EAST INDIAMEN




INTRODUCTION
Players are English Merchants circa 1590 - 1600’s financing Marine Voyages to 
Seek treasure in India and SE Asia. 

VICTORY
The game ends after 2 hours, or when the Treasure deck runs out. 
The player with the most Treasure Points (TP) in their Profit Pile at that time wins. 

EXPEDITIONS
Each Expedition must have one or more Ships (Maximum of 4 Ships). 
Expeditions can also have Trade goods or Silver to trade for Cargo. 
They can also have Gifts to give to foreign rulers, and 
Great Captains to improve their chance of success. 

EXPEDITION LIMIT
You may have a max of 4 Expeditions in play at one time. 

EXPEDITION COUNTERS
Each player has a set of 4 expedition counters and numbered 1 to 4. 
Each players set has a unique color. 

FACTORY COUNTERS
Each player gets 4 Factory Counters of a unique color. 

EXPEDITION MATS
Each player has a piece of paper divided into 4 sections which are 
Numbered 1 to 4. These correspond to each of the 4 possible expeditions the 
Player may have going at the same time. Place the Expedition cards and 
Treasure cards of that expedition in its own section. 

EXPEDITION TRACK
The Track is 40 spaces long. 
There is a start space and an End space.
When starting out, an expedition moves towards the end space.  
When reaching the End space or any point before then, the expedition may turn back. 
When an Expedition finally returns, its treasures go into your Profit pile, and 
All its expedition cards are discarded. 

EXPEDITION TRACK
#	Name			Notes
-	England			Start Space
-	English Channel		Naught
-	Plymouth		Resupply
-	Madeira Islands		Naught
-	Portuguese Carrack	Capture Ship
-	Canary Islands		Naught
-	Scurvy			Hardship
-	Cape Verde Islands	Naught
-	Atlantic Ocean		Naught
-	Lightning Strike 	Storm
-	Rain			Naught
-	Tornados		Storm
-	Guinea Coast		Naught
-	Portuguese Ship		Resupply 
-	Infection		Hardship
-	Equator			Naught
-	Contrary Winds		Naught
-	St. Helena		Resupply
-	Doldrums		Naught
-	Southern Hemisphere	Naught
-	Scourge			Hardship
-	Cape of Good Hope	Resupply
-	Table Bay		Resupply
-	Poorly Manned Ships	Hardship
-	Cape Correntes		Naught
-	Mighty Storm		Storm
-	Extreme Gusts of Wind	Storm
-	Mozambique		Resupply
-	Disease			Hardship
-	Madagascar		Resupply
-	Great Storm		Storm
-	Zanzibar		Capture Ship
-	Dysentery		Hardship
-	Indian Ocean		Naught
-	Split-up		Storm
-	Navigational Error	Naught
-	Arabian Sea		Naught
-	India			Naught
-	Sea Battle		Storm
-	Surat			Trade*
-	Cambay			Cotton
-	Mogul Emperor		Gift
-	Coromandel		Cotton
-	Golconda		Cotton or Trade
-	Masulipatan		Cotton
-	Ceylon			Trade
-	Bay of Bengal		Naught
-	Penang			Resupply
-	Malay Peninsula		Naught
-	Summer Monsoons		Hardship
-	Sickness		Hardship
-	Sumatra			Naught
-	Achin			Trade
-	Eastern Monarch		Gift
-	Strait of Malacca	Capture Ship
-	Priaman			Trade
-	Weariness		Hardship
-	Java			Naught
-	Bantam			Trade
-	Trade Agreement		Gift
-	South China Sea		Naught
-	Farther East		Naught
-	Spice Islands		Trade
-	Moluccas		Naught
-	Makain			Trade
-	Dutch Holdings		Naught
-	Pepper Ports		Trade
-	Banda Islands		Naught
-	Pacific Ocean		End Space
* = Won't Trade for Cotton

SETUP
Players take their expedition counters and mats. 
Players roll high on 1D6 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases: 
1. Expedition Phase
2. Launch Phase
3. Action Phase

EXPEDITION PHASE
Draw 2 Cards from the Expedition Deck and discard 1 of them. 
Add the card to your Expedition Pile. 
If the deck runs out, shuffle the discard and draw from it. 

