Ludexv2026.11.01-65114139Opera MagnaOfficial rulebook ↗

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Cards & Components

Every Opera Magna card, token and board with a picture and what it does: all 66 Trade Cards, all 36 Building Cards, the City Power tokens, every Worksite token side (core and The Eagle & The Lion) and the pieces.

Boards, tokens, pieces and icons are pictured from Ludus Magnus Studio’s rulebook and appendices (v1.0). The Trade Card and Building Card faces come from the card sheets of the public Opera Magna Tabletop Simulator mod; their printed numbers (OPE-G-01 to 66, OPE-B-01 to 36) and Building effects match the appendix. Effects are in our own words.

Boards

PictureDescription
The Florence Opera BoardOpera Board — Florence (double-sided, both sides playable). 12 Worksites in three levels and the three Building decks (Advance the Opera).
The Market boardMarket Board (double-sided). Victory Points track, the Trade Card decks, the remaining-rounds count and four Market spaces costing 0–3 Raw Goods (Draw a Trade Card).
A City boardCity Board (3: Venice, Constantinople, Antwerp). A Cost Area and a Profit Area of three Trade Cards each, and a City Power token (City boards).
A Shop BoardShop Board (4). Your Goods and Certificate tracks, Refined Goods spaces, six Building positions with their Conversions and Carts, and a starting discount that differs per board (Your Shop Board).
The Piazza dei Miracoli Opera Board[Eagle] Opera Board — Piazza dei Miracoli. The Baptistery and the Leaning Tower, two separate Operas (details).
The St. Mark's Basilica Opera Board[Eagle] Opera Board — St. Mark’s Basilica. Left, Center and Right Sections for level 1, 2 and 3 (details).

Cards

Trade Cards

66 cards. The dark upper half is a Cost (shown when the card is in a City’s Cost Area); the light lower half is a Profit (shown in a Profit Area). The symbol in the middle — hidden under the City Board in play — says where the card goes at setup (City boards, Market).

City deck 1

Setup: one in the left space of each City’s Cost Area and one in the left space of its Profit Area.

PictureDescription
Trade Card 01Trade Card 01 — Cost: nothing. Profit: Wood Wood.
Trade Card 02Trade Card 02 — Cost: nothing. Profit: Sand Sand.
Trade Card 03Trade Card 03 — Cost: nothing. Profit: Sand Sand.
Trade Card 04Trade Card 04 — Cost: nothing. Profit: Marble Marble.
Trade Card 05Trade Card 05 — Cost: nothing. Profit: Lead Lead.
Trade Card 06Trade Card 06 — Cost: nothing. Profit: Lead Lead.

City deck 2

Setup: the middle space of each City’s two Areas.

PictureDescription
Trade Card 07Trade Card 07 — Cost: Lead Lead. Profit: Wood Wood.
Trade Card 08Trade Card 08 — Cost: Lead Lead. Profit: Marble Marble.
Trade Card 09Trade Card 09 — Cost: Sand Sand. Profit: Marble Marble.
Trade Card 10Trade Card 10 — Cost: Sand Sand. Profit: Lead Lead.
Trade Card 11Trade Card 11 — Cost: Wood Wood. Profit: Lead Lead.
Trade Card 12Trade Card 12 — Cost: Marble Marble. Profit: Sand Sand.

City deck 3

Setup: the right space of each City’s two Areas.

PictureDescription
Trade Card 13Trade Card 13 — Cost: Marble Marble. Profit: Bell Bell.
Trade Card 14Trade Card 14 — Cost: Marble Marble. Profit: Wood Wood.
Trade Card 15Trade Card 15 — Cost: Wood Wood. Profit: Marble Marble.
Trade Card 16Trade Card 16 — Cost: Wood Wood. Profit: Glass Glass.
Trade Card 17Trade Card 17 — Cost: Lead Lead. Profit: Column Column.
Trade Card 18Trade Card 18 — Cost: Sand Sand. Profit: Planks Planks.

Starting hand deck 1

Setup: 2 to each player; the rest go back in the box.

