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24
BONUS CARDS
On your turn, you may play any number of Bonus cards.
Place every used or discarded Bonus card on the face-up discard pile on the Caravansary 6 .
When taking a Bonus card, draw it from the face-down draw pile (exception: Caravansary 6, see page 18).
Shue the discard pile to form a new face-down draw pile as soon as the draw pile runs out.
You may keep any number of Bonus cards in your hand.
Gain 1 good of your
choice.
May only be played be-
fore or aer an action,
but not while carrying
one out.
Take 5 Lira from the
general supply.
If you carry out the
action at the Sultans
Palace
13
, aer com-
pleting the action, carry
it out one more time.
e number of goods
to deliver to the Sultan
increases aer each
action.
If you carry out the ac-
tion at the Post Oce
5
, aer completing
the action, carry it out
one more time.
Moe a Mail indicator
aer each action as
usual.
If you carry out the
action at the Gemstone
Dealer
16
, aer com-
pleting the action, carry
it out one more time.
e amount of Lira to
pay for the Ruby increas-
es aer each action.
Place your Family
member on the Police
Station
12
and col-
lect the reward.
Not playable if your
Family member is
already at the Police
Station
12
.
If you carry out the
action at the Small
Market
11
, you have
to sell the required
number of goods but
you may use other
types of goods than
required.
In the 1
st
phase of your
turn, do not move
your Merchant.
Your Merchant stays
at his current Place
but you have to use an
Assistant again.
In the 1
st
phase of
your turn, move your
Merchant stack by
3 or 4 Places (instead
of 1 or 2).
In the 1
st
phase of
your turn, return 1 of
your assistants to your
Merchant stack.
Take 2 coee from the
supply.
Pay 2 coee and take
1 Guild card from the
face-down pile.
Pay 1 coee and take
8 Lira.
Exchange up to
3 goods (or coee)
for the same number
of other goods (or
coee).
Ex.: You exchange 3
yellow goods for 2 blue
goods and 1 coee.
Roll 2 dice and take
the depicted rewards.
Aer you roll the dice
(except for when you
move a neutral token),
you can turn one die
to “6”.
Instead of moving
your Merchant by 1 or
2 Places, move him to
a corner Place.
If you are at the Wain-
wright
1
, you can
immediately carry out
the action one more
time.
If you are at the Coee
House
20
, you can
immediately carry out
the action one more
time.
Take 1 Letter. Roll 2 dice and take
the corresponding
reward.
Pay 1 Good (or Cof-
fee) to receive 7 Lira.
Take the depicted
Good and 3 Lira.
Carry out the action
of the topmost Bonus
card on the discard
pile.
During the “Move-
ment” phase, move
your Family Member
to an orthogonally
adjacent Place and
take that Place’s action
without having any en-
counters. is replaces
your regular turn,
i.e. you do not move
your Merchant or
Companion. For this,
your Family Member
may neither be at the
Police Station
12
nor
move there.
During the “Move-
ment” phase, choose
another player’s Mer-
chant and move your
Merchant stack to that
Place. is replaces
your regular move-
ment by 1 or 2 Places.
You do not have to pay
that specic Merchant
but you do have
encounters with other
tokens, if present.
During the “Move-
ment” phase, you can
move your Compan-
ion by 2 Places instead
of just 1.
Use the Governor,
Smuggler, Courier,
or Coee trader (in
the “Great Bazaar”
variant) and pay the
cost. en roll the dice
to determine the new
position of that token.
If you are at one of the
Mosques
14
,
15
,
you can immediately
take its action one
more time.
If you are at the Secret
Society
24
, you can
immediately take its
action one more time.
During the “Move-
ment” phase, you can
pay 3 Lira to move
your Merchant stack
to any Place. is
replaces your regular
movement by 1 or 2
Places.
24


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