EAST INDIAMEN
INTRODUCTION
Players are English Merchants circa 1590 - 1600’s financing Marine Voyages to
Seek treasure in India and SE Asia.
VICTORY
The game ends after 2 hours, or when the Treasure deck runs out.
The player with the most Treasure Points (TP) in their Profit Pile at that time wins.
EXPEDITIONS
Each Expedition must have one or more Ships (Maximum of 4 Ships).
Expeditions can also have Trade goods or Silver to trade for Cargo.
They can also have Gifts to give to foreign rulers, and
Great Captains to improve their chance of success.
EXPEDITION LIMIT
You may have a max of 4 Expeditions in play at one time.
EXPEDITION COUNTERS
Each player has a set of 4 expedition counters and numbered 1 to 4.
Each players set has a unique color.
FACTORY COUNTERS
Each player gets 4 Factory Counters of a unique color.
EXPEDITION MATS
Each player has a piece of paper divided into 4 sections which are
Numbered 1 to 4. These correspond to each of the 4 possible expeditions the
Player may have going at the same time. Place the Expedition cards and
Treasure cards of that expedition in its own section.
EXPEDITION TRACK
The Track is 40 spaces long.
There is a start space and an End space.
When starting out, an expedition moves towards the end space.
When reaching the End space or any point before then, the expedition may turn back.
When an Expedition finally returns, its treasures go into your Profit pile, and
All its expedition cards are discarded.
EXPEDITION TRACK
# Name Notes
- England Start Space
- English Channel Naught
- Plymouth Resupply
- Madeira Islands Naught
- Portuguese Carrack Capture Ship
- Canary Islands Naught
- Scurvy Hardship
- Cape Verde Islands Naught
- Atlantic Ocean Naught
- Lightning Strike Storm
- Rain Naught
- Tornados Storm
- Guinea Coast Naught
- Portuguese Ship Resupply
- Infection Hardship
- Equator Naught
- Contrary Winds Naught
- St. Helena Resupply
- Doldrums Naught
- Southern Hemisphere Naught
- Scourge Hardship
- Cape of Good Hope Resupply
- Table Bay Resupply
- Poorly Manned Ships Hardship
- Cape Correntes Naught
- Mighty Storm Storm
- Extreme Gusts of Wind Storm
- Mozambique Resupply
- Disease Hardship
- Madagascar Resupply
- Great Storm Storm
- Zanzibar Capture Ship
- Dysentery Hardship
- Indian Ocean Naught
- Split-up Storm
- Navigational Error Naught
- Arabian Sea Naught
- India Naught
- Sea Battle Storm
- Surat Trade*
- Cambay Cotton
- Mogul Emperor Gift
- Coromandel Cotton
- Golconda Cotton or Trade
- Masulipatan Cotton
- Ceylon Trade
- Bay of Bengal Naught
- Penang Resupply
- Malay Peninsula Naught
- Summer Monsoons Hardship
- Sickness Hardship
- Sumatra Naught
- Achin Trade
- Eastern Monarch Gift
- Strait of Malacca Capture Ship
- Priaman Trade
- Weariness Hardship
- Java Naught
- Bantam Trade
- Trade Agreement Gift
- South China Sea Naught
- Farther East Naught
- Spice Islands Trade
- Moluccas Naught
- Makain Trade
- Dutch Holdings Naught
- Pepper Ports Trade
- Banda Islands Naught
- Pacific Ocean End Space
* = Won't Trade for Cotton
SETUP
Players take their expedition counters and mats.
Players roll high on 1D6 to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Expedition Phase
2. Launch Phase
3. Action Phase
EXPEDITION PHASE
Draw 2 Cards from the Expedition Deck and discard 1 of them.
Add the card to your Expedition Pile.
If the deck runs out, shuffle the discard and draw from it.
LAUNCH PHASE
If your Expedition Pile contains at least 1 Ship, you may launch the Expedition.
If your Expedition pile has 8 cards you must launch, unless you don’t have a ship,
In which case you must discard your entire Expedition pile, and gain 1 Treasure.
Assign the Expedition a number 1 to 4.
Place the corresponding numbered Expedition Counter onto the start space of
The Expedition Track and place all the expedition cards from the pile into the
Corresponding section of your Expedition Mat.
ACTION PHASE
In order of Expedition Number, move your expeditions along the track.
Roll 1D6 and move the Expedition that number of spaces.
Each space offers one possibility, helpful, or hurtful:
TRADE SPACES
Gain 1 Ships supply Token.
You may discard 1 Trade good card to draw 1 Treasure Card.
You may discard 1 Silver card or 1 Cotton Token or 1 Merchant Card to draw 2 Treasure Cards.
COTTON SPACE
Gain 1 Free Cotton Token or 1 Supply Token.
You may discard 1 Trade Good card to gain 1 Cotton Token.
You may discard 1 Silver card to gain 2 Cotton Tokens.
FOREIGN LAND SPACE
Gain 1 Ships supply Token.
You may discard a Gift card to draw 3 Treasure Cards.
CAPTURE SHIP SPACE
Roll 1D6 on the Capture Table.
Get -1 to the roll if you have a Great Captain in your Expedition.
CAPTURE TABLE
1D6 Notes
0 Roll Again
1 Gain 1 Treasure
2 Gain 2 Treasures
3 Gain 3 Treasures
4-5 Nothing
6 Lose 1 ship
STORM SPACE
Roll 1D6. This is the Storm Roll.
On 5+ you lose 1 Ship.
Get -1 to the roll if you have a Great Captain in your Expedition.
HARDSHIP SPACE
Roll 1D6. This is the Hardship Roll.
On 3+ you lose 1 Ship.
You may discard a Ships Stores Card or Token to negate this roll.
RESUPPLY SPACE
Gain 1 Ships Supply Token.
CARGO LIMITS
Each Ship can hold a Max of 5 Treasure cards, Trade Good cards, Cotton Tokens, or
Ships supply Cards/Tokens.
ESTABLISHING FACTORIES
When you land on a Trade Space, you may discard a Merchant Card to place one of
your Factory tokens on the space.
From now on, you may always stop at this space, even if your Move Roll would
normally send you past it.
Only 1 player may have a Factory on a space.
MEETINGS
If 2 expeditions meet in the same space, they may trade any and all
cards and counters, as the owners agree.
EXPEDITION DECK
# Name
20 Indianman Ship
5 Great Captain
10 Trade Goods
5 Spanish Silver
5 Fine Gifts
10 Ships Stores
5 Merchants
TREASURE DECK
# TP Type
2 11 Ginger
4 18 Cinamon
3 12 Cloves
3 13 Tumeric
2 14 Cardamom
9 15 Pepper
2 10 Coriander
2 8 Mace
3 6 Cochineal
1 24 Gems
2 20 Jewelry
2 5 Calico
1 7 Tapestries
2 9 Nutmeg
1 20 Amber
1 21 Pearls
1 22 Ebony
1 23 Gold
1 25 Diamonds
2 16 Tea
2 17 Coffee
TP = Treasure Points
Note: Cotton Tokens can be turned in for 4 TP each
LINKS
East Indiamen Wikipedia