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What's in the Box |
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Game Board
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100 Gemstones, 25 each of four colors.
Spare gemstones are included, but only 25 of each color should be
used in the game.
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Four Sets of Playing Pieces
Each color-coded set contains one short Points Marker, one flat
Start Disk, one Merchant Piece, one Die and three Action Cards
(Gemstones, Points, and Die).
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Rules
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The Object of
BASARI |
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In BASARI players act as merchants who compete on
the streets of a lucrative gem marketplace. Each turn, players
simultaneously move their Merchant Pieces on the board, and then
barter gemstones to earn valuable points. The player with the most
points after three rounds wins BASARI. |
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Setting Up |
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1. |
Open and place the game board in the center of the
table. |
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2. |
Place 25 gemstones of each color on the matching
colored carpets on the game board. |
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3. |
Each player takes 12 gemstones, 3 of each color,
from the carpets on the game board. Players' gemstones must be
displayed so all can see them. |
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4. |
Each player selects a set of Playing Pieces in one
of the four colors. The pieces are placed as follows— |
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Points Marker—The Points Marker is used to keep track
of points earned as the game progresses. Players set their
Points Markers on the START arrow located on the Points
Track bordering the game board. |
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Start Disk—The Start Disk is used
to keep track of a player's starting place as his or her
Merchant Piece is moved. Players set their Start Disks in
any archway on the game board. The choice of which archway
is up to each individual player. More than one disk can
occupy an archway space at one time. |
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Merchant
Piece—The Merchant Piece is used to track each
player's movement around the archway spaces on the game
board. To start, players set their Merchant Pieces on top of
their Start Disks. |
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Die—The Die is rolled
each turn to start the Movement Phase. It is also rolled in
conjunction with the Die Action Card (see Action Cards below). |
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Action Cards—The three
Action Cards (Gemstones, Points, and Die) are used each turn to
start the Action Phase. Each player retains his or her set of
Actions Cards to be used throughout the game. |
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Playing the Game |
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Each turn consists of a Movement Phase, followed by
an Action Phase. Turns continue until the end of a round, when Bonus
Points are recorded. A full game consists of three rounds of play. |
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1. Movement Phase
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Simultaneously, all players roll their Dice. Each
player moves his or her Merchant Piece, clockwise, the number of
archway spaces indicated on his or her Die. Players now proceed to
the Action Phase of the turn. |
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The Start Disks stay where they were originally
placed so that all players will know when a player has completed one
lap of the board. When a player's Merchant Piece completes a lap of
the board by landing on, or passing his or her Start Disk, players
complete the Action Phase as usual and the round ends. Bonus Points
are then recorded. |
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A Merchant Piece may pass through, or land on, an
archway space occupied by another Merchant Piece or a Start Disk. |
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2. Action Phase |
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Simultaneously, each player selects one of his or
her three Action Cards and places it face down. When all players
have their cards face down, the cards are turned face up and
compared. What happens next depends on the number of players who
selected each type of Action Card: |
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One Player–If an Action
Card was selected by only one player, the player immediately carries
out the action for that card (see Action Cards). |
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Two Players–If the same
Action Card was selected by two players, those players must barter
gemstones to determine which player proceeds with that action and
which player gives up the action in exchange for gemstones (see
Bartering below). |
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Three or Four Players–If
the same Action Card was selected by three or four players, that
action is cancelled, and none of these players may proceed with the
action. |
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The choice of which card to play during the Action
Phase of each turn will depend upon where a player's Merchant Piece
landed during the Movement Phase. The player must consider the
points and gemstones available in his or her archway, and weigh the
benefits of competing for the available points, or trying to improve
his or her chances of securing the Bonus Points available for that
round. To do this, he or she must evaluate the number of gemstones
held by each player, and also consider how far each player has
progressed around the board relative to the other players. |
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Action
Cards |
Earning the right to carry out the action
for a particular card allows the player to: |
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Take the number and colors of gemstones, as
shown in the archway where the Merchant Piece is located,
from the carpet on the game board . |
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If there are not enough gemstones on a
carpet, players take only as many as are available. |
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Move the Points Marker the number of spaces
on the Points Track equal to the number in the archway where
the Merchant Piece is located. |
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Roll the Die.
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Move the Merchant Piece the number of archway spaces
shown on the Die.
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Subtract the number shown on the Die from six and move
the Points Marker that many spaces on the Points Track.
