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Merchants Cove Rulebook

Rules for Merchants Cove

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100% found this document useful (1 vote)
158 views12 pages

Merchants Cove Rulebook

Rules for Merchants Cove

Uploaded by

w6z54rpfqz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1.

WELCOME
6.

TO MERCHANTS COVE
where you’re neither hero nor villain–
just a simple merchant...
2.
HELLO MERCHANT!
Welcome ashore! Merchants Cove is a highly asymmetrical Eurogame where each player
assumes the role of a different fantasy merchant with a unique shop. The merchants
contend to sell their goods to the arriving adventurers at the cove’s piers—the most famous
markets in the Five Realms. Each player uses their own set of role-specific components and
gameplay mechanisms to produce their goods, increase their shop’s efficiency, and—most
importantly—get rich! G
Bazaar
Pier
Though the merchants work independently in their specialized shops, they compete against
each other to attract customers, influence the demands for goods, and secure sponsorships
from the four faction halls. To get an edge, merchants can employ local townsfolk to work
in their shops as staff. Or if they dare to cut corners, they can gain leverage from the corrupt
lair of rogues—but at what cost? After three days of selling at the markets, the wealthiest
merchant shall be declared the winner!

About the Rulebooks


This Rulebook covers the core rules of Merchants Cove, which are common to all players. The other
Rulebooks cover the unique rules specific to each Merchant. If a Merchant’s unique rules contradict
or modify a core rule, the Merchant rule takes precedence.

CORE COMPONENTS • 36 Townsfolk cards


• This Rulebook ▶ 12 Locals
▶ 12 Mercenaries
5.
• 1 main board
• 1 Adventurer bag ▶ 12 Sailors
• 52 Adventurer meeples • 3 Rogue cards
▶ 13 Red Warriors / 13 Green Bards / ▶ Criminals
9 Blue Wizards / 9 Yellow Nobles / ▶ Cultists
8 Grey Rogues ▶ Robbers
• 6 3-D cardboard Boats • 4 Merchant cards (one for each Merchant)
• 12 plastic Rock Rose Gems “+100 Gold” • 60 Corruption cards
• 5 Merchant Banners and plastic standees • 2 wooden Mice b. a.
• 1 wooden Market Phase indicator d.
• 5 Gold trackers (one in each player color) 7.
• 5 Timepieces (one in each player color)
• 2 Double-sided Adventurer tokens

10.
2.
1.
MAIN BOARD SETUP
1. Place the main board on the table.
2. Place the 6 Boats in the sea area of the board— 3 on each side of
Dragon Island.
3. Prepare the Townsfolk Deck:
• Choose 2 or more sets of Townsfolk cards (Locals ,
Mercenaries , or Sailors ), shuffle the chosen cards
Tip: For your first game,
Dragon
(Step 3) use the Locals and
together into a single deck, and place it face-down on Mercenaries Townsfolk
Island
the bridge. decks, and (Step 7) use the
• Deal 4 cards face-up into the Town Square. Criminals–No. 1 Rogue card.
4. Shuffle all the Corruption cards into a deck and place it face-
down in its designated space.
5. Place 1 Warrior , 1 Bard , 1 Wizard , and 1 Noble into
their matching colored Faction Halls.
6. Place the remaining 12 Warriors (red), 12 Bards (green), 8 Wizards (blue), and
8 Nobles (yellow), into the Adventurer bag.
Grand Plaza 7. Choose a Rogue card and place it face-up in its designated space.
Pier Black Market
Pier a. Place as many Rogues as indicated in the top-right of the
card into the Lair.
b. Place as many Rogues as indicated on the top-right of the
card into the Adventurer bag.
c. Return any remaining Rogues to the box.
8. Each player chooses a player color and takes the Timepiece, Gold tracker, and
Town Square Merchant Banner of that color.
9. Set up the Clock:
a. Place the Market Phase indicator on the “12” space.
b. Place a Mouse on each of the two Clock Hands.
c. Take each player’s Timepiece and randomly stack them together on the
3. “1” space.
d. When playing a non 4-player game, adjust the Clock according to your player count:
▶ 2 players: add Double-Adventurer tokens over the icons at “9:30” and “11:30”.
▶ 3 players: add a Double-Adventurer token over the icon at “11:30”.
▶ 5 players (expansion): add a Zero-Adventurer token over the icon at “3:30”.
10. Place each player’s Gold tracker on the
5. space of the Gold track.
11. Each player selects a Merchant and takes the Rulebook and components associated
with them. Optionally, you may randomly draw Merchant cards to assign Merchants.
12. Players now follow the setup rules in their Merchant Rulebooks.
9.
a.
c.

