Terra Nova
Terra Nova is a microsite of Wizard's Hat

East Indies Rules Expansion

RME

These rules require the East Indies expansion map, and represent an optional expansion of the main Terra Nova rules.

1 THE EAST INDIES
1.1 In addition to the New World map, a second "East Indies" map is brought into play. This is used as an adjunct to the map game, and provides a commercial rather than colonial route for expansion (as followed by Portugal and latterly Holland and England).
1.2 No colonial expeditions are permitted in the East Indies: settlement is impossible, and colonial expedition counters may not be placed on this map.
1.2.1   It follows that towns and settlements may not be built in the East Indies.
1.2 The East Indies is split into several "areas" in the same way as the New World map. However, there are no awards for Political Control, and there is no equivalent of the Mapping marker.
   
2 MOVEMENT
2.1 The East Indies map should be treated as an alternative destination, and not as an extension of the New World. All units may sail to and from areas in the East Indies during the Trans-Oceanic Movement segments, between the Indies and Europe or the New World. Distances are given on the main chart.
2.2   Soldiers, all ship types, and leaders may freely move on or onto the East Indies map, in the same way as they move in the New World.
2.2.1 Unless an expedition is sailing to a Port (see Factories), it must have an explorer on board to make landfall at a hex in the East Indies.
2.3 There is no provision for combat against the natives in the East Indies. The only combat allowed for is combat between players.
2.4  Missions may be placed in the East Indies, but religious conversion may not be attempted there. It follows that the only purpose in establishing missions is to claim (or satisfy the requirements for) religious awards.
   
3 TRADING FACTORIES
3.1  Players may operate "Trading Factories" in the Indies, dealing in the storage and shipping of the local commodities.
3.2 To establish a Factory, a player must mount an expedition to the Indies map. During the Factory Segment, the player may attempt to establish a factory in any coastal hex where he or she has naval units and a leader. The attempt succeeds on a roll of 6 on a six-sided dice.
3.2.1 Bribes: a player may increase his or her chance of establishing a Factory by spending money in bribes to the local chiefs. Each florin spent in a bribe adds +1 to the dice roll. However, a natural roll of 1 on the dice always results in failure.
3.2.2 If the attempt is successful, a Factory marker is placed in the hex, and will remain there as long as it is maintained.
3.3 Factories count as Ports for all purposes.
3.4 Factories are immobile, and may not be moved, although they be be removed from the board during the Maintenance phase if their maintenance is not paid.
3.5 Factories are identical to Towns as far as combat is concerned. They have a combat value for defence purposes, which may be supplemented by soldiers and forts. They may also be captured by other players: the rules for this are the same as for Towns.
   
4 COMMODITIES
4.1  A variety of Commodities (silks, spices, etc) are available in the Indies.  Each area will produce one type of commodity.
4.1.1  At the start of the game, place one marker for each type of commodity in a cup. To determine which commodity is produced in a given area, the first player to visit that area draws one marker from the cup. The marker is then returned to the cup, and a large marker of the appropriate commodity type is placed in the box next to the area’s name on the Indies map.
4.2 The total value of the commodities produced in an area will vary during the game. The possible values are 24, 36 and 48 florins per area.
4.2.1 The current value (in Europe) of a commodity is recorded on the "East Indies Commodity Chart" on the East Indies map. At the start of the game, set the value of an area’s output of each commodity to 36 florins.
4.2.2 During the East Indies Commodities segment, the price of each commodity is checked against the East Indies Commodities Prices table by rolling one six-sided dice for each Commodity. If the result is a "-1" the price is moved down one rank (e.g. from 36 to 24). It is moved up if the result is positive.
4.3 The Resources Modifier (R2, R3, etc) does not apply in the East Indies.
   
5 INCOME FROM THE SPICE TRADE
5.1  Income from Factors in the Indies is claimed during the Spices segment. At this time, the total output of an Area (e.g. 24, 36 or 48 florins worth of commodities) is shared equally among all players with one or more Factories in that area.
5.1.1 Players may maintain more than one Factory in an area, but they gain no extra income from the Area by doing so.
5.1.2 Place a marker representing the player’s share of the area’s output and commodity type, on or under one of the player’s Factories in that area. Thus if the player has the only factor in an area producing Tea, a "T1" marker would be placed with his Factor. But if the player was one of three players with Factors in the area, each of those three players would receive a "T3" marker. A player may "change up" markers of the same commodity type at any time they are in the same hex (thus three T3 markers may be exchanged for one T1 marker, for example).
5.2 The player must transport his or her commodities to Europe to claim their value in florins. This value is claimed in the Treasury Segment, as for gold. The value is equal to the commodity value of the goods (as given on the Prices Index), in florins, at the time they are converted to florins. All commodity markers in Europe must be converted to florins during the Treasury segment: they may not be stockpiled in European ports. Remember to divide the value of each marker by the "share" of the area’s output - thus a "T5" marker is worth one fifth of the current value of Tea (round down).
5.2.1 Each full or part of an area’s commodities is assumed to take up 2 cargo points on a ship.
5.2.3 Commodities do not have to be returned to Europe in the turn they are created, and may be stockpiled in the East Indies.
5.2.4 Commodities may be transported to Europe via the New World.
5.3 All journeys to and from the Indies must pay the normal price for bounds. However, it is assumed that trade routes are established at an early date: players with factories in the Indies may roll for naval attrition at half the full bounds travelled during Trans Oceanic movement to and from Europe.  Note that this "halved attrition" only applies to journeys between the Indies and Europe.
   
6 COMMAND OF THE SEAS
6.1 The normal Command of Seas box does not affect the Indies trade. Instead, there is a seperate Command of Seas Box fior the Indies, which operates in the same way as the European one, except it is adjacent to the Indies areas, and not Europe. Only players with ports in the Indies can use the Indies CSB.

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