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Portão para o mundo, Lisboa

Portão para o mundo, Lisboa Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Preparation
  • Rule of Play
    • 1) West Africa Phase
    • 2) Lisbon Phase
    • 3) Check phase
  • End of Game
  • For 2 players
  • Support Cards

Overview

At the beginning of Fifteen Century, "the Age of Discovery" was beginning from Portugal. In Lisbon, the merchants have big dreams. They try to get their big chances as a trader with West Africa. In this time, Europeans didn't know about the Americas, they had just started to trade with West Africa. But in Portugal, "Dinastia de Avis" supported their merchants for the new area.

Players are merchants. They try to gain influences with the Kings "Joan I", "Duarte I", "Pedro" and "Henrique". The players bring the requested goods from West Africa, Madeira and Azores to Kings. And they also add crews, get the support from others, and collect income in "Reals".

Each player gets resources by putting their own Crew chips on the West Africa boards. By exploring the areas, players offer the goods sought by the Kings. In return, they gain Ships and Adventurers to help them. Players also advance their Nobles along the Lisbon track, building Markets, and collecting Crew. Players also get Support Cards in return for Gold.

Each King will pay out Reals to the best merchants. When all the Kings have paid income, the game ends and players collect a final income and bonuses. The richest player is the winner. Try to be the best merchant in Portugal!

Components

  • Crew chip /60: 4 colors, 15 chips per color.
  • Noble disc /8: 4 colors, 2 discs per color.
  • Market /20: 4 colors, 5 markets per color.
  • Ship /3.
  • Adventurer /3.
  • Support card /28.
  • Lisbon board /1:
    • Lisbon track: in the centre, the starting point is bottom left.
    • Reals track: around the board, money (Reals) for players.
    • Turn Order track: in top left.
  • King board /4 (double-sided):
    • King track: indicates the influence gained with Kings. Going upwards from bottom right.
  • West Africa board /6 (double-sided): Village /4 (Light) and Pepper Coast /2 (Dark).
  • This Rulebook.

Resource hexes on the West Africa boards: Lake, Mountain, Gold, Pepper, Salt, Wine, Tobacco, Coffee. All these are resources except for the Lake.

Preparation

For two players, the additional rules are written in the last section. See below.

The Lisbon board is placed in the middle of the table.

The King boards are double-sided, so mix them both ways, then place them one by one near the Lisbon board. All four boards are used however many players are playing. There must be at least two King boards with the Ship icon showing. The Ships and the Adventurers are placed on their icons one by one. The remaining Ships and Adventurers are put back in the box.

The West Africa boards are also double-sided. Sort these between Village and Pepper Coasts and mix them separately both ways. One Village is placed between each player. Two Pepper Coasts are placed in the middle of the table. The remaining West Africa boards are put back in the box.

Each player chooses one color, and takes the Crew chips, Noble discs and Markets. The remaining Crew chips, Noble discs and Markets are put back in the box. Each player now places four of their own Crew chips in front of themselves, and one more on each of the Kings tracks as a marker. All the remaining Crew Chips are placed near the Lisbon board as the stock.

Each player places one of their own Noble discs on the 0 space of the Reals track, and another on the starting space of the Lisbon track. One Crew chip is taken from the stock for each color, they are shuffled and placed randomly one by one on the spaces of the Turn Order track.

The Support Cards are shuffled, and placed face-down near the Lisbon board as the Support Card pile.

Rule of Play

This game is played over several rounds. Each round has 3 phases. Except for 3) Check Phase, for each phase players take turns as shown by the Turn Order track. When all players have dropped out of the round, that phase is finished.

  1. West Africa Phase
  2. Lisbon Phase
  3. Check Phase

1) West Africa Phase

Players place one Crew chip on a West Africa board, or drop out of the phase. The player dropping out can keep their un-used Crew chips in the front of them. After dropping out, the player takes no more actions at this phase. When all players have dropped out of this phase, the next phase "Lisbon phase" starts.

