game rules - Ludically
ri
e Bœlinger
GAME RULES
Rulebook.EN.indd 1
2/16/13 2:30 PM
e
2-4 players
=
= 5ƒ
=
= 1ƒ
1 action wheel
(double-sided)
nen
Exotic fruit
15 ×
EXPANSIONISM
RESEARCHER
1AD
51 florin ( ƒ ) coins, including:
21 gold coins with a value of 5ƒ ,
30 silver coins with a value of 1ƒ
A01 / 48
Character card
double-sided with a different region
on each side, stored in a separate storage tray
short, medium, long
Reverse side:
Balance of the
archipelago
e ea t e st 5 ca s
om t e e o t on
ec o ma p c ase
a p o ess ca amon
t ese ca s o ts
m n ma cost sca
t e ot e ca s
25 region hexagons, each
30 secret objective cards,
10 for each desired game length:
5 players
15 ×
o can pe o m one m at on act on
t o t spen n an act on sc
A33 / 48
Progress card
12 trend cards
15 ×
=
Cattle
=
Fish
=
48 evolution cards, including
24 character cards and 24 progress cards
Wood
15 ×
12 ×
10 ×
4 ships
10 citizens (meeples)
5 Action Discs (AD)
1 turn order marker
Meeple: a game piece in the stylized shape of a person
Iron
=
=
82 resource cubes
5 sets of player pieces
per player:
Stone
=
An evolution track, with room for 5 evolution cards
Scoring track on
reverse side
13 market / port tokens
13 town / temple tokens
A domestic market board (I)
An export market board (II)
24 explorer tokens
2
Rulebook.EN.indd 2
5 player screen aids
One rule book
A colony stability board (III) with:
one to represent the colony population,
and one to represent the rebellion level
A surplus workers board (IV) with:
one to represent the surplus workers level
2/16/13 2:32 PM
:
level
A
rchipelago recounts the great Age of Discovery, an era of intensive exploration and colonization of the world by European explorers. T he game covers the period
from 1492 (discovery of the Antilles by Christopher Columbus) to 1797 (colonization of Tahiti).
E
ach player portrays an explorer and his team commissioned by a European nation to discover, colonize, and exploit islands. T he mission is intended to be one
of peace: to meet the needs of the local population while providing commercial returns to the continent. T he archipelago and its natives must be treated fairly or
they will rebel, potentially leading to an all-out war of independence. A balance must be found between expansionism and humanism, between commercial goals and
respect for local values, between knowledge sharing and unbridled industriali ation. uch balance can only be achieved through each player’s commitment to make
the archipelago a happy and productive colony. If not, the reckless exploitation of the islands’ resources and their inhabitants will ultimately lead to chaos and revolt.
Tlibrium
o complicate matters, a separatist or a pacifist may hide among the players. One or the other will attempt to use his influence to tilt the balance away from equiand towards his respective goal of chaos and uprising or absolute peace. Are you ready to take on your discovery mission to the archipelago?
9
9
AME SETUP
7
6
8
5
1
10
4
9
9
1. Place the four boards (I-IV) at the end of the table. 5.
2.
On the domestic market board (I),
place 6 resource cubes, one of each color, in the corresponding zones. In each zone, place the cube in the
upper-left-most corner.
3.
On the colony stability board (III), position the population marker and rebellion marker on their
respective icons (both start at zero at the beginning of the
game).
4.
On the surplus workers board (IV), position the
surplus workers marker on its icon (it starts at zero at the
beginning of the game).
Rulebook.EN.indd 3
All remaining resource cubes, florins,
market / port, and town / temple tokens
constitute the bank of available resources, money and
buildings.
With the 24 explorer tokens, make 3 piles of
8 tokens each, storing them in the appropriate
spaces in the storage tray.
Assemble and place the evolution track next
to the game box. Shuffle the 48 evolution
cards, ensuring that they all have the same facing and
orientation (this is very important). Place the deck
in the storage tray in the space indicated, with the side
showing the balance of the archipelago information
(reverse side) facing up as shown.
6.
7.
2
8.
3
Place the open sea hexagon at the center of
the table.
9.
Each player chooses a color, takes the player screen aid,
1 ship, 2 citizens, 3 action discs (AD), and the order
marker of his color. He places the ship on the open sea
hexagon, being careful not to cover any fish icons, and
places the other pieces in front of his screen, visible to all.
