The Speicherstadt - General game info
The Speicherstadt
2-5 players, 45 minutes, 8 years and older
AuthorStefan Feld
IllustratorsHarald Lieske
Michael Menzel
Published byEggert Spiele
Z-Man Games
Online since 2010-10-24
Developed by (Brer Bear)
Boardgamegeek66505
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 Speicherstadt - Rules

List of contents:Components
Game preparations
Game sequence
  1. Supply
  2. Demand
  3. Purchase
  4. Loading
  5. Income
End of the game
Trade cards
Kaispeicher


Components

  • 1 game board
  • 54 trade cards
    • 12 x Winter (A)
    • 13 x Spring (B)
    • 13 x Summer (C)
    • 15 x Autumn (D)
    • 1 x "4th Fire"
  • 45 goods cubes
    • 9 x coffee (brown)
    • 9 x tea (green)
    • 9 x saffron (yellow)
    • 9 x rubber (white)
    • 9 x carpet (red)
  • 20 workers (4 in 5 player colors each)
  • 25 coins
  • 5 market hall cards (in 5 player colors)
  • 1 metal coin (starting player)
  • 1 bag


Game preparations:

  1. First, place the game board in the center of the playing area. It shows a part of Hamburg’s warehouse district, the Speicherstadt, and includes water spaces and building spaces, as well as a score track.



  2. Put all 45 goods cubes into the bag and place it next to the game board.

  3. Place all coins as a stock next to the game board.

  4. Each player receives 5 coins from the stock to place in front of him- or herself.

  5. Each player chooses a color and places 1 worker of that color on the 0 space of the score track.

  6. The remaining 3 workers of a color are placed in front of their respective players.

  7. Each player receives the market hall of his or her color.

  8. Sort all trade cards by their backs:

    • Winter (A)
    • Spring (B)
    • Summer (C)
    • Autumn (D)
    • 4th Fire (E)

  9. According to the number of players, remove the following Autumn (D) trade cards from the pile and return them to the box. They won’t be needed:

    • 2 players: port / fireman with value 3
    • 3 players: Boatsmen Church / fireman with value 3
    • 4 players: none
    • 5 players: Boatsmen Church / fireman with value 3

  10. Take the 4 stacks of trade cards (1 for each season), and shuffle them thoroughly. Then, make a drawing pile out of all trade cards, as follows: place the card 4th fire (E) first. On top of it place the autumn cards (D), on top of those the summer cards (C), then the spring cards (B), and finally on top place the winter cards (A). All cards are placed face-down. Place the drawing pile next to the game board. Leave some space next to it for a discard pile.

  11. The player who most recently went to Hamburg becomes the first player and receives the metal coin.

Game sequence

The game consists of several rounds. Each round comprises 5 phases:

  1. Supply
  2. Demand
  3. Purchase
  4. Loading
  5. Income

1) Supply

In this phase you determine the supply of trade cards that’s available for the current round. For that purpose, take the top cards from the drawing pile (according to the number of players) and place them in a row face-up, from left to right on the water spaces of the Speicherstadt:

  • 2 players: 3 cards
  • 3 players: 4 cards
  • 4 players: 5 cards
  • 5 players: 6 cards

If you revealed 1 or more vessels, randomly draw for each vessel 3 goods cubes from the bag and place them on the vessel.



2) Demand

In this phase you determine the size of the demand for the supplied trade cards. The player with the metal coin begins. In clock-wise turn order choose a card by placing 1 worker of your color above that card. Place your worker on the lowest unoccupied building space. After all players have placed 1 worker, repeat this process until all players have placed 3 workers.

You may choose cards freely for each worker. In case there are already workers placed above the card you chose, simply place your worker on the next unoccupied space above. You cannot forgo placing a worker. You may, however, place more than 1 of your workers above a single card. If all 8 building spaces of a card are occupied by workers, you cannot place any further workers there.

In this way, bit by bit, rows of workers form above each card. It is also possible that there is no demand for a card and no-one places a worker above it. As soon as all players have placed all 3 workers, this phase ends.



