THE GAME BACKGROUND AND GOAL CCONTENTS. 1 game board. 43 canal tiles 1, bridges
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2 sacred site starting space THE GAME BACKGROUND AND GOAL The board shows an undeveloped island, on which the city of Tenochtitlán with its districts, buildings, canals, and bridges will be built. As they wandered through Mexico, the Aztec, or Mexica, as they later called themselves, searched for the sign prophesied by their God, Huitzilopochtli: an eagle, perched on a cactus, eating a snake. There, they would settle. Many years later, in 1325, the Mexica finally found the sign they sought and settled in their home on an island in Lake Texcoco. They spent the next 200 years exploring their chosen home and building their famous capital city Tenochtitlán. They built dams to channel the water around land on which they built their homes. They called the building groups that were contained within the canals Calpulli. The Calpulli formed the basis for Aztec society. In 1521, Hernán Cortés destroyed Tenochtitlán: a city of 15 square kilometers that had been home to over 200,000 people. Later, Mexico City rose on these ruins. Today, there are only a few remnants of the capital city of the Mexica. In this game, the players return to the time of the Mexica. They build districts (Calpulli) surrounded by canals, build bridges connecting the districts, and build buildings in the districts. Players score points for founding districts and, twice in the game, for the buildings they have built in the districts. The player who scores the most points will win the game. 2 4 players 10 years and up authors: M. Kiesling / W. Kramer Illustration / Design: Franz Vohwinkel / KniffDesign English translation/editing: Anna & Jay Tummelson Ravensburger Spiele Nr CCONTENTS 1 game board 43 canal tiles 1, 2 11 bridges 15 Calpulli tiles 2 each of 3, 4, 5, 6, 1 each of 7, 8, 9, 10, 11, 12, buildings 18 per color: in each 1, 2, 3, 4 12 action chips 4 game figures (= Mexica ) 4 scoring markers 4 rule summary cards 2
3 lake canal land space scoring track Each player takes the following in his chosen color: bank of Calpulli tiles 1 Mexica, 18 buildings, 1 scoring marker, and 1 rule summary card. From his 18 buildings, each player finds the following 9: 1, 2, 3, 4 and places them before him on the table (his play area). Place the remaining buildings back in the box; they will be used in the second half of the game. PREPARATION Before the first game, carefully remove the tiles, bridges, chips, and summary cards from their frames. Place the game board in the middle of the table. Four spaces on the board already have canals printed on them. Put two 2 space canal tiles on these spaces before starting the game. Shuffle the 15 Calpulli tiles face down, select 8 at random, turn them over, and place them on the spaces provided in the Calpulli bank on the board in ascending order from the upper left corner. Place the remaining 7 Calpulli tiles aside for now. They will be used in the second half of the game. Place the canal tiles, bridges, and action chips next to the board in easy reach of all players as canal tile supply, bridge supply, and action chip supply. Place the scoring markers on space 0 of the scoring track. 3
4 MPLAYING THE GAME Beginning with the oldest player (or the player chosen by the players using any method they desire), each player, in clockwise order, places his Mexica on one of the 4 starting spaces. Play then continues in clockwise order. On a player s turn, he may take the following actions: place canal tile build/move bridges move Mexica build building acquire actions chips. These actions cost specific numbers of action points (AP). Per turn each player has 6 AP he may use. Players should carefully plan how they use their action points as with each action, they spend their limited action point resource. The individual actions may be done in any order and each action may be done several times during a turn, with some limitations described later. A player need not use all 6 action points during a turn, but they do expire at the end of his turn. The actions, that use action points are described below. In addition to these, a player can do the following for no AP cost: build a district found a district. The game is played in two parts. When the initial 8 Calpulli tiles have been placed in districts founded by the players and one player has built all 9 of his initial set of buildings, the first part of the game is complete and the players score their positions in the city. 6 AP After scoring the first part of the game, the players take their remaining buildings, place the remaining Calpulli tiles on the board and play the second part of the game. The game ends after the second scoring. CALPULLI TILES A Calpulli tile shows the following information: The turquoise (middle) number indicates the size (in land spaces) of the district where the tile may be played. The size of the district must exactly match this number. This number is also the number of points scored by the player with the most valuable buildings in the district when scoring at the end of each of the two parts of the game. The yellow (top) number is the number of points a player scores for founding the district with this tile. This number is also the number of points scored by the player with the second most valuable buildings in the district when scoring at the end of each of the two parts of the game. The white (bottom) number is the number of points a player scores if he has his Mexica in the district when it is founded by another player. This number is also the number of points scored by the player with the third most valuable buildings in the district when scoring at the end of each of the two parts of the game. 4
