Commerce is a strategic board game focused on trade, expansion, and technological progress across historical eras. Players compete to build powerful economies, advance technology, and dominate the world through multiple possible victory conditions.
The game emphasizes:
- Resource management
- Trade and negotiation
- Territorial expansion
- Technological advancement
The game ends immediately when a player fulfills any one of the following conditions:
- All enemy workers have been destroyed.
- Send a colony ship to Alpha Centauri, or
- Reach PlayerCount * 20 Technology Points during the Modern Era.
- Possess more gold than the bank, and
- Own all resource cards of a single resource type.
- If all tiles are connected, have the most tiles connected to your Network
The game progresses through six eras:
- Ancient
- Classical
- Medieval
- Renaissance
- Industrial
- Modern
Advancing eras unlocks new resources, technologies, and upgrades.
The game board is made up of terrain tiles:
- Desert
- Water
- Ocean
- Grassland
- Mountains
- Forest
- Farmland
- Tundra
Each tile produces resources depending on the current era.
Resources are collected by placing workers on tiles and successfully rolling the dice.
Only one resource per tile may be collected per turn.
| Terrain | Ancient | Classical | Medieval | Renaissance | Industrial | Modern |
|---|---|---|---|---|---|---|
| Desert | Spices | Artifacts | Oil | Gas | ||
| Water | Fish | Lobster | Shells | |||
| Ocean | Whale | Oil | ||||
| Grassland | Cow | Wool | Egg | Sausage | ||
| Mountains | Stone | Iron | Gold | Aluminum | Silicon | |
| Forest | Wood | Resin | Truffles | Hardwood | ||
| Farmland | Wheat | Rice | Tomatoes | Cotton | Potatoes | Bananas |
| Tundra | Clay | Exotics | Coal | Minerals |
Resources are used for:
- Construction
- Upgrades
- Trade
Players gain Money by:
- Selling resources to the bank
- Collecting taxes
- Trading with other players
Money is spent on:
- Purchasing resources from the bank
- Trading
- Paying worker wages
- Infrastructure maintenance
- All players roll the dice.
- The player with the highest roll becomes Player 1.
- Player 1 places one settlement into any tile.
- Each player begins with 1 worker.
Players take turns clockwise. A turn consists of the following phases:
-
Worker Placement
- The current Player may place/move workers on any allowed tile.
-
Resource Phase
- Roll the dice.
- All players collect all eligible resources.
-
Trade Phase
- All players may freely negotiate trades.
-
Build Phase
- The current player may construct buildings, roads, or upgrades.
| Worker Level | Upgrade Cost | Upgrade Cost | Upgrade Cost | Upgrade Cost | Upgrade Cost | Upgrade Cost |
|---|---|---|---|---|---|---|
| Level 1 | 3 Food | 1 Stone | ||||
| Level 2 | 2 Different Food | 1 Iron | 1 Animal Product | |||
| Level 3 | 3 Different Food | 1 Iron | 1 Animal Product | 1 Building Material | ||
| Level 4 | 4 Different Food | 1 Iron | 2 Animal Products | 2 Different Building Materials | 1 Luxury Good | |
| Level 5 | 5 Different Food | 4 Iron | 3 Coal | 3 Different Building Materials | ||
| Level 6 | 6 Different Food | 4 Iron | 5 Aluminum | 3 Oil | 1 Tech Good | 2 Luxury Goods |
| Structure | Cost | Cost | Cost | Cost |
|---|---|---|---|---|
| Settlement | 5 Food | 3 Wood | 2 Clay | 2 Animal Products |
| City | 10 Food | 5 Stone | 2 Iron | 3 Clay |
| Infrastructure | Cost | Cost |
|---|---|---|
| Road | 3 Clay | |
| Ship | 2 Wood | 1 Wool |
| Tech | Era | Points | Material | Material | Material | Material | Material | Material |
|---|---|---|---|---|---|---|---|---|
| Wheel | Ancient | 1 | 05 Wood | 01 Stone | 01 Clay | |||
| Sailing | Classical | 1 | 03 Wood | 02 Wool | 01 Iron | 1 Resin | ||
| Compass | Medieval | 1 | 01 Iron | 01 Gold | ||||
| Harpoons | Medieval | 1 | 01 Iron | 01 Exotics | 01 Egg | |||
| Printing Press | Medieval | 2 | 10 Stone | 01 Gold | 01 Shell | |||
| Electricity | Renaissance | 3 | 05 Iron | 01 Gold | 01 Coal | |||
| Chemistry | Renaissance | 3 | 01 Artifact | 01 Cotton | 01 Whale | 1 Coal | ||
| Physics | Renaissance | 4 | 02 Artifacts | 10 Clay | 05 Gold | |||
| Penicillin | Industrial | 3 | 10 Oil | |||||
| Sensors | Industrial | 2 | 01 Rare Mineral | 01 Oil | 01 Aluminium | |||
| Medicine | Industrial | 3 | 05 Oil | 05 Aluminium | 05 Resin | |||
| Machinery | Industrial | 5 | 15 Aluminum | 10 Coal | 10 Iron | |||
| Internet | Modern | 5 | 15 Silicon | 05 Minerals | ||||
