1
Draw cards for Dummy
At the start of your turn, draw 3 cards face-down into Dummy's hand, placing them one at a time on top of a stack
2
Play your turn normally
Follow the usual rules of Jambo for your actions
3
Handle Ape card
Perform as per card text, but you choose the cards given to you and Dummy, starting with you
4
Handle Arabian Merchant
Draw 3 cards; Dummy bids 2 gold and takes cards unless you pay 2 gold; if Dummy has less than 2 gold, you may take them for 1 gold or discard
5
Handle Carrier card
If Dummy takes cards, add to hand; if Dummy draws wares, draw 2 wares matching the last place ware on Dummy's market (or Default Ware Type if empty)
6
Handle Cheetah card
Dummy always gives you 2 gold if able; if unable, you draw 2 cards instead
7
Handle Crocodile card
Cancel one of Dummy's Utility cards by playing Crocodile on their turn
8
Handle Elephant card
Execute as per text, but you choose wares taken, beginning with you
9
Handle Lion card
Use any Utility cards in Dummy's hand or set aside; you choose cards given to you and Dummy, starting with yourself
10
Handle Snake card
Discard all but one of your face-up utility cards; discard the top card from Dummy's hand if able
11
Handle Travelling Merchant
Dummy bids 3 gold and takes wares unless you pay 3 gold; if Dummy has less, Dummy bids whatever gold available and you must match to take wares
12
Add wares properly
Always fill the topmost spot progressing from top-left to bottom-right; Dummy always skips the 2-cost 6th spot if a small market stand has spaces
13
Remove wares properly
Shuffle all wares up from bottom-right to top-left to fill gaps; Dummy avoids the 2-cost 6th spot when able
14
Play all Dummy's cards
During Dummy's turn, play ALL cards one by one from the top of the stack until Dummy's hand is empty
15
Handle 3/6-Ware cards for selling
If Dummy has any TWO wares (or FOUR for 6-ware), from top-down, sell just those wares for full gold price and discard the ware card
16
Handle 3/6-Ware cards for buying
If Dummy cannot sell, Dummy buys all three wares if there is space and enough gold (including 2-cost 6th spot)
17
Handle 3/6-Ware cards fallback
If card still cannot be played, discard ALL wares from Dummy's market for 1 gold each, then place new wares at no cost
18
Handle Small Market card
Dummy adds to large market if enough gold; otherwise discard with no effect
19
Handle Basket Maker
Dummy pays 2 gold and takes 2 wares (1 if only 1 space) matching bottom-most ware type; if unable, discard
20
Handle Boat card
Dummy takes 1 ware matching bottom-most type (or Default Ware Type); discard topmost card from Dummy's hand
21
Handle Dancer card
Discard top-most 3 wares from Dummy's market; give Dummy 4 gold for each
22
Handle Portuguese card
Discard all wares from Dummy's market; give Dummy 2 gold per ware discarded
23
Handle Wise Man card
Give Dummy 3 gold