Fujian Trader

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

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.

Components

Setup

  1. Place the game board in the center.
  2. Assign starting ports to each player (number depends on player count).
  3. Shuffle the Event deck and place it face-down (Manchu Move cards are shuffled in).
  4. Place goods and silver tokens in a supply.
  5. Each player takes their player board and starting resources.
  6. Determine first player.

Turn Structure

Each round:

1. Roll the Die

Roll the colored die. The color result determines which region produces goods this round.

2. Collect Goods

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.).

3. Player Actions

In turn order, players take actions:

4. Draw Event Card

Draw and resolve the top Event card. Events may include market changes, political upheaval, or Manchu movements.

5. End of Round

Pass the die to the next player or proceed to the next round.

Actions

Trading

Sell goods (rice, iron, silk) at ports for silver. Different regions may offer different exchange rates. Silver is the primary source of victory points.

Port Acquisition

Buy new ports to expand your trade network. More ports in a region mean more goods when that region’s color is rolled.

Raiding

Players can raid opponents’ goods or trade routes, stealing resources and disrupting their economy.

Rebellion

Incite a rebellion in an opponent’s port to attempt to take control of it. Success depends on influence and resources invested.

Influence

Gain influence through trade and events. Influence serves as both a victory point source and a resource for political actions like rebellions.

Scoring / Victory Conditions

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.

Special Rules & Edge Cases

Manchu Invasion

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.

Regional Production

Each port has fixed production values (specific combinations of rice, iron, and silk). Diversifying across regions ensures consistent production regardless of die rolls.

Port Capacity

Each region has a limited number of ports. Competition for prime ports drives player interaction.

Historical Theme

The game incorporates historical elements of Ming Dynasty maritime trade, including the transition period leading to the Manchu (Qing) Dynasty conquest.

Player Reference

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 |