Ludexv2026.11.01-65114139Merv: The Heart of the Silk RoadOfficial rulebook ↗

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Cards & Components

Card faces, board areas and the components that shape Merv’s actions.

Boards

Merv game board, including the city, action path, wall, caravansary, mosque, palace, library and marketplace

This board face combines the city and all shared action areas. The numbered setup figure uses the publisher’s setup page. The TTS board image is from designer Fabio Lopiano’s Merv module, introduced by Osprey Games.

Cards

The 48 printed card fronts and three shared backs below are from the designer’s TTS module. Contract requirements, points and rewards are printed on each card; resolve them using Contracts. The 24 caravan cards are 8 cinnamon, 6 ginger, 6 juniper and 4 pepper. The six solo cards drive the Corrupt Magistrate; see Solo.

| Contract card back | Shared reverse for all 18 contract cards. The six stacks are sorted by these backs. Setup. | | Caravan card back | Shared reverse for all 24 caravan cards. Caravansary. | | Solo card back | Shared reverse for the six solo cards. Solo. |

Contracts — 18 faces

FaceUse
Contract card 01Contract face 01: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 02Contract face 02: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 03Contract face 03: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 04Contract face 04: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 05Contract face 05: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 06Contract face 06: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 07Contract face 07: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 08Contract face 08: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 09Contract face 09: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 10Contract face 10: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 11Contract face 11: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 12Contract face 12: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 13Contract face 13: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 14Contract face 14: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 15Contract face 15: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 16Contract face 16: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 17Contract face 17: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.
Contract card 18Contract face 18: commit the printed combination of resources, scrolls and goods, score its printed points, then take the shown favour or soldier reward. Contracts.

Caravan cards — 24 faces

FaceUse
Cinnamon caravan card 01Cinnamon card face 01. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 02Cinnamon card face 02. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 03Cinnamon card face 03. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 04Cinnamon card face 04. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 05Cinnamon card face 05. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 06Cinnamon card face 06. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 07Cinnamon card face 07. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Cinnamon caravan card 08Cinnamon card face 08. Every second card of this spice grants a white cube; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 09Ginger card face 09. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 10Ginger card face 10. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 11Ginger card face 11. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 12Ginger card face 12. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 13Ginger card face 13. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Ginger caravan card 14Ginger card face 14. Every second card of this spice grants a soldier; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 15Juniper card face 15. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 16Juniper card face 16. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 17Juniper card face 17. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 18Juniper card face 18. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 19Juniper card face 19. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Juniper caravan card 20Juniper card face 20. Every second card of this spice grants favour; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Pepper caravan card 21Pepper card face 21. Every second card of this spice grants a white upgrade; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Pepper caravan card 22Pepper card face 22. Every second card of this spice grants a white upgrade; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Pepper caravan card 23Pepper card face 23. Every second card of this spice grants a white upgrade; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.
Pepper caravan card 24Pepper card face 24. Every second card of this spice grants a white upgrade; caravan cards also score in the Hall of Spice and in end-game sets. Caravansary.

Solo cards

The six solo cards determine the Corrupt Magistrate’s action and priorities.

FaceUse
Solo card 1Directs a Palace or related action; follow its printed priorities. Solo priorities.
Solo card 2Directs the Library action and breakthrough priorities. Solo priorities.
Solo card 3Sets the Magistrate’s Palace placement and choice priorities. Solo priorities.
Solo card 4Sets the Magistrate’s Marketplace placement and contract priorities. Solo priorities.
Solo card 5Sets the Magistrate’s Mosque advance and reward priorities. Solo priorities.
Solo card 6Sets the Magistrate’s Wall choice and placement priorities. Solo priorities.

Tiles

Camel market

The camel-market tile is randomized by face during setup. These two faces show its distinct printed boon layouts. Use a slot that is not already covered by a camel.

FaceUse
Camel-market tile face AOne camel-market face; place a camel on an uncovered reward and take the pictured boon. Camel market.
Camel-market tile face BReverse camel-market face; it offers a different arrangement of rewards. Camel market.

Building sites — 24 faces

The designer-made Tabletop Simulator module gives each site a separately named image. There are four resource colours for each of the six actions. The face shows the building slot, action, bonus slot and resource cube; use the action shown when that site is activated. See turn order and site activation.

