Full Rulebook
BARTER: Tiangge Edition
Player Stalls · hybrid trading · 7-point Market Barter
Compete as merchants in a lively Filipino tiangge. Collect Goods, display merchandise in your personal Stall, negotiate with other merchants, complete Market Barters, use Bayanihan cards, and adapt to a different Market Event every turn.
Approximate playing time
First-time games and games with longer trade negotiations may take more time.
Introduction
Game Overview
Compete as merchants in a lively Filipino tiangge.
Collect Goods, display merchandise in your personal Stall, negotiate with other merchants, complete Market Barters, use Bayanihan cards, and adapt to a different Market Event every turn.
Successful Market Barters earn Trade Points.
When a player reaches 12 Trade Points, the Final Round begins. After every player has taken the same number of turns, the player with the most Trade Points wins.
Victory
The Goal
Earn Trade Points by completing successful Market Barters.
Each successful Market Barter normally earns 1 Trade Point.
Bayanihan cards and Market Events never award Trade Points directly. However, any Market Barter performed through a card or event still earns the normal Trade Point.
Reaching 12 Trade Points does not immediately end the game. It triggers the Final Round, allowing the remaining players to complete the current round.
Trade Points
triggers the Final Round
How you score
1 point
Each successful Market Barter normally earns 1 Trade Point.
What wins
Most points
After equal turns in the Final Round, highest total wins.
Card barters count
Still score
Bayanihan and Market Events do not grant points directly — but barters they enable still earn normally.
What's in the box
Components
- Goods72 cards×72
- Bayanihan30 cards×30
- Market Events18 cards×18
- Total120 cards×120
Trade Point tokens are not included unless provided separately — use coins, beads, cubes, or any small markers.
Goods cards
Goods Cards
Every Goods card shows a Goods name, a Goods Point value from 1 to 5, a color, a category, a category symbol, and a set tag.
Goods Point values are used when completing Market Barters. The category symbol helps younger players recognize matching categories without needing to read.
Set tags are not categories. They do not count toward Category Match or Perfect Barter unless a card specifically says otherwise.
The Goods deck contains 24 unique Goods. Each appears in three different colors, creating 72 Goods cards. Every color and every category contains 18 cards with the same overall value distribution.
Categories on every Goods card
Category symbols help younger players identify matching categories without reading every word.
Colors
Tip for younger players
Match sets by shape and color — you do not need to read every word yet!
Where cards live
Important Card Areas
There are three main places where Goods cards may be located during play.
Hidden hand
Goods and Bayanihan cards held secretly by a player. Other players cannot inspect a hidden hand.
Player Stall
Up to two Goods displayed face up in front of a player. These cards remain owned by the player but are visible to everyone.
Shared Market
Five face-up Goods cards in the center of the table. Players normally receive one Market Goods after every successful Market Barter.
Your display
Player Stalls
Each player has a personal Stall directly in front of them. A Stall may hold up to 2 face-up Goods cards.
The Stall represents Goods publicly displayed and available for other merchants to request during Player Trade.
Your personal display
Up to 2 face-up Goods
Your Stall sits directly in front of you — merchandise you are showing the tiangge and making available for Player Trade.
Face-up · visible to everyone
Stall Goods
Goods displayed in your Stall follow these rules.
Still yours
Remain owned by you.
Everyone sees
Are visible to every player.
Counts to 7
Count toward your seven-card limit.
Requested in trade
May be requested during Player Trade.
Offer in trade
May be offered during your own Player Trade.
Use in barter
May be used in your Market Barters.
Card effects
May be affected by cards that refer to Goods you own.
Your consent
Cannot be taken without your agreement.
Update your Stall
After checking your hand limit, you may rearrange what you display — or leave spaces empty.
After a trade
Received Goods go to your hidden hand — not automatically into your Stall. Empty Stall spaces stay empty until your Stall Update step.
When to update
At the end of your own turn, after the hand-limit check. You cannot update during another player's turn unless a card allows it.
Non-active player
If your Stall Goods were traded away, you must normally wait until the end of your own next turn before filling the empty space.
Before you play
Setup
- 1Shuffle the Goods, Bayanihan, and Market Event decks separately.
- 2Place the three decks face down in the middle of the table. Leave space beside every deck for its discard pile.
