CONTENTS
120 Cards, comprised of:
60 Persons (some of which are identical in all but hire costs
and victory points provided), comprised of
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10
Traders
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5
Settlers
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5
Captains
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5
Priests
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3
Jack of all Trades
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10
Sailors
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3
Pirates
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4
Mademoiselles
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5
Jesters
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6
Admirals
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4
Governors
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The expedition card requiring 3 different symbols is only used in a
game with 5 players.
50 Ships, 10 of each color
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4 Tax Increases
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Yellow Pinnace
4x 1
3x 2
3x 4
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Blue Flute
4x 1
3x 2
3x 5
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Green Skiff
4x 1
3x 3
3x 5
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Red Frigate
3x 1
3x 3
2x 6
2x
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Black Galleon
3x 2
3x 4
2x 7
2x
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SETUP
If you play with fewer than 5 players, first remove the special
Expedition that is only needed for 5 players and put it back in the
box. You can easily tell it apart, because it is the only card without
a gold coin on its backside. If you are playing with 5 players, put
this card in the middle of the table instead. Now shuffle all remaining
cards and set them face down on the table. This is the
draw pile.
Leave a little space next to it for an open discard pile. Each player
now starts with 3 coins that are dealt from the draw pile to each
player as face down cards into their personal display, with only the
golden coins showing.
Important note regarding the cards:
The fronts of the cards are showing various Ships, Persons, Tax
Increases and Expeditions. The back of every card features a golden
coin. Every time a player gains coins, draw the appropriate number of
cards from the draw pile and put them face down and with every coin
visible into your display without ever looking at the front. For every
card, a player owns 1 coin.
GOAL OF THE GAME
You will try to gain gold coins with which you will hire various
persons who will give you permanent abilities to aid you. They, as well
as Expeditions, will also yield you victory points which will bring you
victory in a game of Port Royal.
FLOW OF PLAY
The following rule changes apply at Yucata:
- The starting player is chosen randomly.
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If the draw pile and the discard pile are empty, no more coins
are paid.
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If there are no cards left in the draw pile and the discard pile
and this happens in the Discover phase, an additional card
tax increase is revealed.
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If during the phase Discover the draw pile has to be
shuffled a second time (because there are only ships left in the
discard pile which have been repelled by the active player),
an additional card tax increase is revealed.
The last two rule changes ar needed to prevent that a game is stalled
when the players are hoarding money and all tax increase cards are in
the coin piles of the players.
The player who last visited a harbor will be the start player.
Beginning with him and then in clockwise direction, 1 player will be
the active player. He will have to perform 2 phases in
order – the 2nd of which might sometimes be skipped. If
there is a 2nd phase, then, after the active player has
acted, each other player will also have an opportunity to act in this
phase. Then the active player changes. These 2 phases are:
1. Discover:
Draw cards from the draw pile into the harbor display
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2. Trade & Hire:
Take cards from the harbor display
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1. DISCOVER
The active player must first draw a card from the draw pile to put into
the middle of the table – this will form the harbor display. Now
he has to decide if he wants to draw another card or stop. He can
continue to make this decision until he stops voluntarily or 2
identically colored ships are in the harbor display (see below) which
would force him to forfeit the rest of his turn. Should he stop, the
2nd phase begins.
There are 4 different card types:
- Persons
- Ships
- Expeditions
- Tax Increases
If the drawn card is a Person, it will go into the
harbor display. Each person has an ability depicted on the top
part of the card. It also has a shield with an amount of victory
points. An explanation of all abilities can be found at the end of the
rules.
If the drawn card is a Ship, the active player may put it into
the harbor display as a possible source of income.
Alternatively he can repel the Ship and put it in the discard
pile. To repel you must have 1 or more Sailors and/or
Pirates in your personal display. Additionally, the amount of
Swords they give you, must be equal to or higher than the Swords
depicted on the Ship. If this is the case you may put the Ship into the
discard pile instead of the harbor display – otherwise it cannot be
repelled and has to go into the harbor display.