5 BUILD DISTRICTM At the beginning of the game, the land spaces all connect to form a very large district. In the course of the game, the players play canal tiles to partition the city into smaller districts of specific sizes. These smaller districts will be completely surrounded by water (canal or lake). To be surrounded, it is sufficient for canal tiles to touch just at their corners. In the game many small districts will be built and the original large single district will become ever smaller. A player my build a district, whether his Mexica is in the district or not. A district that has been built, but not yet founded, (that is, a district without a Calpulli tile, see below), is unprotected and may be further subdivided by players playing canal tiles. A player placed the canal tile X and, thereby, built the district marked by the dashed line. FOUND DISTRICTM A player may found a district that has been built by placing a Calpulli tile in the district. Two requirements must be met to found a district: There must be an appropriate Calpulli tile in the Calpulli tile bank. A Calpulli tile is considered appropriate when its turquoise number exactly matches the number of land spaces in the built district. Thus, a founded district can be recognized by its Calpulli tile. The player founding a district must have his Mexica in the district he is founding. When a player founds a district, he scores the points shown by the yellow number on the founding Calpulli tile. If there are Mexica from other players in the district when it is founded, they each score the points shown by the white number on the founding Calpulli tile. The players move their scoring markers forward on the scoring track one space for each point scored. A player scores no points for merely building a district. Likewise, other players with Mexica in the built district score no points. The bank of face-up Calpulli tiles shows which size districts may be founded. Players should keep these sizes in mind when they build districts. It is not important that a player have his Mexica in a district when he builds it. He must, however, have his Mexica in the district to found it. Thus he can choose to build a district around his Mexica or build a district and then move his Mexica to it. In either case, he is able to found the district because his Mexica is in it. Once a Calpulli tile has been placed, it may not be moved, either within the district or to another district. The space, where a Calpulli tile lies is blocked: players may not build buildings on the space or move their Mexica to or through the space! The sacred site and the starting spaces may be included in a founded district. These spaces count as normal spaces when determining the size of the district. However, the Calpulli tile may not be placed on any of these five spaces. A founded district is protected from being subdivided. Thus, canal tiles may not be placed in a founded district. A player plays canal tile X, building a district of 6 spaces. He then founds the district by placing the #6 Calpulli tile in it (his Mexica is in the district). He scores 3 points for this. As no other players have their Mexica in this district, no other players score for the founding of this district. 5
6 MACTIONS 6 AP per player. The following actions are possible: Symbol Action Cost (number of AP) What must be considered place 1 canal tile (1 or 2 space tile) On any empty land spaces, but not in a founded district, not on the sacred site, a starting space, other canal tiles, the lake, or at the entrance to a bridge. build 1 bridge move 1 bridge move Mexica (1 space) from land space to land space move Mexica (1 space) from land space to bridge move Mexica (1 space) from bridge to land space move Mexica (1 bridge) from bridge to bridge move Mexica anywhere build 1 building value/level 1 build 1 building value/level 2 build 1 building value/level 3 build 1 building value/level 4 acquire 1 action chip acquire 2 action chips play action chip(s) found district Only on canal tiles. Both entrances must face land spaces (not canal or lake). Moving empty bridges is possible, when there are no bridges left to build in the bridge supply. To adjacent (not diagonal) land spaces. Occupied land spaces (with a Mexica, building, or Calpulli tile) and occupied bridges (with a Mexica) are obstacles and cannot be moved to or through. On the water from bridge to bridge. Occupied bridges (with a Mexica) are not obstacles and may be passed. Two Mexica may not occupy a bridge. To any unoccupied land space or unoccupied bridge. Build on any empty land space in founded or unfounded districts in which your Mexica is standing. Maximum of 2 chips per turn. No limit on number of chips played per turn. Founding is only possible if the appropriate Calpulli tile is available and the player s Mexica is in the district. 6
7 PLACE CANAL TILEM Placing a canal tile costs 1 AP, regardless of the size (1 space tile or 2 space tile). A canal tile may be placed on empty land space(s) on the board with the following restrictions: ➀ not on the sacred site or starting spaces ➁ not on other canal tiles ➂ not on the lake ➃ not in a founded district ➄ not at the entrance to a bridge. BUILD BRIDGEM Building a bridge costs 1 AP. A bridge may only be built on a canal tile. Each bridge has two entrances. Both entrances must lead to a land space. Thus, a bridge cannot be built next to a canal tile or the lake. Buildings, Calpulli tiles, and Mexica may be placed on the land spaces at the entrances to a bridge. In this way, access to the bridge may be temporarily or permanently blocked Abridge may not be placed next to another bridge. Thus, bridges may not be strung together to cross multiple canal tiles When there are no more bridges in the bridge supply, players may move unoccupied bridges from any canal tile to any place where a bridge may be legally built for 1 AP. 7
