye to steal its Chest. Then he loads another Chest by Legal Export in his Friendly Port of Trujillo. At this point, you state "strike your colors", revealing your Haven Card "Roatán". Because you are allowed to Interdict the Spanish either when it enters or leaves a sea zone, you could have interdicted as soon as it entered, to save your Colony.
F2. Sea battles
A sea battle can only be initiated by an Interdiction (F1) between 2 fleets: the treasure fleet (even if it carries no Treasure) and the pirates who are interdicting. Place the Galleons of both sides into the sea zone (B2b). Land Strengths cannot participate. If the treasure fleet fails to "strike their colors" (i.e. surrender per F1a), each fleet secretly chooses one of the 3 other tactics (B8b) listed on the 2-sided card (F2a,b), places it on the table covered with their hand, then reveals simultaneously with the chosen tactic oriented up. The instructions on the treasure fleet tactic compared to the pirate tactic explain the results. The battle is now over; see post-interdiction (F1c).
a. Flee tactic (treasure fleet only). You escape and continue your sail without post-interdiction (F1c), unless your foe seizes the weather gage.
Battle Card tactics (F2a, F2b):
- Flee (not for the Pirate). Vs. Boarding: The Treasure fleet escapes and continues its sail. Vs. Weather Gage: The pirates sink the Flagship. If the pirates have more Ships, they seize the Cargo.
- Surrender (not for the Pirate). Vs. any tactic: The Pirates seize Cargo. The Pirates may sink any Ships with a Legality of PLUNDER.
- Seize Weather Gage. Vs. Boarding: The better Seamanship sinks the enemy Flagship. Surviving pirates seize the Cargo. Vs. Weather Gage: If a fleet has more Ships, if they have equal or more Ships, they seize the Cargo.
- Boarding. Vs. Boarding: The fleet with more Ships sinks the enemy Flagship, Surviving Pirates seize the Cargo if they have more Ships. Vs. Weather Gage: The better Seamanship sinks the enemy Flagship. Surviving pirates seize the Cargo.
b. Seize weather gage & boarding tactics.35 If both sides choose the same tactic, the fleet with the most Ships (if any) sinks the enemy Flagship and surviving pirates (if any) seize the Cargo. But if one side chooses weather gage and the other chooses boarding, the better Seamanship sinks the enemy's Flagship and Pirates seize the Cargo if they now have equal or more Ships. See illustration above. c. Seizing Cargo. If the Battle Card indicates that the pirates seize the Cargo, they take all of it. They load as much Treasure as they have Cargo space for, with the remainder lost at sea. If the Cargo seized includes Meeples, all are dispositioned per the next bullet.
- Lost at sea. If both fleets sink, Discard the Cargo as sunken treasure. d. Seizing Meeples. If a Galleon sinks with an Indigenous passenger, or the pirates seize an Indigenous passenger, it is Discarded and generates a Slave Rebel at the vacant Rebel Site of the Pirate's choice. If a Galleon sinks with a Citizen passenger, or the pirates seize a Citizen passenger, the Citizen is Discarded and its owner either pays a $1 Ransom to the pirates or else generates a Tax Rebel at the vacant Rebel Site of the owner's choice. If the Citizen is unowned (e.g. Refugee), pay the Ransom from the Pool. If no vacant Rebel Sites remain, flip an existing Rebel to its other side. The Slave or Tax Rebel represents bereaved relatives.
Easily missed! An interdicting fleet must immediately dispose of any Meeples that it captures, and cannot transport them elsewhere.
e. Losing a Ship. Choose a Galleon to Discard to your Reserves and Discard your top Ship Card (the Flagship). If you have multiple survivors, choose one to be the new Flagship. The surviving pirate's Galleons carry as much Cargo of the pirate's choice as possible.
- Fleet Correspondence Rule. You must always have the same number of Galleons as you have Ship Cards in your Ship Slot (B4g).
- New Flagship. Choose any surviving Ship Card to be your new Flagship.
Tip: If you have both fewer Ships and inferior Seamanship, always avoid a sea battle (either offer tribute or surrender).
