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The expansion for “The Speicherstadt”

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Stefan Feld<br />

KAISPEICHER <strong>The</strong> <strong>expansion</strong> <strong>for</strong> “<strong>The</strong> <strong>Speicherstadt”</strong><br />

K<br />

Overview<br />

Did you have a lot of fun with “<strong>The</strong> <strong>Speicherstadt”</strong> but felt it was over too soon? Do you wonder what else there is to<br />

experience in the large warehouse district of Hamburg? “Kaispeicher” is full of new challenges. It includes 50 new cards, a<br />

clever extra bidding mechanism, and “real” metal coins.<br />

1. Set up “<strong>The</strong> <strong>Speicherstadt”</strong> in the same way as in the basic<br />

game.<br />

2. Put all 54 goods into the bag (including the 9 new ones).<br />

3. If you wish, you may play with the metal coins. (But place<br />

the old coins nearby in case additional coins are needed.)<br />

4. As in the basic game, each player receives 5 coins from<br />

the supply.<br />

5. <strong>The</strong> 2 gray workers should be set aside, as they are<br />

needed later in the game.<br />

6. Each player chooses a color and places 1 worker of that<br />

color on the 0 space of the score track.<br />

7. <strong>The</strong> remaining 4 workers of each color are placed in front<br />

of their respective players.<br />

8. From the pile of new cards, remove the “Start” card and<br />

the 2 “Break” cards and put them aside. <strong>The</strong>y are needed<br />

later in the game.<br />

Components<br />

50 new trade cards<br />

For a better distinction from the old<br />

cards, all new ones are marked with<br />

a in the lower right corner.<br />

12 x Winter (A) 12 x Spring (B) 12 x Summer (C) 14 x Autumn (D)<br />

1 “Start” card 9 goods cubes 3 x hemp (gray) 3 x fabric (pink) 3 x glass (blue)<br />

2 “Break” cards 7 workers (1 in each of the 5 player colors, 2 gray ones) 25 metal coins<br />

Setup<br />

9. <strong>The</strong>n take all trade cards (old and new ones) and sort<br />

them according to their backs.<br />

10. According to the number of players, remove the following<br />

Autumn (D) trade cards from the pile and return them to<br />

the box. <strong>The</strong>y won’t be needed:<br />

2 players: Port / Fireman with the value 3 /<br />

Mayor / Truck<br />

3 players: Boatsmen Church / Fireman with the value 3 /<br />

Mayor / Truck<br />

4 players: none<br />

5 players: Boatsmen Church / Fireman with the value 3 /<br />

Mayor / Truck<br />

11. Proceed with all other trade cards as described in the rule<br />

book of “<strong>The</strong> <strong>Speicherstadt”</strong> in section 10 of the Setup.<br />

12. <strong>The</strong> player who most recently went to Hamburg becomes<br />

the first player and receives the “Start” card.


1) Supply<br />

Take the top cards from the draw pile and place them in a<br />

row face-up, from left to right on the water spaces. As usual,<br />

the number of uncovered cards equals the number of<br />

players +1. Now, in addition, you lay out the same number of<br />

cards above the game board. So there are always twice as<br />

many cards to choose from as in the basic game.<br />

2) Demand<br />

As usual, starting with the first player and then in clockwise<br />

direction, each player places one of his workers on the<br />

lowest free building space above a card of his choice. But<br />

now you also have the option of reserving a card of your<br />

choice from the row above the board. To do this, you take<br />

one of these cards, place it next to the lower left side of the<br />

board, and put one of your workers onto it. If there are<br />

already one or more reserved cards, the new card must<br />

always be placed above the last reserved one.<br />

<strong>The</strong> phase ends when each player has placed all his workers.<br />

3) Purchase<br />

As in the basic game, first carry out the purchases of all<br />

cards from the water spaces. <strong>The</strong>n the reserved cards next<br />

to the game board are available <strong>for</strong> purchase. Start with the<br />

lowest card in the row. <strong>The</strong> card can only be purchased by<br />

the player who placed his worker on it. If the player wants<br />

to buy the card, he must return a number of coins to the<br />

stock equal to the number of reserved cards in the row.<br />

Accountant<br />

1: 0/0/0/1<br />

At the end of the game, you receive 1 additional<br />

point <strong>for</strong> each of your Contracts, regardless of<br />

whether the Contract has been completed or not.<br />

Auction Hall<br />

1: 0/0/1/0<br />

At any point in the game, you may take 1 good of<br />

your choice from the stock. You must load this good<br />

immediately (using it with one of your cards). After<br />

that, discard the Auction Hall.<br />

Playing the game<br />

<strong>The</strong> game still consists of several rounds, each comprising 5 phases:<br />

1) Supply 2) Demand 3) Purchase 4) Loading 5) Income<br />

<strong>The</strong> end of the game is identical to the end of the basic game.<br />