He also receives 10ƒ which he places behind his screen.
His other player pieces stay in the box until needed.
P lace the action wheel within reach of all players,
with the appropriate side showing for the number of
players: one side for 2 to 4-player games; the other
side for 5-player games.
10.
3
2/16/13 2:32 PM
rn
0
Randomly decide the order of play for this
F
turn. Each player places his order marker on the evolution
track in the icon corresponding to his position in the order
of play.
F
Shuffle the 24 region hexagons and deal
each player 3 hexagons (providing
6 different region choices).
Region: one of the two sides of a single hexagon
Initial exploration: In the order of play indicated
F
on the evolution track, each player in turn chooses one of
the 6 regions present on the 3 hexagons he has in hand.
He then places it with one side adjacent to the open sea
hexagon. Respect the continuity of the landscape: water
touching water, fields next to fields, and mountains
against mountains. Starting with the second player, hexagons can be placed adjacent to previously placed hexagons
as long as they are also adjacent to the open sea hexagon
and respect landscape continuity on all touching sides, as
shown below. If a player can show that none of his hexagons can be placed, he discards them and draws 3 new
hexagons from the top of the region deck.
i
ering
e r
his ship. Place both citizens on land areas, making sure not
to cover any resource icons. The new citizens increase the
population by 2 points: move the population marker
up 2 points on the colony stability board (III).
Example: In a 4-player game, the population marker
is at 8 at the end of turn #0.
F
a
Most regions contain huts. Whenever
player successfully explores a new
region by placing his hexagon in the archipelago, he must
increase the surplus workers level by the number of huts on
the region tile, moving the surplus workers marker
accordingly. Note: On each region (except the volcano), the
number of resources and huts always adds up to 5.
Once all players have completed their first exploraF
tion, they return their two unused hexagons as well as any
previously discarded hexagons back to the region deck.
Shuffle the region deck again and place it in its dedicated
storage tray.
F
Once a player has placed his
F
first discovered region, he moves his ship from the open
4
sea to the new region, takes the first explorer token from
t e st p e c osest to t e e e o t e o an p ts t
behind his screen. Then two citizens of his color,
taken from in front of his screen, disembark from
Rulebook.EN.indd 4
Shuffle the trend cards, draw one at random,
and place it face up so that it is visible to all
players at all times. Put the remaining trend
cards back in the game box; they will not be used in the
game.
F
Sort the objective cards into decks of
10 according to the duration icon
on their backs. Select an objective
card deck based on the desired game duration:
A
Most regions also have resource icons
corresponding to the 6 resource types
in the game. When a player successfully explores a new
region, he selects one of the resources produced by the
region. He transfers the corresponding cube from the
bank to the appropriate section in the domestic market,
placing it in the upper-left-most available spot and moving
across, then down. He then selects another resource
produced by the region and takes the corresponding cube
from the bank, placing it behind his screen. If the region
produces only one resource, that resource goes to the
domestic market.
domestic market and take one wood for himself, or he can do
the same with the fish, or he can take one fish and place one
wood on the domestic market, or vice-versa.
discovered hexagons will need to be placed in contact with at
least two existing regions (see Exploration).
F
F
Example: T he newly discovered region produces 2 wood
and 2 fish. T he player can decide to place one wood on the
N ote: In later explorations (after turn #0), newly
i el g
Turn over the first 5 cards from the evolution deck and place them along the evolution
track in the orientation shown here:
IRON MINE
LOCAL COMMERCE
MERCHANT
o can pe o m a t ansact on o o c o ce on
t e domestic market t o t spen n an
act on sc
A29 / 48
A44 / 48
A16 / 48
30
120
60
180
90
240
two unused objective decks back in the game box. Shuffle
the selected deck. Each player draws an objective card at
random, looks at it secretly and places it face down beside
him or behind his screen. T his card is the most
secret information in the game. It should not be
revealed and the information on it should not be shared
with the other players. Objective cards determine endof-game and victory conditions (see How to win). Return
all unused objective cards to the game box, without looking
at them. They will not be used in the game.
BISHOP
PIRATE
est o an enem s p
p esent on t e same
e on as one o o
s ps e o ne o t e
est o e s p m st
e o a eso ce o s
c o ce
e as none e
m st p o e t
tn
s sc een p
A02 / 48
i n
Do not mix objective cards from different decks. Put the
1AD
o ma
o se
an n m te n m e
o c es o t e same
eso ce t pe on t e
omest c ma et e
co espon n amo nt
oes to o comes om
t e an
er ge g e
r
in in e
A06 / 48
See 2-player rules at the
end of this rulebook.
