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Gamehelpmadeira

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For tips on how to play madeira, see Tips_madeira

Elements of Game play

Pirates

  • Pirates are black marks that indicate your failure to pay debts
    • e.g., to feed your workers or pay the cost of an action.
    • They have no effect on your score until game end.
  • Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B.
    • They will only give pirates to players if they fail to pay a building cost in Phase C.

City Watch

  • Whenever you place a worker in the City Watch, you may discard 3 pirates.
  • Workers placed here have two uses:
    • Phase B: send a worker from the City Watch home to make use of a pirate die.
    • Phase D: send a worker from the City Watch home to gain 4 PP.

Windmill

  • Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.
  • In addition, you may use the windmill to take one or more free actions during a turn:

During phases B, C or D

  • Exchange 2 goods for 1 good of a different type.
    • Goods: wheat, sugar, wine
  • Move up 1 step on the Windmill by discarding 2 wheat.
    • If you are already on the top step, gain 1 PP instead.

During phases B or C only

  • Move down 1 step to gain 1 bread or 3 reals.
    • If you are already on the bottom step, lose 1 PP to take this action.
      • Gaining only 1 bread or 1 real.

Game play

Phase A: Setup and Guild Choice

  • The four character tiles are randomly distributed among the five buildings
    • One remains empty each turn, as indicated by the roman numeral on its top right.
  • 3 pirate dice are rolled and placed in the City Watch.
  • 3 guild dice per player are rolled and placed in rows on the Guild Board.
  • Each player in turn places their marker on a row and selects the corresponding dice and one request.
  • If the guild symbol matches any of their guild favours they flip them face up.

Phase B: Character Actions

  • Following the new turn order established in Phase A, players either select a character action or pass.
  • A character action is selected by placing on it either a guild die (at the cost of a worker in the City Watch) or a pirate die.
    • If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).
  • You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3).
  • You may also use a lower-numbered die by paying the difference in bread.
  • A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.
  • A player may choose one of two possible character actions:
    • Trigger the action specific to the character.
    • Harvest: all fields in that region will yield one unit per worker, either:
      • Wood (if they have not yet been cleared) or
      • Crop (wheat, sugar or wine).
  • One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.
Steward
a space to plant.
Mayor
city spot.
Commander
ship spot.
Guild master
wood.

Passing

  • To pass, a player chooses a free spot in the passing column:
    • they may either choose to gain reals, or take the action depicted.
  • The new turn order will be observed for the rest of the round and the beginning of the next.

Phase C: Building Actions

  • In numerical order, building costs are resolved and additional building actions are taken.
  • For any building with action markers on it, all its dice are rolled.
  • The cost is (in a four-player game) 10 reals minus the sum of the guild dice.
    • In three or two player games, the base value is respectively 9 or 8.
  • If the result is negative the cost is zero.
  • If a player has two or more markers they still pay only once.
  • Players have two options:
    • Pay the cost, and take the building action (described below)
    • Take pirates (1 + the number on the pirate die, if there is one)

Phase D: Maintenance

Honour (City Watch)
The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.
Income (Colonies)
One good of the appropriate type is gained for each worker in the colonies.
Upkeep (Ships)
Discard 1 wood (or earn 1 pirate) per ship on the board.
Feeding Workers
All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.

Phase E: Crown's Requests

  • In rounds 1, 3 and 5 players score their requests:
    • in round 1, they may score one of their two requests;
    • in round 3, two out of three;
    • in round 5, all three.
  • Scored requests, and any goods or reals used to score them, are discarded.
  • In round 2, convertible wheat fields cleared of wood become sugar fields.
  • In round 4, convertible sugar fields cleared of wood become wine fields.

Game End

  • The game ends after 5 rounds.
  • All goods, wood and bread are converted to reals at 1-for-1.
    • Players then earn 1 PP per 5 reals.
  • Players with pirates lose points as follows:
    • the one with most pirates loses 16 PP;
    • 2nd most, 8 pp;
    • 3rd most, 4 pp;
    • 4th most, 2 PP.
  • In addition, players lose 1 PP for each pirate over 20.
  • Highest score wins.
  • Ties for number of pirates or for final score go to the player earliest in the turn order.

Reference Sheet

Crown’s Requests

  • During Phase E, each player must choose 1 of their Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round.
    • They earn PP for them, and discards them.
  • Note: If a player chooses more than 1 Crown’s Request of the same kind in the same round, they must assign different items to them (see Urbanisation on the Tips page for an example).
  • The player must discard all the chosen Crown’s Requests, even if they earn 0 Prestige Points for one or more of them.

Guild Favours

  • A player can use 1 of their face-up Guild Favours at the beginning of each of their turns:
    • in Phase B - Character Actions (see page 9) (i.e. before they place a die or passes) and
    • in Phase C - Building Actions (see page 12) (i.e. before they pay the cost or receives the Pirates).
  • They cannot use a Guild Favour if they have no Action Markers on the Building currently being resolved, because it is not their turn.
  • To use a Guild Favour, the player flips it face-down and immediately applies its effect (see below).
  • No Guild Favours can be used during Phases A - Round Setup, D - Maintenance, or E - Crown’s Requests.
  • Reminder: A player can flip face-up:
  • In Phase A - Round Setup, all of their Guild Favours of the same Guild as the one they choose (see page 8).
  • 1 or 2 of their Guild Favours (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).
  • 1 of their Guild Favours, performing the “Guild” King’s Rewards, if it is in play.

Passing

  • The player gets 2 Reals
  • The player gets 3 Reals
    • OR earns 1 PP, and may move 1 of their Workers to any empty City spot
  • The player gets 4 Reals
    • OR moves 1 of their Workers into the City Watch
  • The player gets 5 Reals
    • OR moves 1 of their Ships following the usual rules

King’s Rewards

  • The player moves 1 of their Workers to any field following the usual rules
  • The player flips 1 of their Guild Favours face-up.
  • The player discards up to 3 Pirates or gets 2 Bread from the general supply.
  • The player moves their disc up one step in the Windmill. They do not discard the 2 Wheat.
  • The player earns 3 PP. The player gets 5 Reals.
  • The player earns 1 PP, and may move 1 of their Workers to any empty City spot.
  • The player moves 1 of their Workers into the City Watch