Goa Rule Book 2004
Goa Rule Book 2004
Goa Rule Book 2004
Even so, the Portuguese did not really have a strong position there. They were just a small group of traders
and faced a lot of competition from strong muslim princes, who had special arrangements with many local
Indian leaders.
F rom their position on the west coast of India, the Portuguese turned their interest toward the east coast of India
and beyond. By 1513, they had conquered Malacca on the Malaysian peninsula, giving them control of the
primary sea route to the Spice Islands. Eventually, they reached the Spice Islands, making arrangements with the
sultans there and gaining a monopoly over the clove trade and being allowed to build warehouses on the islands.
The players take the roles of Portuguese merchants involved in the spice trade over the trade route fro m
Portugal to India and back. Each of the players tries to grow his business as fast as possible in the areas of
building ships, harvests, taxes, expeditions, founding colonies, and developing colonies, in order to have the
most victory points by the end of the game.
Contents:
55 game tiles 18 colony tiles (later called colonies)
(in the colors red, blue, green, and yellow) (in the colors red, blue, green, and yellow)
(with numbers 1-5 in the colors red, blue, green, and yellow) (gray)
2
Goal:
The player with the most victory points wins the game. Players earn victory points for progress on their development boards,
for colonies, for special tiles, for the player with the most money, and for expedition cards, which the players have in their
hands at the end of the game.
Preparation:
· Place
· the 5 x 5game
the game board in the middle of the table.
Sort the tiles by their back sides (A & B). Shuffle the 27 A game tiles face down and place them face up randomly on
grid on the game board (= the playing area). Place the 2 unused A game tiles face down without looking at them
back in the box. The B game tiles are used in part B of the game; place them in the box for now.
· Place the ship cards, colonist cards, ducat cards, and additional action cards on the appropriate spaces on the game board .
Players may make change with the ducat, ship, and colonist cards at any time. For example, if a player has only a 3 ship card
· SSort
and needs to pay 2 ships, he will get 1 ship in change.
huffle the expedition cards and place them face down on the game board.
· Placethethecolony
· Spices, colonists,
tiles by name and place them face up on the game board.
spice sacks as a supply next to the game board.
· Each player selectsanda color
· the auction markers on theandsupply
ships are not pieces limited. If you run out, use some other tokens to represent them.
takes the supply board, development board, and the auction markers in that color, placing
board. With 4 players, use all 5 auction markers, with 3 players, use only the 1-4
auction markers, and with 2 players, use only the 1-3 auction markers. Place the unused markers back in the box.
· Each
· The youngest
Each player places 5 gray success markers in the top row of his development board.
player takes cards worth 4 ships and 2 colonists.
· with a tiger symbol.
player draws the top-most expedition card and the others follow in clockwise order until a player turns a card
This player is the starting player. He takes the flag and 7 ducats. The other players each take 10 ducats.
Players keep their money secret during the game. The oldest player takes the role of the banker. Players place the
expedition cards they turned over face up on the discard stack.
Example: the figure shows the start of a game of GOA. In the lower part is the play area for red, who is not the starting player.
discard places for playing area
the game tiles colonies in face up stacks
places for the
supply for
card supplies:
the spices
additional action
colonists
the bank
ships
d i s c a rdspace
for expedition
cards
4 ships 2 colonists
3
Playing the game:
The game is split into two part s : part A and part B. Each part runs for 4 rounds. At the end of part A, players remove the
remaining game tiles from the playing area and place 25 random B game tiles on the playing area, discarding the 2 not used as
before. Then, the players start part B. At the end of part B, the game ends and players tally their victory points.
If a player, on his turn to place an auction marker, cannot do so because there are
no empty game tiles adjacent to or diagonal to the previously placed auction
marker, he chooses any empty game tile (without an auction marker on it) in the
playing area and places his auction marker on it. The following players place their
auction markers using this space as the new base. Thus, the number trail is broken,
and may be broken more than once if subsequent players cannot place auction
markers for the same reason.