3) Purchase

Now, carry out the purchase of each card individually, from left to right. The procedure is the same for every card.

The player whose worker sits directly above the card (that is the lowest of the row) decides first whether or not they want to buy the card. If they do, they pay as many coins as the total number of workers above that card. (You can’t pay with the metal coin.) The player then takes the card and places it in front of him- or herself. From now on that player may use the card’s function. All workers in the row above that card return to their owners.

If the player is unwilling or unable to buy the card, take their worker back. Now, the player whose worker is next in line may buy the card. The price has dropped by 1 coin, since there is 1 worker less sitting above the card now. If that player doesn’t want to buy the card either, it’s the next player’s turn, and so on.

Thus, the card is offered to all players who have workers placed above it in turn until one of them buys it. If no-one wants to buy the card, place it on the discard pile. The same applies if no worker at all was placed above a card. Afterwards, carry on with the next card.



4) Loading

This phase happens for the first time in Spring (B), once the first ship has been purchased. You sell goods cubes, or you move them among various trade cards or the market hall.

The First Player begins, the others follow in clock-wise turn order. (In order to quicken the pace, you may also all act at the same time.)

Attention: As a rule, you may not trade or swap among yourselves – neither coins nor goods cubes or trade cards!

You may use the following cards in this phase:

  • Vessel


    If you bought one or more vessels this round, you need to unload them now. Take all goods cubes off the vessel. You may now choose what to do with each goods cube individually:

    • Place it on a contract
    • Sell it to a merchant
    • Keep it in your warehouse
    • Convert, sell or keep it in your market hall

    At the end of each loading, no goods cubes may remain on any vessels. Any unused goods cubes expire. Put them to the stock and do not return them to the bag!


  • Contract


    You may place any number of goods cubes from vessels, the warehouse, or the market hall on one or more contract cards. The type of goods must match the contract card. For instance, you may only place a brown cube on a coffee symbol or a white cube on a rubber symbol. You may place single goods on a contract, fulfilling it in partial steps. You may not remove goods cubes that are already placed on contracts.


  • Merchant


    You may sell any number of goods cubes from vessels, the warehouse, or the market hall to one or more merchants.

    There are 5 different merchants:

    • coffee roaster
    • tea taster
    • spice trader
    • carpet trader
    • vulcanizer

    Each merchant pays 1 coin per goods cube of the depicted type of goods. For example, the tea roaster pays 1 coin for each green goods cube. Take the coin from the stock. Put the sold goods into the stock: do not return them to the bag!


  • Warehouse


    During the loading you may place goods cubes in your warehouse or remove them from your warehouse. Here, you may keep goods cubes for use in later rounds or for gaining points at the end of the game. There may be no more than 4 goods cubes in a warehouse at any time, however.


  • Market hall


    You may use the market hall for various purposes during the loading:

    • Convert:

      Put any 3 goods cubes of your choice to the stock and take any 1 other goods cube of your choice from the stock.

      Note: For this purpose you may not draw goods cubes from the bag or return them to the bag!

    • Sell:

      Put any 2 goods cubes to the stock and take 1 coin from the stock.

    • Keep:

      You may keep no more than 1 goods cube in the market hall for use in a later round.



5) Income

Each player receives 1 coin. Players who bought no trade card this round receive 1 additional coin. Afterwards, the First Player hands the metal coin to the player on their left.

In the rare case that there are not enough coins in the stock during the income phase, make do with tokens outside of the game, for example real coins or dice.



End of the game

As soon as in phase 1) "Supply" the only card left on the drawing pile after the drawing of the trade cards is the card 4th fire (E), your last round has started. Proceed as per usual. Afterwards, carry out the final card on the drawing pile, 4th fire (see "fire"). After that, the game ends.

Attention: Occasionally it may happen that the card 3rd fire (D) is the final autumn card and sits right above the card 4th fire (E). In that event, the round ends after revealing and carrying out the 3rd fire, but carry out the 4th fire immediately. After that, the game ends.

Now, determine all the points you’ve collected. Use the score track on the game board to show your points. The player with the highest score wins. In case of a tie, the player who owns more coins wins.



