## Setup ## Play Choose the richest player to start. Each player takes a turn in clockwise manner. Each time turn order reaches the starting player, before they take their turn, move the round marker forward and perform upkeep. ### Turn 1. Perform as many actions as you would like, spending wind to do so 2. Set your wind based on the weight of your cargo ### Actions - Trade (2 wind): As many times as you would like, sell and/or buy trade goods from the island you are docked at - Sail (1 wind): Move along a trading route to an adjacent island - Recruit (2 wind): Draw three advisors from the deck, place one in your cabins and discard the others. - Sway (1 wind): Spend 1 gold to replace one local with a crew member - Raid (2 wind): - Minor actions (0 wind): - Allow crew from the island you are docked at to embark or disembark - Toss goods overboard - Remove an advisor from your cabins - Buy a card at the market - Peek at the card at the market ### Ending the game The game ends under the following conditions: - Hegemon (Order): The same faction ends the round with control of the council for three rounds in a row - Stable Markets (Order): At the end of round 8 the game ends - Revolt (Anarchy): Seven islands overhaul - Collapse (Anarchy): The Golden Isle overhauls #### Order If the game ends with an Order condition, then the check the following win conditions in order 1. If any faction has control over the council, the player with that faction's superiority wins 2. Otherwise, the faction with the least number of council advisors will attempt to form a coalition with one of the factions with the largest number of advisors, choosing the leftmost available option from their coalition preferences. In this case, any player holding superiority for a faction who is a member of the coalition wins. #### Anarchy If the game ends with an Anarchy condition, then check the following win conditions in order 1. The player with the most islands controlled wins 2. If there is a tie, the player with the most gold wins 3. If there is a tie, the player with the most cargo wins 4. If there is a tie, the player who controls the Golden Isle wins 5. If there is a tie, all players win ### Upkeep 1. Add one trade good to the leftmost slot of an island's selling track 2. Remove the rightmost trade good of an island's buying track 1. If an island lacks a trade good to remove, it enters upheaval 3. Perform any upkeep actions dictated by islands, advisors, or market cards 4. Perform an election ### Upheaval When an island enters upheaval, move the current island card to the discard pile and replace it with the topmost card of the island's deck. Remove all trade goods from the buy track and fill the sell track. Replace all crew on the island with locals, but maintain outrage. Move the upheaval track up one space. ## Election If the council is full then remove the leftmost advisor from the council. Move all advisors one slot leftwards if possible and draw three advisors from the council deck. Starting from the first player and continuing clockwise, each player may either place one gold from their stash onto one of the drawn advisors or pass. Once all players have passed, the advisor with the most gold placed on it is added to the rightmost council slot. In the event of a draw, have one player shuffle the advisors with the highest amount of gold on them and another pick one face down. ## Factions Each advisor has a faction. If you satisfy the claim condition, you may claim faction superiority from its current holder. The Council is also made up of advisors. A faction has control over the council if it has more council members than any other faction. If no faction has control then the council is hung. ### Navy Superiority: On your turn, you may move the blockade once. Claim condition: Control the Golden Isle Coalition preference: Merchants -> The People -> Pirates ### Pirates Superiority: Ignore pirate tolls when sailing Claim condition: Have the most gold Coalition preference: The People -> Merchants -> The Navy ### Merchants Superiority: When selling, gain an additional gold per trade good sold Claim condition: Have the most islands controlled Coalition preference: Pirates -> Navy -> The People ### The People Superiority: When swaying, gain an additional crew member (doesn't replace a local) Claim condition: Have the most crew Coalition preference: Navy -> Merchants -> Pirates ## Islands Islands have the following properties - Island card: placed at every island spot that isn't the golden isle, the island card dictates the buy and sell track for the island as well as any additional effects which may be present. - Sells: Each island sells one type of good - Buys: Each island wants to buy at most a given number of specific goods. You may only sell an island at most the number of goods it wants to buy - Market: Each island has one market card in its market face down (the golden isle has 3 face up). By paying the listed cost, you may buy the card and put it face up on your ship. - Defences: A number of dice rolled when defending the island from a raid ### The Golden Isle The central island of every game, the Golden Isle does sell any goods and buys all goods. The capital of the archipelago, it boasts an extremely large population. Buys: LJSLJS Defences: 5 During Upkeep, place locals onto the island until there are five there. ## Glossary - Trade good: liquor, jewels, spices - Sell: place a trade good on the leftmost spot on the selling track and gain the amount of gold listed - Buy: take a trade good from the rightmost spot on the buying track and pay the amount of gold listed - Pay: place gold in the communal bank - Wind: The resource you use to pay for actions. Resets based on the amount of cargo you are carrying - Cabins: You can fit up to three advisors in your cabins, gaining the benefits listed - Council: There are five slots for advisors on the golden isle forming the council.