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Chapter I: The Goal

Caravan Objective & Target Score

Welcome to Merchant's Trail. The rules of this game are heavily inspired by the classic game of Caravan.

Your objective is to build three opposing tracks, representing trade routes against your rival merchant.

To secure a track, your cards must total between 21 and 26 points. This is known as a "Sold Caravan".

The game ends when all three tracks are sold by either player. You win by securing at least two out of the three tracks (2/3) before your rival does.

Example of a Sold Track:
10♥️  +  8♣️  +  6♠️  =  24 Points 🏆 (Sold Caravan)

Chapter II: Building Tracks

Numerical Progression & Direction

You build tracks by playing number cards (2 through 10) and Aces (value = 1). The value of each card adds to the total weight of the caravan.

A track's "Direction" is established when you place the second card on the track:

From then on, all following number cards must strictly obey that established direction.

Valid Ascending Track Example:
5♦️  ⬆️  7♠️  ⬆️  10♥️  (Valid Move)
Invalid Move Example:
5♦️  ⬆️  7♠️  ❌  4♣️  (4 is lower than 7 and cannot be played on an ascending track)

Chapter III: The Suit Match Exception

Suit Matching & Trajectory Reversals

There is one powerful exception to the direction rule: The Suit Match.

You may ALWAYS play a card that matches the Suit (♥️, ♠️, ♦️, ♣️) of the previous card, completely ignoring the current track direction!

When you do this, the track's direction instantly REVERSES to follow the new trajectory.

Suit Match Example:
Track is currently Ascending: 5♠️  ⬆️  9♣️
You play a 3♣️. It is allowed because it matches the Club (♣️) suit!
The track instantly reverses to Descending: 9♣️  ⬇️  3♣️
Important Rule Note:
You can never play the exact same number directly on top of itself: 7♥️  ❌  7♣️.

Chapter IV: Face & Special Modifiers

Special Actions, Attacks & Multipliers

Face cards have no standalone numerical value. They attach to other number cards to modify them. You can play them on your own cards OR on your enemy's cards to sabotage their routes!

🃏 Joker
Played on an Ace: Burns all non-face cards of that Ace's suit from the entire board. Played on a Number Card: Burns all other cards of that exact number from the board.
🗡️ Jack
Burns the card it is attached to, along with any modifiers attached to it, removing it entirely from the track.
👑 Queen
Reverses the current direction of the track (Ascending ↔ Descending) and changes the track's active suit to the Queen's suit.
🛡️ King
Doubles the numerical value of the card it is attached to (2x Multiplier). Kings can be stacked on a single card (4x, 8x)!
King Doubling Example:
10♥️  +  King♠️  =  20 Value!
10♥️  +  King♠️  +  King♦️  =  40 Value!

Chapter V: Discarding & Sacrificing

Hand Management & Track Reset

Managing your hand and tracks efficiently is the key to securing difficult caravans.

Pro Tip:
Sacrificing a track resets its total weight to 0, allowing you to start a fresh trade route from scratch without losing the game!
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