Overview
Manila is a game of commodity speculation and betting set in the Philippine port city. Players invest in cargo ships carrying goods to port, place accomplices to influence outcomes, and bid for the powerful Harbor Master position. Dice determine ship movement, making timing and risk assessment crucial. The player with the most money at game end wins.
Components
- 1 game board (harbor with 3 shipping lanes)
- 4 goods: nutmeg, silk, jade, ginseng (with price tracks)
- 3 ship pawns
- Accomplice pawns (multiple per player)
- Shares in each commodity
- Dice
- Money (pesos)
- Harbor Master marker
Setup
- Place the board centrally. Set all goods prices to their starting values.
- Each player receives starting money and accomplice pawns.
- Shuffle and deal share cards.
- Determine first Harbor Master through bidding.
Turn Structure
Each round:
- Auction for Harbor Master: Players bid money. Highest bidder becomes Harbor Master and pays the bank.
- Harbor Master selects goods: The Harbor Master chooses which 3 goods are loaded onto the 3 ships and sets their starting positions based on current prices.
- Place accomplices: In turn order, players place accomplice pawns on the board to bet on outcomes (ships arriving, ships sinking, piracy, etc.).
- Roll dice and move ships: Roll dice 3 times. Each roll moves ships forward. After each roll, more accomplices may be placed.
- Resolution: Ships that reach port deliver goods (prices increase). Ships that don’t arrive may be raided by pirates or repaired. Resolve all accomplice positions.
Actions
Bidding
The Harbor Master auction is key – the Harbor Master controls which goods are shipped and benefits from that knowledge when placing accomplices.
Placing Accomplices
Place pawns on various board positions to profit from outcomes:
| Position |
Payout Condition |
| Ship arrival |
That ship reaches port |
| Pirate |
A ship fails to arrive; you raid it |
| Insurance |
A ship fails; you collect insurance |
| Repair dock |
Repair a failed ship for a fee |
| Harbor pilot |
Help a ship arrive for a bonus |
Goods Prices
Each time a good arrives in port, its price increases on the track. When a good reaches maximum price, players holding shares of that good cash out at the peak value.
Scoring / Victory Conditions
The game ends when any good reaches maximum price on the track. Players total:
- Cash on hand
- Value of held shares (at current prices)
The player with the most total wealth wins.
Special Rules & Edge Cases
- Ships start at different positions based on the goods’ current price (cheaper goods start further back, making arrival harder).
- The Harbor Master must pay their bid to the bank, not to other players.
- Accomplice placement costs vary by position and timing (later placements cost more or offer different odds).
- Pirates can only raid ships that fail to arrive.
- Share values fluctuate throughout the game based on successful deliveries.
Player Reference
| Phase |
Action |
| 1 |
Bid for Harbor Master |
| 2 |
Harbor Master selects 3 goods and ships |
| 3-5 |
Place accomplices (between dice rolls) |
| 6 |
Roll dice, move ships |
| 7 |
Resolve: deliveries, pirates, insurance, repairs |