4.
b. 11.
8.

3.
GAME STRUCTURE
A game of Merchants Cove is played over the course of 3 rounds (days), and each round is divided into 4 phases:
• Arrival Phase — the first Adventurers set sail for Merchants Cove.
• Production Phase — players produce Goods, secure Sponsorships, and manipulate Adventurers to suit their aims.
• Market Phase — players earn Gold by selling their Goods and receiving their Sponsorships.
• Cleanup Phase — the boards are prepared for the following round.

After 3 rounds, there is Final Scoring. Then, the player who accumulated the most Gold wins.

ARRIVAL Arrival Phase


In the Arrival Phase, Customers (and possibly Rogues) partially
PHASE load the Boats en route to Merchants Cove. This gives players a
preliminary idea of which colors of Customers may be available
to sell Goods to in this round.
• Ensure all Boats are empty and that there are 3 Boats on each
Note: Customers and side of Dragon Island.
Rogues are considered • Randomly draw and place 2 Adventurers from the Adventurer
distinct in Merchants Cove. bag onto each Boat.
When a rule mentions
Customers, this specifically If the Arrival Rule on the Rogue card shows this icon ,
refers to the four colored set aside any Rogues that are drawn and continue drawing
Customers . until there are only Customers on Boats.
Adventurer is used in Then return the set-aside Rogues to the bag.
this book to describe both
Customers and Rogues. If the Arrival Rule shows this icon ,
place Rogues in the Boats when drawn.

Production Phase
During the Production Phase, players use the various action
PRODUCTION spaces on their Shop boards to produce Goods, recruit
PHASE Townsfolk, activate Staff, and secure Sponsorships. Players will
also influence the placement and arrival of Boats and Customers,
which will determine the value of Goods during the upcoming
Market Phase.

TURN SEQUENCE
The Production Phase is played in a series of player turns. The Clock
serves as a “time-track”, which dynamically determines the active
player and signals the end of the round.

Each turn begins by determining the active player; this is the player
whose Timepiece is farthest back on the Clock. If players are tied,
the player whose Timepiece is on top of the stack becomes the active
player.

The active player takes a turn, following these four steps in order:
1. Choose an action and move figure.
2. Perform the chosen action.
3. Draw a Corruption card (if indicated).
4. Resolve the Clock.
Example: In this scenario it is
Then, check the Clock to determine the active player. the blue player’s turn.
It is possible for a player to take consecutive turns.

4.
1. Choose Action & Move Merchant Figure
The active player chooses an unoccupied action space on their Shop board by moving their Merchant figure to it. The same
location may not be used twice consecutively, the Merchant figure must move to a new action space.

Each action space shows a specific action icon and a cost expressed in Hours and possibly Corruption cards. After the active
player performs the chosen action, they must pay the associated action cost when resolving the Clock, drawing a Corruption
card if indicated.

Action
Hours
Corruption

2. Perform Action
The active player performs the action of the chosen action space in full.

There are two actions common to all players: Recruit Townsfolk and Activate Staff (see page 10).
All other actions are unique to each Merchant and are described in their respective Rulebooks.

The following general rules apply to actions:


• All components are considered limited in quantity.
• When Goods are produced, they should be displayed prominently on the
player’s Sale Shelf for all to see.

Thematically, each merchant produces unique Goods. All Goods are defined by one of four colors (red, green, blue, or yellow)
and one of two sizes (large or small). Color determines which Customers can purchase that Good; size determines which
Pier(s) the Good may be sold at. Note: There are more red Warriors and green Bards than blue Wizards and yellow
Nobles . However, red and green Goods are worth less Gold than yellow and blue Goods.

