Race to the New Found Land
Race to the New Found Land Rulebook
Table of Contents
Table of Contents
Components
- 60-90 min | 2-4 Players | ages 10+
- 1 Game Board
- 5 Player Boards/Card & Tile Storage Boards
- Tiles: 11 Large Ships, 17 Small Ships (including 5 Starting Ships), 34 Island Tiles, 18 Contract Tiles, 5 Frame Markers, 8 Compass Tiles, 1 Start Player Tile
- Cards: 21 "1x" Cards (5 Start Cards; 6 Charter Ships; 10 Goods Cards), 15 Objective Cards, 5 Captains, 4 50/100-Point Cards
- Wooden Bits: 100 Marker Cubes (25 in each of 4 player colors), 4 Ship Figures (1 in each of 4 player colors), 15 Cloth, 15 Wood, 12 Iron, 12 Gold
Game Setup
- Place the Game Board in the center of the table.
- Each player takes 1 Player Board at random and places it face up in front of him. Each Player Board shows the nation players are representing throughout the game. One of the unused Player Boards is placed with its back side up next to the Game Board. This is the Storage Board. Any additional unused Player Boards are returned to the box.
- From the 17 Small Ships, find the 5 with an "S" on the back. Each player takes the Ship showing the flag corresponding to his nation and places it above one of the shipyards on his Player Board. Shuffle the rest of the Small Ships and place them as a face down draw stack on the upper Ship space of the Game Board. From the stack, draw the top 4 Small Ships and place 1 face up on each of the Small Ship Market spaces.
- Shuffle the 11 Large Ships and place them as a face down draw stack on the lower Ship space on the Game Board. From the stack, draw the top 4 Large Ships and place 1 face down (so the Goods symbols are showing) on each of the Large Ship Market spaces.
- From the 21 "1x" Cards, find the 5 with an "S" on the back. Each player takes the Start Card showing the flag corresponding to his nation into his hand. Place the remaining "S" Cards on the matching space on the Storage Board. Shuffle the rest of the "1x" Cards and place them as a face down draw stack on the space in the upper right corner of the Game Board.
- Sort the 50/100-Point Cards by the point values shown in the upper right corner and place them next to the 50-Point space on the board's scoring track.
- Shuffle the 18 Contract Tiles and place them as a face down draw stack on the appropriate space on the Game Board. Draw 9 tiles and place 1 face up on each Contract space on the board.
- Shuffle the 15 Objective Cards and create 3 stacks of 5 Cards each. Place 1 face down stack on each of the spaces marked on the Game Board.
- Place the 5 Captain Cards face up on the space marked on the Game Board.
- Place all Goods next to the Game Board. Then place 1 of each of the Goods (1 Wood, 1 Cloth, 1 Iron, and 1 Gold) on this space on the Game Board. Each player then takes 1 Iron and places it in the Goods storage area of his Player Board.
- The Frame Markers are placed on the 7, 15, 20, 25 and 35 spaces on the scoring track.
- Shuffle the 34 Island Tiles and place them as a face down stack on the Explorer space (next to the Telescope) on the Game Board. Next, shuffle the 8 Compass Tiles and reveal 1 per player. Each Compass Tile indicates a particular island. Draw 1 Island Tile for each revealed Compass Tile, and place it face up on the specified island. The pictured land shape on the tile must match the space it is placed on, but the orientation of the tile does not matter. If the drawn Island Tile does not match any of the spaces on the indicated island, place it on the Storage Board and continue to draw Island Tiles until one matches. Shuffle all Compass Tiles together and place them as a face down stack on the appropriate space on the Game Board.
- Each player chooses a player color, places the Ship Figure of his color on the green space of the scoring track, and takes the 25 Marker Cubes of his color. The player with the smallest number on his Player Board takes the Start Player Tile.
The Race to the New Found Land can now begin!
Gameplay Overview
The race to discover new lands takes place over 4 game rounds.
At the beginning of each round, players will complete the Land Phase, where you will receive Income, expand your Harbor and build new Ships. This is followed by the Planning Phase, when you plan which actions you wish to perform in the round. The 4 possible actions are 1. Load, 2. Settle, 3. Deliver and 4. Discover.
After all players have finished their planning, the Action Phase is played, where players will perform their planned actions.
Lastly, the Final Phase begins, where new islands are mapped out and players fulfill their objectives.
