Cards & Components
Card faces, board areas and the components that shape Merv’s actions.
Boards

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.
|
| Shared reverse for all 18 contract cards. The six stacks are sorted by these backs. Setup. |
|
| Shared reverse for all 24 caravan cards. Caravansary. |
|
| Shared reverse for the six solo cards. Solo. |
Contracts — 18 faces
| Face | Use |
|---|---|
![]() | Contract 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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
| Face | Use |
|---|---|
![]() | Cinnamon 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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.
| Face | Use |
|---|---|
![]() | Directs a Palace or related action; follow its printed priorities. Solo priorities. |
![]() | Directs the Library action and breakthrough priorities. Solo priorities. |
![]() | Sets the Magistrate’s Palace placement and choice priorities. Solo priorities. |
![]() | Sets the Magistrate’s Marketplace placement and contract priorities. Solo priorities. |
![]() | Sets the Magistrate’s Mosque advance and reward priorities. Solo priorities. |
![]() | Sets 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.
| Face | Use |
|---|---|
![]() | One camel-market face; place a camel on an uncovered reward and take the pictured boon. Camel market. |
![]() | Reverse 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 face | What it does |
|---|---|
![]() | Orange 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 face | What it does |
|---|---|
![]() | White upgrade — replace the building site’s normal resource yield with a wild white cube. Six identical faces. Rules. |
![]() | Orange bonus upgrade — add one orange resource cube to the site’s normal yield. Rules. |
![]() | Tan bonus upgrade — add one tan resource cube to the site’s normal yield. Rules. |
![]() | Teal bonus upgrade — add one teal resource cube to the site’s normal yield. Rules. |
![]() | Purple 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 face | What it does |
|---|---|
![]() | Scoring tile 1 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules. |
![]() | Scoring tile 2 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules. |
![]() | Scoring tile 3 — its pictured action icon identifies which buildings score 3 points apiece at each annual scoring. Rules. |
![]() | Scoring 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 face | What it does |
|---|---|
![]() | Rare good — Carpet — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Common good — Grapes — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Common good — Almonds — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Rare good — Pearl — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Rare good — Diamond — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Common good — Peach — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Common good — Juniper — an illustrated marketplace good that may be committed to a contract without being discarded, and counts toward Palace scoring. Rules. |
![]() | Rare 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 face | What it does |
|---|---|
![]() | Scroll variation 1 — decorative writing only; the four shown designs are functionally identical. Rules. |
![]() | Scroll variation 2 — decorative writing only; the four shown designs are functionally identical. Rules. |
![]() | Scroll variation 3 — decorative writing only; the four shown designs are functionally identical. Rules. |
![]() | Scroll 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.










































































