Weaving through the dunes like a
dusty serpent, a caravan route winds
past a lush oasis. Travelers flock to
this place, seeking supplies before they
continue their journey under the
harsh desert sun.
As one of five rival merchants, race
your opponents to set up your shops.
Score points by building merchant
tents that produce Water, Camels,
Silk or Spice for you to trade. If you
score the most points, you establish
dominance over the Desert Bazaar
and win the game.
CONTENTS
1 Game Board
15 Camel Cards15 Water Cards15 Silk Cards
60 Resource Cards
60 Tent Tiles
3 Resource Dice35 Tent Markers
(5 Colors, 7 each)
15 Spice Cards
5 Score Markers
Page 2
THE OBJECT
To score the most victory points by strategically building your tents.
GETTING STARTED
1. Set the game board in the center of the playing area.
2. Each player takes 1 set of 7 Tent Markers and the matching-colored
Score Marker.
3. Each player places their Score Marker beside the “0” space of the scoring
track that surrounds the Game Board.
4. Place the hex-shaped Tent Tiles face down and mix them. Leave them face
down to the side of the board.
5. Separate the Resource Cards into 4 stacks – one stack for each type
of resource (Silk, Camel, Spice, Water). Set the cards face up beside
the board.
6. To generate initial resources, each player rolls all 3 dice 3 times and takes a
matching Resource Card for every color rolled.
Blue = WaterGreen = SpicePurple = SilkRed = Camel All 4 Colors = Wild Desert = Dead
NOTE: The side marked with all four colors is Wild and may count as any
resource. The sides of the dice marked with a Desert are “DEAD” and may not be
redeemed for resources. Re-roll any Deserts when generating initial resources.
All players start the game with 9 Resource Cards in their hands. Players can
look at their cards but should keep them hidden from their opponents.
7. After all players have collected their resources, turn over 8 of the hexagonal
Tent Tiles from the pile and place 4 each by opposite sides of the board.
There should be a total of 8 face-up tiles between the two groups.
8. Youngest player goes first.
Tent Tile
Draw Pile
Scoring
Track
Face Up
Tent Tiles
Scoring
Markers
Resource Cards
Face Up
Tent Tiles
OVERVIEW
As enterprising, young merchants, each player attempts to score the most
points by building tents across the oasis. Every TENT TILE has a building
cost of 3 resources, so you must gather the appropriate RESOURCE
CARDS to pay for them – a combination of Camel, Silk, Spice or Water
cards. You score points for each of your Tent Tiles on the board, but as tent
encampments grow, space quickly becomes limited.
You’ll have to manage your resources and build strategically if you want to
dominate the Desert Bazaar™!
SETTING UP SHOP (HOW TO PLAY)
On your turn you may do one of the following:
Roll for additional resources
or
Build tents
Rolling for Additional Resources
You may use your turn in an attempt to collect additional Resource Cards.
This is done in two steps, with a third
STEP 1: Draw 1 Resource Card
Before rolling for resources, you first draw 1 Resource Card of your choice for
free and add it to your hand.
STEP 2: Roll the 3 Resource Dice to generate additional resources.
You may take only
one of the resource types rolled (if a Water, a Silk and a
Camel are rolled, you may only choose one of the resource types – you can’t
take all three); however, if you roll more than one of the
may take as many as you have rolled (if 2 Waters and a Silk are rolled, you
could take either 2 Water Resource Cards or 1 Silk card). A Wild (side of the
die with all four colors) can be any resource.
STEP 3 (OPTIONAL): Re-roll the Resource Dice
It’s a gamble, but you may try to generate
time. After making your first roll (STEP 2), select just one die that shows a
resource you want and set it aside. This is the die you must attempt to match
when re-rolling your remaining “live” dice
rolled (any die not showing a Desert is “live”).
Note: You can improve your chance of a match by setting aside a Wild die after
your first roll; rolling a resource or Wild on your second roll is an automatic match.
When you re-roll, you must get a match to the die you set aside – either by
rolling the same resource or by rolling a Wild (a Desert does not count as a
match). If you roll a match, you may take that number of the resource. If you
fail to roll a match, you forfeit your entire roll and do not collect any Resource
Cards for that roll.