Example F2. The Spanish with 3 Galleons load Treasure in Nueva Granada and Panamá, but are interdicted by a 2-Ship Dutch fleet with superior Seamanship in Old Providence. The Dutch attempt to board, but the Spanish escape by fleeing, resuming their sail. The Spanish load more Treasure in Veracruz, but at Tris Island are intercepted by the same Dutch fleet a second time. This time both choose weather gage, resulting in the loss of the Dutch Flagship. The surviving Dutch pirate seizes one Chest (the other Chests are lost). Without Treasure, the Spanish fleet retires to PIRATING. As the Dutch pirate attempts to sail to EUROPE, the Spanish fleet stops it at Barataria Bay, still with inferior Seamanship. This time the tactics are weather gage versus boarding, and the Spanish lose their Flagship but successfully seize the Chest. They reach EUROPE unmolested. The Spanish player had planned to add the Treasure to the War Coffers, but that is impossible given his new Flagship is PLUNDER.
Tip: Survival Odds if interdicted! Assumes the treasure fleet has 2 Ships. Assumes the tactic choice is random.
- If the pirates have the superior Seamanship, a 3-Ship pirate fleet will grab Treasure and sink a Ship (5/6), a 2-Ship pirate fleet will grab Treasure (5/6) and sink a Ship (4/6), and a single pirate will grab Treasure (2/6) and sink a Ship (2/6) but lose a Ship (2/6).
- If the pirates have the inferior Seamanship, a 3-Ship pirate fleet will grab Treasure and sink a Ship (3/6) but will lose a Ship (2/6), a 2-Ship pirate fleet will grab Treasure (3/6) and sink a Ship (1/6) but lose a Ship (2/6), and a single pirate will sink a Ship (1/6) but will never grab Treasure and lose their Ship (2/6).
F3. Load Meeples using enslave or emigrate
A Galleon of any Legality with Cargo space can load a Meeple and deliver it to a vacant Colony (that is, a Colony that needs Labor). You can either fight a land battle at a Site to enslave its Indigenous (E5f),36 or peacefully load a Citizen emigrant of your color.
a. Enslave the natives (any Legality). Enslave is a land battle (E5) against a Tribal Site or Visita. It is restricted by the attack limit (E5a). It cannot be performed unless there is a vacant Colony to bring the Indigenous to. Return the lost Bible at a Visita to the owner's playmat.
Example F3a. It is your sail turn, and your vacant Colony needs Labor. You could attack and enslave one of the Indigenous that does not share a land zone with a Spanish Colony, which could defend them. However, you decide that hiring a Spanish Citizen at a Cathedral during the next goods year is the better Labor option: no attrition or Slave Revolts, and it makes your multicultural Colony secure against Spanish attacks.
b. Emigrate to the Colonies (any Legality). Your Galleons may transport Citizens of your color or Refugees from Cathedrals (but not Colonies). Emigration is not a land battle and is automatically successful. The destination must be any vacant Colony, where it becomes employed. The Cathedral remains vacant until Cathedral refresh (D1b).
- Employment salary. If you own the vacant Colony, pay $1 to the Pool (E2b). If you deliver your Citizen to an opponent's vacant Colony, he cannot refuse and must pay you $1 in wages (non-negotiable) if he has any dollars. If you deliver to a spanish Colony and Spain is not in the game, the payment is from the Pool.
Example F3. You move to a Visita and attack it. Your foe is supported by a Colony in the same land zone, but your fleet is stronger with two Galleons and wins. You take the Indigenous as a Slave which Discards the missionary. You deliver the Meeple as Slave Labor to one of your vacant Colonies.
Easily missed! If you must pay your own Colony (e.g. a smuggler's bribe), the fee is waived. If you pay your own Citizen (e.g. employment salary), pay the Pool.
Easily missed! You cannot attack a Visita or load a Meeple onto a Galleon unless a vacant Colony exists. Meeples cannot be taken to EUROPE.
Easily missed! You cannot hire employees from Colonies (because they are already employed).