PictureDescription
Trade Card 19Trade Card 19 — Cost: Sand Sand. Profit: 2 Wood Wood.
Trade Card 20Trade Card 20 — Cost: Sand Sand. Profit: 2 Marble Marble.
Trade Card 21Trade Card 21 — Cost: Lead Lead. Profit: 2 Marble Marble.
Trade Card 22Trade Card 22 — Cost: Lead Lead. Profit: 2 Wood Wood.
Trade Card 23Trade Card 23 — Cost: Wood Wood. Profit: 2 Lead Lead.
Trade Card 24Trade Card 24 — Cost: Wood Wood. Profit: 2 Sand Sand.
Trade Card 25Trade Card 25 — Cost: Marble Marble. Profit: 2 Lead Lead.
Trade Card 26Trade Card 26 — Cost: Marble Marble. Profit: 2 Sand Sand.

Starting hand deck 2

Setup: 1 to each player; the rest go back in the box.

PictureDescription
Trade Card 27Trade Card 27 — Cost: Marble Marble. Profit: Column Column.
Trade Card 28Trade Card 28 — Cost: Wood Wood. Profit: Bell Bell.
Trade Card 29Trade Card 29 — Cost: Lead Lead. Profit: Planks Planks.
Trade Card 30Trade Card 30 — Cost: Sand Sand. Profit: Glass Glass.

Market deck A

The Starting Market and the first cards to buy. Remove 4 with 2 players, 2 with 3.

PictureDescription
Trade Card 31Trade Card 31 — Cost: 2 Lead Lead. Profit: Glass Glass, Planks Planks.
Trade Card 32Trade Card 32 — Cost: 2 Lead Lead. Profit: Lead Lead, Bell Bell.
Trade Card 33Trade Card 33 — Cost: 2 Lead Lead. Profit: 3 Sand Sand.
Trade Card 34Trade Card 34 — Cost: 2 Sand Sand. Profit: Glass Glass, Column Column.
Trade Card 35Trade Card 35 — Cost: 2 Sand Sand. Profit: Sand Sand, Glass Glass.
Trade Card 36Trade Card 36 — Cost: 2 Sand Sand. Profit: 3 Lead Lead.
Trade Card 37Trade Card 37 — Cost: 2 Marble Marble. Profit: Column Column, Bell Bell.
Trade Card 38Trade Card 38 — Cost: 2 Marble Marble. Profit: Marble Marble, Column Column.
Trade Card 39Trade Card 39 — Cost: 2 Marble Marble. Profit: 3 Wood Wood.
Trade Card 40Trade Card 40 — Cost: 2 Wood Wood. Profit: Planks Planks, Bell Bell.
Trade Card 41Trade Card 41 — Cost: 2 Wood Wood. Profit: Wood Wood, Planks Planks.
Trade Card 42Trade Card 42 — Cost: 2 Wood Wood. Profit: 3 Marble Marble.

Market deck B

Remove 6 with 2 players, 3 with 3.

PictureDescription
Trade Card 43Trade Card 43 — Cost: 3 Lead Lead. Profit: 2 Marble Marble, Planks Planks.
Trade Card 44Trade Card 44 — Cost: 3 Lead Lead. Profit: 2 Wood Wood, Bell Bell.
Trade Card 45Trade Card 45 — Cost: 3 Lead Lead. Profit: 2 Bell Bell.
Trade Card 46Trade Card 46 — Cost: 3 Marble Marble. Profit: 2 Sand Sand, Column Column.
Trade Card 47Trade Card 47 — Cost: 3 Marble Marble. Profit: 2 Sand Sand, Bell Bell.
Trade Card 48Trade Card 48 — Cost: 3 Marble Marble. Profit: 2 Planks Planks.
Trade Card 49Trade Card 49 — Cost: 3 Wood Wood. Profit: 2 Marble Marble, Bell Bell.
Trade Card 50Trade Card 50 — Cost: 3 Wood Wood. Profit: 2 Lead Lead, Planks Planks.
Trade Card 51Trade Card 51 — Cost: 3 Wood Wood. Profit: 2 Glass Glass.
Trade Card 52Trade Card 52 — Cost: 3 Sand Sand. Profit: 2 Lead Lead, Glass Glass.
Trade Card 53Trade Card 53 — Cost: 3 Sand Sand. Profit: 2 Wood Wood, Column Column.
Trade Card 54Trade Card 54 — Cost: 3 Sand Sand. Profit: 2 Column Column.

