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Istanbul

A routing puzzle set in Istanbul's bazaar district, where you lead a merchant and four assistants to collect rubies. The unusual rule of dropping off and picking up assistants turns every move into a route-planning decision, and the game won the 2014 Kennerspiel des Jahres (Connoisseurs' Game of the Year).

My collection
👥 2–5 players (best with 4) age 10+⏱️ 40–80 min🎯 weight 3/5
Strategy

Rules

Lead a merchant and four assistants through 16 Places of the bazaar to collect rubies. You can only act at a Place by dropping off or picking up an assistant, so every move is a routing puzzle.

Edition: Base game, 2–5 players (per the 2018 Pegasus Spiele Big Box English rulebook, Base Game section)Checked against one official rulebook · other edition pending

Components

ComponentCountNotes
Place tiles16Form the 4×4 game board. Each has a fixed number (1–16) and a unique action.
Merchant disc & Assistants1 + 5 per color4 Assistants start stacked on the Merchant; the 5th is freed only by a Mosque bonus.
Wheelbarrow & extensions1 + 3 per playerHolds your goods. Completing all 3 extensions grants a one-time Ruby from the Wainwright.
Family member1 per playerSits at the Police Station, or gets caught by other merchants and sent back there.
Lira & Rubiesmany · 42Lira is the shared currency; Rubies are both the win condition and stored on your Wheelbarrow.
Mosque tiles16Come in 2-tile pairs per color. Completing a pair grants an immediate Ruby.
Governor & Smuggler tokens1 eachOffer a Bonus card or a good on encounter, but always for a price.
Demand tiles, Bonus cards, DicemanySell goods at the markets, manage your hand at the Caravansary, and roll at the Black Market / Tea House.

For 2–5 players aged 10 and up; the official rulebook lists 40–80 minutes. The first player to collect 5 Rubies (6 with 2 players) ends the current round and triggers the end of the game. Whoever has the most Rubies wins.

Setup

  1. 1Lay out the 16 Place tiles in a 4×4 grid. For your first games, use the official recommended layout shown below.
  2. 2Randomly pick a start player, give them 2 Lira, and give 1 more Lira to each following player clockwise. Each player draws 1 Bonus card.
  3. 3Each player stacks their 4 Assistants on their Merchant disc and places the stack on the Fountain (7); Family members start at the Police Station (12).
  4. 4Sort the Mosque tiles into 4 stacks by color and symbol count, place them at the Small/Great Mosque (14/15), and put Rubies on each stack equal to the player count (remove the 3- and 5-symbol tiles with 2 players, the 5-symbol tiles with 3 players, or place only 4 Rubies per stack with 5 players).
  5. 5Set the Wheelbarrow goods indicators to the leftmost space and the 4 Mail indicators on the top row of the Post Office (5). Shuffle the Demand tiles into stacks at the Small/Large Market (10/11), then roll the dice to place the Governor and Smuggler tokens.
  6. 6Place a track of Rubies (one per player) at the Sultan's Palace (13) and Gemstone Dealer (16). Shuffle the rest of the Bonus cards and set them, the Lira supply, and dice beside the board.
15521441273861191310116Red spaces = Places that grant Rubies
Official recommended beginner layout (Short paths). Red spaces (1, 13, 14, 15, 16) are the Places that grant Rubies.

Your turn — move, assistant, action, encounters

  1. 1Move — move your Merchant (and the Assistant stack beneath it) 1 or 2 Places horizontally or vertically. No diagonals, and you must end on a different Place.
  2. 2Handle an Assistant — if one of your Assistants is already at the target Place, pick it up onto your stack. If none is there, leave the bottommost Assistant from your stack behind.
  3. 3If you can do neither (no Assistants left in your stack, and none waiting there), your turn ends immediately (the Fountain is an exception).
  4. 4Encounters — if another Merchant is there, pay them 2 Lira each (except at the Fountain). If you can't or won't, your turn ends immediately.
  5. 5Action — carry out the Place's action (whether you picked up or left an Assistant). You may skip it if you don't want it.
  6. 6Further encounters — if another player's Family member is there, you must catch them and send them to the Police Station. If the Governor or Smuggler is there, you may optionally pay to take their benefit.
Before (waiting Assistant included: 2)M
After picking up (3)M
Before (3)M
After leaving one (2)M
Left: arriving where your Assistant was waiting, your stack grows from 2 to 3. Right: arriving where none is waiting, you leave the bottom one behind and shrink from 3 to 2.