8 MMOVE MEXICA A player may only move his Mexica and may move it to any empty adjacent (not diagonal) land space. The cost is 1 AP per space. During his turn, a player may move his Mexica to and from a space. Opponents Mexica, buildings, and Calpulli tiles are obstacles to Mexica movement and may not be moved to or through. A player may only move his Mexica from or onto a bridge at one of the entrances. If, as in ➀ below, his Mexica is not next to an entrance, he must move it around to the entrance. (exception: 5 AP-jump, see below) Along the water,a player can move his Mexica from bridge to bridge. The cost for each move is 1 AP. The player can move his Mexica along both the canals and the lake. In this way, a player can move a long distance for just 1 AP. ➁ ➂ To move from bridge to bridge, the canals and lake between them must be connected adjacently. Water spaces (canals or the lake) that touch only at corners are not connected adjacently. ➃ ➄ An occupied bridge is not an obstacle to a Mexica moving along the water. However, the Mexica must end his movement along the water at an unoccupied bridge. It still costs 1 AP per bridge moved to or through. The player may then move from the bridge as normal. ➅ A player cannot end the movement of his Mexica on an occupied bridge. Only one Mexica may occupy a bridge, or any other space on the board, at a time. By paying 5 AP, a player may move his Mexica to any empty land space or bridge on the board. ➀ ➁ ➂ The player must pay 3 AP to move his Mexica to the bridge next to where it stands. The player moves his Mexica to the bridge before it, then along 2 further bridges, and finally to space Y. This costs him 4 AP. In the above situation, the player can move his Mexica along the canals and the lake. This costs only 3 AP. ➃ ➄ ➅ The player wants to move his Mexica to space Y; this costs him 4 AP. He cannot move his Mexica from bridge to bridge because the canals the bridges cross are not connected - they only touch at the corners. In the same situation as that to the left, the player first spends 1 AP to place canal tile X to connect the two canals. Now he can move his Mexica along the water to the bridge next to Y. The total cost of this move to Y, including placing the canal tile is 3 AP. Player A wants to move his Mexica to Y, but cannot move there using the bridge where player B s Mexica stands (such a move would cost only 2 AP). So, he places a bridge for 1 AP as shown, moves to this bridge and then on to Y for a total cost of 4 AP. 8
9 The player wants to move to Y. He places canal tile X (1 AP), builds a bridge (1 AP) on it, moves his Mexica from the bridge he is on to the adjacent bridge (1 AP) and over the lake to the just built bridge (1 AP) and then to space Y (1 AP). For these actions, it costs 5 AP. BUILD BUILDINGM Each building has a value of 1, 2, 3 or 4. The value corresponds to the height (number of levels) of the building and is also displayed on the top of the building. To build a building, a player pays the value of the building in action points. A player may only build buildings in the district where his Mexica is standing. A player may only build buildings on empty land spaces, but may build anywhere in the district. Although players may move their Mexica to the sacred site and starting spaces, they may not build buildings there. A player may build buildings in non founded districts. Only 1 building may be built on each land space. Buildings may not be stacked on each other. Once a building is built, it may not be moved or removed. Aplayer may build a building at the entrance to a bridge (see building A below). A player may surround a Mexica with buildings, Calpulli tiles, and canals (see Mexica B below). This Mexica may now only move by building a bridge next to it or by spending 5 AP to move to any empty land space or bridge. Note: players may not surround a Mexica in the first round of the game. Player A has just built 2 buildings in the district with the number 12 Calpulli tile. One of them blocks in player B s Mexica. To move, player B will have to build a bridge or spend 5 AP to jump to an empty land space or bridge. Player C builds a building in an unfounded district. Player C s Mexica is now blocked by his own building and player D, and can only move by building a bridge or using 5 AP to jump to an empty land space or bridge. 9
