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If you only intend to use cards from deck A for now, you can skip
the following section. Only decks B and C contain as soon as
cards.
As Soon As Cards
You can recognize as soon as cards by their green background
color. Like the each time cards, these cards have two differently
shaded parts. The light green part states when the effect activates
(usually in form of a condition), the dark green one explains the
action you can then take. In this, these cards are no different
from each time cards.
The difference is that the effect of an as soon as card activates
only once per game—namely when the condition is met for the
rst time. This could be the moment you play the card or a future
point in time.
4/9/30
3/2/1
Sail Patcher
as soon as
you have
3 large
ships
if your total round
income is at most:
max.
C
181181
The Sail Patcher requires 3 large ships. If you already
have 3 large ships when playing this card, you can use
its effect immediately.
1
1
Cutter
Operator
next
time you
acquire
a knarr
per
knarr
B
179179
This card explicitly states a future point in time. As
soon as you acquire your next knarr, you immediately
receive 1 stocksh and 1 silver for each knarr you
then have.
If the above does not answer all of your questions about specic
card effects, please refer to page 2 of the appendix. It explains all
of the occupations in alphabetical order.
runninG out of Components
For now, you can skip the following section. Come back to it if
you run out of components.
There are only a few components that are limited by the provided
amounts.
Houses: There is a limited number of sheds and houses in the
game. If you run out, you may not take any more of those tiles.
Exploration boards: Since there are only four exploration
boards, players may only explore up to four times during the
course of the game.
Ships, goods tiles, building resources, and weapon cards are
considered to have an unlimited supply.
Ships: Improvise if you run out of a certain type of ship.
Goods tiles: If you run out of goods, you could return goods to
the general supply from sections of your placement areas that have
already been fully covered. You can then either cover them with
other goods or silver, or simply remember they were already covered.
Building resources: In case you run out of building resources,
look at the back sides of the seven “Thing Penalty” tiles and take
the appropriate one as replacement.
This tile stands for 5 stone.
Weapon cards: When the draw pile runs out of cards, shufe the
discard pile and form a new face down draw pile. If you are about
to receive a consolatory weapon and you cannot nd a proper one
in both the discard and draw pile, proceed as with the building
resources. Each penalty tile is worth 3 weapons of one kind.
end of the Game and sCorinG
The game ends immediately after the Feast phase of the nal
round. You do not receive any bonus during the nal round.
If you have sheds or stone houses, you can place wood and
stone left in your supply on the designated spaces of those tiles.
(The tiles show you exactly how many they require.)
If you have goods tiles left in your supply, you can still place
them in the placement areas of your boards and houses,
if possible.
Then score your points using the provided scoring pad.
The player whose possessions are worth the most wins the game.
The points values of your boards and tiles are printed on the
shield icons.
In case of a tie, there are multiple winners.
Positive Points
Ships: each whaling boat is worth 3 points, each knarr 5 points, and
each longship 8 points.
Emigrations: each knarr used for emigration is worth 18 points,
each such longship 21 points.
Exploration: The Exploration boards vary in value (4 to 38
points). Their value is printed in the top right corner.
Sheds and houses: sheds are worth 8 points, stone houses 10
points, and long houses 17 points, as printed in the top right corner.
22

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