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Trade and Triumph

Trade and Triumph Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Game Overview
  • Card Types
    • Trade Cards
    • Influence Cards
    • Specialty Cards
  • Trade Routes
  • Trade Resources
    • Trade Post Actions
  • The City
    • Optional City Actions
  • Upgrade Boards
  • Game Rules
    • Player Actions
  • Player Turn Example
  • End of the Game
    • Determining the Winner

Components

  • 150 Cards: 60 Influence (2 of each card), 60 Trade (2 of each card), 30 Specialty
  • 100 Tokens: Eternal Reminders, Gold, Victory Points
  • 12 Upgrade Gems
  • 28 Trade Resources
  • 4 Upgrade Boards
  • 4 Traders
  • 1 Game Board
  • Trade Posts

Game Setup

  1. Place the game board within reach of all players.
  2. Create a supply of trade resources above and below the city on the board, placing them next to their appropriate color.
  3. Place the eternal reminder tokens off to the side.
  4. Shuffle the influence, trade, and specialty cards into 3 separate decks and place them near the board, leaving room for 3 separate discard piles.
  5. Each player takes the following:
    • the trader of their choice
    • the matching upgrade board and 3 upgrade gems
    • 10 gold
  6. Place the selected traders in the city to begin.

The use of eternal reminder tokens is optional. Place them on your played eternal cards (see pg. 3) and remove them each time you use that card's effect during your turn. Additionally, these tokens can assist in tracking your player actions for the turn (see pg. 5).

Game Overview

Trade and Triumph features 150 cards divided into 3 decks: trade, influence, and specialty. The trade deck focuses on gold investment, influence facilitates building passive income and player interactions, while specialty cards boost power and help you gather victory points. Alongside cards, the game board includes various trade routes where players collect resources. These resources can be sold immediately for victory points or held for ongoing benefits and sold later. Skillfully manage these elements to be the first to reach 20 victory points and claim victory.

Card Types

Trade Cards

Trade cards are played face down and can optionally be revealed when your trader completes a trade route. You may keep any number of trade cards face down, deciding which to reveal each time a route is completed. These cards primarily provide gold, indicated in the card effects when revealed. Some trade cards also grant gold bonuses for regions traveled, indicated by a circular symbol containing the region's color and terrain. Note that not all trade cards offer gold; others may have different effects.

Card anatomy (Trade Card): Region bonus (for example, "+6 gold when revealed if your trader traveled through the desert"); card effect; cost in gold to play.

Influence Cards

Influence cards require gold to play. Some provide immediate effects, while eternal cards deliver ongoing benefits and can be activated once each turn. Players cannot have duplicates of any eternal card in play; if a duplicate is put into play for any reason, it must be discarded.

Card anatomy (Influence Card): cost in gold to play; card effect; eternal symbol (once played, the card remains out in front of you. You may use the card effect each turn).

Eternal card effects do not count as a player action and can be used once per turn, if applicable. These effects may be activated immediately when relevant.

Specialty Cards

Specialty cards are very powerful but cost 10 gold to draw. These cards offer significant effects and can reward you with victory points.

If you choose to pay 10 gold to draw from the specialty deck, it counts as 1 draw action for your turn. Specialty cards are played face up and the card effects are applied immediately.

Card anatomy (Specialty Card): all specialty cards are played face up; card effects.

Trade Routes

The game board features 8 trade routes, spanning 4 unique regions: forest, mountain, desert, and ocean. Each turn, you will move your trader along a chosen trade route, continuing until you complete the route. When your trader reaches a trade post or the city, you will immediately receive 1 trade resource and can reveal any of your face down trade cards, applying their effects.

From a trade post, you must return to the city by either passing through the post to a different region or returning through the region you initially traveled. If you have enough movement, you can continue past the city or a trade post once you reach it. However, if you wish to perform any actions at a city or trade post, you must stop there before continuing. After completing these actions, you can then use any remaining movement actions for the turn.

Trade Resources

There are 2 trade posts. Every time your trader reaches a trade post, you receive a trade resource. The trade resource you get is determined by the route you travel through to reach the post. You can also reveal your trade cards here and sell cards for gold if you choose to.

Resources:

  • Green = Forest
  • White = Mountain
  • Yellow = Desert
  • Blue = Ocean

Some cards provide benefits in specific regions. Trade posts count as both regions that they are connected to.

There is no limit to the number of resources you can hold.

Diagram callout: +1 Forest Trade Resource (at a Trade Post).

In the unlikely event that the board runs out of trade resources, use eternal reminders to track resource allocation until more become available.

Trade Post Actions

  • Take 1 resource cube.
  • Reveal trade cards.
  • Sell cards in your hand for 1 gold each.

