A
s a storm raged into the night Gaius Cluilius sat alone in his throne room mulling his misfortunes. Despite his city being the founder
and head of the Latin League, its power was waning. Other cities from other nations, Veii, Roma, Reate, and Velitrae were all rising to
compete with Alba Longa’s glory.
Suddenly a bolt of lightning streaked through the ceiling, and crashed into the ground before him. Gaius covered his eyes from the
blinding light, but was surprised when the light didn’t fade away. Through shielded eyes he glanced into the light. There he saw a figure standing in the
middle of bolt of light, with electricity arching from limb to limb. When the figure opened his mouth, a voice like thunder emanated from it, addressing
Gaius.
“Gaius, build for me a series of Monuments. One to honour me and one to honour each member of my family. Do this, and I will make of you a great
nation!”
Gaius stood stunned when the bolt disappeared and the darkness returned. All at once he darted from the room out into the incessant downpour leaving his cloak behind. As he set off into the night he thought of only one thing… He had work to do.
Goal
You are the King of a powerful city state. Be the first King to construct 10 Monuments in honour of the gods, and have a population of 16 or more
Peasants at the end of a year.
Components
• This Rulebook
• 4 Eight sided dice numbered 1 – 4 twice (1 Black for Soldiers, 1 Brown for
Priests, 1 Grey for Merchants, and 1 White for Quarry Workers)
• 50 Wooden Monuments in 5 player colours: 10 Blue, 10 Green, 10 Purple,
10 Red, 10 Yellow
City Board
Central Board
• 1 Central Board (Showing the Season Track, Dice Cost Track and 6 Market
Stall Spots)
• 5 City Boards (Alba Longa, Reate, Roma, Velitrae, Veii)
• 18 Discs (1 Population Track Disc, 1 Housing Track Disc, and 1 Worship
Track Disc in each of the 5 player colours. 1 Black Season Track Disc, 1
Black Dice Cost Track Disc, and 1 Brown Mark of Piety)
• 100 Wooden Peasants (90 Natural regular Peasants and 10 Black Captive
Peasants)
• 40 Wheat Tokens (6 tokens of 10 Wheat, 10 tokens of 5 Wheat, and 24
tokens of 1 Wheat)
Hero Card
City Card
King of Kings Card
Blessing Card
Weather Card
Wheat Tokens
• 55 Coins (40 Silver of value 1 each, 15 Gold of value 3 each)
• 20 City Cards (4 Alba Longa, 4 Reate, 4 Roma, 4 Velitrae, 4 Veii)
• 25 Hero Cards (5 sets, each of values 0 through 4)
• 10 Weather Cards (3 Dry, 4 Moderate, 3 Wet)
• 9 Blessing Cards (4 cards of 3 Wheat, 3 cards of 2 Silver, and 2 cards of 1
Monument)
• 1 King of Kings card
Alba Longa | English | 1
Preparation
[Note: as an example the game setup for a four-player game is illustrated.]
E
H
D
Important: Throughout the rulebook the word “King” refers to a “Player” and the
phrase “King of Kings” refers to the “First Player”.
1.
Place the dice and the Central Board, in a location easily accessible to all
Kings.
Important: In a 3 player game only Market Stall Spots I though IV are
used. In a 4 player game add Spot V, and in a 5 player game all 6 Market
Stall Spots are used.
2.
A Place a
Place a Black Disc on the Growing Season of the Season Track (A).
Black Disc on the space marked 0 on the Dice Cost Track (B)
B .
3.
Each King takes a City Board, 8 Peasants, 5 Silver Coins, and the 10
Monuments and 2 Discs of their colour (C)
C .
4.
5.
I
F
G
C
Each King places their City Board on the table in front of them. The 8
Peasants are placed on the first 8 spaces of the city’s Housing Track (D).
D
One Disc is placed at the space marked 8 on the Population Track (E)
E ,
one Disc is placed beside the Worship Track (F).
F The third Disc, used on
the Housing Track is only needed in the variant “A Job Well Done”, which
is explained at the end of the rulebook. Each King keeps their Coins and
Monuments near their City Board in plain view for all Kings to see (G)
G .
B
The Wheat tokens, the remaining Peasants and coins make up the General
Supply and should be kept together in an easily accessible location.
6.
H and City Cards (K).
I For each
Each King takes a set of Hero Cards (A)
King there are 9 cards in total (5 Hero Cards, and 4 City Cards) whose
card backs match their City’s colour and symbol. The 5 Hero Cards, numbered 0 through 4, make up each King’s set of active Hero Cards. When
fewer than 5 Kings are playing, Kings discard to the box any of their City
Cards that are not represented in the game.
7.
Put aside 1 Moderate Weather Card. Group the remaining weather cards
into 3 sets of cards made of 1 Dry, 1 Moderate, and 1 Wet Weather Card
each. Discard 1 set to the box. Shuffle the other two sets independently,
and without looking at them place one set on top of the other. Still without
looking place the previously set aside Moderate Weather Card on top.
Place the deck in an easily accessible location (JJ).
8.
Shuffle the Blessing Cards and place them in a pile in an easily accessible
location (K).
K
9.
The youngest King at the table gives the King of Kings card to any King at
L He may instead keep it for himself. The King of Kings, who is
the table (L).
the first King, starts the game.
L
J
K
A
P.S.: The 10 Black Captive Peasants are only needed in the variant “Spoils of
War”, which is explained at the end of the rulebook.
