Mocha & Baksheesh
Istanbul's first expansion: coffee, the Coffee trader, Guild cards, the Tavern with its tiles and Barrier, the Roasting Plant and the Coffee House.
Short tag: [Mocha]
What it adds
- 4 Places: 17 Roasting Plant, 18 Guild Hall, 19 Tavern, 20 Coffee House.
- Coffee — unlimited, kept beside your Wheelbarrow. It is not a “good” when an effect says “any good”.
- 20 Guild cards — play one instead of your whole turn.
- 8 Tavern tiles (two kinds) — lasting abilities, like Mosque tiles.
- The Coffee trader, a third neutral figure like the Governor and Smuggler.
- The Barrier with its Barrier Control tile, the Baksheesh tile, and extra Bonus cards (coffee bean in the corners). All are pictured in Cards & Components.
Setup changes
- Lay out Places 1–20 in a 5 × 4 grid (random layout rules recommended; first game: the layout below).
- Set up the base game, adding the new Bonus cards.
- Roll both dice for the Coffee trader’s starting Place.
- Guild Hall: Guild cards face down on it; their discards go face up beside the board.
- Tavern: Barrier and Barrier Control tile beside the board; the Tavern tiles in two stacks, each sorted so the 1-coffee tile is on top; the Baksheesh tile with its 3 yellow goods face up.
- Coffee House: 1 Ruby on each space except the one showing 6, starting with the Ruby symbol.
- The coffee supply beside the board.
First-game layout (rows of 5): 16 15 18 3 10 / 8 1 7 17 4 / 2 19 6 12 9 / 20 11 5 14 13.
Your turn
Guild cards
Instead of the four phases, you may play a Guild card: do what it says, then discard it. You do not move and have no encounters (unless the card says so). You may still play Bonus cards, but none that need you to be at a particular Place. You must carry out everything on the card, or you cannot play it.
The Coffee trader
In phase 4 you may meet him like the Governor and Smuggler: take 1 coffee, paying 2 or any 1 good, then reroll him.
The new Places
17 Roasting Plant

Do 1–3 of these, each once: pay 2 Lira, pay 1 good, or discard a Bonus or Guild card — each gives 2 coffee (up to 6).
18 Guild Hall

Take 1 coffee and draw 2 Guild cards; then discard any 1 Guild card from your hand unused.
19 Tavern

Choose one, paying the “baksheesh” in coffee:
- 2 coffee: put the Barrier between two adjacent Places and take the action of one of them (no encounters). Take the Barrier Control tile: only you may cross the Barrier.
- A Tavern tile: pay the coffee shown on the top tile of a stack (1–4) and take it; one of each
kind per player.
- Movement tile: instead of 1–2 Places you may move any distance in a straight line (not through the Barrier unless you control it).
- Encounter tile: whatever you take from the Governor, Smuggler or Coffee trader is free.
- 4 coffee plus the goods on the Baksheesh tile: take the next Ruby from the Sultan’s Palace, the Gemstone Dealer or the Coffee House, then flip the Baksheesh tile.
20 Coffee House

Deliver as much coffee as the highest uncovered number (6–10) and take the next Ruby.
Game end
The end is triggered at 6 Rubies, whatever the player count.
Other changes
- Caravansary: also take 1 coffee.
- Guild card notes: cards #8 and #9 cannot use the red Mosque tile; card #12 gives no reward for sending your own Family member to the Police Station and works even if it is there; card #19 saves 1 coffee in total over its 1–2 Tavern actions.