EXAMPLE: Tyler rolls 2 Silk and 1 Spice. He could collect the 2 Silk resources
and end his turn, but Tyler needs Spice, so he keeps the 1 Spice and re-rolls the other
2 dice. He rolls a Wild and another Spice – both matches – so Tyler gets to take 3
Spice resources for his turn. However, if Tyler had rolled a Water and a Camel on his
optional step.
same resource, you
extra resources by re-rolling one
once. Only live dice can be re-
Page 3
second roll – neither one a match – he wouldn’t get to collect any Resource Cards,
not even for the Spice die he initially set aside.
If your re-roll produces a pair that does not match the Resource Die you set
aside, you do not collect any cards.
EXAMPLE: In the example above, if Tyler kept one Spice Resource Die, then rolled
a pair of Water resources on his second roll, he couldn’t collect the 2 Waters. He is
only allowed to collect the type of resource he initially set aside; however, since he
didn’t roll a match to the Spice die he set aside, he forfeits even that.
There is no limit to the number of Resource Cards a player can hold.
If there are not enough Resource Cards in a draw pile, the drawing player
takes as many as are available and play proceeds.
Building Tents
Instead of rolling for resources, you may “
build” Tent Tiles on the game
board. Building tents is done in 3 steps:
STEP 1: Pick a Tent Tile
Tent Tiles contain 2 pieces of information that you need to understand before
you can choose a tile for building:
Building Cost
Building Cost: The 3 colors on the
flag indicate the 3 resources that you
Resource Produced
must pay before the Tent Tile can be
placed on the board. Once paid for, a
Tent Tile’s Building Cost is ignored for
the rest of the game.
Resource Produced: After it has been built, a Tent Tile produces 1 resource type
(Water, Spice, Camel or Silk), indicated by the color of the tent on the tile. You may
be able to use this resource to pay part of the Building Cost for a Tent Tile placed
next to this one (see STEP 3).
When picking a Tent Tile to build, you can choose from either set of 4 faceup tiles that are positioned on opposite sides of the board, but you
cannot
take tiles from both sets in the same turn. Once you begin taking Tent Tiles
from one set, you
must continue to draw Tent Tiles from that set for the rest
of your turn.
STEP 2: Place the Tent Tile on the game board
Tent Tiles can only be placed on unoccupied spaces. They can be placed next
to other Tent Tiles, including tiles belonging to opposing players.
Multiple tiles touching each other are called an encampment.
An encampment may contain no morethan 7 Tent Tiles. You may not place
a tile so that it creates an encampment of more than 7 tiles.
EXAMPLE: The 3 spaces
marked with an X are not
legal spaces in which to play
a tile since the encampment
created would contain more
than 7 Tent Tiles.
After placing a Tent Tile on the board, set one of your Tent Markers on the
tile to claim it as yours for scoring purposes (see SCORING). If you run out
of Tent Markers, you can continue to build if you want to; however, you can’t
score any points for unmarked tiles. Tent Tiles without Tent Markers
cannot
be scored.
STEP 3: Pay the Tent Tile’s Building Cost with Resource Cards
After placing a Tent Tile on the board, you must pay the number and type of
Resource Cards indicated on the Tent Tile, placing the Resource Cards you
spend on their corresponding draw piles. The resources required to pay a
Tent Tile’s Building Cost are identified by color:
Silk = Purple
Camel = Red
Spice = Green
Water = Blue
If you need a Resource Card you don’t have, you may trade any 3 Resource
Cards you hold for
one Resource Card you want. After placing the three cards
on each card’s respective draw pile, take the Resource Card you want.
A Tent Tile’s Building Cost may be reduced if it is placed touching a Tent Tile
that produces a resource the new tile requires.
EXAMPLE: Although Tent A has a
Building Cost of 2 Water resources and 1
AB
Spice resource, if it is placed next to Tent
B, it will only cost 1 Water resource and
1 Spice resource because Tent B produces
1 Water resource that Tent A can use as
part of its Building Cost.
2 Water
Resources
(Blue)
Building Cost
1 Spice
Resource
(Green)
Blue Tent
(Produces
Water)
With clever positioning, a Tent Tile can be built with no actual cost to the
player placing it.
Red Tent
(Produces
1 Camel)
C
D
EXAMPLE: Tent A has a Building
Cost of 1 Spice (green), 1 Camel (red)
and 1 Silk (purple) resource. By placing
it so that it touches Tents B, C and D,
Tent A can be built “for free” (without
Purple Tent
B
(Produces 1 Silk)
spending any Resource Cards). Tent A
can satisfy its entire Building Cost by
using the resources produced by Tents B
Green Tent
(Produces
1 Spice)
Camel
Resource
Spice
Resource
Building Cost
A
Silk
Resource
(Spice), C (Camel) and D (Silk).