3. Draw Corruption Card


For each of the chosen action space cost—if any, the player draws 1 Corruption card into their supply. Tip: Having many Corruption
Corruption cards show either a single Corruption icon or a mix of Corruption and Faction icons. During Final icons on Townsfolk and Corruption
Scoring, these icons will cause players to lose or gain Gold, respectively (see page 9). Players may look at their cards can be risky, since each icon
Corruption cards at any time, but should keep them face-down to conceal them from their opponents. The quantity causes you to lose Gold during
of Corruption cards each player has, however, is considered public information. Final Scoring. Look for ways to
discard Corruption cards using
4. Resolve the Clock Townsfolk or Staff abilities.
For each of the chosen action space cost, advance the active player’s Timepiece
1 Hour forward on the Clock.
• If the Timepiece passes an Adventurer indicator, the
active player immediately takes the Load the Boats
action (see page 6).
• If the Timepiece ends its movement on a space with
another player’s Timepiece, place it on top.
• The Timepiece may advance beyond the Market Phase
indicator.

2 and 3 Players: When passing a Double-Adventurer


indicator , the active player draws 2 Adventurers from the
Adventurer bag and places them one after the other onto
Sailing Boats.

Note: You cannot add an Adventurer to a Docked Boat. If


there is an excess Adventurer that cannot be placed, return
it to the Adventurer bag.

(Resolve the Clock continued on next page...) 5. 5.


Resolve the Clock (Continued)
A player may not move their Timepiece onto or through a Clock
Hand space covered by a Mouse. In rounds 2 and 3 a player
may advance their Timepiece onto a Clock Hand instead of a
numbered Hour. Doing this grants a player one extra Hour during
the round, however:
• The player immediately draws 1 Corruption card when their
Timepiece passes through or ends its movement on a Clock Hand.
• The player forgoes the Adventurer indicator and does not Load the Boats.

After resolving the Clock, determine the active player and proceed to the next turn.

LOAD THE BOATS


When taking the Load the Boats action, the player randomly draws 1 Adventurer from the
Adventurer bag and places it into an empty slot on a Boat that is Sailing. Boats that are not
Docked are considered to be Sailing.
• The Rogue card’s Arrival rule has no effect at this time. However, some
Rogue cards have effects that restrict Rogue placement or trigger when a
Rogue is placed onto a Boat.
• The player who fills the final empty slot on a Sailing Boat must
immediately Dock that Boat into an empty Pier on the same side of
Dragon Island as it was Sailing. Remove all Adventurers from the newly Docked
Boat and place them onto the Pier.
• When both Pier spaces on one side of Dragon Island are occupied, immediately remove the
remaining Boat that is Sailing on that side from the board. Remove all Adventurers from
that Boat: place Customers into their matching Faction Halls, and place Rogues into the Lair.
• When each of the four Pier spaces are filled with a Docked Boat, the end of the round is
signaled:
▶ Place the Market Phase indicator on the Hour space that is directly after the farthest
forward Timepiece(s) on the Clock.
▶ The Load the Boats action is ignored for the remainder of the round.

END OF THE PRODUCTION PHASE


Once all Timepieces are on top of—or beyond—the Market Phase indicator, the Production Phase ends, and
no additional turns will be taken this round.

Move all Timepieces that advanced beyond the Market Phase indicator to the top of it, preserving their order.

Though rare, there may be Boats still Sailing when the Production Phase ends. In that case, all Adventurers
on them are placed into their matching Faction Halls or the Lair, respectively. This will leave one or more
empty Pier spaces.
6.
MARKET
Market Phase
In the Market Phase, players
PHASE sell Goods from their Sale
Shelves to the Customers on
the Piers to gain Gold. Then,
players gain Gold for Market 1. 3.
Phase Sponsorships based on 2.
the quantity of Customers in the
Faction Halls.

SELLING GOODS
Players may sell as many Goods as they wish during
each Market Phase at the three Piers. Sales are
resolved in the following order:
1. Resolve the Bazaar Pier (left). Large
Goods may be sold at this Pier.
2. Resolve the Grand Plaza Pier (center).
4.
Small Goods may be sold at this Pier.
3. Resolve the Black Market Pier (right).
Both large Goods and small Goods
may be sold here.
4. Each player who sold at the Black Simultaneous Play: You r group
Market Phase
Market Pier must draw exactly 1 may choose to complete the
sales
Corruption card. actions simultaneously, as players’
ers’ opt ions.
do not directly affect each oth
luti on order
At each Pier, sales are made in turn order—based on the stack of Timepieces, from top to bottom. When However, following proper reso
adj ustm ents
selling, the active player makes all desired sales at the current Pier before play passes to the next player. allows players to make tactical
based on their opponents’ cho ices .
Customers represent the demand for particular Goods. For each Good sold, gain Gold equal to the price
printed on it, multiplied by the number of matching colored Customers at the current Pier. Advance your
Gold tracker on the Gold track by this amount. Remove all sold Goods from your Sale Shelf and return them
to your supply.
Tip: The base price for red and
green Goods is 3 (small) or 6
Do not move any Customers from the Piers until the end of Market Phase; all Customers remain for other players to sell to.
(large); and the base price for blue
and yellow Goods is 4 (small) or
Goods may not be sold at a Pier containing no matching colored Customers.
8 (large)—but remember that
there are fewer blue and yellow
Each player may sell any or all Goods on their Sale Shelf during the Market Phase. Unsold Goods are kept on the Customers in the bag.
players’ Sale Shelves.