2. tile auctions
First, the flag is auctioned. To get the auction started, the owner of the flag (the starting player and auctioneer) bids 0 for the
flag. Next, each player, in clockwise order, may bid once or pass. To bid, a player must offer a bid higher than the previous
bid. The auctioneer has the last chance to bid or pass.
The highest bidder takes the flag, 1 additional action card, and pays the bid amount to the auctioneer. If the auctioneer makes
the highest bid, he keeps the flag, takes 1 additional action card, and pays the bid amount to the bank. If all players pass and
the highest bid is 0, the auctioneer keeps the flag for free. The auctioneer takes his number 1 auction marker back, placing
it on his supply board.
Then, the next player takes his turn as auctioneer and auctions the tile under his number 2 auction marker. This auction runs
like the flag auction with the auctioneer starting the auction at 0, each other player bidding higher or passing, and ending
with the auctioneer making the last bid or passing. The highest bidder pays the auctioneer (or the bank, if the auctioneer is
highest) and takes the game tile. The auctioneer takes back his auction marker, placing it on his supply board. The auctions
continue, in clockwise order, until all tiles with auction markers have been auctioned.
The various tiles are described on page 9.
4
3. player actions
Each player has 3 actions. The starting player (the player with the flag) takes his first action. Next, the other players take their
first actions in clockwise ord e r. Then, the starting player takes his second action and the other players take theirs in clockwise
o rd e r. Finally, all players take their third actions, in clockwise order beginning with the starting player.
To make it easier to keep track of the 3 sets of actions: after the starting player takes his first action, he places any spice sack from the supply on the flag.
After his second action, he places a second spice sack on his flag and after his third action, he places a third spice sack.
When a player chooses the progress action, he moves one success marker on his
development board down one space to the row below. To do so, the player must
spend spices and ships. The number of ships and number and kind of spice sacks
required is shown in the area between the rows on the development board. In
these areas are figures of 1, 2, 3, or 4 spice sacks. To move the success marker, the
player must give up all the spice sacks shown. For each spice sack, the player must
give up a ship. The player takes the required spices from his plantations and/or
colonies, along with the required number of ships from his play area, and returns
them to the appropriate supplies.
Example: red wants to move his success marker in the taxes column from row 2 to row 3. He takes 1
pepper, 1 cinnamon, and 2 ships from his play area and puts them back in the supply to pay for the
move.
The pro g ress of the success markers on the development board has 2 important effects:
• at the end of the game, players earn victory points for their success markers - the lower on the board, the more points
• by moving success markers, players can increase the resources they receive or may use for other actions
2. build ships
When a player chooses the build ships action, he takes ships from the supply. The number of
ships he takes is shown by the position of his marker in the ship column.
Example: his marker is in the second row in the ship column. The player takes 2 ships
from the supply when he chooses the build ships action.
3. harvest
When a player chooses the harvest action, he takes spices from the supply and places them on
the empty fields on his plantations and/or colonies. The number of spice sacks he takes is shown
by the position of his marker in the spice column. When a player’s harvest is greater than the
number of empty fields on his plantations/colonies, he takes only what he has room for.
Example: the player takes 4 spice sacks from the supply, e.g.:
4. taxes
When a player chooses the taxes action, he takes ducats from the supply. The number of ducats
he takes is shown by the position of his marker in the ducat column.
Example: the player takes 6 ducats from the bank.
5. expedition
When a player chooses the expedition action, he takes expedition cards from the supply. The
number of expedition cards he takes is shown by the position of his marker in the expedition
column. The left number is the number of cards he can take, the right number is the player’s
expedition card limit. A player may never have more cards than this, even for a moment!
Example 1: the player has 1 expedition card in his hand and his marker is in the 4th row of the expedition column. He
takes 2 expedition cards and adds them to his hand, giving him 3 cards in his hand. Thus, he is under the hand limit
and keeps all 3 cards.
Example 2: the player has 3 expedition cards in his hand and his marker is in the 4th row of the expedition column.
