Your Turn
Istanbul's turn: move your Merchant stack, leave or pick up an Assistant, pay other Merchants, take the Place's action, then meet Family members, the Governor and the Smuggler. Bonus cards and Mosque tiles.
The idea
You lead a Merchant and his Assistants through the Places of the bazaar. To use a Place, your Merchant must leave an Assistant there — or pick up one he left earlier. Run out of Assistants and you are stuck: plan routes that come back for them. Goods are tracked on your Wheelbarrow; the first to collect enough Rubies ends the game.
A turn
Players take turns clockwise from the start player. A turn has four phases, always in this order; most turns only use the first and third.
1. Movement
Move your Merchant with the Assistants stacked under him 1 or 2 Places orthogonally (never diagonally); you must end on a different Place. There:
- a) Pick up an Assistant — if one of yours is already there, put your stack on top of it: he leaves with you next turn.
- b) Leave an Assistant — if none of yours is there, slide the bottom Assistant off your stack and leave him next to it.
- c) If you cannot (or will not) do either, your turn ends at once — except at the Fountain, which needs no Assistant.
With the yellow Mosque tile you may, once per turn, pay 2 to call one Assistant back from any Place to the bottom of your stack.
2. Encounters with Merchants
Pay 2 to each other Merchant on your Place, or your turn ends at once. Nobody is paid at the Fountain. Assistants are never paid.
2 players: a neutral Merchant (unused colour) is paid 2 Lira into the supply, then rerolled to a new Place with both dice.
3. Action
You may carry out the Place’s action (all Places), whether you picked up or left an Assistant. If you cannot or do not want to, go on to phase 4.
4. Encounters
In any order, with whatever shares your Place:
- Other players’ Family members — catch them all and send them to the Police Station (unless
already there). For each, take 1
Bonus card or 3 . - The Governor — you may draw 1 Bonus card, then pay 2 Lira or discard 1 Bonus card.
- The Smuggler — you may take 1
good of your choice, then pay 2 Lira or 1 good.
After using the Governor or Smuggler, roll both dice and move it to the Place with that number (the big brown number). Roll separately for each. You may pay with the card or good you just received.
Bonus cards
- Play any number on your turn — before or after an action, never in the middle of one.
- Played and discarded cards go face up on the Caravansary.
- Draw from the face-down stack (only the Caravansary lets you take the top discard); reshuffle the discards when it runs out. No hand limit.
- A card that repeats an action (“carry it out one more time”) is played right after that action.
All Bonus cards are in Cards & Components.
Mosque tiles
Mosque tiles give a lasting ability (Small and Great Mosque):
| Tile | Ability |
|---|---|
![]() | Red: at the Tea House and Black Market, turn 1 die to a 4 or reroll both dice, once. |
![]() | Green: at a Warehouse, pay 2 for 1 extra good of any kind. |
![]() | Blue: take your 5th Assistant at once, under your Merchant. |
![]() | Yellow: once per turn, pay 2 to call an Assistant back to your stack. |
Goods and the Wheelbarrow

- Goods tracks — one row each:
jewelry,
fabric,
spice,
fruit; the indicator on the gray box means none. - Capacity — 2 of each good at first.
- Extension spaces — each extension adds 1 to every row, up to 5.
- Ruby spaces — your Rubies.
- The 6th Ruby space — needed with 2 players or with an expansion.
Goods beyond your capacity are lost. Coins (Lira) come in 1, 5 and 10 and are open information.