NOTE: You can use resources
produced by another player’s Tent
Tiles; however, playing a Tent Tile
next to another Tent Tile does not
require you to use the resource
it produces.
You may build as many Tent Tiles as you can afford on your turn. If you
use all four Tent Tiles from one side of the board, immediately turn over
four more tiles to replenish that side. If you wish to keep building, you must
continue to choose tiles from the same side.
Page 4
After you have completed all of your tent-building for the turn, replenish the
face-up Tent Tiles on that side of the board by drawing up to 4 tiles.
Scoring
You immediately score 2 points for every Tent Tile you play that does not
initially touch any other Tent Tile, and you advance your Score Marker along
the scoring track around the board.
If a Tent Tile is placed touching another Tent Tile, you do not score that tile
until the encampment is completed.
Once an encampment has 7 tiles, it must be scored immediately. You receive
1 point for every tile that you own in an encampment (the Tent Tiles marked
with your Tent Markers). The player who plays the 7th tile to close an
encampment scores 1 additional point as a closing bonus. After scoring is
completed, all Tent Markers are removed from the scored encampment and
they are returned to their owners.
Encampments with fewer than 7 tiles are NOT scored until the game ends.
Game End
The game ends when there is no legal space remaining in which to place a
Tent Tile (remember, no encampment may contain more than 7 tiles), and
players then calculate their final scores.
QUICK REFERENCE CHARTS
Players receive 1 point for each Tent Marker they have on the board.
No closing bonus is awarded for incomplete encampments.
Two points are awarded to the player who holds the most of each individual
type of Resource Card - i.e. 2 points to the player with the most Water cards,
2 points to the player with the most Spice cards etc. If there is a tie for the
most of any resource, no points are scored for that particular resource.
The player with the most points wins.
In case of a tie, the tied player with the most Resource Cards remaining wins.
If it’s still a tie, the game is a draw.
CREDITS
Game Design
Brian Yu
Graphic Design
Mark Rosenbluh
Judy Kinkade
Illustrator
Rich Lynes
Rules and Copy
Tadd Callies
Package Design
Cindy Mason
Game Testers
That Bunch of Limeys
Cincygamers
Fort Collins Tuesday
Night Gamers
Houston Gamers
Westbank Gamers
WV gamers
On your turn you may:
Roll for additional Resources
STEP 1: Draw 1 Resource Card
STEP 2: Roll the 3 Resource Dice to generate additional resources
STEP 3 (OPTIONAL): Re-roll the Resource Dice
or
Build Tents
STEP 1: Pick a Tent Tile
STEP 2: Place the Tent Tile on the game board
STEP 3: Pay the Tent Tile’s Building Cost with your Resource Cards
SCORING
For placing a Tent Tile that touches no other Tent Tiles: 2 points
For placing the 7th Tent Tile to finish an encampment: 1 point
For each Tent Tile you own in an encampment: 1 point
For holding the most of each type of Resource Card: 2 points
FROM: TADD CALLIES (EXT. 4778)
TOY NAME: Desert Bazaar
DATE: 3.30.06
STATUS: FINAL DRAFT (RENAMED FROM “WUSTENBASAR – RULES #8;
REVISIONS BASED ON GAMEPLAY WITH MIKE, KIM AND GARY, CHANGED
INITIAL RESOURCE ROLL PER BRIAN; ADDED PART NUMBER, INCLUDES
REVISIONS FROM MARKETING, LEGAL; REVISIONS BASED ON READTHROUGH OF LAYOUT AND BRIAN’S COMMENTS, CHANGED “COLORED
BOXES” TO “COLORED FLAGS” IN BUILDING COST DEFINITION; ADDED
RESOURCE CARD SCORING RULE, RENAMED FROM FIILE
“G9154_I3L_WUSTENBASAR #12, ADDED ENGLISH LEGALS AND
REMOVED ALL BRACKETS, DELETED 3-POINT LIST OF COLLECTING
RESOURCES AND BUILDING TENTS – SAVED LISTS FOR QUICK
REFERENCE CHART AT END – USE THIS AS FINAL VERSION FOR LAYOUT; REVISIONS BASED ON READTHROUGH OF LAYOUT; ADDED
UPDATED PART NUMBER)
(LOGO)
Desert Bazaar™
(MATTEL LOGO)
(AGE GRADE)
10+
(PLAYERS ICON)
3-5
(INTRODUCTION)
Nomads from five different tribes have traveled to a desert oasis and now the
race is on to set up their shops. Score points by building tents to produce water,
camels, silk and spice for trade. The player who scores the most points
establishes dominance over the area – they take control of the desert bazaar and
win the game.
