Trade your way to Riches again
Long before it was a tourist destination, Goa was one of India's
most important trade centers. In the 16th Century, Portuguese
explorers competed for influence in the "spice islands".
In Goa, players build ships, harvest spices, develop colonies,
levy taxes, and go on expeditions in hopes of being the best
explorer in the end.
The classic auction/action game from Rodiger Dorn is open
to all players this year (see the schedule for the teaching demonstration).
We also return to three-hour heats, with 2.5 hour semi-finals
and Final. We will be offering the use of either the original
Goa edition, or the newly released Goa 2012 (Z-Man
games) with rules changes and component additions for both heats.
Players will have a choice in which version they would like to
play during the heats (within reason). Semi-final and Final will
most likely use the 2012 edition (GM's discretion). Please bring
a copy of one or both versions. Clarifications and potential
restrictions regarding the 2012 version for tournament purposes
will be made at a later date after the game is officially released.Otherwise,
the previous format is back:
Heats: we will have two heats with HMW being used to
determine semi-finalists. The GM will assign players to tables.
4-player games will be preferred, but 3-player games may occur
Semi-finals/Final: we will strive for a 16-player semi-final,
giving us four 4-player games and four winners to advance to
the Final. Regardless of the number of semi-finalists, we will
have a 4-player Final.
Rules Version / Common Mistakes / Special Rules
* Seating order will be selected randomly by card draw (using
bridge suit order - clubs, diamonds, hearts, spades). Do not
use the method described in the rule book.
* You may not bid more ducats than you have. Any player bidding
more than he/she has will be penalized one action in the next
* You may discard a just-purchased plantation if your plantation
display is full. You do not have to discard one from your display.
* When performing the Expedition action, the player must discard
before drawing or draw only enough cards to ensure that the action
does not exceed his hand limit. (For example, a player at the
2/4 position on his development board who already has three cards
must first decide to either draw only one card or to discard
a card before drawing two.)
* The "take 2 colonists" expedition card may be
played in the middle of the Found Colony action. An expedition
card marked with an 'A' in the corner must be played before the
action is taken. Other expedition cards may be used before or
after an action, but not during an action.
* You may use at most one expedition card each turn.
* Red tiles, dark blue tiles, and the Duty tiles may be used
before or after an action, but not during an action.
* The use of a tile is never an action. In particular, the
benefit of the Espionage tile does not count as the player's
action, and it cannot be modified by an expedition card with
an 'A' on it.
* The Vice-king tile advances the least-developed success
* The benefit of the Re-supply tile cannot be split among
spices, colonists, and ships; all items must be of the same type.
Game tie breakers are as follows: 1) Remaining money 2) Fewest
points from expedition cards 3) Player position relative to the
flag (the player who ends the game with the flag has precedence,
then the player closest, clockwise, to the flag-holder, etc.)