Running out of Assistants ends your turn

If your destination has no Assistant of yours and your stack is already empty, your turn ends immediately with no action. The Fountain (7) is the only exception — you may act there (recall Assistants) with no Assistant needed.

Encounters — merchants, family, Governor, Smuggler

Already present at the Place22 Lira per Merchant👪Family member
Forced to the Police Station (reward: 1 Bonus card or 3 Lira)
Entering a space with another Merchant costs 2 Lira per Merchant there. Another player's Family member there must be caught and sent to the Police Station.
  • Other Merchants — pay 2 Lira to each Merchant present there. No payment at the Fountain. If you can't pay, your turn ends immediately.
  • Another player's Family member — you must catch it and send it to the Police Station, choosing 1 Bonus card or 3 Lira as a reward per Family member caught (you may pick differently for each). No encounters happen at the Police Station itself.
  • The Governor — you may draw 1 Bonus card, but if you do, you must either pay 2 Lira or discard 1 Bonus card from hand.
  • The Smuggler — you may take 1 good of your choice, but if you do, you must either pay 2 Lira or discard 1 Bonus card from hand.

If you used the Governor's or Smuggler's benefit, roll the dice and move that token to the rolled Place (roll separately if you used both).

The 16 Place actions

No.PlaceAction
1WainwrightPay 7 Lira for 1 Wheelbarrow extension. Completing the 3rd extension grants 1 Ruby, once only.
2·3·4Fabric/Spice/Fruit WarehouseMove that good's indicator as far right as possible (gain goods). With the green Mosque tile, pay 2 more Lira for 1 extra good of any type.
5Post OfficeTake all the money/goods shown on the 4 uncovered spaces, then move the leftmost Mail indicator to the bottom row (or all back to the top if already at the bottom).
6CaravansaryTake 2 Bonus cards into hand and discard 1. Only with this action, you may also take the top card of the discard pile.
7FountainReturn any number of your Assistants to your Merchant stack. The only Place where no Assistant is needed and no toll is paid.
8Black MarketRoll 2 dice: 7–8 gives 1 blue good, 9–10 gives 2, 11–12 gives 3; also gain 1 additional good of red, yellow, or green.
9Tea HouseAnnounce a number from 3–12, then roll 2 dice. Meeting or beating it gives that many Lira; otherwise just 2 Lira.
10·11Small/Large MarketSell goods per the Demand tile for Lira, then send that Demand tile to the bottom of its stack.
12Police StationIf your Family member is here, free it to any Place and carry out that action directly (no encounter).
13Sultan's PalaceDeliver all goods not covered by a Ruby, then take the next Ruby from the track — the next one becomes more expensive.
14·15Small/Great MosquePay 1 of the required goods to take 1 Mosque tile (one of each kind only). Completing both tiles of a Mosque grants an immediate Ruby.
16Gemstone DealerPay Lira equal to the largest uncovered number, then take the next Ruby from the track — the next one becomes more expensive.
Mosque tile pair collected52Pay 1 good
Pair completed → 1 Ruby immediately
Completing both tiles of one Mosque (e.g. the 2-symbol and 5-symbol tiles) grants an immediate Ruby. Numbers here are illustrative, not the actual Mosque symbol counts.

Only one Mosque tile of each kind

You can never hold a duplicate Mosque tile, so completing a pair means stockpiling the right goods for both colors in advance. Each tile also grants its own bonus (green = extra good, red = dice adjustment, blue = 5th Assistant, yellow = recall an Assistant).

