Dschunke: Rules

Asia's floating markets are pulsating with life. Junks are packed tightly together, bursting with loads of exotic goods from every part of the world. Merchants and their trainees move from boat to boat across narrow wooden foot-bridges, buying for the big markets in the city. In order to make the best deals is it important to be at right Junk at the right time. Skilful coordination of your actions is vital, if you want to become one of Asia's most respected Trade dealers.

Game Materials
[ Please refer to the illustrations in the rules, page 2]

  1 Game board
80 Cargo strips in 4 player colors (Each Cargo strip contains 3 crates, some of which may not always be visible.)
10 Market cards (The Market cards determines how many Yuan you receive for each type of goods, or which type will bring a Special card.)
  3 Markers (The square black wooden markers are used to cover the colored numbers on the Market card as goods are sold.)
30 Special cards (The Special cards will open particular trade possibilities or give a bonus at the end of the game.
  8 Supply cards (Before the game will each player receive 2 Supply cards, which are kept face up on the table in front of him.)
72 Goods cards (There are 18 cards of each type: Fish (brown), Rice (white), Spice (orange), Vegetables (purple) )
  3 Merchants (Each of the three Merchants may only be activated once per round, and only on the junk where he is presently located.)
  2 Trainees (If none of the Merchants are available anymore or their actions doesn't seem interesting, may you seek the service of one their Trainees. Occasionally might it even be a lucrative alternative.)
  1 Junk (The wooden Junk is the Start-player marker that indicates who takes the first turn in a round.)
  1 Turn Overview card (Front: Game turn overview, Back: Reminder of two important rules.)
  1 Summary Sheet (Gives an overview of the Special cards as well as game preparations and set up.)
  1 wad of Game money (The money comes "last, but not least" as wealth is a meassurement for a Trade dealer's reputation.)

The Goal of the Game
Each player strive to become Asia's most respected Trade dealer by making a larger profit than his competitors. To this aid is skilful loading of the Crates onto the Junks of great importance - as income and new supplies of Goods are dependant of this - not to mention clever contacts with Merchants and Trainees.

Game Preparations
Set up for 3 and for 4 players are described on the front of the Summary Sheet. On the backside are the Special cards explained.

Note: The rules are so simple that, after a game or two, will you find all the information you need on the Summary Sheet.

Before the very first game will you have to put the 3 large stickers (Merchants) onto the 3 large wooden discs. The two small identical stickers (Trainees) are attached to the two small wooden discs. The backside of all discs should remain empty.

The Game Turn Sequence
The game is played over 10 rounds. Each round contains the following 6 phases:
1. Market cards and Events
2. Player Actions
3. Resupplying Goods
4. Goods Bartering
5. Move Markers
6. Change Start-Player

Phase 1  Market cards and Events
The Start-player reveals the top card from the stack of Market cards. It determines how much money you can earn on each type of Good in phase 4.
Immediately after the Market card has been revealed, may the Special card "Exchange Goods" be used. When both cards are in game, are they used in player order.
When the Trainees are standing on a space with a "S" (take Special cards) or a "Y" (declare Yuan), will the corresponding event take place. The events are described in detail on page 6 under "Events".

Example: [Illustration page 3, bottom] This Market card dictates that Brown (Fish) is worth 2 Yuan, White (Rice) is worth 1 Yuam, 4 Yuam for Orange (Spice) and a Special card for Purple (Vegetables).

Phase 2  Player Actions
Beginning with the Start-player and following in clockwise seating order, will each player perform exactly one action.
Each Merchant and each Trainee will offer their service, according to the space they occupy, once per round, and a player may perform any of these actions still available.
When a player has performed an action is the used Merchant or Trainee turned face down. The following players may no longer perform this action.

Note: To make it clear for everyone that the next phase is imminent, should the last player in a round also turn over the last remaining Merchant or Trainee after he has performed his action. This makes it easier to ensure that all Merchants and Trainees are moved exactly 1 position forward in phase 5.

The Merchants' Actions:
Each Merchant kan only perform his action on the boat where he is presently located.

Loading Cargo strips: When this action is chosen may you load 2 Cargo strips onto the Junk. The strips are placed adjacent in layers of 3, with every other layer turned 90° (see illustration on page 4).
Cargo strips are never removed. However, they may be covered or moved to other boats by special actions.

Note: A player who has placed all his Cargo strips on board the Junks, cannot place any further.

Important for Scoring later in the game: Only visible Crates counts.

Earn Money on Crates: When this action is chosen will you receive 1 Yuan for each visible Crate. However, you will always receive at least 3 Yuan, even if none of your Crates are visible or you do not have Cargo strip there.

Example: 7 green Crates are visible, so Green player will receive 7 Yuan from the Bank.

