Nantucket Town Buildings (Top Space) Tavern: In the next whaling phase, you may change a coin to heads. You must have coins on a ship to use this. Mayor’s House: Build a building and use it. The new building may still be used in the same round Courthouse ($3) Build, take $1. Take the money after you build. Lumber Mill: Build an action building for free. You pay nothing to build a light colored building. You may not build a dark, bonus building with this Law Office: Buy a building from the other player. Pay them the original cost, and flip the coin to change ownership. Inn: Pay $1. At the end of the round, take 2 actions. Any available actions except the Inn and the other player’s action can be used, and the Town Hall or Warehouse could be used twice. Resource Buildings (Middle Space) Schoolhouse: Take two silver General Store: Pay two silver coins, and take one Copper coin. This can be done only once per action. Refinery: The other player takes 2 silver, you take 1 Copper. Post Office: Like the Law Office, simply flip the coin to change ownership. The owner always takes $1 at the start of each turn. Town Square: Take $1 for each 2 buildings that have been built by either player. Gambling Hall: Flip a coin, if it is heads take a Copper coin, if it is tails pay a silver. Candleworks: Return 1 Copper from your supply, take $4 in silver. Cooperage: Take $1 per coin on your ship. If you have two ships, count only the coins on one ship. Man the quartedeck! Command the ships “Figurehead” and “Tailwind” in this microgame version of New Bedford. Setup: Select A card and one B card, and place them with the action buildings side by side. (Use A* and B* for the first game) Place the 24 small $1 coins and 12 large $2 coins to the side of the town cards to form the bank. The $1 coins are referred to as Silver coins, and the $2 coins are referred to as Copper coins. The coins are not simply denominations. In Nantucket, when the player is instructed to gain money, it is in silver coins, unless specified as a Copper coin. Each player takes 3 silver coins and 1 Copper coin, and their worker token. The player who knows the rules the best is the first Captain. That player is heads, and takes the ship's wheel token to start. The other player is tails. The Ship's wheel is passed back and forth to track who goes first each round. Action phase The round starts with the Captain taking his turn, by placing a worker on one action space and performing its action. Next, the second player places a worker on an action space and uses its action. Three action spaces have a star instead of a price. These are available from the start of the game and may not be owned by any player. They may be used by both players in a round. The other buildings may only be used once per round. Warehouse: Take 1 Silver from the supply Town Hall: Build a building. Pay the cost shown. Place one of the coins used on heads or tails to indicate which player built it, covering the cost. When built, other buildings’ action spaces become available to be used by either player. Dockyard: Launch a ship by stacking 1 to 4 coins on the player’s side of the town board, if there are not coins there already. These coins are on the ship, and may not be used as resources. Ships may never have the same number of coins on them. A maximum of 4 coins can be on a ship, unless the Wharf is used. A player may return 1 Copper to the supply and take 2 Silver once per turn, and Whaling Buildings (Bottom Space) Drydock: Launch a ship as normal, then take $1 from the supply. Lighthouse: Pay $1 to the supply, then add more coins to a ship. Ships must have different numbers of coins, and no more than 4 coins per ship, even if the ship was launched using the Wharf. Wharf: Launch with up to 5 coins on a ship. Tryworks: Pay 1 silver from a ship. Then take 1 Copper from the supply, add it to your supply. You can only do this if it will not leave same number of coins as an opponent’s ship has (i.e. at least 2 more or 1 less) Captain’s House: Take any number of coins from your ship, and take $1 from the supply. Cooperage: Take $1 per coin on your ship. Shipyard: Launch a second ship. You can only launch a second ship using the shipyard, even if you previously had two ships. Your own ships may have the same number of coins. If so, you choose the order they whale in. this does not count as an action. Whaling After each player has chosen an action or passed, the whaling phase starts. The player with more coins on his ship goes whaling first. To go whaling, flip all of the coins on your ship at once, and compare the results to the chart on the last page. Take the coins indicated for one condition met. Then take 1 of the coins used to meet the condition off of your ship. Add them all to your supply. The other coins remain on the ship for the next whaling phase. The player with fewer coins on his ship goes whaling second, but cannot use the same condition as the other player, except for Empty Ocean. The round ends after whaling. The other player is the new Captain, and starts the new round. End of the Game The end of the game is triggered when a ninth building is built, or when the bank runs out of Copper coins. Players complete the round during which one of these conditions is met, including the whaling phase. The game still ends, even Bonus Buildings (Dark Background) if Copper coins are returned to the bank. Players should keep track of additional coins earned if the supply is empty. Then, players may take all of the coins Points are calculated at the end of the game remaining on their ships. Factory ($3) 1 point for each 2 Copper Winning Office ($5) 1 point per 2 owned buildings After the final whaling phase is completed, Players compare points: one point Church ($7) 3 points per Copper coin, 1 point per building owned, and any points earned from the Monument ($6) 1 point for each building built with Copper. The Copper must shaded buildings. The player with the most points is the winner. Tie breaker is be on the buildings as a marker. the player with the most money. Break further ties by playing again. Mansion ($4 in Copper) 3 points. Must be built using Copper from your supply. OakleafGames.wordpress.com Salvage Yard ($6) 1 point for each coin on your ship at the end of the game. If you have two ships, count only the coins on one ship. Bank ($5): 1 point for each $5, in both Copper and silver. Summer house ($5): 2 points, Skip you next turn after building this building. If bought with the law offices, the turn is not skipped. Row House: ($3), 1 point for each pair of adjacent A and B buildings built (i.e. Tavern and Harbor Office). They may be owned by any player. Sperm Whale Bowhead Whale Right Whale Empty Sea If you have Take this from the supply: 2 Copper Heads 1 Copper, 2 silver 2 Silver Heads 1 Copper Heads 1 Silver Heads 1 Copper Tails No Heads 1 Copper 1 Copper 1 Silver 1 Silver Nothing COINS SIDE 1 COINS SIDE 2
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