Waters of Nereus - General game info
Waters of Nereus
2-4 players, 60-90 minutes, 14 years and older
AuthorSteve Finn
IllustratorBeth Sobel
Published byDr. Finn's Games
Online since 2024-12-28
Developed byJim Thompson (StCharles)
Boardgamegeek234578
Complexity0/5
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Waters of Nereus - Rules
Waters of Nereus

Components

28 crew cards
7 per player
4 cabins
1 per player
1 double-sided game board
12 discovery cards 12 science cards 4 ships
1 per player
20 action markers
5 per player
4 scoring discs
1 per player
25 completion
tokens
1 hourglass 1 sun 48 coins
21 x 1 gold
15 x 3 gold
12 x 5 gold
96 treasures
9 black, 11 purple
15 red, 18 green
20 yellow, 23 white
1 compass card
for 2-player
variant
1 die
for 2-player
variant
1 bag 12 gems 96 treasure tokens
for colorblind
players

Components

Besides other material there are 96 treasures in the game:

9 black, 11 purple, 15 red, 18 green, 20 yellow, 23 white

Setup

  1. Place the board in the center of the playing area. Choose side based on number of players. See icon on the board.
  2. Each player chooses a color and takes the components in his color: 1 cabin, 7 crew cards, 1 ship, 5 action markers, 1 scoring marker. The color of the cabins is shown by the liquid in the glass jars.
  3. Each player places an action marker on the 0 space on his science track.
  4. Each player places a scoring disc on 0/50 space on the scoring track.
  5. Each player places his ship in a corner water space on the board. Players must choose different spaces.
  6. Each player takes 1 white treasure and places it in the storage area in his cabin (lower right).
  7. Place the remaining treasures in the bag.
  8. For each water space on the board, except spaces with ships, draw 1 random treasure from the bag and place it on the space.
  9. Find and shuffle the 6 discovery cards for the correct number of players (see icon on cards). Randomly remove 2 cards from the game. Place the other 4, facedown, in a stack near the board.
  10. Place the completion tokens, gold, and gems near the board in a supply.
  11. Each player takes 3 gold.
  12. Shuffle the science cards and deal 5, face-down, to each player. Players choose 3 cards to keep and return 2 to the deck, which is shuffled again and placed face-down in the supply. Players may look at their own cards, but keep them secret until used.
  13. Determine a starting player, who takes the Sun and Hourglass.

Playing the game

The game is played over 4 "days," each of which is divided into 4 phases.

  • Phase I: Discovery Phase
  • Phase II: Action Phase
    • Stage 1: Choose Crew Card
    • Stage 2: Perform Crew Member Action(s)
    • Stage 3: Pass Hourglass
    • >> Repeat Stages 1-3 four times.
  • Phase III: Explorer Phase
  • Phase IV: Conclude Phase

Phase I: Discovery Phase

EXAMPLE:

After flipping this discovery card, place a random treasure on each water space with a checkmark, as shown by the card.

Do not add treasures to spaces with ships nor to spaces with 3 treasures.

  • Flip the top discovery card.
  • Draw and place a random treasure on each water space indicated on the card except:
    • new treasures are not placed on spaces with ships, and
    • if a water space has 3 treasures, do not add a fourth.

Phase II: Action Phase

Phase II consists of 4 cycles of 3 stages, i.e., players perform stages 1-3 in order, then repeat the cycle until it’s been done 4 times.

STAGE 1: CHOOSE CREW CARD (SIMULTANEOUS)

  • All players simultaneously choose 1 crew card from their hand and place it face-down.
  • After all have chosen, the crew cards are revealed.

Crew cards are not used on Yucata. A player selects a crew member by clicking on its icon on the left side of the board.

