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For tips on how to play madeira, see Tips_madeira
Elements of Game play
- 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.
- Whenever you place a worker in the City Watch, you may discard 3 pirates.
- Workers placed here have two uses:
- 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.
- If you are already on the bottom step, lose 1 PP to take this action.
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.
- a space to plant.
- city spot.
- ship spot.
- Guild master
- 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.
- 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.
- 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.
- A player can use 1 of their face-up Guild Favours at the beginning of each of their turns:
- 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.
- 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
- 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