e Good), 2 red
t ha s prod uced a blue Elixir (larg
d, the Alchemis
Example: ThyeisllorowunPotions (small Goods).
Potions, and 2 the
ar Pi er (le ft) fo r 8×2=16 Gold and
lue) at the Baza tal of 24 Gold.
e se lls th e El ix ir to the 2 Wizards (b ter) for 3×4=12 Gold each, for a to for 4×1=4 Gold
Sh (cen ter)
e Grand Plaza Pier tions at the Grand Plaza Pier (cen keep them until
red Potions at th e ye llow Po ea ch , or to
n to sell th 2=8 Gold
She has the optio the Black Market Pier (right) for 4×
at
each, to sell them a more profitable
round.
ing a
ke the risk of draw the Black
She chooses to ta d sells them at
Corruption card an ld Goods are returned to
Market Pier. All so e earns a total of
her supply, and sh 6 Gold, plus
16+12+12+8+8=5
n card.
draws 1 Corruptio 7.
SPONSORSHIPS
After selling Goods, players gain Gold for all active Market Phase Sponsorship icons on their Shop
boards. For each active icon, players advance their Gold tracker a number of spaces equal to the
number of Adventurers in the matching Faction Hall.

Immediate Sponso rships:


allow players to gain
Some Merchant actions
resented by
Immediate Sponsorships, rep
pla ce of the Market icon.
the lightning bolt in
e way as Market
These are calculated the sam
scored only at
Phase Sponsorships, but are
the time they are activated.

A player with this icon active will gain 4 Gold during Market Phase
Sponsorship.

Cleanup Phase
Skip this phase in round 3 and proceed directly to Final Scoring.

CLEANUP To prepare for the next round:


PHASE • Return all Adventurers from Piers to the Adventurer bag. (Do not remove Adventurers from the Faction Halls or
Lair.)
• Discard the rightmost Townsfolk card in the Town Square to the bottom of the Townsfolk deck, then refill the
Town Square like normal (see page 10).
• Reset the Clock for the next round:
▶ After round 1, move the Mouse from the first Clock Hand to the “1” space.
▶ After round 2, move the Mouse from the second Clock Hand to the “2” space.
▶ Move the Timepiece stack—without changing their order—to the lowest numbered Hour space not
covered by a Mouse.
▶ Move the Market Phase indicator to the “12” space.

Then proceed to the Arrival Phase of the next round.

8.
Final Scoring
After round 3, all players reveal their Corruption cards and receive
Final Scoring Sponsorships.
• For each Faction icon on a Townsfolk or Corruption card, gain Gold
equal to the number of Adventurers in the matching Faction Hall.
• For each Corruption icon on a Townsfolk or Corruption card,
lose Gold equal to the number of Adventurers in the Lair.

NOTE: Faction and Corruption icons that score at the


end of the game have a circular border. These are primarily
found on Townsfolk and Corruption cards. Faction icons
that score during each Market Phase (but not at the end
of the game) are shaped like a shield. These are primarily
found on each Merchant’s Shop board.

The player with the most Gold wins.


• If tied, the tied player with the most unsold Goods left on their Sale
Shelf wins.
• If still tied, the tied player with the fewest Corruption cards wins.
• If still tied, victory is shared among the tied players.

