Bazaar Rules
A girl's best friend.

1. Play preparation

/join 1 (,2...6) sits at the table 
/start begins (1-6 player)  

2. The play

Through fortunate draws and skillful exchanges of stones, players achieve stone combinations and score points.

The playing field is divided into 4 ranges::

2.1 Carpets

On the right of and left of the screen are the carpets, on which the fellow players sit and collect their stones.
The carpet with the large diamonds indicates whose turn it is.

2.2 Purchase Cards

Beside the player carpets, four jewel combination cards of five stones each are located. By completing one of these combinations, a player may purchase the card and score points.

2.3 Draw Bag and Next-Player Symbol


On the lower left-hand edge, a player may draw one stone per turn from the bag, and ends his or her turn by clicking on the next-player symbol. If gems appear along the bottom and the bag does not become the next-player symbol, then a wild card was drawn, and the player may select a bead of his or her choice.

2.4 Exchange Table
The exchange table is in the center of the gameboard, and functions in both directions. A player clicks on the stone combination that s/he would like to receive and pays the stones opposite it on the other side of the exchange table from the stones on his or her carpet.
3. How To Play
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On his or her first turn, a player begins by pulling a stone from the bag. Starting from the second turn, one can either pull another stone from the bag, or may make a single exchange at the Bazaar. After the exchange or draw from the bag, the player ends his or her turn by clicking the next-player symbol at the bottom left of the screen.

If the player has one of the shown combinations, s/he may also purchase the combination card. S/he does so by clicking on the combination card and then clicking on the next-player symbol.

A turn sequence is therefore always:

1. Draw or exchange
2. Buy (optional
3. Pass

A purchase without prior pulling or trading is not permitted

4. Purchase and Scoring
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If, following a purchase, more stones are on the player's carpet, those remain, and the player may use them in the next round.

The number of points that one receives for a purchase depends on how well the stones were traded before. If the player has exactly the five stones indicated on one of the four purchase cards, s/he receives the most points. The more stones remaining on the carpet, though, the fewer points earned. In this example, ARMistice scored only one point for the purchase.

In addition, the purchase of jewel combinations with at least 4 stones of the same color is more lucrative than the purchase of combinations with more varying stones.

 

All Purchase Stacks Remaining         With An Empty Purchase Stack
Number of Remaining Stones
0
1
2
3 +
Number of Remaining Stones
Cheap Combination (varying stones)
5
3
2
1
X
Valuable Combination (4 or 5 the same)
8
5
3
2
Cheap Combination (varying stones)
X
12
8
5
3
Valuable Combination (4 or 5 the same)

In each of the four purchase-card stacks there are six jewel combination cards. If all purchase stacks are still occupied, apply the less favorable scoring. If at least one pile is empty, the remaining jewel combinations are more value and the scores on the right side of the table apply.

A player can therefore score a maximum of 12 points and a minimum of 1 point per purchase.

5. End

If all 24 jewel combination cards are sold, the game is over, and the player with the highest score wins.

A new game can be started with /reset.