Morocco
In Morocco zijn spelers families van handwerkers die de oude tradities voortzetten van het wereldberoemde marktplein Jemaa el-Fnaa in Marrakech, Marokko. Elke da werken ze om de beste kramen op de markt te claimen en klanten aan te trekken om hun waren uit te proberen of in de ban te raken van hun verbazende spektakels.
Het gaat een extra drukke dag worden, dus de families vechten nog harder om hun benodigde ruimte te claimen. De oude families van slangenbezweerders, waterverkopers, tapijthandelaren, magiërs en voedselverkopers werken hard in hun strijd voor de beste kramen.
In Morocco zullen spelers hun werkers erop uit te sturen om te proberen kramen te claimen op de markt. Als genoeg werkers van dezelfde familie bij een kraam zijn aangekomen, dan claimt die familie hem en verwijdert eventuele nabije sapverkopers.
Morocco wordt in twee gescheiden fases gespeeld: verken de markt en ken werkers toe. In de eerste fase gebruiken spelers het nabije dak om de markt te verkennen en bepalen waar de drukste kramen zullen zijn. In de tweede fase gebruiken spelers de verkregen informatie om werkers erop uit te sturen naar de markt.
Aantal spelers: 2 - 5
Spelduur: 103 mn
Complexiteit: 3 / 5
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Gratis.
Speel Morocco en 948 andere spellen online.
Geen download nodig - speel rechtstreeks in je webbrowser.
Met je vrienden en duizenden spelers van over de hele wereld.
Gratis.
Samenvatting van de regels
Overview
Take turns sending people to stalls until there are 5 or fewer open stalls in the market
Market Dice
In 2 or 3 player games only, the first step of a round is to roll the dice once (3p) or twice (2p) and everyone gains a cube of the depicted resource (or player choice if wild)
Scout Stalls
In the next stage of the round, each player performs a scout action in turn order
Move the yellow scout marker to a new space
The active player gains the cubes on the two adjacent spaces, whilst everyone else gains a cube of the space the scout marker is actually on
Assign Workers
In this next stage, each player performs two non-consecutive actions
On your turn, pick a stall and place a person on a space in that stall by paying the row and column cube cost (with some variations based on the type of person)
An Assistant or Bodyguard work on the basic cost system described above
A Tourist require the basic cost system above + 1 cube of any type (even one not in the row/column)
Cousins are two Assistants which cost the basic cost system + 1 cube of any type (even one not in the row/column) to place the first, then the second is placed in an adjacent stall at no cost
Special Action
During the Assign workers step, you may spend as many gold coins as you wish, each spend allows you to swap the positions of two row OR column cubes, changing the costing of certain stalls (You can't swap a row for a column)
Closing a Stall
After placing a worker, check to see if all 4 spaces of a stall have now been filled
Bodyguards count as taking up 2 spaces for this purpose
The player who took up the most spaces gets 5VP + covers the stall with their market tile
If there's a tie for 1st, all tied players get 5VP but a neutral market tile goes on the stall
2nd place gets 2VP, 1 Gold, and 1 Bodyguard
Tied 2nd, all get 1VP, and then a choice of 1 Gold OR 1 Bodyguard
3rd gets 1VP + 1 Gold or 1 Bodyguard
After which, all players take the numbered juice token(s) closest to their corner of the stall before removing all persons from the stall with some exceptions below:
Bodyguards go back to the Guard Quarter's rather than a player's personal supply
Depending on the direction the Market Tile is facing, any Tourists move in that direction to an adjacent stall and swap them for a normal Assistant of theirs (Market Tiles must be directed to an open stall if possible, unless none are in any of the available directions)
Round End
After everyone has had 2 placements, the round ends
The first player is shifted
The Scout marker is moved to the central space so it's not blocking any options
Everyone discards down to 1 cube
Game End
The game ends when there are 5 or less open stalls at the end of a given round
Juice tokens award points equal to their value
Each Market Tile in your largest connected district scores 3VP each
Each Gold is 1VP
Tiebreakers is most Market Tiles on stalls