| Rockets | Modern | 10 | 20 Aluminum | 20 Gas | 10 Silicon | |||
| Antimatter | Modern | 10 | 50 Bananas | |||||
| Colony Ship | Modern | Win tech | 50 Any Food | 10 Iron | 20 Aluminium | 20 Gas | 10 Silicon | 5 Minerals |
Advancing an Era is done, if the Sum of tech points of all Players is equal to or higher than a certain point
| Source | Points |
|---|---|
| Building settlements | 1 |
| Upgrading settlements | 2 |
| Connecting new resources | 1 |
| Constructing world wonders | 2 |
| Researching technologies | See Table above |
| Purchasing points with gold | 100 |
| Era | Needed Techpoints |
|---|---|
| Ancient | 0 |
| Classical | PlayerCount * 3 |
| Medieval | PlayerCount * 8 |
| Renaissance | PlayerCount * 10 |
| Industrial | PlayerCount * 15 |
| Modern | PlayerCount * 20 |
Progressing to the era is done when a round is finished
- 6 Workers per Player max
- 1 Worker at the beginning of the game
- Can move freely 1 Tile per Turn in any direction
- Can move +n Tiles for n = connected street
- Can only move through water if a ship connects the shore to the sea
- Maximum of 3 workers per tile (no matter if your own or combined with enemy)
- Working a tile will result in (WorkerLevel) Amount of 1 resource of the tile the worker is standing on
- When you want to use enemy roads, you and the street´s owner throw a dice
- If the owner throws higher than you, you downgrade your worker by 1(if already at 1, remove the worker entirely)
- If the street´s owner does not wish to throw dice you can pass
- If you walk onto a tile with another player on it you may throw dice to battle him
- For each attack, level your worker down by a level, no matter if you beat him or not
- Attacking another player will not result in level below 0 (death), ensuring death only when being attacked
Combat Advantage Formula The battle result is dependant on the workers level: The formula is defined as follows: The attacker´s eyes count has to be (EnemyWorkerLevel - YourWorkerLevel + 2) higher than the defenders count
Enemy Level 1 Your Level 1 1 - 1 + 2 = 2 Enemy throws Dice = 3 You have to have 5 or higher
Enemy Level 1 Your Level 3 1 - 3 + 2 = 0 Enemy throws Dice = 3 You have to have 3 or higher
Enemy Level 3 Your Level 1 3 - 1 + 2 = 4 Enemy throws Dice = 3 You have to have 7 or higher
Enemy Level 1 Your Level 6 1 - 6 + 2 = -3 Enemy throws Dice = 3 You have to have 0 or higher
This game defines Food as:
- Fish
- Meat
- Egg
- Sausage
- Truffles
- Wheat
- Rice
- Tomatoes
- Potatoes
- Bananas
- Lobster This game defines luxury goods as:
- Spices
- Artifacts
- Lobster
- Shells
- Whale
- Gold
- Exotics
- Cotton This game defines building materials as:
- Wood
- Hardwood
- Iron
- Stone
- Aluminium
- Clay This game defines as burnables:
- Oil
- Gas
- Whale
- Wood
- Hardwood
- Coal
- Resin This game defines tech materials as:
- Rare Mineral
- Silicon
You collect taxes every turn
- 3 Money from every settlement
- 6 Money from every city Both can only be build on an empty tile, that is connected to your Road
They combine all cities(your own and the enemies) into a trade network. They help the worker to move further/allow them to enter ocean tiles
- Every road costs 1 Money per Player turn
- Every worker level costs 1 Money per Player turn
- Every tile further from a town will add 1 Money to worker cost
Example 1: Level 1 Worker At town --> 1 Money Example 2: Level 1 Worker 1 Tile away from Town --> 2 Money Example 3: Level 3 worker is 2 Tiles away from town --> 5 Money
Trade is the most important part of this game, as all game mechanics are designed to encourage trade between the players, rather than with the bank or waiting for the right resource (like it is the case in Catan) Trade in general is open and free. That means, that there are no limits to how much you can trade, in which way, at which time, at which rate etc. As long as all trading partners agree on the trade contract, it is fine with the rulebook. That not only includes resources, but special event cards, cities and settlements, workers and everything else (except the tiles). Go wild with your trade agreements and embrace the capitalism. There is but one caveat for a 100% success rate on a trade you have to be in the same trade network. If you trade without a trade network there is a chance for a bandit attack. A bandit attack goes as follows:
- The trade partners agree on a contract.