F The first turn can now begin.
2/16/13 2:34 PM
in
,
l
d
e
E
f
n
e
T he game ends when the end-of-game
con t on on an one p a e s o ect e ca
is met. It is therefore important for each
player to constantly keep in mind the end-of-game condition on his objective card.
e
e
t
e
t
e
d
n
g
ARCHIPELAGO
ach objective card indicates an end-of-game
condition on its upper half and a victory
condition on its lower half.
Example: In a 4-player game, there are four different
end-of-game conditions. Each player is only aware of one
of them.
At the end of the game, every
player
is ranked against the victory
= 1VP
conditions of all objective cards in
play, including those of the other players, and earns victory
points (VP) based on his ranking in each objective.
Note: T he end-of-game condition has no bearing on the
victory condition. Finishing the game does not score VP.
in e en en e
End-of-game
condition
Victory
condition
{
{
Game
length
neg
Victory
points
(VP)
Ranking criteria Player rank
rn
into 6 phases
ed
id
iv
d
is
rn
tu
h
ac
E
:
e
which must be played
in this order
1. D isengagement
2. Order of play
3. Population effects
ipelago
4. Balance of the arch
5. Actions*
rchase
6. Evolution card pu
:
* In the order of your choice
- Play one action
ogress card
- Use a character or prrt
- Use a market or a po
Rulebook.EN.indd 5
i
ing
D
iplomacy, negotiations, promises,
agreements, understandings,
a ances an t eac e a e commonp ace
activities in Archipelago. There can never
be too much of it! This game is after all only
semi-cooperative
Each player can also earn VP from the trend card in play,
N egotiations and exchanges are authorized with the
and from certain character and progress cards (King,
Pope, Cathedral, Colossus, etc.).
following constraints:
Players can only negotiate during their round
(Phase 5: Actions), during the resolution of a crisis, and
when determining the order of play.
Players can exchange, sell, give, or loan anything
except their units or action discs.
It is strictly forbidden for any player to voluntarily
reveal his secret objective card.
For more details:
See End of game.
F
F
F
For a list of all objective cards:
See end of this rulebook.
HASE 1
g
T
he game can end prematurely in case
of archipelago independence. This
happens if the rebellion marker moves
past the population marker on the colony
stability board (III).
i eng ge en
Skip this phase during turn #1.
P
layers disengage (rotate 90 counterclockwise) all engaged character and progress cards they control. On each
region, citizens and ships
that harvested during the previous turn are moved off the resource icons.
Make sure that all resource icons are clear of any citizen or ship. Players who have rebel citizens (meeples lying on their
backs
) stand them up
.
HASE
2: ORDER OF PLAY
T
o decide the order of play, each player secretly bets a number of florins ( ƒ ) from behind his
screen, placing the bet in his closed fist. Betting nothing is allowed. Each player holds his fist
above the table. Once all bets are placed, everyone opens his hand to reveal the amount of his bet. All bet
amounts are considered spent and go to the bank.
T he player with the highest bet decides the order of play for all players. He can therefore change
t e o e o t e p a e s o e ma e s on t e e o t on t ac as e es t t s t me ne ot at ons an
es o a
kinds are encouraged to try to convince the deciding player to award a better spot on the order of play. If no one
has bet anything, the order of play stays unchanged. If two or more players are tied for the highest bet, the bet
amounts go to the bank, and then those players bet again. In case of another tie, the order of play stays unchanged.
5
2/16/13 2:36 PM
HASE
3
l
Colony population marker: Keeps track of
the entire colony population, that is, the total number
of meeples present on the archipelago at any time.
R ebellion
S urplus workers marker: Surplus
track of the level of
discontent and frustration
on the islands.
workers are not yet part of the colony and are not
physically represented on the archipelago. T his marker keeps
track of the level of available workers waiting to be recruited
into the colony, whether natives or immigrants.
marker: Keeps
Citizen: a member of the colony, represented
by a colored meeple on the archipelago
Apply population effects for each of the boards I to IV in
i ne e
BOARD II:
EXPORT MARKET
order, by moving the surplus workers marker and the
rebellion marker on their respective boards as follows:
BOARD I:
DOMESTIC MARKET
E xample: A colony population between 11 and 20
moves the surplus workers marker up 1. A colony population between 3 1 and 40 moves the surplus workers
marker up 1 and moves the rebellion marker up 1.
