Ludexv2026.11.01-65114139Opera MagnaOfficial rulebook ↗

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A Turn

Opera Magna's game flow: move a Merchant, change a City's Trade Cards, pay its Cost and take its Profit, then refill your Buildings and buy a Trade Card from the Market.

Game flow

A game lasts 9 rounds. The first player starts and play goes clockwise; the order never changes. On your turn you play four phases, in order:

  1. Merchant — move one Merchant and change one City Area’s Trade Cards.
  2. City Activation — pay that City’s Cost, take its Profit.
  3. Refined Goods — build, send Goods to the Opera, convert.
  4. End of Turn — refill your Buildings, take a Trade Card from the Market.

The Market decks are the clock: when the last Trade Card is revealed, the last round begins.

The City boards

A City board with its lettered parts

Each Trade Card is tucked under the board so that only half shows: its upper (cost) half in the Cost Area, its lower (profit) half in the Profit Area. Every card has both halves, so the same card can be a price or a reward depending on where it is played.

Merchant phase

Moving a Merchant

Move one of your three Merchants to an Area (Cost or Profit) of any City, as long as that Area does not already hold one of your Merchants. Moving between the two Areas of the same City is allowed.

Updating the Trade Cards

Then change the three Trade Cards of the Area you moved into:

  1. Slide them all one space to the left; the leftmost card is discarded.
  2. Put a Trade Card from your hand in the empty rightmost space, the right way round for that Area.

So you always change a City before you use it: the card you play can lower its price or improve its reward — or spoil it for the next player.

City Activation phase

You now activate the City where you just moved — whichever Area your Merchant entered.

Pay the cost

Pay every Raw Good shown on the three cards of the Cost Area, on your Shop Board: move that Good’s token one space left per icon.

Certificates and Victory Points as payment

A Certificate can never move left of column 3. If you still owe a Good after that, lose 1 Victory Point for each step you cannot make. You never drop below 1 point: stop at 1 and the payment still counts as made.

City Power

If the Merchant that activated the City stands in its Cost Area, you may use that City’s Power token once this turn, at any moment after paying the Cost. The six tokens are listed in Cards & Components.

Obtain the profit

Gain every Good shown on the three cards of the Profit Area:

End of Turn phase

Unless it is the last round, do these two steps.

Replenish buildings

If you have fewer than 2 Buildings under construction, take face-up Building Cards from the Opera Board until you have 2 again. Each time you take one, reveal a replacement from the same deck so that 2 Small, 2 Medium and 2 Large are always on offer. If that deck is empty, reveal from the next larger deck; if that is not possible, from the nearest smaller one that still has cards.

Draw a Trade Card

The Market board with its lettered parts

Take one of the four Market cards into your hand, paying its space’s price in Raw Goods. No discounts apply, and you cannot pay with Certificates or points. If you cannot or will not pay, take the free leftmost card — it is always available.

Market supplies

The cards to the right of the one you took slide left, and the empty 3-Goods space gets a new card from the leftmost deck that still has cards. When a deck runs out, draw from the next one.

The last round

When the last Trade Card of the last deck is revealed onto the Market, the last round is triggered. The decks are sized for every player count so that this happens on the last turn of round 8, making round 9 the last round. In the last round nobody draws new Trade Cards or Building Cards. The game ends after the last player’s turn; then score.

Rules

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