Case 1: First Crew chip on a West Africa board

When a player places their first Crew chip on a West Africa board, the player must place it on the space with an Anchor mark. This is a port. Additionally, if a player wants to place their first Crew chip on a Pepper Coast, or on a Village not immediately next to them, that player must pay back one Ship to the King board. Players without any Ships can only trade with the Villages adjacent to themselves.

Case 2: Further Crew chip on the West Africa board

If a player has already placed a Crew chip on a West Africa board, any further Crew chips they place must go adjacent to their own Crew chips. Nobody can place a Crew chip in a Lake. In a Mountain space, a player must use two Crew chips together at once. Players can place Crew chips where other players have already placed (but not themselves), but be careful not to change who got there first. When the Lisbon phase begins, all the Crew chips are removed, back in front of their players, except for the first Crew chip in each space. These remaining Crew chips will represent the resources that are paid to the Kings in the Lisbon phase.

Gold

The first player to place their Crew chip on an empty Gold space draws two Support Cards from the pile. Players arriving later do not get cards. The player reads both cards, keeps one in hand and returns the other face-down to the bottom of the pile. If the pile has reduced to one card, the player keeps that card. If the pile is empty, nobody gets a card. From now on, the Support Cards can be used at any time in a player's turn. The used cards are put back in the box.

Adventurer

When a player has at least one Adventurer, the player can place it as a Crew chip before placing their own Crew chip that turn. The Adventurer is treated as an extra Crew chip move only for this turn. An Adventurer can be placed on the Lake and on the Mountain (only one Adventurer is needed). At the end of the player's turn, the used Adventurer is returned back to the King boards.

2) Lisbon Phase

At the beginning, players return all Ships and Adventurers to the space on the King boards (as in Preparation). A player receives one Real for each Ship or Adventurer returned from in front of themselves.

Now make sure all the surplus Crew chips are returned to in front of their players from the West Africa boards. Only the first Crew chip to be placed in each space remains to count as the type of resource (pairs in a mountain space stay together).

Players take turns as shown by the Turn Order track. In the turn, a player takes one action or drops out from this phase. After dropping out, the player takes no more actions in this phase. When all players have dropped out of this phase, the next phase "Check phase" starts. A player takes one action on a King board or on the Lisbon board. Actions need some resources or Crew chips or both. The resources are taken when the player brings their own Crew chips from West Africa boards back in front of themselves. The type of the resource is drawn on the West Africa board. If a player does not have the requested resources, they cannot take the action. A Mountain counts as a resource type.

A resource cost has the same symbol as the corresponding board space. The cost of Crew chips is shown by a grey shield symbol. When a player pays a Crew chip cost, that chip goes back to the stock, not to the player. But a player can use a Crew chip that has just been used as a resource cost. For example, a player might be paying one Pepper and one Crew chip to build a Market. Bringing a Crew chip back from a Pepper space to the player pays the Pepper cost. Then they can use that same Crew chip as Crew chip cost.

Action on a King board

Each King board shows spaces for three types of resources that Kings want. A player takes their Crew chip from the matching space on a West Africa board and puts it on a King board, then moves their own marker up one space on the King's track. (Bring the pair back from a Mountain, one to the King board, one back to the player).

The first player to bring a resource to a King receives a bonus shown by an icon bottom right on the space. Any player later bringing that same resource to that King gets to advance on the King track, but does not get the bonus. They still put the Crew chip on the King board to show that they have made the delivery.

All Kings also want Pepper. Paying a King with Pepper gives no bonus but the player still advances their marker on the King track.

  • Receive one Adventurer from the King board.
  • Receive one Ship from the King board.
  • Advance their own marker on one of the King Tracks. It can be any of the King tracks, including the King granting this bonus.
  • Receive their own Market from the stock. If there are none left in the stock, the player receives one Real.

A Ship and an Adventurer are used in the West Africa Phase, and a Market is used in the Lisbon Phase.

