Traders of Genoa
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Setup
- Place the colored ware markers, 1:1 cards, game
cards and colored
ownership markers on the unnamed
buildings on the sides of the board.
- The colored cubes (wares) are placed in the four production
buildings:
- yellow (wheat)
- beige (rice)
- gray (silver)
- brown (copper)
- turquoise (silk)
- pink (linen)
- white
(salt)
- black (pepper)
- Sort the remaining special cards by
type and place them next to
the board.
- Each player takes 4 game cards, 1 from
each stack (Privilege,
Small Order, Large Order, Message) - all kept secret
from other players.
- Each player takes 130 ducats: 2 x $5, 2 x $10, 2 x 50.
Players keep the amount of money they have secret for the entire game.
- Each player claims one color (from the colors of the ownership
markers)
- The starting player takes:
- All 5 discs of the trade tower
- The 2 8-sided dice
- The Round marker: place it on the space with the arrow on the
round track.
- The Starting Player card: keep in front of same player for the
entire game.
Turn Sequence
- Play clockwise, starting with the Starting player
- The starting player is the first "tower player" - they will
place and move the tower first.
- When the starting player’s turn is done, they pass the trade
tower to their left (the starting player marker stays in the same
place).
- When the trade tower returns to the starting player, one round is
completed: move the round marker on the round track down one space. The
last round occurs when the marker is moved
to the space indicating the number of players.
- A round is made up of several turns. Each turn proceeds as
follows:
- The tower player rolls the dice and places the trade tower on the
board.
- The tower player moves the
trade tower up to 4 spaces from its starting point. During
movement of the tower, players are able to take
“actions”.
- Players place ownership markers
(if possible).
- The tower player passes the trade tower and dice to the player
on their left to start the next turn.
Placing the Trade Tower
- The tower player may use the special card “Any Start Space” instead of rolling the dice.
- If not using “Any Start Space”, roll both d8 and place the trade
tower by cross referencing the results of each colored die to the
matching coordinates on the board.
- If the tower starts in the market (a roll of 4/4, 4/5, 5/4, 5/5)
the round marker is automatically moved down one. Play continues
normally.
Moving the Trade Tower
- The tower player may
move the trade tower up to 4 spaces (= street space, market or
building, including Harbor and Park). Not required to move all 4 spaces.
- When the tower is moved, the tower player leaves the bottom disk
on the space or building they were just on. When the final disk is
moved, movement is complete.
- The trade tower can not be moved diagonally, nor through a
building or space that was already visited this turn
Taking Actions
- When the tower player moves the trade tower, they should
entertain
legal
propositions from the other players regarding where to move it.
- No more than 1 action per turn per player (unless using the “1
building action” special card)
- Actions vary by building.
- Small orders are delivered as part of the action taken at the
appropriate building.
- Messages are delivered at the end of each round if the trading
tower discs include both specified buildings.
- When delivering orders or messages, the used cards are placed
face-up under the appropriate stack (reshuffled when all cards in the
stack are face up).
The Laws of Trading
- Deals must be made only with the tower player
- Deals may include any combination of the below, to/from the tower
player
- Money (5 ducat increments)
- Goods
- If agreement is reached, the deal is bound by a handshake
(or something). For building actions, deals are binding only when made
with the tower adjacent to the relevant building. Once a deal is
completed it MUST be
carried out.
- When the trade tower is on a building that no one has paid the
tower
player to visit, the tower player should entertain offers from the
other players to take
the action (or take the action himself). If no other player makes an
offer, the action is not taken. If one player makes an offer that
player may take the action.
Game End
- The last round occurs when the round marker is moved onto the
space with the
number equaling the number of players in the game.
- On the last round, the game ends after each player has been
the tower player.
- Privilege cards are scored and earnings collected.
- Ownership markers are scored and earnings collected.
- Winning the Game: The player with the most ducats wins: in case
of a tie, the player with
the most unused goods wins.
Buildings
- Guild Hall: take
the top “Larger Order” card from the
stack.
- City Hall: take
the top two “Small Order” cards from the
stack.
- Post Office:
take the top two “Message” cards from the stack.
- Cathedral: take
two owner markers of their color from the
supply.
- Palace: take a
“1 building Action” special card from the
supply.
- Park: take a “1
further Action” special card from the supply.
- Coach House:
take a “Any Start Space” special card from the
supply.
- Harbor: take a
“One of Any Ware” special card from the supply.
- Tavern: take a
“One to One Trade” special card from the
supply.
- Restaurant: take
a “One to One Trade” special card from the
supply.
- Warehouses (4):
take one of each of the two wares shown on
the warehouse.
- Villas (4): Either fill a larger order OR take the top privilege card
from the stack.
Ownership Markers
- Acquired by taking the action at the Cathedral.
- Placing ownership markers (on buildings only):
- At the end of each turn, the tower player starts; placement
continues in order once around
the table.
- Only players with ownership markers may opt to place them (not
required)
- The placing player selects a street space that was visited by
the trade
tower, and may place one of their markers in buildings adjacent to
that space.
- Only one ownership marker can occupy a building at any given
time. If another player's marker is already there, the placing player
may discard a marker to remove it.
- After the player has placed their ownership marker, they remove
the tower disc that
was on the selected space.
- Benefits of ownership:
- A player may play the “1 building action” special card on any
of the
buildings they have an owner marker on.
- Each time an action is taken on a building where a player has
an owner
marker, the player with the owner marker takes 10 ducats from the bank.
- At the end of the game, each player takes 10 ducats from the
bank for
each owner marker they have on the board.
Game Cards
- Larger Order Card:
Filling a larger order at a villa counts as the
player’s action. They receive $100 AND a special card of their
choice.
- Small Order Card:
The player may fill a small order AND take the action
associated with the destination building of the small order.
Receive $40.
- Message Card: To
deliver the message, the trade tower must visit each of
the locations listed on the card in either order (does not require an action). The
message card may be played as soon as the tower has completed the
route. Receive $30.
- Privilege Card:
When at a Villa a player may take the topmost Privilege
card. At the end of the game they
are worth 10 ducats each, plus any bonus for having adjacent buildings
on any or all of the privilege cards.
Special Cards
- Special cards can be played in any order, in any number and
combination.
- Any Start Space:
Only the tower player may play this card. Play
before the dice
are rolled: instead, pick any location on the board. Acquired at the
Coach House.
- 1 Further Action:
Any player can play this card, and more than one may be played in a
single turn. Take 1 additional action for each
card played (but cannot take an action
at the same building twice). Acquired at the Park.
- 1 of Any Ware:
Any player may play this card during their action. Take any one
ware from any one warehouse on the board. Acquired at the Harbor.
- 1:1 Trade: Any
player may play this card during their action. The player
trades any one good of theirs for any other good available in the
game. Acquired at the Tavern or Restaurant.
- 1 Building Action:
Any player may play this card during their action of that turn, if they
have an
ownership marker on the board. The player may take the action for any
one building that he
has an ownership marker on. This does not count has his normal
turn action. Acquired at the Palace.