At the end of the round, the Start Player changes, and a new round begins.
The player with the most points after 4 rounds is the winner of the game.
Land Phase
We will assume that as the reader of these rules, you are the Start Player. Therefore, you will start the round, and are the first player to receive Income. Take 1 piece of Cloth and 1 piece of Wood from the supply, and place them in the Goods storage area of your Player Board. Next, you may expand your Harbor and then build new Ships. After completing these 3 steps, the next player in clockwise order takes his turn, performing the same 3 steps. This continues until all players have completed their Land Phase for the round. We suggest that as the Start Player, you "moderate" the process by calling out the names of each player when it is their turn to perform their Land Phase steps.
The 3 steps of the Land Phase are: receive Income, expand your Harbor, and build new Ships.
Expand your Harbor
Each Player Board shows 2 expansion options.
One of these is always a new Shipyard space. This expansion always costs 1 Cloth and 1 Iron. If you want to unlock the additional Shipyard space, pay this cost from your Goods storage area, then place 1 of your Marker Cubes on the Shipyard expansion space to indicate that you have expanded your Shipyard. You now have an additional space on which to place Ship tiles for the rest of the game (see Build New Ships, below).
The other expansion is different on each Player Board. The exact effects of these expansions are explained on page 2 of the Supplement sheet (see also The Unique Player Board Expansions, below). The cost for the expansion is shown within the expansion space. Again, you may unlock this expansion by paying the appropriate cost from your supply, and placing a Marker Cube on the expansion space. You may then take advantage of the expansion for the rest of the game.
You may unlock the 2 expansions in either order, and even during the same Land Phase. All benefits from expansions will last for the rest of the game.
Build New Ships
You may now build new Ships if you wish. The available Ship Tiles are face up on the Game Board; Small Ships in the upper Market row, and Large Ships in the lower Market row.
Each Small Ship costs 1 Wood and 1 Cloth. The costs for Large Ships are indicated on the back of each Large Ship Tile. Gold can be used in place of any other Good for payment; instead of paying 1 Wood, 1 Cloth or 1 Iron, you may pay 1 Gold instead. This applies to any Goods costs in the game.
To build a Ship, you first pay its cost. Then, take the Ship Tile and place it above a free Shipyard space on your Player Board. If you build a Large Ship, make sure to turn the Ship Tile face up before placing it in a Shipyard space. You may only place 1 Ship in each Shipyard space. If you do not have a free Shipyard space, you may discard 1 of your existing Ships to the Storage Board to make room for it. If you have expanded your Harbor with the additional Shipyard space, you may place it there as well.
If you build a Large Ship, you immediately earn 3 points; move your Ship Figure forward 3 spaces on the scoring track.
Example: Yellow expands his Harbor first. For this he pays 1 Cloth and 1 Iron. He places a Marker Cube on the expansion space to indicate that he may use the additional Shipyard space from now on. Next, Yellow builds a Large Ship from the Market row. He pays the cost shown on the Ship Tile (2 Wood and 2 Iron) and places the Ship Tile face up on the expansion Shipyard space. In addition, he earns 3 points for building a Large Ship.
You may build multiple Ships in the same Land Phase turn, as long as you can afford to pay for each of them. The empty Ship Market spaces are only refilled at the end of your Land Phase. Small Ships and Large Ships must be placed in their appropriate Market rows. In this way, the next player will have a full Market of Ships to choose from. If either of the Ship draw stacks runs out, shuffle the appropriate tiles from the Storage Board, and place them on the Game Board as a new draw stack.
Objective Cards and Special Scoring Track Spaces
Note that on the scoring track, a number of important spaces are marked with Frame Markers. If, when scoring points, your Ship Figure moves onto or past a Frame Marker, then at the end of your turn, you may look through the card stack associated with that Frame Marker's icon, select one of the cards, and place it in your hand. The unchosen cards are returned face down to their space on the Game Board. You then move the Frame Marker 3 spaces backwards on the scoring track (to a lower number). However, you may never move the Marker to a space containing another Marker or Ship Figure. If this would happen, the Marker remains on the space in front of the occupied space. When all players have reached a Frame Marker, take that Marker from the scoring track and place it on top of the corresponding stack of cards on the Game Board.
Example: Yellow has passed the space containing the square Frame Marker. Yellow takes the Objective Cards from the space, selects a card from it and places it in his hand. He then returns the remaining cards to the space. He then moves the square Frame Marker back 3 spaces on the scoring track. Since no other Frame Marker or Ship Figure currently occupies the 4 space, he may place the Frame Marker there.