Trade cards

We will now explain the functions of the various trade cards (in alphabetical order) and the market hall. Each card may only be used by the player who bought it.

The second column of the following table indicates the number of appearances of a card in the 4 seasons (A/B/C/D).



Trade card Stack Description
A (1) In phase 4) "Loading" you may sell any number of brown goods cubes (coffee) to the coffee roaster. For each coffee cube sold take 1 coin from the stock. Put the sold coffee cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the coffee roaster.
A (1) In phase 4) "Loading" you may sell any number of green goods cubes (tea) to the tea taster. For each tea cube sold take 1 coin from the stock. Put the sold tea cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the tea taster.
A (1) In phase 4) "Loading" you may sell any number of yellow goods cubes (saffron) to the spice trader. For each saffron cube sold take 1 coin from the stock. Put the sold saffron cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the spice trader.
A (1) In phase 4) "Loading" you may sell any number of white goods cubes (rubber) to the vulcanizer. For each rubber cube sold take 1 coin from the stock. Put the sold rubber cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the vulcanizer.
A (1) In phase 4) "Loading" you may sell any number of red goods cubes (carpets) to the carpet trader. For each carpet cube sold take 1 coin from the stock. Put the sold carpet cubes into the stock and do not return them to the bag!

At the end of the game you will receive 1 point for the carpet trader.
B (5)

C (5)

D (5)
As soon as you reveal a ship in phase 1) "Supply", randomly draw for each ship 3 goods cubes from the bag and place them on the ship. If you buy a ship, you need to unload it in the same round. Take all goods cubes off the ship. You may now choose what to do with each goods cube individually:
  • Place it on a contract.
  • Sell it to a merchant.
  • Keep it in your warehouse.
  • Convert, sell or keep it in your market hall.

At the end of each loading, no goods cubes may remain on any ships. Any unused goods cubes expire. Put them into the stock and do not return them to the bag!
A (1) In phase 4) "Loading" you may place goods cubes in your warehouse or remove them from your warehouse. Here, you may keep goods cubes for use in later rounds or for gaining points at the end of the game. There may be no more than 4 goods cubes in a warehouse at any time, however.

At the end of the game you receive 1 point for each goods cube in your warehouse.
A (1)

B
(1)

D (2)
At the end of the game you will receive points for your Counting Offices, as follows:
  • 2 points if you own 1 Counting Office.
  • 5 points if you own 2 Counting Offices.
  • 9 points if you own 3 Counting Offices.
  • 14 points if you own 4 Counting Offices.
D (1) At the end of the game you receive 4 points for St. Michaelis.
D (1) At the end of the game the port will gain you 1 point for each vessel you own.
D (1) At the end of the game you will receive 1 point for each coin you own. (You do not have to return the coins.)
C (1) As owner of the bank you receive 1 additional coin in phase 5) "Income". That way, you receive 2 coins if you bought at least 1 trade card this round, and 3 coins if you bought no trade cards this round.
D (1) At the end of the game you will receive 3 points for the Boatsmen Church.
A (1) In the course of the game you should supply your contracts with goods cubes, since you will gain points for this. Contracts come in 3 different sizes:
  • Small contract: 2 goods for 5 points
  • Medium contract: 3 goods for 8 points
  • Large contract: 4 goods for 11 points
In phase 4) "Loading" you may place any number of goods cubes from vessels, the warehouse, or the market hall on one or more contract cards. The type of goods of the cube and of the contract card must match. For instance, you may only place a brown cube on a coffee symbol or a white cube on a rubber symbol. You may place single goods on a contract, fulfilling it in partial steps. You may not remove goods cubes that are already placed on contracts.

At the end of the game you receive the number of points (5/8/11) shown on the contract, but only if all required goods cubes have been placed on it. There are no points for incomplete contracts.
A (1)
A (1)
B (1)
B (1)
B (1)
C (1)
C (1)
C (1)
C (1)
A (1)

B (1)
Firemen will protect you from the 4 fires that will start during the course of the game. Each fireman has a value (1-5).