Alba Longa | English | 2
Alba Longa | English | 3
City Board Overview
Detailed Breakdown
2
I - Growing Season
1. Each King will play a large portion of their game on their
City Board. The top of the board shows the city’s name,
colour, and symbol 1, along with the cities two victory
tracks: the Population Track (2)
2 and the Monument
Foundations (3).
3
1
3
2. The bottom portion of the City Board is made up of 6
different locations, the village proper in the centre of city, and
five jobs locations located around the village proper.
9
8
5
7
6
4. The left region is the Bazaar (5).
5 Peasants are assigned here in
order to generate money. Money is used to assign Peasants to
the different jobs in the city.
5. The bottom left region is the Quarry (6).
6 Peasants are
assigned here in order to build Monuments.
6. The bottom right region is the Temple (7).
7 Peasants are
assigned here to worship the gods so that the city’s yearly
harvest might be upgraded. The Disc by the Temple is used
to keep track of the city’s Worship Level. The harvest upgrade
cost, located on the back of the Weather Cards, changes each
Year.
8. The village proper shows a Housing Track (9)
9 where Peasants
begin each Season.
The game takes place over a series of Years. Each Year consists of two Seasons. Each Year is broken into the same 3 phases:
I - Growing Season
Begin Season
Assign Peasants (excluding Farmers)
Resolve Tasks
Return Peasants
Assign King of Kings
II - Harvest Season
Begin Season
Assign Peasants (including Farmers)
Resolve Tasks
Return Peasants
Assign King of Kings
III - Year End
1. Population Upkeep
2. Check Victory Conditions.
If no King has achieved all of the victory conditions a new years starts.
Alba Longa | English | 4
a.
Mark the current Season:
In the Growing Season place the Black Disc on the Growing Season of the Season Track. In the Harvest Season place the Black Disc on the
harvest location of the Season Track.
b.
Reset Dice Cost
Place the Black Disc on the position marked 0 on the Dice Cost Track.
c.
Sell Peasants into Slavery
Each King has the option of selling one or more Peasants into Slavery in exchange
for money. A King may sell 1 Peasant for 1 Silver, or 3 Peasants for 2 Silver. Peasants
sold into Slavery are returned to the General Supply.
1. Begin Season
a.
Mark the current Season:
b.
Reset Dice Cost:
c.
Sell Peasants into Slavery
Important: As 16 Peasants are needed to win the game, a King should only sell his Peasants into
Slavery if he is very short on Coins.
7. The right region contains the Fields used for farming (8).
8
Peasants are assigned here to generate Wheat. Wheat is
used to feed the city’s existing populace and to attract new
Peasants to the city.
Order of Play
1.
2.
3.
4.
5.
1. Begin Season
4 Peasants are
3. The top left region is the city Barracks (4).
assigned here to build an army to both attack other cities,
and to defend their city from attack.
4
1.
2.
3.
4.
5.
Important: The description of these phases also details the steps taken during the Harvest
Season Unless otherwise stated.
2. Assign Peasants
First, every King that has a Peasant on a Free Assignment space of their
Housing Track (spaces 12, 16 and 20) can place these Peasants on any valid
location as per the job descriptions below without the need to roll the dice.
Kings can do this simultaneously, or in clockwise turn order starting with the King of Kings,
if so desired by any King.
Following the Free Assignments, if any, the King of Kings “Holds Court”.
2. Assign Peasants
You may move
peasants on Free
Assignment
spaces to any
valid location.
A King “Holds Court” by paying the dice cost indicated on the Dice Cost Track to a single
Market Stall Spot and rolls the dice. Note: the first time a King “Holds Court” the dice cost
is 0.
After rolling the dice, the King of Kings chooses one of the 4 dice and assigns a number of
Peasants from his Housing Track, from 1 to the number indicated on the chosen die, to the
task associated with the colour of the die, except when assigning farmers (see Assigning
Farmers below). He then places the chosen die in front of himself indicating that this die
cannot be chosen by any of the other Kings.
Going clockwise around the table each King chooses to purchase a die, if any remain, or
to pass. To purchase a die a King must first pay 1 Silver to one Market Stall Spot, and then
he assigns a number of Peasants from his Housing Track, from 1 to the number indicated
on the chosen die, to the task associated with the colour of the die. A die purchased during
another King’s “Court” may never be used to assign Farmers. He places the purchased die in
from of himself indicating that this die cannot be chosen by any of the other Kings.
After rolling the dice, the King of Kings
chooses one of the 4 dice and assigns a
number of Peasants from his Housing
Track, from 1 to the number indicated on
the chosen die, to the task associated with
the colour of the die, except when assigning
farmers.
Important: A King who decides to “Hold Court” must pay the dice cost indicated by the Dice Cost
Track. The other Kings always pay 1 Silver when purchasing dice left over from the roll.
Important: A King that cannot afford to purchase a die, has no Peasants on his Housing Track, or
no dice remain to be purchased, may not purchase one of the excess dice, and must pass.
Alba Longa | English | 5
After each King has had one opportunity to either purchase a die or pass, the King to the
left of the King of Kings “Holds Court” by paying the dice cost on the Dice Cost Track and
throwing the four dice etc.
After each King has had the opportunity to
“Hold Court” the Black Disc on the Dice Cost
Track is moved 1 space along the track.