CONTENTS
(ILLUSTRATION)
(PICTURES OF GAME COMPONENTS WITH CONTENTS CALL-OUTS)
To score the most victory points by strategically building your tents.
GETTING STARTED
1. Set the game board in the center of the playing area.
2. Each player takes 1 set of 7 Tent Markers and the matching-colored Score
Marker.
3. Each player places their Score Marker beside the “0” space of the scoring
track that surrounds the Game Board.
4. Place the hex-shaped Tent Tiles face down and mix them. Leave them face
down to the side of the board.
5. Separate the Resource Cards into 4 stacks – one stack for each type of
resource (Silk, Camel, Spice, Water). Set the cards face up beside the board.
6. To generate initial resources, each player rolls all 3 dice 3 times and takes a
matching Resource Card for every color rolled.
(ILLUSTRATION)
(DICE COLORS)
Blue = Water
Red = Camel
Purple = Silk
Green = Spice
All 4 Colors = Wild
Desert = Dead
NOTE: The side marked with all four resource icons is Wild and may count as
any resource. The sides of the dice marked with a Desert are “DEAD” and may
not be redeemed for resources. Re-roll any Deserts when generating initial
resources.
All players start the game with 9 Resource Cards in their hands. Players can look
at their cards but should keep them hidden from their opponents.
7. After all players have collected their resources, turn over 8 of the hexagonal
Tent Tiles from the pile and place 4 each by opposite sides of the board. There
should be a total of 8 face-up tiles between the two groups.
8. Youngest player goes first.
Page 7
(ILLUSTRATION)
(GAMEBOARD SET UP FOR PLAY)
Tent Tile Draw Pile
Face-Up Tent Tiles
Resource Cards
Tent Markers
Scoring Track
Scoring Markers
OVERVIEW
As enterprising, young merchants, each player attempts to score the most points
by building tents across the oasis. Every TENT TILE has a building cost of 3
resources, so you must gather the appropriate RESOURCE CARDS to pay for
them – a combination of Camel, Silk, Spice or Water cards. You score points for
each of your Tent Tiles on the board, but as tent encampments grow, space
quickly becomes limited.
You’ll have to manage your resources and build strategically if you want to
dominate the Desert Bazaar!
SETTING UP SHOP (HOW TO PLAY)
On your turn you may do one of the following:
Roll for additional resources
or
Build tents
Rolling for Additional Resources
You may use your turn in an attempt to collect additional Resource Cards. This is
done in two steps, with a third optional step.
STEP 1: Draw 1 Resource Card
Before rolling for resources, you first draw 1 Resource Card of your choice for
free and add it to your hand.
STEP 2: Roll the 3 Resource Dice to generate additional resources.
You may take only one of the resource types rolled (if a Water, a Silk and a
Camel are rolled, you may only choose one of the resource types – you can’t
take all three); however, if you roll more than one of the same resource, you may
take as many as you have rolled (if 2 Waters and a Silk are rolled, you could take
either 2 Water Resource Cards or 1 Silk card). A Wild (side of the die with all four
colors) can be any resource.
STEP 3 (OPTIONAL): Re-roll the Resource Dice
It’s a gamble, but you may try to generate extra resources by re-rolling one time.
After making your first roll (STEP 2), select just one die that shows a resource
you want and set it aside. This is the die you must attempt to match when re-
Page 8
rolling your remaining “live” dice once. Only live dice can be re-rolled (any die
not showing a Desert is “live”).
Note: You can improve your chance of a match by setting aside a Wild die after
your first roll; rolling a resource or Wild on your second roll is an automatic
match.
When you re-roll, you must get a match to the die you set aside – either by
rolling the same resource or by rolling a Wild (a Desert does not count as a
match). If you roll a match, you may take that number of the resource. If you fail
to roll a match, you forfeit your entire roll and do not collect any Resource Cards
for that roll.
