Overview
Guide the camels to your Outpost whilst obtaining resources matching its colour prior to its arrival
Turn
On your turn, secretly play a card from your hand, and secretly allocate a different card from your hand to your neighbour
When everyone has done this, all played cards are revealed, and allocated cards are retrieved
Camel Auction
Once all cards are revealed, determine who can move the Camels
Each camel is determined independently, and in the designated order shown on the central Khiva board (White, Blue, Green, Pink, then finally Black)
If no one played a card for the camel in question, it stays where it is and the next camel is assessed
If a single player played a card of that colour, they are granted access to the camel
If multiple players played a card of that colour, the player with the LOWEST value of that colour may move the camel
If on a given round, a player does not win any camel, they are compensated with a single Gem
Camel Activation
If you are successful in winning a Camel, you move it in the direction of your camp the number of spaces equal to the value of your card played
In addition, you may spend gems up to the quantity allowed by the ones depicted on the top of the card to increase the movement limit e.g. a 1 with 2 gem slots can move a camel 1-3 spaces depending on whether you pay 0 1 or 2 gems
Regardless of how far you pay (or not) to move, movement is counted by the number of empty spaces so occupied spaces are essentially jumped over and ignored
When the Camel comes to rest, activate the space for the moving player regardless of what player board it is on e.g. Player A moves thee camel backwards on Player B's board, then activates a Shop on player B's board where player A gains the reward
Player Boards
All the player boards are identical and provide the following rewards (Remember, the player who moves the camel gets the reward, NOT the player who owns the board)
Shop 1 at the start of the trail gives the player 1 Gem
Shop 2 next along gives the player 1 blind carpet token
Shop 3 halfway through gives the player 2 Gems
Shop 4 near the end gives the player can either pay 3 Gems to gain the visible Salt Token or take 1 blind Carpet Token
Player Outpost
The final stop on each player board is their Outpost, unlike Shops these ARE owned by the player whose board it is
When a player moves a Camel into their Outpost, a number of events happen
First, claim the teapot which the camel carries
All Carpet tiles the player holds which match the colour of the camel are placed on the player's board
The Camel returns to Khiva and a new teapot is placed on it
Round End
The round ends when everyone has a single travel card remaining
All discarded and set aside cards are shuffled
Cards are again set aside and dealt as per the player count
This will start you with 5 cards, your kept card from the previous round and the 4 newly dealt ones
Game End
The game ends when a token pile is empty (Teapot OR Carpet OR Salt)
The current turn is resolved
Carpet tokens drawn but not played to the player board are discarded
Each player reveals everything collected on their player board
Most items have a depicted value, with Gems worth 1VP
The player with the most points, wins!
If tied, the player with the most teapots wins!
If still tied, the player with the highest points in Salt, wins!