Action on the Lisbon board

On the Lisbon board, players can take one of the following actions:

  1. Build a Market or
  2. Advance the Noble disc and take the action drawn on the space

1) Build a Market

A player may build a Market on an empty Market space shown on the board (see figure right). A player must have their Noble disc in the corresponding area, and pays the resource cost shown in that area. The number shown in the Market space is the amount of Reals the player receives when they build.

There are six areas shown on the Lisbon board, three brown and three green areas (see figure right). The player can use action 1) Build a Market in the three brown areas and in the first two green areas. But not for the final green area in the upper right; or the final Market top right. Here the player can only build a Market with action 2) Advance the Noble disc (see below).

For example, see the figure upper-right with the Yellow Noble disc. The Noble disc is in the second green area. So the player pays two Pepper and one Crew chip, and builds a Market on the 10 space. The player takes 10 Reals. The Yellow player cannot build a Market on the 12 space, because the Red player has already built there.

2) Advance the Noble disc and take the action drawn on the space

A player moves their own Noble disc forward as many places as they want once per turn. However, for the stopped space on the Lisbon track, the player must pay the cost shown on the upper right of the space. The Noble disc can only move forwards, never back towards the start, and must move at least one space. After moving, the player takes the action shown by the icon on the bottom left of the space.

  • Crew chip icon: The player takes one of their Crew chips from the stock to place in front of themselves.
  • Market icon: A player builds a Market in the area with the same manner of "Build a Market". Caution: The build cost is shown in the space on the Lisbon track, not a cost shown in the area.
  • Support Card icon: The player draws two Support Cards from the pile. The player reads both cards, keeps one in hand and returns the other face-down to the bottom of the pile. If the pile has reduced to one card, the player keeps that card. If the pile is empty, nobody gets a card.
  • Reals icon: A player receives Reals by paying in the resources and Crew chips marked on the space. For each set of resources and Crew chips shown on the upper right of the space that the player pays in, they collect the amount of Reals shown on the bottom left of the space. For example, in right-hand figure, the player can pay one Tobacco, one Salt and one Crew chip. This is the set required. If the player pays this twice, the player takes 6 Reals.

3) Check phase

Once all players have dropped out of the Lisbon phase, the game moves on to the Check phase. The process is as follows.

1. Check and Collect Income from the King board

The first time any Crew chip reaches or passes the yellow 5 mark on a King board, that board delivers income. Players collect Reals based on their place on the King track and so on down. The amounts paid are shown on the King board on the top left, with the leading player getting the top amount and so on down. The 4-player icon is only used in a 4 player game. The 3-player icon is used in a 3 or 4 player game.

Any player still on the 0 space on the King track gets no Reals.

Players tied on the King track split the combined amounts evenly, rounding down. For example, if two players are tied for first place, add the Reals for first and second place and divide by two, rounding down. Another example, players are tied for second, third and fourth place, but this King only pays income to three players. So the second and third amounts are added together and divided by three, rounding down. Each of the three players gets their share.

After a King board has paid income like this once, it does not pay again until the game end.

For example: In this case, the Red player has passed the yellow space, so income is processed. The order is Red first, then Yellow and Blue are tied, then Black is last on the 0 space. So the Red takes 8 Reals. Next is Yellow and Blue. The second and third payments are added and divided by 2. (6 + 4) ÷ 2 = 5 So they each takes 5 Reals. The last is Black, but it is still on 0 space, so the Black player may not take 2 Reals.

2. Return Crew chips to each Player

At the end of the round, any unused Crew chips left on the Villages or on the Pepper Coasts are returned in front of each player. Likewise, any Crew chips placed on a King board as an indicator of resources paid are returned to the player. NOTE: do not return the Crew chips being used as markers on the King boards.

3. Change the Turn Order track

Players total up their Crew chips. The Turn Order is re-arranged with the player holding the fewest going first. If players are tied for Crew chips, their order is not changed.