EXAMPLE: Tyler rolls 2 Silk and 1 Spice. He could collect the 2 Silk resources
and end his turn, but Tyler needs Spice, so he keeps the 1 Spice and re-rolls the
other 2 dice. He rolls a Wild and another Spice – both matches – so Tyler gets to
take 3 Spice resources for his turn. However, if Tyler had rolled a Water and a
Camel on his second roll – neither one a match – he wouldn’t get to collect any
Resource Cards, not even for the Spice die he initially set aside.
If your re-roll produces a pair that does not match the Resource Die you set
aside, you do not collect any cards.
EXAMPLE: In the example above, if Tyler kept one Spice Resource Die, then
rolled a pair of Water resources on his second roll, he couldn’t collect the 2
Waters. He is only allowed to collect the type of resource he initially set aside;
however, since he didn’t roll a match to the Spice die he set aside, he forfeits
even that.
There is no limit to the number of Resource Cards a player can hold.
If there are not enough Resource Cards in a draw pile, the drawing player takes
as many as are available and play proceeds.
Building Tents
Instead of rolling for resources, you may “build” Tent Tiles on the game board.
Building tents is done in 3 steps:
STEP 1: Pick a Tent Tile
Tent Tiles contain 2 pieces of information that you need to understand before you
can choose a tile for building:
(ILLUSTRATION)
(A WATER TENT TILE WITH THE FOLLOWING 2 CALL-OUTS)
Building Cost
Page 9
Resource Produced
Building Cost: The 3 colors on the flag indicate the 3 resources that you must
pay before the Tent Tile can be placed on the board. Once paid for, a Tent Tile’s
Building Cost is ignored for the rest of the game.
Resource Produced: After it has been built, a Tent Tile produces 1 resource
type (Water, Spice, Camel or Silk), indicated by the color of the tent on the tile.
You may be able to use this resource to pay part of the Building Cost for a Tent
Tile placed next to this one (see STEP 3).
When picking a Tent Tile to build, you can choose from either set of 4 face-up
tiles that are positioned on opposite sides of the board, but you cannot take tiles
from both sets in the same turn. Once you begin taking Tent Tiles from one set,
you must continue to draw Tent Tiles from that set for the rest of your turn.
STEP 2: Place the Tent Tile on the game board
Tent Tiles can only be placed on unoccupied spaces. They can be placed next to
other Tent Tiles, including tiles belonging to opposing players.
Multiple tiles touching each other are called an encampment.
An encampment may contain no more than 7 Tent Tiles. You may not place a
tile so that it creates an encampment of more than 7 tiles.
(ILLUSTRATION)
(ONE ENCAMPMENT OF 2 TILES AND ONE ENCAMPMENT OF 5 TILES ARE
SEPARATED BY A SINGLE ROW OF SPACES – THE ROW IS X’ED OUT)
The 3 spaces marked with an X are not legal spaces in which to play a tile since
the encampment created would contain more than 7 Tent Tiles.
After placing a Tent Tile on the board, set one of your Tent Markers on the tile to
claim it as yours for scoring purposes (see SCORING). If you run out of Tent
Markers, you can continue to build if you want to; however, you can’t score any
points for unmarked tiles. Tent Tiles without Tent Markers cannot be scored.
STEP 3: Pay the Tent Tile’s Building Cost with Resource Cards
After placing a Tent Tile on the board, you must pay the number and type of
Resource Cards indicated on the Tent Tile, placing the Resource Cards you
spend on their corresponding draw piles. The resources required to pay a Tent
Tile’s Building Cost are identified by color:
Silk = Purple
Camel = Red
Spice = Green
Water = Blue
Page 10
If you need a Resource Card you don’t have, you may trade any 3 Resource
Cards you hold for one Resource Card you want. After placing the three cards on
each card’s respective draw pile, take the Resource Card you want.
A Tent Tile’s Building Cost may be reduced if it is placed touching a Tent Tile that
produces a resource the new tile requires.
(ILLUSTRATION)
(FIRST TENT TILE ON THE BOARD, SECOND TILE TO THE SIDE. TILE B
PRODUCES A WATER RESOURCE, TILE A HAS A BUILDING COST OF 2
WATER AND 1 SPICE)
A
B
Water Resources (Blue)
Spice Resource (Green)
Building Cost
Blue Tent (Produces 1 Water)
Although Tent A has a Building Cost of 2 Water resources and 1 Spice resource,
if it is placed next to Tent B, it will only cost 1 Water resource and 1 Spice
resource because Tent B produces 1 Water resource that Tent A can use as part
of its Building Cost.