Important: There are 2 small exceptions to the Frame Marker rules:
- The 2nd Frame Marker (Pentagon) allows you to choose a Captain Card. The chosen Captain is placed face up in front of you and gives you certain benefits, which are explained in detail in the Supplement (see The Captains, below).
- The 4th Frame Marker (Triangle) allows you to choose an available Good from the Triangle space and place it in the Goods storage area of your Player Board.
Planning Phase
Players now plan all of their actions for the round. Only after all players have completed their planning, will they perform the actions in the Action Phase.
Each player has the same 4 actions available: 1. Load, 2. Settle, 3. Deliver and 4. Discover. We will take a closer look at the exact sequence of actions in the Action Phase section of the rules. For now, it is enough to understand that during planning, the process for the individual actions is almost identical.
We will assume that you are still the Start Player. The Planning Phase always begins the Load action. If you wish to load, you must move a Ship Tile from one of your Shipyards to the Load action area below your Player Board.
Charter Ships: Instead of loading with a Ship Tile from one of your Shipyards, you may play a Charter Ship card from your hand to the Load action area. A Charter Ship is treated the same way as a Ship Tile, but you may only use each Charter Ship once. At the end of the round, discard any played Charter Ships to the Storage Board. A Charter Ship does not need its own Shipyard, but still counts toward the maximum number of Ships allowed for each action (see below).
If you do not wish to Load at this time, you simply do not move a Ship to the Load action area.
After you move a Ship to the Load action area (or decline to), call the next player in clockwise order. He now has the opportunity, like you, to move a Ship to the Load action area. In turn order, each player is asked once if he would like to plan the Load action.
Then, follow the planning process for the other 3 actions, in order. The process is always the same. As the Start Player, you decide first whether or not you would like to plan each action, then in turn order, each other player will make the same choice (to plan the action or not).
Example: Blue moves a Small Ship Tile from his Shipyard to the Load action area. The number on the crate (here, 3) indicates the "strength" at which he can perform the Load action.
Note, however, that there is one important difference: in each of the 3 remaining actions — 2. Settle, 3. Deliver and 4. Discover — you may assign multiple Ships. In this way, you reinforce the action. The maximum number of Ships you may assign to each action is shown in that action's area of your Player Board.
Example: Blue moves a Small Ship from a Shipyard to the 2. Settle action area. He also plays a Charter Ship card from his hand to the same area. He may place a third Ship in this action area, but he decides to save his remaining Ships for the other two actions.
The Ships' Abilities
Regarding the symbols on the Ships, the number on the crate relates to the Load and Deliver actions, the number on the settlers relates to the Settle action, and the number on the telescope relates to the Discover action. The higher the number, the greater the yield of the respective action.
Once all players have finished assigning Ships to any actions they wish to, the Planning Phase ends and it's time to set sail! If players have any unassigned Ships at this point, they cannot use them in this round.
Action Phase
As with the Planning Phase, the Start Player "moderates" the Action Phase, beginning with the Load action.
If you placed a Ship in the Load action area during the Planning Phase, first look at the number on the Ship's sail. In turn, ask each player for their sail value. The player with the highest sail value performs the action first, then the player with the second highest sail value, and so on. If multiple players have the same sail value, they perform the action in clockwise order from the Start Player.
The "sail value" is indicated at the top of each Ship Tile or Charter Ship card. The number on the sail determines the turn order.
Example: Blue has a Ship with a sail value of 2 in his Load action area. Red also has a sail value of 2, and Yellow has a sail value of 4. Yellow will perform the Load action first. Red is the Start Player and therefore plays before Blue.
After completing an action with a Ship, return that Ship to the Shipyard if it is a Ship Tile, and to the Storage Board if it is a Charter Ship card. A detailed explanation of each action follows below.
Once all players have performed the Load action, the Action Phase continues in the same way with the remaining 3 actions: 2. Settle, 3. Deliver and 4. Discover. These actions may involve multiple Ships. In such a case, the sail values of all Ships in a player's action area are totaled and the player with the highest total sail value performs the action first.