10 MACQUIRE ACTION CHIPS A player may acquire an action chip for 1AP. He places the chip in his play area. A player may acquire at most 2 action chips in a turn. On a later turn, if the player wants to use more than 6 AP, he may use the action chips he has acquired. For each extra AP, the player must use 1 action chip. On a turn, a player is limited in using action chips only to the number he has. A player may acquire as many action chips as he wants and are available to him. When used, the chips are returned to their supply next to the board. If there are no more action chips is the supply, a player may not use this action to acquire an action chip. MTHE FIRST SCORING The first part of the game ends and the players score their positions when: the first 8 districts have been founded. This means that all 8 Calpulli tiles that were placed in the Calpulli bank at the beginning of the game have been placed in districts on the board and at least 1 player has built all 9 of his initial buildings. Once the above condition is reached, the current round is played to the end so all players have the same number of turns. Now the players score all founded districts. Built, but not founded districts are not scored in this first scoring. To mark the districts as they are scored, turn the Calpulli tile in the district up-side-down. When scoring a district, first determine the value of all players buildings in the district. To determine the value of a player s buildings, sum the values of the player s buildings in the district. The player with the highest valued buildings in a district scores points equal to the turquoise number on the Calpulli tile. The player with the second highest valued buildings in a district scores points equal to the yellow number on the Calpulli tile. The player with the third highest valued buildings in a district scores points equal to the white number on the Calpulli tile. The fourth highest player scores 0. Players move their scoring markers forward on the scoring track to record their points. If two or more players tie for first second or third place, each scores all the points for this place. If two players tie for first, there is no second place, but there is a third place. If three players tie for first, there is no second or third place. If two or more players tie for second, there is no third place. If a player has his Mexica on one of the four starting places during scoring, he scores an extra 5 points. Otherwise, the location of a player s Mexica plays no role in the scoring. After the scoring, turn the Calpulli tiles face-up. These remain where they are for the second part of the game. Example In a founded 13 district player A: a value 4 building = 4 a value 3 building = 3 sum of values = 7 player B: a value 4 building = 4 a value 3 building = 3 3 value 1 buildings = 3 sum of values = 10 player C: 2 value 3 buildings = 6 sum of values = 6 player D: a value 1 building = 1 sum of values = 1 Player A scores 7 points, player B scores 13 points, player C scores 4 points, and player D scores 0. 10
11 THE SECOND PART OF THE GAMEM After the first scoring is complete, place the remaining 7 Calpulli tiles in the Calpulli bank in ascending order from the upper left corner. Each player places his remaining 9 buildings in his play area. If a player has buildings left from the first part of the game, these are also available to be used in the second part. The same player starts the second part of the game as started the first part. All rules are the same as in the first part of the game. If, during the game, the players reach a point where they agree that one or more of the available Calpulli tiles cannot be used because they cannot found districts of the sizes required by those tiles (there are probably no more canal tiles left and no districts of that size), they remove these tiles from the game. Of course, it is possible to build a district for which there is no available Calpulli tile. THE SECOND SCORINGM GAME ENDM The second part of the game ends and the players score their positions when: all districts, that can be founded, have been founded and at least one player has built all his buildings. Once the above condition is reached, the current round is played to the end so all players have the same number of turns. First score all founded districts (as in the first scoring). All founded districts are scored, even those scored during the first scoring. Next score built districts (those without Calpulli tiles). This is different from the first scoring. The player with the most valuable buildings in each built district, scores 1 point for each space in the district. The player with the second most valuable buildings in each built district, scores half the points, rounded up, scored by the player with the most valuable buildings. The player with the third most valuable buildings in each built district, scores half the points, rounded up, scored by the player with the second most valuable buildings. The fourth player scores nothing. If a player has his Mexica on one of the four starting places during scoring, he scores an extra 5 points. The game ends after the second scoring. The winner is the player whose scoring marker has moved furthest along the scoring track. If two or more players tie for victory, the player among them with the most action chips is the winner. See the example for the beginning of a game on page
12 MEXAMPLE MFOR THE BEGINNING MOF A GAME Player A first places 1 canal tile (X) for 1 AP, then builds, also for 1 AP, a bridge (bridge A), next moves his Mexica over bridge A for 2 AP, builds a value 1 building for 1 AP, and finally takes an action chip for 1 AP. Player B first places 2 canal tiles (X) for a total of 2 AP, then builds, for 1 AP, a bridge (bridge B), next builds a value 2 building for 2 AP, and finally moves his Mexica for 1 AP to the bridge. Player C first places the 4 shaded canal tiles for 4 AP and founds the district he just built using the number 8 Calpulli tile, placing it in the district for 0 AP, and finally builds a value 2 building for 2 AP. For founding the district, player C scores 4 points. Player D scores 2 points. If this were the first or second scoring, both player B and player C would score 8 points each for having the most valuable buildings in the district. 12
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