Cacao - General game info
Cacao
2-4 players, 60 minutes, 8 years and older
AuthorPhil Walker-Harding
IllustratorClaus Stephan
Published byAbacusSpiele
Online since 2015-11-07
Developed by (BloodyMary)
Boardgamegeek171499
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!
Cacao - Rules
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.

Show → summary only → detailed version only → both summary and detailed version

Cacao

→ Original rules (pdf)

→ Overview jungle tiles (pdf)

→ Goodie Volcanoes (pdf)

→ Goodie Big Market (pdf)

→ Goodie Golden Temple (pdf)

→ Goodie New Storage (pdf)

→ Goodie New Huts (pdf)

Cacao takes the players into the exotic world of the “Fruit of the Gods.” Each is a tribal chief trying to lead his tribe to fame and wealth by growing and trading in cacao. At the end of the game, the player with the most gold wins.

Cacao – Chocolatl

contains 4 expansion modules that can be integrated into the basic game of Cacao, individually or in any combination: the Map module, the Watering module, the Chocolate module and the Hut module.

→ Chocolatl original rules (pdf)


Cacao – Diamante

contains 4 expansion modules that can be integrated into the basic game of Cacao, individually or in any combination: the Gem Mines, the Tree of Life, the Favour of the Emperor and the New Workers.
In addition, the new modules can be combined with the modules from Cacao – Chocolatl in any way you desire.

→ Diamante original rules (pdf)

Game materials
44
worker tiles, 11 each in the 4 player colors
4
water carriers, 11 each in the 4 player colors
4
village boards, 11 each in the 4 player colors
28
20
cacao fruits
12
sun tokens
20
gold coins, 24x value 1, 12x value 5, 12x value 1
1
set of instructions
1
overview sheet for jungle tiles

Each player puts the water carrier on the water field with the value “-10”, shuffles his worker tiles and lays them out as a face-down jungle draw pile. After that, he draws the 3 top worker tiles.

Note:With 3 and 4 players some worker tiles are sorted out.

A single plantation and a market with selling price 2 are placed face up in the middle of the table diagonally to one another. Mix the remaining jungle tiles and place them face-down jungle draw pile. Draw the 2 top jungle tiles and place them as a face-up jungle display.

Note: With 2 players some jungle tiles are sorted out.

Each player chooses one color. He takes the village board, the water carrier and the worker tiles of that color. He places the village board in front of him and puts the water carrier on the water field with the value “-10”.

Worker tiles

The worker tiles show a sand-colored area with a hut in the respective player color in the middle. There are always 4 workers of this color depicted at the edges of the tile in various distributions. Depending on the number of players, each player sorts out the following worker tiles and puts them back in the box:
3 players: 1x 1-1-1-1
4 players: 1x 1-1-1-1 und 1x 1-2-1-0

Mix your worker tiles and put them as a face-down worker draw pile next to your village board. After that, you draw the 3 top worker tiles from your worker draw pile and take them into your hand

Jungle tiles

The jungle tiles are predominantly green and show locations with different action possibilities that you can use if there are workers adjacent.
Select the following 2 jungle tiles and place them face up in the middle of the table diagonally to one another; they form the starting tiles of the playing area:
1x single plantation and 1x market with selling price 2

For the two-player game only, sort out the following jungle tiles and put them back in the box:
2x single plantation, 1x market, selling price 3, 1x gold mine, value 1, 1x water, 1x un-worshiping site, 1x temple

Mix the remaining jungle tiles and lay them out as a face-down jungle draw pile.
Draw the 2 top jungle tiles from the jungle draw pile and place them next to the pile as a face-up jungle display
Then lay out the cacao fruits and the sun tokens as separate supply piles. Put the gold coins next to them to serve as the bank.

Course of the game

The game proceeds over several rounds, played in clockwise order. The oldest player becomes the starting player and begins.

The playing area

During the course of the game, the players add worker tiles and jungle tiles to the playing area. These tiles must alternate, forming a chessboard pattern of worker and jungle tiles.

During the course of the game, the players add worker tiles and jungle tiles to the playing area.
In general, the following tile-laying rules apply:

  • A worker tile may never be laterally adjacent to other worker tiles.
  • A jungle tile may never be laterally adjacent to other jungle tiles.

