Harbour

Harbour
by Scott Almes

The Microgame of Maritime Money Making
2-4 Players
20-30 Minutes
Story:
The players are ambitious entrepreneurs in a Fantasy port city. In the game, they must collect and exchange goods, make shipments, manipulate the market, and purchase as many buildings in the harbour as possible. The player who has the most valuable buildings at the end of the game wins!

Components:

7 Player Boards
Starter Buildings
36 Building Cards
1 Market Board
4 Sets of Goods Trackers 4 Sets of Player Markers

Setup:
1. Give each player a Player Board, and a Pawn in their color. Place the extra warehouses, starter buildings and pawns into the box.
2. Give each player a set of goods markers, players should allot 3* resources of their choosing. (Example: A player may choose to start with 2 stone, 1 wood, and no fish or livestock.)
3. Take the Market board goods markers, and randomly place one of them in each slot on the market card.
4. Shuffle the Buildings. Draw a number equal to the number of players plus three and place them face up in the middle of the table. (So, for a 3 player game, you would flip over 6 buildings) Then, place the rest of the deck somewhere it can be easily reached.
*For a simpler version, or your first game, players may instead opt to start with 1 of each resource.

Gameplay:
Gameplay goes clockwise. On each players turn, they must move their pawn to a vacant building. This can be a building they own, a building in the middle of the table, or one owned by another player. (Although you will have to pay for the privilege) At that building, the player will take that building’s action.
Each players’ goal is to buy 4 buildings. Once a player buys their 4th building, each player will get one last turn and then the game ends! (This will give them 5 buildings total, if you count the starter building) At that point, the players total up the Victory Points (VPs) across all of their buildings, and the highest total wins!
The person who most recently was on a boat goes first.

Using a Building
On your turn, you must move your pawn onto a building that is not occupied by another pawn. (At the beginning of the game, all pawns will start out next to the player’s warehouse. From then on, your pawn will always be in a building) Once you place your pawn in a building, you take the action described by that building. This will commonly allow you to gain goods, convert goods, or other special actions. When you gain goods (or lose goods) you slide the good markers on your warehouse board up and down accordingly. You may never drop below zero goods, and you may never have more than 6. You may take an action that allows you to go over 6 goods (although you stop at 6), but you may never take an action that lets you go below zero. However, you must complete that building’s action to the best of your ability.

Used to gain extra benefit from some buildings.
Anchors are cumulative for these benefits.
Coins reduce the cost of a building by $1 whenever a player buys buildings. Coins are cumulative
Top Hats allow a player to use buildings owned by other players without having to pay the owner for their use.
Player may keep one shipped good for each warehouse symbol they own. Also used to gain extra benefits from some buildings. Warehouses are cumulative for these benefits...

NOTE: You cannot stay in a building that you just used.

Player Boards / Starter Buildings:
The Player boards are buildings themselves but cannot be purchased by other players. The building is where the player stores their “Inventory,” but also has special actions available, the same as any other building. To perform the action a player moves their player marker to the Warehouse owner’s portrait on the player board they same way they would with a building card.

Warehouse Owner’s Portrait

Starter building special symbol

Character Name

Flavour Text

Inventory
Players track their number of goods they have stockpiled here with individual goods markers.

Special Actions
Each starter building has a choice of two actions that can be taken when you move to the building. These actions are similar to the actions taken in the rest of the buildings on the table.

Paying to use Someone Else’s Building.
If you use a building in the middle of the table or that you own, you may use that building for free. However, if you use another player’s building you must pay them one good of your choice. Announce what good you are giving them, and then you must both adjust your warehouses accordingly

NOTE: You may pay with resources gained by performing the building’s special action.

Buying a Building by Shipping Goods
Goods may only be shipped when purchasing a building. When you ship goods, you select which types of goods you will ship. You must meet the minimum requirements for shipping those goods (indicated by the number of crates on the spot the goods marker is currently occupying. Stone is currently set to 4), and you must ship all of them, no matter how many you have over the minimum. So, if you have 5 stone, and choose to ship stone, you lose all of them – not just 4. (The rest are lost to taxes, poor trade deals, and the like) When you ship a type of goods, you gain money equal to the number indicated on the market card. (So, in this example, you ship 5 stone… and gain $4)

When shipping, move those goods down to the ship below it’s space on the market card. Shift all the remaining goods markers to the right. Then, place the leftmost used cube (on the ship) in the rightmost open spot, and so on until the market is filled up again.

Following the Red player’s action in the example above, the Livestock and Stone would exit the market and re-enter from the left, sliding into the next available spot. Livestock was the good in least demand that was shipped so it enters first. It ends up occupying the 3 spot.

Stone was the next most in demand good that was shipped, so it enters next and occupies the 2 spot.

NOTE: Whenever a building is purchased, replace it’s now empty spot on the table with a new building drawn from the deck.

Special Action: Buy a Building

You starter building, as well as a few others, will allow you to buy a new building to add to your tableau. To buy a building, you must ship goods in order to make money. Note the market card. The markers on the market card will indicate the minimum amount of goods you must have of that type, as well as the amount of money you will earn.

In this example, the red player wants to buy the Alchemist shop which costs $6

They currently have the following resources:

Since the minimum demand for Stone is 4 units, and Lumber is 3 units, they are unable to ship these goods and receive payment. Luckily, they have enough Fish and Livestock to meet the minimum shipping requirements. Since when you ship goods you cannot keep any excess, both resources are reduced to 0. But the $7 they receive is more then enough to purchase the Alchemist Shop! The excess money is lost in the transaction to legal fees and taxes

Winning:
After a player has built their 4th building, each other player will get one last turn. At that point, the players total up the Victory Points across all of their buildings, and the highest total wins! In the event of a tie, the player with the most buildings of the tied players wins. The other players may now grumble, make excuses, and ask for a rematch.


Game design:
Scott Almes

Illustration:
Rob Lundy

Game Development:
TMG Development Team

Graphic Design
Max Holliday

(c) 2014 Tasty Minstrel Games LLC