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
| Picture | Description |
|---|
 | Opera Board — Florence (double-sided, both sides playable). 12 Worksites in three levels and the three Building decks (Advance the Opera). |
 | Market 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). |
 | City Board (3: Venice, Constantinople, Antwerp). A Cost Area and a Profit Area of three Trade Cards each, and a City Power token (City boards). |
 | Shop 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). |
 | [Eagle] Opera Board — Piazza dei Miracoli. The Baptistery and the Leaning Tower, two separate Operas (details). |
 | [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.
| Picture | Description |
|---|
 | Trade Card 01 — Cost: nothing. Profit: Wood. |
 | Trade Card 02 — Cost: nothing. Profit: Sand. |
 | Trade Card 03 — Cost: nothing. Profit: Sand. |
 | Trade Card 04 — Cost: nothing. Profit: Marble. |
 | Trade Card 05 — Cost: nothing. Profit: Lead. |
 | Trade Card 06 — Cost: nothing. Profit: Lead. |
City deck 2
Setup: the middle space of each City’s two Areas.
| Picture | Description |
|---|
 | Trade Card 07 — Cost: Lead. Profit: Wood. |
 | Trade Card 08 — Cost: Lead. Profit: Marble. |
 | Trade Card 09 — Cost: Sand. Profit: Marble. |
 | Trade Card 10 — Cost: Sand. Profit: Lead. |
 | Trade Card 11 — Cost: Wood. Profit: Lead. |
 | Trade Card 12 — Cost: Marble. Profit: Sand. |
City deck 3
Setup: the right space of each City’s two Areas.
| Picture | Description |
|---|
 | Trade Card 13 — Cost: Marble. Profit: Bell. |
 | Trade Card 14 — Cost: Marble. Profit: Wood. |
 | Trade Card 15 — Cost: Wood. Profit: Marble. |
 | Trade Card 16 — Cost: Wood. Profit: Glass. |
 | Trade Card 17 — Cost: Lead. Profit: Column. |
 | Trade Card 18 — Cost: Sand. Profit: Planks. |
Starting hand deck 1
Setup: 2 to each player; the rest go back in the box.
| Picture | Description |
|---|
 | Trade Card 19 — Cost: Sand. Profit: 2 Wood. |
 | Trade Card 20 — Cost: Sand. Profit: 2 Marble. |
 | Trade Card 21 — Cost: Lead. Profit: 2 Marble. |
 | Trade Card 22 — Cost: Lead. Profit: 2 Wood. |
 | Trade Card 23 — Cost: Wood. Profit: 2 Lead. |
 | Trade Card 24 — Cost: Wood. Profit: 2 Sand. |
 | Trade Card 25 — Cost: Marble. Profit: 2 Lead. |
 | Trade Card 26 — Cost: Marble. Profit: 2 Sand. |
Starting hand deck 2
Setup: 1 to each player; the rest go back in the box.
| Picture | Description |
|---|
 | Trade Card 27 — Cost: Marble. Profit: Column. |
 | Trade Card 28 — Cost: Wood. Profit: Bell. |
 | Trade Card 29 — Cost: Lead. Profit: Planks. |
 | Trade Card 30 — Cost: Sand. Profit: Glass. |
Market deck A
The Starting Market and the first cards to buy. Remove 4 with 2 players, 2 with 3.
| Picture | Description |
|---|
 | Trade Card 31 — Cost: 2 Lead. Profit: Glass, Planks. |
 | Trade Card 32 — Cost: 2 Lead. Profit: Lead, Bell. |
 | Trade Card 33 — Cost: 2 Lead. Profit: 3 Sand. |
 | Trade Card 34 — Cost: 2 Sand. Profit: Glass, Column. |
 | Trade Card 35 — Cost: 2 Sand. Profit: Sand, Glass. |
 | Trade Card 36 — Cost: 2 Sand. Profit: 3 Lead. |
 | Trade Card 37 — Cost: 2 Marble. Profit: Column, Bell. |
 | Trade Card 38 — Cost: 2 Marble. Profit: Marble, Column. |
 | Trade Card 39 — Cost: 2 Marble. Profit: 3 Wood. |
 | Trade Card 40 — Cost: 2 Wood. Profit: Planks, Bell. |
 | Trade Card 41 — Cost: 2 Wood. Profit: Wood, Planks. |
 | Trade Card 42 — Cost: 2 Wood. Profit: 3 Marble. |
Market deck B
Remove 6 with 2 players, 3 with 3.