- The Partners throw dices Now there are several cases:
- Case 1 all trade partners throw 1 or 2
- Everyone loses his goods to the bank
- Case 2 everyone who throws 1 or 2
- Those players throw all their cards into a pot
- The players with 3 eyes or more now can split the pot in any way they agree on
- If no agreement is reached every player receives their stolen goods back
Every era has 1 expensive world wonder that can only be build by one person. This building gives that player a unique boost in the game
| Era | World Wonder | Cost | Effect |
|---|---|---|---|
| Ancient | Pyramid | 20 Stone | Allows Artifacts to be acquired from Ancient time onward |
| Classical | Colloseum | 10 Stone, 10 Clay | receive 1 pre medieval Food every turn |
| Medieval | Notre Dame | 10 Stone, 1 Iron | receive 10 gold once from the bank |
| Renaissance | Pisa Tower | 10 Stone, 10 Iron, 5 Artifacts | Remove worker distance cost |
| Industrial | Brandenburg Gate | 20 Stone, 10 Aluminium, 10 Iron | When fighting you can reduce the needed eye amount by 1 |
| Modern | Liberty Statue | 20 Stone, 10 Rare Minerals, 10 Iron | Double any non-luxury yield |
Global events will always happen. What event and for how long it will last is dependant 2 factors.
- Throw the event cube, this will determine what kind of event will happen
- Throw a normal cube, this will determine for how many rounds this event will persist.
There are following events:
- Positive natural events --> Example: Monsoon --> Double food production
- Negative natural events --> Example: Drought --> Cut of food production
- Positive economy events --> Example: Low-Credit --> Bank-goods only cost half as much
- Negative economy events --> Example: Bandits --> Every player looses half its resources
The following events are not round-based. Rather the normal cube´s eye count determines the player offset. For Example: 3 Eyes is 3 Players in clockwise direction from the first player
- Positive social events --> Example: Wedding --> Every Player has to give you a gift
- Negative social events --> Example: Coup --> You loose 1 worker to the other player
The first Event happens after the first round is finished. Player 1 will always throw the dice´s to decide the event If it is a social event the next event will happen at the beginning of the next round
Local Events can be used by the player after moving the workers. Local Events will happen instantly and once finished will go back to the bank Local Events can be things like stealing from a player of your choosing, doubling a yield etc. Local Event cards can be acquired the following way:
This game includes:
- 1 Normal D6 Cube
- 1 Colored D6 Cube
- 1 Event D6 Cube
- X Desert Tiles
- X Water Tiles
- X Ocean Tiles
- X Grassland Tiles
- X Mountains Tiles
- X Forest Tiles
- X Farmland Tiles
- X Tundra Tiles
- 1 Pyramid
- 1 Colloseum
- 1 Notre Dame
- 1 Sistine Chapel
- 1 Brandenburg Gate
- 1 Liberty Statue
- 40 Economy Events (20xgood, 20xbad)
- 40 Social Events (20xgood, 20xbad)
- 40 Natural Events (20xgood, 20xbad)
- 40 Local Events
- 60 Spices Cards (20x1, 20x5, 20x10)
- 60 Artifacts Cards (20x1, 20x5, 20x10)
- 60 Oil Cards (20x1, 20x5, 20x10)
- 60 Gas Cards (20x1, 20x5, 20x10)
- 60 Fish Cards (20x1, 20x5, 20x10)
- 60 Lobster Cards (20x1, 20x5, 20x10)
- 60 Shells Cards (20x1, 20x5, 20x10)
- 60 Whale Cards (20x1, 20x5, 20x10)
- 60 Oil Cards (20x1, 20x5, 20x10)
- 60 Cow Cards (20x1, 20x5, 20x10)
- 60 Wool Cards (20x1, 20x5, 20x10)
- 60 Egg Cards (20x1, 20x5, 20x10)
- 60 Sausage Cards (20x1, 20x5, 20x10)
- 60 Stone Cards (20x1, 20x5, 20x10)
- 60 Iron Cards (20x1, 20x5, 20x10)
- 60 Gold Cards (20x1, 20x5, 20x10)
- 60 Aluminum Cards (20x1, 20x5, 20x10)
- 60 Silicon Cards (20x1, 20x5, 20x10)
- 60 Wood Cards (20x1, 20x5, 20x10)
- 60 Resin Cards (20x1, 20x5, 20x10)
- 60 Truffles Cards (20x1, 20x5, 20x10)
- 60 Hardwood Cards (20x1, 20x5, 20x10)
- 60 Wheat Cards (20x1, 20x5, 20x10)
- 60 Rice Cards (20x1, 20x5, 20x10)
- 60 Tomatoes Cards (20x1, 20x5, 20x10)
- 60 Cotton Cards (20x1, 20x5, 20x10)
- 60 Potatoes Cards (20x1, 20x5, 20x10)
- 60 Bananas Cards (20x1, 20x5, 20x10)
- 60 Clay Cards (20x1, 20x5, 20x10)
- 60 Exotics Cards (20x1, 20x5, 20x10)
- 60 Coal Cards (20x1, 20x5, 20x10)
- 60 Minerals Cards (20x1, 20x5, 20x10)
6 Players (Every following times 6)
- X Settlements
- X Cities
- 1 Capital
- X Streets
- X Boats
- 6 Workers