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Example: When a player rolls a 4 on the
Die, the Merchant Piece is moved 4 archway spaces AND the
Points Marker is moved 2 spaces on the Points Track. |
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NOTE:
If this action results in a player's Merchant Piece
completing a lap of the board by landing on, or passing his
or her Start Disk, players complete this Action Phase as
usual and the round ends. Bonus Points are then recorded
(see Bonus Points on page 4). |
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Bartering |
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If an Action Card is selected by exactly two players
during the Action Phase (see page 2), the players must barter
gemstones to determine which player proceeds with the action. |
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1. |
The player who currently has the most points
recorded on the Points Track (Player A) begins the bartering by
offering the other player (Player B) any number or color combination
of gemstones. |
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If the players are tied for points, simply roll the
Die to determine who begins the bartering. |
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If Player A does not have any gemstones, or does
not want to offer any, he or she forfeits the right to carry out the
action to Player B. |
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2. |
Player B must choose to accept or reject the offer.
If accepted, Player B takes the gemstones offered by Player A, and
Player A carries out the action (see Action Cards on page 2). If the
offer is rejected, Player B must raise the offer (see Raising the
Offer). Then Player A must choose to accept or reject that offer. |
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3. |
Bartering continues back and forth with each player
choosing to accept the offer, or reject it and raise the offer,
until one player accepts the offer of the other player. By accepting
the offer, the player agrees to give up the right to carry out the
action in exchange for the gemstones agreed upon in the barter. The
player whose offer is accepted pays the other player the agreed
number and color of gemstones and carries out the action. |
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NOTE: In a four player
game, when two sets of players may need to barter during the same
turn, the order of bartering is as follows: Die Cards, Points Cards,
and then Gemstones Cards. |
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Example: If two people play Die Cards and two play
Gemstones Cards, those who played the Die Cards would barter first. |
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Raising
the Offer |
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When bartering, there are two
ways to raise the offer: |
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1. |
Offer more gemstones, in any color
combination, than the previous offer. |
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Example: If a player offers 3 red
gemstones, offering 4 blue gemstones would raise the offer. |
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2. |
Offer the same number of gemstones, but
gemstones of higher value. The relative value of the gems is
as follows: |
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Highest Value ———> Lowest Value |
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When the same number of gemstones is
offered, count the red gemstones first. If the number of red
gemstones is higher, then the offer is higher, regardless of
the colors of all other gemstones. If the number of red
gemstones is equal, then count the number of yellow
gemstones. If the number of yellow gemstones is higher, then
the offer is higher, regardless of the colors of all other
gemstones. If the number of red and yellow gemstones is
equal, then count the green gemstones, and so on. |
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Example: If a player offers 3 green
gemstones, offering 1 yellow and 2 blue gemstones would
raise the offer. |
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NOTE: When raising
the offer, players do not have to build on previous offers.
They can take back their original offer, and offer a new
combination of gemstones. |
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Example: If a player offers 2 yellow
gemstones and the opponent raises the offer with 1 yellow
and 1 red, the first player may take back the yellow
gemstones and offer 3 blue gemstones on the next turn. |
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Players may only offer the gemstones in
their possession. Trading and borrowing are not permitted. |
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Bonus Points |
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Bonus Points are awarded at the end of each round. A
round ends after the Action Phase of a turn in which at least one
player's Merchant Piece has completed a lap of the board by landing
on, or passing, his or her Start Disk. Bonus Points are awarded as
indicated on the Bonus Points Chart below and on each corner of the
board. Record Bonus Points by moving the Points Markers along the
Points Track. If a player accumulates more than 80 points, he or she
simply continues around the Points Track to add to his or her total
score. |
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Bonus Points Chart |
For each color, the player with the most
gemstones at the end of a round receives the points
indicated for that color on the Bonus Points Chart. The
player must then return 3 gemstones of that color to the
matching carpet in the center of the board. If two, or more,
players tie by having the most gemstones of one color, they
divide the points equally, or round down if points cannot be
divided equally. In the case of a tie, each player in the
tie must return 2 gemstones of that color to the matching
carpet in the center of the board. |
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If a player does not have the required
number of gemstones to return to the carpet, he or she
returns as many as he or she has of that color. Players
retain their remaining gemstones for the next round. |
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Each player whose Merchant Piece has
completed a lap of the board by landing on, or passing, his
or her own Start Disk, receives 10 Bonus Points at the end
of the round. |
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After recording the Bonus Points, players move their
Start Disks to the archway occupied by their Merchant Pieces and the
next round begins. |
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Winning the Game |
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A game consists of three rounds of play. The player
with the most points after three rounds wins! |
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In case of a tie: If two,
or more, players tie for the most points, the player with the most
gemstones wins. If the tied players have the same number of
gemstones, then the player with the more valuable gemstones wins. To
determine which player has the most valuable gemstones, start by
counting the red gemstones—the player with the most red gemstones
wins (regardless of other gemstones held by either player). If the
players have an equal number of red gemstones, count yellow
gemstones—the player with the most yellow gemstones wins (regardless
of other gemstones held by either player). Continue this process
with green and then blue gemstones as needed. |
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Example: If Player A has 6 red and 2 yellow
gemstones and Player B has 6 red and 2 green gemstones, Player A
wins because yellow gemstones are more valuable than green.
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