| Picture | Description |
|---|
 | Trade Card 43 — Cost: 3 Lead. Profit: 2 Marble, Planks. |
 | Trade Card 44 — Cost: 3 Lead. Profit: 2 Wood, Bell. |
 | Trade Card 45 — Cost: 3 Lead. Profit: 2 Bell. |
 | Trade Card 46 — Cost: 3 Marble. Profit: 2 Sand, Column. |
 | Trade Card 47 — Cost: 3 Marble. Profit: 2 Sand, Bell. |
 | Trade Card 48 — Cost: 3 Marble. Profit: 2 Planks. |
 | Trade Card 49 — Cost: 3 Wood. Profit: 2 Marble, Bell. |
 | Trade Card 50 — Cost: 3 Wood. Profit: 2 Lead, Planks. |
 | Trade Card 51 — Cost: 3 Wood. Profit: 2 Glass. |
 | Trade Card 52 — Cost: 3 Sand. Profit: 2 Lead, Glass. |
 | Trade Card 53 — Cost: 3 Sand. Profit: 2 Wood, Column. |
 | Trade Card 54 — Cost: 3 Sand. Profit: 2 Column. |
Market deck C
Split into three equal piles. Remove 6 with 2 players, 3 with 3.
| Picture | Description |
|---|
 | Trade Card 55 — Cost: 4 Lead. Profit: 3 Glass. |
 | Trade Card 56 — Cost: 4 Lead. Profit: Planks, Glass, Column. |
 | Trade Card 57 — Cost: 4 Lead. Profit: Planks, 2 Glass. |
 | Trade Card 58 — Cost: 4 Wood. Profit: Bell, Column, Glass. |
 | Trade Card 59 — Cost: 4 Wood. Profit: 3 Column. |
 | Trade Card 60 — Cost: 4 Wood. Profit: Bell, 2 Column. |
 | Trade Card 61 — Cost: 4 Marble. Profit: Glass, Bell, Planks. |
 | Trade Card 62 — Cost: 4 Marble. Profit: Glass, 2 Bell. |
 | Trade Card 63 — Cost: 4 Marble. Profit: 3 Bell. |
 | Trade Card 64 — Cost: 4 Sand. Profit: Column, Planks, Bell. |
 | Trade Card 65 — Cost: 4 Sand. Profit: Column, 2 Planks. |
 | Trade Card 66 — Cost: 4 Sand. Profit: 3 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
| Picture | Description |
|---|
 | Building 01 (Small, red) — Cost: 2 Column. Left: discount of Wood. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently. |
 | Building 02 (Small, red) — Cost: 2 Column. Left: discount of Sand. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently. |
 | Building 03 (Small, red) — Cost: 2 Column. Left: discount of Lead. Right: Immediate: gain 2 Raw Goods of your choice. Choose the two Raw Good types independently. |
 | Building 04 (Medium, red) — Cost: 3 Column. Left: discount of 2 Lead. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently. |
 | Building 05 (Medium, red) — Cost: 3 Column. Left: discount of 2 Sand. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently. |
 | Building 06 (Medium, red) — Cost: 3 Column. Left: discount of 2 Wood. Right: Immediate: gain 4 Raw Goods of your choice. Choose the four Raw Good types independently. |
 | Building 07 (Large, red) — Cost: 4 Column. Left: discount of 3 Marble. Right: Immediate: gain 6 Raw Goods of your choice. Choose the six Raw Good types independently. |
 | Building 08 (Large, red) — Cost: 4 Column. Left: discount of 3 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 33 (Large, red) — Cost: 4 Column. Left: discount of 3 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
| Picture | Description |
|---|
 | Building 09 (Small, yellow) — Cost: 2 Bell. Left: discount of Marble. Right: Lasting: when you send Goods to the Opera, your 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 10 (Small, yellow) — Cost: 2 Bell. Left: discount of Sand. Right: Lasting: when you send Goods to the Opera, your 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 11 (Small, yellow) — Cost: 2 Bell. Left: discount of Wood. Right: Lasting: when you send Goods to the Opera, your 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 12 (Medium, yellow) — Cost: 3 Bell. Left: discount of 2 Sand. Right: Lasting: when you take a new blue Building at the end of your turn, put a 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 13 (Medium, yellow) — Cost: 3 Bell. Left: discount of 2 Marble. Right: Lasting: when you take a new red Building at the end of your turn, put a 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 14 (Medium, yellow) — Cost: 3 Bell. Left: discount of 2 Wood. Right: Lasting: when you take a new green Building at the end of your turn, put a 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 15 (Large, yellow) — Cost: 4 Bell. Left: discount of 3 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 16 (Large, yellow) — Cost: 4 Bell. Left: discount of 3 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 36 (Large, yellow) — Cost: 4 Bell. Left: discount of 3 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
| Picture | Description |
|---|
 | Building 17 (Small, green) — Cost: 2 Planks. Left: discount of Sand. Right: Lasting: when a City gives you at least one Glass, gain 1 more. The extra Glass is gained only when a City payout includes at least one Glass. |
