If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
Bruges in the 15th century - culture and commerce flourish and make the Belgian Hanseatic city into one of the wealthiest cities in Europe.
The first stock exchange opens its doors and all of Europe is looking to the thriving trading city.
Players assume the role of merchants who must maintain their relationships with those in power in the city while competing against one another for influence, power, and status.
But the peace can be deceptive. Dramatic events cast their shadows over the city, with players needing to worry about threats to their prosperity from more than just their opponents...
New Citizens – Additional person cards including a new group
The module consists of 40 new person cards:
- 2 new person cards in each of the 11 groups of the base game
-
a new 17-card group "Travelers"
- 1 updated Engraver card
New residents and visitors from distant countries enrich life in Brügge.
Components:
This module consists of 40 new Person cards:
22 new person cards
There are 2 new person cards for each of the 11 groups of the base game.
Each group now contains 17 persons (15 from the base game and 2 new ones).
17 "Traveler" cards
There is a new person group called "Travelers"
.
Like the other groups it contains 17 cards.
1 updated Engraver card
At the request of some players we slightly changed the Engraver card from the first edition of the basic game.
The new Engraver scores only 1 point per group of persons and costs 9 guilders.
Owners of the first edition can remove the original Engraver from the game and use the new Engraver instead.
Note: Do not use both the old and new Engravers in a game.
Yucata always uses the new Engraver.
Divide the shuffled person cards into 6 stacks.
Combine as many stacks as there are players into one large stack.
Split that stack in two to form the draw piles.
Set the remaining stacks aside as an extra stack to replace the first draw pile that is emptied.
Setup
Shuffle the new cards with those from the base game.
Divide the shuffled cards into 6 approximately equal stacks (1 stack more than in the base game).
Take 1 stack per player and shuffle them together into 1 large stack.
Divide the large stack into 2 approximately equal piles. These are the two draw piles.
Combine the remaining stacks and set them aside as an extra stack that will be used when a draw pile is emptied.
How do the New Citizen cards function?
The cards have the same features as the cards of the basic game.
They can be played to take any of the 6 possible actions.
Some of the new citizens allow a player to pick a card from the discard pile:
-
12 (1 for each person group) let the player put a discarded person of a specified group into an empty house for free.
-
5 of the Travelers let the player play a discarded card as a house for 1 worker of the card's color.
5 of the Travelers let the player specify the color used for the action of the next card he plays.
The cards have the same features as the cards of the basic game.
Each of the cards can, as in the base game, be used for any the 6 possible actions.
Only the persons on the cards are new.
Cards from the discard pile
Some of the new persons allow a player to choose a card from the discard pile.
Depending on the size of the discard pile, this can take some time to complete.
To keep the game from slowing down, the players may look through the discard pile at any time.
A player may do this even if it is not his turn, and even if he has no such person cards in his hand.
Details of the new cards
Brewer, Court Marshal, Duchess, Finn, Fortune Teller, Gauger, Hangman, Model,
Navigator, Prior, Provost and Scout:
These 12 (1 for each person group) let the player put a discarded person of a specified group into an empty house for free.
Using the Brewer as an example:
A player can search through the discard pile before he activates the Brewer to see which Craftsman persons are in the pile.
The player must have an empty house in his play area in which to put the chosen Craftsman person.
The player does not pay any guilders to put the Craftsman person into a house.
The player can activate the newly recruited Craftsman person according to the usual rules.
Egyptian, Dane, Englishman, Greek and Italian:
These 5 let the player choose a card from the discard pile and play it as a house.
The player must pay the usual price of 1 worker of the color of the played card.
The player can search through the discard pile before he activates the card.
Frenchwoman, Norwegian, Portuguese, Russian and Spaniard:
These persons all have the same benefit.
The player can activate one of these persons before playing a card.
When he plays the card he can perform an action as if the card were the color of his choice.
Barterer: (once per round) Return 1 worker to take the number of guilders equal to the value of the die of the worker's color.
Executioner: (worker) Put a worker on the Executioner. At game end score 1 point per worker on the Executioner.
German: (worker) Take 2 guilders for each Traveler person.
Glass Painter: (worker) Score 1 point per Traveler person.
Hungarian: (worker) Take 1 guilder for each different colored worker.
Lay Brother: (worker) Take 1 worker of the die color for each value 1 die.
Master of Ceremonies: (worker) Draw and play the top discarded card.
