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Fujian Trader box art
2016 Ranked #18,663

Fujian Trader

This trading strategy game has Ming merchant families trade or raid goods, control ports, and stock silver for the most victory points. Rebellions can seize rival ports, while the Manchu invasion sets a short endgame countdown.

Ancient Economic Area Majority / Influence Trading

Players

3-5

Play time

90-180 min

Age

12+

Complexity

2/5

Rating

6.56

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Fujian Trader is a victory-point based, gateway game. The theme and mechanics are based upon the re-discovered Selden Map which depicts trading routes in China and had been lost for nearly 300 years.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Fujian Trader is a victory-point based, gateway game. The theme and mechanics are based upon the re-discovered Selden Map which depicts trading routes in China and had been lost for nearly 300 years. In Fujian Trader, players assume the role of Ming-era merchant families following trading routes in the East China Sea. Victory-points are gained by trading (or raiding) the goods of iron, silk, and rice for silver and influence. To win, players must accrue the most victory-points in order to successfully endure the Manchu invasion and subsequent Ming Empire collapse at the end of the game. The game board is divided up into six different regions separated into six different colors. Each region has several ports. Players start out with a number of ports (dependent on the number of players) and may receive goods based off of which ports they control. When ports produce goods depends on the roll of a colored die. The color the die lands on coincides with the six colored regions and determines which produces goods for that round. Players may purchase additional ports with money gained from trading or incite rebellions in already controlled ports to wrestle them from an opponent. The game ends after the Manchu first invade the Ming Empire. The invasion starts once the last of three Manchu Move cards is drawn from the Event deck. Players then have a three rounds to trade goods and two rounds to store silver, thus accruing victory-points. After the third round of the invasion the game ends, and players tally up victory points to determine who wins.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
3–5
Best with
3–5
Play time
90–180 min
Age
12+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

2
Robert Batchelor Sari Gilbert

Artists

1
(Uncredited)

Publishers

1
Thinking Past

Linked items

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