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Office Cards

These are the additional offices that have been created for this scenario.

Decide the order of operations.
May take Oversight action:

Dice Pool
4 Dice

May add a die per £1 spent. Lower after each check.

Success

Add one military unit, declare war/peace, or
open an order in America.

If the order is in a colonized region, add an unrest cube
to it for each 6 rolled.

May take one debt during turn and Expenses (without an emergency loan).

May take Deploy actions:

Dice Pool

Add dice per declared military units and local alliances.

Remove die
per unrest & enemy strength.

Success

Open all orders. Uncover flag.

You gain a trophy and £1.
Surviving officers gain £1.

If colonized, remove an unrest for each success, add one for each
catastrophic failure rolled.

Does not roll for retirement.

May take a Customs action:

Dice Pool

Determined by Colonial Duty.

May use military units
to add dice, with approval.

Success

Fill orders and increase
the Colonial Treasury.

Gain £1 per taxed order.
Players gain £1 for each collector placed.

Place a closed order (instead of filled)
for each catastrophic failure rolled.

First, if trade in China was successful, place tea crates in your treasury:

Export Icons  x Value of Tea

Next, may take Trade actions:

Dice Pool

Add die per tea crate. Remove die per unrest in declared regions.

Success

Fill orders and increase
the Company Balance.

You gain £1 per order.

After a success, you may not trade again this turn.

First, if trade in China was
successful, place tea crates
in the top of your treasury:

Export Icons  x Value of Tea


Next, may take Auction action:

Exchange tea crates at £1 per crate minimum. Increase the Company Balance by the amount exchanged.