Militia: (unlimited) Choose a color before dice are rolled in Phase 2. Take no threat marker of that color.
Milord: (immediate) Move any number of your persons from houses to your hand.
Persian: (unlimited) Score 1 point every time you advance on the reputation track.
Puppeteer: (worker) Activate a once per round or worker person a second time this round.
Saboteur: (immediate) Draw a card from every other player's hand.
Scotsman: (immediate) Take 2 guilders for each different threat color.
Strategist: (immediate) Give every other player one of your threats.
Swede: (immediate) Activate an immediate, worker, or once per round person of another player.
Swiss: (game end) Score 2 points per Traveler person.
Tanner: (immediate) Return up to 5 workers of different colors. Score 1 point and take 1 guilder for each.
Each round, one of the 6 possible card actions is modified.
Each of these modifications, however, can only be used a limited number of times per round.
Phase 1: Draw cards
In each round after all players have filled their hands, the top stock exchange card is turned face up.
The number of action tokens specified on the card (5 or 6) are placed on top of the card.
Phase 3: Play cards and perform actions
If when a player plays a card he performs the action indicated on the current stock exchange card,
he may use the modification described on the stock exchange card. (Activating a person does not let a player use a stock exchange card.)
Each time a stock exchange card is used, one of the action tokens is removed from it.
If the last action token is removed, the stock exchange card is discarded and no stock exchange modifications are available for the rest of the round.
Phase 4: Verify majorities and change the start player
If there are still any action markers on the stock exchange card, remove them from the card and discard the card.
In the next round, a new stock exchange card will be revealed.
Module 4: Stock Exchange – Cards that modify actions
Each round, one of the 6 possible card actions is modified.
Each of these modifications, however, can only be used a limited number of times per round.
Components and setup
The 12 Stock Exchange cards are shuffled and placed face down in a stack next to the board, readily visible to all players.
The 6 Action markers are placed next to the board.
How are the Stock Exchange cards played?
The following sections describe the changes to the various phases of the base game.
Phase 1: Draw cards
In each round, after all players have refilled their hands, reveal the top Stock Exchange card.
Place the number of action marker specified (5 or 6) onto the card.
If only 5 action markers are specified, the 6th marker remains next to the card stack.
Note: Yucata provides the unofficial variant of reducing the number of action markers placed on stock exchange cards by five minus the number of players.
This module does not change Phase 2.
Phase 3: Play cards and perform actions
Example:
The Price Fixing stock exchange card specifies the action "take 1-6 Guilders".
The player plays a purple card and chooses to perform that action.
The purple die shows a 1 in this round, so the player would normally get 1 guilder.
However, by using the Price Fixing stock exchange card he gets 5 guilders instead of 1.
Each stock market card specifies one of the 6 card actions.
When a player plays a card and performs the specified action, he may use the modification
shown on the stock exchange card.
Note: The player may use a stock exchange card only if he performs the action by playing a card.
He may not use one if he carries out an action in another way, e.g. by activating a person.
If he uses the modification, he removes an action marker from the card.
If the last action token is removed, the stock exchange card is discarded and no stock exchange modifications are available for the rest of the round.
Only in the next round will a new stock exchange card be revealed.
Phase 4: Verify the 3 majorities and change the start player
If there are still any action markers on the stock exchange card in Phase 4, they are now removed from the card,
and the card is placed back in the box.
In the next round, a new stock exchange card will be revealed.
List of Stock Exchange cards
Building Materials: When you build a canal pay 2 fewer guilders.
You cannot use this card when you use the Well Builder to build a canal for free.
Cabin: When you build a house don't pay a worker.
Contingency Plan: When you discard threat(s) discard any color(s).
You cannot use this card when you discard threat(s) of the color of the played card or
when you use the Frenchwoman, etc. to discard 1 threat of any color or 2 threats of the same color.
Crane: When you build a canal build any color canal.
You cannot use this card when you build a canal of the color of the played card.
Economic Boom: When you take workers take an extra worker of the same color.
You can use this card together with the Lawyer to take a total of 4 workers.
Initiative: When you recruit an immediate, once per round, or worker person do a free extra activation.
Insurance: When you discard threat(s) score 1 more point for each.
Jack-of-all-Trades: When you take workers choose their colors.
You cannot use this card when you take workers of the color of the played card or
when you use the Frenchwoman, etc. to take workers of the same color.
