The Card Game. The Loire Valley in the 15th century. As influential sovereigns, players grow their estates through

Similar documents
Algebra Sequence - A Card/Board Game

1 HARVEST once number of land tiles in the chain times 3 pesos opponent s chains SCORING animal card supply exhausted At the end of this round

RULES PIECES OF THE GAME. How to use money and cards during the game min.

After 3 races the player with the highest winnings has won that day s racing.

How to Play. It s a Random, Rapid-Fire Card Shoot-Out!

Bring Out Yer Dead is a morbid game of family fun. The head of your family is dead. The will has been read, and you re last on the list.

Two against the Bean Mafia By Uwe Rosenberg

A challenging game of Gods Men and their Monuments by Reiner Knizia

BOHNANZA RULE BOOKLET UWE ROSENBERG S. Bohneng 7/23/ :51 AM Page 1

Min. Art.No.: RIO524 Made in Germany Copyright

Crude: The Oil Game 1

FAQ Exodus Proxima Centauri 07/2013

Download a huge range of popular boardgame rules summaries, reference sheets and player aids at

Game components. Take your chances and boost your power! With proper tactics, you may outmanoeuvre your opponents and eventually claim victory.

The rest of this document describes how to facilitate a Danske Bank Kanban game.

Mille Bornes Rules. About the Theme

Third Grade Math Games

Ready, Set, Go! Math Games for Serious Minds

Current California Math Standards Balanced Equations

THE STORY VIDEO TUTORIAL COMPONENTS INCLUDED. Mars. The very near future.

Minimax Strategies. Minimax Strategies. Zero Sum Games. Why Zero Sum Games? An Example. An Example

Players: 2-4 Age: up to 10 years Duration: approx. 45 minutes

rattlebones_rules_mas.indd :59

Math Games For Skills and Concepts

Basic theme. Idea of the Game

Occupation. Scoring Fields Pastures. -1 Point 1 Point 2. 3 Points. 4 Points Points. Grain* Vegetables* Sheep Wild boar Cattle

COMPONENTS PREPARATION

Die Siedler von Catan Cardgame

Played With Five Standard Six-Sided Dice. by Paul Hoemke

CARD RPG ADVANCED. Based on CardRPG originally created by Ray of Ash Edited by Stephen A. Rogers

Overview. cge.as/pcv. Rules overview video

Probabilistic Strategies: Solutions

Calculator Practice: Computation with Fractions

1. Three-Color Light. Introduction to Three-Color Light. Chapter 1. Adding Color Pigments. Difference Between Pigments and Light. Adding Color Light

Permission is given for the making of copies for use in the home or classroom of the purchaser only.

Activity- The Energy Choices Game

Hexadecimate. Each team s objective is to destroy more opponents TPV than the other team.

Command & Colors: Ancients. Game Design by. Richard Borg. 3rd Edition GMT Games, LLC

For 2-5 players ages 8 and above minutes

Champion Poker Texas Hold em

CYPHER. A game by David Short For 2 4 players, ages 14 and up INTRODUCTION

THE GAME BACKGROUND AND GOAL CCONTENTS. 1 game board. 43 canal tiles 1, bridges

BrainMaster Macromedia Flash Player

TCM040 MSOM NEW:TCM040 MSOM 01/07/ :13 Page 1. A book of games to play with children

TOM LEHMANN. Expansion #2: Rebel vs Imperium

by Teresa Evans Copyright 2005 Teresa Evans. All rights reserved.

Contents. Preparation. A wild game by Friedemann Friese For 2 to 6 players aged 8 years and up

Fun Learning Activities for Mentors and Tutors

Escape from Colditz Rules Summary and Clarifications Game Maj. P. R. Reid, M.B.E., M.C. Summary by Daniel U. Thibault <

Sticker sheet (incl. replacement stickers for the base game)

What s New? THE DICE & HOW TO MOVE On your turn, roll all THREE dice: the two white dice plus the new SPEED DIE.