After each King has had the opportunity to “Hold Court” the Black Disc on the Dice Cost
Track is moved 1 space along the track. Now the King of Kings may “Hold Court” for a second time, or pass on “Holding Court”. Note that the cost to “Hold Court” is now higher, as
indicated by the Dice Cost Track. If the dice cost is 2 or greater, the King must pay the entire
dice cost to one Market Stall Spot. Repeat this process until all Kings have either assigned
all of their Peasants, or they have passed on the opportunity to “Hold Court”.
Important: When presented with the opportunity to “Hold Court” a King that either has no Peasants on his Housing Track, or cannot afford to pay the dice cost to “Hold Court”, must pass.
Important: When a King passes on the opportunity to “Hold Court”, this King may neither “Hold
Court” nor purchase dice from another King’s “Court” for the remainder of the Season. When a
King passes on “Holding Court” he may wish to lie down one of his remaining Peasants on his
Housing Track to remind himself that he make not “Hold Court” or purchase any excess dice
from another King’s “Court” this Season.
a.
Assigning Soldiers (Black)
Place the Peasants anywhere on the Barracks.
b.
Assigning Merchants (Grey)
Place each Peasant in ascending order on the Merchant Track. If the
Merchant Track is full additional Merchants are placed near the Merchant Track.
c.
Assigning Quarry Workers (White)
Place the Peasants anywhere in the Quarry
d. Assigning Priests (Brown)
Place each Peasant in ascending order on the Worship Track on the
first available spot after the Disc. If the Worship Track is full place each
additional Priests near the Temple.
Repeat this process until all Kings have
either assigned all of their Peasants, or they
have passed on the opportunity to “Hold
Court”.
e.
Important: When a King who is not “Holding Court” passes on the opportunity to purchase
excess dice from another King’s “Court”, he may again “Hold Court”, or purchase dice from
another King’s “Court”, this Season.
Assigning Farmers [Harvest Season only]
Important: Farmers may only be assigned during the Harvest Season.
They are assigned either through free Peasant assignments at the beginning of the Season, or by the King “Holding Court”.
There is no die associated with farming. To assign Farmers the King
“Holding Court” chooses any die and assigns a number of Peasants
from his Housing Track, from 1 to the number indicated on the chosen
die. The other Kings (those not currently “Holding Court”) may not
assign Farmers. A King may not assign Farmers to the Fields during
the Growing Season.
The first 5 Peasants are placed on the Fields. If all of the Fields are occupied each additional Peasant is placed in the Granary.
Example Play:
Abby, Bernice, Colin, and David are Kings (and Queens) competing to fulfil the
challenge of the gods. Abby starts the game as the King of Kings so she takes the
dice in hand. The Black Disc on the Dice Cost Track starts at the location marked
0 so Abby doesn’t need to pay any money to put any money in a Market Stall Spot
to Hold Court. She rolls the dice onto the table. The Soldier (black) die displays a
3, the Merchant (grey) die a 2, the Quarry Worker (white) die a 2, and the Priest
(brown) die a 4.
Abby decides that she would like to gain influence with the gods, so she takes the
Priest die. First she places the Priest die in front of herself, takes 3 Peasants from
her Housing Track, and places them on the first 3 spaces of her Worship Track.
The die allowed her to place up to 4 Priests in the Temple, but she decided to save
one for another task.
Abby passes the remaining 3 dice (The Soldier die, the Merchant die, and the
Quarry Worker die] to Bernice on her left. Bernice decides she would like to assign
some Peasants to her Quarry. She pays 1 Silver to one of the Market Stall Spots,
places the Quarry Worker die in front of her, and assigns 2 of her unassigned
Peasants to the Quarry. Bernice then passes the remaining dice (the Soldier die
and the Merchant die) to Colin. Colin chooses not to purchase either die, and
passes. The remaining dice move to David who also passes. All 4 dice are passed
to Bernice who now Holds Court by paying the cost indicated on the Dice Cost
Track, which is still at 0.
After Bernice, Colin and David each “Hold Court”, and each King either purchases or passes on available dice, the dice return to Abby. At this point, Abby
moves the Black Disc on the Dice Cost Track to the right one space, from 0 to 1. If
Abby wants to Hold Court and roll the dice again she must first pay 1 Silver to a
Market Stall Spot.
Important: There is no limit to the number of Soldiers/Merchants/Quarry Workers/Priests/
Farmers that can be assigned!
Alba Longa | English | 6
Bazaar (Merchant)
Quarry (Quarry Workers)
Farmers are placed on the Fields
Additional farmers go to the Granary
Temple (Priests)
3. Resolve Tasks
3. Resolve Tasks
After every King has assigned all of his Peasants, or passed on the opportunity to “Hold Court”, each of the tasks is resolved.
After every King has assigned all of his
Peasants, or passed on the opportunity to
“Hold Court”, each of the tasks is resolved.
Resolution occurs in the following order:
A.
B.
C.
D.
E.
F.
Soldiers
Merchants
Quarry Workers
Priests
Farmers [Harvest Season only]
Blessings of the gods [Harvest Season only]
A. Resolve Soldiers
Choosing a die and assigning Peasants
When a King purchases a die he places it front of himself and then assigns a number of
Peasants from his Housing Track, between 1 and the number displayed on the chosen die,
to the task associated with the colour of the die: Black for the Soldiers, Grey for Merchants, White for Quarry Workers, and Brown for Priests. Farmers are not associated with
a die colour and are assigned differently (see “Assigning Farmers” below)
Barracks (Soldiers)
Soldiers are used to Sabotage the plans of the other Kings, capture Peasants
for use in your own city, and protect your own city from Sabotage.