STAGE 2: PERFORM ACTIONS (IN TURN ORDER)

  • Starting with the player with the hourglass and moving clockwise, each player takes a turn as the "active player" to use his chosen crew card.
  • On his turn, the active player places an action marker in any available action space on the board in the row of his chosen crew member.
  • The active player may then perform the corresponding action.
  • Each action space allows for a different action (See Crew Member Actions).
  • After finishing a turn, the player to the left is the next active player and takes a turn.

    EXAMPLE: Green has the hourglass and is the first active player. In stage 1, Green chose the captain card, thus he must now place an action marker in an available space in the row next to the captain’s icon. He chooses the first space, allowing him to move his ship up to two spaces in any direction and pick up the treasure in the final space (see Captain’s Actions). He moves only 1 space to pick up the black treasure.

    Next, Red played the merchant card in Phase I. She chooses the first space and pays 2 gold to score 5 VPs (see The Merchant’s Actions). The next player then takes a turn.

    Dann ist der nächste Spieler am Zug.

  • Action markers placed on the board remain until day’s end.
  • Action spaces occupied by markers are no longer "available."
  • Players keep played crew cards face-up until day’s end.
  • After each player takes a turn, Stage 2 ends.

STAGE 3: PASS HOURGLASS

  • If players have played fewer than 4 crew cards this day, pass the hourglass clockwise and return to Stage 1.
  • The sun is not yet passed.
  • If players have played 4 crew cards, move to the next Phase.

Important: Return to Stage 1 unless all players have played 4 crew cards.

Phase III: Explorer Phase

EXAMPLE: At the end of Phase II, action markers of Green, Blue, and Yellow are in the explorer row. Being furthest left, Green takes the first turn. She pays 2 gold, plays the scientist card from her hand, moves her action marker from the explorer action space to an open space in the scientist row and increases her science power by 1.

Blue may then pay 3 gold to take a turn, then Yellow may pay 4 gold to do so, as shown by the gold action icons at the end of the explorer row.

  • Players who played the explorer card this day get an opportunity to take an additional turn.
  • The first additional turn is taken by the player whose action marker is furthest left in the explorer’s row.
  • To take an additional turn, the player must pay gold. The amount depends on the chosen action space and is indicated by the "gold action" icon at the end of the row of action spaces. (See Explorer’s Actions: Gold Action).
  • After paying gold, the player plays another card from his hand and moves the action marker from the explorer row to an available action space of the crew card just played. Then, as in Phase II, the player performs the specified action.
  • A player may decline to pay the gold and forfeit the additional turn.
  • After the player takes (or declines) an additional turn, the player with an action marker in the next explorer space may take an additional turn, as described above.
  • After all eligible players finish their additional turn, Phase III ends.

Phase IV: Conclude Phase

  • Players retrieve action markers and return played crew cards to their hands.
  • The player with the sun passes it to the player to the left.
  • The player receiving the sun also receives the hourglass.
  • Remove the face-up discovery card from the game.
  • Players start a new day in Phase I unless 4 days have been played (i.e., if there are no discovery cards in the stack).

Scoring Victory Points

During the game, as players earn victory points (VPs), they score by moving their scoring markers around the scoring track on the edge of the board. Players scoring more than 50 VPs continue moving around the board.

Game End

After 4 days, players conduct a final scoring and adjust their scores accordingly.

  • Players first score "game end" science cards, but must have the science power to do so (see Science Cards).
  • Next, players convert treasures and gems in storage for gold (see Storage Area). Each treasure earns 2 gold, while each gem earns 5 gold. Treasures remaining in incomplete holds earn no gold.
    For every 5 gold, score 1 VP.
  • The player with the most VPs wins.
  • In cases of ties, the player with more completed holds wins the tie. If still tied, the player with the most treasures in incomplete holds wins the tie. There are no further tie breakers.

Understanding the cabin

The cabin has 4 main areas: (1) the crew area, (2) the treasure chest, (3) the storage area, and (4) the science track.

On Yucata the cabin was revised for better visibility of details.

The science track was removed and players' science power (0 - 5) is displayed in the player info.

The numbers of the various colors of treasures in the game are shown in the Components section of these rules.

