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Turn Phases

A.

Place Colonists/Specialists

B.

Event Box Resolution

C.

Fill squares from left to right (except


Specialists).
Initiative box: max 1 placement per
player.
All other boxes: as many as players
wish.
Resolve in order shown to right

Income from trade goods sets

Capital Building Benefits

E.

Refresh Capital Buildings up to 5

G.

Initiative: take $ equal to number in square.


Leave colonists there for now.

Colonist Dock: in box order, move colonists to


any discovered new world region. First to 3 colonists
in each region takes the Trade Good.

Trade Goods: in box order, take 1 Trade Good per


colonist*.

Merchant Shipping: Most colonists* takes ship.


Ties broken by current turn order.

Captain = 2 colonists Merchant = 2 colonists

Capital Buildings: in box order, may purchase 1


X Y Z = $1 X X X = $3 X X X X = $6 building per colonist*.
Max 1 Merchant ship per set as wild.

$10 in Age I $14 in Age II $20 in Age III

D.

F.

Event Box Resolution

Discovery: in turn order, pass action, send some

or all colonists in Discovery box. If number of


natives on chosen Discovery counter then take
counter, plunder $, and place one colonist in that
Remix untaken Trade Goods & draw region.

Captain = 2 colonists Soldier = bonus $ each.


4

Use Discovery cards when counters run out.

Replace Merchant Ship if taken

H.

Players take 5 new colonists

I.

Initiative box changes turn order


Score colonies on turns 3, 6 and 8.
Score Income, Buildings & Discoveries on

Specialists: take Specialist under your


colonist(s)*.

Warfare: in box order, Battle in one region (free)


or War in all regions with one player ($10) per
colonist*.
* = return colonists from the box to supply.

turn 8.
J.

Advance turn marker

Specialists

Victory Points

Missionary

At end of Ages I, II and III:

Colonist Dock: add 1 Colonist from


supply when placed in a New World
region.

Each region scores for all players there only if any


player has 3+ colonists/specialists there.

Merchant

Single 1st majority = 6 VP. 2 way tie for 2nd = no


VP.

Colonist Dock: receive $5 when


placed in a New World region.
Merchant Shipping: counts as 2
Colonists.

Soldier

Single 1st majority = 6 VP. Single 2nd majority = 2


VP.

2 way tie for 1st majority = 2 VP each, no 2nd place


VP.
All other permutations score nothing.

New World Region (via Colonist


Dock): kill 1 enemy Colonist or
Specialist in same region during
warfare.
Discovery: earn bonus plunder $ per
Soldier.

At end of Age III:

Captain

Score red VP numbers on Discoveries taken.

Discovery: counts as 2 Colonists.


Merchant Shipping: counts as 2
Colonists

1st Tiebreaker: most New World colony VPs in turn


8.

1 VP per $1 income from Trade Goods & Ships on


turn 8.
Score any red VP numbers on Capital Buildings
owned.

Specialists otherwise behave like ordinary


Colonists.

2nd Tiebreaker: most money.


3rd Tiebreaker: most Trade Goods.

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