He takes 2 expedition cards and adds them to his hand, giving him 5 cards in his hand. As he is over the hand limit,
he must immediately play (if he can) or discard an expedition card. He could also choose to draw only 1 card.
5
When a player chooses build ships, harvest, taxes, or expedition, he takes ships, spices, money, or expedition cards, placing
them in his hand or on his supply board. Players do not found colonies in this way (see below). There is no colonist action,
whereby a player may acquire colonist cards. Instead, a player may acquire colonist cards by buying a colonist tile in a tile
auction.
What is the meaning of the colonist column on the development board? The number is the number of colonists a player must
recruit when he chooses the found colony action.
6. found colony
When a player chooses the found colony action, he attempts to found 1 colony. To found a
colony, he must recruit a specific number of colonists: 6 colonists for Quilon, 8 colonists for
Cochin, 10 colonists for Madras, and 12 colonists for Calicut.
Example: the player names Madras (a). He has 3 colonists on his development board (b). He draws 2 expedition cards
and gets cards with 2 and 3 colonists (c). This brings him a total of 8 colonists. As he named Madras, he needs 10
colonists and plays 2 colonist cards from his hand (d). Now he has the 10 colonists needed and, thus, founds the Madras
colony by placing a Madras tile on his supply board.
When a player founds a colony, he places the colony tile on the corresponding empty space on the
lower row of his supply board . There are 5 diff e rent tiles with diff e rent spice combinations for each
of the Quilon and Madras colonies. When founding one of these colonies, the player may choose
from among the colony tiles remaining in the stack. The colony tiles for Cochin and Calicut are all
alike. The player immediately fills the spice fields of the newly founded colony with spices from the
spice supply. With Quilon and Madras, the player can choose between 2 spices. With Cochin and
Calicut, the player can choose between all 5 spices.
or or or
An attempt to found a colony may fail. This can happen if the player is unable to re c ruit the
required number of colonists, including using cards from his hand. It is also possible for a player
to have enough colonist cards in his hand to found the colony, but he decides he does not want
to use the number re q u i red. In both cases, the colony is not founded, and the player takes 1
colonist card from the supply instead. The player discards any expedition cards he drew for
founding a colony.
6
End of a round
After all players have all taken 3 actions, they can or must play additional action cards, depending on how many they have.
Beginning with the starting player and continuing clockwise around the table, each player:
1. On his turn, may play 1 additional action card and take an additional action.
2. Pass, but then cannot later in this round play an additional action card.
3. Each player may keep only 1 additional action card. Thus, a player with more than 1 additional action card, must play, at
least, all but 1 of those he has.
The players put the additional action cards they use back in the supply.
The player actions end when all players pass in player ord e r. This ends the ro u n d .
Game end
The game ends after the fourth round of part B. Then, the players score their victory points. The player with the most victory
points is the winner. If two or more players tie with the most, the player among them with the most money is the winner.
The scoring
Victory points (VP) for the positions of the success markers scoring for the example at left:
· 12 colonies
· 3 colonies
colony 1 VP Red founded 2 colonies 3 VP
3 VP
· 4 colonies
·
6 VP
10 VP
Victory points for expedition cards (for more on expedition cards, see page 8)
· 12 like
· 3 like symbols
symbol 1 VP Red earns the following VP:
3 VP • 1 tiger symbol 1 VP
· 4 like symbols
· 5 like symbols
symbols 6 VP • 2 palm symbols 3 VP
10 VP = 4 VP
· 6 like symbols
·
15 VP
20 VP
Victory points for the player with the most money We assume:
·If several
The player with the most money earns 3 victory points.
players tie with the most money, they each earn
Red has the most money 3 VP
3 VP.
· When fulfilled
Red does not have it 0 VP
4 VP
7
The expedition cards
All expedition cards have three parts. The upper part shows the use of the card during
the game. The lower left part shows 1, 2, or 3 colonists and the lower right part shows action
an island with a symbol to be used in scoring at game end. The players can play (during the game)
expedition cards during the game (placing them on the discard stack) or collect them
for scoring at game end (note: hand limit!). Of course, players can do a bit of both.
symbol
(for the scoring)
There are three ways for a player to get expedition cards:
1. He chooses the expedition action and takes expedition cards in the number colonists
shown on his development board. (for founding colonies)
2. He buys an expedition tile and takes 2 or 3 expedition cards.
3. He is the first player to move his success marker to the second row from the
bottom in a column. He takes 1 expedition card. He is the first player to move
his success marker to the bottom row in a column. He takes 1 expedition card
(see also page 10).
