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Ludexv2026.11.01-65114139The Great HarborOfficial rulebook ↗

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Dice and Harbor Actions

Draft two dice, choose your action order and work around Shore Fees.

Five rounds, two turns

Play five rounds, each with turns A and B. Each turn has Roll and Draft → Actions → Voyage → End of Turn. After B, also resolve End of Round. Keep A’s dice on the Harbor during B; the dice return to the bag only at round end.

Roll and draft

Roll two dice per player plus one: 5 / 7 / 9 dice with 2 / 3 / 4 total players. Starting with the Anchor holder, draft one die clockwise, then repeat until each player has two. Preserve the rolled faces. Put the remaining die in the current A or B space of the Smuggler’s District.

After a player unlocks a colour’s Dice Color Bonus, drafting that colour grants the resource shown for it on the current Dice Bonus tile. See Senate and colour bonuses.

Action order

Add your two drafted die faces. Lowest total acts first; continue in ascending order. Ties favour the Anchor holder, then the closest tied player clockwise from the Anchor.

On your turn, place both dice and perform any affordable Govern actions in any sequence. Finish your whole turn before the next player acts.

Place a die

Choose an empty slot matching the die’s colour on at least one half. Assign its pips to one or both neighbouring Harbor tiles. You can split pips between the two tiles to receive both benefits. Each tile has tiers at 1–2 / 3–4 / 5–6 assigned pips, before Shore Fees.

Shore Fees

A die in an outer shore slot raises the required pips for every tier on that tile by its face value. If several shore dice border a tile, use the highest face, not their sum. Central tiles without shore slots have no Shore Fee.

Spend one Smuggler’s token to ignore the fee for one placement. A temporary pip from Favor changes placement strength without changing the die’s face or its Shore Fee.

Harbor benefits

Tile1–2 pips3–4 pips5–6 pips
Sailmaker1 Sail2 Sail3 Sail
Ropeyard1 Rope2 Rope3 Rope
Carpentry1 Planks2 Planks3 Planks
Blacksmith1 Metal2 Metal3 Metal
Colonists’ Office1 Colonist1 Colonist + 1 Favor2 Colonists + 1 Favor
Forum1 Favor1 Favor + 1 Colonist2 Favor + 1 Colonist
Architects’ OfficeDraw 1 Building from deckTake 1 displayed BuildingBoth
Administration OfficeDraw 1 Person from deckTake 1 displayed PersonBoth
ShipyardTake displayed small ShipTake displayed medium ShipTake displayed large Ship

Place gained Colonists in available housing; return any excess to supply. Resource tracks stop at five: when a gain would move a marker beyond five, gain 1 Prestige and leave that marker where it is, as specified in the resource rule.

After taking a displayed card, slide remaining cards toward the deck icon and reveal a replacement. After taking a Ship, refill its size’s display. If the deck has no card to draw or reveal, skip that part. There is no hand limit.

Smuggler’s District

This separate tile accepts any number of dice of any colour. Receive the benefit for the Smuggler die’s value, rather than the die you placed, and gain one Smuggler’s token. During turn B, if both Smuggler dice are present, receive both benefits. Use this chart for each Smuggler die:

FaceReward
11 Sail
21 Metal
31 Planks
41 Rope
51 Favor token
61 Colonist

Sources

English rulebook v1.2, pp. 6–10.

Rules

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