The game includes 26 different yellow tiles. Many have effects that take place immediately after placement, in that they change certain rules. Others only come into play during final scoring (calculated continuously on Yucata.de).
1. The player who adds this tile to his estate may ignore the rule that only one building of each type is allowed in each city. He may thus add as many buildings as he likes, without restriction, to his cities.
2. The player who adds this tile to his estate receives one worker tile from the
general supply in addition to the usual Silverling for each of his mines at the end
of each phase.
3. The player who adds this tile to his estate receives 2 Silverlings from the
general supply instead of 1 each time he sells goods (either via dice action or by
adding a warehouse to his estate).
4. The player who adds this tile to his estate receives one worker tile from the
general supply in addition to the usual Silverling each time he sells goods (either
via dice action or by adding a warehouse to his estate).
5. The player who adds this tile to his estate may, when adding a ship to his
estate, choose to take goods tiles not from one but from two neighbouring goods
spaces and add them to his goods storage.
6. The player who adds this tile to his estate may buy not only from the central
black depot but also from the other six depots (i.e. from all seven). That player
may still only make one purchase per turn.
7. The player who adds this tile to his estate receives 1 victory point more for
each animal tile (i.e. not for each individual animal!) that scores points when a
new animal tile is added.
Example: Benno adds a 3 sheep tile to a pasture that already has a 4 sheep
tile. He scores (3+1) + (4+1) = 9 victory points. Should he later add a 2 pig
tile to this pasture, then it would score 3 victory points.
8. The player who adds this tile to his estate may adjust a die result by up to +/-
2 per worker tile that he pays.
Example: To make a 3 out of a 6, Carla would now only need 2 worker
tiles.
9. The player who adds this tile to his estate may adjust all die results being
used to place buildings (beige tiles) by +/- 1, just as if he had used a worker tile
for them.
10. The player who adds this tile to his estate may adjust all die results being
used to place ships or animals (blue or light green tiles) by +/- 1, just as if he had
used a worker tile for them.
11. The player who adds this tile to his estate may adjust all die results being
used to place castles, mines or “knowledge” (dark green, grey or yellow tiles)
by +/- 1, just as if he had used a worker tile for them.
12. The player who adds this tile to his estate may adjust any die results being
used to take new six-sided tiles from the game board by +/- 1, just as if he had
used a worker tile for them.
13. The player who adds this tile to his estate receives one Silverling in addition
to the usual 2 worker tiles each time he chooses the “Take worker tiles”
dice action.
Note: This tile has no effect when adding a boarding house.
14. The player who adds this tile to his estate receives 4 (instead of the usual
2) worker tiles each time he chooses the “Take worker tiles” dice action.
15. The player who adds this tile to his estate receives 3 victory points at the
end of the game for each goods type that he has sold at least one goods tile of.
Unsold goods are ignored.
Note: Players may look at their sold goods tiles at any
time.
Example: Dario has sold the following goods tiles: 4x red, 3x violet, 3x pink
and 1x orange. He receives 4 types x 3 victory points = 12 VP.
16-23. The players who add these tiles (Nos. 16-23) to their estates receive 4
victory points at the end of the game for each corresponding building that has
been added to their estates.
Example: Benno has yellow tiles 17 (watchtowers) and 22 (banks) in his estate
at the end of the game, along with 2 watchtowers and 4 banks. He receives
(2 x 4) + (4 x 4) = 24 victory points for them.
24. The player who adds this tile to his estate receives 4 victory points at the
end of the game for each animal type that has been added to his estate.
Example: Anna has 1 cow, 1 chicken and 3 sheep tiles at the end of the
game. She receives 3 types x 4 victory points = 12 VP.
25. The player who adds this tile to his estate receives 1 victory point at the
end of the game for each sold goods tile. Unsold goods are ignored.
Example: Should Dario have also owned this tile, then he would have received 11
VP for it (see example under tile 15 above).
26. The player who adds this tile to his estate receives 2 victory points at the
end of the game for each bonus tile he claimed, regardless whether they are
large or small.
Whenever a player adds a castle tile to his estate (which
can occur up to 3 times), then he immediately carries out an additional action
of his choice as if he had an extra die with any result he wishes at his disposal.
He could, for example, immediately add another six-sided tile to his estate, or ...
These tiles are (with the exception of a few of the yellow tiles) the
only ones without an immediate effect when they are placed (which can occur
up to 3 times). Instead, at the end of each phase, the player receives 1 Silverling
from the supply for each mine in his estate.
Whenever a
player adds a building tile to his
estate (which can occur up to 12
times), then he immediately gets to
make a single use of that building’s
advantage.
Important: Each of the 8 building
types may only occur once per
city
(= a region of connected beige
spaces). Depending on the estate,
there may be between 2 and 6 cities
of different sizes (1 to 8 spaces).
Estate No. 1, for example, has 4 cities: one 1-size, one 5-size and two 3-size.
Each building provides an advantage immediately after having been built.
These are also shown symbolically at left on the player boards.
Fundamentally, when placing all buildings:
- Their additional advantages are ‘activated’ via their placement, a die result (=action) is not required!
- Should a player not be able to make use of a building’s advantage (because, for example, there aren’t any more blue or light green tiles left in the numbered depots after having placed a market), then the building may still be added (although the advantage is lost in this case).
- The supply of worker tiles and Silverlings is not intended to be limited. In the rare case that the supply is exhausted, please substitute other materials.
Warehouse
When a player adds a warehouse to his estate, he may immediately (without
having to use a die!) sell one goods type of his choice out of his goods storage,
exactly as if he had chosen the ‘Sell goods’ action.
Carpenter’s Workshop
When a player adds a carpenter’s workshop to his estate, he may immediately
take one beige-coloured building tile of his choice from any numbered depot
(not from the black depot!) and place it onto an empty storage space in the bottom
left-hand corner of his board.
Church
When a player adds a church to his estate, he may immediately take one mine
(grey), “knowledge” (yellow) or castle (dark green) tile of his choice from any
numbered depot (not from the black depot!) and place it onto an empty storage
space in the bottom left-hand corner of his board.
Market
When a player adds a market to his estate, he may immediately take one ship
(blue) or animal (light green) tile of his choice from any numbered depot (not
from the black depot!) and place it onto an empty storage space in the bottom
left-hand corner of his board.
Boarding House
When a player adds a boarding house to his estate, he immediately takes 4
worker tiles from the general supply and adds them to his own.
Bank
When a player adds a bank to his estate, he immediately takes 2 Silverlings from
the general supply and adds them to his own.
City Hall
When a player adds a city hall to his estate, he may immediately add a second
six-sided tile of his choice to his estate from one of his three storage spaces,
regardless of colour (and including all of its effects!).
Watchtower
When a player adds a watchtower to his estate, he immediately moves his playing
piece on the victory point track forward by 4 spaces.