Example: Red decided to focus on the Settle action this round, and assigned the maximum number of 3 Ships to the action area. He thus has a total sail value of 9. Blue only assigned 1 Ship, with a sail value of 3, to the Settle action area, and Yellow did not assign any Ships there. Therefore, Red will perform the Settle action first this round, followed by Blue. Yellow will not perform the Settle action this round.
When all players have completed all of their planned actions, the Action Phase ends.
The Actions in Detail
1. Load
The number on your Ship's crate icon determines which Good you will receive for the Load action. Take 1 of the Good corresponding to the crate number, as shown on your Player Board, and place it in the Goods storage area of your Player Board. You may always choose to take a less valuable Good. You then draw as many cards from the "1x" stack as your crate value indicates. If the draw stack runs out, shuffle the "1x" cards on the Storage Board to create a new draw stack. You may keep 1 of the drawn cards and place it face down in front of you. Place the unchosen cards on the Storage Board.
A crate value of 3 earns 1 Iron.
Regarding the "1x" cards, we have already described how to use Charter Ship cards in the Planning Phase section above. You may play Goods and Scoring cards at any time during your turn. You simply receive the indicated Good(s) or points, and place the card on the Storage Board.
Example: Red has a Ship Tile with a crate value of 3 in the Load action area. He is entitled to take 1 Iron. However, he chooses instead to take the less valuable Cloth, and places it on his Player Board. He then draws 3 "1x" cards from the draw stack. He selects 1 of them to keep, and places the other 2 drawn cards face down on the Storage Board.
2. Settle
The number on your Ship's settlers icon determines the extent to which you are allowed to perform the Settle action. Here, the settlers value on each Ship is resolved individually.
Note: To determine the turn order for all parts of the Action Phase, each player uses their total sail value, as usual.
If a Ship's settlers value is 1, you may place 1 of your Marker Cubes on 1 of the 2 spaces of a nearby Island Tile. You may only place Marker Cubes on empty spaces. Then, you choose 1 of the 2 bonuses shown on the Island Tile. Each Island Tile contains 2 spaces for Marker Cubes. Below the spaces, the 2 possible bonuses are shown, separated by a slash.
If a Ship's settler value is 2, place a stack of 2 Marker Cubes on the same empty space of an Island Tile, and take 1 of the 2 bonuses. The additional Marker Cube is important for island scorings, and for some Objective Cards.
Example: Red has 3 Ships in his Settle action area. He resolves each Ship individually. His first Ship has a settler value of 1, so he places 1 of his Marker Cubes on an empty Island Tile space, and takes 1 Wood and 1 Cloth. (This particular bonus includes 2 Goods.) His second Ship has a settler value of 2; therefore, he places a stack of 2 Marker Cubes on an empty Island Tile space. For his bonus, he chooses the 3 point option, and receives them immediately. His third Ship is a Charter Ship which also has a settler value of 1. He may once again place a Marker Cube on an empty Island Tile space, and he chooses the 3 point bonus again. After he is done resolving all of his Ships, he returns his 2 Ship Tiles to his Shipyard, and he places the used Charter Ship card on the Storage Board.
If you cannot or do not want to settle on an empty Island Tile space, you may instead settle in New England (near the lower left corner of the Game Board). You do not place any Marker Cubes, and receive 1 point for each Marker Cube not placed.
3. Deliver
The number on your Ship's crate icon determines how many Goods you are allowed to Deliver. For each delivery, you need 1 Ship. You may use several Ships for the same Contract, but you may never use 1 Ship for multiple Contracts.
There are several Contract Tiles on the Game Board. To fulfill a Contract, return the Goods indicated on a Contract Tile to the general supply. You then receive the number of points shown on the Contract Tile, and place the tile on the Storage Board.
Whenever you fulfill a Contract, place 1 of your Marker Cubes on an empty space in the city from which the Contract was fulfilled. If there are no empty spaces remaining in a city, you cannot place a Marker Cube there, but you may still fulfill Contracts from that city.
Finally, you draw a new Contract Tile from the draw stack and place it in the empty Contract Tile space, so there are always 9 Contracts available. If the draw stack runs out, shuffle the Contract Tiles on the Storage Board to create a new draw stack.