This way, a chessboard pattern of worker and jungle tiles is formed. The starting tiles have already determined whether you have to put a worker tile or a jungle tile on an unoccupied square of this pattern. In the following, the squares that are occupied with jungle tiles are called jungle spaces.

A game turn

On your turn, you have to carry out the following steps in the order indicated:
  1. Place 1 worker tile djacent to at least 1 jungle tile already in play or build over a worker tile of your own.
  2. Fill in jungle tiles.
  3. Carry out jungle tile actions for the newly placed worker tile and eventually filled in jungle tiles.

On your turn, you have to carry out the following steps in the order indicated:

  1. Place 1 worker tile

    Choose 1 worker tile from your hand and place it laterally adjacent to at least 1 jungle tile already in play.

    You may orient the worker tile in any direction you want.

    Towards the end of the game, you can use sun tokens to “overbuild” one of your own worker tiles.

  2. Fill jungle spaces

    The placement of worker tiles can trigger the filling of jungle spaces. If, due to the newly placed worker tile, there are now 2 worker tiles adjacent to 1 unoccupied jungle space, you have to fill this space. It doesn’t matter to whom the adjacent worker tiles belong. It may happen that several jungle spaces need to be filled.

    For each jungle space to be filled, you pick 1 jungle tile from the jungle display and place it on the applicable space. If you have to fill 2 jungle spaces, you can decide which jungle tile you put on which of the two spaces.

    Attention: The jungle display is refilled only at the end of the game turn.

    Note: In the extremely unlikely case that you have to fill more than 2 jungle spaces, you first place the two tiles from the jungle display. In order to fill more jungle spaces, you draw the jungle tiles from the jungle draw pile.

    If you don’t have to fill a jungle space resulting from the newly placed worker tile, or if there are no jungle tiles left in the jungle display and on the jungle draw pile, the filling action is omitted.

  3. Carry out jungle tile actions

    Each worker on the newly placed worker tile that is adjacent to a jungle tile is activated. By activating a worker, you may carry out the actions of the adjacent jungle tile. You find a detailed description of the actions of the different jungle tiles on the overview sheet for jungle tiles

    If jungle spaces have been filled during the current turn, now the adjacent workers of the respective other players are activated as well.

    Attention: Each worker is activated exactly one time during the game – either by placing the worker tile or by filling adjacent jungle spaces with jungle tiles later on.

    Note: Everybody involved may partly or entirely forgo the carrying out of actions.

    You may freely determine the order in which you carry out the actions. However, the actions for workers on one edge of the tile have to be completed before the actions for workers on another edge of the tile are carried out.

Ending a turn

After steps 1. through 3. have been carried out, you draw the top worker tile from your worker draw pile and take it into your hand. If your worker draw pile has been depleted, you skip this action.

If there are less than 2 jungle tiles in the jungle display, it is refilled to 2 jungle tiles by drawing tiles from the jungle draw pile, as far as possible. If the jungle draw pile has been depleted, the refilling of the jungle display is skipped.

This ends your turn; now it is your left neighbor’s turn.

End of the game
The game ends after the round in which all players have placed their last worker tile.

Scoring

  • The temples are scored individually, one after another. The players in first and second place obtain gold, see overview.
  • For each sun token that you still own at the end of the game, you get 1 gold from the bank.
  • Finally, you add up your gold and add to it the value of the water field on which your water carrier is standing at the end of the game. If the water carrier is still standing on a field with a negative value, you have to deduct the applicable number.

Note: Left-over cacao fruits don’t give you any gold.

The player with the most gold wins.

In case of a tie, the player who wins is the one who has the most cacao fruits left. If there is still a tie, the players involved share the win.

Appendix

The jungle tiles

Plantation

Single plantation


Single plantation

For each of your activated workers on the adjacent edge of the tile, you may take 1 cacao fruit from the supply.

Double plantation


Double plantation

For each of your activated workers on the adjacent edge of the tile, you may take 2 cacao fruits from the supply.
You put them individually on 1 unoccupied storage space on your village board. Each player has 5 storage spaces and may never store more than 5 cacao fruits; any additional fruits that you acquire go to waste.

