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YOUR TURN
Except for the following few additions, your turn is played as described in the base game rules:
1. ere is a new movement option:
If your Companion is in play, i.e. standing on a Place tile, you
can move him instead of your Merchant. e Companion
follows the same rules as the Merchant with the following
exceptions:
a)e Companion can only move by 1 Place, i.e. to an
orthogonally adjacent Place.
b)He works alone, i.e. he does not have or require any
assistants.
c)Bonus cards and tiles showing the Merchant do
not apply to the Companion unless explicitly stated otherwise.
Note: If a Merchant or Companion moves to a Place with other players’ Merchants or Companions, you
must pay 2 Lira for each of those tokens before you can take the Places action!
2.
When a token (Merchant, Family Member, or Companion) is at a Place specied by one or more of
your Letters, you must turn these Letters to the reverse side – they are considered “delivered”. It does not
matter whether or not the token was moved, and whether you turn the Letter before or aer it moves.
3. In phase 4 of your turn (Encounters), you can encounter a new token – the Courier. He provides
you 1 Letter if you pay him 2 Lira or discard 1 Letter. Aerward, roll the dice to determine his new
position.
4. End of your turn: Once per round, you can discard Letters showing a total of 3 Seals to immediately
take an additional turn (so-called “double move”). Overpaid Seals are forfeit.
GAME END
Regardless of the number of players, the end of the game is triggered when any player collects their 6th
Ruby. Apart from that, the base game rules apply.
NEW BONUS CARDS
NEW PLACES AND ACTIONS
21 Embassy
Take 2 Letters from the general supply and place them face up in front
of you (i.e. with the Place number facing up).
22 Kiosk
Take 1 Letter from the general supply and place it face up in front of you. en turn over 1 Kiosk
tile per player plus one. Beginning with you and in clockwise order, each player must do the fol-
lowing:

Choose 1 of those Kiosk tiles.

Carry out its action (see page 6: Overview of Kiosk Tiles) or not.

