• A Caravan is represented by camel(s)
  • You must own at least 1 hex to have a caravan
  • You must own 1 palace per owned hex to purchase a caravan camel
  • When you buy additional camels, they can be added to a new caravan (as long as you have a 1:1 ratio of owned hexes palaces to caravans) or to an existing caravan
  • Movement of a caravan is performed using the roll of a single yellow die
  • When you arrive at a structure that is not yours - the owner must split the next harvest with you
    • However, your side of the harvest is multiplied by the number of camels in your caravan
  • If you play a knight card, you can send (a) camel(s) to a blank desert
  • Your caravan can move over hexes angles that do not have roads
  • You can build non-connected roads and structures starting at the front of your caravan - i.e. the first camel
  • Camels can travel from Obelisk to Obelisk without costing wheat / distance.
  • You must feed your caravan camels 1 wheat resource per camel * the roll of the yellow die to move your caravan
  • If you have two camels in your caravan, 2 yellow dice may be rolled, if 3 then 3 yellow dice may be rolled - if you have 4 or more camels, 3 yellow dices is the max that can be rolled

Caravan Camel(s)

Allows you to travel across land that does not have roads constructed

A caravan camel can only move up to 6 hex angles per turn based on the role of the yellow die


Camel(s)

10 Points

5

5

5

0

0

0

0

Palace(s)

Increases each structures output by 1 point.

A palace gives a hex a + 6 bonus to resources on the roll of the dice.

Palace(s)

6 Points

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