Ships, Production and the Church
The Marquis’ and the King’s State actions in detail: building and upgrading ships, producing goods and the falling market, meeting the Cardinal, Clergy tiles and Church scoring.
Four of the six State actions deserve a page of their own: the Marquis’ ships and production, and the King’s Cardinal. You take them by trading a good, for free when you visit that Noble, or by following.
Build a Ship
Build the ship on top of the shipyard:
- Pay different goods equal to its hull size (the table above the shipyard: 1, 2, 3 or 4 different goods); gold is not wild. An upgrade normally costs only the difference in hull size, but replacing a same-size ship costs its full price (FAQ, FAQ).
- Tuck it into an empty top slot (or discard a card first). A replaced ship leaves the game; its cargo stays on the dock, loaded on the new ship.
- Move the Treasury marker up 1.
- Gain Influence: the total on all your top cards, the new ship included.
| Ship | Hull | Period | Notes |
|---|---|---|---|
| Blue | 1 | 1 (on top of the red) | Price modifier and Influence: check against the card (FAQ) |
| Red | 2 | 1 | +1 réis per good sold to it (rulebook example) |
| Purple | 3 | 2 (on top of the brown) | 1 Influence (rulebook example); price modifier: check against the card (FAQ) |
| Brown | 4 | 2 | 0 Influence (rulebook picture); price modifier: check against the card |
The table above the shipyard also shows what each ship is worth at the end: its hull size in wigs.
Produce goods
Each of your stores produces 1 good of its street’s type. Put them in your
warehouses; anything beyond your space (2 + 1 per rubble set, per type) goes back to the supply.
Then each type you actually produced drops 1 step in price — once per type, not per good, and never below 1; a type you couldn’t store any of was not produced and keeps its price (FAQ).
Meet the Cardinal
Only if you have a free Clergy space (4 tiles at most):
- Move the Cardinal 1 or 2 spaces clockwise around the Church track (his spaces are the gaps between the Clergy tiles).
- Take one of the two Clergy tiles next to him and put it face up on your board. Most give a lasting benefit (Clergy tiles).
- Check what he reached or passed:
- Treasury icon: Treasury marker up 1.
- Influence icon: Church scoring at the end of this turn — lay the Cardinal down as a reminder.
Cardinal movement
Two icons move the Cardinal. The King’s State action shows two arrows (1 or 2 spaces); rewards on cards and land spaces show one arrow (exactly 1 space), then you take an adjacent tile as usual.
Church scoring
At the end of the turn in which the Cardinal reached the Influence icon, starting with the player who moved him and going clockwise, each player may:
- Discard 1 or more Clergy tiles (out of the game).
- Earn the
wigs printed on their backs (the dots on the front show how many). - Gain Influence from their top cards.
No Clergy tile to discard means no Influence. Then stand the Cardinal up again.