HoT PnP 1.0 (PDF)




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+1 Action

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+1 Netowrk VP

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1

+1 Network VP

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2

+1 Action

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+1 Action

2

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+1 Privilege
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+1 Action

2

+1 Action

+1 Action

3

+1 Privilege

1

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+1 Action

A

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1

3

1

2

1

2

+1 Privilege

+1 Action

2
1

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+1 Action

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+1 Privilege

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A G

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+1 Privilege

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+1 Action

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+1 Action
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2

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2
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+1 Privilege
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+1 Netowrk VP

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+1 Move

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1

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+1 Netowrk VP

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2

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1
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+1 Move

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D

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+1 Move

E H
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4

1

2
+1 Move

2
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2
1
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1

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3

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2

+1 Privilege

4

2
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2
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4

+1 Move
+1 Network VP

3

1
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1
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4
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4
2

+1 Network VP
+1 Network VP
+1 Privilege

J

+1 Card Draw

+1 Card Draw

3

A J

A

A

J

J

3

+1 Action

5

2

3

H G

H

2

+1 Card Draw

G

U J

2

2

2
+1 Netowrk VP

5

2

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+1 Card Draw

2

5

N F

F

N

M F

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2

2

1

1

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5

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1

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+1 Card Draw

2

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+1 Card Draw

I

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1

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5

+1 Card Draw

1

1

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+1 Card Draw

1

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1

+1 Network VP

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+1 Network VP

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+1 Action
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1

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+1 Network VP

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+1 Action

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+1 Network VP

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1

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+1 Move

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+1 Privilege

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+1 Move

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O M

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1
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I M

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4

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3

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+1 Network VP
J

+1 Card Draw

3

+1 Card Draw

+5 VP

1

+1 Card Draw

5

N

+13 VP

A

M

5

1

4

4

3

2

+1 Privilege

+11 VP

4
3

N L

L

N

L

M L

M

+9 VP

3

2

2

3

+1 Netowrk VP

N

A N

N

+1 Privilege

+1 Netowrk VP

N M

U

U N
N

O

O N
N

I

I N

3
2

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K

+7 VP

N K

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M

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E

2

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+7 VP

E N
N

2

4

5
+13 VP

5
4
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4
3
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U
O
I

3

N
N
N

N
K

2

+1 Network VP

2

1
A
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3
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3

+5 VP
+1 Privilege

2

4
N
M

4
M

2
L

2
3
M
K

3

+1 Card Draw
+1 Privilege
+1 Network VP

Take this card when you have
more influence on this planet
than any other player.

Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

Trade Priority / +3 VP

H J
Take this card when you have
more influence on this planet
than any other player.

Take this card when you have
more influence on this planet
than any other player.

Take this card when you have
more influence on this planet
than any other player.
Take this card when you have
more influence on this planet
than any other player.
Take this card when you have
more influence on this planet
than any other player.

G L

Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

I O U

Trade Priority / +3 VP

A

Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

B C

Trade Priority / +3 VP

Trade Priority / +3 VP

Trade Priority / +3 VP

Trade Priority / +3 VP

Trade Priority / +3 VP

Trade Priority / +3 VP

D F
Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

Trade Priority / +3 VP

K M
Take this card when you have
more influence on this planet
than any other player.

Take this card when you have
more influence on this planet
than any other player.

Trade Priority / +3 VP

Trade Priority / +3 VP

Take this card when you have
more influence on this planet
than any other player.

Take this card when you have
more influence on this planet
than any other player.

2 Network VP

2 Move

2

1 Privilege

3 Actions

2 Card Draw

2 Network VP

2 Move

2

1 Privilege

Network

N E

2 Card Draw

Network

Take this card when you have
more influence on this planet
than any other player.

