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==Game Turn==
==Game Turn==


# Bid for Turn Order
===1. Bid for Turn Order===


The Player whose turn marker is in the first position bids for turn order, paying coins to the bank.  
The Player whose turn marker is in the first position bids for turn order, paying coins to the bank.  


If a player bids 0, pay nothing and push any other player already on 0 "down the aisle"
If a player bids 0, pay nothing and push any other player already on 0 "down the aisle".


2. Player's Action
===2. Player's Action===


Select one tile, take all the meeples off that tile and distribute them one at a time on adjacent tiles
Select one tile, take all the meeples off that tile and distribute them one at a time on adjacent tiles.


- No backtracking
- No backtracking
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After checking for control, take the action of the meeple, then the action of the tile.
After checking for control, take the action of the meeple, then the action of the tile.


and taking your action, you may optionally sell sets of different goods
After taking your action, you may optionally sell sets of different goods:


{|class="wikitable" style="width:auto;" border="2"
{|class="wikitable" style="width:auto;" border="2"
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| Worth || 1 || 3 || 7 || 13 || 21 || 30 || 40 || 50 || 60
| Worth || 1 || 3 || 7 || 13 || 21 || 30 || 40 || 50 || 60
|}
|}


==The Meeples==
==The Meeples==
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|Vizier
|Vizier
|Keep for the whole game
|Keep for the whole game
|Score 1 VP / Vizier + 10 VPs /each opponent with fewer Viziers
|Score 1 VP / Vizier + 10 VPs /each opponent with fewer Viziers at game end.
|-
|-
|{{meeple|white}}
|{{meeple|white}}
|Elder
|Elder
|Keep for the whole game
|Keep for the whole game
|Gain/use Djinns or Score (when scored, put into bag). Score 2VPs/ Elder in front of you at game end.
|Gain/use Djinns or Score 2VPs/ Elder in front of you at game end.
|-
|-
|{{meeple|green}}
|{{meeple|green}}
|Merchant
|Merchant
|Return after using
|Return after using
|Draw equal number of resource cards
|Draw resource cards = [# of merchants] from the front of the line.
|-
|-
|{{meeple|blue}}
|{{meeple|blue}}
|Builder
|Builder
|Return after using
|Return after using
|Receive Gold = [# of builders + Fakir cards] x # of blue tiles surrounding the final tile (including that tile)
|Receive Gold = [# of builders + Fakir cards] x # of blue tiles surrounding the final tile (including that tile).
|-
|-
|{{meeple|red}}
|{{meeple|red}}
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|Kill 1 yellow Vizier or White Elder owns by another player -OR- Kill 1 meeple at most [# of Assassins + Fakir cards] tiles away. If assassinated meeple leave the tile empty, gain control of tile.
|Kill 1 yellow Vizier or White Elder owns by another player -OR- Kill 1 meeple at most [# of Assassins + Fakir cards] tiles away. If assassinated meeple leave the tile empty, gain control of tile.
|}
|}


==The Tiles==
==The Tiles==
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Sacred Places
Sacred Places


- Pay either 2 white elders or 1 elder + 1 Fakir
- Pay either 2 white elders or 1 elder + 1 Fakir to gain 1 visible Djinn (may use it right away).


- Gain 1 visible Djinn (may use it right away)
Structures give game end victory points for whomever controls the tile.


Structures off game end victory points for whomever controls the tile
- Oasis - Must add a palm tree to the tile (3VP).


- Oasis - Must add a palm tree to the tile (3VP)
- Village - Must add a palace to the tile (5VP).
 
- Village - Must add a palace to the tile (5VP)


Markets
Markets


- Small Market - pay 3 coins to get 1 good among the first 3 cards in the row
- Small Market - pay 3 coins to get 1 good among the first 3 cards in the row.
 
- Large Market - pay 6 coins to get 2 goods among the first 6 cards in the row


- Large Market - pay 6 coins to get 2 goods among the first 6 cards in the row.


==Game End==
==Game End==


Game ends when a player drops their last camel or, there are no more legal moves
Game ends at the end of the round when a player has dropped their last camel or there are no more legal moves.
 


===Scoring===
===Scoring===

Latest revision as of 20:15, 24 August 2026

Game Objective

The player with the most Victory Points is declared The Great Sultan and wins.


Game Turn

1. Bid for Turn Order

The Player whose turn marker is in the first position bids for turn order, paying coins to the bank.

If a player bids 0, pay nothing and push any other player already on 0 "down the aisle".

2. Player's Action

Select one tile, take all the meeples off that tile and distribute them one at a time on adjacent tiles.

- No backtracking

- No diagonals

- The final tile must contain another meeple of the same colour you're dropping there

Once finished moving, take the final meeple and all meeples of the same colour off the tile. If the tile is empty, gain control of the tile by placing your camel that tile.

After checking for control, take the action of the meeple, then the action of the tile.

After taking your action, you may optionally sell sets of different goods:

Set of 1 2 3 4 5 6 7 8 9
Worth 1 3 7 13 21 30 40 50 60

The Meeples

Meeple Name Usage Effect
yellow meeple Vizier Keep for the whole game Score 1 VP / Vizier + 10 VPs /each opponent with fewer Viziers at game end.
white meeple Elder Keep for the whole game Gain/use Djinns or Score 2VPs/ Elder in front of you at game end.
green meeple Merchant Return after using Draw resource cards = [# of merchants] from the front of the line.
blue meeple Builder Return after using Receive Gold = [# of builders + Fakir cards] x # of blue tiles surrounding the final tile (including that tile).
red meeple Assassin Return after using Kill 1 yellow Vizier or White Elder owns by another player -OR- Kill 1 meeple at most [# of Assassins + Fakir cards] tiles away. If assassinated meeple leave the tile empty, gain control of tile.

The Tiles

Sacred Places

- Pay either 2 white elders or 1 elder + 1 Fakir to gain 1 visible Djinn (may use it right away).

Structures give game end victory points for whomever controls the tile.

- Oasis - Must add a palm tree to the tile (3VP).

- Village - Must add a palace to the tile (5VP).

Markets

- Small Market - pay 3 coins to get 1 good among the first 3 cards in the row.

- Large Market - pay 6 coins to get 2 goods among the first 6 cards in the row.

Game End

Game ends at the end of the round when a player has dropped their last camel or there are no more legal moves.

Scoring

VP from Coins

- 1vp /coin

VP from Meeples

- 2vp /White Elders

- 1vp /Yellow Viziers

- Gain 10vp /Opponent with strictly fewer Yellow Viziers

VP from Tile Control

- Tile VP with your Camels

- 3vp /Palm Tree

- 5vp /Palace

VP from Cards

- Djinns

- Goods