1
Advance previous action tile
Pick up your marker and the action tile you were on, move tile to front of all action tiles (skip on first turn)
2
Choose new action
Place your marker on an unoccupied action; cannot choose the action you just moved
3
Collect income
Take 1 guilder for each occupied action ahead of you
4
Perform selected action
Execute the action as detailed below
5
Optional bonus action
Pay 6 guilders to perform one additional action (any except current), before or after regular action
6
Launch completed ships
At turn end, take shakedown cruise for any completed ships
7
First turn
Use 2 action markers to select your first action
8
Second turn
Do not move first action forward; place one marker on an unselected action
9
Third turn onward
Pick up 2 markers from previous action, move that tile forward, place 1 marker on previous action (now has 2), place remaining marker on new selection
10
Pay tile costs
Top two rows cost 2 guilders, middle two rows cost 1 guilder, bottom row costs 0 guilders
11
Refill after purchase
Remaining tiles slide down to fill gaps, new tiles drawn and placed at top
12
Take ship tiles
Take 1 to 3 ship tiles from Ship Board and pay their costs; must take at least 1
13
Place tiles
Put tiles in any empty spaces at bottom of player mat; once placed, cannot be moved
14
Follow placement rules
No sterns or middles in leftmost position; no bows or middles in rightmost position; no bows and sterns together with no room for middle
15
Complete ship requirements
Need 1 bow on left, 1 stern on right, at least 1 middle between them, no empty spaces
16
Purchase train
Take 1 train tile, pay the cost, place on player mat
17
Take canal tile
Take 1 canal tile from Ship Board
18
Place first tile
If first tile, place boat marker on a space to indicate starting position
19
Extend canal
Place additional tiles adjacent to existing canals with edges lined up
20
Move marker
Move brown ring marker one required space (pay 1 guilder per extra space, max 3 total)
21
Collect equipment
Take the indicated item: smokestack, crane, sail, or cannon
22
Move marker
Move green ring marker one required space (pay 1 guilder per extra space, max 3 total)
23
Collect crew
Take indicated item: captain/officer, businessman, soldier, or propeller
24
Move marker
Move outer ring marker one space (cannot pay for extra spaces)
25
Trade train tile
Trade in only 1 train tile; for each of 3 car commodities, either trade for ship item (one of each type only) or sell for guilders
26
Move marker
Move one space around track; may pay any number of guilders to advance further
27
Choose employee
Select from 3 available employees at that position
28
Collect money
Take 2 guilders from the bank
29
Verify minimum requirements
Ship needs bow on left, 1-7 middles, stern on right, a captain, and canal long enough for full speed
30
Discard failed ships
Ships not meeting requirements score 0 points, are discarded without outfitting, and don't count toward contracts
31
Outfit qualifying ships
Move ship parts off shipyard, add equipment to proper mounting points (black for sails/smokestacks, blue-gray for cannons, green for cranes, specific stern for propellers)
32
Assign crew
All crew except captain require a cabin; some tiles have 2 cabins
33
Calculate speed
Base 4 points if smokestack + propeller (then +1 per additional smokestack, sail, propeller); otherwise base 1 point (+1 per sail or propeller, +1 per pair of smokestacks); minimum speed is 1
34
Score crew
1 point per crew member including captain
35
Score equipment
2 points per cannon or crane
36
Move through canal
Advance ship 1 space per point of speed; choose branch at splits
37
Score symbols crossed
Cannon: 1 point per soldier and cannon; Crane: 1 point per businessman and crane; Lantern/Lifeboat/Lifebuoy: 1 point each on ship; Blue Riband: 1 point per space travelled to that point (first only)
38
Score repeated symbols
Score each symbol type every time crossed (except Blue Riband)
39
Keep launched ships
Set aside for end-game contract scoring
40
Discard used canal tiles
Place face down in scoring discard; disconnected unused tiles go to non-scoring pile
41
Trigger countdown
When a player completes a lap with their action tile, move countdown marker down one position after completing turn
42
Discard contracts
In 4-player: discard 2 of each color when counter reaches 2; in 3-player: discard 1 of each color at 2 and 1; in 2-player: discard 2 of each color when counter reaches 1