Resolution occurs in the following order:
A. Soldiers
B. Merchants
C. Quarry Workers
D. Priests
E. Farmers [Harvest Season only]
F. Blessings of the gods [Harvest Season
only]
Soldiers: Choose a city to attack
a. Planning attack
1. Choose a city to attack:
Every King that has assigned Soldiers secretly selects one city to attack. Each
King takes the City Card matching the city they want to attack, and places it
face down on the table in front of them.
Important: Even if a King has assigned Soldiers primarily to defend his own
city, that King must still choose a city to attack. Because all Soldiers are used for
both attack and defence, there is no penalty for doing both.
Alba Longa | English | 7
2. Reveal attacks:
Once every King that has assigned Soldiers has chosen their target city, all
Kings simultaneously reveal the cities that are going to be attacked.
Soldiers: Reveal Attacks
Soldiers: Choose a Hero to lead the Soldiers:
3. Choose a Hero to lead the Soldiers:
Each King that is attacking and/or defending against an attack secretly
chooses a Hero to lead their forces and places a Hero Card, from his set of
active Hero Cards, face down on the table in front of them, including the
defending Kings that didn’t assign any Soldiers. The Kings that didn’t assign
any Soldiers and are not being attacked by another King do not place a Hero
Card. The value of the chosen Hero Card applies both to attack and defence.
A city’s Priests may not be Sabotaged if only the Disc used to keep track of the
city’s Worship Level occupies the track.
Sabotaging Farmers [Harvest Season only]
When sabotaging Farmers, Farmers in the Granary are Sabotaged first, by returning them to the city’s Housing Track. If no Farmers occupy the Granary one
of the Farmers in the Fields is placed lying down in his field instead of returning
to the city’s Housing Track. This indicates that the field will produce less Wheat
during the harvest.
4. Reveal Heroes:
Once every King that is attacking and/or defending against an attack has
chosen a Hero Card, all Kings simultaneously reveal their Heroes.
b. Determining a successful attack
Soldiers: Reveal Heroes
Attacks are resolved one attacked city at a time, starting with the Kings of King’s
city, and going clockwise around the table.
Determining a successful attack:
An attack is successful if the attack strength is greater than the city’s defence. In
the event of a successful attack, Sabotage is carried out. The Success Value of an
attack is the difference between the attack and defence values. The amount of
Sabotage done against a city is determined by the comparing the Success Value
against the following table:
Success value
1-2
3-5
6-9
10+
Sabotage
1
2
3
4
A city may not suffer from more than 4 Sabotage per Season. If the success
value is 10 or greater, a maximum of 4 sabotage will be carried out against the
defending city. Sabotage is carried out one at a time, starting with the attacker
who committed the strongest attack (Soldiers plus Hero) and cycles through the
attackers in descending strength order. Ties are resolved by the attackers’ clockwise proximity to the King of Kings. If, according to the attack’s Success Value,
more Sabotage may be carried out after each attacker has performed Sabotage
once, cycle through the attackers again, starting with the attacker who committed the strongest attack, until all Sabotage has been carried out.
c. Carrying out Sabotage
A King carries out Sabotage by sabotaging a city’s Peasants at any assigned location. Except where otherwise stated a Sabotaged Peasant is moved from his job
back to the city’s Housing Track. The Sabotaged Peasant does not contribute to
the Season’s job resolution. A job that doesn’t have any Peasants assigned to it,
may not be Sabotaged.
Sabotaging Priests
Sabotaged Priests are returned to the city’s Housing Track in reverse placement
order to starting with the last Priest placed on or beside the Worship track.
A city’s Farmers may not be Sabotaged if only lying down Farmers occupy the
city’s Fields.
d. Discarding used Heroes
Following combat each King places their played Hero Card, of value 1 or higher,
face down in their own used Heroes pile off to the side of their play area. If a
King plays his Hero Card of value 0, the King returns that card to their set of
active Heroes instead.
If after discarding his Hero Card, a King has only one active Hero Card left, he
returns all of his used Hero Cards to his set of active Hero Cards.
Important: No King may look at the active or used Hero Cards of another King.
An attack is successful if the attack strength
is greater than the city’s defence. In the event
of a successful attack, Sabotage is carried out.
The Success Value of an attack is the difference between the attack and defence values.
Carrying out Sabotage:
Except where otherwise stated a Sabotaged
Peasant is moved from his job back to the
city’s Housing Track.
Example Play:
Abby, Bernice, Colin, and David are resolving Soldiers. Abby (the current King of Kings) has assigned 3 Soldiers, Bernice has assigned 3, Colin 0, and David 4.
Bernice has 3 Peasants in her Bazaar, 4 Peasants in her Quarry, and 5 Peasants in her Temple.
She has no farmers because it is a Growing Season. David decides to sabotage her Bazaar. The
peasant on spot 3 of Bernice’s Merchant Track returns to her Housing Track. During Merchant
resolution she will now be awarded 1 Silver and 1 Merchant Stall Spot from the Bank, instead of 2
Silver and a Merchant Stall Spot.
Alba Longa | English | 8
Colin
David
Abby’s city is not being attacked, so the first attack to be resolved is the attack against Bernice.
