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8
FLOW OF PLAY
Beginning with the Start player you take turns in clockwise order.
When the rst player has collected 5 Rubies (in a 2-player game and when playing with an expansion: 6 Rubies)
on the appropriate spaces of his Wheelbarrow, you complete the current round. Aer this round, the game ends.
YOUR TURN Explanations of Mosque Tiles are presented in blue and in italics
A turn consists of 4 phases but, most of the time, only the 2 phases “Movement” and “Action” are actually played.
e other phases, the so-called “Encounters” (blue background below), will only take place when your Merchant
is on the same place as other tokens.
On your turn, you may use any number of Bonus cards and the special abilities of your Mosque tiles.
You must always go through the following phases in the given order regardless of whether you go through all of
them or not!
1. Movement
Move your Merchant and the stack of Assistants under him (if any) by 1 or 2 Places. You may not move
diagonally and you must end up on a dierent Place than you started at.
You then have the following three options at the Merchant’s Target Place:
a) Pick up an Assistant
If one of your Assistants was already present at the Target Place, put
your stack on top of that Assistant (see g. on the right). He will leave
that Place as part of the stack during the next Movement phase.
b) Leave an Assistant behind
If none of your Assistants was present at the Target Place, remove the
bottommost Assistant from your stack and place him next to it (see
g. on the right). He will be le behind at that Place during the next
Movement phase
.
c) If you cannot or do not want to pick up an Assistant or leave one behind, your turn ends immediately
(exception: Fountain 7, see page 18).
Note: If you have the yellow Mosque tile, you may pay 2 Lira to take an Assistant back om another
Place and add him to your Merchant stack.
2. Encounters with other Merchants (if any)
If there are any other Merchants at the Target Place, you have to pay
each of them 2 Lira. Your turn ends immediately if you cannot or do
not want to pay.
Exception: You dont have to pay other Merchants at the Fountain 7.
Special case in a 2-player game:
If you encounter a neutral Merchant (i.e. of an unused color), pay the
2 Lira into the general supply. en roll both dice to determine a new
position for this neutral Merchant and place him there.
Example: You have to pay 2Lira to
the yellow and the green player,
otherwise your turn ends immediately.
8


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