1
Follow five phases
Each of the 6 game rounds consists of: Proposal Phase, Action Phase, Parliament Phase, Law Phase, and Round End
2
Reveal law proposals
Flip the top card from each of the 4 law card decks face-up; these remain visible until Parliament Phase
3
Play character cards
Starting with the first player and proceeding clockwise, each player plays one character card face-up and takes the corresponding action
4
Track victory points
Immediately mark any victory points earned using your marker on the scoring track
5
Move and activate
Optionally move your meeple to any location on your farm, then activate all 6 plots in the same row and column as your meeple
6
Collect from activated plots
Each activated field (except warehouse or buildings) yields its corresponding resource or agricultural product from public supply
7
Use water for extra production
Discard water resource markers to activate additional agricultural product fields (1 water per extra field, but cannot use the same field twice)
8
Store goods
Place collected resources and products on the empty ground space in front of your warehouse
9
Note drought law
In rounds 2-6, check if the Drought Law (IV) is in effect
10
Buy goods
Purchase any quantity of goods (agricultural products and processed goods) from the market by paying the price shown below the item's space
11
Sell goods
Sell any quantity of goods to the market if space is available, receiving the price shown
12
Use special ability
Forgo market buying/selling to receive free from public supply (place black marker): either 1 unit of any resource OR 1 unit of the lowest-priced agricultural product on the market
13
Construct a building
Select a building from public supply and place it on any plot on your farm (including lake, mountain, or under your meeple), but not on the warehouse or another building
14
Pay construction costs
Return the required resources (shown on the building tile's top row) to public supply
15
Use special ability
If you are the first player this round to play the Architect and forgo construction, gain 2 victory points (second player gains 1 VP); then place black marker
16
Note construction law
In rounds 2-6, check if the Construction Law (IV) is in effect
17
Activate buildings
Choose one of two options:
18
Use warehouse function
When activating the warehouse with the Foreman, store all agricultural products there (critical because unstored agricultural products are lost at round end)
19
Utilize building abilities
Each building's function can be used once per round (see Appendix for building details)
20
Ship goods
Load any quantity of goods onto one ship in the harbor and earn victory points
21
Use special ability
Forgo shipping to receive money (place black marker): first player to forgo gets 4 pesos, second player gets 2 pesos
22
Note harbor law
In rounds 2-6, check if the Harbor Law (IV) is in effect
23
Access goods freely
Goods in your warehouse and empty ground can be used regardless of meeple location
24
Compare fourth card values
After all players play their 4th card, the player whose 4th card has the highest vote value becomes the new starting player
25
Break ties
If tied, the player who played their 4th card last becomes starting player
26
Reveal fifth card
Each player reveals their kept 5th character card, showing their vote count (1-5)
27
Gain City Hall votes
Players who built and activated the City Hall receive 2 extra vote markers
28
Use Church veto
Players who built and activated the Church receive the veto marker and may remove one proposal from consideration (cannot veto same category next round)
29
Bid for votes
Players may purchase additional votes at 1 peso per vote by simultaneously revealing money in hand; all bid money goes to the bank
30
Determine winning voter
Player with highest total votes (character card + City Hall bonus + purchased votes) selects 2 proposals to pass
31
Pass laws
Place selected proposals on corresponding positions (I-IV) on the board; they take effect immediately
32
Note bribery law
In rounds 2-6, if the Bribery Law (IV) is in effect, purchasing votes is forbidden
33
Execute active laws
Apply all laws currently in effect (up to 4) in order from I to IV
34
Pay monetary tax
Starting tax is 2 pesos; new laws may set tax between 1-5 pesos, or tax based on number of buildings owned
35
Earn compliance bonus
Players who pay the tax receive 2 victory points; non-payment yields nothing
36
Pay material tax
Starting tax is 1 citrus; new laws may require 1 sugarcane, 1 tobacco, 1 water, or 2 of any resource/product
37
Earn compliance bonus
Players who pay the material tax receive 2 victory points; if you also paid Category I tax, receive 1 additional VP (5 total)
38
Claim free victory points
No subsidies exist at game start; when passed, eligible players receive 1 VP each for:
39
Apply market laws
If passed, adjust market supply: one law reduces each agricultural product by 2; another increases each by 2
40
Apply special restrictions
Three laws affect specific character cards:
41
Apply bribery law
Forbids purchasing votes during Parliament Phase
42
Discard unstored products
All agricultural products on empty ground must be returned to public supply; warehouse contents are kept
43
Keep resources and goods
Resources and processed goods on empty ground remain
44
Remove full ships
Ships with all 5 slots filled leave the harbor; their goods return to public supply and cards go face-down under the ship deck
45
Shift ships
Move remaining ship cards down one berth until each berth has a ship and one new ship is at sea
46
Reset black markers
Remove all black markers from the board; special abilities become available again next round
47
Note rounds 2-5 difference
The third berth will have a ship; any ship there departs regardless of cargo