Port
Ships replace overland travel and bring island cargo home.
Short tag: [Port].
Setup changes
Use the anchor side of the board and the correct Port/player-count card. Return land-travel discs to the box. Each player gets a ship and three-hold ship board; start in port. Sort fifteen captains into three cost stacks of five. Shuffle six treasure chests onto Treasure Island. Use 3 / 4 / 5 / 6 cocoa and tea tiles at 2 / 3 / 4 / 5 players; return excess tiles.
Depart
The Travel action now moves your ship. To depart:
- Hire an available captain, paying its one-, two- or three-coin cost. Captains are limited; without one you cannot depart.
- Load up to three different items from your farm, one per hold. All villagers count as the same item type. Cocoa, tea and chests are only loaded at islands.
- Move on connected water spaces. The first step is free of influence cost; additional movement uses the captain’s printed exchange. Pay time on time-water spaces as crossed.
You may continue through an island-water space without docking. Docking ends movement immediately; then perform any permitted island actions.
Islands and return
Sell the listed loaded goods/grain for the island’s points. Take at most the top island tile into an empty hold. You may also place a loaded villager in a free lighthouse after paying its printed cost; any required wagon must be aboard, while influence comes from your farm.
On a later Travel action, continue moving under your captain, or return directly to port for one time, from anywhere. Unload everything onto your farm and remove the captain from the game. Reveal an unloaded treasure chest whenever you want its printed coins or tool, then remove it.
You cannot throw cargo overboard. While aboard, items are unavailable for village actions, although they count for Life Goal conditions. Family cannot recall a villager from a ship or lighthouse. A grain bag aboard may be your sixth; discard overflow if returning to a farm already holding five.
Market and scoring
During a market day, instead of serving a customer you may sell an unloaded cocoa for seven points, or tea for five points and one coin. The usual green-cube/time surcharge applies except to the triggering player’s first sale. These stalls remain open for repeated sales; sold imports leave the game.
Sea-travel rewards are paid during play. Omit the base game’s visited-town end scoring.
Death at sea
A villager dying on a ship or lighthouse first seeks a free travel chronicle space. If none remains, put it in an empty sea-burial space and gain any printed points. Filling the last sea-burial space also triggers the end, alongside the normal chronicle/graveyard triggers.
Combining expansions
[Inn] Use the four Port character replacements in the Inn deck (Inn). [Marriage] Add its two treasure chests before shuffling, making eight (Marriage).