Crib Version 1.3 (2009-06-30)

References:

Thematic Text

Compete to become Master of the Hanseatic city-states turn the 14th Century. Criss-cross the Baltic Sea in a merchant ship, always on the lookout for a chance to acquire valuable wares. Set up networks ofr markey booths with in the cities, which allows your good to be re-sold at the most advantageous time and increases your power and prestige. At the end of the game the player with the most establishments and the reatest profits, is the winner.

Setup
Initial Placement

Each player takes 3 sets of 2 Market Houses of their color. In turn they place one set on any city except Copenhagen and any city they have already placed Market Houses on. Market Houses may be placed on cities where other players have placed them.

Game turn
Each player turn consists of 4 phases.
Phase 1: Income
Collect 3 Talers from the bank.

Phase 2: Replenish Goods Markers
The player may optionally pay 1 Talen to replenish all empty wharehouses on the board. They are refilled by drawing from the top of the lowest numbered stock pile and placing the tile face up on empty warehouses in city number order (1-9).

Phase 3: Actions

The action phase consists of repeated moving of the ship, and possibly one of three actions at each stop. The player continues moving until they decide they are finished, or they can no longer pay to do actions.

  • The ship can be moved before actions, in between actions, and after actions.
  • It costs 1 Talen to move the ship.
  • The ship must following the shipping lines and directions.
  • At each city the player may do one of the following:
    Purchase Goods
    • For 1 talen they may purchase one good from a warehouse in the city.
    • The talen is paid to the player who has the majority of Market Booths in the city. If tied or none present, the bank is paid.
    • If the player himself has the majority, the good is free. Only one good may be purchased per visit.

    Set up Market Booths
    • A player may chose to setup one, two, or three market booths.
    • The cost is one good marker.
    • The number of market booths is the number of barrels on the goods marker.
    • Market Booths are a limited resource, you can only place what you have available.
    • The good marker is discarded from the game.

    Sell Goods
    • At any city where the players has atleast one Market booth they may sell one or more set(color) of goods.
    • The player must have atleast 2 of each color of good they wish to sell.
    • The cost of selling is removing one of their Market Booths from the city and placing it back in their general stock.
    • The sold goods are turned upside down in front of the user for end of game scoring.
    • After selling, all other players must discard one good of the color the player scored.

Phase 4: Taxes and Tolls
At the end of each turn, the player can only carry 3 talens and 3 goods forward to the next turn, all others are discarded out of the game.
End Game
End game is triggered when during the replenishment of Warehouse spaces, a player must draw from the 5th stack of tiles. The current round is finished giving each player the same number of turns.
Scoring and Winning

Players score as follows, the player with the most points is the winner, tie break is the must number of Market Booths on the board.