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Place the border tiles like it's shown on the right. Shuffle the terrain tiles including the new rain forest tiles. (The setup shown here is optional, not compulsory.) Place the red number tokens first. They shouldn't lie next to each other and possibly on different terrain tiles. fterwards place the black number tokens in random order on the remaining terrain tiles. The desert doesn't get a number token as usual, neither do the new rain forest tiles with a number already printed on them.
Further preparations
!"ery player recei"es the roads, settlements and cities of his color. The robber is placed on the desert. The resource# and de"elopment cards are being prepared as usual. Place the tableau $Schokoladenmarkt$ next to the game board. Stick the % $&itter Sport$ bars into the plastic feet and put them on the highlighted color in their respecting column of the $Schokoladenmarkt$. Put out the Production Sites and the 'ictory Point tokens next to the game board.
"#er#ie!
1) *) ,) 2) %) &esource# and (ngredients production /uilding new Production Sites Production of chocolate Trade with ingredients &olling a $3$. &esource 0ard limit, &obber and 4nights
) Production of chocolate
player can produce chocolate during his turn. 8e chooses one kind of chocolate and pays the right amount of (ngredient 0ards as shown on the $Schokoladenmarkt$. /y doing that he recei"es the reward shown in the left column of the $Schokoladenmarkt$ that matches the $&itter Sport$ bar. (f a player made a chocolate bar, the demand for this fla"or decreases. This is shown by mo"ing the $&itter Sport$ bar on the $Schokoladenmarkt$ 1 s9uare below. /ut because of the production, new demand is arising. This is being done by rolling a die to determine for which chocolate bar the demand increases. (f you roll a number from 1 to %, the corresponding chocolate on the $Schokoladenmarkt$ is being mo"ed 1 s9uare to the top. (This can also be the chocolate, that was :ust produced and decreased in demand.) (f you roll a ;, the player whose turn it is decides what kind of chocolate should be in higher demand.
Important to note& player can produce as much chocolate as he wants to, if his &esource 0ards allow him to do so. /ut the chocolate is being made one by one and brought to the market. That means that the demand of the produced kind of chocolate decreases each time it is produced and that another fla"or will increase in demand. *+ceptions& <hen a fla"or falls in the bottom row it can't be produced until it mo"es back into a higher row. (f you roll the number of the chocolate in the top row, you can choose any other fla"or to be mo"ed 1 row higher. !xample. Player has * 0ocoa, 1 Sugar and 1 8a=elnut on his hand. 8e can produce either 1x $!del#/itter> or 1x $?unkle 'oll#@uss>. /ecause no other player produced chocolate before him, all $&itter Sport$ bars are on their starting positions. 8e would recei"e 1 ?e"elopment 0ard for $!del#/itter$, 1 'ictory Point for $?unkle 'oll#@uss$. Since it is early in the game, Player decides to buy $!del#/itter$ and keeps his (ngredient 0ard 8a=elnut on his hand. The "alue of $!del#/itter$ decreases by 1 point. fter that Player rolls a 2. The "alue of $?unkle 'oll#@uss$ increases. (f the next produced chocolate is a $!del#/itter$, the producing player recei"es only 1 road. /ut you would recei"e 1 'ictory Point and 1 &esource 0ard for $?unkle 'oll#@uss$ (see also p. 2).
player, who has a settlement5city ad:acent to the new &obber tile. The affected player has to separate his cards into &esources and (ngredients and the player, who is allowed to draw the card, can decide from which pile of cards to draw. This also applies if the player plays a 4night 0ard to mo"e the &obber and to draw a card.