The tourist season is fast approaching! As a good squire, you came to the Freak Shop to buy enough to fill your mansion.
Find the pieces that will leave your visitors with horrific memories! The cards represent the scary things that every good owner of a slightly bizarre mansion should have in their collection.
Players start with 4 cards in their Manor (personal space) and cards are available to everyone in the Shop in the center of the table. On your turn, you only make one exchange and for this you have two options: Sell at the right price: You exchange any number of your cards for a given total value for any number of cards for the same value. Get a good deal: You exchange a series of cards of the same value for as many cards of another unique value. Before the start of the game, you randomly draw 3 objectives from the 12 existing ones.
Your goal is to finish with the Manor earning the most points in terms of the objectives drawn. For that you will have to make the best exchanges between the cards of your Manor and those available in the Shop.
In a game of Freak Shop, you will try to take advantage of the best opportunities available to develop your Manor, while trying to meet the objectives as well as possible.
Good deals help you grow in value, and fair trade increases your number of cards. Since it's all about trades, the salt of the game is knowing which cards to use for trades and which ones to keep to score as many points as possible!
There is a bustle in Istanbul's Grand Bazaar as merchants and their assistants rush through the narrow alleys in their bid to outsell their competitors.
Everything must be well organized: wheelbarrows must be filled with goods in the warehouses, then quickly transported by the assistants to various destinations.
Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a party of a merchant and four assistants through 16 bazaar locations.
At each of these locations, you can perform a specific action.
The challenge, however, is that in order to take action, you have to move your merchant and an assistant there, and then leave the assistant behind (to handle all the details while you focus on more important matters).
If you want to use this helper again later, your trader must return to this location to pick it up.
Thus, you must plan carefully in advance to avoid finding yourself without assistants and therefore unable to do anything...
In more detail, on a turn, you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant there, or pick up an assistant left earlier, then perform the action .
If you meet other traders or certain people there, you may be able to take a little extra action.
Possible actions include:
-Pay to increase the capacity of your wheelbarrow, which starts the game with a capacity of only two for each good.
-Fill your wheelbarrow with a specified good to its limit.
-Acquire a special ability, and the earlier you come, the easier they are to collect.
-Buy rubies or exchange goods for rubies.
-Sell special combinations of goods to earn the money you need to do everything else.
When a merchant has collected five rubies in their wheelbarrow, players end that turn, then the game ends.
If this player is the only one to have achieved this objective, he wins immediately; otherwise, the ties are severed by the money in hand.