Example: Yellow has 3 Ships in his Deliver action area. His first Ship has a crate value of 3; therefore, he may deliver a maximum of 3 Goods with it. He decides to deliver 2 Wood to Hamburg, and receives 3 points for doing so. However, he may not place a Marker Cube in Hamburg because all spaces are already filled. His other 2 Ships each have a crate value of 2. He combines their values in order to fulfill a contract in Stockholm that requires 4 Goods. He delivers 1 Wood, 1 Cloth and 2 Iron to Stockholm. For fulfilling this Contract he receives 11 points. He then places a Marker Cube on the last remaining empty space in Stockholm. He returns the delivered Goods to the general supply, and places the fulfilled Contract Tile on the Storage Board.
If you cannot or do not want to fulfill a Contract, you may instead deliver Goods to Antwerp. Each Good delivered earns 1 point, but you still need the proper crate value for the total number of Goods you would like to deliver.
4. Discover
The sum of the numbers on the telescope icons on the Ships in your Discover action area determines how many Island Tiles you may discover. First, draw as many Island Tiles from the draw stack as the sum indicates. (If the draw stack runs out, shuffle the Island Tiles on the Storage Board to create a new draw stack.) Next, place 1 of the drawn Island Tiles per Ship used for this action onto the Game Board. You may never place more Island Tiles than you have drawn. You may choose on which Island to place each tile; however, the pictured land shape on the tile must match the space it is placed on. The orientation of the tile does not matter. Any remaining unplaced Island Tiles are placed on the Storage Board.
Then, place 1 of your Marker Cubes on an empty space on the just-placed Island Tile. Finally, you receive all bonuses depicted on the tile. The second Marker Cube space remains empty, and may be filled by any player later in the game.
Example: Blue has 2 Ships in his Discover action area. The sum of his telescope values is 5. He therefore draws 5 Island Tiles. From these, he selects 2 (1 for each Ship) and places them on appropriate empty Island spaces on the Game Board. He places the remaining 3 tiles on the Storage Board. He places 1 of his Marker Cubes on each of the just-placed Island Tiles, and receives all bonuses depicted on those tiles. Blue therefore receives a total of 1 Wood, 2 Cloth, 1 Gold and 2 points.
Final Phase
Expanding the Island Maps
After all players have carried out all of their actions, the island maps will be expanded by placing additional Island Tiles on the Game Board. As the Start Player, you begin by revealing 1 Compass Tile and placing it face up on the Compass space showing the highest visible number. Then, depending on the number of players, you reveal as many Island Tiles as indicated on the Game Board, one at a time. These tiles are placed on the island depicted on the just-drawn Compass Tile. If an Island Tile will not fit on this island, place it on the Storage Board and continue to draw new Island Tiles until 1 of them fits. If there are no empty tile spaces on the corresponding island, no additional Island Tiles will be revealed.
Example: You reveal a Compass Tile depicting Nova Scotia and place it face up on the proper Compass space on the board. Since there are 3 players in this game, you would normally reveal 2 Island Tiles. However, there is only 1 empty space remaining on Nova Scotia, so you only draw 1 tile. The drawn tile fits in the empty island space, so you place it there, and draw no additional Island Tiles.
Island Scoring
Now, you will examine all 4 islands on the Game Board. If there is an island on which all island spaces are filled with Island Tiles and there is currently no Good on the victory point symbol of that island, there is then a scoring of that island, as follows: Each player counts how many Marker Cubes he has on that island, and receives 1 point for each cube. In addition, the player with the most Marker Cubes on the island receives the first place bonus (the larger of the 2 point values on the victory point symbol). The player with the second-most Marker Cubes receives the smaller of the 2 point values. If multiple players are tied for first place, they each receive the second place point value, and the remaining players receive no bonus points. If there is a tie for second place, none of the tied players receive any bonus points.
Each player totals the number of points earned for the island being scored, and counts them on the scoring track in turn order. This is important with regards to the proper resolution of Frame Marker bonuses. Lastly, place any Good from the general supply on the victory point symbol, to indicate that this island has already been scored.
Example: All of Nova Scotia's island spaces are filled with Island Tiles, and the victory point symbol (8/4) does not have a Good placed on it. Therefore, Nova Scotia will now be scored. First, players count how many Marker Cubes they have on the island. Red and Blue have 5 cubes each, and Yellow has only 3. Red and Blue are tied for the majority, and due to this tie, Yellow will not receive any bonus points. Red (the current Start Player) receives 9 points (5 + 4) first, then, continuing in turn order, Yellow receives 3 points (for only his Marker Cubes), and finally Blue receives 9 points (5 + 4). To indicate that Nova Scotia has been scored, Red (the Start Player) places any 1 Good from the supply on the victory point symbol (8/4).