Bernice’s defence strength is 4 (3 Soldiers plus her 1 Hero). The attack strength against Bernice is
9 (Abby’s 3 Soldiers and 0 Hero plus David’s 4 Soldiers and 2 Hero). The attack succeeds with a
Success Value of 5 (9 Attack minus 4 Defence). This means that 2 sabotage is carried out against
Bernice.
Sabotaging Merchants
Sabotaged Merchants are returned to the city’s Housing Track in reverse placement order starting with the last Merchant placed on or beside the Merchant
Track.
Sabotaging Quarry Workers
When sabotaging Quarry Workers, any Quarry Worker is returned to the city’s
Housing Track.
Bernice
Everyone now secretly chooses a Hero to play. Colin also chooses a hero to play, as his city is under
attack. Once all of them have chosen, the Heroes are revealed. Abby plays her 0 Hero, Bernice her
1 Hero, Colin his 4 Hero, and David his 2 Hero.
Because David committed the larger force to the attack (David’s 6 vs. Abby’s 3) David is the first
to carry out 1 Sabotage, and then Abby will carry out 1 Sabotage.
A city’s Merchants may not be Sabotaged if only a lying down Merchant remains
on the Merchant track.
Abby
Abby, Bernice, and David now secretly chooses a target to attack. Colin does not choose as he does
not have any Soldiers. Once all of them have chosen, the targets are revealed. Abby has attacked
Bernice, Bernice has attacked Colin, and David has also attacked Bernice.
Sabotaging Soldiers
It is not possible to Sabotage the defending King’s soldiers.
Important: If the city’s last Merchant is Sabotaged or captured, that Merchant is
placed lying down on the Merchant Track instead of returning to the city’s Housing
Track.
Discarding used Heroes:
Abby decides to Sabotage Bernice’s Quarry. Bernice returns one of her Peasants in the Quarry to
her Housing Track. Come Quarry Worker resolution Bernice will build 1 Monument instead of 2.
All of the Sabotage has been carried out against Bernice.
Next the attack on Colin’s city is resolved. Colin’s defence strength is 4 (0 Soldiers and 4 Hero).
Bernice’s attack strength is 4 (3 Soldiers and 1 Hero). The attack fails because the attack strength
is not greater than the defence strength. No sabotage is carried out against Colin.
Everyone, except Abby, discards their used Hero Cards face down into their pile of used Heroes.
Abby returns her Hero card to her set of active Heroes because she played her 0 Hero.
Alba Longa | English | 9
B. Resolve Merchants
The top Weather Card is then flipped over to reveal how much worship is required for the gods to upgrade the city’s harvest.
Merchants: earn income
Merchants generate income for their King.
If a city’s Worship Level is equal to or greater than the number displayed on the
card, that King may upgrade his harvest by moving his Disc down the Worship
Track by a number of spaces equal to the number displayed on the card. A King
may choose not to upgrade his harvest.
For each of spaces 1, 3 and 6 covered by a standing Merchant on the Merchant
Track, a King gains 1 Silver from the bank.
A King that has at least one Peasant standing or lying down on the Merchant
Track will also get all of the Coins from one of the Market Stall Spots.
If a King upgrades his city’s harvest, each Farmer produces 1 additional Wheat,
so that each Farmer produces 3 Wheat in a Dry year, 4 Wheat in a Moderate
year, 5 Wheat in a Wet year.
The Market Stall Spot with the largest number of Coins is emptied to the bank.
The King with most Merchants takes all of the Coins from the largest of the remaining Market Stall Spots. The King with the second most Merchants takes the
Coins from the next largest Market Stall Spot, and so on, until every King that
assigned at least one Merchant has taken all of the Coins from a Market Stall
Spot. Ties are resolved by the Kings’ clockwise proximity to the King of Kings.
Each Farmer that is lying down, as the result of Sabotage, produces 1 less Wheat
than normal: 1 Wheat during a Dry year, 2 Wheat during a Moderate year, and
3 Wheat during a Wet year. Even if the city’s harvest was upgraded a Sabotaged
Farmer will never produce additional Wheat that Season.
If a King’s only Merchant on his track is lying down as the result of Sabotage,
then that King receives no money from the bank, but is still entitled to receive
money from one of the Market Stall Spots. That King however, is last in priority
for receiving money from a Market Stall Spot, even compared to Kings with only
one standing Merchant.
If a King has not assigned any Merchants, he neither receives any Coins from the
bank nor does he receive Coins from one of the Market Stall Spots.
Dry
Moderate
Wet
Food per Farmer
2
3
4
Upgraded Harvest
+1
+1
+1
Food per Sabotaged Farmer
1
2
3
Each King takes an amount of Wheat equal to the amount harvested and adds it
to his Wheat stored within his city’s Granary, if any.
Any Coins left over in any of the Market Stall Spots are returned to the bank.
C. Resolve Quarry Workers
Season
F. Blessings of the gods [Harvest Season Only]
Quarry Workers: build Monuments
Quarry Workers construct Monuments.
For every 2 Quarry Workers, 1 additional Monument is built on one of the city’s
Monument Foundations. If the King has an odd number of Quarry Workers assigned, the last Quarry Worker’s work is lost. It is not possible to save work from
one Season to the next.
Kings that upgraded their city’s harvest may now receive an additional bonus
from the Blessing Cards. Any King that wants to receive the bonus on the blessings card must move his Disc down the Worship Track by 2 spaces. A King may
choose to pass on the blessings from the gods.