3 Actions

2

Network

2 Network VP
1 Privilege

2 Move

2 Card Draw

2

2 Network VP

3 Actions

1 Privilege

2 Move

2 Card Draw

Network
Network

3 Actions

1 Privilege

2 Move

2 Network VP
2

2 Card Draw

3 Actions

Network
3 Actions
2 Card Draw

2 Network VP
2 Move

2

2

1 Privilege

3 Actions
2 Card Draw

2 Network VP
2 Move

1 Privilege

Network

Honor of Trade (Working Title)
2-6 Players
by Steven Metzger (steven.g.metzger@gmail.com)
--- CRAFTING HoT --Thank you for playtesting Honor of Trade (HoT)! To create HoT, you will probably need:
A) 110-126 poker-sized (3.5” x 2.5”) card sleeves, with uniform backing (playing cards, M:tG
cards, or colored card stock). I suggest 110 backs of one type, and 16 backs of another.
B) 13 sheets of letter-size (8.5” x 11”) white paper or card stock (67-110 lb).
C) 1 sheet of letter-size white card stock (for player boards).
D) Some VP chips in denominations of 1’s and 5’s. Nickels and pennies are sufficient.
E) A decent color printer with margins on each side under one-eighth inch (preferably).
F) A decent paper cutter with a ruler attached.
--- CONTENTS --110 “route” cards (pages 1-11)
16 “trade priority” cards (pages 12-13)
5-7 player mats (pages 13-14)
Some 1 VP and 5 VP chips (your nickels and pennies)
Rulebook (starting on page 16)
--- STEP 1: Printing --Print pages 1-13 of this PDF on white cardstock or paper, and page 14 on white cardstock.
--- STEP 2: Cutting --Cut pages 1-12 according to this plan:
NOTE: Do not cut more than 6 sheets of paper or 3 sheets of cardstock at a time.

Cut page 13 according to this plan, without making cuts 4 and 6.
Cut page 14 according to this plan, without making cuts 2, 4, and 6.
--- Step 3: Sleeving--Put the 110 “route” cards into sleeves with uniform backing.
Put the 16 “trade priority” cards into sleeves with uniform (but different) backing.
You should now have all the components you need! Good luck!

Honor of Trade (Working Title)
2-6 Players
by Steven Metzger (steven.g.metzger@gmail.com)
--- OVERVIEW --In the distant future, blah blah yadda yadda. It’s Andreas Steding’s Hansa Teutonica on cards. Players gain victory
points (VP) by upgrading their skills and controlling trade routes between 16 planets. The game ends immediately
after one player has gained 20 VP tokens or has 15 cards in their “tableau.” The player with the most VP after endgame
scoring wins.
--- CONTENTS --110 “route” cards
16 “trade priority” cards
6 player mats
VP chips (in denominations of 1 and 5)
--- SETUP --Shuffle the 110 “route” cards together. Randomly determine a starting player, and deal them 5 cards. Deal 6 cards to the
player to their left, 7 cards to the next player to the left (if needed), etc etc. Place the rest of the cards (now the “deck”) in
the center of the play area, and allocate an area for the cards to be discarded to. Also place the 16 “trade priority” cards
and VP chips in an accessible area. Finally, give each player one player mat, showing their beginning skills.
The player chosen as starting player takes the first turn. When their turn is over, the player to their left takes their turn,
and play continues this way until the game is over.
--- SKILLS --Each player has the following skills at the start of the game:
3 Actions - On each turn, you may perform three actions.
2 Draw Cards - When you perform a “draw” action, draw 2 cards from the deck.
2 Move - When you perform a “move” action, you may move around 2 of your “in-play” cards.
2 (O) - You may put no more than 2 diamond-shaped, dark-numbered cards in your tableau.
2 VP/Network - At the end of the game, each card in your longest contiguous “network” is worth 2 VP.
1 Privilege - Cards in your tableau may not have a number in their corner larger than 1.
On your turn, there are five actions you can perform:
Play a card: Play a card from your hand to a “chain” in your “in-play” area. This is NOT your “tableau.”
Displace a card: Take a card from an opponents “in-play” area, in exchange for 2-3 cards from your hand.
Claim a route: From a chain of 3 cards in your in-play area, put one into your tableau and discard the other 2.
Move cards: Put X (“Move” skill) cards in your in-play area in different chains.
Draw cards: Draw X (“Draw Cards” skill) cards from the top of the deck.
NOTE: You may never perform an action giving you a hand larger than 10 cards.
--- PLAYING A CARD --Each of the “route” cards is a connection between 2 planets. When you play a card, you must allocate it to a “chain.” This
chain may be no more than 3 cards, and each card in the chain must share a planet with another card in the chain.
--- DISPLACING A CARD --When you take a card from an opponent, put it into any chain in your in-play area and give the opponent 2 cards from
your hand, which they will play immediately to their in-play area without taking an action. If the card you took was
a “(O)” card (diamond shaped symbol in the corner with dark numbering), you must give the opponent 3 cards from
your hand, instead. You may not take a card from an opponent’s chain if the other cards in that chain do not share a
planet.
--- CLAIMING A ROUTE --If you have a chain of 3 cards, you may “claim” it and put one of the 3 cards into your tableau. When a chain is claimed,
the players with the “trade priority” cards of the planets in the chain get a 1 VP chip for each planet.
When you put one of the chained cards into your tableau, the number in the corner of the card cannot be larger than
your current privilege, and you may not have more than the maximum number of “(O)” cards. At this point you may
decide whether you want to add it to your “network” (horizontally), or to your “skills” (vertically). Discard the other two
cards from the chain.

