Crib Version 1.1 (2009-06-30)

References:

Pronunciation
iss-fa-harn
Maybe - See the thread in the references section
Thematic Text
"1598. Yspahan the fair becomes the capital of the Persian empire. Thus, being placed at the center of the world, the city enjoys a period of cultural and economic blossoming. The cities and villages of the region intend to take advantage of this expansion. Caravans loaded with goods and jewels set out for the desert, bearing the promises of a radiant future." -- from rule book
Goal
"The players embody mechants tradiing with Yspahan. Meaning to take advantage of the coming of the Shah's Supervisor, they score points by placing their goods in the right shops, by sending them to the Caravan, and by constructing buildings. At the end of the game, the players with the highest score in the winner." -- from rule book
Setup
# of Player Adjustments
Game Day
A game day consists of
  1. Supplying
  2. Player Actions
  3. End of Day
Supplying

The player holding the first turn pawn rolls all of the white dice to fill the tower.

He may also add to the white dice by purchasing one, two or three yellow dice for one gold each. These yellow dice will only be usable by him, and will be removed after he takes his actions

Sort the dice by the number rolled, grouping them together.

  • The highest rolled number goes at the top of the tower. Note: in the rare case that all dice contain only one value, no value goes at the gold (top) level
  • The rest, starting with the lowest number and progressing upward are placed starting at the bottom of the tower, filling each level as you go up.
  • All the dice of a given value are placed on the same level
  • This may leave one or more levels of the tower empty

Player Actions

Starting with the current start player (black pawn), each player takes his or her turn.

Players may play cards to trigger the effects descripted on its face any time during their turn

  • The player MUST select a group of dice from one of the levels of the tower, and perform one of the three actions available to him for that level. If no level have dice available on them, the player draws one card from the deck and ends his turn.
  • The play may then optionally build one special building.

End of Day
  • Move the day marker forward on its track, if it moves off the seventh day, end of week activities are done.
  • Pass the start player token to the next player going clockwise
Tower actions

One of these actions is taken each turn

The player may also discard one (and only one) card from their hand to obtain one more die of the value specified when selecting a tower section

Take Gold
The top (gold) level of the tower allows the player to take gold. Remove the dice from the top level and take one gold for each die that was on this level (each die, not the value of the die).
Take Camels
The bottom (camel) level of the tower allows the player to take camels. Remove the dice from the level and take one camel for each die that was on this level (each die, not the value of the die).
Supply shops
The middle levels correspond to sections of the city. Taking the dice from once of these levels allows you to supply that many cubes to the shops in the neighborhood. You receive one cube from your pool for each die on the tower level.

Placing Cubes in Shops

  • Cubes may be placed in any empty shops.
  • A souk (color group of shops in a section) must be completely filled prior to starting another one
  • Souks with another players cube in them may not be played in
Move the Supervisor
Taking dice from any level allows you to move the supervisor. You must move the supervisor the number of squares equal to the value of dice on the level you chose (not the sum, the value of one die). You may add or subtract spaces by playing one gold per space.

If the supervisors move ends besides a shop (or shops) containing cubes, those cubes are automatically sent to a caravan. A player whose cube is being sent to the caravan may pay one camel to send a cube from his supply rather than one from the shop.

If the caravan is filled up, it is scored per the scoring rules and then may start filling again

Draw a card
The player draws one card from the deck
Build a building
The player may choose to build a building on their individual board. To do so they pay the price in camel's and gold, and place one of their cubes on their board to indicate they have that building.

Victory Points: Buildings earn the player victory points as follows

Number of buildings
completed
Victory
Points
10
20
35
45
55
610

Buildings
The Paddock (Cost: 2 camels)
Gain one additional camel each time they take camels from tower board
The Shop (Cost: 2 camels, 2 gold)
Gain two additional gold each time they take gold from tower board
The Hamman (Cost: 2 camels, 2 gold)
Can adjust the Supervisors move up to three squares with out paying additional gold
The Caravanserai (Cost: 3 camels, 3 gold)
Draw a card every time one of their goods is sent to the Caravan
The Bazaar (Cost: 4 camels, 4 gold)
Gain two additional victory points for each finished souk ad the end of the week
The Hoist (Cost: 4 camels, 4 gold)
Gain one additional cube when placing goods in shows
Cards
See the cards sheet for the mean of the cards. Cards may be discarded during selection of a group of dice to add one die to that number, or played for their action any time during ones turn
End of Week
Scoring

Neighborhoods
Each complete neighborhood scores the number of points indicated in it. All neighborhoods are emptied of cubes.
Caravan
Each players scores one point per cube on the caravan, multiplied by the value of the level of their highest cube.


Game End
The game ends after the third week, the player with the highest score wins.