F4. Loading Treasure in a Friendly Port
During your sail, if starting at or entering a sea zone (B2b) with a Colony with Treasure (a Chest and/or Relic), you may load it by putting it on top of an empty Galleon. Once loaded, it can only be unloaded in EUROPE or per F6c, and cannot be jettisoned or unloaded elsewhere (as long as it is afloat). To load Treasure, first determine if the Colony is a Friendly Port:
a. Friendly Port. Each of your Colonies is Friendly Port unless it is in a rebellious land zone. Your fleet can load Treasure by Legal Export from your Friendly Ports, regardless of Legality. b. Spanish exception. A PLUNDER fleet owned by player purple may never use a Spanish Colony as a Friendly Port. c. Loading Relics. A Relic takes no Cargo space. It can be loaded by Legal Export (Friendly Port only!), or in any port by smuggling (SMUGGLER) or Sacking. d. Treasure Map. An island with buried Treasure is a Friendly Port if you have a treasure map (F6c).
F5. Loading Treasure & Legality
If a fleet is at a Friendly Port, see F4a. Otherwise, Treasure is loaded from a Colony depending on the Flagship's Legality (B7b): PLUNDER, SMUGGLER, CONQUISTADOR, or PRIVATEER (see Legality Table):
a. PLUNDER. This Flagship loads Treasure by winning a land battle (E5) with superior Strength. This Sacks (Discards) the Colony.
Example F5a. You have a single PLUNDER Ship and wish to load Treasure at your own Port at Barbados in Hewanorra.37 Unfortunately the Windward Islands contain a Tax Rebel, so that Barbados is not a Friendly Port. By the Legality Table, a PLUNDER fleet not in a Friendly Port can load Treasure only by Sacking the Colony. This is not an option, even if you are desperate, because of the "no strawman rule" (E5a).
Your winning option is to first attack the Tax Rebel, using your Colony as a support. Then you can Legal Export from Barbados.
b. SMUGGLER. This Flagship loads Treasure by paying a $1 bribe (that can't be refused) to the player owning the Colony (or to yourself if its a Colony of your color, or to Pool if owned by a player not in the game). Pay separately for a Chest and a Relic.38 Smuggling is not a land battle.
c. CONQUISTADOR. This Flagship can load Chests either by Legal Export (i.e. without cost or battles) from Spanish Sites or Friendly Ports, or by Sacking from non-spanish Sites.39 Legal Export of Relics is limited to Friendly Ports (F4c).
Example F5c. The Spanish Colony at Porto Bello and the French Colony at New Edinburgh each have Treasure. As the Dutch, your CONQUISTADOR fleet of 2 Ships loads the Spanish Treasure by Legal Export. Next, you announce an attack targeting the French Colony, and with Spanish support, you Sack it and take its Chest and Relic. As promised, you give Spain half the loot.
Easily missed! Unless you are Spanish, you cannot Legally Export a Relic from a Spanish Port.
d. PRIVATEER. During Pax, this Flagship will load Chests by Legal Export from all Colony Sites, or load Relics from Friendly Ports. During War, it will load any Treasure by Legal Export from Friendly Ports, or by Sacking from other Ports (B3c).40
Example F5. Your 3 Galleons are under a PRIVATEER Flagship. You load one Treasure from your own port, and two more from Colonies that you Sack. Since it is War, on the way out you Sack an enemy Mission in Florida. You have reached your attack limit, so you sail without incident to EUROPE. As PRIVATEER you must unload all 3 Chests into the War Coffers, and you receive a reward of $6.
Easily missed! Treasure at your Colony is not "yours". Only Treasure moved to EUROPE can be added as dollars into your Coffers.
F6. Treasure unloading & Legality
Once the Treasure reaches EUROPE, use the Legality of the surviving Flagship to determine if the Treasure is yours or the king's (see Legality Table):
a. PLUNDER or SMUGGLER. The Treasure is yours. You gain $4 for each Chest, placed into your Coffers.41 b. CONQUISTADOR or PRIVATEER. The Treasure is the king's, placed into the War Coffers (or into the Pool if the War Coffers are full). You gain a reward of $2 for each Chest and then may adjust the value of the Mercantilism dice (B5b) by 1 step. Represents your influence over the trade policies of the Spanish Crown.42
Example F6b. Your PRIVATEER returns to EUROPE with 3 Chests, placed into the War Coffers as shown. You gain a $6 reward. The Mercantilism is currently 4, and you decide to adjust it down 1 step to 3.
c. Treasure Map. A treasure fleet without Meeples may deposit all its Treasure on any circled island on the map instead of returning it to EUROPE. The fleet then goes to PIRATING. This Treasure may be thereafter picked up only by a fleet in the zone that discards the corresponding Haven Card. This option is useful if you don't want a Sun King victory, or if you want to return to PIRATING. d. Relic. Regardless of Legality, you have 3 options when unloading a Relic:
- Your Coffers for $8.