In the event of a fire, the sum of the values of your firemen will determine whether you may receive bonus or negative points.
A (1)

B (1)
B (1)

C (1)

D (1)
C (1)

D (1)
D (1)
B (1) There are 4 fire cards. As soon as you reveal a fire in Phase 1) "Supply", immediately halt the game. Each player adds the values of their firemen. The player with the largest sum immediately receives as many points as shown on the fire card. The player with the smallest sum immediately receives as many negative points. Use the score track on the game board to show your points.

In case of a tie, each participant receives the points or negative points. In the rare case that all players possess the same sum, nobody receives any points (positive or negative).

After carrying out the fire card, place it on the discard pile. Reveal a further trade card to replace the fire and completely stack the water spaces. Continue the game.
C (1)
D (1)
E (1)


Kaispeicher

The expansion for "The Speicherstadt"

Author: Stefan Feld
Artwork: Harald Lieske

Overview

Did you have a lot of fun with "The Speicherstadt" but felt it was over too soon? Do you wonder what else there is to experience in the large warehouse district of Hamburg? "Kaispeicher" is full of new challenges. It includes 50 new cards, a clever extra bidding mechanism, and "real" metal coins.


Components:

  • 50 new Trade Cards (12 x Winter, 12 x Spring, 12 x Summer, 14 x Autumn)

  • 9 goods cubes:
    • 3 x Hemp (gray)
    • 3 x Fabric (pink)
    • 3 x Glass (blue)
  • 7 workers (1 in each of the 5 player colors, 2 gray ones)

  • 1 "Start" card

  • 2 "Break" cards

  • 25 metal coins


Setup

  1. Set up "The Speicherstadt" in the same way as in the basic game.

  2. Put all 54 goods into the bag (including the 9 new ones).

  3. If you wish, you may play with the metal coins. (But place the old coins nearby in case additional coins are needed.)

  4. As in the basic game, each player receives 5 coins from the supply.

  5. The 2 gray workers should be set aside, as they are needed later in the game.

  6. Each player chooses a color and places 1 worker of that color on the 0 space of the score track.

  7. The remaining 4 workers of each color are placed in front of their respective players.

  8. From the pile of new cards, remove the "Start" card and the 2 "Break" cards and put them aside. They are needed later in the game.

  9. Then take all trade cards (old and new ones) and sort them according to their backs.

  10. According to the number of players, remove the following Autumn (D) trade cards from the pile and return them to the box. They won’t be needed:

    • 2 players: Port / Fireman with the value 3 / Mayor / Truck

    • 3 players: Boatsmen Church / Fireman with the value 3 / Mayor / Truck

    • 4 players: none

    • 5 players: Boatsmen Church / Fireman with the value 3 / Mayor / Truck

  11. Proceed with all other trade cards as described in the rule book of "The Speicherstadt" in section 10 of the Setup.

  12. The player who most recently went to Hamburg becomes the first player and receives the "Start" card.


Playing the game

The game still consists of several rounds, each comprising 5 phases:

  • Supply
  • Demand
  • Purchase
  • Loading
  • Income

1) Supply

Take the top cards from the draw pile and place them in a row face-up, from left to right on the water spaces. As usual, the number of uncovered cards equals the number of players +1. Now, in addition, you lay out the same number of cards above the game board. So there are always twice as many cards to choose from as in the basic game.

2) Demand

As usual, starting with the first player and then in clockwise direction, each player places one of his workers on the lowest free building space above a card of his choice. But now you also have the option of reserving a card of your choice from the row above the board. To do this, you take one of these cards, place it next to the lower left side of the board, and put one of your workers onto it. If there are already one or more reserved cards, the new card must always be placed above the last reserved one. The phase ends when each player has placed all his workers.

3) Purchase

As in the basic game, first carry out the purchases of all cards from the water spaces. Then the reserved cards next to the game board are available for purchase. Start with the lowest card in the row. The card can only be purchased by the player who placed his worker on it. If the player wants to buy the card, he must return a number of coins to the stock equal to the number of reserved cards in the row. If the player does not want to buy the card, he pays nothing and the card is discarded. As usual, the worker returns to the player. Then the next lowest card from the row is available for purchase and so on. At the end of the phase, if there are cards left above the game board, they are discarded.

