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Board of Trade Deck

This is the deck the Colonial Acts. The Colonial Secretary will draw two during the Parliament Meets phase.

Admiralty Courts

When passed, add one military unit to
the Commander, North America‘s army.

The Commander may now Deploy against the smugglers. Each success rolled keeps a smuggled order open and earns
£3 of loot.

Board of Customs

When passed, add one military unit to the army box of North America and increase the
Value of Tea by 1.

Increase the
Commissioner of Customs’ dice pool by 2. When closing orders during Customs, also add an unrest cube to that colonized region.

Collectors gain an additional £1 when placed on an order.

Company Indemnity

Increase the
Value of Tea by 1.
Advance the value of Company Shares, if possible (e.g. from +1/-1 to +2/-2)

Lower Company Debt by 1,
Company Standing by 1
& Available Credit by 2.

Currency Regulation

Each firm gains an additional £1 for each colonized region they successfully traded in America.

During Customs,
when adding to the Colonial Treasury,
add an additional £1.

Debt Recovery

Once per turn, when successfully filling an order, a firm may place a family marker facing down underneath the filled order token or collector. Lower the amount received by the order’s previously-filled value.

Do not remove this facedown marker during upkeep.

In a later turn, when that firm successfully trades on that order, take the marker back to receive the full value of that order (in addition the current trade value).

Colonial Duty

Duty Repealed

Discard the current
Colonial Duty.

Use the rules from the previously active Duty.
If there is not one, the Commissioner may not
check for Customs.

Remove one
unrest cube from
each colonized region.

Colonial Duty

Export Duties

Increase the
Value of Tea by 1.

When rolling customs
checks, use 3 dice.
Add £1 to the Colonial Treasury for each success.

Each firm pays £1 to
the Colonial Treasury
for each colonized region
they traded tea in.

Colonial Duty

Hat & Iron Regulations

Use 2 dice when
rolling for Customs.
Add £1 to the Colonial Treasury for each success.

When a firm fills an order, it may choose a unique Invested Workshop
to gain £1.

Import Tariffs

Decrease the
Value of Tea by 1.

During bonuses, players
add an additional £1 for every two manufacturing enterprises they own
(rounding down).

Reduce the value of all
trades by £1 per region.

Land Speculation

When passed, flip the loot tokens over in the
uncolonized regions.

When a player seeks a share during the Family Actions,
they may pay £1 to place a family marker on this card,
acting as a share.

When a region is colonized,
skip the bonuses for the Commander and Officers. Instead, divide the bonuses between the markers on this card, using the loot rules.

Colonial Duty

Molasses Act

When rolling Customs checks, use 2 dice.
Add 1 to a die with
the lowest value.

Add £2 to the
Colonial Treasury
for each success, placing a collector on a smuggled order.

Gameplay Changes in 1733

Pensioners are not removed until
the end of the Hiring phase.

During the Enlist Writer family action, a player may place a
tax collector in the Commissioner of Customs’ box instead of placing a writer in a Presidency.

Only one Colonial Duty can be active.

Firms operate in America instead
of India. They may take on debt
and emergency loans, similar
to the Company.

Whenever the Company, a firm or the Government takes on debt or a loan, reduce the Available Credit
by one for each.

Colonial Decree

Peace Accord

The Secretary may take one debt during their turn and during Expenses (without taking an Emergency Loan).

The Commander may not deploy into a sovereign region.


Flip this card over when
(a) War Against France is passed,
(b) a Foreign Invasion event occurs,
(c) a Conflict event occurs against a colonized region, or
(d) a Revolt event occurs in more
than one region.

Quartering Required

When passed, add two military units to the Commander, North America‘s army.

When calculating expenses,
the Colonial Secretary must roll a die for each officer and military unit.

For each success, ignore the cost of that unit. For each catastrophic failure, add an unrest cube to a colonized region, distributing them evenly.

Stamp Act

The Colonial Secretary may now roll for taxes during their turn, gaining £2 for the Colonial Treasury.

Declare a colonized region before rolling. Add an unrest cube to that region for each
5 or 6 rolled.

Colonial Duty

Sugar Act

When passed, add a military unit.

When rolling Customs checks, use 3 dice.
Add 1 to a die with
the lowest value.

Add £1 to the
Colonial Treasury
for each success.

Tea Duties Lowered

When passed, increase
the Value of Tea by 2.

Each turn, during upkeep, players must pay a window tax. If window taxes are repealed, lower the Available Credit by 1 instead.

Special Session of Parliament

Tea Regulation

At the start of a turn, the Prime Minister may call a session of Parliament to vote on this law if the Available Credit is less than the either the Company Debt or the number of Tea Crates.
If it’s less than both, the session must be called.
In either case, no other policy or act is proposed.

The initial support of the law equals
the number of Tea Crates in the
Director of Warehouses’ treasury.

The Company gains a trade monopoly on tea in America.
Increase the Value of Tea by 1.
Place the Standing marker on the “S” space on the track and
3 Company ships in the Atlantic.

The Director of Warehouses
becomes the Consignor of Tea.
Return the Director of Warehouses card to the box. Flip this card.

Writs of Assistance

During Customs checks,
the Commissioner may reroll any number of
3s and 4s once.

When closing orders,
add an unrest cube to that colonized region.