If you add the card to your tableau as a “skill” upgrade, your skill improves immediately after claiming the card (not
before):
+1 Action: You may perform 1 additional action every turn.
+1 Draw Card: When you perform a “draw” action, draw 1 additional card from the deck.
+1 Move - When you perform a “move” action, you may move around 1 additional “in-play” card.
+1 (O) - You may put 1 additional diamond-shaped, dark-numbered card in your tableau.
+1 VP/Network - At the end of the game, each card in your longest contiguous “network” is worth 1 additional
VP.
+1 Privilege - Cards in your tableau may be 1 additional number greater.
If you add the card to your tableau as a part of your “network,” check to see if you take any “trade priority” cards.
--- MOVE CARDS --Select cards from your in-play area, remove them from their current chains (provided you do not break those chains),
then play them to new chains. In one “move” action, you may move as many cards as your “move” skill allows.
--- DRAW CARDS --Draw as many cards from the top of the deck as your “draw” skill allows, putting them into your hand. You may never
have more than 10 cards in your hand at one time, but may take less than your draw skill allows to bring your hand to
that size.
--- STAR-PLANET NETWORK --If you are the first player to include two specific “star” planets (A, E, I, O, and U) in your network, gain a 5 VP chip. There
are 50 possible VPs to be earned in this way.
--- TRADE PRIORITY CARDS --There are 16 “trade priority” cards, one for each of the planets shown on the “route” cards. The first player to add a
planet to their network gets that planet’s “trade priority” card. If another player has more cards of that planet in their
network, OR they have the same number of cards but the sum of the numbers in the corners of each card is larger, they
take the “trade priority” card. Each trade priority card is worth 3 VP at the end of the game for the player who controls it.
--- PLANET N --The “skill” area on cards linking N to A, E, I, O, and U give VP at the end of the game, instead of skill upgrades.
--- END OF THE GAME --The game ends immediately following any action that gives one player at least 15 cards in their tableau, or at least 25 VP
in chips. At this point, each player will count their VP, which includes the following:
- VP chips
- Size of contiguous network in cards, times your “VP/Network” skill rating
- Points gained from Planet N cards
- 3 VP for each Trade Priority card you possess.
The player with the most VP is the winner! In the case of a tie, he player whose turn would have occurred next (had the
game not ended) is the winner.
--HoT version 1.0
February 23rd, 2011
Steven Metzger






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