4) Loading

Loading is carried out exactly as in the basic game by selling goods cubes or moving them to appropriate cards.

5) Income

Each player now receives 2 coins from the stock. Players who didn’t purchase any trade cards this round receive 1 additional coin. Afterward, the first player hands the "Start" card to the player on his left and a new round begins.


End of the game

The end of the game is identical to the end of the basic game.

Note: If you reach space 39 on the score track, you continue counting your points on the 0 (= 40 points). At the end of the game, these 40 points are simply added to your result.


The new trade cards

There are 6 new Ships (6: 0/2/2/2):

  • 3 with a shipping volume of 1 (1 crate)

  • 3 with a shipping volume of 2 (2 crates)

When a Ship is revealed during phase 1) "Supply", draw as many goods from the bag as the Ship shows crates and put one of those goods onto each crate.


For the 3 new kinds of goods, there are corresponding Contracts (6: 0/2/2/2):

  • 3 small Contracts : 1 good for 4 points

  • 3 medium Contracts: 2 goods for 8 points

As in the basic game, you only get points for a completed Contract at the end of the game.


There are now 2 additional Counting Offices (2: 0/0/1/1). No player may score more than 4 Counting Offices at the end of the game, regardless of how many he owns.


Roasting House (1: 1/0/0/0)
In phase 4) “Loading”, you may deliver any number of brown goods cubes (coffee) to the Roasting House. For each coffee cube that you return to the stock you gain 2 points on the score track.

Tea House (1: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of green goods cubes (tea) to the Tea House. For each tea cube that you return to the stock you gain 2 points on the score track.

Spice Storage (1: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of yellow goods cubes (saffron) to the Spice Storage. For each saffron cube that you return to the stock you gain 2 points on the score track.

Rubber Factory (1: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of white goods cubes (rubber) to the Rubber Factory. For each rubber cube that you return to the stock you gain 2 points on the score track.

Carpet Storage (1: 1/0/0/0)
In phase 4) "Loading", you may deliver any number of red goods cubes (carpet) to the Carpet Storage. For each carpet cube that you return to the stock you gain 2 points on the score track.


Dressmaker (1: 1/0/0/0)
In phase 4) "Loading", you may sell any number of pink goods cubes (fabric) to the Dressmaker. For each fabric cube that you return to the stock you receive 3 coins.

Gaffer (1: 1/0/0/0)
In phase 4) "Loading", you may sell any number of blue goods cubes (glass) to the Gaffer. For each glass cube that you return to the stock you receive 3 coins.

Ropemaker (1: 0/1/0/0)
In phase 4) "Loading", you may sell any number of gray goods cubes (hemp) to the Ropemaker. For each hemp cube that you return to the stock you receive 3 coins.


Light House (1: 0/1/0/0)
At the end of the game, you receive 1 point for the Light House.

Theater (1: 0/1/0/0)
At the end of the game, you receive 2 points for the Theater.

Davidwache (1: 0/0/0/1)
At the end of the game, you receive 3 points for the Davidwache.

Music Hall (1: 0/0/0/1)
At the end of the game, you receive 4 points for the Music Hall.

City Hall (1: 0/0/0/1)
At the end of the game, you receive 5 points for the City Hall.


Press (1: 0/0/1/0)
At the end of the game, you receive 1 point for each of your Firemen.

Mayor (1: 0/0/0/1)
At the end of the game, your highest scoring building yields twice as many points. Only the 7 trade cards that have a fixed point value of 1 to 5 are considered scoring buildings (for example Davidwache, Music Hall).

Harbor Tour (1: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your scoring buildings. Only the 7 trade cards that have a fixed point value of 1 to 5 are considered scoring buildings (for example Davidwache, Music Hall).

Deichtorhallen (1: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your Merchants. Only the 8 trade cards that convert goods to money are considered Merchants (for example Spice Trader, Gaffer).