Market deck C

Split into three equal piles. Remove 6 with 2 players, 3 with 3.

PictureDescription
Trade Card 55Trade Card 55 — Cost: 4 Lead Lead. Profit: 3 Glass Glass.
Trade Card 56Trade Card 56 — Cost: 4 Lead Lead. Profit: Planks Planks, Glass Glass, Column Column.
Trade Card 57Trade Card 57 — Cost: 4 Lead Lead. Profit: Planks Planks, 2 Glass Glass.
Trade Card 58Trade Card 58 — Cost: 4 Wood Wood. Profit: Bell Bell, Column Column, Glass Glass.
Trade Card 59Trade Card 59 — Cost: 4 Wood Wood. Profit: 3 Column Column.
Trade Card 60Trade Card 60 — Cost: 4 Wood Wood. Profit: Bell Bell, 2 Column Column.
Trade Card 61Trade Card 61 — Cost: 4 Marble Marble. Profit: Glass Glass, Bell Bell, Planks Planks.
Trade Card 62Trade Card 62 — Cost: 4 Marble Marble. Profit: Glass Glass, 2 Bell Bell.
Trade Card 63Trade Card 63 — Cost: 4 Marble Marble. Profit: 3 Bell Bell.
Trade Card 64Trade Card 64 — Cost: 4 Sand Sand. Profit: Column Column, Planks Planks, Bell Bell.
Trade Card 65Trade Card 65 — Cost: 4 Sand Sand. Profit: Column Column, 2 Planks Planks.
Trade Card 66Trade Card 66 — Cost: 4 Sand Sand. Profit: 3 Planks Planks.

Building Cards

36 cards: 12 Small (cost 2 Refined Goods), 12 Medium (3) and 12 Large (4), nine in each colour. The cost is always the Refined Good of the card’s colour. A completed Building goes on the left of your Shop Board for its discount (the Raw Goods in its top corner) or on the right for its special effect (Construct a Building). Immediate effects (lightning) happen once, when the Building is placed on the right; End of game effects (flag) are scored in box 5 or 1. Only blue Buildings score their own end-game points; red, yellow and green Buildings may still score through Shop Board scoring (FAQ). You cannot discard a Building under construction (FAQ).

Red Buildings

PictureDescription
Building Card 01Building 01 (Small, red) — Cost: 2 Column Column. Left: discount of Wood Wood. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently.
Building Card 02Building 02 (Small, red) — Cost: 2 Column Column. Left: discount of Sand Sand. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently.
Building Card 03Building 03 (Small, red) — Cost: 2 Column Column. Left: discount of Lead Lead. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently.
Building Card 04Building 04 (Medium, red) — Cost: 3 Column Column. Left: discount of 2 Lead Lead. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently.
Building Card 05Building 05 (Medium, red) — Cost: 3 Column Column. Left: discount of 2 Sand Sand. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently.
Building Card 06Building 06 (Medium, red) — Cost: 3 Column Column. Left: discount of 2 Wood Wood. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently.
Building Card 07Building 07 (Large, red) — Cost: 4 Column Column. Left: discount of 3 Marble Marble. Right: Immediate: gain 6 Raw Goods of your choice. Choose the six Raw Good types independently.
Building Card 08Building 08 (Large, red) — Cost: 4 Column Column. Left: discount of 3 Marble Marble. Right: Immediate: move your Certificates 4 steps to the right in total, split as you like. The four steps may be split across Certificates; for example, move two different Certificates twice each. FAQ
Building Card 33Building 33 (Large, red) — Cost: 4 Column Column. Left: discount of 3 Marble Marble. Right: Immediate: gain 2 Refined Goods of your choice, usable this turn. Choose the two Refined Good types independently; they are available for costs this turn.