Clarification: if the active player repels a ship, he doesn't get any coins from that ship.
You may only repel a Ship that has just been drawn; a ship with a Skull
symbol can never be repelled.
Swords are never spent, i.e. you can use them multiple times during
your turn.
Example
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Alex wants to repel the Flute with 2 Swords. Since his Sailor
gives him 1 Sword and his Pirate 2 Swords he has a total of 3
Swords and he succeeds. He can put the Flute on the discard
pile.
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If the drawn card is an Expedition, put it in the middle of the
table but apart from the harbor display. An Expedition
will stay there until a player claims it by fulfilling it.
To fulfill the requirements of an Expedition
(visible on the bottom of the card) he has to have Persons with
matching abilities in his personal display. He puts the matching
Persons into the discard pile and takes the Expedition into his
personal display, as well as a number of golden coins as depicted on
the card. A player may claim Expeditions any time during his turn, and
as many as he is able to.
Clarification: Only the active player is allowed to fulfill the
requirements of an expedition, and also only if there are no two ships
with the same color in the harbor display.
Example
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Dagmar wants to claim an Expedition with 2 crosses. Therefore
she discards her Priest (1 cross) and her Jack of all Trades.
She receives the Expedition card and 2 coins (from the draw
deck).
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If the drawn card is a Tax Increase, all players that currently
own 12 or more golden coins lose half (rounded down) of their coins
(i.e. with 12 or 13 coins the player loses 6 coins ). The cards are put
onto the discard pile. Afterwards – depending on the Tax Increase drawn
– either the player with the most Swords or the player with the
least victory points gains 1 coin. In case of a tie (for example
if no players have swords or victory points yet) all tied players gain
1 coin.
After the Tax Increase has been resolved it is discarded and play
resumes as normal.
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Here the player with the least amount of victory points gains 1 coin.
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Here the player with the most Swords gains 1 coin.
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A player can always stop voluntarily and proceed to the 2nd
phase unless he draws a Ship that is of identical color
to one that is already in the harbor display and that he cannot repel.
If that happens the player has to discard all of the
harbor display (remember to keep Expeditions separate!) and he
is forced to forfeit the rest of his turn. Phase 2:
Trade & Hire will not take place, but all players with a
Jester in their personal display gain 1 coin.
Play continues, with the next player in turn order becoming the active
player and performing his Phase 1: Discover.
Should the draw pile ever be empty during game play, simply shuffle the
discard pile and create a new face down draw pile.
2. TRADE & HIRE
In this phase the active player will be able to take
1-3 cards from the harbor display and then all
other players will also get a chance to take 1 card.
Exactly how many cards the active player will be able to take depends
on the number of differently colored Ships in the harbor display:
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0-3 differently colored Ships; take 1 card from the harbor display
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4 differently colored Ships; take 2 cards from the harbor display
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5 differently colored Ships; take 3 cards from the harbor display
Cards are taken one by one – so the ability of one card may be
immediately used for the next card taken.
Trade:
The player takes 1 Ship from the harbor display, and puts
it into the discard pile. He now gains as many coins as
are depicted on the banner at the top of the card.
Example
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Klemens takes the Flute from the harbor display, puts it onto
the discard pile and gains 2 coins.
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Hire:
To hire 1 Person, a player has to pay an amount of
coins (put onto the discard pile) equal to the cost depicted on
the bottom part of the Person he wishes to hire. He puts the Person
into his personal display and may from now on use the
ability on the top part of the card (the banner). All abilities
are explained at the end of the rules.
Clarification:
The ability of the Governor and the Admiral can first be used in the
next turn, because their ability can only be used at the beginning of
the "trade and hire" phase.
Example
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Andrea is hiring a Sailor. She pays 3 of her coins into the
discard pile and puts the Sailor into her personal display.
