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Governor (3):
All players who have played their
Governor
receive 4 goods for each
Captain
who has
been played this round, as well as 2 goods
for each
Admiral
that has been played
this round.
Important: You do not receive these
goods from the game board!
Move the marker forward on your Goods
Display card, but do not move the marker
on the Goods row on the game board.
Important: In 2- and 3-player games, you will not get any
goods for your own
Captain
or
Admiral
.
Example: 1
Captain
, 2
Admirals
and 1
Governor
have
been played. There are 9 victory points on the Victory
Point row on the game board. First, the player who
played the
Captain
gets 2 victory points. The two
Admirals
will now split the 7 remaining victory points.
Evenly distributed this means each gets 3 (of the
possible maximum of 5) victory points and 1 victory
point remains on the Victory Point row on the game
board. The
Governor
will receive a total of 8 goods –
4 for the
Captain
and 4 (2 each) for the 2
Admirals
.
These goods do not come from the game board row.
Frigate (4):
All players who have played a
Frigate
repeatedly receive 1 good from the Goods
row on the game board until each player
has received a maximum of 3 goods.
Galleon (5):
All players who have played a
Galleon
repeatedly receive 1 good from the Goods
row on the game board until all goods on
the game board row have been evenly
divided. Any left over goods that cannot
be divided evenly are forfeited and left
on the row.
Although the
Galleon
can bring in lots of
goods, there is the risk the
Frigates
have
already emptied the supply of goods on
the board.
Customs (6):
All players who have played
Customs
receive 3 victory points for each
Frigate
played this round as well as 1 victory
point for each
Galleon
played this round.
Important: You do not receive these
victory points from the game board!
Move the marker forward on your Victory
Point Display card, but do not move the
marker on the Victory Point row on the
game board.
Important: In 2- and 3-player games, you will not get any
victory points for your own
Frigate
or
Galleon
.
Example: 1
Frigate
, 1
Galleon
and 1
Customs
have
been played. 10 goods are available on the Goods
row on the game board. First, the player who played
the
Frigate
gets 3 goods from the Goods row, which
leaves 7 goods for the
Galleon
. Since only 1
Galleon
was played, the player with the
Galleon
receives all 7
remaining goods and the blue marker is moved to 0
on the Goods row on the game board. The
Customs
now receive 4 victory points in total – 3 for the
Frigate
and 1 for the
Galleon
. These victory points do not
come from the game board!
Trader (7):
If more than one
Trader
has been played,
the yellow wooden marker on the Trader
row on the game board must be moved
back 2 spaces for each
Trader
after the
first one to a minimum of zero (to the
0 space).
Example: If 3
Traders
were played, you must
move the yellow marker back 4 spaces.
Now, based on the space occupied by the yellow marker,
all players who played a
Trader
may exchange any
number of goods for victory points at the given ratio in
that space. (If needed let the player with most victory
points start.)
Move your blue Goods marker back the number of spaces
for the goods exchanged and move your red Victory
Point marker forward the number of spaces for victory
points gained. Place your blue goods marker beside your
Goods Display card if you have spent all of your goods.
Note: You are allowed to exchange goods for victory
points at a worse rate of exchange than the current
position of the yellow marker on the Trader row on the
game board.
If at least 1
Trader
was played, now move the yellow
wooden marker to zero (the 0 space) on the Trader Row
on the game board regardless wether any player has
traded goods.
Example: Alex and Stefan have each played a
Trader
. The
yellow marker must be moved back 2 spaces.
Now, both players may exchange at the rate of 3/2 (3
goods for 2 victory points). Alex exchanges 9 goods and
receives 6 victory points in return. He could also return
his last 2 goods for 1 victory point (a worse rate of
exchange), but he decides not to do so.
After Alex and Stefan have exchanged their goods for
victory points, the yellow marker must be reduced to zero.
Gouverneur / Governor
SantoDomingo_Karten.indd 3 24.02.17 11:10
FreGatte / FriGate
MAX
SantoDomingo_Karten.indd 4 24.02.17 11:10
Galeone / Galleon
SantoDomingo_Karten.indd 5 24.02.17 11:10
Zöllner / Customs
SantoDomingo_Karten.indd 6 24.02.17 11:10
KauFmann / trader
SantoDomingo_Karten.indd 7 24.02.17 11:10
SantoDomingo_Karten.indd 39 24.02.17 11:10
SantoDomingo_Karten.indd 10 24.02.17 11:10
3


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