Take Goods cards: When this action is chosen may you take a Goods card from from the Junk for each Crate you have visible here. However, you will always receive at least 3 Goods cards, even if none of your Crates are visible or you do not have Cargo strip there.
When you perform this action on the grey Junk, may you take Goods cards from a (single) Junk of your choice.
If there isn't enough cards of the type chosen, may you chose another type.

Note: The number of cards you may take, depends on the number of Crates you have visible on the Grey Junk.

The Trainees' Actions:
The Trainees will always stand directly below the action space they belong to. The action space determines which type of action may be performed at the moment (and the extend, if applicable). A Trainee's action may only be performed on one of the two Junks where no Merchant is present at the moment.

Example: [Illustration page 5, top] In the illustration to the left is the Trainee standing below the space "Load 2 Cargo strips". The player decide to perform this action, and may chose one of the two Junks without a Merchant.

Phase 3:  Resupplying Goods
Each player begins the game with two Supply cards, and more may be acquired during the game. In phase 3 may each player select a Goods card of his choice for each Supply card he has in front of him. The chosen Goods may all be of the same type, or they can be taken from different Junks.

Note: The Start-player begins by taking all the cards he is entitled to; the other players follow in turn order. Keep an eye on which cards the opponents are taking, so you have an idea of their strength during the Bartering.

Phase 4:  Goods Bartering
Each player secretly take a number of Goods cards (even zero) of one type into his fist and place the hand above the table. All players reveal their hand simultaniously, and the bids are dealt with in types.

Note: There is no player turn order in this phase as everybody is playing at the same time. It is actually an auction and not bartering, where the players are bidding Goods cards in the hope of gaining money or Special cards. The German rules call it "poker" because you try to succesfully outmaneuvre your opponents by bluffing.

Only the player who bid the most cards of a type will receive money from the Bank, and the amount paid is listed on the current Market card. The other players who made bids in this color goes empty-handed - but they still lose the cards they offered!
All cards used in the bartering are returned to their stacks on the Junks.

Note: If more players have offered the same high number of cards will they split the money evenly among them, with any fraction lost. The "S" (Special card, see below) cannot be divided, so all goes empty-handed when tied.

The types which were succesfully sold are covered with a square marker. If one or more type still hasn't been sold, will new bartering rounds take place until all four types have been sold or no player has played a card.
If a player by mistake, or deliberate as a bluff, makes a bid containing more than a single color (or a color which has already been sold), is the offer considered invalid
and counts as if he shown an empty fist. The cards are returned to his hand.
When a color on the Market card show the letter "S" instead of a number, may the winner take a Special card (in round 10 may he take 3 Yuan instead). He selects one of the four stacks and search for a card of his choice. The stack is then returned to it's space.

Example: [See illustration page 5, bottom] The current Market card show: brown/S - white/4 - orange/1 - purple/2 Player A offer 1x white, players B and C each offer 3x orange, and player D offer 4x brown.

Player A receives 4 Yuan. Player B and C goes receives nothing (as fractions are rounded down), and player D may seek a card from a stack.
The brown, white and orange spaces are covered with markers. A new (and inevitably final) bidding round is performed, which only involves the 2 Yuan for purple.

Phase 5: Move Markers
The Start-player move each Merchant over the foot-bridge to the next Junk in clockwise direction. The Trainees are moved one space away from their starting position. Turn all markers face up as they are moved.

Phase 6: Change Start-player
The red Junk is handed to the next player in clockwise direction. A new round will take place, beginning with phase 1.


There will be an Event in phase 1 when the Trainees are standing on a space marked "S" or "Y".
S = Each player, beginning with the Start-player, takes a (each a different) stack of Special cards and search it for a card of their choice. The stack is then returned to the space from where it was taken [notice the symbol on the jetty when you take it].
Y = Each player counts his money and declare the amount.

Note: Except for the two occasions per game where the money is declared,
may a player keep his cash ressources secret.

Game End and Cashing Up

The game ends after 10 rounds. All Market cards will have been used by then, and the Trainees will have reach the end of their track.
Each player calculates his final result by totalling:
* his Money
* Bonus payments from Special cards
* the Game End Bonus

As a Game End Bonus will each player receive 4 Yuan for each boat where he has at least one visible Crate. If a player has a Crate visible on all five boats, will he instead receive a total Game End Bonus of 25 Yuan.
The player with the highest combined total has made it as the most respected Trade dealer, and is declared winner. The biggest hand of Goods cards works as tie-breaker.

Set-up Variant

Instead of using the standard set-up could you try the following:
- Mix the three Merchants face down and place them face down on three different Junk of your choice.
- Each player gives 3 of his Cargo strips to the player on his left.
- Beginning with the Start-player will each place one of the strips handed to him on any Junk, with the caveat that no Junk may have more than 3 Cargo strips.
- Finally are the Merchants turned face up, and the game may begin.


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This site is created and maintained by: Carl-Gustaf Samuelsson