|
|
2-4 players, 60-90 minutes, 14 years and older |
Author | Steve Finn |
Illustrator | Beth Sobel |
Published by | Dr. Finn's Games |
Online since | 2024-12-28 |
Developed by | Jim Thompson (StCharles) |
Boardgamegeek | 234578 |
Complexity | 0/5 |
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! |
|
|
|
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
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 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.
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.
- 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).
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.
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.
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.
- 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.
-
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
-
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.
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.
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.
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.
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.
| |