Yellow Buildings

PictureDescription
Building Card 09Building 09 (Small, yellow) — Cost: 2 Bell Bell. Left: discount of Marble Marble. Right: Lasting: when you send Goods to the Opera, your Column Column Certificate counts one level higher (up to 3; below level 1 it counts as 1). For sending a Column to the Opera, treat its Certificate as one level higher without moving its marker; the bonus does not change its end-game score. FAQ
Building Card 10Building 10 (Small, yellow) — Cost: 2 Bell Bell. Left: discount of Sand Sand. Right: Lasting: when you send Goods to the Opera, your Glass Glass Certificate counts one level higher (up to 3; below level 1 it counts as 1). For sending Glass to the Opera, treat its Certificate as one level higher without moving its marker; the bonus does not change its end-game score. FAQ
Building Card 11Building 11 (Small, yellow) — Cost: 2 Bell Bell. Left: discount of Wood Wood. Right: Lasting: when you send Goods to the Opera, your Planks Planks Certificate counts one level higher (up to 3; below level 1 it counts as 1). For sending Planks to the Opera, treat its Certificate as one level higher without moving its marker; the bonus does not change its end-game score. FAQ
Building Card 12Building 12 (Medium, yellow) — Cost: 3 Bell Bell. Left: discount of 2 Sand Sand. Right: Lasting: when you take a new blue Building at the end of your turn, put a Glass Glass from the supply on its first cost space. Only a new blue Building gets the Glass, placed on its first cost space. FAQ
Building Card 13Building 13 (Medium, yellow) — Cost: 3 Bell Bell. Left: discount of 2 Marble Marble. Right: Lasting: when you take a new red Building at the end of your turn, put a Column Column from the supply on its first cost space. Only a new red Building gets the Column, placed on its first cost space. FAQ
Building Card 14Building 14 (Medium, yellow) — Cost: 3 Bell Bell. Left: discount of 2 Wood Wood. Right: Lasting: when you take a new green Building at the end of your turn, put a Planks Planks from the supply on its first cost space. Only a new green Building gets the Planks, placed on its first cost space. FAQ
Building Card 15Building 15 (Large, yellow) — Cost: 4 Bell Bell. Left: discount of 3 Lead Lead. Right: Lasting: the Trade Card you take from the Market at the end of your turn is free, whatever its space. This waives the Market space’s usual 0–3 Raw Good price for the card you take at turn end.
Building Card 16Building 16 (Large, yellow) — Cost: 4 Bell Bell. Left: discount of 3 Lead Lead. Right: Lasting: when you take a Trade Card from the Market, also gain the Goods in its upper (cost) half. Take the Market card’s upper-half Goods as Raw Goods when you take it.
Building Card 36Building 36 (Large, yellow) — Cost: 4 Bell Bell. Left: discount of 3 Lead Lead. Right: Lasting: when you send Goods to the Opera, all your Certificates count one level higher (up to 3; below level 1 they count as 1). When sending Goods to the Opera, every Certificate counts one level higher (maximum 3, and below level 1 counts as 1); markers stay put and final Certificate points do not increase. FAQ