- 3Draw five Goods cards and place them face up in a row. This is the shared Market.
- 4Give every player 4 Goods cards and 1 Bayanihan card. Players keep their starting cards hidden.
- 5Each player secretly chooses up to two starting Goods to place in their Stall. Reveal all starting Stall Goods simultaneously.
- 6Each player starts with zero Trade Points.
- 7Randomly choose the starting player. Play proceeds clockwise.
Each player's turn
Turn Structure
- 1Step 1: Reveal a Market Event
Discard the previous player's Market Event. Reveal the top Market Event card and resolve any instruction marked Immediately. The event normally affects only the active player unless it says otherwise.
- 2Step 2: Play Bayanihan cards
Play Bayanihan cards when their timing allows. They do not normally use the main action. Resolve each completely before playing another, then place it in the Bayanihan discard pile unless the card says otherwise.
- 3Step 3: Choose one main action
Draw Goods, Market Barter, or Player Trade. Card effects may grant extra actions or modify a normal action.
- 4Step 4: Resolve end-of-turn effects
Resolve remaining Market Event or Bayanihan instructions — market refreshes, reductions, delayed draws, delayed discards, and end-of-turn card effects.
- 5Step 5: Check the seven-card limit
Count Goods in your hidden hand, Goods in your Stall, and Bayanihan in your hand. If you own more than seven, discard cards of your choice until you own seven. The shared Market and Market Event card do not count.
- 6Step 6: Update your Stall
Rearrange your Goods and display up to two Goods in your Stall.
- 7Step 7: End your turn
The next player begins their turn.
If a card contradicts the rulebook, follow the card.
Seven cards max
The Seven-Card Limit
Card limit
Goods + Bayanihan in hand and Stall
Counts toward 7
Hidden Goods
Goods in your hidden hand count toward the seven-card limit.
Stall Goods
Goods displayed in your Stall count toward the seven-card limit.
Bayanihan cards
Bayanihan cards in your hand count toward the seven-card limit.
Does not count
Shared Market Goods
Face-up Goods in the shared Market never count toward your limit.
Market Event cards
The active Market Event never counts toward your limit.
Trade Point tokens
Score markers and tokens never count toward your limit.
Receiving cards outside your turn
A non-active player may temporarily exceed seven cards after a successful Player Trade or a card effect. They do not discard immediately — they check the limit at the end of their next turn.
Extra Storage
If an effect causes you to skip your hand-limit step, do not discard during that turn. The seven-card limit applies again at your next hand-limit step.
When it is checked
The limit is checked only during that player's hand-limit step at the end of their own turn.
Step 3 of your turn
The Three Main Actions
Choose exactly one per turn.
Draw two Goods cards from the Goods deck and add them to your hidden hand. Some Bayanihan cards and Market Events modify this action. Drawing Goods does not earn Trade Points.
Complete up to two separate Market Barters — you are not required to perform the second. Each barter must be fully resolved before beginning another. Discard Goods you own totaling exactly 7 Goods Points from your hidden hand, your Stall, or both. Goods used are placed in the Goods discard pile.
Choose an opponent and request one or two Goods displayed in that opponent's Stall. You may offer one or two Goods from your Stall, your hidden hand, or both. The opponent accepts or rejects; you may make one final counteroffer after a rejection. A successful trade rewards the active player with one Goods card and both players with one Bayanihan card unless a card or Market Event changes the reward.
Common seven-point combinations
Market barter
Resolving a Market Barter
Resolve every Market Barter in the following order:
- 11. Discard the Goods
Place all Goods used into the Goods discard pile. They must total exactly seven unless an effect allows six or eight.
- 22. Gain one Trade Point
Gain one Trade Point for the successful Market Barter.
- 33. Check Color Match
If the barter used at least two Goods and every card shares the same color: draw one Goods card.
- 44. Check Category Match
If the barter used at least two Goods and every card shares the same category: draw one Goods card. Both matches = draw two Goods.
- 55. Check Perfect Barter
Exactly seven · at least three Goods · all same color or all same category. See table below for Bayanihan rewards.
- 66. Choose one Market Goods
Choose one face-up Goods from the shared Market and add it to your hidden hand.