For example, the current Turn Order is Red, Blue, Yellow and Black in this round. At this Check phase, the players have 5 chips, 8 chips, 6 chips and 6 chips respectively. So the Turn Order is changed to Red first, then Yellow, Black and Blue. Because the Yellow and Black were tied, their positions remain relative.

4. Check the End of Game

If all King boards have paid income, the game is ended.

If the game is not ended, the game continues from the West Africa Phase.

How to use the Support Cards

A player can save Support Cards to use from their hand during their turn in any West Africa Phase or Lisbon Phase. Cards cost no actions, and can be used before, during or after an action. A player can use multiple cards in one turn. However, a player cannot use one Support Card to process another Support Card.

If a player uses a Support Card, they must apply its effects in full. For example, a player may not pay half a Bribe. If a player cannot use the card during the game, it is discarded. Support Cards go back in the box after use.

End of Game

When all of the Kings boards have paid income, the game ends at the end of that round. Remember to update the Turn Order.

The process is now as follows: All the King boards are checked once again, and each pays a second income following the same rules. Then the Markets are counted on the Lisbon board. For the three brown areas combined, the player with the most Markets built receives 5 Reals (tied players receive 5 Reals each). The same is done for the three green areas combined, 5 Reals for the player or players with the most markets built. Caution: The very last area with the 24 Real Market is in a yellow area, and so is not included in this bonus.

For example, the bonus for Markets here:

  • Brown markets: Red 2, Blue 2, Yellow 1, Black 1, so Red and Blue both collect 5 Reals.
  • Green markets: Red 1, Blue 0, Yellow 1, Black 2, so Black collects 5 Reals.

Yellow gets 0 Reals for the Markets bonus.

Players with the Support Card "Award a Medal" take 5 Reals for each medal. Players with Ships, Adventurers or Markets in front of them take 1 Real for each one.

The winner is the player with most Reals. If tied, the winner is the player higher up on the Turn Order track.

For 2 players

In preparation, make the following changes:

  1. One of the King boards with the Adventurer icon is removed. There are only 3 King boards in the game.
  2. All players have five Crew chips instead of four.
  3. Regarding the West Africa boards, the players use two Villages and one Pepper Coast. The remaining boards are put back in the box.

Support Cards

Here are the details of the Support Cards. On the card, the text is very short. So check them here first.

Support from Ships

"This card is used as a Ship or an Adventurer, and the player takes one Market from the stock."

This card is used as a Ship or an Adventurer. And the player takes one own Market from the stock. If the stock is empty, the player takes one Real. For an Adventurer, the player takes an Adventurer from the box.

Support from Nobles

"The player moves the own noble disc to any space."

The Noble disc is moved to any space on the Lisbon track. The player does not pay the cost. The player may not select the last two spaces on the Lisbon track with a Market icon, but otherwise can move anywhere. This is the only way a player may move backwards on the Lisbon track.

Support from Churches

"The player receive a Pepper, builds one market within the own Noble disc."

This card is used only in the Lisbon phase. The player receives one Pepper only for this turn. The player is allowed one Build Market action at an empty market space from where their Noble disc stands, back to the start of the Lisbon track. They still pay the resource costs for building that Market. The player may still use Build Market as their normal action and so build two markets this turn.

Bribe

"The player pays two Reals, and advances the marker two spaces in one of King track."

The player's Noble disc is moved back two spaces on the Reals track, their Marker on one of the King track is advanced two spaces.

Support from West Africa

"The player receives any two same resources but not a Pepper."

The two resources of the same type are given only for the turn when the card is used. The player can choose to take just one if they wanted.

Support from Connections

"When the player returns the Crew chip, the player takes one Crew chip from the stock."

When a player returns a Crew chip to the stock, this card is used. The player takes back one of the returned Crew chips to in front of themselves.

Award a medal

"At the end of the game, the player takes five reals."