T he export market is an exchange market with the continent.
BOARD IV:
SURPLUS WORKERS
Resources are on the docks, ready to be shipped out. When the
market is saturated, the surplus workers level goes up.
The domestic market is stocked with locally harvested resources.
When too many resources are available, fewer workers are
needed thereby potentially increasing the surplus workers level, or
worse, the rebellion level.
A
djust the surplus workers marker
same method as for board I.
using the
BOARD III:
F
or each of the 6 different resource zones, the row
containing the lower-right-most cube indicates with
a number of rebel or surplus workers icons by how much
to move the surplus workers marker or the rebellion
marker . Repeat for all 6 zones.
l n
Bili
The surplus workers board displays the level of available workers
waiting to be recruited into the colony. As the level increases,
the surplus workers become increasingly unhappy.
Each game turn represents approximately 15 years of the citiens’ lives. he colony stability board shows how the rebellion
gains on the population over time. A growing population increases
the surplus workers level and the rebellion level.
T
he row containing the surplus workers marker
indicates by how much to move up or down the
rebellion marker .
T
he row containing the population marker indicates with a number of rebel and surplus workers
icons by how much to move the surplus workers marker
and the rebellion marker .
E xample: 5 fish resources on the domestic market
6
Rulebook.EN.indd 6
moves the surplus worker marker up 1 on the surplus
workers board (IV). 6 iron resources moves the rebellion
marker up 1 on the colony stability board (III).
E xample: With a surplus workers level between 13
and 17, move the rebellion marker up 2.
2/16/13 2:36 PM
HASE
4B
Skip this phase during turn #1.
T
he balance of the archipelago is threatened by
consumption needs of its inhabitants and export
demands from the continent. The nature of the crisis is
determined by the back of the card on top of the evolution deck.
l n e
e r
to another player, previous players can no longer participate in helping solve the crisis.
O bviously, the first players will tend to use up the
resources present on the domestic market board (I) first.
Then they will use up their own resources, if they so wish.
All consumed resources are returned to the bank.
Fo eac eso ce c e cons me
ee e
t comes om t e p a e
o cons me t
stands the corresponding number of citizens of his choice
p potent a nc n ot e p a e s c t ens
Consumption
crisis on the
domestic market
i el g
has not been supplied, move the rebellion marker
for each missing resource.
e
up 1
en
T
he backs of some evolution cards show an event
instead of a domestic or export consumption crisis.
In the same example shown, the player can stand 6 citizens
up for each stone cube consumed.
Consumption
crisis on the
export market
O nce again, this is an ideal time to enter
B oth crises must be resolved to preserve the balance of
the archipelago.
negotiations with other players to compensate any services rendered. The player who
consumed the resource must stand the
indicated number of citizens up unless all citizens are
standing already, even in the case of failed negotiations.
Important: In this phase, ignore any When all citizens are standing again, the crisis has passed
red-colored zones that might be present on
the card (see Phase 6). T he corresponding
crisis is not solved in this phase.
DOMESTIC
n
i n ri i
T
he upper half of the card indicates the type of
resource consumed and how many citizens can be
sustained by one cube of that resource.
In the example shown, 6 citizens can be sustained with each
stone resource cube consumed.
T o resolve the crisis, lay all the citizens on
their backs, for all players and across the entire
archipelago. Ships are not affected by the crisis.
Starting with the first player and continuing in the
order of play, each player attempts to satisfy the consumption needs of the archipelago by providing the necessary
resources, taking them either from the domestic market
oa
sta t n om t e ottom
t most c e o
the appropriate section and moving towards the top-leftmost c e o om e n s o n sc een nce t e
responsibility of satisfying consumption needs has moved
and the balance of the archipelago is maintained. Go
directly to the resolution of the export market crisis.
Once every player in turn has had a chance to
participate, if any citizens are still lying on their
backs, they become rebel citizens and will stay rebels
until phase 1 of the next turn. Move the rebellion marker
up by the number of rebel citizens.
down 2
for each temple in the archipelago.
Important: In this phase, ignore any
red-colored events that might be present on
the card (see Phase 6).
If the event is not red, it is resolved here.