Accountant (1: 0/0/0/1)
At the end of the game, you receive 1 additional point for each of your Contracts, regardless of whether the Contract has been completed or not.


Snitch (1: 1/0/0/0)
Right before starting phase 3) "Purchase", you may swap the places of one of your workers with the worker of another player. After that, discard the Snitch.

Fish Market (1: 0/1/0/0)
In Phase 3) "Purchase" you may discard the Fish Market to pay for 1 card instead of paying with coins.

Harbor Master (1: 0/1/0/0)
In phase 4) "Loading", you may convert any 2 goods into 1 other good as many times as you want. To do this, return 2 goods to the stock and replace them with 1 good of your choice that is available in the stock.

Thrift Institution (1: 0/0/1/0)
As soon as you purchase the Thrift Institution, you immediately receive 4 coins from the stock. After that, discard the Thrift Institution.

Thief (1: 0/0/1/0)
As soon as you purchase the Thief, all other players must immediately give you 1 coin. Players with no coins give you nothing. After that, discard the Thief.


Auction Hall (1: 0/0/1/0)
At any point in the game, you may take 1 good of your choice from the stock. You must load this good immediately (using it with one of your cards). After that, discard the Auction Hall.

Smuggler (1: 0/0/1/0)
At any point in the game, you may steal 1 good from any incomplete Contract of another player. You must load this good immediately (using it with one of your cards). After that, discard the Smuggler.

Truck (1: 0/0/0/1)
At any point in the game, you may take up to 3 goods from your Contracts and redistribute them among any of your Contracts in any way you want. After that, discard the Truck.


Coffee Break (1: 1/0/0/0)
When you purchase this card, you also take the two "Break" cards that were put aside during setup. You may now pass during phase 2) "Demand" by discarding a "Break" card instead of placing a worker. This gives you the advantage of stalling and placing your workers later in the round. After using both "Break" cards, also discard the Coffee Break.

Storekeeper (1: 0/1/0/0)
When you purchase this card, you also take the two gray workers that were put aside during setup. In phase 2) "Demand", you may place one or both gray workers in addition to your other workers (thus increasing your number of workers this round). However, if you placed a gray worker, he does not return to you during phase 3) "Purchase" but is removed from the game.
As soon as both gray workers have been removed from the game, discard the Storekeeper.


Fireman (5: 2/1/1/1)
There are 5 additional Firemen with values from 1 to 5.


Squad Leader (1: 1/0/0/0)
Once in the game, you may double the points that you gain during a fire. After that, discard the Squad Leader.

Insurance (1: 0/1/0/0)
Each time you would get negative points during a fire, you may avoid those negative points by returning 2 coins to the stock.

Fire Truck (1: 0/0/1/0)
During each fire, the Fire Truck doubles the value of one of your Firemen.


Playing online

Anatomy of the Player Info


Notes regarding use of trade cards

Storekeeper
The player who owns this card will be given the possibility to place additional grey workers after all his regular workers have been placed.

Coffee Break
"Break" cards cannot be played when all opponents have already placed all of their regular workers, i.e. it is not possible that the players who owns the "Break" cards plays one of those because he thinks another player who owns grey workers will place one of those as his next action.

Harbor Master
Converting cubes 2:1 instead of 3:1 is mandatory, not optional.

Squad Leader
If a Firecard is revealed it will be scored immediately. After that, the owner of the card must decide whether or not to use the card.

If the Squad Leader can still be played by its owner after the last round has been finished, it is played automatically when Fire card #4 is scored. (This is also true if Firecard #3 is scored right before the final card.)

Insurance
If a Firecard is revealed it will be scored immediately. After that, the owner of the card must decide whether or not to use the card. If the card is used, the negative points that were scored will be removed.

Fire Truck
The player’s highest Fireman value is doubled. The overall Firemen value that is shown in the player info includes the doubled value.

Other Notes

  • Kaispeicher: The upper row of cards is shown on the board instead of above because of the limited space of the game window.

  • Cards of the upper row that have not been reserved are discarded right after the Demand phase is finished.

  • The In-Game-History feature is available in the Base Game only.

 
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