 | Building 18 (Small, green) — Cost: 2 Planks. Left: discount of Lead. Right: Lasting: when a City gives you at least one Bell, gain 1 more. The extra Bell is gained only when a City payout includes at least one Bell. |
 | Building 19 (Small, green) — Cost: 2 Planks. Left: discount of Marble. Right: Lasting: when a City gives you at least one Column, gain 1 more. The extra Column is gained only when a City payout includes at least one Column. |
 | Building 20 (Medium, green) — Cost: 3 Planks. Left: discount of 2 Sand. Right: Lasting: when a City gives you Sand, you may take Glass instead. Replace the Sand from that City payout with Glass; this is a choice. |
 | Building 21 (Medium, green) — Cost: 3 Planks. Left: discount of 2 Marble. Right: Lasting: when a City gives you Marble, you may take Column instead. Replace the Marble from that City payout with Column; this is a choice. |
 | Building 22 (Medium, green) — Cost: 3 Planks. Left: discount of 2 Lead. Right: Lasting: when a City gives you Lead, you may take Bell instead. Replace the Lead from that City payout with Bell; this is a choice. |
 | Building 23 (Large, green) — Cost: 4 Planks. Left: discount of 3 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 24 (Large, green) — Cost: 4 Planks. Left: discount of 3 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 34 (Large, green) — Cost: 4 Planks. Left: discount of 3 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
| Picture | Description |
|---|
 | Building 25 (Small, blue) — Cost: 2 Glass. Left: discount of Marble. Right: End of game: 2, 4 or 6 if your 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 26 (Small, blue) — Cost: 2 Glass. Left: discount of Lead. Right: End of game: 2, 4 or 6 if your 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 27 (Small, blue) — Cost: 2 Glass. Left: discount of Wood. Right: End of game: 2, 4 or 6 if your 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 28 (Medium, blue) — Cost: 3 Glass. Left: discount of 2 Marble. Right: End of game: 3 for each red Building you completed. Count completed red Buildings; two give 6 points. |
 | Building 29 (Medium, blue) — Cost: 3 Glass. Left: discount of 2 Lead. Right: End of game: 3 for each yellow Building you completed. Count completed yellow Buildings; two give 6 points. |
 | Building 30 (Medium, blue) — Cost: 3 Glass. Left: discount of 2 Wood. Right: End of game: 3 for each green Building you completed. Count completed green Buildings; two give 6 points. |
 | Building 31 (Large, blue) — Cost: 4 Glass. Left: discount of 3 Sand. Right: End of game: 3 for each blue Building you completed, this one included. Count all completed blue Buildings, including this one; two give 6 points. |
 | Building 32 (Large, blue) — Cost: 4 Glass. Left: discount of 3 Sand. Right: End of game: 5 . |
 | Building 35 (Large, blue) — Cost: 4 Glass. Left: discount of 3 Sand. Right: End of game: 1 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).
| Picture | Description |
|---|
 | A0 — Gain 2 Raw Goods of your choice. Choose the Raw Good types separately. |
 | A1 — 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. |
 | B0 — Gain 1 Refined Good of your choice. Choose which one Refined Good to take. |
 | B1 — 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. |
 | C0 — Gain 2 . |
 | C1 — Gain 1 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)
| Picture | Description |
|---|
 | 01A (level 1, needs Column) — Gain 2 Raw Goods of your choice, usable this turn. Choose the two Raw Good types separately; spend them before your turn ends. |
 | 02A (level 1, needs 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. |
 | 03A (level 1, needs Planks) — Gain 1 Refined Good of your choice, usable this turn. Choose which Refined Good to take; spend it before your turn ends. |
 | 04A (level 1, needs Glass) — Gain 2 . |
 | 05A (level 2, needs Column) — Move your leftmost Certificate to the column of your rightmost one. Move the leftmost Certificate to the current level of the rightmost Certificate. |
 | 06A (level 2, needs 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. |
 | 07A (level 2, needs Planks) — Complete one of your Buildings under construction at once. Choose one Building under construction and finish it immediately. |
 | 08A (level 2, needs Glass) — Gain 4 . |
 | 09A (level 3, needs Column) — Gain 3 for each red Building you completed. Count completed red Buildings; two give 6 points. |
 | 10A (level 3, needs Bell) — Gain 3 for each yellow Building you completed. Count completed yellow Buildings; two give 6 points. |
 | 11A (level 3, needs Planks) — Gain 3 for each green Building you completed. Count completed green Buildings; two give 6 points. |
 | 12A (level 3, needs Glass) — Gain 3 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.