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After the active player has taken 1 or more cards (Ships or Persons),
every other player in clockwise direction may now also take 1 card if
able, following all rules. Before he can do this, however, that player
has to give the active player 1 coin as compensation. Should he
take 1 Ship, this coin may come from the income of that Ship.
After all other players have had a chance to take 1 card, all leftover
cards are discarded. It is also possible that there were too few cards
to give all other players a chance to take one.
Now the next player in clockwise direction will be the active player
and starts with his Phase 1: Discover.
Example
It’s Andrea’s turn. She had drawn 5 cards into the harbor display
during her Discover Phase. 4 of those were differently colored Ships
which is why she was able to take 2 cards. First she took a Ship
worth two 2 coins. Then she spent the money to hire 1 Person. Now the
other players may take a card, if able. Alex wishes to take 1 of the
Ships that are left. He gives Andrea 1 coin for compensation, chooses
1 Ship, puts it onto the discard pile and takes the appropriate
amount of coins. After the rest of the players also had a chance to
take 1 card, the leftovers are discarded.
END OF GAME
The end of the game is checked as soon as 1 player was
able to acquire 12 victory points into his personal display. The
rest of the game round will be played to its completion, i.e. game play
will continue until the player sitting to the right of start player
will have been the active player.
Winner of the game will be the player who was able to acquire
the most victory points in his personal display. In case of a
tie, the player who still has the most coins left is the winner. If the
tied players are also tied in coins, they share the win.
NOTES FOR HANDLING THE GAME
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Each card that can be clicked has a blue border.
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If you move the mouse over a question mark symbol, additional
information is displayed.
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If you move the mouse over one of the symbols in the player
display on the right, additional information is displayed.
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Players who cannot afford one of the cards in the harbor display
will not get a turn in the phase Trade & Hire. They
will still get bonus payments for the persons Jester or Admiral
if their ability is triggered, and the payments can be seen in
the history display.
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The history display shows all actions of a round (for the current
round all actions done so far are displayed). The circled numbers
indicate the order in which the active player his drawn the
cards. The hand symbols in the players' colors indicate who has
taken the card. Repelled ships are indicated by a rectangle with
rounded corners around the swords.
ABILITIES OF PERSONS
The abilities of Persons are depicted on the top part of their card on
the banner. The victory points you gain are depicted on the little
shield to the right of the ability banner. When you act – either as the
active player, or during your chance on another players turn – you can
use all abilities of Persons in your personal display. If you have
multiples of one type of card, their abilities will stack. Should you
have 2 Mademoiselles, for example, you will be able to hire
Persons at a 2 gold coin discount.
Priests, Captains, Settlers (5 times each) Jack of all Trades (3 times)
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To be able to help claim an Expedition you must be able to
discard these types of cards from your personal display. The
ability banner is a little darker to signify this. The Jack of
all Trades is a Joker type of card and can be discarded instead
of a Priest, Settler or Captain.
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Trader (2 of each color)
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The player will gain 1 more golden coin if he has a Trader of the
appropriate Ship color in his personal display.
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Sailor (10 times) / Pirate (3 times)
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With the depicted Swords, Ships can be repelled. (see Phase 1:
Discover)
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Admiral (6 times)
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Jester (5 times)
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Whenever it is your time to take a card/cards during Phase 2:
Trade & Hire and there are currently 5 or more cards
in the harbor display you immediately gain 2 coins.
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If you are currently not the active player and during a Phase 2:
Trade & Hire it is your turn to take a card - and
there are no cards left in the harbor display, immediately gain 1
coin. Should a player forfeit his turn during a Phase 1:
Discover and the 2nd Phase will be skipped, all
players with a Jester gain 1 coin.
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Governor (4 times)
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Mademoiselle (4 times)
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Whenever it is your time to take a card/cards during Phase 2:
Trade & Hire you may take 1 more card from the harbor
display. If you are not the active player, you have to compensate
the active player with 1 coin for each card taken.