End of the game<br />

<strong>The</strong> new trade cards<br />

2<br />

If the player does<br />

not want to buy<br />

the card, he pays<br />

nothing and the<br />

card is discarded.<br />

As usual, the<br />

worker returns to<br />

the player. <strong>The</strong>n<br />

the next lowest<br />

card from the row<br />

is available <strong>for</strong><br />

purchase and so<br />

on.<br />

At the end of the<br />

phase, if there are<br />

cards left above<br />

the game board,<br />

they are discarded.<br />

Example:<br />

First Black is allowed to buy<br />

the lowest card <strong>for</strong> 3 coins.<br />

<strong>The</strong>n Orange may buy his<br />

reserved card <strong>for</strong> 2 coins.<br />

Finally Blue may buy his<br />

reserved card <strong>for</strong> 1 coin.<br />

4) Loading<br />

Loading is carried out exactly as in the basic game by selling<br />

goods cubes or moving them to appropriate cards.<br />

5) Income<br />

Each player now receives 2 coins from the stock. Players who<br />

didn’t purchase any trade cards this round receive<br />

1 additional coin. Afterward, the first player hands the<br />

“Start” card to the player on his left and a new round begins.<br />

Note: If you reach space 39 on the score track, you continue counting your points on the 0 (= 40 points). At the end of the game,<br />

these 40 points are simply added to your result.<br />

All cards are listed in alphabetical order.<br />

<strong>The</strong> figures on the right side of the title indicate the number of appearances of a card in total and in the 4 seasons (A/B/C/D),<br />

respectively.<br />

Carpet Storage<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may deliver any number<br />

of red goods cubes (carpets) to the Carpet Storage.<br />

For each carpet cube that you return to the stock<br />

you gain 2 points on the score track.<br />

City Hall<br />

1: 0/0/0/1<br />

At the end of the game, you receive 5 points <strong>for</strong> the<br />

City Hall.


Coffee Break<br />

1: 1/0/0/0<br />

When you purchase this card, you also take the two<br />

“Break” cards that were put aside during setup.<br />

You may now pass during phase 2) “Demand” by<br />

discarding a “Break” card instead of placing a<br />

worker. This gives you the advantage of stalling<br />

and placing your workers later in the round. After<br />

using both “Break” cards, also discard the Coffee<br />

Break.<br />

Contract<br />

6: 0/2/2/2<br />

For the 3 new kinds of goods, there are<br />

corresponding Contracts:<br />

- 3 small Contracts : 1 good <strong>for</strong> 4 points<br />

- 3 medium Contracts: 2 goods <strong>for</strong> 8 points<br />

As in the basic game, you only get points <strong>for</strong> a<br />

completed Contract at the end of the game.<br />

Counting Office<br />

2: 0/0/1/1<br />

<strong>The</strong>re are now 2 additional Counting Offices.<br />

No player may score more than 4 Counting Offices<br />

at the end of the game, regardless of how many he<br />

owns.<br />

Davidwache<br />

1: 0/0/0/1<br />

At the end of the game, you receive 3 points <strong>for</strong> the<br />

Davidwache<br />

Deichtorhallen<br />

1: 0/0/0/1<br />

At the end of the game, you receive 1 additional<br />

point <strong>for</strong> each of your Merchants. Only the 8 trade<br />

cards that convert goods to money are considered<br />

Merchants (<strong>for</strong> example Spice Trader, Gaffer).<br />

Dressmaker<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may sell any number of<br />

pink goods cubes (fabric) to the Dressmaker. For<br />

each fabric cube that you return to the stock you<br />

receive 3 coins.<br />

Fireman<br />

5: 2/1/1/1<br />

<strong>The</strong>re are 5 additional Firemen with values from 1<br />

to 5.<br />

Fire Truck<br />

1: 0/0/1/0<br />

During each fire, the Fire Truck doubles the value<br />

of one of your Firemen.<br />

Fish Market<br />

1: 0/1/0/0<br />

In Phase 3) “Purchase” you may discard the Fish<br />

Market to pay <strong>for</strong> 1 card instead of paying with<br />

coins.<br />

3<br />

Gaffer<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may sell any number of<br />