Site faceWhat it does
Orange Palace building-site tileOrange Palace site — generates the orange resource and lets the active player take the Palace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Palace building-site tileTan Palace site — generates the tan resource and lets the active player take the Palace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Palace building-site tileTeal Palace site — generates the teal resource and lets the active player take the Palace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Palace building-site tilePurple Palace site — generates the purple resource and lets the active player take the Palace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Orange Caravansary building-site tileOrange Caravansary site — generates the orange resource and lets the active player take the Caravansary action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Caravansary building-site tileTan Caravansary site — generates the tan resource and lets the active player take the Caravansary action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Caravansary building-site tileTeal Caravansary site — generates the teal resource and lets the active player take the Caravansary action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Caravansary building-site tilePurple Caravansary site — generates the purple resource and lets the active player take the Caravansary action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Orange Library building-site tileOrange Library site — generates the orange resource and lets the active player take the Library action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Library building-site tileTan Library site — generates the tan resource and lets the active player take the Library action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Library building-site tileTeal Library site — generates the teal resource and lets the active player take the Library action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Library building-site tilePurple Library site — generates the purple resource and lets the active player take the Library action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Orange Marketplace building-site tileOrange Marketplace site — generates the orange resource and lets the active player take the Marketplace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Marketplace building-site tileTan Marketplace site — generates the tan resource and lets the active player take the Marketplace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Marketplace building-site tileTeal Marketplace site — generates the teal resource and lets the active player take the Marketplace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Marketplace building-site tilePurple Marketplace site — generates the purple resource and lets the active player take the Marketplace action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Orange Mosque building-site tileOrange Mosque site — generates the orange resource and lets the active player take the Mosque action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Mosque building-site tileTan Mosque site — generates the tan resource and lets the active player take the Mosque action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Mosque building-site tileTeal Mosque site — generates the teal resource and lets the active player take the Mosque action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Mosque building-site tilePurple Mosque site — generates the purple resource and lets the active player take the Mosque action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Orange Wall building-site tileOrange Wall site — generates the orange resource and lets the active player take the Wall action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Tan Wall building-site tileTan Wall site — generates the tan resource and lets the active player take the Wall action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Teal Wall building-site tileTeal Wall site — generates the teal resource and lets the active player take the Wall action. Its face also shows where a building, soldier or upgrade may be placed. Rules.
Purple Wall building-site tilePurple Wall site — generates the purple resource and lets the active player take the Wall action. Its face also shows where a building, soldier or upgrade may be placed. Rules.

Upgrades — 10 pieces, 5 distinct faces

A white upgrade replaces a site’s printed resource with a wild white cube. A bonus upgrade adds the colored cube shown to the site’s normal yield. The box contains six white upgrades and one bonus upgrade in each of four colors. See building upgrades.

Upgrade faceWhat it does
White building upgradeWhite upgrade — replace the building site’s normal resource yield with a wild white cube. Six identical faces. Rules.
Orange bonus upgradeOrange bonus upgrade — add one orange resource cube to the site’s normal yield. Rules.
Tan bonus upgradeTan bonus upgrade — add one tan resource cube to the site’s normal yield. Rules.
Teal bonus upgradeTeal bonus upgrade — add one teal resource cube to the site’s normal yield. Rules.
Purple bonus upgradePurple bonus upgrade — add one purple resource cube to the site’s normal yield. Rules.

Scoring tiles — 4 faces

Each tile’s icon identifies the building action that earns the bonus. At each annual scoring, score 3 points for every building with the matching action icon. See annual scoring.

Scoring tile faceWhat it does
Scoring tile 1: caravansary action iconScoring tile 1 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules.
Scoring tile 2: library action iconScoring tile 2 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules.
Scoring tile 3: marketplace action iconScoring tile 3 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules.
Scoring tile 4: wall action iconScoring tile 4 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules.

Tokens & pieces

Goods — 48 tokens, 8 illustrated types

The rulebook lists 24 common and 24 rare goods; their illustrations distinguish the token types, while goods of either class can fulfil contracts and score in the Palace. The rulebook does not state a copy count for each illustration. See Marketplace, Contracts and Palace.

Goods token faceWhat it does
Rare good token: CarpetRare good — Carpet — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Common good token: GrapesCommon good — Grapes — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Common good token: AlmondsCommon good — Almonds — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Rare good token: PearlRare good — Pearl — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Rare good token: DiamondRare good — Diamond — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Common good token: PeachCommon good — Peach — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Common good token: JuniperCommon good — Juniper — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.
Rare good token: ManuscriptRare good — Manuscript — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules.

Scrolls — 32 tokens, four illustrated writing variations

The publisher says the decorative writing varies but every scroll works the same: collect them at the Library, use them for contracts, score them in the Palace and reach breakthrough thresholds. The source shows four visual variations; the rulebook does not specify how many copies of each illustration are in the box. See Library.

Scroll faceWhat it does
Scroll writing variation 1Scroll variation 1 — decorative writing only; the four shown designs are functionally identical. Rules.
Scroll writing variation 2Scroll variation 2 — decorative writing only; the four shown designs are functionally identical. Rules.
Scroll writing variation 3Scroll variation 3 — decorative writing only; the four shown designs are functionally identical. Rules.
Scroll writing variation 4Scroll variation 4 — decorative writing only; the four shown designs are functionally identical. Rules.

Wooden pieces

The box contains 36 buildings, 40 discs, 32 servant meeples, 12 camels, 60 resource cubes, one year marker and 20 walls (16 segments and four gates). These have no rules-distinct printed faces; colour and shape identify their use. See the turn and invasion rules and invasion page.

Icons

The publisher’s English rules include a reference for resources, goods, scrolls, cards, favours, soldiers and scoring symbols. See the Merv TTS source for the designer-authored digital components.

Rules

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