Important: Kings that did not upgrade their city’s harvest may not receive the gods’
blessings, even if their Worship Level is 2 or more.
Priests worship the gods to improve the city’s harvest, and to bring
about the god’s blessings.
After all Kings have decided to receive or pass on the gods’ blessings, the top
Blessing Card is revealed. Each King that chose to receive the blessings now
receives the blessing indicated on the card: 3 Wheat, 2 Silver or 1 Monument.
If the blessing is a Monument, any King that has already finished building all of
their Monuments receives no blessing, but the worship is still spent. Any unused
Worship remains into the next year.
Each King takes his Disc and places it on the space of the last Priest in the Worship Track.
Important: Even if no Kings chose, or were able, to receive the gods’ blessings the top
Blessing Card is still revealed.
D. Resolve Priests
Priests: improve Harvest
If the current Season is the Growing Season, the location after the Disc will be
the first location occupied by any Priests assigned to the Temple in the Harvest
Season.
Example Play:
Abby, Bernice, Colin, and David are resolving Farmers. It is the end of a
Moderate Year. Abby has 4 Farmers, and a Worship Level of 6, Bernice
has 5 farmers, but one of them is lying down as a result of Sabotage. Bernice has a Worship level of 7, Colin has 5 farmers, with a Worship Level
of 4, and David has 4 Farmers with a Worship Level of 8.
At the end of the Harvest Season the value indicated by the Disc is the city’s
Worship Level indicating the total amount of worship offered to the gods in an
attempt to upgrade the city’s harvest.
E. Resolve Farmers [Harvest Season Only]
Farmers: bring in Harvest, produce Wheat
The Weather type for the year determines the base amount of Wheat that each
Farmer produces. That amount grows if the city offers enough worship to the
gods, but it decreases for any Sabotaged Farmers.
Alba Longa | English | 10
Because the Year is Moderate, by default each standing Farmer produces
3 Wheat, and any lying down Farmers produce 2 Wheat.
The Moderate card is flipped over to reveal a 5, and also that a Dry
year is up ahead! Abby, Bernice and Colin all choose to spend 5 of her
Worship to upgrade their Harvest. Abby is left with 1 Worship, Bernice
with 2, and David with 3. Their standing Farmers now produce 4 Wheat
each! Colin is not able to upgrade his Harvest, but his Worship Level
stays at 4 for the next year,
Farmers bring in the yearly harvest.
The size of the harvest depends on the Weather of the current year, as indicated
by the back of the top Weather Card. In a Dry year, each Farmer produces 2
Wheat. In a Moderate year each Farmer produces 3 Wheat, and in a Wet year
each Farmer produces 4 Wheat.
Blessing of the Gods: receive Bonus
Dry Year
Moderate Year
Wet Year
Abby’s 4 Farmers produce 16 Wheat (3 Wheat per farmer, plus 1 Wheat
per Farmer for the upgrade). Bernice’s 5 Farmers produce 18 Wheat (16
Wheat for her 4 standing Farmers, and 2 Wheat for her one Farmer
lying down.) Colin’s Farmers produce 15 Wheat (3 Wheat per farmer,
because there is no upgrade) and David’s 4 Farmers produce 16 Wheat.
Alba Longa | English | 11
4. Return Peasants
4. Return Peasants
Following the resolution of all of the city’s jobs, all of the city’s Peasants are
returned to the Housing Track.
All of the city’s Peasants are returned to the
Housing Track.
b.
Growing your population
If a King still has Wheat in his Granary after feeding his Peasants, he may spend
additional Wheat to grow the city’s population. The amount of Wheat a King must
spend is determined by the number of Peasants to be added to the city:
Additional Peasants
1
2
3
4
5
6
Total Wheat cost
1
3
6
10
15
21
In the unlikely event that the General Supply is empty, and one or more Kings would
like to grow their populace, pieces from other games make good substitutes.
c.
5. Assign King of Kings
5. Assign King of Kings
The current King of Kings chooses a new King of Kings for the next Season.
The King of Kings may choose any King other than himself to be the new
King of Kings, and passes that King the King of Kings card.
The current King of Kings chooses a new
King of Kings for the next Season. The King
of Kings may choose any King other than
himself.
II - Harvest Season
(For a description of each phase, see I Growing Season)
b. Growing your population
If a King still has Wheat in his Granary
after feeding his Peasants, he may spend
additional Wheat to grow the city’s population.
=
c. Adjusting the marker on the Population
Track
Adjusting the marker on the Population Track
After steps 1 and 2, each players now counts his number of available peasants for the
next round and places his marker on the space of the population track with the same
number.
2. Check Victory Conditions
2. Check Victory Conditions
At the end of each Year (following both a Growing Season and a Harvest Season) all Kings
check to see if one or more of them has completed the gods’ challenge. In order to win a
King must have:
• 10 constructed Monuments and
• A population of at least 16 Peasants
At the end of each Year (following both a
Growing Season and a Harvest Season) all
Kings check to see if one or more of them has
completed the gods’ challenge. In order to win
a King must have:
• 10 constructed Monuments
• A population of at least 16 Peasants
Both victory conditions can, of course, easily be checked by looking at the two victory tracks
at the top of each City Board.