The expedition cards and their two possible uses during the game:
Expedition cards not related to a specific Expedition cards that change an action:
action:
Harvest action: instead of taking spices, the player
The player takes 2 ships. takes a mixture of ships, colonists, and/or spices.
The player returns any number of his spice sacks Progress action: the player pays ducats instead of
to the supply and takes 3 ducats per spice ships and spices to move one of his success markers
returned from the bank. down 1 row. The number of ducats needed is shown
on the card. He may only move 1 marker 1 row!
8
Description of the tiles:
The tiles and their uses (including when they can be used in the game and which part, A or B, they belong to):
Flag The player, who buys the “flag”, places it face up in his play area and takes an
additional action card . He is the starting player.
Plantation (A+B) The player who builds a plantation places it face up on an empty space in the
upper row of his supply board. Plantations have 1-3 fields for spices, that the
player fills with the appropriate spices from the supply. If the player already has 4
plantations on his supply board, he must discard one of these 4 plantations before
placing the 5th one. The player also discards to the supply any spices on the
discarded plantation. If the plantation to be discarded has only 1 field for spice, the
player keeps the plantation face down in his play area. These plantations are wort h
1 victory point during scoring just as those still face up on the supply board s .
Mission (B) The player places the “Mission“ tile face down in his play area. At game end, the
player scores 2 or 3 victory points for the tile.
Swap (B) The player places the “Swap” tile face up in his play area. In one of his later action
turns, the player may take any 1 tile from the playing area and place it face up in
his play area, placing his “Swap“ tile in its place on the playing area. He may use
the tile he took using the “Swap” tile now or later in the normal course of his play.
The “Swap” tile he returned to the playing area may be later auctioned in the
normal course of play.
For the following 6 tiles, the player immediately takes the appropriate resources. Afterwards, the player discards the tiles
on the A or B discard stack.
Ships/colonists (A+B) The player takes either 3 colonists or 3 ships, but not a combination of the two.
Settlement (A+B) The player takes 1 ship, 1 additional action card, and 1 colonist.
Expeditions (A+B) The player takes 2 or 3 expedition cards. He takes them even if they put him over
his hand limit. If he later uses the expedition action, he must observe his hand limit
and discard any expedition cards over his hand limit.
For all the following tiles, the player puts the tile face up in his play area and plays it either before, during, or after one of his
action turns. The player may play any of the first 4 tiles in the following action turns, but only once per round. When he uses
such a tile, he turns it over and cannot use it again in that round. At the beginning of the next round, players turn these tiles
face up to make them again available for use.
9
Ship (A) The player takes 1 ship.
Spice (A) The player takes 1 spice of his choice, placing it on an appropriate spice field on
his supply board. The player must have an empty space for the spice on his
plantations or colonies.
The player may use each of the next 5 tiles only once in the entire game. Once used, the player discards the tile on the
a p p roprite (A or B) d i s c a rd stack (exception “Duty”).
Espionage (B) The player chooses an opponent and takes either ships, spices, ducats, or colonists
(when founding a colony) based on the position of that player’s success marker in
the corresponding column of that player’s development board. The player cannot
use espionage to take expedition cards.
Extra harvest (B) The player completely fills up to 3 of his plantations and/or colonies with the
appropriate spices.
Re-supply (B) The player draws 2 expedition cards and adds the colonist numbers on the two card s
together. He takes that total in either spices, colonists, or ships. He decides which
after drawing the cards and seeing the total. Afterw a rds, the player discards the two
expedition card s .