Board Games. With Monkey Friends. 15 Multiplication Board Games to practice multiplication up to 10 x 10

GAMES WITH ONE DIE Games where you only use a single die can be plenty exciting indeed. Here are two good examples of this!

he evening of April 8,

Math Board Games. For School or Home Education. by Teresa Evans. Copyright 2005 Teresa Evans. All rights reserved.

2. How many ways can the letters in PHOENIX be rearranged? 7! = 5,040 ways.

C Fast-Dealing Property Trading Game C

6 and up. 2 to 6 players

Understanding Options: Calls and Puts

Goal of the game. Game components

Rules for TAK Created December 30, 2014 Update Sept 9, 2015

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: October 15 th Outline of the Game

Action: Action: Teamwork rumor Injury rumor antarctica III antarctica III antarctica III

C ontents. Introduction

Team Selection. Team Selection. Advanced Game. Positions. Advanced Game

Betting systems: how not to lose your money gambling

1 Bet Threat Texas Hold Em Gaming Equipment Rules of the Games Temporary Amendments: N.J.A.C. 19:40-1.2; and 19: , 1.18 and 1.

INTRODUCTION FIND ALLIES AND

LESSON 7. Managing the Trump Suit. General Concepts. General Introduction. Group Activities. Sample Deals

Math Quizzes Winter 2009

Lesson 1: Readiness for Fractions (5 Bars and Fraction Bingo) Your group may select elements from one or both lesson plans.

the ability to adapt to a variety of opponents over several Missions. So for example in a 500 point game you may spend 100 points on RD squads.

Pizza. Pizza with Everything Identifying & Estimating Fractions up to 1. Serves 2-4 players / Grades 3+ (Includes a variation for Grades 1+)

Objective To guide the development and use of a rule for generating equivalent fractions. Family Letters. Assessment Management

How to Play. Player vs. Dealer

In the wild rapids of the Niagara River,

Financial Literacy Meeting Ideas Daisy Financial Literacy Games and Activities

ZOINED RETAIL ANALYTICS. User Guide

Module 4: Goal Setting and Planning

players on one side of the table and a place for the dealer on the opposite side.

Christoph Bauer. Game Components 8 Order cards. reverse. 2 Camerlengo cards. reverse. reverse. 54 Gold cards. reverse.

Graph Theory Problems and Solutions

Tom Cleaver s. A deck-building game of ancient Egypt For 2-4 players

MAKING MATH MORE FUN BRINGS YOU FUN MATH GAME PRINTABLES FOR HOME OR SCHOOL

A Brief History of wonderful, mystical, romantic Mah Jongg

Complexity Solitaire

and Maths in School. Addition in School. by Kate Robinson

Feb 7 Homework Solutions Math 151, Winter Chapter 4 Problems (pages )

Organizing image files in Lightroom part 2

Mental Computation Activities

Economics. Worksheet Circular Flow Simulation

Golf League Formats and How to Run Them

Session 8 Probability

Colored Hats and Logic Puzzles

Meeting the requirements of the Care Certificate is a challenge for all employers of health and social care support workers.

Solving the Rubik's Revenge (4x4x4) Home Pre-Solution Stuff Step 1 Step 2 Step 3 Solution Moves Lists

General Controls 3. Game Night Done Right! 5. Your Game Show 9 SORRY! SLIDERS 11 SCRABBLE FLASH 18 YAHTZEE BOWLING 23 BOP IT 30

Conditionals: (Coding with Cards)

Texas Hold em. From highest to lowest, the possible five card hands in poker are ranked as follows:

Take It, Make It, Sell It

Transcription:

The Card Game Game Idea Game Idea The Loire Valley in the 15th century. As influential sovereigns, players grow their estates through strategic trade and commerce. Playing cards that serve as dice show possible actions, but players make the final decisions. Will you trade or buy livestock, build city buildings or invest in scientific progress? There are many paths to prosperity and prestige! Players are nobles in 15th century France. Their goal is to maximize victory points through strategic actions such as trading, building cities, gaining scientific knowledge or mining. The winner is the player with the most victory points at the end of the game. Game Components The player with the most victory points wins. 114 action cards (with red backs): 12 each of castles (dark green), mines (gray) and cloisters (violet); 18 each of knowledge (yellow), ships (blue) and pastures (light green); 24 buildings (beige, 3x 8 types) 126 additional cards: 6x 3 types of goods, 5x 4 different animals, 7 bonuses (marked 1. ) + 4 bonuses (called All 7 types ), 6 displays (1-6), 5 rounds (A-E), 1 start player, 8x 1 victory point, 7x 2 victory points, 22 workers, 16 silver, 4x 3 types of player cards (projects, estate and storage) 1 Display area for the 7/10/13 action cards

