How to play
The rules of Talaia at a glance
A trick-taking game where every trick moves the market. Learn it in five minutes, play it in forty. 3–5 players · 40 min · 10+ · 85 cards

Follow suit
Four islands, twelve cards each.
- The leader picks the island and everyone else must follow.
- The highest card takes the trick.
- Low cards rarely win, but they push the price hard.

Fire on the watchtower!
No round starts with trumps.
- The first player who can't follow suit may light the watchtower.
- Their island becomes trumps until the end of the round.
- But whoever lights it has to answer for it…

Everyone can see it
The Fire sits on top of the lit island's goods.
- Trumps win plenty of tricks…
- …but the militia eats the supplies: the price drops.
- Lighting a rival's island is a fine attack.

Board her, or plunder
Four Barbary rais lurk off the coast.
- They can always be played, even when you could follow suit.
- Boarding, they take the trick; plundering, they sink prices.
- If the militia stops them, they score for whoever repels them.

Turn a trick around
Two Smoke cards for the whole game.
- Call «Smoke!» and your island wins the trick.
- No trumps, no corsairs: everything goes overboard.
- Once spent, it's gone.

Prices from 0 to 6
Olive oil, cheese, salt and dried fish.
- Each commodity has a track and a product card that marks its price.
- They all start at 2.
- Winning a trick raises its island's price; trumps and corsairs bring it down.

Keep, wait, sell
The last card of each round is never played.
- It goes to your warehouse, ready to sell.
- At the Llotja you secretly choose what to sell, at the going price.
- Sell too much and the price falls; wait, and you might get rich.

How to win
One card fewer every round: the deck shrinks.
- Points for tricks won.
- Points for corsairs repelled.
- And, above all, points for selling well at the Llotja.
- After four rounds, the highest score wins.
Want the full rulebook?
Talaia is a prototype. Ask for the rules or set up a playtest.
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