Green Buildings

PictureDescription
Building Card 17Building 17 (Small, green) — Cost: 2 Planks Planks. Left: discount of Sand Sand. Right: Lasting: when a City gives you at least one Glass Glass, gain 1 more. The extra Glass is gained only when a City payout includes at least one Glass.
Building Card 18Building 18 (Small, green) — Cost: 2 Planks Planks. Left: discount of Lead Lead. Right: Lasting: when a City gives you at least one Bell Bell, gain 1 more. The extra Bell is gained only when a City payout includes at least one Bell.
Building Card 19Building 19 (Small, green) — Cost: 2 Planks Planks. Left: discount of Marble Marble. Right: Lasting: when a City gives you at least one Column Column, gain 1 more. The extra Column is gained only when a City payout includes at least one Column.
Building Card 20Building 20 (Medium, green) — Cost: 3 Planks Planks. Left: discount of 2 Sand Sand. Right: Lasting: when a City gives you Sand Sand, you may take Glass Glass instead. Replace the Sand from that City payout with Glass; this is a choice.
Building Card 21Building 21 (Medium, green) — Cost: 3 Planks Planks. Left: discount of 2 Marble Marble. Right: Lasting: when a City gives you Marble Marble, you may take Column Column instead. Replace the Marble from that City payout with Column; this is a choice.
Building Card 22Building 22 (Medium, green) — Cost: 3 Planks Planks. Left: discount of 2 Lead Lead. Right: Lasting: when a City gives you Lead Lead, you may take Bell Bell instead. Replace the Lead from that City payout with Bell; this is a choice.
Building Card 23Building 23 (Large, green) — Cost: 4 Planks Planks. Left: discount of 3 Wood Wood. Right: Lasting: when you add a Trade Card to a Cost Area, gain twice the Goods in its upper half at once (usable to pay that Cost). For example, a Cost Area card showing 2 Wood gives you 4 Wood before you pay that City cost. FAQ
Building Card 24Building 24 (Large, green) — Cost: 4 Planks Planks. Left: discount of 3 Wood Wood. Right: Lasting: when you add a Trade Card to a Profit Area, also gain the Goods in its lower half, on top of the City’s Profit. Take both the City’s usual Profit and the card’s lower-half Goods when you activate that Profit Area.
Building Card 34Building 34 (Large, green) — Cost: 4 Planks Planks. Left: discount of 3 Wood Wood. Right: Lasting: moving a Merchant to a Profit Area still gives you the City Power; moving to a Cost Area, you may play your Trade Card into the Profit Area instead. The City Power remains available when you move to Profit; if you move to Cost instead, the Trade Card may go to Profit.

Blue Buildings

PictureDescription
Building Card 25Building 25 (Small, blue) — Cost: 2 Glass Glass. Left: discount of Marble Marble. Right: End of game: 2, 4 or 6 Victory Point if your Column Column Certificate is at level 1, 2 or 3. Check the Certificate level at game end: level 1/2/3 gives 2/4/6 points.
Building Card 26Building 26 (Small, blue) — Cost: 2 Glass Glass. Left: discount of Lead Lead. Right: End of game: 2, 4 or 6 Victory Point if your Bell Bell Certificate is at level 1, 2 or 3. Check the Certificate level at game end: level 1/2/3 gives 2/4/6 points.
Building Card 27Building 27 (Small, blue) — Cost: 2 Glass Glass. Left: discount of Wood Wood. Right: End of game: 2, 4 or 6 Victory Point if your Planks Planks Certificate is at level 1, 2 or 3. Check the Certificate level at game end: level 1/2/3 gives 2/4/6 points.
Building Card 28Building 28 (Medium, blue) — Cost: 3 Glass Glass. Left: discount of 2 Marble Marble. Right: End of game: 3 Victory Point for each red Building you completed. Count completed red Buildings; two give 6 points.
Building Card 29Building 29 (Medium, blue) — Cost: 3 Glass Glass. Left: discount of 2 Lead Lead. Right: End of game: 3 Victory Point for each yellow Building you completed. Count completed yellow Buildings; two give 6 points.
Building Card 30Building 30 (Medium, blue) — Cost: 3 Glass Glass. Left: discount of 2 Wood Wood. Right: End of game: 3 Victory Point for each green Building you completed. Count completed green Buildings; two give 6 points.
Building Card 31Building 31 (Large, blue) — Cost: 4 Glass Glass. Left: discount of 3 Sand Sand. Right: End of game: 3 Victory Point for each blue Building you completed, this one included. Count all completed blue Buildings, including this one; two give 6 points.
Building Card 32Building 32 (Large, blue) — Cost: 4 Glass Glass. Left: discount of 3 Sand Sand. Right: End of game: 5 Victory Point.
Building Card 35Building 35 (Large, blue) — Cost: 4 Glass Glass. Left: discount of 3 Sand Sand. Right: End of game: 1 Victory Point for each non-blue Building you completed. Count completed red, yellow and green Buildings; four give 4 points.

