Turn and Locations
Worker placement, action order and the sixteen London locations.
Worker placement and resolution
Workers are placed one at a time in order shown by the orange, blue and white spaces on the order track. Each placement spot holds one worker; some cost gold, paid immediately. St Katherine’s workers go directly onto the chosen selling spaces. Once all workers are placed, locations resolve from 1 to 16 and workers at each location act left to right. Resolved workers return to the track, starting at the white space beside blue and proceeding clockwise. The designer corrected the printed direction in this BGG clarification.
Locations 1–8
| Location | Action | Bell power |
|---|---|---|
| 1 · St Clement’s | Buy lemons: 1 for 1, 1 for 2, 2 for 2, or 3 for 3 gold. | Take a lemon at turn end. |
| 2 · St Margaret’s | Archery: first space gets 4 gold, second gets 2. | Add 2 gold to that location’s reward. |
| 3 · St Giles | Buy bricks: 1 for 2, 2 for 3, or 3 for 4 gold. | Take a brick at turn end. |
| 4 · St Martin’s | Pay 5/10/15 gold for a level I/II/III loan; normally acquire the earlier levels first. | Gain 1 extra gold per loan at turn end. |
| 5 · St Peter’s | Buy pancakes: 1 for 3, 2 for 4, or 3 for 5 gold. | Reduce each purchase transaction by 2 gold. |
| 6 · Whitechapel | Pay 5/10/15 gold to place a level I/II/III bell; follow the level chain. | A bell sent here pays 3 gold; this location can hold any number. |
| 7 · St Katherine’s | Sell any number of one good at the selected high/low price. Resolve goods yellow, red, brown, black; high-price spots first. | Gain 1 extra gold per good sold. Advance the transaction marker once per type sold. |
| 8 · St John’s | Choose 2 gold, a 2 VP token, a lemon, or a brick. | Move your last-placed worker to orange at turn end. |
Locations 9–16
| Location | Action | Bell power |
|---|---|---|
| 9 · St Anne’s | Buy the printed bundles of pans. | Pay 2 less for a purchase here. |
| 10 · Aldgate | Upgrade in order: handcart for 3, horse and cart for 7, ship for 10 gold. | Gain a warehouse space. A ship also earns 1 VP each turn. |
| 11 · St Helen’s | Buy one or two shares, or sell any number at the current price. | Buy each share for 1 less or sell each for 1 more. |
| 12 · Old Bailey | Invest in East India Company ships at the posted price. | Reveal an extra ship and choose which one returns to the bag. |
| 13 · Shoreditch | Buy or sell any types and quantities at market prices. | Take 2 gold at turn end. |
| 14 · Stepney | Pay the goods shown to take a cargo and its reward. Grey cubes accept any colour. | Substitute another colour for one required cube. |
| 15 · St Paul’s | Pay the placement cost plus one cube per worker already in play to recruit. | Once per turn, redirect a worker to a legal empty action space and resolve it. Not to St John’s blue spot. |
| 16 · Bow | Draw, inspect and keep one vote tile. | Draw two, keep one and return the other beneath the stack. |
Old Bailey runs each turn
Always draw two ship tiles to the docks, or three when there is a bell at Old Bailey. Starting from the left, ships move the share price. Then the bell owner chooses which ship goes back. Workers at Old Bailey choose rewards in order of placement cost, low-cost first. Ships may provide one-time or recurring goods and money; goods that do not fit can remain aboard until turn end. When the change-ships tile appears in the cargo stack during refill, replace the bag with Class II and remaining Class IIIa ships.
Turn end
Refill the resource spaces at locations 1, 3, 5 and 9. Take relevant bell powers, ship income and loan interest. Gain 1 VP if you own a ship transport upgrade. Move goods from ships into storage; sell overflow in open Shoreditch spaces or discard goods if necessary. Refresh the cargo display: remove tiles until at least two spaces are empty, slide remaining tiles down, and refill.
Bells
A bell gives its printed VP and the power at its location. A higher-level bell can replace a lower one. The displaced owner relocates that bell to a legal location or Whitechapel; if no other location can receive it, it returns to Whitechapel and its owner takes 3 gold. A warehouse gained at Aldgate remains even if that bell is later displaced.
Source
- Publisher rulebook, pp. 4–16.
- BoardGameGeek designer clarification for the clockwise worker-return direction.