Placing treasures in the cabin

Treasures → cabin

  • A main way to score VPs is to place treasures into one’s cabin.
  • Whenever a player acquires a treasure, it must be put in the cabin in a space marked with a treasure icon. Only 1 treasure is allowed in a space.
  • Most treasure icons are 1 color. Only that color treasure may be placed there.
  • Some treasure icons are bi-colored. Either color treasure may be placed.
  • The "rainbow" treasure icon means "any treasure" may be placed.
  • If many treasures are acquired at the same time, they may be placed together in one area or separated into different areas.
  • How players acquire treasures is explained later.

Placing treasures in holds

Treasures → holds

  • Each crew member seeks a payment of 3-4 treasures, shown by the icons in the crew member’s "hold." For example, the captain’s hold requires a black, purple, red, and green treasure to complete.
  • If you put all the specified treasures in a crew member’s hold, you return the treasures to the bag, place a "completion token" over the hold, and score the victory points shown. For example, by completing the captain’s hold, you score 12 VPs.
  • Furthermore, when a hold is completed, the crew member may now be used to perform an "enhanced action" (see Crew Member Actions).

Special hold requirements

  • The purser’s hold requires 4 different color treasures, as shown by the "not equals" sign.
  • The merchant’s hold requires 3 of the same color treasure, as shown by the "equals" sign.

The treasure chest

When placing treasure(s) in the treasure chest, they must be placed in clockwise order starting with a white treasure.

After placing a treasure, you immediately earn a reward.

The chest can hold one treasure of each color.

  • White: 1 gold + 1 VP
  • Yellow: 3 gold + 2 VPs
  • Green: A random treasure from the bag
  • Red: 3 VPs
  • Purple: 4 VPs
  • Black: 5 VPs

Storage area

  • The storage area holds up to 6 treasures (2 black and/or purple, 2 red and/or green, and 2 yellow and/or white) and 3 gems.
  • If a player has 2 treasures of the same color in storage, the 2 treasures may be returned to the bag in exchange for a gem at any time, which is placed in the designated storage space.
  • A gem may be used as a treasure of any color (i.e., "wild").
  • A player may freely move a gem from storage to another treasure space in the cabin at any time.
  • At any time, a treasure in storage may be sold (i.e., returned to the bag) for 2 gold and a gem may be sold (i.e., returned to the supply) for 5 gold.

Example of placing treasures in the cabin

The red player acquires a white, yellow, and green treasure.

She places the white treasure in the treasure chest and earns 1 gold and 1 VP. Then, she places the yellow treasure in the treasure chest and earns 3 gold and 2 VPs. Next, she places the green treasure in the chest to earn a random treasure from the bag.
She draws a yellow treasure and puts it in storage. She returns the yellow treasure with a previously placed yellow treasure for a gem. She moves the gem . . .
to the merchant’s hold, which is now filled with the required treasures. She places a completion token over the merchant’s hold . . . and scores 5 VPs for completing the hold. On future turns, she gains 2 VPs when she plays the merchant card.

Crew member actions

Each crew member has 3 types of actions: (1) basic, (2) gold, and (3) enhanced.

BASIC ACTIONS

Basic crew member actions are shown on the board in the action spaces next to the crew icons. Players perform the basic action after placing an action marker in the space.

GOLD ACTIONS

The gold action for each crew member is shown after the row of basic action spaces. Gold actions may be performed before, during, or after the basic actions, as described later. Exception: The explorer’s gold action is performed in Phase III. The player may only perform one gold action per turn.

ENHANCED ACTIONS

If a crew member’s hold is complete, that crew member’s basic action may be enhanced. Each crew member’s enhanced action is described later. In all cases, the enhanced action takes effect on future turns and not on the turn the hold is completed.

