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Ludexv2026.11.01-65114139The Great HarborOfficial rulebook ↗

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Colony and Fleet

Play cards, employ Colonists and prepare your ships.

Govern actions

Govern actions accompany your two die placements. Repeat any action you can pay for unless its own rule limits it. Person cards also have specific activation timing during Actions or Voyages.

Play and activate Persons

Play a Person from your hand for free into an empty Person slot. A built Insula lets that slot hold two Persons of the same colour.

Activate a Person by placing one of your three Activation markers on it, at the timing printed on its card. A Person with a marker cannot activate again. Markers stay there across turns and rounds until retrieved.

Play Buildings

Pay the printed resource cost and place the Building beside your Colony. You may build any number. Some offer ongoing or final scoring effects; others require a free Colonist to activate. Place that Colonist on an unoccupied Building and apply its effect. See Building cards.

Construct colony structures

Pay the cost printed at the chosen Dock Hut or Insula site. You may employ one free Colonist at that site while constructing it to reduce the cost by one resource.

Structures also provide final Prestige.

Spend Favor

CostEffect
1 Favor tokenAdd one temporary pip to a drafted die for placement; leave its face unchanged.
2 Favor tokenRetrieve one Activation marker from a Person.
2 Favor tokenAdvance one space on any Senate track.

You may spend Favor repeatedly and in any sequence during your turn.

Employ Colonists

Only Colonists in housing are free and available for employment.

AssignmentEffect
Luxury productionPlace two free Colonists on a production tile to gain its pictured Luxury token.
BuildingPlace a free Colonist on an empty Building requiring one; apply the ability.
Ship crewPlace a free Colonist beside Speed, Strength or Cargo on a docked Ship, adding one to that stat.

A Ship can have at most one crew Colonist per stat and no more crew in total than its Hull. Hull cannot receive crew. Crew cannot be reassigned and stays aboard at round end. Other employed Colonists return to housing during End of Round.

Build and retire Ships

Pay a Ship card’s resource cost and place it in an empty numbered dock. Put the matching I, II or III meeple there.

To replace a Ship, it must be docked and fully repaired. Return its crew to the general supply and place the replacement card over it. Retired Ship cards still count toward colour bonuses and score their printed Prestige at game end.

Ship statistics

StatMeaning
SpeedSpaces travelled home at each End of Turn; it does not increase outward travel.
StrengthCompared with cumulative revealed Pirate strength.
CargoMultiplies the Coin icons at the destination.
HullDamage limit for dispatch and maximum total crew.

Repair and dispatch

Repair a docked Ship by paying any one basic resource per Damage token removed. A Dock Hut repairs its docked Ship without this payment when built or when the Ship returns.

Dispatch any number of docked Ships with damage below their Hull. Place their meeples facing right in the first available position of the Trade board’s leftmost segment. Voyages resolve after everyone finishes Actions.

Convert Coins

Pay two Coin for one basic resource of your choice. You may also use each of the three Conversion cards once per turn, following its printed exchange. The limit is per card, not one card in total. Conversion clarification.

Senate and colour bonuses

Whenever you play a Person, Building or Ship, advance one space on the Senate track matching its colour. Resolve bonuses reached. For a reward connected between neighbouring tracks, both markers must reach or pass its threshold.

The second card you play in one colour unlocks that colour’s Dice Color Bonus on your Governor. On later drafts, each drafted die of that colour grants the resource shown for it on the current Dice Bonus tile. Retired Ships remain part of your colour counts.

Your Governor’s two colours also define a final scoring pair.

Sources

English rulebook v1.2, pp. 11–13 and 16.

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