There is one card somewhere halfway the deck that triggers a scoring phase where only the trading points score; at the end of the game, when the deck is depleted there is another scoring phase where also all collected harbour counters score points for the first 3 players. Now all collected series from the player’s goods deck are counted where the order of the cards remain unchanged. It is possible to have more than one series of grain, for example, if only the second and following series are all interrupted by one or more other goods cards that could as well be a series of one to five cards.
OltreMare is a great (card) game that is easy to learn and plays fast. The most difficult to remember are the various privileges of the harbour counters. These little counters are so small that if they were a little smaller they could easily be mistaken for the confetti that comes out of a puncher! As with every card game, every player is more or less dependent on the cards he draws. When trading, cards do not have to be exchanged; players can trade with points as well. Players with more than the maximum number of cards in their hands are for more than one reason willing to trade their cards for points only.
Players not only need to take care not to play too many cards with pirates, but also play the right amount of cards with markets. Otherwise they will get their hands with too many cards they will have to discard on the pirates deck next turn. And the last played card of a series of goods is both indicative for the amount of cards a player may hold as well as the amount of cards he has to play next turn.