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1300 A.D.; Western Africa — the desire for goods such as ivory in Europe drives the development of many trade routes here; with caravans of camels delivering goods across the desert landscape.

In Caravan; players must use their camels to deliver goods where they are wanted. Each player starts with five camels in their color (or six in an introductory game); and the game board is seeded with eight goods on the spaces numbered 1-8; with demand markers placed on the goods at spaces 1; 2; 7 and 8. The first player in the game takes one action; the second player two; and so on until someone takes four actions; after which each player can take up to four actions on their turn. Actions are:

Place or move an unladen camel of your color into an empty space: 1 action
Place or move an unladen camel of your color into an occupied space: 2 actions
Pick up a good and place it on the camel in that space: 1 action; if any demand markers are on this space; you keep them.
Move a good along a chain of your camels; ending with it on top of one of your unladen camels: 1 action
Steal a good from on top of an opponent's laden camel; placing it under one of your camels in the same space: 1 action and a theft marker; if you have no theft markers; you can't do this.
If you move a good to a camel located in the city that wants that good (as indicated by color); then you remove that good from the board and keep it. As soon as four goods have been picked up (not necessarily delivered); pause the game and place a demand marker on each good still on the board; in addition; refill the empty numbered spots with a good from the bag.

Once the final four goods have been drawn from the bag; the game ends immediately following the next delivery. Players score points based upon what they've collected: Rare goods (of which there are three each of four types) are worth 6 points each; common goods (nine each of four types) are worth 3 points each; and each demand marker is worth 1 point. Whoever scores the most wins.

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