Teach the Game
A script to teach Istanbul at the table — how you win, the bazaar and the Wheelbarrow, a turn, the end, every way to get Rubies and what each resource is for.
How you win
“The bazaar of Istanbul. We are merchants racing through sixteen Places with a stack of assistants: every Place we use costs us an assistant left behind, until we come back for him. Collect goods, sell them, buy upgrades — and be the first to gather 5 Rubies. Forty minutes to an hour.”
Rubies are the only score:
- Buy them: Lira at the Gemstone Dealer, goods at the Sultan’s Palace.
- Earn them once: the 3rd Wheelbarrow extension, both tiles of a Mosque.
- [Mocha] coffee at the Coffee House or the Tavern; [Letters] Seals at the Secret Society.
The loop: move 1 or 2 Places, leave or pick up an Assistant, take the action — and plan a route that brings you back to your Assistants.
The boards

The board is 16 Place tiles in a 4 × 4 grid (20 or 25 with expansions); here the “Short paths” layout for a first game. Each tile prints its number, top left — read row by row:
- 15 Great Mosque — blue and yellow tiles.
- 5 Post Office — a bit of everything.
- 2 Fabric Warehouse — fill fabric.
- 14 Small Mosque — red and green tiles.
- 4 Fruit Warehouse — fill fruit.
- 12 Police Station — send your Family member.
- 7 Fountain — call Assistants back.
- 3 Spice Warehouse — fill spice.
- 8 Black Market — a good, and dice for jewelry.
- 6 Caravansary — Bonus cards.
- 11 Small Market — sell goods.
- 9 Tea House — gamble for Lira.
- 13 Sultan’s Palace — goods for a Ruby.
- 10 Large Market — sell goods, higher prices.
- 1 Wainwright — Wheelbarrow extensions.
- 16 Gemstone Dealer — Lira for a Ruby.

- Goods tracks — jewelry, fabric, spice, fruit.
- Capacity — 2 of each at first.
- Extensions — up to 5 of each.
- Ruby spaces — your score.
- 6th Ruby — with 2 players or an expansion.
A turn
Four phases; most turns use only 1 and 3. Details.
- Move your Merchant stack 1 or 2 Places. Pick up your Assistant there, or leave one. Neither possible? Your turn ends (the Fountain needs none).
- Pay 2 to each other Merchant there, or end your turn.
- Take the action of the Place, if you want.
- Encounters: catch other Family members (Bonus card or 3 Lira each); use the Governor (Bonus card) or Smuggler (a good) for 2 Lira.
Bonus cards can be played any time on your turn, outside an action.
How the game ends
- Trigger: a player gets 5 Rubies (6 with 2 players or any expansion).
- Finish the round, so everyone has the same number of turns. Details.
- Ties: most Lira, then most goods, then most Bonus cards.
Ways to score
| Source | How and when |
|---|---|
| Gemstone Dealer | Pay 12+ Lira, rising by 1 each Ruby |
| Sultan’s Palace | Deliver a growing set of goods |
| Wainwright | Your 3rd Wheelbarrow extension (7 Lira each) |
| Mosques | Both tiles of the Small or the Great Mosque |
| [Mocha] Coffee House, Tavern | 6–10 coffee; or 4 coffee + the Baksheesh goods (Mocha) |
| [Letters] Secret Society | Letters worth 6 Seals, plus 3/2/1 Lira for the first three (Letters) |
Nothing is ever lost: Rubies stay on your Wheelbarrow.
What each resource is for
| Resource | Why you need it | How you get it | How you use it |
|---|---|---|---|
| Assistants | Every action but the Fountain | 4 at the start, a 5th with the blue Mosque tile | Leave one to act; pick it up later |
| Lira | Rubies, extensions, paying Merchants | Markets, Tea House, Post Office, catching Family members | Gemstone Dealer, Wainwright, 2 Lira payments |
| Goods | Selling, Rubies, Mosque tiles | Warehouses, Black Market, Post Office, Smuggler | Markets, Sultan’s Palace, Mosques |
| Wheelbarrow extensions | Room for more goods, a Ruby | Wainwright | Up to 5 of each good |
| One-off boosts | Caravansary, Governor, catching Family members | Play any time outside an action | |
| Mosque tiles | Lasting abilities, Rubies | Mosques (own the goods, pay 1) | Dice fix, extra goods, 5th Assistant, recall |
| Family member | A second action | Police Station | Sent to any Place, no encounters |
| [Mocha] Coffee | Tavern, Coffee House | Roasting Plant, Guild Hall, Caravansary, Coffee trader | Baksheesh, Tavern tiles, Rubies |
| [Letters] | Rubies, double moves | Embassy, Kiosk, Courier | Deliver them, then spend their Seals |
Teaching tips
-
Show the stack: move, drop an Assistant, act. Then show what happens with none left — the Fountain costs a turn.
-
Point out the two money engines (Markets, Tea House) and the four Ruby sources: plan a loop that passes them.
-
Teach the Family member and the Governor/Smuggler after the first round; they are extras.
-
First game: base game only, “Short paths” layout. Add Mocha & Baksheesh or Letters & Seals later.
-
Rehearse dropping an Assistant, then picking it up on a later visit; the Fountain needs neither. Practice example.