Turn it face down. e other players cannot choose it.
You also get to use the remaining Kiosk tile. en discard all of those Kiosk tiles.
23 Auction House
Take 1 Good of your choice. en auction o 2 Bonus cards:
Place a bid of at least 1 Lira. en each other player in clockwise order may place exactly 1 bid or
pass. Each new bid must be higher than the last. Aer all other players had the chance to bid, you
may place a nal bid or pass.
e winner of the auction draws 2 Bonus cards from the draw pile and takes them into their hand.
If you win, pay your bid to the general supply. If another player wins, they must pay their bid to
you.
Example with 3 players: Yellow takes 1 blue Good and places an initial bid of 1 Lira. Red passes; Blue bids
5 Lira. Yellow could place a nal bid but passes. Blue draws 2 Bonus cards om the draw pile and pays 5 Lira
to Yellow.
24 Secret Society
Discard Letters showing a total of 6 Seals. As a reward, take the next Ruby from the Sultans Pal-
ace 13 , the Gemstone Dealer 16 , or the Coee House 20 (only available in the “Great Bazaar”
variant) and place it on your Wheelbarrow. e rst player to take this action receives 3 Lira, the
second one 2 Lira, and the third 1 Lira. Any subsequent player only gets the Ruby and no addi-
tional Lira.
25 Catacombs
Take 1 Good of your choice (or Coee). en move your Merchant stack to a Place of your
choice. You may not take that Place’s action and you do not have any encounters there.
OVERVIEW OF KIOSK TILES
CREDITS
e publisher and designer would like to thank all play-testers and proofreaders for their valuable feedback.
Designer: Rüdiger Dorn
Illustrations: Andreas Resch
Graphic Design: Andreas Resch, Hans-Georg Schneider
Realization: Ralph Bruhn
Translation: Grzegorz Kobiela
Copyright © 2016 Pegasus Spiele GmbH
Am Straßbach 3
61169 Friedberg
www.pegasus.de
All rights reserved. Reprinting or publishing of the rule book, game components or illustrations is
prohibited without prior permission.
Take 1 yellow Good
and 1 Lira.
Take 1 green Good
and 1 Lira.
Take 1 red Good
and 1 Lira.
Take 2 yellow
Goods.
Take 2 green
Goods.
Take 2 red
Goods.
Take 1 yellow
Good.
Take 1 green
Good.
Take 1 red
Good.
Take 1 blue
Good.
Take 1 Bonus card. Take 2 Lira.
Take 1 Coee or
2 Lira.
Take 1 Coee or
3 Lira.
Move your Com-
panion to your
personal supply.
Roll 1 die and
take 1 Lira per pip
rolled.
Pay 10 Lira for
a Wheelbarrow
extension.
Pay 1 blue, yellow,
green, and red
Good for a Wheel-
barrow extension.
Move your Mer-
chant stack to
the Fountain
7
without collecting
any assistants.
Choose one: Pay
1 Good (or Coee)
and take 1 Letter, or
discard 1 Letter and
take 1 Good (or
Coee).
Choose one: Dis-
card 1 Bonus card
and take 1 Letter, or
discard 1 Letter and
take 1 Bonus card.
Choose one: Pay
2 Lira and take
1 Letter, or discard
1 Letter and take
3 Lira.
Choose one: Pay
2 Lira and take
1 Good of your
choice (or Coee),
or pay 1 Good of
your choice (or
Coee) and take
3 Lira.
Choose one: Pay
2 Lira and take
1 Bonus card, or
discard 1 Bonus
card and take
3 Lira.
Take 1 Letter. Roll 2 dice and take
the corresponding
reward.
Pay 1 Good (or
Coee) to receive
7 Lira.
Take the depicted
Good and 3 Lira.
Carry out the action
of the topmost
Bonus card on the
discard pile.
During the “Move-
ment” phase, move
your Family Member
to an orthogonally
adjacent Place and
take that Place’s ac-
tion without having
any encounters. is
replaces your regular
turn, i.e. you do not
move your Merchant
or Companion. For
this, your Family
Member may neither
be at the Police Sta-
tion
12
nor move
thereto.
During the “Move-
ment” phase, choose
another player’s
Merchant and move
your Merchant stack
to that Place. is
replaces your regular
movement by 1 or
2 Places. You do
not have to pay that
specic Merchant
but you do have en-
counters with other
tokens if present.
During the “Move-
ment” phase, you
can move your Com-
panion by 2 Places
instead of just 1.
Use the Governor,
Smuggler, Courier,
or Coee Trader (in
the “Great Bazaar”
variant) and pay the
cost. en roll the
dice to determine
the new position of
that token.
If you are at one of
the Mosques
14
,
15
, you can imme-
diately take its action
one more time.
If you are at the
Secret Society
24
,
you can immediately
take its action one
more time.
During the “Move-
ment” phase, you
can pay 3 Lira to
move your Merchant
stack to any Place.
is replaces your
regular movement
by 1 or 2 Places.
THEGREAT BAZAAR VARIANT
We recommend this variant to all players who are suciently experienced in the base game and its
expansions. In this variant, the base game is combined with both expansions “Mocha & Baksheesh” and
“Letters & Seals”.
Arrange the Places numbered 1-25 randomly in a 5x5 pattern.
Place the Fountain 7 in the center of the game board. Make sure the Black Market 8 and Tea
House 9 minimum distance restriction is met.
Bonus cards: Decide whether you want to solely use the new Bonus cards or shue them together
with the base game and Mocha & Baksheesh ones. If you do the latter, a symbol in the corners of the
cards will help you to separate them later.
Apart from that, the normal base game and expansion rules apply.
Note: e Tavern tile regarding the Governor, Smuggler, and Coee Trader does also apply to the Courier.
Example: Your Companion is already in
play. You can use him on your next turn.
2

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