End of the game and ruby paths

The first player to collect 5 Rubies (6 with 2 players) triggers the end of the game once the current round finishes. Players may still use leftover Bonus cards that grant money or goods, which can matter for breaking ties.

Ruby pathHow
Wainwright completion bonusA single, one-time Ruby the instant your 3rd Wheelbarrow extension is complete
Sultan's PalaceDeliver all uncovered goods to take the next Ruby (the next one gets pricier)
Gemstone DealerPay Lira equal to the largest uncovered number to take the next Ruby (the next one gets pricier)
Completing a Mosque pairCollect both tiles of one Mosque for an immediate Ruby
Player countRubies needed to win
2 players6
3–5 players5

Whoever has the most Rubies wins. Ties are broken by leftover Lira → leftover goods on the Wheelbarrow → leftover Bonus cards, in that order. If still tied, it's a shared win.

Tips

  • Your real resource isn't goods — it's where your Assistants are. Plan a return trip to the Fountain 2–3 turns ahead so you're never stuck without an Assistant.
  • Leaving an Assistant somewhere for too long shrinks your stack elsewhere. Think in terms of dropping Assistants at far Places and recalling them from nearby ones.
  • Rather than committing to one of the four Ruby paths, switch between whichever is cheapest at the moment (Wainwright, Sultan's Palace, Gemstone Dealer, or a Mosque pair).
  • Popular spaces (Markets, Mosques) attract other Merchants and their 2-Lira tolls — timing your visits to avoid the crowd helps.

Player-count differences

  • 2 players — you need 6 Rubies to win, and the 3- and 5-symbol Mosque tiles are removed from the game.
  • 3 players — the 5-symbol Mosque tiles are removed.
  • 5 players — all Mosque tiles are used, but only 4 Rubies are placed per stack.

⚠️ Unverified: the checked Big Box rulebook also includes base-game variants such as neutral Assistants and random layouts, but some are described interwoven with the Mocha & Baksheesh and Letters & Seals expansions, so items that weren't clearly separable to the base game alone were left out of this guide.

Frequently asked questions

Q. Does my turn always end if I run out of Assistants?

Yes — if your destination has no Assistant of yours and your stack is empty, your turn ends with no action. The Fountain is the one exception.

Q. Do I always have to pay when entering an occupied Place?

Yes, 2 Lira per Merchant present there, or your turn ends immediately. There's no toll at the Fountain.

Q. Can I ignore another player's Family member?

No — catching it and sending it to the Police Station is mandatory, in exchange for 1 Bonus card or 3 Lira as a reward.

Q. Must I take the Governor's or Smuggler's benefit?

No, it's optional. But if you take it, you must either pay 2 Lira or discard a Bonus card.

Q. Can I own two copies of the same Mosque tile?

No. Each Mosque tile can only be held once; you need the two different tiles of a Mosque to earn its bonus Ruby.

Q. Does the number of Rubies needed to win change with player count?

Yes — 5 for 3–5 players, 6 for 2 players.

History and awards

Designed by German designer Rüdiger Dorn and published by Pegasus Spiele in 2014, the game won that year's Kennerspiel des Jahres (the expert-level Game of the Year award), along with the Swiss Gamers Award and the Gouden Ludo, and was a finalist for several Golden Geek categories.

Two expansions followed: Mocha & Baksheesh (2015) and Letters & Seals (2016). A 2018 Big Box combined the base game with both expansions — the rulebook this guide references comes from that edition.

In Korea, Korea Boardgames' own storefront has no listing for the base game 'Istanbul' — only a spin-off dice game sharing the same romanized name — and Namuwiki has no dedicated board-game article, suggesting no official Korean-language edition exists.

💡 Master tip

The resource that matters in this game isn't goods — it's where your assistants are. Decide in advance when you'll loop back to the Fountain, and plan a 2-3 turn circuit so you never run out of actions.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

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