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Goal of the Game
flow of play
1. dIscover
The active player must first draw a card from the draw
pile to put into the middle of the table this will form
the harbor display. Now he has to decide if he wants to
draw another card or stop. He can continue to make this
decision until he stops voluntarily or 2 identically colored
ships are in the harbor display (see below) which would
force him to forfeit the rest of his turn. Should he stop,
the 2nd phase begins.
There are 4 different card types:
Persons
Ships
Expeditions
Tax Increases
If the drawn card is a Person, it will go into the harbor
display. Each person has an ability depicted on the top
part of the card. It also has a shield with an amount of
victory points. An explanation of all abilities can be found
at the end of the rules.
If the drawn card is a Ship, the active player may put it
into the harbor display as a possible source of income.
Alternatively he can repel the Ship and put it in the
discard pile. To repel you must have 1 or more Sailors
and/or Pirates in your personal display. Additionally, the
amount of Swords they give you, must be equal to or
higher than the Swords depicted on the Ship. If this is the
case you may put the Ship into the discard pile instead of
the harbor display otherwise it cannot be repelled and
has to go into the harbor display.
You may only repel a Ship that has just been drawn; a ship
with a Skull symbol can never be repelled.
Swords are never spent, i.e. you can use them multiple
times during your turn.
Alex wants to repel the
Flute with 2 . Since
his Sailor gives him 1
and his Pirate 2 he
has a total of 3 and
he succeeds. He can put
the Flute on the discard
pile.
You will try to gain gold coins with which you will hire various persons who will give you permanent
abilities to aid you. They, as well as Expeditions, will also yield you victory points which will bring you
victory in a game of Port Royal.
The player who last visited a harbor will be the start player. Beginning with him and then in clockwise
direction, 1 player will be the active player. He will have to perform 2 phases in order the 2nd
of which might sometimes be skipped. If there is a 2nd phase, then, after the active player has acted,
each other player will also have an opportunity to act in this phase. Then the active player changes.
These 2 phases are:
1. Discover:
Draw cards from the draw pile into
the harbor display
2. Trade & Hire:
Take cards from the harbor display
If the drawn card is an Expedition, put it in the middle
of the table but apart from the harbor display. An
Expe dition will stay there until a player claims it by
fulfilling it.
To fulfill the requirements of an Expedition (visible
on the bottom of the card) he has to have Persons with
matching abilities in his personal display. He puts the
matching Persons into the discard pile and takes the
Expe dition into his personal display, as well as a number
of golden coins as depicted on the card. A player may
claim Expeditions any time during his turn, and as many
as he is able to.
Dagmar wants to claim an Expedition with 2 . Therefore
she discards her Priest ( ) and her Jack of all Trades. She
receives the Expedition card and 2 coins (from the draw
deck).
If the drawn card is a Tax Increase, all players that
current ly own 12 or more golden coins lose half (rounded
down) of their coins (i.e. with 12 or 13 coins the player
loses 6 coins ). The cards are put onto the discard pile.
Afterwards depending on the Tax Increase drawn
either the player with the most Swords or the player
with the least victory points gains 1 coin. In case of
a tie (for example if no players have swords or victory
points yet) all tied players gain 1 coin.
After the Tax Increase has been resolved it is discarded
and play resumes as normal.
Here the player with the
least amount of victory
points gains 1 coin.
Here the player with
the most Swords gains
1 coin.
2
2


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