Keywords: Resource management, memory game, profit-making, competitive, bluff, incomplete information
Game content: board, wagon modles, wagon marker cards, gold tokens, encounter tokens, trader cards, + rulebook. Mechanics page
Summary: Players are traders, aiming to increase their wealth by running trade wagons successfully to the city, and to finally be the richest trader at the end of the game.
There are several routes to the city, and while the traders choose one to use (one wagon per route), they will also load each of the roads with face-down encounter markers, including bandits, taxmen, shortcuts, and other events. Effects will be positive and negative, but due to placement taking turns, it's unlikely that any single player will know all the events on one route. Game is played on a board, that has the town/city in the middle, surrounded by trade routes of different lengths (3 sets of routes, one for each season.) Trade routes are dotted by encounter/incident slots.
There are three seasons, ie. rounds, during which an increasing amount of wagons per trader are sent to the town. The rewards grow larger when the distance is longer, but so do the risks. Traders can choose to go for small, familiar and secure routes for guaranteed profit, or risk their gold to a bigger journey.
Encounter tokens and trader cards form the interaction between the wagon and the route. Tokens will be drawn randomly and assigned by the player. Cards are random as well, but the player will have the possibility to spend gold to purchase more cards.
Art - each start of the trade route must make the type of goods clear (e.g. spices and ivory from a far, wheat and stone from nearby.)