Market

Selling price 2


Selling price 2

For each of your activated workers on the adjacent edge of the tile, you may sell 1 cacao fruit from your storage for 2 gold.

Selling price 3


Selling price 3

For each of your activated workers on the adjacent edge of the tile, you may sell 1 cacao fruit from your storage for 3 gold.

Selling price 4


Selling price 4

For each of your activated workers on the adjacent edge of the tile, you may sell 1 cacao fruit from your storage for 4 gold.
You put the cacao fruit back in the supply and then take the corresponding gold from the bank.

Goldmine

Value 1


Value 1

For each of your activated workers on the adjacent edge of the tile, you may take 1 gold from the bank.

Value 2


Value 2

For each of your activated workers on the adjacent edge of the tile, you may take 2 gold from the bank.

Water

Water


Water

For each of your activated workers on the adjacent edge of the tile, you may move the water carrier on your village board 1 water field ahead in a clockwise direction. If the water carrier reaches the water field with the value “16,” he stops there; any possible further steps go to waste.
At the end of the game, you add to your gold coins the value of the water field on which your water carrier is standing. If the water carrier is still standing on a field with a negative value, you have to deduct the applicable number.

Sun-worshiping Site

Sun-worshiping Site


Sun-worshiping Site

For each of your activated workers on the adjacent edge of the tile, you may take 1 sun token from the supply. You put it on an unoccupied sun-worshiping place on your village board. Each player has 3 sun-worshiping places and may never own more than 3 sun tokens. Sun tokens that you might get beyond that go to waste.
Towards the end of the game, you can use sun tokens to “overbuild” one of your own worker tiles. At the end of the game, you get 1 gold from the bank for each sun token you have not used.

Overbuild

When the jungle draw pile has been depleted towards the end of the game and there are no jungle tiles left in the jungle display, you may, from now on, overbuild one of your own worker tiles, instead of adding it to the playing area in the usual way; for this, you have to put 1 sun token back in the supply. Choose 1 worker tile from your hand and put it on top of oneof your own worker tiles that you placed earlier. After that, you carry out the actions of the adjacent jungle tiles for the activated workers. If you don’t own any sun token, you cannot overbuild and have to place the new worker tile as usual.

Important: Each worker tile may be overbuilt only once.

Temple

Temple


Temple

The temples have no direct effect during the game. Only at the end of the game are the temples scored, individually, one after another. The player who has the most workers adjacent to the respective temple receives 6 gold from the bank. The player with the second most adjacent workers obtains 3 gold.

If there is a tie for first place, 6 gold are evenly distributed among the players involved (and rounded down, if necessary). In this case, there is no gold awarded for second place.

n case first place is clear but there is a tie for second place, 3 gold are evenly distributed among the players involved (and rounded down, if necessary).

Attention: If any worker tiles adjacent to the temple have been overbuilt, only the worker tile on top count for the scoring.

Note: If there is only 1 player with workers adjacent to the temple, he gets 6 gold from the bank, as usual; no gold is awarded for second place. You need to have at least 1 worker adjacent to the temple in order to score for it.

Goodie Volcanoes

Volcanoes


Volcanoes

Set-up: First replace the 3 gold mines with the 3 volcano tiles. Put the gold mines back in the box.
For the two-player game only, sort out 1 volcano instead of 1 gold mine with value 1 and put it back in the box.
Action: For each of your activated workers, depending on the value indicated on the adjacent edge of the tile, you must take 2 gold from the bank or pay 1 gold to the bank. If you have no gold coins at that moment, you do not have to pay.

Goodie Big Market

Big Market


Big Market

All rules of the base game apply, with the following changes:

Set-up: First put 1 jungle tile "market" with the selling price 3 back in the box. Then, mix the "big market" with the remaining jungle tiles and lay them out as a face-down jungle draw pile.
Action: For each of your activated workers on the adjacent edge of the tile, you may sell 1 cacao fruit from your storage at the price of 5 gold on the market.