Note: If you advance


your Gold tracker past
the “100” space, take
a Rock Rose gem into
your supply (worth
100 Gold) and move
your tracker onto the
space to continue
gaining Gold.

ed,
hi re d an d Co rr uption cards gain ard
Example: Frha om all Staff ion icons, 1 Wiz
s ac cu m ul at ed 4 Warrior Fact 5 Warriors (red)
the Blacksmith ons. There are
ct io n icon , an d 3 Noble Faction ic icons score a total of 4×5=20
Fa r
Hall, so the Warrio there are 2
in the red Faction d (blue) and 1 icon for 1x4=4; and ons score a
izar ic
Gold; there is 4 W e yellow Faction Hall, so the Noble rruption
) in th ed 6 Co
Nobles (yellow Th e Bl ac ks
at
mith has accumul ld. So, the total
Go ld .
total of 3×2=6 ses 6×3=18 Go
on s; w ith 3 Ro gu es in the Lair, he lo hip is 20+4+6–18=12 Gold.
ic sors
or e ad ju st m en t for the final Spon
sc
9.
Recruit
COMMON ACTIONS
There are two actions common to all Merchants: Recruit Townsfolk and Activate Staff. Players can
Townsfolk Recruit Townsfolk from the Town Square into their Staff boards. When recruited, Townsfolk give
immediate use of their Townsfolk ability. Then, they are assigned to a Staff ability on a player’s
Activate Staff Staff board. By using Activate Staff a player can use each of their Staff abilities with a Townsfolk
assigned to it.

RECRUIT/REPLACE TOWNSFOLK (COST VARIES)


Hire 1 Townsfolk to your Staff board. To take this action:
1. Select a Townsfolk card from the four in the Town Square.
2. Immediately activate the card’s Townsfolk ability (see page 11).
• The ability must be used immediately, if possible. Otherwise it
is lost.
3. Slide the Townsfolk card into an empty slot above your Staff
board, covering its Townsfolk ability with a Staff ability. This Staff
ability will be available for future Activate Staff actions.
• Townsfolk cannot be moved or voluntarily discarded once they
are recruited. However, you may replace a Townsfolk card with
a newly-recruited one. The replaced Townsfolk is discarded to
the bottom of the Townsfolk deck.
4. Pay the cost of the Townsfolk card you selected.
• The card’s cost is printed below its space in the Town Square.
5. Slide all Townsfolk cards in the Town Square to the right, if
possible. Then, flip a new card from the Townsfolk deck face-up
to fill the leftmost space.

Townsfolk cards may have Faction and/or Corruption icons shown in their top-left corner.
These icons are scored during Final Scoring; they do not score during the Market Phase (see
page 9).

ACTIVATE STAFF (USUALLY 2 HOURS)


Activate any or all Staff abilities on your Staff board with a Townsfolk assigned to it. Staff
abilities may be activated in any order. Completely resolve each Staff ability before
proceeding to the next.

This action becomes more efficient


throughout the game as you recruit
more Staff.

Each Merchant has a unique set of Staff


abilities, which are detailed in their
respective Rulebooks.

Credits
Created by: Carl Van Ostrand Special Thanks to: Aleksandra Aleksovska, Larry Bogucki,
Designed by: Carl Van Ostrand, Jonathan “Jonny Pac” Cantin, & Drake Villareal William J. Brown III, Marco Cervone, Graham Charlton, Andrej
Developed by: Jonny Pac & Drake Villareal Cheshnovar, Martina Salova Cheshnovar, Lor Collin, Glenn Cotter,
Solo Mode by: Drake Villareal & Jonny Pac Tim D’Ambrosio, Mark Dennis, Chris Ford, Don Gilstrap, Bojana
Artwork by: Mihajlo Dimitrievski—The Mico Gjurovska, Richard Ham, Doug Hettrick, Darko Ilievski, Daniel
Additional Artwork by: Bojan Drango Kiprijanovski, Jeff LaFlam, Flavio Oivalf De Leonardis, Monique
Graphic Design by: Bojan Drango Lussier, Megan Marie, Ivana Miloskovska, Matej Miovski, Boris
Figure Sculpting by: Silviu Avram Momic, David Najdoski, Marko Papuckoski, Andrej Pavlov, Ivo
3D Cardboard Component Design by: John Shulters Pavlovski, Sofija Petrushevska, Martyn Poole, Andrej Hadzi Ristikj,
Rules by: Tarrant Falcke & Stella Jahja—Meeple University John Shulters, Hanibal Sonderegger, Ben Taylor, Vladimir Scarface
Rulebook Editing and Design by: Melissa Delp & Will Meadows—Tantrum House Trajcevski, Aleksandra Trajkova, David Turczi, Skyler Villareal,
Additional Rules and Rulebook Editing by: Drake Villareal & Jonny Pac Leanne Weaver, Jason Webster, Nick Welford, Timothy S Wright,
Produced by: Ivana & Vojkan Krstevski, Toni Toshevski, & Maja Denkov Dead Alive Games, Tabletop Gaming Center, The Boardroom, The
Published by: Final Frontier Games Portal, The Bay Area Game Design Community and every single one
Initial Development by: John Brieger of our 6,500+ Kickstarter backers!
10.
APPENDIX
TOWNSFOLK ABILITIES
LOCALS