If only one King has met these conditions at the end of a year, then that King is the winner,
and builds an empire of the likes of which the world has never seen! If two or more Kings
meet the winning criteria at the end of the same year, then the King with the largest population wins. If the Kings are still tied, then the King with largest total of both extra Wheat, and
Coins is the winner. If two or more Kings are still tied, then all tied Kings create a dominant
alliance, and share the victory.
If no Kings have completed the gods’ challenge a new year begins. If the Weather Card deck
is exhausted, and no King has completed the challenge of the gods, the game ends and all
Kings lose.
1.Begin Season
2.Assign Peasants (including Farmers)
3.Resolve Tasks
4.Return Peasants
5.Assign King of Kings
III - Year End
Special Rules for playing 2 Players
1. Population upkeep
1. Population upkeep
At the end of the Year, (one Growing Season and one Harvest Season) each King must feed
their populace, and hopefully help it grow.
At the end of the Year, each King must feed
their populace, and hopefully help it grow.
a.
Feeding your people:
Each King must spend an amount of Wheat equal to the number of Peasants currently living in their city in order to sustain the population for the next Year. If the
city has more Peasants than Wheat, the King must spend all of the city’s Wheat to
feed as many Peasants possible. Any Peasants over and above the city’s total Wheat
leave the city and are returned to the General Supply. If a King has no Wheat in his
Granary, then all the Peasants leave the city and are returned to the General Supply.
The King is removed from the game, and forgotten in history. If the removed King
was just chosen as the King of Kings, he immediately chooses a new King of Kings.
A King may not choose to feed fewer Peasants than those that currently occupy his
city.
Alba Longa | English | 12
a. Feeding your people:
Any Peasants over and above the city’s total
Wheat leave the city and are returned to
the General Supply.
A 2 Player game of Alba Longa, follows the normal rules of play, except in the following
cases:
1.Only Market Stall Spots I – III are used.
2.The Assisi variant must be used.
3.“Holding Court” with 2 players plays out as if 4 people were playing the game. So the
first player pays the dice cost, the second player purchases as normal (cost of 1). The
first player then can purchase a second die at the cost of 1 [as if he were player 3], and
then the second player has another opportunity to purchase a die at the cost of 1. After
this procedure the second player starts with “Holding Court”, in the same as described
above, etc.”.
Alba Longa | English | 13
Variants
Carrying out Sabotage
If the attacker has a number of Monuments equal to or less than those of the defender the attacker ‘Captures’ Sabotaged Peasants. This is represented through the
use of the 10 Captive Peasants (Black). Captive Peasants are assigned in the attacker’s
City at the same job that he sabotaged. Except where otherwise stated the defender
still returns any Sabotaged Peasants, including those that are Captured, to his Housing Track.
A Job Well Done
This variant speeds up the game by rewarding Kings that assign the most Peasants to each
job. Set up the game as you would normally. In addition Kings place one Disc beside their
Housing Track. All of the normal rules of play are followed, but additional rules are added to
the following sections:
Capturing Merchants
Captured Merchants are assigned as per the regular Merchant assignment rules.
Resolve Soldiers
Important: If the last Merchant on the Merchant Track is Captured the defending King
still places his Merchant lying down as if it was Sabotaged, but the attacking King also
places a Captive Peasant at the end of his own Merchant Track as per the regular Merchant assignment rules.
Before the Kings choose which cities to attack the King with the largest army may
return one Hero Card from his set of used Hero Cards to his set of active Hero
Cards. In the event of a tie no King receives this bonus. During the first attack,
since all Hero Cards are still active no additional bonus is awarded for having the
largest army.
Capturing Quarry Workers
Resolve Quarry Workers
Captured Quarry Workers are assigned as per the regular Quarry Worker assignment rules.
The King with the most assigned Quarry Workers upgrades his city’s housing by
moving his Disc up one space on his Housing Track. In the event of a tie, no King
receives this bonus.
Capturing Priests
Captured Priests are assigned as per the regular Priest assignment rules.
Resolve Priests
Capturing Farmers
At the end of the Harvest Season the King with the most worship gains the ‘Mark
of Piety’ (Brown Disc). The King with the Mark of Piety gains a benefit during the
‘Blessings of the gods’. In the event of a tie for most worship, no King receives the
Mark of Piety.
Farmers in the Granary are Captured first. Farmers Captured from a Granary are returned to the city’s Housing Track. Farmers Captured from the Fields are still placed
lying down in their field instead of returning to the city’s Housing Track.
Resolve Farmers [Harvest Season only]
If the Spoils of War is being used in conjunction with A Job Well Done, then the
attacker assigns Captive Farmers to his City Board. Captive Farmers may only be
assigned to the Granary, not to an open field if one or more exist.
If the Spoils of War is not being used in conjunction with A Job Well Done, then the
attacker does not assign any Captive Farmers to his City Board. However, the attacker does take 1 Wheat from the General Supply for each Farmer that he Captures
from the Fields.
During the Harvest Season the King with most standing Farmers, in the Fields and
the Granary receives 2 additional Wheat. In the event of a tie for most standing
Farmers, no King receives this bonus.
Blessings of the gods [Harvest Season Only]
Provided the King with the Mark of Piety upgraded his Harvest, he only needs to
move his Disc down the Worship Track 1 space in order to receive the blessings of the
gods.
Return Peasants
All Captive Peasants are now returned to the General Supply.
The King with the Mark of Piety returns the disc to the General Supply regardless of
whether or not the King received the blessings of the gods.