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The hire cost of a Person is discounted by 1 coin. The cost
cannot be discounted to less than 0.
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In Phase 2: Trade & Hire, if you
trade with a Ship matching
a Clerk’s colour, you can take
another card from the harbor
display according to the
normal rules (and, if you are
not the active player, pay 1
more coin to the active player).
Whenever it is your time to
take a card / cards during
Phase 2: Trade & Hire, you
immediately receive a
number of coins equal to
the number of Ships in the
harbor display minus 1.
Whenever it is your time to
take a card / cards during
Phase 2: Trade & Hire, if
there are 3 or 4 cards in
the harbor display, you
immediately receive 1 coin
per Vice Admiral in your
personal display
The Contract cards introduce a new component to the game
and can be used as an additional source of
victory points.
Each player receives 3 wooden cubes in a colour of
their choice.
Shuffle the 16 Contracts. Draw 4 Contracts and place them face up on the table; place the
remaining Contracts face down aside. In this variant, ignore the seals in the top right corner. The course
of play remains the same as in the base game – in addition, you can now complete Contracts.
In deviation of the original rules, at Yucata contracts are completed automatically as soon as the requirements are met.
In case there are several contracts that can be completed at the same time, but the player does not have enough cubes
for all of them, those contracts are completed first which give the player the most coins.
At Yucata the back of unused contracts are not used as points for the players, instead the sum of victory points
in the player info is updated.
The Contract Requirements tell you what you are supposed to have in your supply or what you must do in order to complete the Contract. The depicted
numbers are considered to be minimum values, e.g. you can have more swords in your supply than required.
Only the active player can complete the Pack of Pirates, the (Little) Gamester, and the Jinx.
Comedian, Lady Killer, Maritime Supremacy, New Colony, Trade Outpost,
Trader Prince:
You must have both depicted Persons in your personal display. (Once
you complete the Contract, you can use Settlers, Priests, and Captains
for Expeditions; the contract remains completed.)
Cheap Staff:
You must have 4 Persons in your personal display each costing 3 coins
(or less in the future …). (Discounts from Mademoiselles do not count.)
Fighter:
You must have 3 swords in your personal display
Explorer:
You must have 1 Expedition in your personal display.
Frigate Foe:
If you trade with a Frigate and decline the coins (including those from
a matching Trader), immediately place a wooden cube on space “1.”.
The next time you decline this way, move the wooden cube to space
“2.”. The third time you do so, you complete the Contract immediately.
You cannot use the wooden cube on space “1.” and “2.” for another
Contract. Each player can have a wooden cube there.
As non-active player you first need to pay the active player a coin before you
can decline the coins of the ship and possibly complete the contract. If
it is a ship that will give a coin to another player, he will get this coin anyway,
even if you decline the coins for yourself. Also the effect of the clerk still counts,
even if you decline the coins.
Galleon Foe:
Like Frigate Foe, the only difference being you must immediately
decline a trade with a Galleon twice.
Tax Officer:
You must pay taxes to complete the contract.
Jinx:
As the active player, you must end your turn due to two ships of the same colour.
Tiny Gamester:
As the active player, you must have 3 Ships of different colours in the harbor
display (ships that are repelled don't count). Place a wooden cube on space “1.”. You cannot use this cube to complete another Contract.
Each player can have a wooden cube there. The next time there are 3 Ships
of different colours in the harbor display on your turn, you complete the
Contract immediately.
Gamester:
As the active player, you must have 4 Ships of different colours in the harbor
display to complete this Contract immediately.
Pack of Pirates:
As the active player, you must repel Ships with your Sailors and Pirates. Place
the first repelled Ship of each colour in front of you and the rest on the
discard pile. Collect all 5 ship colours (doesn't have to be in the same round). Once you do, place a wooden cube on
the Contract and place the 5 Ships on the discard pile.