LAUNCH PHASE
If your Expedition Pile contains at least 1 Ship, you may launch the Expedition. 
If your Expedition pile has 8 cards you must launch, unless you don’t have a ship, 
In which case you must discard your entire Expedition pile, and gain 1 Treasure. 
Assign the Expedition a number 1 to 4. 
Place the corresponding numbered Expedition Counter onto the start space of 
The Expedition Track and place all the expedition cards from the pile into the 
Corresponding section of your Expedition Mat. 

ACTION PHASE
In order of Expedition Number, move your expeditions along the track. 
Roll 1D6 and move the Expedition that number of spaces. 
Each space offers one possibility, helpful, or hurtful: 

TRADE SPACES
Gain 1 Ships supply Token.
You may discard 1 Trade good card to draw 1 Treasure Card. 
You may discard 1 Silver card or 1 Cotton Token or 1 Merchant Card to draw 2 Treasure Cards. 

COTTON SPACE
Gain 1 Free Cotton Token or 1 Supply Token. 
You may discard 1 Trade Good card to gain 1 Cotton Token. 
You may discard 1 Silver card to gain 2 Cotton Tokens. 

FOREIGN LAND SPACE
Gain 1 Ships supply Token.
You may discard a Gift card to draw 3 Treasure Cards. 

CAPTURE SHIP SPACE
Roll 1D6 on the Capture Table. 
Get -1 to the roll if you have a Great Captain in your Expedition. 

CAPTURE TABLE
1D6	Notes 
0	Roll Again
1	Gain 1 Treasure
2	Gain 2 Treasures
3	Gain 3 Treasures
4-5	Nothing
6	Lose 1 ship

STORM SPACE
Roll 1D6. This is the Storm Roll. 
On 5+ you lose 1 Ship. 
Get -1 to the roll if you have a Great Captain in your Expedition. 

HARDSHIP SPACE
Roll 1D6. This is the Hardship Roll. 
On 3+ you lose 1 Ship. 
You may discard a Ships Stores Card or Token to negate this roll. 

RESUPPLY SPACE
Gain 1 Ships Supply Token.  

CARGO LIMITS
Each Ship can hold a Max of 5 Treasure cards, Trade Good cards, Cotton Tokens, or   
Ships supply Cards/Tokens. 

ESTABLISHING FACTORIES
When you land on a Trade Space, you may discard a Merchant Card to place one of 
your Factory tokens on the space. 
From now on, you may always stop at this space, even if your Move Roll would 
normally send you past it. 
Only 1 player may have a Factory on a space. 

MEETINGS
If 2 expeditions meet in the same space, they may trade any and all 
cards and counters, as the owners agree. 


EXPEDITION DECK
#	Name
20	Indianman Ship
5	Great Captain
10	Trade Goods
5	Spanish Silver
5	Fine Gifts
10	Ships Stores
5	Merchants

TREASURE DECK
#	TP	Type
2	11	Ginger
4	18	Cinamon
3	12	Cloves
3	13	Tumeric
2	14	Cardamom
9	15	Pepper
2	10	Coriander
2	8	Mace
3	6	Cochineal
1	24	Gems
2	20	Jewelry
2	5	Calico
1	7	Tapestries
2	9	Nutmeg
1	20	Amber
1	21	Pearls
1	22	Ebony
1	23	Gold
1	25	Diamonds	
2	16	Tea
2	17	Coffee
TP = Treasure Points
Note: Cotton Tokens can be turned in for 4 TP each





LINKS
East Indiamen     Wikipedia







Return to Warpspawn Mainpage