Game Setup Game Setup Each player receives the following cards: - one project, one estate, and one storage. Players place the cards on the table in front of them, as shown in the side bar. - one good + one animal (randomly picked), + one silver. Each player places these three cards in their storage (i.e. face up below their storage card). Each player gets: - 1 storage, 1 estate and 1 project card - 1 good + 1 animal - 1 silver The remaining good cards are shuffled and placed face up in two equal piles at the edge of the table. Do the same with the remaining animal cards. Place remaining good and animal cards in 2 open piles each The silver and the worker cards are also placed in two piles at the edge of the table. Distribute workers (0-2, depending on turn order) The youngest player is the starting player and places the start player card face up (i.e. without question marks) besides their estate card. The next two players to the left each receive 1 worker card from the supply pile, and the last player receives 2 worker cards. Players place these cards in their storage. max. 3 Estate Starting player display at the start of the game The display cards are placed from 1 to 6 in rows in the middle of the table. Each round, players will place cards beside the display cards (see page 1 and below). Place display cards in rows from 1-6 The 7 bonus cards (marked 1. ) are placed above the display cards, slightly fanned. Place bonus cards (marked 1. ) above display 2

The 4 bonus cards ( All 7 types ) are placed above the display cards, in one pile (with the 4 on top, then 3, 2, 1). Note: If there are fewer than 4 players, use only these bonus cards: 3 players: 4 + 2 + 1; 2 players: 3 + 1. Place the All 7 types bonus cards in a pile, in decreasing order The 15 victory point cards are placed in one pile at the edge of the table. Place victory point cards The 5 round cards (A-E) are placed also in one pile (above A, then B, C, D, E). Place round cards in in increasing order The 114 action cards (with red backs) are shuffled and placed in one pile below the display. Each player receives 6 cards and puts them on the table without looking at them. This is the supply of dice for the first round (see below). Shuffle the action cards and deal 6 to each player (leave cards face down) Depending on the number of players, place the following number of action cards face up beside the display cards: 2 pl. 7 3 pl. 10 4 pl. 13 cards With 2/3/4 players, place 7/10/13 action cards face up in the display Placing the 7, 10 or 13 action cards: The first 6 cards are placed one at a time from the top row to the bottom row. With 4 players do the same with the next 6 cards (i.e. 12 cards total). The last card is placed according to its die number. For example: If the last card is a 6, place it beside the display-6. With 3 players the last 4 cards are placed in this way. 3 Possible starting display with 3 players:

Game Play The game is played over five rounds (A to E). Each round consists of six turns. In clockwise order, beginning with the starting player, each player picks the top two action cards from their card pile and looks at the die only on the two cards (all other information on these two action cards is ignored!). The starting player places one of the two cards face up on a common discard pile and using the number indicated on the card performs one of six possible actions (see below). Then it is the next player s turn. This player also places one of the two cards face up on the discard pile and performs an action, etc. When each player has taken a turn, a new turn begins. Each player draws the next action card, so they again have two cards in their hand. Play continues in this way until the last, sixth turn of each round, when all players have played their last action card. Game Play 5 rounds, with 6 turns in each In turn order each player discards one of two action cards and performs using the number of the die on it one of six possible actions Look only at the die! It is necessary to play a die, i.e. an action card, for each action. The six different possible actions are explained on the next three pages. 4

