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HOW TO PLAY:

Work Cycle Phase:

On your turn, you may cycle each Worker 1 step through the
Work Cycle. When you choose to move a Worker, they generate
a resource based on the space they land on. Workers that land
on a Labor Space (indicated by a hammer symbol) earns you 1
Labor for that turn. The Coin Space (indicated by a dollar sign)
earns you 1 Coin (if there are no Coins left, you cannot earn
any Coins). A Worker that does not move does not generate a
resource. You must move at least 1 Worker on your turn.
You will get access to additional Workers during play by
building specific Structures or from the Harbor. When cycling
Workers, you may only cycle Workers that you have access to.

STORY:

Two families vie for power as you settle a new provincial


town. Build camps and banks, smithies and harbors and control
growth as your town develops!

WINNING:

You win by having the most VP at the end of the game. VP


values are indicated by the red ruby icons found on the Province
Board and Goal Tokens. Do this by building Structures as efficiently as you can. The game can end three ways:

When one player has built 7 Structures.


When one of each Structure has been built.
Once all Goal Tokens are claimed or removed.

COMPONENTS:

Before play, ensure you have the following components:


1 Province Board
7 Red Structure Tokens
7 Blue Structure Tokens
3 Green Worker Tokens
1 Yellow Camp Worker Token
1 Orange Village Worker Token
3 Red and Blue Sailor Worker Tokens
2 Ship Tokens
5 Goal Tokens
8 Silver Coins (Value 1)
2 Gold Coins (Value 5)
1 Platinum Coin (Value 10)
1 Lender Coin (LIII)

Example: If your opponent built the Camp, and you did not,
you may not move the Yellow Camp Worker - unless you use the
Lender Coin (explained in the Lender Coin section). If both of
you have the Camp, you may both move that Worker.

Resource Spending Phase:

After cycling Workers, there are a few actions you may take.
If you have the necessary resources, you may build a Structure.
A Structures cost is indicated on the border of the Province
Board next to the labels that indicate the Structures name. Hammers indicate the required Labor and dollar signs indicate the required Coin. In the case of the Lender, you need 2 Labor and 2
Coin. If you wish to build that Structure, pay the cost, returning
coins to the supply, and then place 1 of your Structure Tokens
next to that Structures label to the side of the Province Board.
If you are the first to build that kind of Structure, it is worth
the VP listed at the top of that Structures cost area. While some
Structures are only worth 1 VP, other more advanced Structures
are worth 2 VP. For example, the Lender is worth 1 VP, and the
Bank is worth 2.

SETUP:

Place all of the Coins below the Province Board. Place the
three Green Worker Tokens on the Work Cycle (1 per space).
Place the other Worker Tokens above the Province Board. Shuffle the face-down Goal Tokens and place them in a stack above
the Province Board. Place the 2 Ship Tokens above the Province
Board. Each player should take all of the Structure Tokens of a
color. When youre ready to play, determine who goes first. We
recommend flipping one of the ship tokens and calling black or
white. Before starting, reveal the first goal by turning it over.
If your opponent has already built a given Structure, place
your Structure Token next to the previously placed Structure
Token, but further from the board.
Some Structures have arrows pointing to them from other
Structures. These cannot be constructed until you have built the
Structure below it. For example, the Bank cannot be built without building the Lender first, the Village without the Camp, and
the Smithy without the Mill.
If you find you have extra Labor, or need additional Coin,
you have the option to Grind (see Grind section).
You may also hire sailors in the Resource Spending Phase,
which give you access to new workers (see The Harbor and Sailors section).

Structure Effects:

When a player builds a Structure, they get access to the


effects associated with them. These effects apply through all
phases of the game.

The Lender unlocks the Lender Coin.

To hire a sailor, during the Resource Spending Phase, pay 3


Coin and take a sailor from the supply. Set their face up side so
it matchs your color, and place them on the top Labor Space of
the Work Cycle. Sailors can only be hired if there are un-hired
Sailors available, and you may only hire 1 Sailor per turn. A sailor
can only be moved by the player that hired them, and cant be
borrowed with the Lender Coin.

Grind:
The Bank makes the Coin Space on the Work
Cycle earn 2 Coin per Worker instead of 1.

The Camp adds the Yellow Worker to the


Work Cycle, place them on the top Labor
Space of the Work Cycle.

The Village adds the Orange Worker to the


Work Cycle, place them on the top Labor
Space of the Work Cycle.

The Mill earns you 1 Labor at the start of each


turn.

You also have the option of spending 2 Labor to earn 1 Coin.


This action is always available during your Resource Spending
Phase, and you can do it as much as you can afford. There is a
tab at the bottom of the Province Board to remind you.

Goals Tokens:

There are 5 Goal Tokens and they are shuffled to be in a


different order for each game. If a player completes the face-up
Goal, they claim that Goal Token, which is worth 1 VP. When a
goals condition is met, that goal token is immediately claimed
by the player who met it. Turn the next goal face-up. When you
reveal a goal, if both players have already completed the goal
condition, remove that goal token and reveal the next one.

Workers Goal: Employ 2 Workers besides the


Green workers by hiring Sailors or by building
the Camp or Village.

The Smithy earns you a second Labor at the


start of each turn.

Labor Goal: Earn 5 Labor on a single turn.


The Union allows you to spend 2 Coin to earn
1 Labor.

Structure Goal: Be the first to own 4 Structures.

The Harbor unlocks use of the Ship Tokens.


5 Coin Goal: Possesses at least 5 Coin.

Lender Coin:
2 VP Structure Goal: Be the first to own 2
Structures that are worth 2 VP.
If a player has built the Lender, they may borrow (use the effects of) a Structure their opponent has built. If they choose to
do so, they take the Lender Coin (during any phase). The player
who possesses the Lender Coin can return it to the supply by
paying 3 Coin. If a player still possesses the Lender Coin when
the game ends, they suffer a 2 VP penalty. A player may not use
the lender coin if they already possess it. If both players have
built the lender, one may take the lender coin from the other in
order to borrow a structure, thereby incurring the 3 Coin debt.

The Harbor and Sailors:

ENDING THE GAME:

Once one of the three game ending events are met (one
player has built 7 Structures, one of each Structure has been
built, or all Goal Tokens have been claimed/removed), the game
is over. Each player should count up their VP earned by Structures and Goal Tokens. Players also earn 1 VP for every 5 Coin
they possess. If one of the players still has the Lender Coin, they
lose 2 VP. Whoever has the most VP wins. If the players have
equal VP, the player with more structures wins. If the players
have the same amount of structures, there is a tie.

When a player builds the Harbor, shake and cast the Ship Tokens at the end of that turn. From then on, cast them each time
the player who first built the Harbor begins a new turn. The Harbor offers a random resource each round based on the result
of casting the Ship Tokens. These resources are indicated at the
top of the Province Board. A result of:

Double White earns 1 Labor.


White and Black enables a Sailor to be hired for 3 Coin.
Double Black earns 1 Coin.

Credits:

Sam Strick: Game Designer, Artist, and Graphic Design


Clayton Grey: Assistant Designer, Business

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