When selling cards, discard them to the appropriate discard pile.

The City

When your trader arrives at the city, you can reveal and apply the effects of your trade cards. While you're here, you have the option to sell any number of trade resources for 1 victory point each. Trading 1 of each type of resource earns 6 victory points.

Additionally, you can sell any cards from your hand for 2 gold each at any point during your turn.

Optional City Actions

  • Reveal trade cards.
  • Sell trade resources for victory points.
  • Sell cards in your hand for 2 gold.

If another player forces your trader into a trade post or the city, you will not reveal trade cards or gain trade resources. On your next turn, you cannot perform any city or trade post actions, as these actions are available only when you complete a trade route. You must start your turn by choosing a trade route to travel, as if departing from the city or trade post.

Diagram callouts: You do not get trade resources for reaching the city. When revealing trade cards, you do still receive gold bonuses based on the region you traveled through.

Upgrade Boards

Every player begins the game with an upgrade board, with 3 upgrade gems on the leftmost squares of the board. Any time during your turn, you may choose to spend the required gold (shown on the upgrade board) to permanently apply upgrades of your choice.

The upgrade options are:

  • Allows your trader to move additional spaces each turn.
  • Allows you to draw additional cards each turn.
  • Allows you to play additional cards each turn.

Upgrades must be applied in order from left to right. Upgrades set the limit for the number of actions you can take; however, you are not obligated to fully utilize these upgrades. For instance, if you've upgraded your movement to allow up to 4 spaces, you can choose to move fewer spaces instead. After purchasing an upgrade, you may immediately use the added action.

Game Rules

The player who most recently made a trade or transaction goes first. Play then proceeds clockwise. Each turn, players can perform a number of actions corresponding to their upgrade boards. These actions may be used in any order and combination throughout the turn.

Player Actions

At the start of your turn, you have the flexibility to take several actions in any sequence you choose, as allowed by your upgrade board:

  • Move: Move your trader at least 1 space on a trade route. You can split this movement across your turn. Remember, once you choose a trade route, you must complete it before starting another.
  • Draw: Choose a deck to draw a card from. If your draw ability is upgraded, you may draw additional cards, but each must be from a different deck. You cannot use a draw action to draw more than 1 card from the same deck during a single turn, unless a card states otherwise. Remember, drawing from the specialty deck costs 10 gold.
  • Play: Play cards from your hand up to the limit set by your upgrades, in any order throughout your turn.

Your turn ends once you have either completed or chosen not to use all available actions. You are not required to draw or play a card, but your trader must move at least 1 space each turn.

If you have more than 7 cards in your hand at the end of your turn, you must discard cards to their appropriate discard piles until you have 7 cards in your hand.

You can activate any eternal cards you have played at any time during your turn, including the turn they are played, unless otherwise specified. Playing an eternal card counts as a play action, but activating its effects each turn does not.

Player Turn Example

Diagram labels: Player's Upgrade Board: Move: up to 2 spaces per turn, with the option to split this movement throughout the turn. Draw: 2 cards per turn, each from a different deck; the player may choose to split up these draws. Play: 1 card per turn.

The player currently has 6 gold and no cards in their hand. Player's Trader is traveling toward the trade post through the mountain region.

  • Draw Action: The player starts by drawing a card from the trade deck and receives "Spice Caravan."
  • Play Action: They play "Spice Caravan" face down in front of them.
  • Move Actions: The player uses 2 move actions to travel to the trade post.
  • Trade Post Arrival: Upon reaching the trade post, they gain 1 mountain trade resource and choose to reveal "Spice Caravan." Although they bypass the card's +2 gold bonus since they did not travel through the desert, they still earn 4 gold per the card effects.
  • Final Action: The player decides to spend their total of 10 gold draw from the specialty deck for their last action.

The player could have chosen to move only 1 space for the turn. If they did, they could draw and play another trade card before reaching the trade post next turn. If the player chose to move into the trade post first, they would have not been able to obtain and reveal their trade card.

Notes: Revealing trade cards does not count as an action. Trade cards are revealed only when completing a trade route. Once you are on a trade post or the city, it's considered the start of a new trade route.

End of the Game

When a player reaches 20 victory points, the game end is triggered. Complete the current round is so that all players have had an equal number of turns.

Determining the Winner

The player with the highest number of victory points is declared the winner.

Tie-breaker conditions (in order):

  1. If there is a tie for victory points, the tied player with the most gold wins.
  2. If there is still a tie after considering gold, the tied player with the most upgrades wins.
  3. If players are still tied after considering upgrades, the tied players share the victory.