- 77. Refill the Market
Draw until the shared Market contains five face-up Goods (or the modified size a card requires).
- 88. Decide whether to barter again
If Market Barter was your main action, you may perform a second separate Market Barter. Fully resolve the first barter before beginning the second. You may use cards gained from matching bonuses, Perfect Barter rewards, the Market, or other triggered effects.
Perfect Barter rewards
Six or eight
Modified Market Barters
Some cards and Market Events allow a Market Barter totaling 6, 7, or 8.
A successful six- or eight-point barter earns one Trade Point, may receive Color Match and Category Match, allows choosing one Market Goods, and refills the Market normally — but it cannot qualify as a Perfect Barter.
Perfect Barter always requires exactly 7 Goods Points.
Per turn
Market Barter Limit
Normally, choosing Market Barter allows up to two successful barters. Some cards increase the limit or grant additional free Market Barters.
Regardless of combined effects, a player may never complete more than three successful Market Barters during one turn. Free Market Barters count toward this maximum.
Player trade
Player Trade — Complete Rules
Player Trade represents visiting another merchant's Stall and offering Goods in exchange for one or more displayed items. The target player's hidden inventory remains private.
What may be requested
- The active player may request 1 Goods from the chosen opponent's Stall, or 2 Goods from the chosen opponent's Stall.
- The active player cannot request Goods from the opponent's hidden hand.
- The opponent is never required to reveal their hidden Goods.
What may be offered
- The active player may offer 1 Goods, or 2 Goods.
- Offered Goods may come from the active player's Stall, hidden hand, or one from each.
Revealing an offered hidden Goods
When the active player offers a Goods from their hidden hand, reveal only that offered Goods and place it face up beside the other offered cards. Keep the rest of the hidden hand secret.
Revealing one offered Goods does not require revealing any other cards.
Valid exchange sizes
- A trade may exchange 1 for 1, 1 for 2, 2 for 1, or 2 for 2.
- Values, colors, and categories do not need to be equal.
- A player cannot offer zero Goods or request zero Goods.
Accepted offer
Exchange the agreed Goods. Received Goods go to each player's hidden hand. Empty Stall spaces remain empty. The active player draws one Goods card, and both players draw one Bayanihan card.
Rejected first offer
The active player may make one final counteroffer — changing what they offer, what they request, or both. The opponent still only accepts or rejects.
Fully rejected
If the Player Trade ends without an accepted offer, the active player draws 1 Bayanihan card as consolation, then ends their Main Action. This reward is given only once, after the complete trade attempt has ended — not after the first rejection while a counteroffer remains.
Hybrid offers
The active player may offer one or two Goods from their Stall, hidden hand, or both. Only offered hidden Goods are revealed.
Stall-only requests
The active player may request one or two Goods from the opponent's Stall only. Hidden hand Goods cannot be requested, inspected, or traded.
One counteroffer
The other player only accepts or rejects — they do not create a separate counteroffer.
Unequal trades OK
One for one, one for two, two for one, or two for two — Goods Point values need not be equal.
Card-created trades
Bayanihan cards and Market Events use the updated Player Trade rules unless the card says otherwise. Rejected card-created trades do not grant the failed-trade Bayanihan consolation or a replacement main action.
Step by step
Player Trade Sequence
- Step 1: Choose an opponentChoose one opponent with at least one Goods displayed in their Stall.
- Step 2: Select the requested GoodsChoose one or two Goods from that player's Stall.
- Step 3: Make an offerOffer one or two of your Goods from your Stall, hidden hand, or both.
- Step 4: Opponent decidesThe chosen opponent must accept or reject. They cannot add hidden Goods, request different cards, or make their own counteroffer.
- Step 5: Resolve the responseIf accepted, resolve the successful trade. If rejected, the active player may make one final counteroffer.
One revision
The Final Counteroffer
After the first offer is rejected, the active player may make one final counteroffer. They may change the Goods they are offering, the Goods they are requesting, or both.
The counteroffer must change at least one card from the first offer. The opponent again chooses Accept or Reject. There is no additional negotiation after the counteroffer.
Counteroffer limits
- Offer one or two Goods.
- Request one or two Stall Goods.
- Only request cards from the chosen opponent's Stall.
- Only use the active player's own Goods as the offer.