| Picture | Description |
|---|
 | 01B (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. |
 | 02B (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. |
 | 03B (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. |
 | 04B (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. |
 | 05B (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. |
 | 06B (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. |
 | 07B (level 2) — Gain a Column, a Bell and a Glass, usable this turn. Take one of each listed Refined Good; they are usable only this turn. |
 | 08B (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. |
 | 09B (level 3) — Gain 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. |
 | 10B (level 3) — Gain 2 for each Building on the left of your Shop Board. Count Buildings on the left side; three there give 6 points. |
 | 11B (level 3) — Gain 2 for each Building on the right of your Shop Board. Count Buildings on the right side; three there give 6 points. |
 | 12B (level 3) — Gain 1 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
| Picture | Description |
|---|
 | [Eagle] 01C (level 1, needs 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. |
 | [Eagle] 02C (level 1, needs 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. |
 | [Eagle] 03C (level 1, needs 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. |
 | [Eagle] 04C (level 1, needs Glass) — Gain 1 for each Building you completed. Count completed Buildings; three give 3 points. |
 | [Eagle] 05C (level 2, needs 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. |
 | [Eagle] 06C (level 2, needs 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. |
 | [Eagle] 07C (level 2, needs 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. |
 | [Eagle] 08C (level 2, needs Glass) — Gain 1 for each Building you completed. Count completed Buildings; three give 3 points. |
 | [Eagle] 09C (level 3, needs Column) — Gain 2 for each of your Certificates at level 2 or 3. Count Certificates currently at level 2 or 3; three qualifying Certificates give 6 points. |
 | [Eagle] 10C (level 3, needs Bell) — Gain 2 for each Shop Board position holding at least one Building. Count occupied Building positions, not Buildings in total; three occupied positions give 6 points. |
 | [Eagle] 11C (level 3, needs Planks) — Gain 4 for each Large Building you completed. Count completed Large Buildings; two give 8 points. |
 | [Eagle] 12C (level 3, needs Glass) — Gain 2 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
| Picture | Description |
|---|
 | [Eagle] 01D (level 1, needs 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. |
 | [Eagle] 02D (level 1, needs 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. |
 | [Eagle] 03D (level 1, needs 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. |
 | [Eagle] 04D (level 1, needs Glass) — Gain the 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. |
 | [Eagle] 05D (level 2, needs Column) — At the start of each of your turns, gain 1 Marble. This starts on your next turn and repeats each turn. |
 | [Eagle] 06D (level 2, needs Bell) — At the start of each of your turns, gain 1 Lead. This starts on your next turn and repeats each turn. |
 | [Eagle] 07D (level 2, needs Planks) — At the start of each of your turns, gain 1 Wood. This starts on your next turn and repeats each turn. |
 | [Eagle] 08D (level 2, needs Glass) — At the start of each of your turns, gain 1 Sand. This starts on your next turn and repeats each turn. |
 | [Eagle] 09D (level 3, needs Column) — End of game: 3 for each of your tokens in the Right Section. Count each of your tokens in the Right Section; four there give 12 points. |
 | [Eagle] 10D (level 3, needs Bell) — End of game, before scoring: take an available Building Card and complete it; if none is left, 3 . Resolve this before end-game scoring; if the Building supply is empty, take 3 points instead. |
 | [Eagle] 11D (level 3, needs Planks) — End of game: 1 for every 2 Raw Goods left on your Shop Board. Count pairs of leftover Raw Goods; with five Goods left, you score 2 points. |
 | [Eagle] 12D (level 3, needs Glass) — End of game: double the your Certificates score. Double only the end-game points from your Certificates. |
Pieces
| Picture | Description |
|---|
 | Merchants (3 per player). Move one per turn into a City Area (Merchant phase). |
 | Player Tokens (20 per player). Mark your Raw Goods and Refined Goods, sit on Buildings under construction and on Worksites (Goods). |
 | Certificate 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 Markers (1 per player). Start on 5 on the Market Board’s Victory Points track (scoring). |
Icons
| Picture | Description |
|---|
 | Lead — Raw Good; refines into Bell. |
 | Wood — Raw Good; refines into Planks. |
 | Marble — Raw Good; refines into Column. |
 | Sand — Raw Good; refines into Glass. |
 | Bell — Refined Good (yellow). |
 | Planks — Refined Good (green). |
 | Column — Refined Good (red). |
 | Glass — Refined Good (blue). |
 | Victory Point. |