- Your Coffers as 1 Relic (counts as a Peerage for victory purposes (G3b,c,d,e)).
- War Coffers for 2 Chests ($4 reward & adjust Mercantilism dice (B5b)).
Relic Value: 1 Relic = 2 Gold Doubloons = 2 Chests.
Part G — Negotiations & Endgame
G1. Negotiations
Anytime during the play year (D3), or in other years per G1b,c,d,e, you may exchange dollars or Relics in your Coffers, or cards in your Hand (including Haven Cards). Before trading, you not allowed to show cards in your Hand and may lie about them (it's a pirate game!). No Anchored cards may be traded.43
a. Treachery. Promises on how a Battle Card will be played in a land or sea battle are never binding. Other promises and deals are binding in the current year only. b. Strike your colors! If you Interdict, you may negotiate either for a surrender (F1a) or for cash or promises to avoid the sea battle. c. Tribute (sail year). Immediately prior to a land battle, the attacker may first ask for a tribute (traditionally $1 piece or 1 Market or Haven Card, but can be different), which the victim may either pay (no land battle), or refuse to pay (land battle). Non-binding negotiations are also allowed for support (E5b). d. Auction Support (auction year). Prior to an auction you may conditionally loan money to a player. If as the initiator you have a choice of who wins an auction, you can negotiate between them. e. Peerage Abilities or Actions (any year). If you have options when you enact these, the options are always negotiable.
Example G1e. You consider performing an Apostasy Action,44 which has the Nudges (of two icons). Your foe has two Ships and a Peerage, and so stands to lose your choice of either both his Ships or the Peerage. He offers you two deals: $4 to choose his Peerage rather than his Ships, or 1 Relic plus a Market Card in his Hand not to perform Apostasy at all.
f. Smuggling Fee (sail year). You may pay the $1 bribe (F5b) for another player, presumably for a cut of the Treasure. g. Hand Cards (play year). If you receive Hand Cards in negotiation during your play year, you must Discard down to your Hand Limit at the end of that year.
Tip: In a 3-player game that includes Spain, the 2 non-spanish players will need to cooperate by swapping cards to get a mix to make robust Colony-Mission combinations.
Example G1. Player purple puts a potentially game-winning Peerage up for auction. Player blue loans $4 to player red for purposes of winning the auction for red's auction, in order to stop player purple.
G2. Extremist positions
You are an extremist45 if your Figure is in the uppermost (least Loyal), most Righteous (rightmost, see B5e), most Loyal (lowermost), or leftmost space on the Philosophy board. These spaces are labeled Tea Party (uppermost), Abolition (rightmost), Sun King (lowermost), and El Patron (leftmost). Follow these rules if you are an extremist:
a. Extremist Nudge.
- Nudge is more extreme. You do not move.
- Nudge is less extreme. You move 1 in that direction out of the extremist position.
- Nudge is to MUTINY. You do not move but suffer Mutiny (see glossary).
- Nudge is to MIDLIFE CRISIS. Either pay $1 or undergo Midlife Crisis (see glossary). b. Extremist Victory. You instantly win if you meet the victory conditions of your Profession (G3b,c,d,e).
Realms: The Philosophy board's MIDLIFE CRISIS realm and MUTINY realm border the extremist missionary (Abolitionist) position, on an axis running from Less Righteous to More Righteous.
G3. Endgame & victory
You win instantly if you are an extremist (G2) and you meet the conditions listed on the Philosophy board. Thematically, winning means transforming the entire Spanish Main into one of four modern political entities. Will it become an independent superpower republic (e.g. USA), the first nation to emancipate its slaves (e.g. Haiti), a "machete anarchy" (e.g. José Tomás Boves' Venezuela or Pablo Escobar's Columbia), or a European puppet (e.g. Mexico under Napoleon III)?
a. End of the game. The game ends instantly if someone attains victory as an extremist. Alternatively, the game ends at the end of the sail year marked with the Dove token.