Goodie Golden Temple

Golden Temple


Golden Temple

All rules of the base game apply, with the following changes:

Set-up: First put 1 jungle tile "temple" back in the box. Then, mix the "golden temple" with the remaining jungle tiles and lay them out as a face-down jungle draw pile.
Action: The "golden temple" is scored with the other temples at the end of the game. The player in first place at "the golden temple" receives 8 gold, the player in second place receives 1 gold. Other than that, the usual rules for the temple scoring apply.

Goodie New Storage Spaces

New Storage Spaces


New Storage Spaces

The usual rules for playing with the huts module apply

: The „New Storage Spaces“ count as huts. They are placed as a supply near the bank together with the other huts as described in the Cacao – Chocolatl rules.
Building costs: 6 Gold
Function: You have 3 additional storage places during the game. Now you can store up to 8 cacao fruits total.

Goodie New Huts

New Huts


The „New Huts“ count as huts. They are placed as a supply near the bank together with the other huts as described in the „Cacao – Chocolatl“ rules. Depending on the huts in play, you have to play with the Map and/or Chocolate module.
yucata special: if playing without option 'force modules' huts where the corresponding module is not selected will be skipped.
The usual rules for playing with the huts module apply.

Chocolate Maker

Chocolate Maker
Building costs: 7 Gold
Function: Throughout the game, you sell your chocolate bars at chocolate markets for 8 gold instead of for 7.

Scout

Scout
Building costs: 9 Gold
Function: In order to pick jungle tiles from the map board during the game, you don’t have to give up a map tile.

RainMaker

RainMaker
Building costs: 13 Gold
Function: You immediately place your own water carrier on the water field with the value “0”. It stays there until the end of the game and cannot be moved forward. When playing with the Watering module, you don’t have to move back your water carrier to take 4 cacao fruits for an activated worker adjacent to a watering tile.
Cacao-Chocolatl: 1st expansion
Map module
map tiles
Game material
1
map board
8
map tiles, 2 for each player

Each player gets 2 map tiles.

2 extra tiles are drawn from the jungle draw pile and placed face up on the marked spaces of the map board.

Each player gets 2 map tiles. The surplus map tiles are put back into the box.

After setting out the jungle draw pile, place the map board directly next to it. Then, instead of drawing only the top 2 jungle tiles from the draw pile, draw the top 4 tiles. Lay the first two tiles face up on the marked spaces of the map board. Place the other two tiles, as usual, as a face-up jungle display next to the map board.

Course of the game

If you have to refill jungle spaces, you can – as usual – choose from the two tiles of the jungle display. In order to pick 1 jungle tile from the map board instead of from the display, you have to give up 1 map tile and put it back into the box.

Note: You are allowed to use your two map tiles on the same turn.

The map board is refilled only at the end of the game turn. Before drawing new jungle tiles, you first need to move tiles from the map board to the jungle display, so that there are 2 tiles lying there again.

Attention: Unused map tiles don’t give you any gold at the end of the game.

Watering module
watering
Game materials
3
jungle tiles watering

Remove 1 single plantation and 2 double plantations and replace them with the 3 watering tiles.

Attention: For the two-player game, replace only the two double plantations with 2 watering tiles.

Instead of the market with a selling price of 2, select 1 water tile as the second starting tile.

At the beginning of the game set-up, remove 1 single plantation and 2 double plantations and replace them with the 3 watering tiles. Put the removed tiles back into the box.

Attention: For the two-player game, replace only the two double plantations with 2 watering tiles. Put the third watering tile back into the box.

Instead of the market with a selling price of 2, select 1 water tile as the second starting tile.

Course of the game

For each activated worker you may move back the water carrier 1 water field. For each water field that you move your water carrier back, you get 4 cacao fruits.

If your water carrier is standing on the water field with the value “-10”, you can’t get any fruit.

Attention: Any additional cacao fruit that you would get goes to waste, as usual.

For each of your activated workers on the adjacent edge of the tile, you may move back the water carrier on your village board 1 water field in an anti-clockwise direction. For each water field that you move your water carrier back, you take 4 cacao fruits from the supply and put them on unoccupied storage spaces on your village board.

If your water carrier is standing on the water field with the value “-10”, you can’t get any fruit.

Attention: Any additional cacao fruit that you would get goes to waste, as usual. Therefore, it doesn’t make sense to connect tile edges that have more than 1 worker to a watering tile.