E Action 1: Take a card from the display The die number on the discarded action card indicates from which display row (1 through 6) you may take a card. Cards taken from the display are always placed below your project card. No more than three cards can be placed under a player s project card. Note: If there are already 3 cards under your project card, you must discard one of the three before placing a new card there. E Action 2: Place a project in your estate The die number on the discarded action card must match the die number on one of the cards from your projects. Take one project card with the matching number from your projects and move it into your estate (i.e. below your estate card). Identical types of cards in your estate are piled one on top of the other; different types of cards are placed next to each other. The goal is to have 3 of the same type of card in your estate at the end of the game, entitling you to the corresponding number of victory points (shown at the bottom of the cards). When placing a project in your estate, you immediately gain one bonus, as explained from page 9 on. 5 E Take 1 card Die number matches a row number Place card under your project card Note: No more than 3 projects are allowed at one time! E Place 1 project Die number matches a project number Place card under your estate card At game end the three buildings on the left will earn 3 victory points, the three pastures in the middle earn 4 and the three cloisters on the right earn 6 victory points.

E Action 3: Sell goods The die number on the discarded action card determines which type of good (light, medium or dark brown) you may sell. Move all the good cards with the matching number from your storage to the right side of your estate card, so that the victory points can still be seen. In addition, take one silver card from your supply for each good card sold. Finally, the player who sells goods receives the starting player card, keeping it face down (i.e. with the question marks showing). Note: When selling goods, a player always receives the start player card (face down). This also applies if someone uses a warehouse (see below). Important! Turn order of the current round does not change by this. E Action 4: Restock workers to 2 cards Regardless of which die number is on the action card, restock your worker cards to 2 only. Thus, if you have one worker card, take one from the supply, if you have zero, take two. E Sell goods The die number indicates the type of good that may be sold Take 1 silver for each good sold Seller also receives the (face down) start player card E Restock workers to 2 + 1 or 2 worker cards (die number does not matter!) 6

E Action 5: Take 1 silver Regardless of which die number is on the action card, take one silver from the supply. E Action 6: Convert workers and/or silver into victory points Regardless of which die number is on the action card, convert worker and/or silver cards into victory points. Put any number of worker and/or silver cards back into the supply, divide the total number of cards returned by 3, and take the resulting number of victory point cards. Place these to the left of your estate card, so that the victory points can still be seen. Example: Tom returns 5 workers and 1 silver to the supply and takes a 2-victory point card from the supply. E Take 1 silver + 1 silver (die number does not matter!) E Convert workers/ silver into victory points Discard any number of workers/silver and gain 1 victory point per 3 cards (die number does not matter!) The workers After discarding an action card, the player can place a worker card back to the supply to change the number of the discarded die up or down by 1. Changing from 1 to 6 or from 6 to 1 is possible and costs one worker card. Several worker cards may be used to change a die number by more than 1. Example: Megan can change a 2 to a 6 using two worker cards. With each worker card the die number can be changed ± 1 (and from 6 to 1, or vice versa) 7

The silver In addition to your normal action, once during your turn you can buy 3 new action cards from the deck by paying 3 silver cards to the supply. This can happen before, during or after performing your normal action. Choose only one of the newly purchased cards to: - Either place it as a new project under your project card (remember the 3 card limit!). - Or use it as action, by discarding it and using the die on it to take one additional action. In either case, put the remaining two newly purchased cards on the discard pile, never to be used! Example: Ivy discards one of the two cards in her hand and places a castle in her estate. Then she pays 3 silver cards to buy the top three cards from the deck (during the middle of her castle function). She selects another castle and places it as a new project. She then performs the function of the previously placed castle and places the just bought castle into her estate. Finally, she uses the function of this newly placed castle to take another castle from the display and place it under her project card. Once per turn a player may buy 3 action cards for 3 silver Use one of the cards: Either as a new project or as another action card (using the die)! Attention! Don t forget your regular action! 8

When you place a project in your estate, take the following bonus function immediately: Mines: When you place a mine in your estate, take two silver cards from the supply and place them in your storage. Knowledges: When you place a knowledge card in your estate, take two worker cards from the supply and place them in your storage. It does not matter how many workers you already own. Note: The silver and the workers are not limited. Should their supplies run out, replace with an alternative. Ships: When you place a ship in your estate, take one good card from one of the two decks and place it in your storage. Note: If one deck runs out, halve the other so there are again 2 decks. If all the good cards run out, bad luck! You don t get anything! Pastures: When you place a pasture in your estate, take one animal card from one of the two decks and place it in your storage. (Only one deck? See note for Ships.) Mines: + 2 silver Knowledges: + 2 workers Ships: + 1 good Pastures: + 1 animal 9