Vice-king (B) The player moves the highest success marker on his development board 1 row
down for no cost. If he has several markers tied for highest, he may choose which
one among them to move.
Duty (A+B) The player can earn 4 victory points by taking any 6 spice sacks from his supply
b o a rd and placing them immediately in the supply. Then, the player turns the tile
face down until scoring, when he turns it face up to score the 4 victory points.
The first player to reach the last or second to the last row in any column of the
development board, draws 1 expedition card, adding it to his hand, even when it
puts him over his hand limit. If he later uses the expedition action, he must again
obey his hand limit.
Example: red is the first to reach the second to the last row in the ship column and draws 1 expedition
c a rd. Blue is the first to reach the last row in the harvest column and draws 1 expedition card.
When any player has at least all his success markers in at least the second row of
his development board, he takes 1 additional action card. The same happens when
a player has all his success markers in at least the 3rd, 4th, or 5th row.
Example: red chooses the pro g ress action and moves his marker in the harvest column, giving him all
5 markers in the 2nd row or lower. He immediately draws an additional action card .
Rule variant:
After preparation and before beginning the game, each player, starting with the starting player and continuing clockwise around
the table, moves 2 of his success markers to the second row on his development board or takes 10 ducats from the bank.
10
Example for the play of a complete round:
1. place auction markers
Yellow “wins” the flag in preparation and begins by placing the flag at the
edge of the playing area as shown. She then places her number 1 auction
marker on the flag. Red is next and places his number 2 diagonally on the
colonists tile. Green places his number 3 auction marker on the cloves
plantation tile, blue places her number 4 auction marker on the ginger
plantation tile, and yellow places her number 5 auction marker on the
colonist tile.
2. tile auctions
After all auction markers have been placed, the flag is auctioned.
Auctioneer yellow says, “0“, red bids, “4 ducats”, green passes, and blue bids, “6 ducats”. With the last bid, yellow passes and
takes 6 ducats from blue (the high bidder). Blue takes the flag, places it in her play area, and takes 1 additional action card.
In this way, the remaining 4 tiles are auctioned.
After the auctions, each player has:
1. She names Quilon. 2. She has 0 colonists on 3. She draws 2 4. She has 3 colonist
her development board. expedition cards. cards in her hand.
This gives her a total of 5 colonists, but to found Quilon she needs 6 colonists. Thus, she fails to found Quilon. She keeps
her 3 colonist cards and takes 1 colonist card because she failed to found Quilon.
Yellow: progress in the colonist column 1. put in the supply 2. move marker
To move her marker to the next row, she
must give up 1 clove and 1 ship:
Red gives up one of his 3 colonist cards, giving him a total of 8 colonists. He has, therefore, founded a
Cochin colony and places a Cochin colony tile (all Cochin tiles are alike) on his supply board. He then
may place any spice on the colony and chooses cinnamon, placing it there.
11
Green: expedition He draws
He may draw 1 expedition card and have 1 expedition card in his hand. this card:
2nd action of each player
Blue: found colony
Again she names Quilon. This time the founding succeeds. She chooses the Quilon colony with
the pepper/nutmeg combination and places 1 nutmeg on it.
Now all players have taken their 3 actions. Blue has 1 additional action card, but she does not use it now (she can hold 1
additional action card).
The round is over. The next round begins with the placement of auction markers. Blue has the flag. She starts and places the
flag with her number auction marker on the board ...
For many test rounds, suggestions, and comments, the author and publisher thank Rudolf Dorn, Sandra Freudenreich,
Ursula and Siegfried Hildebrand, Holger Klein, Rüdiger Langtim, Bernd Lautenschlager, André Maack, Marcel
Casasola Merkle, Ines Rutschmann, Volker Weitzel, Alex Weiß, Hannes Wildner, Clemens Winter, Anja, Schorsch, the
test players from the club “Ali Baba“/Nürnberg and the “Projekt Sieben“ meetings. The author especially thanks his wife
Maja, Karl-Heinz Schmiel, and Dieter Hornung for their tireless input to get the best from the game.
12