Chocolate module
chocolate kitchen chocolate market chocolate
Game materials
3
jungle tiles chocolate kitchen
3
jungle tiles chocolate market
20
chocolate bars made of wood

Remove the 3 gold mines and 3 markets with a selling price of 3 and replace them with the 3 chocolate kitchens and the 3 chocolate markets.

Attention: For the two-player game, replace only 1 gold mine with the value “2” and 1 gold mine with the value “1” with 2 chocolate kitchens. Additionally, replace only 2 markets with a selling price of 3 with 2 chocolate markets.

At the beginning of the game set-up, remove the 3 gold mines and 3 markets with a selling price of 3 and replace them with the 3 chocolate kitchens and the 3 chocolate markets. Put the removed tiles back into the box.

Attention: For the two-player game, replace only 1 gold mine with the value “2” and 1 gold mine with the value “1” with 2 chocolate kitchens. Additionally, replace only 2 markets with a selling price of 3 with 2 chocolate markets. Put the third chocolate kitchen and the third chocolate market back into the box.

Place the chocolate bars as a supply next to the cacao fruit.

Course of the game

Chocolate kitchen: For each activated worker you may turn 1 cacao fruit from your storage into 1 chocolate bar. Put the chocolate bar from the supply on an unoccupied storage space on your village board.
Each storage space may be used either for 1 cacao fruit or for 1 chocolate bar.

Chocolate market: For each activated workers you may sell 1 cacao fruit from your storage for 3 gold, or 1 chocolate bar from your storage for 7 gold.
If you have activated more than 1 worker, you may choose for each them whether you want to sell 1 cacao fruit or 1 chocolate bar.

Attention: Leftover chocolate bars don’t give you any gold at the end of the game.

Chocolate kitchen: For each of your activated workers on the adjacent edge of the tile, you may turn 1 cacao fruit from your storage into 1 chocolate bar. Put the cacao fruit back into the supply. After that, you take the chocolate bar from the supply and put it on an unoccupied storage space on your village board.
Each storage space may be used either for 1 cacao fruit or for 1 chocolate bar.

Chocolate market: For each of your activated workers on the adjacent edge of the tile, you may sell 1 cacao fruit from your storage for 3 gold, or 1 chocolate bar from your storage for 7 gold. Put the cacao fruit or the chocolate bar back into the supply and then take the applicable amount of gold from the bank.
If you have activated more than 1 worker, you may choose for each of the activated workers individually whether you want to sell 1 cacao fruit or 1 chocolate bar.

Attention: Leftover chocolate bars don’t give you any gold at the end of the game.

Hut module
Market crier Hermit Road worker Trader Farmer Shaman Monk
Master builder Foreman Fountain master Chief’s daughter Chief’s son Chief’s wife Chief
Game materials
12
hut tiles, printed on both sides, with differing functions on the front and on the back

Place the 12 hut tiles next to the bank with a randomly chosen side on top.

Take the 12 hut tiles into both hands and drop them from a low height onto the playing area. The sides that are now facing up show the function of the huts. The backs don’t play a role for the current game.
After that, place the 12 hut tiles next to the bank as a supply, sorted by building costs.

Course of the game

At the end of your turn you may build 1 hut paying the building costs indicated at the top of the hut.

For payment, you may use only gold coins that you already possess.

You may not build any hut with the same function twice – but you may own any number of huts with different functions.

At the end of your turn, you may build 1 hut of your choice from the supply. You pay the building costs indicated at the top of the hut by giving the applicable amount of gold to the bank.

For payment, you may use only gold coins that you already possess; gold that you would get at the end of the game (e.g., due to your water carrier or for temples) cannot be used for this.

Place the huts you build next to your own village board. You may not build any hut with the same function twice – but you may own any number of huts with different functions. Building a hut gives you either an advantage during the game or a bonus in the end.

Game end

At the scoring, you add the building costs for your huts to your gold as well as an eventual bonus, some huts grant you.

The gold you paid for building the huts is not lost: At the scoring, you add the building costs for your huts to your gold. Besides this, some huts grant you a bonus that you add to your total score as well.