ADDITIONAL RULES FOR ACTIONS

  • Timing of Actions: A player may perform actions in the order chosen by the player. For example, if a player has played the boatswain card and if the boatswain’s hold was previously completed, the player may perform the enhanced action prior to the basic action.
  • Actions and Placing Treasures in Cabin: After collecting treasures, a player may keep them outside the cabin while executing other actions for that turn. However, all acquired treasures must be placed in the cabin by the end of a player’s turn.

The Captain's actions

BASIC ACTION

The captain moves the ship and picks up treasures in the space where the ship stops (not from passed spaces). Treasures are then placed in the cabin. The direction and amount of movement depends on the action space chosen.

Move 0-2 spaces in any direction.

Move 0-1 spaces in any direction.

Move 0-2 spaces dia­gonally.

Move 0-1 space dia­gonally.

Movement rules

  • A ship must move in a straight line and cannot change direction.
  • A ship may not stop in a space occupied by another ship.
  • A ship may pass through another ship, but the player must pay 1 gold to the owner of the stationary ship.
  • A ship may not move off the board’s edge.

GOLD ACTION

The player may pay 2 gold to increase the movement by an additional space or 3 gold to increase it by 2 spaces.

ENHANCED ACTION

If the captain’s hold is complete, the captain’s movement is increased by 1. For example, "move 2" becomes "move 3."

EXAMPLE: Green places an action marker in the "move 1 in any direction" action space. He pays 3 gold to move an extra 2 spaces. So, he moves his ship 3 spaces and picks up the yellow, green and red treasures where he stops and adds them to his cabin.

The Pilot's actions

BASIC ACTION

The pilot, like the captain, moves the ship and picks up treasures. The rules for the pilot’s basic action are the same as the captain’s, except for the direction and number of spaces moved. The pilot may not move diagonally.

Move 0-4 spaces ortho­gonally.

Move 0-3 spaces ortho­gonally.

Move 0-2 spaces ortho­gonally.

Move 0-1 spaces ortho­gonally.

GOLD ACTION

The player may pay 2 gold to change direction while the ship is moving. The moves themselves must not be diagonal.

ENHANCED ACTION

If the pilot’s hold is complete, the player may change direction without paying gold. Directional changes must be orthogonal.

EXAMPLE: Green places an action marker on "Move 4 spaces." He pays 2 gold to change direction while moving. He moves his ship 1 space east, 2 spaces south, then 1 east, for a total of 4 spaces. He picks up the treasures from the final space.

The Boatswain's actions

BASIC ACTION

The boatswain’s job is to keep track of the ship’s cargo. The player may move treasures from any space to any other appropriate space in the cabin (e.g., a white treasure to a space for a white treasure). Exception: treasures in the treasure chest may not be moved. Also, the boatswain scores VPs. The number of treasures that may be moved and the number of VPs scored depends on the action space.

The boatswain can move gems as well as treasures from holds, but on Yucata it cannot move gems from storage. A gem can be moved from storage for free any time before or after the boatswain's actions.

Score 3VPs; move up to 4 trea­sures.

Score 2 VPs; move up to 3 trea­sures.

Score 2 VPs; move up to 2 trea­sures.

Score 1 VP; move up to 2 trea­sures.

GOLD ACTION

The player may pay 1 gold to move 1 treasure.

ENHANCED ACTION

If the boatswain’s hold is complete, the player gains a random treasure from the bag. The player may draw the treasure prior to performing the basic action.

EXAMPLE: Yellow places an action marker in the first space of the boatswain row. She scores 3 VPs and may move up to 4 treasures. She moves a yellow treasure from storage to the treasure chest (earning 3 gold and 2 VPs). She moves a green treasure from the boatswain’s hold to the treasure chest (earning a random treasure, not depicted above). She moves a white treasure from storage to the scientist’s hold, which completes the hold (scoring 5 VPs). Whenever she plays the scientist on a future turn, she will be able to draw a new science card and return one. She chooses not move a fourth treasure.

The Purser's actions

BASIC ACTION

The purser provides gold, as determined by the action space chosen.

