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Trading Routes

Trading Routes Rulebook

Table of Contents

Table of Contents

  • Overview
  • Game Setup
  • How to Play
  • Card Types
    • TRIBE Card
    • RUINS Card
    • TRIBAL WAR Card
    • PEACE Card
  • End of Game
  • Strategies

Overview

Players take turns to play one card from their hand, either creating a new route or adding to an existing one. If your card completes a trading route, you collect all cards from that route. When the last game card has been played, players add up all the TRIBE plus any RUINS cards they have collected. The player with most trading route points wins!

Game Setup

Shuffle the game card deck and pass out, face down, 6 cards to each player. Place the rest of the card deck face down on the table, within easy reach of every player.

Now elect which player goes first. Play in a clock-wise direction.

How to Play

When it's your turn, play one of your cards on the table. You can either create an entirely new trading route by placing your card above or below existing routes OR add your card to either side of an existing trading route. Once you've placed your card, pick up a new card from the card deck.

Card Types

TRIBE Card

This card can be placed next to RUINS, PEACE or another TRIBE card.

If you place your card to the right of an existing trading route TRIBE, what your TRIBE needs must match what the TRIBE your placing next to produces.

If you place your card to the left of an existing trading route, what your TRIBE produces must match what the TRIBE your placing next to needs.

If you place your card next to a RUINS or PEACE card, your TRIBE card must still match the TRIBE card next to the RUINS or PEACE card.

Note: You can never place a TRIBE card next to a TRIBAL WAR card!

RUINS Card

This card can be placed next to a TRIBE, PEACE or another RUINS card.

Each RUINS card adds +1 to the value of the Trading Route it is on.

Note: You can never place a RUINS card next to a TRIBAL WAR card!

TRIBAL WAR Card

This card can be placed next to any card, except another WAR card.

The route is closed (on this side only) and no TRIBE or RUINS cards can be placed next to the WAR card. A Trading Route can never be completed, even if the first and last tribes match, if a WAR card is showing. Use a PEACE card to stop the WAR and open this side of the route.

PEACE Card

This card can only be placed on a WAR card.

The Trading Route has opened and players can now continue to add cards to this side of the route.

Note: If the first and last tribes on this route match, the route will automatically be completed!!

End of Game

Once the card deck is finished the game continues with the players' remaining cards in hand until the last card is placed. After that, add up all your TRIBE and RUINS cards. Each card is worth 1 point. WAR and PEACE cards have no value! The player with the most points wins the game!

Strategies

Although we consider Trading Routes one of our DBGC (Don't Busta Grey Cell) card games, there are a few strategies you can use without busting too many grey cells!

Check out our website for updates on strategies, if there's a problem with your purchase, or simply to see our other games!