Tiles

Opera Magna has no tiles: its boards are above and its tokens below.

Tokens & pieces

City Power tokens

Six tokens, two per City (sorted by the symbol on the back); one of each pair is used at random, and the other goes back in the box (FAQ). Usable once on your turn when your activating Merchant is in that City’s Cost Area (City Power).

PictureDescription
City Power token A0A0 — Gain 2 Raw Goods of your choice. Choose the Raw Good types separately.
City Power token A1A1 — Pay 1 Raw Good of your choice to move that Good’s Certificate 3 spaces right. Move only the Certificate matching the Raw Good you paid; stop at the end of its track.
City Power token B0B0 — Gain 1 Refined Good of your choice. Choose which one Refined Good to take.
City Power token B1B1 — Gain 1 extra Cart for this turn; it may even send a Raw Good, which becomes the matching Refined Good. The Cart is available for one extra send this turn; it can refine and send a Raw Good in the same way as another Cart.
City Power token C0C0 — Gain 2 Victory Point.
City Power token C1C1 — Gain 1 Victory Point for each completed Building on the right of your Shop Board. Count completed Buildings on the right side only; three there give 3 points.

Worksite tokens

12 double-sided tokens for the Florence Opera, and 12 each for the two expansion Operas. Each shows the Certificate level it needs (1–3, the scroll beside its group) and, on the strip beside it, the Refined Good it wants. A level 2 or 3 Worksite can only be claimed after each lower Worksite in that column already has one of your tokens (FAQ/erratum). The first player to send a Good there resolves the effect at once, unless it is an end-of-game effect (Advance the Opera).

Side A (Florence)

PictureDescription
Worksite token 01A01A (level 1, needs Column Column) — Gain 2 Raw Goods of your choice, usable this turn. Choose the two Raw Good types separately; spend them before your turn ends.
Worksite token 02A02A (level 1, needs Bell Bell) — Use the City Power of a City where you have a Merchant in the Cost Area. Choose a City where your Merchant is in Cost; use that City’s once-per-turn power now.
Worksite token 03A03A (level 1, needs Planks Planks) — Gain 1 Refined Good of your choice, usable this turn. Choose which Refined Good to take; spend it before your turn ends.
Worksite token 04A04A (level 1, needs Glass Glass) — Gain 2 Victory Point.
Worksite token 05A05A (level 2, needs Column Column) — Move your leftmost Certificate to the column of your rightmost one. Move the leftmost Certificate to the current level of the rightmost Certificate.
Worksite token 06A06A (level 2, needs Bell Bell) — Take another Building to construct; from now on you keep 3 Buildings under construction instead of 2. This raises your construction limit from two Buildings to three.
Worksite token 07A07A (level 2, needs Planks Planks) — Complete one of your Buildings under construction at once. Choose one Building under construction and finish it immediately.
Worksite token 08A08A (level 2, needs Glass Glass) — Gain 4 Victory Point.
Worksite token 09A09A (level 3, needs Column Column) — Gain 3 Victory Point for each red Building you completed. Count completed red Buildings; two give 6 points.
Worksite token 10A10A (level 3, needs Bell Bell) — Gain 3 Victory Point for each yellow Building you completed. Count completed yellow Buildings; two give 6 points.
Worksite token 11A11A (level 3, needs Planks Planks) — Gain 3 Victory Point for each green Building you completed. Count completed green Buildings; two give 6 points.
Worksite token 12A12A (level 3, needs Glass Glass) — Gain 3 Victory Point for each blue Building you completed. Count completed blue Buildings; two give 6 points.

Side B (Florence)

The appendix shows side B without its Refined Good strip.

