TLATELOLCO




INTRODUCTION
Tlatelolco was the great market for the Aztec Empire.
The Aztecs had no coins; so all trade was by barter.
Players are pochteca (merchants) trying to acquire certain goods.

VICTORY
Be the first player to acquire one unit of each of your six target goods.

THE BOARD
Use a chess board. 
Merchant stands are located on the black squares.
There are no stands in the corner squares or the center four squares.
The center four squares is the great temple.

PAWNS
Each player has a pawn to represent their pochteca.
There is also a thief pawn.
Six sided dice are needed.

COUNTERS
Counters represent goods available in the market.
There are 2 sets of counters:
The Sellers Set
The Sellers Set contains one counter of each type described in the Goods counter list.
The Buyers Set
The Buyers Set contains two counters of each type described in the Goods counter list.

SETUP
Each player places his pawn in a corner square.
The thief pawn starts in a red space adjacent to the great temple.
Each player draws one random counter from the Sellers set.
The player writes down the name of the trade good and returns the counter to the set.
A player starts with 20 units of that type of good. (This is that players export good)
Players then, in turn, each draw 6 counters from the sellers set, write down the 
item names, and Return the counters to the set. (redraw if you drew your export good)
These six goods are the player’s target goods.
On each Merchant stand, place one random counter from the Sellers set.
Players roll high to see who goes first.
On each Merchant stand, place two random counters from the Buyers set.

PLAYER TURNS & MOVING
Players take turns.
On your turn roll one die.
You may move your pawn that many number of spaces.
Pawns cannot move into or through the Temple spaces or the thief pawn.
Pawns may enter Black & Red spaces and spaces occupied by other players pawns.
Pawns may move diagonally and orthogonally. 
If you enter a Merchant stand space your turn automatically ends. 
If you end your move on a red space, roll on the red space roll table.

TRADING
When you land on a merchant stand you may trade with it.
The merchant only has one good to trade away (the seller counter) and will
Only trade for two types of goods (the 2 buyer counters). 
Goods are traded on an equal unit for unit basis.
Write down what goods you have after trading.
Stands never run out of their trade good, and their thirst for the other 
2 goods never lessens. 

THE THIEF
If you ever roll a 1 when moving your pawn, roll a second time. 
This second roll is the Thief roll. 
Move the thief exactly that number of spaces (if at all possible) in a 
straight line (orthogonal or diagonal).  The thief does not stop for 
anything but the temple.
If the thief lands on an opponent’s pawn that player looses 1 unit of any 
one good (your choice). 

PLAYER TRADES
Players with pawns in the same space may trade freely.

GOODS COUNTER LIST
Shells & Pearls
Jade
Pineapple
Chocolate
Turquoise
Gold
Silver
Pottery
Tobacco
Bitumen
Feathers
Rubber
Cotton Cloth
Baskets
Sandals
Honey
Turkeys
Edible Dogs
Spices
Copper
Skins
Paper
Jewelry
Obsidian
Corn Flour
Red Dye
Rabbits
Sculptures



RED SPACE ROLL TABLE
2D6	
2	Gain one unit of a good from any adjacent merchant stand
3	Roll 1D6 and move again
4	Move opponent’s pawn to any corner square
5	If adjacent to an opponents pawn do a forced trade
6	Roll 1D6 and move the thief
7	If adjacent to an opponents pawn do a forced trade
8	Roll 1D6 and move again
9	Move to any other Red Space
10	Roll 1D6 and move the thief
11	Move to a corner square and gain 1D6 units of your export good
12	Gain one unit of a good from any adjacent merchant stand

FORCED TRADE
Trade opponent one unit of any one of your goods (your choice) for any one 
unit of any one of his goods (your choice). 






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