Accepted
Successful Player Trade
Exchange agreed Goods
Exchange all agreed Goods. Goods received by both players are placed in their hidden hands. Goods taken from a Stall leave empty Stall spaces.
Trade reward
The active player draws 1 Goods card. Each participating player draws 1 Bayanihan card. Resolve any successful-trade effects. The Player Trade action ends.
Ownership before acceptance
Offered and requested Goods remain owned by their original players until the trade is accepted. If an offer is rejected, no Goods change ownership.
Received Goods
Goods received during a trade enter the hidden hand. They are not automatically displayed in the receiving player's Stall.
Stall update timing
The active player may place received Goods in their Stall during the Update Stall step at the end of the turn. The non-active player must normally wait until their own Update Stall step.
After rejection
Failed Player Trade
Consolation Bayanihan
If the Player Trade ends without an accepted offer, the active player draws 1 Bayanihan card as consolation, then ends their Main Action.
Only after the attempt ends
Do not draw the consolation card after the first rejection if you can still make a counteroffer. Draw it only when the Player Trade ends without an agreement.
Main Action only
This rule applies only when Player Trade is selected as the active player's Main Action. It does not apply to trades or exchanges caused by card abilities or other game effects.
Head to head
Player Trade in a Two-Player Game
In a two-player game, there is only one opponent available.
After that opponent rejects both the initial offer and counteroffer (or the active player declines to counteroffer), the active player draws 1 Bayanihan card as consolation and the Main Action ends.
The active player cannot switch to Market Barter as a replacement for the failed Player Trade.
Player trade
Additional Player Trade Clarifications
Target player's hidden hand
Goods in the target player's hidden hand cannot be requested, inspected, revealed, added to the trade, or traded.
Active player's hidden hand
The active player may offer one or two Goods from their hidden hand. Only offered cards are revealed.
Opponent's role
The opponent only accepts or rejects. They do not negotiate by adding their own cards.
Active player controls both offers
The active player creates the first offer and the one final counteroffer.
Stall Goods are not locked
Goods displayed in your Stall may still be used in your Market Barter, offered during your Player Trade, discarded by an effect, or exchanged through another card.
Active player Goods reward
A normal successful trade rewards the active player with one Goods card and each participating player with one Bayanihan card. The other participating player does not automatically draw Goods unless a card or Market Event grants that benefit.
Temporary revealed Goods
If a hidden Goods is offered and rejected, return it to the active player's hidden hand. Other players may remember the revealed information, but the card becomes hidden again.
Using received Goods
A Goods received during a trade may be used during the same turn if an effect grants an immediate Market Barter.
Hand limit
All cards gained through a trade count toward the seven-card limit. The active player checks at the end of the current turn; the non-active player checks at the end of their own next turn.
Unavailable action
When Player Trade Cannot Be Chosen
No eligible opponent
You cannot choose Player Trade when no opponent has a Goods displayed in their Stall.
Nothing to offer
You cannot choose Player Trade when you own no Goods that you can offer.
Blocked by effects
You cannot choose Player Trade when a Market Event or another effect specifically prevents the action.
Choose another action
If Player Trade is unavailable, choose Draw Goods or Market Barter instead.
From cards
Card-Created Player Trades
Updated rules apply
Player Trades created by Bayanihan cards or Market Events use the normal updated Player Trade rules unless the card says otherwise.
Hybrid offers still apply
Only the active player makes the offer. They may offer from their Stall or hidden hand. Only the target's Stall Goods may be requested. The target accepts or rejects. One final counteroffer is allowed.
Rejected card-created trades
A rejected trade created by a card or event does not normally grant the failed-trade Bayanihan consolation, a replacement main action, a replacement Market Barter, or a replacement Player Trade.
Main Action consolation only
The failed-trade Bayanihan consolation applies only when Player Trade was chosen as the normal Main Action. If the card specifically permits another offer or trade, follow the card.
Edge case
Empty Shared Market
Normally, a player cannot choose Market Barter while the shared Market is empty because a successful Market Barter requires taking one Market Goods.
A card may specifically allow a barter while the Market is empty.
An empty shared Market does not prevent Player Trade.
Ability cards
Bayanihan Cards
The Bayanihan deck contains 30 unique cards representing assistance, planning, cooperation, and special opportunities. They never directly award Trade Points, but any Market Barter they enable still earns the normal Trade Point.
