Century: Spice Road
7.3
30-45 min
Grow and trade spices and use them to gain estate.
How many players?
7.3
30-45 min
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Century: Spice Road rules — frequently asked questions
- Can I use a trade card more than once in a turn?
- Yes — within the single "play" action, a trade card may be executed as many times as you can pay its input. Three uses of "2 yellow to 1 green" in one action is legal if you have 6 yellow. Produce and upgrade cards, by contrast, resolve once.
- How does upgrading work exactly?
- Each upgrade step raises one cube one level: turmeric to saffron to cardamom to cinnamon. An "upgrade 2" card gives two steps to distribute — one cube twice, or two cubes once each.
- What do I pay to take a merchant card from the market?
- One cube of your choice placed on every card to the left of the one you take. The leftmost card is free. Any cubes already resting on your chosen card come home with it.
- Is there a hand or table limit for cards?
- No limit on cards — collect as many merchants as you like. The only cap is the caravan: maximum 10 cubes at the end of your turn.
- When do I get my played cards back?
- Only by spending a full turn on the Rest action, which returns every played card to your hand. Timing rests efficiently — ideally when most of your engine is down — is core strategy.
- How do the gold and silver coins work?
- Claiming the leftmost point card also grants a gold coin (3 points); the second-from-left grants silver (1 point). When gold runs out, silver shifts to the leftmost slot and the bonus era winds down.
- What triggers the end of the game?
- A player claiming their fifth point card (sixth with 2-3 players). Complete the round so all players have had equal turns, then total everything up.
- Do leftover spices score anything?
- Yes — every cube in your caravan except turmeric scores 1 point at the end. Turmeric is worthless at game end, so spend it or upgrade it.
- Can I claim a point card if I have extra spices?
- You pay exactly the cost shown; the rest of your caravan is untouched. There's no change-making — you just need to contain the listed cubes.
- Are the starting hands really identical?
- Yes — everyone begins with the same two cards (produce 2 turmeric; upgrade 2). Position is balanced by starting spices instead: later players start with slightly better caravans.