N ote: If the card stays visible on top of the evolution
deck for multiple turns, the event is resolved in phase 4 of
each of those turns.
EXPORT
n
i n ri i
T
he lower half of the card indicates the number
and type of resource that must be provided to the
export market.
I n the same example still, 3 cattle resource cubes must be
consumed on the export market.
Starting with the first player and continuing in the
order of play, each player will attempt to satisfy the
consumption demand of the continent by providing the
necessary resources, taking them either from the export
market board (II) or from behind his own screen. All
consumed resources are returned to the bank.
O nce every player in turn has had a chance to
participate, if the required number of resources
Rulebook.EN.indd 7
Event: Move the rebellion marker
7
2/16/13 2:37 PM
reBel
i e i i en
Rebel citizens refuse to work. T hey cannot perform any
actions. T hey cannot use or control a building, and they do not
contribute to any money during a taxes action.
Active citizens are citizens who are not rebels. T hey
work towards the development of their colony, and can therefore
participate in all actions, and can use and control buildings.
Rebel citizen:
Active citizen:
meeple lying on its back
meeple standing up
in
e
e en en e
I
f the rebellion marker ever moves
past the population marker , an
uprising ensues and the archipelago claims
its independence. T he game ends
immediately. All players have lost the
game, unless a player has the Separatist
objective card in which case he alone wins the game (see
End of game).
Note: Independence is not declared if the rebellion marker
is at the same level as the population marker .
HASE
5
l rer
n er i n
en
A
n explorer token can be turned
into a single resource cube of
any type during the resolution of a
crisis. The explorer token is then removed from the game
(do not put it back on the explorer token piles).
A n explorer token can only be converted during a crisis
or when a player performs an action requiring one or more
resources. A resource so obtained contributes towards the
act on s eso ce e ement nc n se n t at same
resource. Multiple explorer tokens can be converted into
resources during the same action or crisis.
i n
T he action wheel provides 13 different possible actions identified by various zones, including 6 actions to harvest the different types of resources.
Rounds: Starting with the first player, and continuing in the order of play,
resource harvest
each player plays one round by placing one of his action discs (AD)
on
the action wheel and performing the corresponding action. Players continue
playing rounds until all players have used up their action discs or cannot play
anything; then they proceed to phase 6.
construction
market
recruitment
transaction
reproduction
migration
port
taxes
8
Rulebook.EN.indd 8
exploration
A t the beginning of the game, each player has 3 action
discs. Once the first explorer token pile becomes empty
(see Exploration), each player immediately gets a 4th
action disc of his color which he can use for the rest of the game, starting with
this turn. Once the second explorer token pile becomes empty, each player
immediately gets a 5th action disc of his color which he can use for the rest of
the game, starting with this turn.
= +1
Unlimited action zones: The following actions can be performed more
than once by the same or different players: the 6 resource harvest actions,
recruitment, construction, transaction, and migration. Just pile up the various
action discs on the same action zone (do not cover the action icon). There is no
limit to the number of action discs that can be piled on these actions.
Limited action zones: Taxes, reproduction, and exploration can only receive a limited number of action discs, as
indicated by the colored circles within the action zones. A player who wishes
to perform one of these actions must place his action disc on the circle corresponding to his color if it is not yet occupied. If it is occupied, place the action
disc on one of the multicolored circles if one remains available.
market T he port and market are not considered action zones. T hey
port receive florins instead of action discs (see Port, Market).
2/16/13 2:38 PM
HARVEST
For each deployed unit, the player takes a corresponding
resource cube from the bank and places it behind his screen.
There is no limit to the number of resource cubes that can
be harvested during a single harvest action. However, a
single harvest action can only harvest one type of resource.
Units that participate in the harvest must remain on the
Do not place the action disc on the icon!
Fish Exotic fruit Cattle
Active player: the player whose round it is
Unit: any ship
(active
Stone
or citizen
or rebel
)
Active unit:
an active citizen
or a ship
(Ships are always considered active as they cannot rebel.)
TAXES
Wood
Iron
C
hoose a resource to harvest. The active player
deploys as many active, non-engaged units across
the entire archipelago as desired on unoccupied resource
icons of that type, one
unit per icon.
E ach unit must
Engaged units: Certain actions like harvest,
construction of a building, using a port or market engage
the units used to perform the action. T his means that they
are not able to perform additional actions that would
require moving them. However, they can still reproduce
and recruit in their region.