When to play
Play Bayanihan cards when their timing allows. They do not normally use your main action. Resolve each card completely before playing another, then place it in the Bayanihan discard pile unless the card says otherwise.
Cards beat rules. If a card contradicts the rulebook, follow the card.
Market
| Card | Timing | Effect |
|---|---|---|
| Quick Restock | Your turn | Draw 3 Goods cards, then discard 1 Goods from your hidden hand. |
| Market Favor | Your turn | Take 1 face-up Goods from the shared Market, then refill the empty space. |
| Fresh Display | Your turn | Discard up to 3 Goods from the shared Market and replace them with new face-up cards. |
| Hidden Supply | Your turn | Look at the top 3 Goods cards. Add 1 to your hidden hand. Place the other 2 on the bottom of the Goods deck in any order. |
| Smart Planning | Your turn | Discard up to 2 Goods from your hidden hand, then draw the same number. |
| Bulk Purchase | Before barter | Your next Market Barter this turn may total 6, 7, or 8. Only an exact 7 can be a Perfect Barter. |
| Lucky Stall | Before barter | After your next successful Market Barter, choose 2 Market Goods instead of 1. Refill the Market afterward. |
| Market Expansion | Your turn | Add 1 Goods to the shared Market. Keep 6 Market Goods this turn. At the end of your turn, discard one so 5 remain. |
Trade
| Card | Timing | Effect |
|---|---|---|
| Friendly Haggle | Your turn | Look at the top 2 Bayanihan cards. Add 1 to your hand and discard the other. |
| Community Help | Your turn | Draw 2 Bayanihan cards, then discard 1 Bayanihan card. |
| Trade Invitation | Before action | Make one free Player Trade (not your main action). Then take your main action as usual. |
| Fair Exchange | After trade | Each participating player may discard 1 Goods they own and draw 1 Goods. The normal successful-trade reward still applies. |
| Suki Reward | After trade | The active player, then the other participating player, each chooses 1 Goods from the shared Market. Refill the Market after each player chooses. The normal successful-trade reward still applies. |
| Business Partner | After action | You may perform 1 Player Trade with normal rewards. A rejected Business Partner trade does not grant the failed-trade Bayanihan consolation. |
| Neighbor's Support | After trade | Both participating players draw 1 Goods. The normal successful-trade reward still applies. |
| Group Order | After trade | Immediately attempt 1 additional Player Trade with any eligible player. Each player may receive the normal successful-trade reward only once during the turn. A rejected Group Order trade does not grant the failed-trade Bayanihan consolation. |
Strategy
| Card | Timing | Effect |
|---|---|---|
| Double Deal | Before barter | Your Market Barter limit is 3 this turn instead of 2. |
| Vendor's Choice | Your turn | Choose one: Draw 2 Goods, or Draw 1 Bayanihan. |
| Market Swap | Your turn | Exchange 1 Goods from your hidden hand with 1 face-up Market Goods. Do not discard or refill. |
| Lucky Break | Before barter | The next Perfect Barter you complete this turn gives 1 additional Bayanihan. |
| Extra Storage | Your turn | Skip the seven-card limit step at the end of this turn. The normal limit applies again at the end of your next turn. |
| Fast Hands | Before draw | Perform your normal Draw Goods action, then you may immediately perform 1 Market Barter. The additional barter counts toward the three-barter maximum. |
| Early Setup | Your turn | Discard all Goods from the shared Market and deal 5 new face-up Goods. |
| Market Guide | Your turn | Secretly look at the top 2 Market Event cards and return them to the top in any order. |
Powerful
| Card | Timing | Effect |
|---|---|---|
| Grand Opening | Before action | Take 2 different main actions this turn. You cannot choose Market Barter twice. |
| Shared Delivery | Your turn | Choose another player. You and that player each draw 2 Goods. |
| Golden Haul | Before barter | The next Perfect Barter you complete this turn gives 2 additional Bayanihan cards. |
| Festival Booth | Your turn | Draw 2 Goods, then you may immediately perform 1 Market Barter. This does not use your main action but counts toward the three-barter maximum. |
| Excellent Service | Before barter | After your first successful Market Barter this turn, discard all remaining Market Goods and deal a new shared Market. |
| Bayanihan Spirit | Your turn | Choose 1 Market Goods and add it to your hidden hand. Then draw 1 Bayanihan card and refill the Market. |
Every turn
Market Events
Reveal one Market Event at the beginning of every player's turn. It affects only the active player unless it says otherwise, stays active until the turn ends, and is discarded when the next player reveals a new event.