Return Peasants
Following the resolution of all of the city’s jobs, all of the city’s Peasants are returned
to the Housing Track starting on the space following the Housing Track Disc.
Return Peasants:
Return your peasants starting on the space following the Housing Track Disc.
Check Victory Conditions
In order to win a King must have:
• 10 constructed Monuments and
• A population of at least 16 Peasants, not including the location of the Disc on the
Housing Track.
Spoils of War
This variant provides Kings the opportunity to benefit directly from combat. Kings who
successfully attack cities that have at least as many monuments built temporarily ‘Capture’
Sabotaged workers for use in their own city. All of the normal rules of play are followed, but
additional rules are added to the following sections:
Alba Longa | English | 14
Successful attack:
Yellow performs a successful attack on Blue’s
Quarry Worker. The Quarry Worker returns,
to the Housing Track, while Yellow adds a
Captive Peasant to his Quarry.
Assisi (For 2 – 4 Players)
Kings who don’t like directly attacking other Kings, or who want more choices in combat,
should use this variant. This variant must be used in a 2 player game. The city of Assisi holds
Pillage Items to be taken during combat. All of the normal rules of play are followed, but
additional rules are added to the following sections:
Preparation
Tip: The Housing Track upgrade indicated by the Disc
helps players reach the Free Assignment spaces on the
Housing Track with a smaller population than would
normally be required.
Assisi is depicted on the back of the Reate City Board. Place 3 Peasants on the Assisi
City Board. The Peasants indicate Assisi’s current defence. Assisi also starts with 2
Pillage Items on its City Board: 1 Silver and 2 Wheat.
Important: 2 Wheat count as 1 Pillage Item.
Kings do not discard their Reate City Cards as they will represent Assisi.
Resolve Soldiers
Choose a city to attack:
Kings may choose to attack Assisi instead of another King. To do this a King takes
his Reate City Card, which represents Assisi, and places it face down on the table in
front of them.
Choose a city to attack:
To attack Assisi instead
of another King, a King
takes his Reate City Card,
which represents Assisi.
Alba Longa | English | 15
Determining a successful attack:
Attacks are resolved one attacked city at a time, starting with Assisi, followed by the
Kings of King’s city, and continuing clockwise around the table.
The attack success, the amount of Sabotage, if any, and how Sabotage is carried out on
Assisi is determined by the normal rules of play, though Assisi does not play any hero
cards in its defence.
Sabotaging Assisi
When a King Sabotages Assisi, he takes one of Assisi’s Pillage Items: 1 Silver, 2 Wheat
or 1 Captive Peasant (available in later Seasons). A Captive Peasant taken from Assisi
may be assigned to any job, other than Soldiers, following the Captive Peasant assignment rules outlined in the Spoils of War variant.
Sabotaging Assisi:
When a King Sabotages Assisi, he takes one
of Assisi’s Pillage Items: 1 Silver, 2 Wheat or 1
Captive Peasant
If Assisi is being used in conjunction with A Job Well Done, Captive Peasants from
Assisi may be assigned as Farmers to the Granary only.
If Assisi is not being played in conjunction with A Job Well Done then Captive Peasants from Assisi may not be assigned as Farmers.
Update Assisi
Update Assisi:
After all of the Season’s attacks have been resolved, Assisi is updated. If Assisi was attacked an additional Peasant is added to Assisi’s defence, regardless of whether or not
the attack was successful. Assisi may never have more than 8 Peasants defending it.
The King of Kings adds 1 Pillage Item to Assisi: 1 Silver, 2 Wheat, or 1 Captive Peasant. Assisi may never hold more than 8 Pillage Items. Assisi may never hold more
than 3 Pillage Items of the same type (i.e. 3 Silver, 6 Wheat or 3 Captive Peasants).
/
/
Since 1977, Boulogne-Billancourt’s game Library has been organizing an international contest for Board and Card Games
designers, allowing for more than 75 games to be published. More than 2500 designers participated... What about you ?
This contest pursues three objectives:
• Advise and support designers: professionals conduct in-depth review of all presented projects. Participants get full feedback and comments on how to improve their game.
• Develop relationship with Board Games professionals: awarded games are actively promoted with game
publishers. More than a gateway from amateurism to professionalism, this contest’s key objective is to
encourage unknown game designers to break through.
• Develop relationships with the gaming community: through its presence at seminars and its 1000+
member-strong community, Boulogne-Billancourt’s game Library provides awarded designers with an
opportunity to present their games to a broad audience.
Contact: concours@cnjeu.fr
Special Thanks: Graeme would like to thank his wife Joanne for all
of her love and support.
Playtesters: Geoff Armstrong, Greg Armstrong, Jay Cormier,
Dominic Humphrey, Joanne Jahns, Doug Mills, Joel Mohr, Jason
Morris, Keith Morris, Amanda Morris, Alan Price, Peter Reinhardt,
Lars Rose, and Sean Ross
Graeme Jahns is a member of the Game Artisans of
Canada (www.gameartisans.ca)
Alba Longa | English | 16
Game Author: Graeme Jahns
Artwork: Hans Janssen
Manual Layout: Rafaël Theunis
Redaction: Arno and Frank Quispel
Translators: Cédric Blaise, Michael Baska and Patrick Draad
Quined Games would like to thank: Leonie Caljouw, Sander Bol,
Jeroen Hollander and Erwin Broens for their input.
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