AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Fujian Trader is a historical strategy game for 2-4 players set during the final years of the Ming Dynasty. Players are merchant families trading goods along routes in the East China Sea. The board is divided into six colored regions, each containing several ports that produce goods (rice, iron, silk). Players buy ports, collect goods when their region’s die color is rolled, trade goods for silver and influence, and earn victory points. The game ends when the Manchu invasion triggers from the Event deck, after which players have a few final rounds to maximize their silver and influence.
Each round:
Roll the colored die. The color result determines which region produces goods this round.
Every player who owns a port in the active region collects goods based on that port’s production values (e.g., 2 rice, 1 rice + 1 iron, etc.).
In turn order, players take actions:
Draw and resolve the top Event card. Events may include market changes, political upheaval, or Manchu movements.
Pass the die to the next player or proceed to the next round.
Sell goods (rice, iron, silk) at ports for silver. Different regions may offer different exchange rates. Silver is the primary source of victory points.
Buy new ports to expand your trade network. More ports in a region mean more goods when that region’s color is rolled.
Players can raid opponents’ goods or trade routes, stealing resources and disrupting their economy.
Incite a rebellion in an opponent’s port to attempt to take control of it. Success depends on influence and resources invested.
Gain influence through trade and events. Influence serves as both a victory point source and a resource for political actions like rebellions.
Victory Points are earned from:
Game End: The game ends after the last of three Manchu Move cards is drawn from the Event deck. Players then have 3 rounds to trade goods and 2 rounds to store silver. After the final invasion round, victory points are tallied.
Winner: The player with the most victory points wins.
Three Manchu Move cards are shuffled into the Event deck. When the third is drawn, the invasion begins, triggering the endgame. The timing is somewhat unpredictable, as the cards can appear at different points.
Each port has fixed production values (specific combinations of rice, iron, and silk). Diversifying across regions ensures consistent production regardless of die rolls.
Each region has a limited number of ports. Competition for prime ports drives player interaction.
The game incorporates historical elements of Ming Dynasty maritime trade, including the transition period leading to the Manchu (Qing) Dynasty conquest.
Round: Roll die -> Collect regional goods -> Player actions -> Event card
Goods: Rice, Iron, Silk -> Trade for Silver
Victory Points: Silver + Influence + Ports
Key Numbers: | Item | Value | |——|——-| | Regions | 6 (color-coded) | | Goods types | 3 (rice, iron, silk) | | Manchu Move cards | 3 (triggers endgame) | | Players | 2-4 |