Take 6 gold.

Take 5 gold.

Take 4 gold.

Take 3 gold.

GOLD ACTION

The player may pay 3 gold to draw a random treasure.

ENHANCED ACTION

If the purser’s hold is complete, the player gains 2 additional gold.

EXAMPLE: Blue places an action marker in the second spot of the purser row and takes 5 gold. Also, his purser hold is complete, so he takes 2 more gold.

The Merchant's actions

BASIC ACTION

The merchant’s job is convert gold to Victory Points. The player returns gold to the supply to score VPs based on the action space chosen.

Return 2 gold to score 5 VPs.

Return 3 gold to score 5 VPs.

Return 3 gold to score 4 VPs.

Return 2 gold to score 3 VPs.

GOLD ACTION

The player may pay 2 gold to score an additional VP.

ENHANCED ACTION

If the merchant’s hold is complete, the player also scores 2 VPs.

EXAMPLE: Green places an action marker in the third spot of the merchant row and pays 3 gold to score 4 VPs.

The Scientist's actions

BASIC ACTION

The scientist conducts research, which grants the power to acquire and/or play science cards. The player advances his science marker along the science track and/or draws a new science card, based on the action space chosen. How science power and science cards are used is described below.

Advance 2 spaces on the science track.

Advance 1 space and draw 1 science card.

Advance 1 space.

Draw 1 science card.

Note: On the 2-3 player side of the board, the third action space means advance 1 space or draw 1 card.

GOLD ACTION

The player may pay 3 gold to raise his science power by one or to draw a science card.

ENHANCED ACTION

If the scientist’s hold is complete, the player may draw a science card, but must then discard a card from his hand. He may discard the card just drawn.

Since the option to exchange a science card is never disadvantageous, on Yucata a card is automatically drawn for the enhanced action.

The player can choose the order in which the basic, gold and enhanced actions will be performed.

EXAMPLE: Blue places an action marker in the second space of the scientist row. He raises his science power by 1 and draws 1 science card from the deck. His science power is now at 1, which gives him the power to play 1 of his science cards. See below.

SCIENCE CARDS

Science cards provide special abilities during one’s turn or opportunities to score VPs at game end. Science power, as shown by one’s marker on the science track, grants the ability to play science cards.

  • To play a science card, the player's science power must be reduced by 1.
  • If the science marker is at 0, a science card may not be played.
  • A player may play multiple science cards on the same turn, but must reduce the science power by 1 for each card played.
  • A "During your turn" science card may be played at any time during one’s turn.
  • Cards saying "game end," can be played only at the end of the game.
  • To play "game end" cards, a player must still reduce his science power by 1 for each card played.
  • Instructions for card use are on the cards.

EXAMPLE: It is blue’s turn and he has just finished performing a captain action. He decides to use a science card. He lowers his science power from 1 to 0, then plays this science card, allowing him to draw 2 random treasures from the bag.


Important

The "On Your Turn" cards may be played at any time during your turn, i.e., before and/or after you perform an action. Simply stop play and announce that you wish to play a card.

The Explorer's actions

BASIC ACTION

The explorer’s job is to pick up a treasure from a space orthogonally adjacent to the ship’s space. The type of treasure depends on the action space chosen. Thematically, the explorer is taking a raft out from the main ship.

Pick up a white or yellow treasure.

Pick up a green or red treasure.

Pick up a purple or black treasure.

Pick up any color treasure.

Important: A player might gain nothing from this action, if the treasure is no longer available to pick up.

GOLD ACTION

Players with an action marker in the explorer row may take another turn in Phase III by paying gold. The amount of gold depends on the space chosen, as shown by the icons here. The first pays 2 gold, the second pays 3 gold, etc. See Phase III: Explorer Phase.

ENHANCED ACTION

If the explorer’s hold is complete, the player may pick up any colored treasure from an adjacent space, regardless of the icon on the chosen action space.