Note: If several islands are eligible to be scored, begin with the island that rewards the highest number of bonus points. The players' Marker Cubes remain on the Island Tiles; they are not removed.
City Scoring
Next, you will examine all 3 cities on the Game Board. If there is a city in which all cube spaces are filled with Marker Cubes and there is currently no Good on the victory point symbol of that city, there is then a scoring of that city, as follows: Each player receives 1 point for each Marker Cube he has in that city. In addition, the player with the most Marker Cubes in the city receives the first place bonus (the larger of the 2 point values on the victory point symbol). The player with the second-most Marker Cubes receives the smaller of the 2 point values. If multiple players are tied for first place, they each receive the second place point value, and the remaining players receive no bonus points. If there is a tie for second place, none of the tied players receive any bonus points.
Each player totals the number of points earned for the city being scored, and counts them on the scoring track in turn order. This is important with regards to the proper resolution of Frame Marker bonuses. Lastly, place any Good from the general supply on the victory point symbol, to indicate that this city has already been scored.
Example: All of Stockholm's cube spaces are filled with Marker Cubes, and the victory point symbol (8/4) does not have a Good placed on it. Therefore, Stockholm will now be scored. First, players count how many Marker Cubes they have in the city. Yellow has 3 cubes, and Red and Blue each have 1 cube. Yellow has the most cubes, and receives the bonus of 8 points. Since Red and Blue are tied for second place, they receive no bonus points. In order, Red receives 1 point, Yellow gets 11 points, and Blue gets 1 point. To indicate that Stockholm has been scored, Red (the Start Player) places any 1 Good from the supply on the victory point symbol (8/4).
Note: If several cities are eligible to be scored, begin with the city that rewards the highest number of bonus points. The players' Marker Cubes remain in the cities; they are not removed.
The 50/100-Point Cards
If you reach or pass the 50-point space on the scoring track, take the top 50/100-Point Card from its stack and place it in front of you. If you pass the space a second time, flip your card over to show the 100-point symbol.
Resolve the Objective Cards
Each player may now resolve any of his Objective Cards. As the Start Player, you begin this process by revealing an Objective Card you wish to resolve. Each card shows a condition to be met on the left side, and a point value on the right. If you can fulfill the condition, you will receive the indicated points.
You may resolve more than 1 Objective Card in a round. However, for each card after the first that you wish to resolve, you must pay any 2 Goods to the general supply. After you finish resolving your Objective Card(s), each other player in turn order may resolve any of their cards. The individual Objective Cards are explained in detail in the Supplement (see The Objective Cards, below).
Example: Yellow resolves an Objective Card. Since he has 2 Iron in his supply, he receives 5 points. (He does not have to give up the Goods.) Yellow decides to resolve another Objective Card. He pays 2 Wood to do this, and reveals this card. Yellow has 9 Marker Cubes on Island Tile spaces, so he receives another 10 points.
Start Player
Finally, the Start Player Tile is passed clockwise to the next player, and a new round begins.
After 4 rounds, the game ends with a final scoring.
Game End
Final Scoring
For each Marker Cube a player has in unscored cities and islands, he receives 1 point. No bonus points will be awarded in unscored cities and islands.
Each player receives the amount of bonus points shown on his 50/100-Point Card.
Players then receive 2 points for each remaining "1x" Card in their possession, and each unresolved Objective Card.
The player with the most points is the winner. If 2 or more players are tied for most points, the tied player with the most Goods in his supply is the winner. If there is still a tie, the tied players share in the victory.
Example of the final scoring: First, each player counts his Marker Cubes on unscored cities and islands and gets 1 point per cube. Yellow receives 4 points, Red receives 2 points, and Blue, with no remaining Marker Cubes, receives no points. Since Blue was the first to reach 50 points, he earns 5 bonus points. Red gets 3 points and Yellow gets 1 point. Yellow receives 2 points for his unresolved Objective Card. Red has 2 remaining "1x" Cards and receives 4 points for them. Blue was able to use all of his cards during the game, and has none remaining. Yellow earned 69 points during the game, and ends the game with 76 points. Red earned 73 points during the game and ends the game with 82 points. Blue earned 80 points during the game, and ends the game with 85 points, making him the winner!
Variant
To make the game more challenging, you may place the Frame Markers on higher scoring track spaces when setting up the game.