Magnificent Building: When you build a house score 1 point.
Motivation: When you recruit draw a card.
If the recruited person is immediate, draw the card before activating the person.
Price Fixing: When you take guilders take 5 guilders.
This card has the effect of changing the die value.
You cannot use this card with a die of value 5.
The possible 3 extra guilders from the Draper, etc. are in addition to the 5 from this card.
Profiteering: When you take guilders take 2 extra guilders.
The possible 3 extra guilders from the Draper, etc. are in addition to the 2 extra from this card.
Acrobat (Bard, Comedian, Dancer and Minstrel are identical):
Build a canal without playing a card for double the normal price.
If you have activated but not yet used the Well Builder (once per round pay nothing when build a canal) this round
then the canal built by activating the Acrobat will be free.
Actor: Activating the Actor lets you activate for free all of your unactivated persons that normally cost a worker to activate.
You can activate as many of those persons as you want in any order you want.
If activating one person leads to losing (i.e. discarding or returning to your hand) a person you had when you activated the Actor or to recruiting a person, you cannot activate the lost or recruited person.
Recursively activating the Actor has no effect.
Apothecary: Four instead of three threats of a color are required for you to suffer damage.
If you have three threats of a color and lose (i.e. discard or return to hand) the Apothecary, you immediately suffer the damage.
Arsonist: Each opponent takes 1 red threat.
The Bandit, Mountebank, Smuggler and Swindler make opponents take 1 yellow, brown, blue and purple threat, respectively.
If activating any of these persons causes at least one opponent to have three threats of a color (four for an opponent who has the Apothecary),
then unless you undo the activation you must interrupt your turn to let the opponent(s) resolve the threats.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Assassin: Each opponent must discard a person if he has one.
If any opponent has a person then unless you undo the Assassin activation you must interrupt your turn to let the opponent(s) choose which person to discard.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Astronomer: The Astronomer is automatically activated whenever you put an immediate one-use person, i.e. a person with an "arrow" icon, into a house.
Usually a person is put into a house via the recruit action, but it can also be done by activating the New Citizens cards that let a player put a discarded card into a house (e.g. the Brewer).
When the Astronomer is activated you may activate the immediate person a second time.
The Astronomer is NOT activated when activating an immediate person that is already in a house, e.g. when performing the "activate an immediate person" boat action.
If the Initiative stock exchange card (allows a free extra activation of a person being recruited) is available,
you may activate the recruited person three times: first the normal activation, then an optional activation from the Astronomer, and finally an optional activation from the Initiative card.
Bandit: See Arsonist.
Bard: See Acrobat.
Beggar: Each opponent must give you 2 workers from his play area if he has them.
If an opponent has only 1 worker, he must give you that worker.
Each opponent chooses which workers to give you.
If any opponent has a worker then unless you undo the Beggar activation you must interrupt your turn to let the opponent(s) choose which workers to give you.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Brewer: Choose a discarded Craftsman card and put it in an empty house for free.
The Court Marshal, Duchess, Finn, Fortune Teller, Gauger, Hangman, Model, Navigator, Prior, Provost and Scout let you do the same for cards of other groups.
This effect is NOT considered a recruit action, so it does not activate the Fire-eater or let you use an Initiative or Motivation stock exchange card.
However, if the chosen discard is an immediate activation card, putting it in an empty house does trigger its immediate activation.
It will also activate the Astronomer to give a second immediate activation of the chosen discard.
Coachman (Herald, Messenger, Scribe and Stableboy are identical):
Play a card from your hand.
This does not count as the mandatory play of a card for your turn.
If you activate more than one person with this ability, you might have no hand cards left during the current turn or a later turn in the current round.
If you have no card with which to make the mandatory play, you still get a turn and can activate persons during that turn.
Comedian: See Acrobat.
Court Marshal: See Brewer.
Dancer: See Acrobat.
Duchess: See Brewer.
Earl: You can pay 4 guilders during phase 2 to advance one step on the reputation track if no dice of value 1 or 2 were rolled.
If you also have the Notary then the cost is 2 guilders instead of 4.
Executioner: The Executioner is unique in that it is activated both during the game and at game end.
During the game it is activated by paying a blue worker. Doing so allows you to place another of your workers on the Executioner.
At game end you will score 1 point for each worker so placed.
On Yucata the number of workers so placed rather than the workers themselves is shown.