- Year of the Dove. The Dove starts in 1637 or 1649 per C1b. It can be moved by the Dove Action (see Rosetta Stone).
- Token victory. At the end of the Year of the Dove, the player owning the most Bibles, Citizens, and disks on the map in non-rebellious land zones wins. Use the most money (Relics count as $8) as a tiebreaker. If a player not in the game (e.g. Spain) has the most tokens, then there is no winner.
Example G3a. It is 1649, the year of the Westphalia Dove (the historic peace treaty ending the 30-Years' War was signed at Westphalia in 1648). After the last player (Spain) sails, Venezuela is the only land zone without a Rebel and has 1 British Colony. The 3 wilderness zones (B1a), which can never be rebellious, are Florida (no player tokens), Yucatán (1 Spanish Cathedral with a Courish Citizen), and Jamaica (1 Spanish Visita). Player purple (Spain) wins the token victory.
b. Tea Party victory (colonist).46 Win if you are a Tea Party extremist with at least 1 Peerage and the number of Tax Rebels is greater than the Mercantilism.47
Easily missed! Each Relic in your Coffers counts as a Peerage for Victory purposes.
Tip: Tax Revolts can be found in the Colony deck (21%), Mission deck (16%), Royalty deck (12%), and especially the Ship deck (48%). Tax Rebels are also created by paying taxes or not paying Ransom.
c. Abolition victory (missionary). Win if you are an Abolition extremist (B5e) with at least 1 Peerage and there are no Slaves on the map.48
Easily missed! Indigenous on Missions & Slave Rebels are not Slaves.
d. El Patron victory (buccaneer). Win if you are an El Patron extremist with at least 3 Peerages (2 Peerages if 4 or more players). e. Sun King victory (royalist).49 Win if you are a Sun King extremist with at least 1 Peerage and the War Coffers contain all 9 Chests.
Example G3c. Your Figure attains the extreme position of the missionary Profession, and you have a Peerage.50 During your play turn you use several Slave Revolts to liberate all but one Slave, and on your sail turn you Sack the final Slave Colony to win the Abolition victory.[^g53]
Part H — Solitaire Ganga Zumba
Playing as a Maroon leader,51 you win if you revolutionize New Spain into an independent and emancipated nation. This new American nation, the United States of the Caribbean, would have 8 States, one for each Spanish Treasure port. Setup is unchanged from Part C, except as noted below:
- Dice. To play Ganga Zumba Solitaire, you need 2 six-sided dice (2d6).
- Playmats (setup). You start with the Ganga Zumba Playmat (farside red). Your automated opponent is the Sun King (in this case Philip IV of the House of Habsburg). Sun King starts with the Spanish Playmat (purple) and his 8 Colonies start fortified.
- Starting dollars. You start with $10. Sun King's money is not tracked, so he always has money.
- Starting Dove. Westphalia.
- Starting Havens. You start with 2 Havens. Sun King holds no Havens unless trying to Interdict (H6b).
- Maroon Leader. Your character is Ganga Zumba, king of the massive runaway slave settlement in Palmares Brazil.52 I imagine him here as being literate with Enlightenment training, a 17th century equivalent of Simón Bolívar or Benito Juárez.53
- Starting Peerage & Ability. Place the MAROON KING Peerage (card PHR069F) into your Peerage Slot, with your first Bible on the Reach Peerage icon (B7h). Its Peerage Ability allows you to regard non-slave Indigenous as your Citizens in land battles, but you can't enslave or kidnap.54 Since Ganga Zumba was a Christian, this Peerage can be lost due to an Apostasy Action like other Peerages.
- Starting Mercantilism = 3. Only Ganga Zumba is able to change the Mercantilism.
- Player Order. This is not used. Sun King wins all ties for the most and least Righteous, and the most and least Loyal. Instead of Player Order, follow the sequence of play (next bullet or Playmat).
- Sequence of Play. Perform goods year (H1), your auction year (H2), the combined Sun King auction/play year (H3), the combined Sun King Professional Draw/play year (H4), your play year (H5), and finally the sail year (H6), always beginning with you, then Sun King. Remember to perform the listed Omens at the start of each indicated year.
