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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.