If you discard the Executioner or return it to your hand, any workers placed on it are lost and you will get no points for them at game end.
Finn: See Brewer.
Fire-eater: When you use the recruit action, you may discard 1 threat of the recruited person's color.
You will be given the option of discarding the threat before the immediate activation of the person (if the person was immediate)
and before receiving the option of using an available Motivation (draw a card) or Initiative (free extra activation) stock exchange card.
The Fire-eater is NOT activated when you gain a person by activating a New Citizens card that lets a player put a discarded card into a house (e.g. the Brewer).
Fortune Teller: See Brewer.
Frenchwoman (Norwegian, Portuguese, Russian and Spaniard are identical):
These let you choose the color of the action of the next card you play. Specifically:
-
worker action: Take workers of any one color. If you activate the Frenchwoman then you cannot use the Jack-of-all-Trades stock exchange card to take workers all of the same color.
-
guilders action: Use the die that gives you the most guilders taking into account possible extra 3 guilders from the Draper, etc.
-
threat action: Discard a threat of any color.
If you also have the Doctor then you can discard 2 threats of any one color.
If you activate the Frenchwoman then you cannot use the Contingency stock exchange card to discard 1 threat of any color.
If you activate the Frenchwoman and have the Doctor then you cannot use the Contingency stock exchange card to discard 2 threats of the same color.
-
canal action: Build a canal of any color.
If you activate the Frenchwoman then you cannot use the Crane stock exchange card to build a canal of any color.
-
house action: Pay a worker of any color to build a house.
The color of the house is the color of the card as usual.
-
recruit action: no effect
On Yucata you do not explicitly choose the color of the next action immediately upon activating the Frenchwoman. Rather, actions of all the allowed colors are offered in the "choose action" window after you choose the next card to play.
When the Frenchwoman has been activated but not yet used, it is outlined in green and will be automatically applied to the next card you play.
If the Frenchwoman is activated but not used during the current round, it is "deactivated" at the end of the round and its benefit is lost.
The Frenchwoman is always "deactivated" after playing a card whether or not the Frenchwoman had any effect.
Normally you will activate the Frenchwoman before playing a hand card.
If you draw and play a card by performing the "draw and play" boat action or by activating a "draw and play" card
(Baroness, Countess, Gentlewoman, Princess, Young Princess) then you can activate the Frenchwoman after drawing the card.
If in those situations you have both the Frenchwoman and the Well Builder, then the option to activate the Frenchwoman will be offered first.
Gauger: See Brewer.
Hangman: See Brewer.
Herald: See Coachman.
Highwayman: Take 2 guilders when another player recruits a person.
This is triggered only by a recruit action It is not triggered by activating the Brewer, etc. to put a discard into a house.
Informer: Opponents move down 1 step on the reputation track.
An opponent on step 1 moves to the town hall, which is essentially "step 0".
An opponent on the town hall is not affected.
Jailer: Count all the persons (including the Jailer) and pets in your play area.
You can now discard this same number of threat markers.
You choose the colors of the threat markers to discard; they do not have to match the colors of your persons and pets.
If you have fewer threat markers than persons and pets, discard all of them.
For each threat marker you discard you score 1 point.
Jester: At game end count the Jester as being in the Entertainer group and 2 other groups.
The Jester affects the number of game end points scored by the Engraver (1 point per group of persons) and the 12 cards (Cardinal, Guildmaster, Historian, Illuminator, Impostor, King, Knight, Majordomo, Master Craftsman,
Mayor, Swiss and Tamer) that score 2 points per person in a particular group.
Yucata automatically determines the 2 other groups that will give you the most overall points.
The Jester provides a person in two additional groups only at game end. During the game it is counted only as an Entertainer person.
Judge: You get to flip a majority marker if you are tied for first place,
but only if you have at least one of the relevant item.
Messenger: See Coachman.
Minstrel: See Acrobat.
Model: See Brewer.
Moneylender: Give each opponent 1 guilder. Score 1 point for each guilder given.
If you have at least as many guilders as opponents then you must give 1 guilder to each of them.
If you have fewer guilders than opponents then you must give all your guilders to opponents.
You choose which opponents you give them to.
Mountebank: See Arsonist.
Navigator: See Brewer.
Norwegian: See Frenchwoman.
Notary: During phase 2 you pay 2 fewer guilders to advance on the reputation track.