Buildings: When you place a building in your estate, use its bonus function immediately. Important! Any three buildings can belong to a triple (different types of buildings or those of the same type). Carpenter s workshop: Take any building or knowledge card from the display and place it as a project. Carp. workshop: + 1 building or + 1 knowledge Church: Take any castle or mine or cloister from the display and place it as a project. Market: Take any ship or pasture from the display and place it as a project. Note: When placing a carpenter s workshop, church, or market in your estate, if there is no corresponding card in the display, bad luck! You get nothing. Watchtower: Take 1 victory point card from the supply and place it beside the left side of your estate card. Victory points should be visible. Church: + 1 cloister or + 1 castle or + 1 mine Market: + 1 pasture or + 1 ship Watchtower: + 1 victory point Bank: Take 3 silver from the supply and place in your storage. (Not enough silver in the supply? See note for Knowledges.) Bank: + 3 silver 10

Boarding House: Take one good or one animal from one of the 4 open decks and place it in your storage. (See note for Ships.) Warehouse: Sell one type of good from your storage. (See Action 3: Sell Goods.) Boarding House: + 1 good or + 1 animal Warehouse: sell 1 type of good City Hall: Immediately place another project in your estate (with the resulting bonus). (Note: If you don t have another project, bad luck! No bonus function for the City Hall.) Castles: After placing a castle in your estate, immediately take a free action, as if you had discarded an action card with any die number. For instance you could place another project (with the resulting bonus) or take a card from the display or or or... Cloisters: Cloisters have no immediate bonus function when placed in the estate, but they do have two advantages: - Wild: A cloister may be placed together with any other type of card (this is not otherwise allowed!), and becomes a card of that type for the rest of the game. Note: The cloister still does not grant a bonus function. City Hall: place 1 additional project Castles: + 1 free action Cloisters: no immediate function, but: - Wild (cloisters may be added to any other type of cards) 11

Always place cloisters behind the other cards, hiding the 6 victory points. This also works vice versa: When you place a different type of card on one or two cloisters, the cloisters change to that type for the rest of the game. - 6 victory points: At the end of the game a triple with only cloisters is worth 6 victory points. This cloister is now a mine for the rest of the game - 6 victory points (for a triple of only cloisters) Additional important rules for placing projects: - Once you have placed cards in your estate you may not move them again. - The first player to complete a triple receives the matching bonus card from the supply (worth 1 victory point at game end). The player places it to the left side of the estate card, so the victory point remains visible. - Each player receives one of the current round bonuses when completing a triple. Each player may choose which bonus to take. For instance in round A you can choose to take either 3 victory points, 2 goods, 2 animals, 3 silver, or 3 workers. In round D you can either choose 2 silver, 2 workers, or 1 worker + 1 silver. Estate cards cannot be moved again The first triple of a type generates the matching bonus card (= 1 victory point) Each triple generates one of the current round bonuses 3 victory points 2 goods 2 animals 3 workers 3 silver 12

- The first player who has cards of all seven colors in their estate immediately receives the top most card from the All 7 types bonus card deck (i.e. 4, 3, 2, or 1 victory point(s) at game end). The player places it on the left side of the estate card so the victory points remain visible. For instance, the first player in a 3-player game receives the card with the 4, the second receives the 2 and the third receives the 1. - When placing the fourth card of a type in your estate, start a new triple with it. (It could also score at game end, if completed.) End of a round At the end of six turns, after all players have played their cards, the round ends. Prepare for the next round: - All cards remaining in the display are discarded. - 7, 10 or 13 new cards are placed in the display, as explained under Game Setup. (If necessary, reshuffle the discarded cards to create a new draw pile.) - The current round card is placed underneath the pile, displaying a new round card. - All players take another 6 cards from the draw pile and place them in a pile in front of them, drawing the top two cards for their hand. (If necessary reshuffle the discard pile and create a new draw pile.) All 7 types of cards in the estate generates an All 7 types bonus card (4/3/2/1 victory points) Fourth card of a type starts a new triple End of round after 6 turns: - discard remaining cards from the display - place 7, 10 or 13 new cards in the display - change the round card - draw 6 new action cards to make your draw pile 13