Choose and discard 1 Corruption card from your supply.

Choose and discard up to 3 Corruption cards from your supply.

These actions are resolved before you pay the cost of the Recruit Townsfolk action,
meaning you cannot use these actions to discard Corruption cards gained as part of the
current action’s cost.

MERCENARIES

Move 1 Good of the matching size and color from your supply
to your Sale Shelf, if possible.

SAILORS

Draw an Adventurer from the Adventurer bag and place it onto a


Sailing Boat.

Remove an Adventurer from a Sailing Boat and place it onto a Pier.

Remove a Customer from a Sailing Boat and place it into their


matching Faction Hall.

Remove an Adventurer from a Sailing Boat and return it to the


Adventurer bag.

Remove an Adventurer from a Sailing Boat and place it into a


different Sailing Boat.

ROGUE CARD EFFECTS


1. Criminals — No effect.

2. Cultists — During the Market Phase, players may draw 1 Corruption card for
each Rogue at any given Pier to treat that Rogue as a Customer of each color.

3. Thieves — After you place a Rogue, but before Docking any Boats, you may
draw 1 Corruption card to remove 1 Customer from the same Boat as the newly-
placed Rogue and place it into a different Sailing Boat.

11.
GAME OVERVIEW
Merchant’s Cove plays over 3 rounds — the player who accumulates the most Gold wins.

Each round consists of 4 phases:


1. Arrival Phase — Randomly place 2 Adventurers onto each Boat following the Arrival Rule on the
Rogue card in play.

2. Production Phase — Players produce Goods, Recruit Townsfolk, Activate Staff, and secure
Sponsorships. Players also influence the placement and Arrival of Adventurers and Boats.
• Turn Sequence — Determine the active player according to the position of players’
Timepieces on the Clock.
The active player:
▶ Chooses an action space on their Shop board, and moves their Merchant figure to it.
▶ Performs the chosen action and pays its cost by drawing a Corruption card (if indicated)
and resolving the Clock.
• Load the Boats — Players place Adventurers in the empty slots of Sailing Boats each time their
Timepiece passes the Adventurer indicator on the Clock. The player who fills the final empty
slot on a Boat immediately Docks that Boat into an empty Pier space on the same side of Dragon
Island as it was Sailing. When all Pier spaces are filled, the end of the round is signaled. Place the
Market Phase indicator on the Hour space that is directly after the farthest forward Timepiece(s)
on the Clock.

3. Market Phase — Players sell Goods from their Sale Shelves and gain Gold from Market Phase
Sponsorships. Selling a Good will give a player Gold equal to the base price multiplied by the number
of matching Customers on the Pier.
Selling Goods — Players sell their Goods to the matching color Customers on the 3 Piers.
• Bazaar Pier (left): Large Goods may be sold at this Pier.
• Grand Plaza Pier (center): Small Goods may be sold at this Pier.
• Black Market Pier (right): Both large Goods and small Goods may be sold at this Pier. Draw 1
Corruption card when selling at this Pier.
Sponsorships — Players gain Gold for all of their active Market Phase Sponsorship icons on their
Shop boards.

4. Cleanup Phase — Empty the Boats, discard the rightmost Townsfolk card and refill the Town Square,
then prepare the Clock.
• After round 1, move the Mouse from the first Clock Hand to the “1” space.
• After round 2, move the Mouse from the second Clock Hand to the “2” space.

FINAL SCORING
Players receive Gold for each Faction icon on a Townsfolk or Corruption card equal to the number of
Adventurers in the matching Faction Hall. Players lose Gold for each Corruption icon on a Townsfolk
or Corruption card equal to the number of Adventurers in the Lair.

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