PictureDescription
Worksite token 01B01B (level 1) — Up to twice: pay 1 Raw Good to gain its Refined Good, usable this turn. You may do this zero, one or two times; each exchange costs one Raw Good of the matching type.
Worksite token 02B02B (level 1) — Move each of your Merchants to the Cost Area of a different City (one per City); nothing is activated. Send one Merchant to Cost in each different City; these moves do not activate the Cities.
Worksite token 03B03B (level 1) — Twice: move a Certificate of your choice 1 space right. You get two one-step moves and may choose the same Certificate twice or split them.
Worksite token 04B04B (level 1) — End of game: counts as 1 extra token of yours on the Opera Board for box 7. Add one to your Opera token count for the end-game Opera majority scoring.
Worksite token 05B05B (level 2) — Move one Raw Good token right until it stands just before its Certificate. Advance a Raw Good only until it reaches the space immediately before its Certificate.
Worksite token 06B06B (level 2) — Remove two of your Merchants from the game; play on with the last one. After removing two Merchants, you have only one left for the rest of the game.
Worksite token 07B07B (level 2) — Gain a Column Column, a Bell Bell and a Glass Glass, usable this turn. Take one of each listed Refined Good; they are usable only this turn.
Worksite token 08B08B (level 2) — End of game: counts as 2 extra tokens of yours on the Opera Board for box 7. Add two to your Opera token count for the end-game Opera majority scoring.
Worksite token 09B09B (level 3) — Gain Victory Point equal to your smallest stock of any one Raw Good. Choose the Raw Good type with your smallest stock; if that stock is 2, gain 2 points.
Worksite token 10B10B (level 3) — Gain 2 Victory Point for each Building on the left of your Shop Board. Count Buildings on the left side; three there give 6 points.
Worksite token 11B11B (level 3) — Gain 2 Victory Point for each Building on the right of your Shop Board. Count Buildings on the right side; three there give 6 points.
Worksite token 12B12B (level 3) — Gain 1 Victory Point for each of your tokens on the Opera Board, this one included. Count your Opera tokens, including this one; five tokens give 5 points.

Piazza dei Miracoli, side C

PictureDescription
Worksite token 01C[Eagle] 01C (level 1, needs Column Column) — Gain 3 Raw Goods, all of one type of your choice, usable this turn. Choose one Raw Good type and take three of it; spend them before your turn ends.
Worksite token 02C[Eagle] 02C (level 1, needs Bell Bell) — Choose a City where you have a Merchant in the upper (Cost) Area: gain the Raw Goods shown on one of its Trade Cards there. Choose one Cost Area Trade Card in that City; take its upper-half Raw Goods.
Worksite token 03C[Eagle] 03C (level 1, needs Planks Planks) — Swap a card from your hand for a Trade Card in the Market, without paying. Use a hand card to take a Market card without paying its Market price.
Worksite token 04C[Eagle] 04C (level 1, needs Glass Glass) — Gain 1 Victory Point for each Building you completed. Count completed Buildings; three give 3 points.
Worksite token 05C[Eagle] 05C (level 2, needs Column Column) — Reveal a card from your hand: gain the Raw Goods in its upper half. Reveal, but keep, a card from your hand; take the Raw Goods shown in its upper half.
Worksite token 06C[Eagle] 06C (level 2, needs Bell Bell) — Choose a City where you have a Merchant in the lower (Profit) Area: gain the Goods shown on one of its Trade Cards there. Choose one Profit Area Trade Card in that City; take the Goods shown in its lower half.
Worksite token 07C[Eagle] 07C (level 2, needs Planks Planks) — Put 1 Refined Good from your supply on each of your Buildings under construction. Put one Refined Good from your supply on every Building you are still constructing.
Worksite token 08C[Eagle] 08C (level 2, needs Glass Glass) — Gain 1 Victory Point for each Building you completed. Count completed Buildings; three give 3 points.
Worksite token 09C[Eagle] 09C (level 3, needs Column Column) — Gain 2 Victory Point for each of your Certificates at level 2 or 3. Count Certificates currently at level 2 or 3; three qualifying Certificates give 6 points.
Worksite token 10C[Eagle] 10C (level 3, needs Bell Bell) — Gain 2 Victory Point for each Shop Board position holding at least one Building. Count occupied Building positions, not Buildings in total; three occupied positions give 6 points.
Worksite token 11C[Eagle] 11C (level 3, needs Planks Planks) — Gain 4 Victory Point for each Large Building you completed. Count completed Large Buildings; two give 8 points.
Worksite token 12C[Eagle] 12C (level 3, needs Glass Glass) — Gain 2 Victory Point for each Raw Good of which you have at least 3. Count Raw Good types with at least three in stock; three qualifying types give 6 points.