EXAMPLE: Green places an action marker in the third space in the explorer row and picks up a black treasure from the water space next to the ship. In Phase III, Green may pay 3 gold to take another action. He will take the second turn in Phase III, unless Red or Blue takes the first space in the explorer row.

Points of emphasis/clarifications Clarifications

  • Component Limitations: In the very unlikely event that gems, gold or completion tokens run out, use a substitute.
  • Actions: Actions may be done in the order chosen by the player. An enhanced action may not be performed on the turn in which a hold is completed.
  • Placing Treasures in Cabin: After collecting treasures, a player may keep them outside the cabin while executing other actions for that turn. However, all acquired treasures must in the cabin by the end of a turn.
  • A Gem is a Wild Treasure. A gem functions like a treasure of any color, but it may be moved for free. Treasures may be moved only via the boatswain.
    A gem in the treasure chest takes the color of the treasure it replaces.
  • Stored Treasures for Gold: A player may sell treasures in storage (i.e., return them to the bag) for 2 gold each. A gem may be sold for 5 gold.
    This is also possible after having scored the game end science cards.
  • Game End Science Cards: Treasures and gems can only be used once each for game end science cards. If for example a player has two of the cards which gives points for a red treasure in storage, he needs two red treasures in the storage to score both cards.

Two-player variant

To make the 2-player game more interesting, try this variant. Follow the same rules but with the following changes.

Setup

  • After both players have chosen a color, place the crew cards and the matching action markers of a third color near the board.
  • These cards and action markers belong to the "neutral player."
  • Shuffle the neutral player’s crew cards and place face down in a stack near the board.
  • Place the die and the compass card near the board and place the scoring disc of the neutral player’s color on the north point of the compass card.
  • Place the ship of the neutral player’s color in the center water space on the board.

On Yucata the neutral player's action markers and ship are gray.

Phase II: Action Phase

  • At the start of each turn cycle, after each player has chosen a crew card but before either player takes a turn, flip a crew card from the neutral player and place one of his action markers in the leftmost available action space of the corresponding crew member.
  • If the neutral player’s card is a captain or pilot, move his ship according to the rules in the following section.
  • Like the real players, the neutral player plays 4 crew cards in Phase II, but the neutral player takes the first turn for each cycle.
  • The other players continue to pass the hourglass to determine who goes first after the neutral player.
  • The neutral player performs no actions other than those of the captain and the pilot.

Moving the neutral ship

  • Whenever the neutral player plays the captain or pilot, roll the die and move the scoring disc around the compass clockwise the number of spaces shown on the die.
  • The neutral ship moves in the direction shown by the disc on the compass, regardless of whether the action space allows that kind of movement (e.g., if the compass shows NW, but the pilot is supposed to move orthogonally).
  • The number of water spaces moved depends on the action space taken by the neutral player’s action marker.
  • The ship must move the entire amount, unless it runs into a side of the board. In this case, it stops. However, if the ship did not move at all, then roll the die again until the ship moves at least 1 space.
  • Unlike normal ships, the neutral ship may pass through spaces containing other ships for free and may land on a space containing another ship.
  • The neutral ship picks up the treasures from the final space, which are returned to the bag.

EXAMPLE: Red, the neutral player, flips a pilot card and places an action marker on the "move 3 spaces." The die is rolled, showing a 3. The disc on the compass is moved 3 spaces to east. Red is unable to move east. So, the die is rolled again and the die shows 2. The disc is moved 2 spaces and is now on the south compass point. The red ship moves 2 spaces and hits the board edge, so stops and does not move the full 3. It picks up the white treasure and returns it to the bag.

Phase III: Explorer Phase

  • If the neutral player played the explorer card during Phase II, flip a fifth crew card and move his action marker from the explorer row to the leftmost available space of the fifth card.
  • If the fifth card is a captain or pilot, move the ship as above.
  • The neutral player does not pay gold.