Market Events never directly award Trade Points.
Draw Goods
| Event | Timing | Effect |
|---|---|---|
| Surprise Order | — | If you choose Draw Goods, draw 3 Goods instead of 2. |
| Inventory Clearance | — | If you choose Draw Goods, first discard up to 2 Goods. Draw the normal 2, plus 1 additional Goods for every Goods discarded. |
| Supplier Discount | — | If you choose Draw Goods, reveal the top 4 Goods. Add any 2 to your hand and discard the other 2. |
| Warehouse Sale | — | If you choose Draw Goods, draw the normal 2, then immediately perform 1 Market Barter. |
Shared Market
| Event | Timing | Effect |
|---|---|---|
| Town Fiesta | — | Your Market Barter limit is 3 this turn instead of 2. |
| Fresh Delivery | — | Immediately discard all Goods in the Market and deal 5 new face-up Goods. |
| Weekend Market | — | Immediately add 1 Goods to the Market. Keep 6 face-up Goods this turn. At the end of your turn, discard 1 so 5 remain. |
| Fresh Catch | — | Immediately discard up to 2 Market Goods and replace them. |
| Harvest Season | — | Your first Market Barter this turn may total 6, 7, or 8. A 6 or 8 cannot be Perfect. |
| Road Clearing | — | Immediately discard all Goods in the shared Market. The Market remains empty during this turn. At the end of the turn, deal 5 new face-up Goods. |
Player Trade
| Event | Timing | Effect |
|---|---|---|
| Market Day Rush | — | After a successful Player Trade, the active player draws 1 Goods. The normal successful-trade reward still applies. |
| Business Networking | — | Before your main action, make 1 Player Trade. If accepted, resolve the normal trade rewards. If fully rejected, do not grant the failed-trade Bayanihan consolation. After resolving the trade, take your normal main action. |
| Suki Day | — | After a successful Player Trade, replace the normal trade reward with the following: The active player looks at the top 2 Bayanihan cards, keeps 1, and discards the other. The other participating player then does the same. Do not also draw the normal one-card Bayanihan reward. |
| Community Market | — | After a successful Player Trade: The active player may immediately perform 1 Market Barter. The other participating player draws 1 additional Bayanihan. The normal successful-trade reward still applies. The free Market Barter counts toward the three-barter maximum. |
Special
| Event | Timing | Effect |
|---|---|---|
| Health Inspection | — | You cannot play Bayanihan cards this turn. You must still perform one normal main action. |
| Best Vendor Award | — | The first Perfect Barter you complete this turn gives 1 additional Bayanihan. |
| Bayanihan Day | — | Choose 1 Bayanihan card from the Bayanihan discard pile. You may play it during this turn at its normal timing. After it resolves, place it on the bottom of the Bayanihan deck instead of the discard pile. If you do not play it before the turn ends, place it on the bottom of the Bayanihan deck. |
| Night Market | — | At the end of your turn, discard all Market Goods and deal 5 new face-up Goods for the next player. |
Endgame
The Final Round
- Finish the active turnThe player who reached 12 completes their turn normally — Market Barters, matching bonuses, Perfect Barter rewards, Player Trade effects, Bayanihan cards, end-of-turn effects, seven-card limit, and Stall update.
- Complete equal turnsContinue until every player has taken the same number of turns. If the last player in turn order reaches 12, the round is already complete.
- Compare scoresThe player with the most Trade Points wins. Players may finish with more than 12 Trade Points.
Empty decks
Deck Exhaustion
Deck runs out?
Shuffle that deck's discard pile, place it face down, and continue drawing. Applies separately to Goods, Bayanihan, and Market Events.
Discard empty too?
If both a deck and its discard pile are empty, draw as many cards as possible and continue the game.