St. Mark’s Basilica, side D

PictureDescription
Worksite token 01D[Eagle] 01D (level 1, needs Column Column) — Gain the Raw Goods shown by all your discounts — Shop Board and Buildings, the starting discount included. Add the Raw Goods from all your discounts together, including the Shop Board’s starting discount.
Worksite token 02D[Eagle] 02D (level 1, needs Bell Bell) — Remove one of your Merchants from the game; play on with 2. After removing one Merchant, you have two left for the rest of the game.
Worksite token 03D[Eagle] 03D (level 1, needs Planks Planks) — Gain the Raw Goods in the lower half of the free Market card, without taking it. Take the lower-half Goods from the zero-cost Market card, but leave that card in the Market.
Worksite token 04D[Eagle] 04D (level 1, needs Glass Glass) — Gain the Victory Point your Certificates’ positions show now (they still score at the end). Score the points currently shown by your Certificates now; they still score again at game end.
Worksite token 05D[Eagle] 05D (level 2, needs Column Column) — At the start of each of your turns, gain 1 Marble Marble. This starts on your next turn and repeats each turn.
Worksite token 06D[Eagle] 06D (level 2, needs Bell Bell) — At the start of each of your turns, gain 1 Lead Lead. This starts on your next turn and repeats each turn.
Worksite token 07D[Eagle] 07D (level 2, needs Planks Planks) — At the start of each of your turns, gain 1 Wood Wood. This starts on your next turn and repeats each turn.
Worksite token 08D[Eagle] 08D (level 2, needs Glass Glass) — At the start of each of your turns, gain 1 Sand Sand. This starts on your next turn and repeats each turn.
Worksite token 09D[Eagle] 09D (level 3, needs Column Column) — End of game: 3 Victory Point for each of your tokens in the Right Section. Count each of your tokens in the Right Section; four there give 12 points.
Worksite token 10D[Eagle] 10D (level 3, needs Bell Bell) — End of game, before scoring: take an available Building Card and complete it; if none is left, 3 Victory Point. Resolve this before end-game scoring; if the Building supply is empty, take 3 points instead.
Worksite token 11D[Eagle] 11D (level 3, needs Planks Planks) — End of game: 1 Victory Point for every 2 Raw Goods left on your Shop Board. Count pairs of leftover Raw Goods; with five Goods left, you score 2 points.
Worksite token 12D[Eagle] 12D (level 3, needs Glass Glass) — End of game: double the Victory Point your Certificates score. Double only the end-game points from your Certificates.

Pieces

PictureDescription
Merchant figuresMerchants (3 per player). Move one per turn into a City Area (Merchant phase).
Player tokens in four coloursPlayer Tokens (20 per player). Mark your Raw Goods and Refined Goods, sit on Buildings under construction and on Worksites (Goods).
Certificate tokensCertificate tokens (4 per player, white). One per Goods track; their column is the Certificate level (Certificate levels). Certificates and Victory Points can replace missing Raw Goods only for a City activation cost (FAQ).
Score markersScore Markers (1 per player). Start on 5 on the Market Board’s Victory Points track (scoring).

Icons

PictureDescription
LeadLead — Raw Good; refines into Bell.
WoodWood — Raw Good; refines into Planks.
MarbleMarble — Raw Good; refines into Column.
SandSand — Raw Good; refines into Glass.
BellBell — Refined Good (yellow).
PlanksPlanks — Refined Good (green).
ColumnColumn — Refined Good (red).
GlassGlass — Refined Good (blue).
Victory PointVictory Point.
Rules

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Drag to move · tap to close