How to play
Build inns and caravanserais on the steppe and link them with caravan roads. The first player to reach 10 prestige on their own turn wins (8 in a two-player game).
Goods
| Land | Produces |
|---|---|
| Grove | Timber |
| Clay pit | Mudbrick |
| Highland | Wool |
| Plain | Wheat |
| Mine | Copper |
| Salt steppe | Nothing; the bandit starts here |
A turn
- Roll. Every land showing the rolled number pays its neighbours: an inn earns 1 good, a caravanserai 2.
- Trade. Offer goods to other players, or trade with the bank at 4:1. A market on the coast lowers that to 3:1, or 2:1 for one good.
- Build what you can pay for, then end your turn.
Costs
| Build | Cost | Prestige |
|---|---|---|
| Caravan road | Mudbrick + Timber | 0 |
| Inn | Mudbrick + Timber + Wool + Wheat | 1 |
| Caravanserai (replaces an inn) | 2 Wheat + 3 Copper | 2 |
| Decree card | Copper + Wool + Wheat | varies |
Inns need at least one empty corner between them and must touch your own road.
Rolling a 7
Nobody earns goods. Anyone holding more than 7 goods gives back half. The roller moves the bandit to a land, which stops producing, and takes one random good from a neighbour.
Decrees
- Sipahi – move the bandit and take a good. Three or more make you Subaşı (+2).
- Road master – build 2 roads for free.
- Plenty – take any 2 goods from the bank.
- Guild decree – every other player hands you all of one good.
- Monument – a hidden prestige point.
One decree per turn, and not one bought this turn. The longest road of at least 5 pieces makes you Road lord (+2).
Player counts
- 2 players: 8 prestige wins, bank trades at 3:1, you may hold 9 goods on a 7, the bandit can't hit a player with 3 or less prestige, and if your roll pays you nothing you pick 1 good from the bank.
- 5–6 players: a 30-land map. After each turn everyone else gets 15 seconds to build (no trading or playing decrees).