Reminders
Important Clarifications
Multiple bonuses stack
A single successful Market Barter may award 1 Trade Point, Color Match, Category Match, Perfect Barter rewards, additional card or event bonuses, and 1 chosen Market Goods.
Perfect Barter uses “or”
Perfect Barter requires the Goods to share the same color or the same category — not both.
Stall counts toward seven
2 Goods in Stall + 3 hidden Goods + 2 Bayanihan = 7 cards.
“From your hidden hand”
When a card specifically says to use or discard a Goods from your hidden hand, you cannot use a Stall Goods.
“Goods you own”
When a card refers to a Goods you own, it may include Goods in your hidden hand or Stall.
Stall cards remain usable
Displaying a card does not reserve it only for Player Trade. It can still be used in a Market Barter or other legal effect.
Active-player hidden offers
The active player may offer hidden Goods, but only cards included in the current offer are revealed.
Target-player hidden cards
The target player's hidden Goods are never available during Player Trade.
One counteroffer only
The active player may revise a rejected offer once. There is no third offer.
No Market Barter fallback
After a failed Main Action Player Trade, the active player draws 1 Bayanihan as consolation and ends the Main Action. They cannot switch to Market Barter as a replacement.
Card-created trade consolation
Free trades created by cards and events do not receive the failed-trade Bayanihan consolation unless the card specifically allows it.
Three-barter maximum
No player may complete more than three successful Market Barters in one turn.
Main-action limit
Players normally receive one main action per turn. Cards such as Grand Opening may grant additional main actions.
Walkthrough
Player Trade Example
Player Trade example — Maya & Lino
Maya's Stall displays a 2-point Mango and a 3-point Banig. Her hidden hand contains a 4-point Coffee and other unrevealed cards. Lino's Stall displays a 5-point Lantern and a 1-point Rice.
Maya wants Lino's 5-point Lantern. First offer: Maya requests Lino's Lantern and offers her displayed 3-point Banig. Lino rejects.
Final counteroffer: Maya offers her displayed 3-point Banig and her hidden 4-point Coffee — revealing the Coffee because it is included in the offer. She still requests Lino's displayed 5-point Lantern. Lino accepts.
Maya receives the Lantern in her hidden hand. Lino receives the Banig and Coffee in his hidden hand. Maya's Banig Stall space becomes empty; Lino's Lantern Stall space becomes empty. Maya draws one Goods card, and both players draw one Bayanihan card.
Maya may update her Stall at the end of her turn. Lino must wait until the end of his own turn to update his Stall.
Walkthrough
Failed Player Trade Example
Failed Player Trade example — Nena & Ben
Nena chooses Player Trade as her Main Action and makes an offer to Ben. Ben rejects the offer. Nena uses her one counteroffer, but Ben rejects it again. The Player Trade now ends without an agreement. Nena draws 1 Bayanihan card as consolation, and her Main Action ends.
Ben rejects Nena's first offer, but Nena still has the option to counteroffer. Nena does not draw a Bayanihan card yet because the Player Trade attempt has not ended.
At a glance
Quick Reference
Every turn
- Market EventDiscard the previous Market Event and reveal a new one. Resolve immediate instructions.
- BayanihanPlay Bayanihan cards when allowed.
- Main actionChoose one: Draw 2 Goods · Market Barter up to 2× · Player Trade.
- End of turnResolve end-of-turn effects.
- Hand limitDiscard down to 7 total cards (hidden hand + Stall + Bayanihan).
- Stall updateDisplay up to 2 Goods in your Stall.
- End turnNext player begins.
Market Barter
- Total exactly 7 Goods Points
- Gain 1 Trade Point
- Check Color Match
- Check Category Match
- Check Perfect Barter
- Choose 1 Market Goods
- Refill the Market
- Maximum 3 successful barters per turn
Player Trade
- Request 1–2 Goods from an opponent's Stall
- Offer 1–2 Goods from your Stall, hidden hand, or both
- The opponent accepts or rejects
- After rejection, make one final counteroffer
- Successful trade: active player draws 1 Goods; both draw 1 Bayanihan
- Failed Main Action Player Trade: draw 1 Bayanihan as consolation (once)
- No Market Barter fallback
Winning
- Reaching 12 Trade Points triggers the Final Round
- Complete equal turns
- The player with the most Trade Points wins