Overview huts
Market crier

Market crier

Building costs: 4 gold

Function: Throughout the game, you sell your cacao fruits at adjacent markets with a selling price of 2 for 3 gold instead of for 2.

Hermit

Hermit

Building costs: 6 gold

Function: 1 gold for each of your worker that doesn’t have an adjacent jungle tile at the end of the game.

Road worker

Road worker

Building costs: 6 gold

Function: At the end of the game, you obtain 1 gold for each of your worker tiles in the row or column where you have most of your worker tiles.

Trader

Trader

Building costs: 6 gold

Function: Leftover cacao fruits in your own storage give you 1 gold each at the end of the game.

Farmer

Farmer

Building costs: 8 gold

Function: Whenever you get exactly 4 cacao fruits on one turn during the game, you receive 1 more cacao fruit, provided you have enough space left in your storage.

Shaman

Shaman

Building costs: 8 gold

Function: If you overbuild one of your worker tiles during the game, you don’t have to put any sun token back into the supply for this.

Monk

Monk

Building costs: 10 gold

Function: 1 gold at the end of the game for each temple you have at least 1 worker adjacent to.

Master builder

Master builder

Building costs: 10 gold

Function: At the end of the game, you obtain 1 gold for each of your other huts.

Foreman

Foreman

Building costs: 12 gold

Function: When you play a worker tile with 3 workers on one edge during the game, it is counted as having an additional 4th worker on that edge.

Fountain master

Fountain master

Building costs: 12 gold

Function: 4 gold at the end of the game if your own water carrier is standing on the water field with the value “16”.

Chief’s daughter

Chief’s daughter

Building costs: 14 gold

Function: 4 gold at the end of the game.

Chief’s son

Chief’s son

Building costs: 16 gold

Function: 4 gold at the end of the game.

Chief’s wife

Chief’s wife

Building costs: 20 gold

Function: 5 gold at the end of the game.

Chief

Chief

Building costs: 24 gold

Function: 6 gold at the end of the game.

-

Cacao-Diamante: 2nd Expansion
Cacao – Diamante contains 4 expansion modules that can be integrated individually or in any combination into the Cacao basic game. In addition, the new modules can be combined with the modules from Cacao – Chocolatl in any way you desire. The “Big Game” variant makes it possible even to play using all the modules of the two expansions and all elements of the basic game together. The rules of the basic game apply, with the changes described as follows.
The Gem Mines
jungle tile gem mine mask tiles mine car red gem green gem blue gem white gem
Game material
5
jungle tiles gem mine
7
mask tiles, 2x each values 8, 9, 10 and 1x value 12
1
mine car
32
gems, 8x each in red, green, blue and white
Setup

5 temples are replaced by the 5 gem mines.

The 7 mask tiles are sorted by their values layed out as a supply.

The 32 gems are mixed by shaking the mine car.

For the two-player game only 4 temples are replaced by 4 gem mines. The mask with value 12 and 2 gems of each colour are removed from the game.

At the beginning of the game set-up, remove the 5 temples and replace them with the 5 gem mines. Put the removed tiles back into the box.

Sort the 7 mask tiles by their values and lay them out as a supply.

Fill the 32 gems into the mine car through the hole on the top and mix them by shaking the mine car. Place the mine car next to the playing area.

For the two-player game, replace only 4 temples with 4 gem mines. The mask with the value 12 is not needed. Additionally, remove 8 gems (2 of each colour). Put the unused material back into the box.

Course of the game

As soon as a gem mine tile is revealed, 6 random gems are placed on it. These stay on the tile when it is moved around.

Gem mine
For each of your activated workers on the adjacent edge of the tile, you may take 1 gem of your choice from this gem mine. Place the gems next to your village board.

As soon as you have at least 1 gem in each of the 4 colours, you must immediately exchange this set of 4 gems for the mask with the lowest value available from the supply.

Attention: If actions of at least one gem mine are carried out on a turn, the active player is the first to carry out all his actions – also those of other tiles, if applicable. After that, the other players follow in clockwise order.

As soon as a gem mine tile is placed in the jungle display (or on the map board if you play with the Map Module from Cacao – Chocolatl), the active player takes the mine car and shakes out 6 gems through the hole, one after another. Then he puts these gems on the gem mine tile. When the gem mine tile is moved on the map board or from there to the jungle display, or when it is placed on a space of the playing area, the gems remain on the tile.