Phase IV: Conclude Phase

  • Remove the neutral player’s action markers from the board.
  • Collect the neutral player’s crew cards, reshuffle, and place in a stack.

Summary

Phase I: Discovery Phase

  • Flip a discovery card and place treasures.
  • Do not place treasures on ships or spaces with 3 treasures.

Phase II: Action Phase

  • All players simultaneously choose and then reveal a crew card.
  • In turn order, players place a marker in an action space and perform the basic action.
  • A player may also pay gold to perform a gold action.
  • If a crew member’s hold has previously been completed, the player may use the enhanced action of the crew member.
  • Pass the hourglass after all players have performed actions.
  • Repeat the process four times.

Phase III: Explorer Phase

  • Players with a marker in the explorer’s row may perform an additional action by paying gold.
  • Take turns in order of markers in the row from left to right.
  • Players must pay 2/3/4 gold, depending on their selected action spaces, to perform an additional action.
  • The player plays another crew card, moves the action marker, and performs the action as usual.
  • A player may decline to perform an additional action.

Phase IV: Conclude Phase

  • Players retrieve crew cards and action markers.
  • Pass the sun token clockwise, then give the hourglass token to the player with the sun token.

Game End

  • After 4 days, the game ends.
  • Play "game end" science cards, if you have the power to do so.
  • Turn in treasures/gems in storage for gold and score 1 VP for every 5 gold.
  • The player with the most VPs wins. In cases of ties, the player with more completed holds wins the tie. If still tied, the player with more treasures in incomplete holds wins the tie. There are no further tie breakers.

Appendix (science cards)

DURING YOUR TURN: Draw 2 random treasures from the bag. (x3)

DURING YOUR TURN: Pick up 1 treasure from any water space. (x3)

DURING YOUR TURN: Pay 3 gold to move your ship 1 space in any direction and pick up treasure(s). (x2)

GAME END: Score 3 VP's if you have a red treasure in your treasure chest. (x2)

GAME END: Score 4 VP's if you have a white treasure in storage.

GAME END: Score 5 VP's if you have a yellow treasure in storage.

GAME END: Score 6 VP's if you have a green treasure in storage.

GAME END: Score 6 VP's if you have a red treasure in storage. (x2)

GAME END: Score 7 VP's if you have a purple treasure in storage.

GAME END: Score 7 VP's if you have a black treasure in storage.

GAME END: Score 3 VP's if you complete the Captain hold.

GAME END: Score 3 VP's if you complete the Pilot hold.

GAME END: Score 3 VP's if you complete the Explorer hold.

GAME END: Score 5 VP's if you complete the Merchant and Boatswain holds.

GAME END: Score 5 VP's if you complete the Purser and Scientist holds.

Hints for handling

A treasure that has been placed in the cabin is indicated by a green background.
Per the designer, the basic, gold and enhanced crew actions are atomic. They can be performed in any order, but must be performed consecutively. Other actions that can basically be done at any time, e.g. selling gems and treasures from storage and playing science cards, cannot be done during or between crew actions.
Treasures that a player has acquired but not yet placed in his cabin are referred to as being "in his hand".
Treasures in a player's hand are lost if he ends his turn without moving them to his cabin. The program displays a warning if the player attempts to end his turn when he has a treasure in his hand.
A player's projected final score (current points plus game end points) is displayed in parentheses following his current points. For each opponent the lowest and highest projected final scores the opponent could have are displayed. These scores take into account the science cards that the player knows the opponent must, could or could not have.
For each cycle of the action phase, for each crew member the relative turn order of the players who chose the crew member is indicated by squares of the players' colors on the icon of the crew member. Turn order is from upper left to lower right.
Per the designer, if a treasure must be drawn but there are none in the supply, then a set of eight treasures (2 white, 2 yellow and 1 each of green, red, purple and black) is added to the supply. When treasures of these colors are later discarded, they are removed from the game rather than returned to the supply.
 
Privacy statement | Editorial | FAQ To Top YST: 00:00:00 |