blue goods cubes (glass) to the Gaffer. For each<br />

glass cube that you return to the stock you receive<br />

3 coins.<br />

Harbor Master<br />

1: 0/1/0/0<br />

In phase 4) “Loading”, you may convert any<br />

2 goods into 1 other good as many times as you<br />

want. To do this, return 2 goods to the stock and<br />

replace them with 1 good of your choice that is<br />

available in the stock.<br />

Harbor Tour<br />

1: 0/0/0/1<br />

At the end of the game, you receive 1 additional<br />

point <strong>for</strong> each of your scoring buildings. Only the<br />

9 trade cards that have a fixed point value of 1 to 5<br />

are considered scoring buildings (<strong>for</strong> example<br />

Davidwache, Music Hall).<br />

Insurance<br />

1: 0/1/0/0<br />

Each time you would get negative points during a<br />

fire, you may avoid those negative points by<br />

returning 2 coins to the stock.<br />

Light House<br />

1: 0/1/0/0<br />

At the end of the game, you receive 1 point <strong>for</strong> the<br />

Light House.<br />

Mayor<br />

1: 0/0/0/1<br />

At the end of the game, your highest scoring<br />

building yields twice as many points. Only the<br />

9 trade cards that have a fixed point value of 1 to 5<br />

are considered scoring buildings (<strong>for</strong> example<br />

Davidwache, Music Hall).<br />

Music Hall<br />

1: 0/0/0/1<br />

At the end of the game, you receive 4 points <strong>for</strong> the<br />

Music Hall.<br />

Press<br />

1: 0/0/1/0<br />

At the end of the game, you receive 1 point <strong>for</strong> each<br />

of your Firemen.<br />

Roasting House<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may deliver any number<br />

of brown goods cubes (coffee) to the Coffee<br />

House. For each coffee cube that you return to the<br />

stock you gain 2 points on the score track.<br />

Ropemaker<br />

1: 0/1/0/0<br />

In phase 4) “Loading”, you may sell any number of<br />

gray goods cubes (hemp) to the Ropemaker. For<br />

each hemp cube that you return to the stock you<br />

receive 3 coins.


Rubber Factory<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may deliver any number<br />

of white goods cubes (rubber) to the Rubber<br />

Factory. For each rubber cube that you return to<br />

the stock you gain 2 points on the score track.<br />

Ship<br />

6: 0/2/2/2<br />

<strong>The</strong>re are 6 new Ships:<br />

- 3 with a shipping volume of 1 (1 crate)<br />

- 3 with a shipping volume of 2 (2 crates)<br />

When a Ship is revealed during phase 1) “Supply”,<br />

draw as many goods from the bag as the Ship<br />

shows crates and put one of those goods onto each<br />

crate.<br />

Smuggler<br />

1: 0/0/1/0<br />

At any point in the game, you may steal<br />

1 good from any incomplete Contract of another<br />

player. You must load this good immediately (using<br />

it with one of your cards). After that, discard the<br />

Smuggler.<br />

Snitch<br />

1: 1/0/0/0<br />

Right be<strong>for</strong>e starting phase 3) “Purchase”, you may<br />

swap the places of one of your workers with the<br />

worker of another player. After that, discard the<br />

Snitch.<br />

Spice Storage<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may deliver any number<br />

of yellow goods cubes (saffron) to the Spice<br />

Storage. For each saffron cube that you return to<br />

the stock you gain 2 points on the score track.<br />

Squad Leader<br />

1: 1/0/0/0<br />

Once in the game, you may double the points that<br />

you gain during a fire. After that, discard the Squad<br />

Leader.<br />

Author: Stefan Feld<br />

Illustrations: Michael Menzel and Harald Lieske<br />

Rule book and layout: Alfred Viktor Schulz<br />

Rule book revision: David Marie<br />

Box design: Hans-Georg Schneider<br />

Copyright: © 2012 eggertspiele GmbH & Co. KG,<br />

Friedhofstr. 17,<br />

21073 Hamburg, Germany<br />

All rights reserved.<br />

www.eggertspiele.de<br />

Distribution: Pegasus Spiele GmbH,<br />

Straßheimer Str. 2,<br />

61169 Friedberg, Germany<br />

www.pegasus.de<br />

Credits<br />

4<br />

Storekeeper<br />

1: 0/1/0/0<br />

When you purchase this card, you also take the two<br />

gray workers that were put aside during setup. In<br />

phase 2) “Demand”, you may place one or both gray<br />

workers in addition to your other workers (thus<br />

increasing your number of workers this round).<br />

However, if you placed a gray worker, he does not<br />

return to you during phase 3) “Purchase” but is<br />

removed from the game.<br />

As soon as both gray workers have been removed<br />

from the game, discard the Storekeeper.<br />

Tea House<br />

1: 1/0/0/0<br />

In phase 4) “Loading”, you may deliver any number<br />

of green goods cubes (tea) to the Tea House. For<br />

each tea cube that you return to the stock you gain<br />

2 points on the score track.<br />

<strong>The</strong>ater<br />

1: 0/1/0/0<br />

At the end of the game, you receive 2 points <strong>for</strong> the<br />

<strong>The</strong>ater.<br />

Thief<br />

1: 0/0/1/0<br />

As soon as you purchase the Thief, all other players<br />

must immediately give you 1 coin. Players with no<br />

coins give you nothing. After that, discard the<br />

Thief.<br />

Thrift Institution<br />

1: 0/0/1/0<br />

As soon as you purchase the Thrift Institution, you<br />

immediately receive 4 coins from the stock. After<br />

that, discard the Thrift Institution.<br />

Truck<br />

1: 0/0/0/1<br />

At any point in the game, you may take up to<br />

3 goods from your Contracts and redistribute them<br />

among any of your Contracts in any way you want.<br />

After that, discard the Truck.

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