Example for experienced players: Place the white triangle on the 30, and the star on the 40.
A Note about Component Limits
The Marker Cubes and Goods are not limited. If the amount provided in the game is not sufficient, you may substitute with any suitable materials.
Changes for a 2-Player Game
During the Expanding the Island Maps step (in the Final Phase of each round), place 1 Marker Cube of an unused color on each placed Island Tile. This symbolizes a third great power, also discovering new countries as the players are. These Marker Cubes are counted like those of the players during the island scorings.
The Objective Cards
All Objective Cards have the same basic structure, and can only be resolved during the Final Phase of each round. To resolve an Objective Card, you must meet (or exceed) either the top or bottom condition shown on the card to receive the indicated points. After resolving an Objective Card, it is placed on the Storage Board.
- There is 1 Objective Card for each of the Goods (Wood, Cloth, Iron, Gold). To resolve 1 of these Objective Cards, you must have at least the indicated number of the shown Good on your Player Board. Note: The Goods Objective Cards only have 1 objective on them, instead of 2. You only have to have the indicated Goods, you do not have to give them up. Gold cannot be used as other Goods.
- There is 1 Objective Card each for Small Ships and Large Ships. To resolve 1 of these Objective Cards, you must have at least the indicated number of Small or Large Ships (depending on the card) on your Player Board.
- There is 1 Objective Card for each of the symbols (crate, settlers, telescope, sail). To resolve 1 of these Objective Cards, you must have at least the indicated number of the indicated symbol on your Ship Tiles (Small and/or Large). Note: Symbols on Charter Ships, Captains and Expansions do not count toward resolving this Objective Card.
- To resolve this Objective Card, you must have placed at least 6 or 9 Marker Cubes on any 1 island.
- To resolve this Objective Card, you must have placed at least 6 Marker Cubes on each of 1 or 2 scored islands. Example: Green has placed 8 Marker Cubes on Newfoundland and 6 on Prince Edward Island. Both of these islands have been scored. Green receives 13 points when resolving this Objective Card.
- To resolve this Objective Card, you must have placed at least 3 or 4 Marker Cubes in 1 or more cities.
- To resolve this Objective Card, you must have placed at least 1 Marker Cube in 1 or 2 scored cities.
- To resolve this Objective Card, you must have placed at least 10 or 15 Marker Cubes on 1 or more islands.
The Captains
When you reach the Pentagon Frame Marker on the scoring track, you may choose 1 Captain Card. Each Captain gives you a certain special ability:
- Columbus: With Christopher Columbus, you may place 1 additional Island Tile from those you have drawn during the Discover action. As usual, you also place 1 Marker Cube on this Island Tile and receive both bonuses indicated on it.
- Magellan: You may use Ferdinand Magellan's ability during each Planning Phase. When assigning Ships, Magellan increases the sail value of 1 Ship by 7.
- Cortés: When you take Hernán Cortés, you immediately receive 1 Gold. For the rest of the game, you receive 1 Gold at the beginning of every Land Phase.
- Da Gama: You may use Vasco da Gama's ability during each Planning Phase. When assigning Ships, da Gama increases the crate value of 1 Ship by 3 (for either the Load or Deliver action).
- Drake: With Sir Francis Drake, you have 1 additional Shipyard in which you may place a Ship Tile when building Ships.
Example: Green takes Drake and places him next to his Player Board. In the next Land Phase, he builds a Small Ship and places it in the extra Shipyard that Drake provides.
The Unique Player Board Expansions
Each Player Board nation has its own unique expansion, which gives you a certain advantage throughout the game, as follows:
- Portugal: When you unlock the Shipyard expansion, you have 1 additional Shipyard in which you may place a Ship Tile when building Ships.
- Spain: When you unlock the Colonial Administration expansion, you may place an additional Marker Cube on 1 of the 2 cube spaces on an already-placed Island Tile when performing the Settle action. You then choose 1 of the 2 indicated bonuses on the Island Tile.
- France: When you unlock the Customs expansion, you receive an additional 3 points for each Contract you fulfill when performing the Deliver action.
- Netherlands: When you unlock the Naval Office expansion, your sail value is increased by 2 when determining turn order for any action (Load, Settle, Deliver or Discover).
- England: When you unlock the Colonial Harbor expansion, you may keep 1 additional "1x" Card when performing the Load action (if you draw at least 2 cards).