This applies whether the price is set by the dice or by the Earl.
Persian: Score 1 point when you advance on the reputation track.
The Persian is automatically activated no matter how you advanced, whether by buying the advancement during phase 2, activating a person (e.g. the Weaver), or by using the "advance reputation" boat action.
Plasterworker: Activating the Plasterworker to discard a threat of the house color when you build a house is optional.
You may activate it no matter how you built the house,
whether by playing a card, activating the Architect, or activating one of the Dane, Egyptian, Englishman, Greek or Italian New Citizens cards.
Portuguese: See Frenchwoman.
Preacher: Activating the Preacher to discard a threat when you advance on the reputation track is optional.
You may activate it no matter how you advanced,
whether by buying the advancement during phase 2, activating a person (e.g. the Weaver), or by using the "advance reputation" boat action.
Prior: See Brewer.
Provost: See Brewer.
Puppeteer: Activate a once per round or worker person a second time this round.
After activating the Puppeteer you must immediately choose the once per round or worker person to activate.
That person must have already been activated during the current round.
Russian: See Frenchwoman.
Saboteur: Draw a card from every other player's hand.
The cards are automatically randomly drawn.
On Yucata each of these cards is exposed to all opponents, not only to the opponent whose hand it was drawn from.
Scout: See Brewer.
Scribe: See Coachman.
Sealer: Each opponent must discard a card from his hand if he has one.
If any opponent has a card in his hand then unless you undo the Sealer activation you must interrupt your turn to let the opponent(s) choose which card to discard.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Smuggler: See Arsonist.
Spaniard: See Frenchwoman.
Stableboy: See Coachman.
Strategist: Give each other player one of your threats.
You choose which threat to give to which opponent.
If you have fewer threats than opponents then you choose which opponents to give them to.
Otherwise you must give a threat to every opponent.
If giving these threats causes at least one opponent to have three threats of a color (four for an opponent who has the Apothecary),
then unless you undo the activation you must interrupt your turn to let the opponent(s) resolve the threats.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Swede: Activate an immediate, worker, or once per round person of another player.
On Yucata the Swede does not allow you to activate an unlimited use or game end person. The published Swede explicitly excludes only game end persons.
On Yucata the Swede cannot activate the Executioner.
On Yucata a person of an opponent may be activated more than once per round via the Swede.
Swindler: See Arsonist.
Thief: Each opponent must give you 3 guilders from his play area.
If an opponent has fewer than 3 guilders, he must give you all of them.
Troublemaker: Each opponent must "unbuild" one of his canals by returning the canal token on it to the supply.
The canal must be the highest built canal in its canal section.
If an opponent unbuilds a space 5 canal, he does not return the statue token that he took when he built that canal.
However, if the opponent builds a canal on that space again, he does not take another statue.
If an opponent has not built any canals then he does not have to unbuild one.
If any opponent has a canal then then unless you undo the Troublemaker activation you must interrupt your turn to let the opponent(s) choose which canals to unbuild.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Vandal: Each opponent must discard a house. Any person or pet in the house is returned to the opponent's hand.
If any opponent has a house then unless you undo the Vandal activation you must interrupt your turn to let the opponent(s) choose which house to discard.
After you click the "Finish turn" button to interrupt your turn, you will no longer be able to undo the activation.
Warden: Activating the Warden to discard a threat of the canal color when you build a canal is optional.
You may activate it no matter how you built the canal,
whether by playing a card or activating a card such as the Acrobat or Gatekeeper.
If when you build a canal you are allowed to both activate the Warden and to perform a boat action,
the optional activation of the Warden will be offered first.
Well Builder: If you activate the Well Builder then the next canal you build during the current round will be free.
When the Well Builder has been activated but not yet used, it is outlined in green and will be automatically applied to the next canal you build.
When the Well Builder has been activated but not yet used, you cannot use the Building Materials stock exchange card to pay 2 guilder less.
Normally you will activate the Well Builder before playing a hand card and using its "build canal" action.
If you draw and play a card by performing the "draw and play" boat action or by activating a "draw and play" card
(Baroness, Countess, Gentlewoman, Princess, Young Princess) then you can activate the Well Builder after drawing the card.
If in those situations you have both the Well Builder and one of the "perform any color action" cards (e.g. the Frenchwoman),
then the option to activate "perform any color action" card will be offered first.