Attention: If you shake out more gems than needed, put the just fallen-out excess gems back into the mine car.

Gem mine
For each of your activated workers on the adjacent edge of the tile, you may take 1 gem of your choice from this gem mine. Place the gems next to your village board.

As soon as you have at least 1 gem in each of the 4 colours, you must immediately exchange this set of 4 gems for the mask with the lowest value available from the supply. Remove the exchanged gems from the game and put them back into the box.

Attention: If actions of at least one gem mine are carried out on a turn, the order of play regarding the execution of the actions matters, as an exception. In this case, the active player is the first to carry out all his actions – also those of other tiles, if applicable. After that, starting with his left neighbour, the other players follow one after another in clockwise order.

End of the game

Add the values of your masks to your gold.
For each gem left next to your village board, you score 1 gold.

Add the values of your masks to your gold.
For each gem left next to your village board, you score 1 gold.

The Tree of Life
Der Baum des Lebens
Game material
3
jungle tiles Tree of Life
Setup

3 gold mines are replaced by the 3 Trees of Life.

For the two-player game, replace only 1 value-2 gold mine and 1 value-1 gold mine with 2 Trees of Life.

If you play with the Chocolate Module from Cacao – Chocolatl, you don’t remove any other jungle tiles for the Trees of Life. Furthermore for a three-player game you remove no worker tile; for the four-player game, each player removes only one 1-1-1-1 tile.

For the two-player game, only 2 Trees of Life are used. Additionally, each player takes his 0-0-0-4 worker tile from the New Workers Module.

At the beginning of the game set-up, remove the 3 gold mines and replace them with the 3 Trees of Life. Put the removed tiles back into the box.

For the two-player game, replace only 1 value-2 gold mine and 1 value-1 gold mine with 2 Trees of Life.

If you play with the Chocolate Module from Cacao – Chocolatl, you don’t remove any other jungle tiles for the Trees of Life. These new tiles are simply shuffled together with the other jungle tiles. To maintain the balance between jungle tiles and worker tiles, you remove no worker tile for a three-player game; for the four-player game, each player removes only one 1-1-1-1 tile.

For the two-player game, only 2 Trees of Life are used. Additionally, each player takes his 0-0-0-4 worker tile from the New Workers Module of this expansion and shuffles it together with his worker tiles from the basic game.

Course of the game

Tree of Life:
For each of your activated workers on the adjacent edge of the tile, you may take 1 gold from the bank.
If there are no workers depicted on the adjacent edge of the tile, you may even take 3 gold from the bank.

Tree of Life:
For each of your activated workers on the adjacent edge of the tile, you may take 1 gold from the bank.
But strength lies in serenity: If there are no workers depicted on the adjacent edge of the tile, you may even take 3 gold from the bank.

Die Gunst des Imperators
Emperor
Game material
1
Emperor figure in wood
Setup

After laying out the starting tiles, place the Emperor on the market, selling price 2.

If you play with the Watering Module from Cacao – Chocolatl, the Emperor starts on the watering tile instead.

After laying out the starting tiles, place the Emperor on the market, selling price 2.

If you play with the Watering Module from Cacao – Chocolatl, the Emperor starts on the watering tile instead.

Course of the game

Every time a player places one of his worker tiles somewhere in the row or column of the playing area where the Emperor is standing, he moves the Emperor onto the worker tile he just placed. For this, the player obtains 1 gold.

Is the Emperor standing on a player's tile at the beginning of his turn, the player obtains 1 gold.

Every time a player places one of his worker tiles somewhere in the row or column of the playing area where the Emperor is standing, he moves the Emperor onto the worker tile he just placed (intermediate tiles and gaps are skipped). For this, the player obtains 1 gold.

If the player begins his next turn with the Emperor still standing on his worker tile, he gets another 1 gold at the beginning of that turn, etc.