With clever positioning, a Tent Tile can be built with no actual cost to the player
placing it.
(ILLUSTRATION)
(TILE A HAS A BUILDING COST OF 1 CAMEL, 1 SPICE AND 1 SILK. IT IS
BEING PLACED INTO A SEMI-CIRCLE OF 3 TENT TILES – B, C, D – SO THAT
IT TOUCHES ALL OF THEM. TILE B PRODUCES SPICE, TILE C PRODUCES
A CAMEL, AND TILE D PRODUCES SILK)
A
B
C
D
Green Tent (Produces 1 Spice)
Red Tent (Produces 1 Camel)
Purple Tent (Produces 1 Silk)
Building Cost
Spice Resource
Camel Resource
Silk Resource
Tent A has a Building Cost of 1 Spice (green), 1 Camel (red) and 1 Silk (purple)
resource. By placing it so that it touches Tents B, C and D, Tent A can be built
“for free” (without spending any Resource Cards). Tent A can satisfy its entire
Building Cost by using the resources produced by Tents B (Spice), C (Camel)
and D (Silk).
Page 11
NOTE: You can use resources produced by another player’s Tent Tiles;
however, playing a Tent Tile next to another Tent Tile does not require you
to use the resource it produces.
You may build as many Tent Tiles as you can afford on your turn. If you use all
four Tent Tiles from one side of the board, immediately turn over four more tiles
to replenish that side. If you wish to keep building, you must continue to choose
tiles from the same side.
After you have completed all of your tent-building for the turn, replenish the faceup Tent Tiles on that side of the board by drawing up to 4 tiles.
Scoring
You immediately score 2 points for every Tent Tile you play that does not initially
touch any other Tent Tile, and you advance your Score Marker along the scoring
track around the board.
If a Tent Tile is placed touching another Tent Tile, you do not score that tile until
the encampment is completed.
Once an encampment has 7 tiles, it must be scored immediately. You receive 1
point for every tile that you own in an encampment (the Tent Tiles marked with
your Tent Markers). The player who plays the 7th tile to close an encampment
scores 1 additional point as a closing bonus. After scoring is completed, all Tent
Markers are removed from the scored encampment and they are returned to their
owners.
Encampments with fewer than 7 tiles are NOT scored until the game ends.
Game End
The game ends when there is no legal space remaining in which to place a Tent
Tile (remember, no encampment may contain more than 7 tiles), and players
then calculate their final scores.
Players receive 1 point for each Tent Marker they have on the board.
No closing bonus is awarded for incomplete encampments.
Two points are awarded to player who holds the most of each individual type of
Resource Card - i.e. 2 points to the player with the most Water cards, 2 points to
the player with the most Spice cards etc. If there is a tie for the most of any
resource, no points are scored for that particular resource.
The player with the most points wins.
In case of a tie, the tied player with the most Resource Cards remaining wins. If
it’s still a tie, the game is a draw.
Page 12
QUICK REFERENCE CHARTS
(PLACE THE ROLLING AND THE BUILDING STEPS IN A BOX TOGETHER,
SIDE BY SIDE, WITH AN “OR” DIVIDING THE HEADINGS)
On your turn you may:
Roll for additional Resources
STEP 1: Draw 1 Resource Card
STEP 2: Roll the 3 Resource Dice to generate additional resources
STEP 3 (OPTIONAL): Re-roll the Resource Dice
or
Build Tents
STEP 1: Pick a Tent Tile
STEP 2: Place the Tent Tile on the game board
STEP 3: Pay the Tent Tile’s Building Cost with your Resource Cards
(PLACE THE SCORING SECTION IN ITS OWN BOX)
SCORING
For placing a Tent Tile that touches no other Tent Tiles: 2 points
For placing the 7th Tent Tile to finish an encampment: 1 point
For each Tent Tile you own in an encampment: 1 point
For holding the most of each type of Resource Card: 2 points
CREDITS
Game Design
Brian Yu
Graphic Design
Mark Rosenbluh
Judy Kinkade
Illustrator
Rich Lynes
Rules and Copy
Tadd Callies
Package Design
Cindy Mason
Game Testers
That Bunch of Limeys
Cincygamers
Fort Collins Tuesday Night Gamers
Houston Gamers