H1. Goods Year
This is unchanged from D1, except:
a. Skip Update Player Order (D1a). You as Ganga Zumba always go first (H2), then Sun King (H3 & H4). b. Spanish Labor acquisition is automatic, see E2c. Remember that your starting Peerage does not allow you to kidnap for Slave Labor. c. Hurricane Season. No player may sail in the year 1621. Ganga Zumba may Reconnaissance if he has a Ship.
H2. Auction Year
a. Your turn. Unchanged (D2). Either choose a card to auction (D2a), Professional Draw (D2b), or Debauchery (D2c).
- Your Auction. If you choose to auction, bid zero or more dollars, then roll to see how many dollars Sun King bids (H2b). You as the initiator win ties, and the winner takes the card into their Hand.
- Your Buried Treasure Auction. If you choose this option, pay $4 and take the card. b. Sun King's automated bidding. After you make a bid in an auction, whether initiated by you (H2) or him (H3), Sun King rolls dice for his bid:
- Sun King Bidding (Ship). If Sun King has 3 or more Ships, or if the Ship is PLUNDER or SMUGGLER, he skips the bid (see H3a). Otherwise, he bids 2d6 (War) or 1d6 (Pax) dollars for a CONQUISTADOR or PRIVATEER Ship.
- Sun King Bidding (other cards). Sun King bids 2d6 (War) or 1d6 (Pax) dollars for a Colony, Mission, or Royalty Card.
- High Bidder wins the card, with the initiator winning in a tied bid.
- Sun King plays the card immediately if he wins a card in auction (H3c). If you initiate an auction and lose, you add the Sun King's bid to your Coffers.
- Buried Treasure Auction. Sun King never performs this, even if he has a special Ability to do so.
Footnotes
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PLAYER ORDER. Even ships that were not necessarily carrying any illicit cargo often sought out particular routes and timing to conceal their arrivals and departures and intentions from competing vessels in the chaotic Caribbean markets. This resulted in few vessels being willing to participate in convoys, one of the primary means of protecting commercial shipping from attack by enemy vessels during war. ↩
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RELIGIOUS WARS. There were many religious wars in the 17th century, and it was not just the Spanish Inquisition that did the terrorizing. In the English Civil War, it was the cavaliers (Nudge down) versus the roundheads (left). In France it was the Catholics (right) versus the Huguenots (up). In the religious civil war during the 12-year truce in the Netherlands, it was the remonstrants (up) versus the gomarists (left). ↩
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COLONY DIEOFF. Many American colonies mysteriously vanished, including the Roanoke Colony off Virginia, privately-funded by Sir Walter Raleigh (player red) and his friends. ↩
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SPANISH EXCLUSIVE. By law, the Spanish colonies could not trade with each other, let alone with foreigners. They could trade only with Seville, the one designated trade port in the distant mother country. Spanish merchants and Spaniards acting as cargadores (fronts) for foreign merchants sent their goods on the annual treasure flota bound for the New World. The Spanish Crown taxed the wares and precious metals of private merchants at a rate of 20%, a tax known as the quinto real (royal fifth). The vast majority of Caribbean trade was illegal and untaxed contraband. ↩
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BRUTAL WORKER ATTRITION. Due to the virgin soil effect, Old World diseases such as smallpox, malaria, flu, and measles ravaged through the American natives far faster than the horses of the Conquistadors. Archeological evidence seems to indicate a mortality as high as 90% decades before any of them had even seen a Spaniard. In spite of the New Laws prohibiting enslavement of the indigenous, illegal slave raids threatened total extermination. A tragic example is the Pearl Coast of eastern Venezuela. To supply the oyster fisheries of Isla Margarita, the peaceful natives of Trinidad and Tobago were labeled "Caribs" or "pirates" in 1511, and thus legal enemies of Spain. In two decades not only were the islands decimated by slave raids, but the oyster beds were degraded beyond recovery. The environmental damage was an example of the "tragedy of the commons": if nobody holds Lockean property rights, it becomes a race to exploit resources before the next exploiter does. –Michael Perri, , 2009.