- The player with the start player card flips it face up. This is the start player of the entire round. Play continues in clockwise order. If the start player card is still face up, the card is passed to the next player in clockwise order, who becomes the start player for the entire round. Game End The game ends after the 5th round (E). In addition to regular victory points (for triples, bonuses, victory point cards, and sold goods) each player also receives victory points for animals: - 4 different animals 4 victory points - 3 different animals 2 victory points - 2 different animals 1 victory point - new start player GAME END After 5 rounds the game ends + 4/2/1 victory points for 4/3/2 different animals Example: Megan owns 3 sheep, 2 cattle and 1 chicken. She gets 3 victory points for this (2 for sheep + cattle + chicken, 1 for sheep + cattle; nothing for the single sheep). The player who has the start player card (front or back side) gets 1 victory point. The player with the most victory points is the winner. In case of a tie, the tied player with more remaining cards in their storage (i.e. workers + silver + unsold goods + unused animals) is the winner. In case of another tie, there is more than one winner. Start player card: + 1 victory point The player with the most victory points wins 14

Solitaire Variation Solitaire One player fights against Aaron (i.e. An Almost Real OppoNent, i.e. a virtual opponent). All basic rules remain the same, with the following exceptions: Use only two All 7 types bonus cards (as in the 2 player game, i.e. the 3 and 1). Place 7 cards in the display each round (as in the 2 player game). Place one silver, one worker, one good and one animal in your storage. Make 5 piles of cards for Aaron, the first pile with 3 cards, then next with 4 cards, then 5, 6, and 7 cards (i.e. one pile per round, each round with one additional card). The 3 cards of the first pile are flipped and sorted by type. This is the start of Aaron s estate. Cloisters are always placed as their own type, they are never added to other types of cards. For every cloister Aaron gets, you receive 1 victory point card from the supply. Note: If Aaron gets a fourth card of the same type, he also starts a new triple with it. If Aaron completes a triple before you do, Aaron receives the corresponding bonus card. This is also true for the All 7 types bonus cards. There are no additional functions after placing Aaron s cards. He does not receive any workers, silver, goods or animals. He does not get additional actions or advantages by placing buildings or castles. He does not get any round bonuses. Setup as in a 2-player game Take 1 worker, 1 silver, 1 good and 1 animal Prepare 5 decks for Aaron, with 3/4/5/6/7 cards Place and sort one deck per round for Aaron Don t forget: Take 1 victory point for each of Aaron s cloisters Aaron wins bonus cards for completing triples or All 7 types 15

At the beginning of each round, Aaron s deck is sorted into his estate (possibly earning him bonuses). Afterwards, play your 6 action cards as usual, with all the advantages from the basic game. Important! At the end of each round, compare your victory points to Aaron s: If Aaron has more victory points than you, Aaron wins and the game ends immediately. If you have the same or more victory points than Aaron, the game continues to the next round. If you have the same or more victory points at the end of the game, you are the winner! Note: When you compare victory points at the end of a round, be sure to add all the victory points generated by the animals. The start player card is not used in the solitaire game. Play your 6 cards as usual Important! Compare victory points after each round: If Aaron has more, he immediately wins! Author and publisher thank the many play testers for their help and suggestions, in particular the groups from: Bacharach, Bad Aibling, Bödefeld, Grassau, Gengenbach, Oberhof, Offenburg, Reutte, Siegsdorf and Stephanskirchen. Should you have any questions or suggestions about this game, please contact: Ravensburger USA, Inc. 1 Puzzle Lane Newton, NH 03858 E-Mail: info@aleaspiele.de www.aleaspiele.de 2015 Stefan Feld 2016 Ravensburger Spieleverlag 16 233451