The New Workers
Worker 0-0-2-2 Worker 0-2-0-2 Worker 0-1-0-3 Worker 0-0-0-4
Game material
16
worker tiles with new worker distributions (backs in player colours)
4x each in red, purple, white and yellow
1x 0-0-2-2 / 1x 0-2-0-2 / 1x 0-1-0-3 / 1x 0-0-0-4 each
Setup

Before starting the game, players can agree on any combination of worker tiles from the basic game and this module.
All players have to take the same tiles, and the number of tiles per player should not be changed.

For longer game and more turns with the possibility of overbuilding worker tiles also more worker tiles and possibly more jungle tiles can be used.
Depending on the number of players and the overbuilding options you might want, we recommend the following ranges:
2 players: 1 to 8 more worker tiles than jungle tiles overall
3 players: 2 to 12 more worker tiles than jungle tiles overall
4 players: 3 to 16 more worker tiles than jungle tiles overall

All new worker tiles depict 4 workers at the edges in various distributions, as usual. However, the distributions of these workers are different from those on the tiles in the basic game and thus bring new possibilities into play.
Before starting the game, players can agree on any combination of worker tiles from the basic game and this module. All players have to take the same tiles, and the number of tiles per player should not be changed.

But if you want a longer game and more turns with the possibility of overbuilding worker tiles, you can bring some more worker tiles per player into play.
This way, you can also bring modules with additional jungle tiles into play without exchanging them for elements of the basic game. To maintain the balance between jungle tiles and worker tiles, you should have more worker tiles than jungle tiles in play overall. Depending on the number of players and the overbuilding options you might want, we recommend the following ranges:
2 players: 1 to 8 more worker tiles than jungle tiles overall
3 players: 2 to 12 more worker tiles than jungle tiles overall
4 players: 3 to 16 more worker tiles than jungle tiles overall

"Big Game" Variant (3 or 4 players only)

For a special playing experience, we recommend combining all the modules from Cacao – Chocolatl and Cacao – Diamante with all the elements of the basic game to create one big game.

For the four-player game, all 60 worker tiles and all 45 jungle tiles are used.

For the three-player game, only 45 worker tiles are in play, so that the following jungle tiles need to be removed:
2x single plantation; 2x gold mine, value 1; 1x market, selling price 2; 1x market, selling price 3; 1x watering

If possible the jungle tile actions are carried out automatically. An exception here are the markets with selling price 2 and 3 (and 4 if playing with the goodie "big market"), because a player might prefer to sell his cacao at a market with higher selling price.
If a player has both plantation and market actions to carry out, none of this actions will be carried out automatically since the sequence of activation may be important.
If a player own no cacao and has no plantation action to carry out, all market actions will automatically be performed without sale.
When carrying out a sale at a market with selling price 2 or 3 (or 4 if playing with the goodie "big market") a popup will open where the player may choose the number of cacao fruits he wants to sell at that market.
Other player's action, which are not yet carried out, are marked with an asterisk.
For lack of space a player's village board is generally not displayed. But you will find the values for the water carrier (number of steps and the equivalent in gold), number of sun tokens and cacao fruits and gold at the player's overview.
The number in paranthesis behind the number for the gold indicates the gold the player would have in case of an immediate end of game. Clicking on the numbers succeeding the gold coin will open a popup with a breakdown of this virtual end score.
Clicking on the small disc with the blue 'i' on it in a player's overview opens a popup displaying that player's village board.
Clicking on a player's overview itself results in highlighting the worker tiles of that player in the playing area. Click again to undo the highlighting.
Clicking on the draw piles for jungle tiles and the players' worker tiles opens a popup showing the remaining tiles of that piles.
If temples are already laying out in the playing area clicking on the button Sonnenkultstätte will open popup showing the scoring for all temples in the playing area.
Clicking on the small white sphere with a number of any of the temples in the playing area will open a popup showing the scores for that temple.
If a worker tile was overbuild, the tile will show a small sun token in the right top corner to indicate that. Clicking on that image of a sun token toggles the view between the tile on top and the tile overbuilt.

Possible settings:

initial zoom setting: device dependent, standard: 75%
This factor will be used to calculate the size of the tiles when opening the game window.
automatic zoom: device dependent, standard: checked
If checked the size of the tiles will automatically be changed so that all tiles including a border of one tile width will fit into the playing area.
 
 
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