Pegasus Grog Island Manual Page 5

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5
RAISE THE BID
To raise the bid, the player must use the dice rolled at the beginning of the auction round
to create a bid that is higher than the current bid.  is means that the total number of pips
in the bidding row must end up being higher.
To increase the bid, the player may move the dice around as he likes. He may switch the
place of dice on the bidding spaces, move dice from goods spaces to bidding spaces and
return dice to their goods spaces (any returned die must be placed back onto the goods
space of its color).
However, in creating his higher bid, he must still follow the rules described in the
blue boxes on the previous page!
Note: When creating his bid, the player may play parrot cards to change dice values or to
avoid the requirement to raise the bid (see section “ e parrot cards” on page 8).
Example:
Martina decides
to raise the current
bid from 6 to 8. She
returns the orange
die to its goods
space, slides the
green die over to the
3rd bidding space
and moves the gray
die up to the 2nd
bidding space.
e auction round proceeds
A er the starting player has made the opening bid, the auction round proceeds in a clockwise direction. On his turn, a player must either raise the current bid OR pass.
PASS
If the player passes, he drops out of the current auction round altogether and immediately
carries out the following steps:
1. Receive goods for unoccupied goods spaces
First, the player checks which goods spaces are free (since the dice of these colors are on
bidding spaces). For each free goods space, he takes exactly 1 tile from the supply and
places it in front of him.
2-player game only: In addition to the tiles of the free goods spaces, the player receives
1 tile of the good associated with the peninsula at which the ghost ship is anchored.
If the ghost ship is at the rightmost position (beneath the pirate point track), it is at open
sea. In this case, the player does not get the additional goods tile.
2. Trade with 1 merchant ship
en the passing player must choose 1 of the merchant ships to trade with.
He may not choose the ship farthest to the right (as it is at open sea).
He may not choose any ship that already has a trade marker on it.
He may not choose any ship that he cannot supply (i.e. he doesnt have the goods to do so).
Also in a 2-player game: He may not choose the ghost ship.
e player places his trade marker onto the chosen ship
and must immediately perform the trade. Each ship o ers certain trade
actions. For each trade action the player must return tiles of a certain
type of good to the supply. Which type of good that is depends on the
peninsula at which the ship is anchored.
Each available ship o ers 2 trade actions:
a main trade action and
a claim action.
Important: e player may always substitute goods at the ratio of 3:1.
is means he is always allowed to substitute a needed goods tile with
any 3 goods tiles (of 1, 2 or 3 types), which he returns to the supply.
e player must perform at least 1 action (the main trade action or the claim action)
but may perform both. For the main trade action, he returns 1 or more tiles
of the demanded good to the supply, but never more than the number on the
ships arrow. He may perform the claim action once or as many times as he
likes, provided that he returns the required tiles to the supply each time.
(All trade actions are explained on the next page.)
Example:
Frank decides to
pass. He receives
1 green, 1 yellow
and 1 gray tile from
the supply.
Example in a 2-player game:
In addition to the 1 green, 1 yellow and 1 gray goods tile (as in the
previous example),
Frank would receive a second gray tile (since
the ghost ship is anchored at the gray peninsula).
Example continued:
A er receiving his goods tiles,
Frank places
his trade marker onto the ship anchored at
the yellow peninsula. Now he must per-
form at least 1 of the ships trade actions by
returning at least 1 yellow tile to the supply.
If he returned that 1 tile, he would receive
1 parrot card from the parrot card stack. Or
he could return up to 3 yellow goods tiles to
receive 3 parrot cards. Or he could return 4 yellow tiles to perform 1 claim action.
Or he could return 5 yellow tiles to perform 1 claim action and receive 1 parrot
card. Or he could return 10 yellow tiles to perform 2 claim actions and receive
2 parrot cards, etc.
He would be allowed to substitute any one of these yellow tiles with 3 other goods
tiles (for instance, 2 blue tiles and 1 gray tile).
Special case:
As said before, the player must perform at least 1 trade action. However, if there
are only ships available that demand a type of good of which the player doesnt
have a single tile (and only then), he places his trade marker onto any of these
available ships and refrains from performing a trade action. In this case, the player
is not obliged to enable the trade by substituting the demanded good with
3 other tiles.
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