A player cannot harvest resources in a region that
is controlled by another player unless he has that
ot e p a e s pe m ss on (see Towns).
remain in the region
(hexagon) it occupied
before the action.
N ote: Resource cubes are limited in quantity. If a
resource is nearly out of stock at the bank, it is possible that
the harvest will not yield as many cubes as the number of
harvested locations.
Fish resources can only
be harvested by ships.
The other resources
can only be harvested
by active citizens.
r n
resource icons they harvested until the next disengagement phase. They are considered engaged.
i n
T he price of the transaction is determined by the row
from which the cube is taken, or on which it is placed. The
corresponding money goes to or comes from the bank.
N ote: If a resource section is full on a given market,
it is no longer possible to sell that resource on that market.
T he taxes action can only be performed a limited
number of times per turn.
ove the rebellion marker up 1 each time a player
performs this action. For each active citizen, ship,
town and temple under his control, the active player
receives the number of florins indicated on the tax table
from the bank.
M
R eminder: Rebels do not contribute any money during
a taxes action.
Rulebook.EN.indd 9
Transaction: purchase or sale of one resource
cube on either the domestic or the export market
T
he active player may perform one transaction on
the domestic market or the export market.
F or a purchase, take the lower-right-most cube in the
chosen resource zone. For a sale, place the cube on the
upper-left-most available space of the corresponding
resource zone.
E xample: Purchasing one fish cube will cost 4ƒ , a
second one also 4ƒ , a third one 6ƒ . Selling one fish cube
would bring 4ƒ , selling a second one 3ƒ .
9
2/16/13 2:38 PM
e
l r
The active player chooses a resource among the
i n F
resources that the new region is capable of producing and
takes a corresponding cube from the bank which he places
on the domestic market.
If there are other resource icons on the region,
F
the active player receives a resource cube of his choice
T he exploration action can only be performed a
limited number of times per turn.
by the same player on a single region. Having units of
different colors in the same region is allowed as long as the
limit of 3 citizens per player is respected. T here is no limit
on the number of ships.
from the bank from the remaining resources that the new
region is capable of producing. If the region produces only
one resource cube, it goes to the domestic market and the
player receives nothing.
re
r i
en
E xample 1: T he region has two resource icons, one
T
he active player decides whether he wants
the first visible hexagon of the region deck.
If not, he discards it to a separate discard pile and
takes the next one. He must make that choice without
advance knowledge of the next hexagon and without
looking at the other side of the first visible hexagon. The
hexagon deck must stay in its dedicated storage tray at all
times. Once he has picked a hexagon, the player can look at
both sides and decide which region to use.
3-citizen limit
/
: T here can never
be more than 3 citizens, whether active or rebel, controlled
wood, one exotic fruit. T he player places an exotic fruit cube
on the domestic market. Since there is no more exotic fruit,
he is left with a wood cube for himself.
Example 2: T he region has two cattle icons. One cattle
cube goes to the domestic market and the second cattle cube
goes to the player.
F
Increase the surplus workers level
by the number of huts shown on the
region.
N ote: If the hexagon deck in the storage tray ever
becomes empty, shuffle all discarded hexagons into a new
deck and place it back into the tray.
re
r
i n
+
T
he active player can recruit as many workers as he
wishes in a single action, as long as he can pay for
them and place them.
T he recruitment cost for a worker is shown on the
surplus workers board (IV), next to the row containing
the surplus workers marker . The recruitment cost is
paid to the bank.
Constraints that must be met
The new region must be placed adjacent to at least
F
two other regions.
Place the region so as to create a coherent landscape
F
with respect to the sea, field, and mountain connections.
One of the adjacent regions must contain
F
one o t e p a e s act e non en a e n ts (see Engaged
units).
That unit is moved to the newly discovered region,
and must be able to get there by sea for a ship, or by land
for a citizen (no sea convoy allowed, see Migration). Only
one unit is moved to the new region for each exploration.
= +1
F
Effects of exploration
If the active player cannot place the new hexagon, his
F
exploration fails and the hexagon is discarded.
If the exploration is successful, the active
F
player receives an explorer token from
F
10
Rulebook.EN.indd 10
the first available explorer token pile and
places it behind his screen.
When that pile becomes
empty, each player immedi= +1
ately receives an extra action
disc of his color (5 maximum).
T he reproduction action can only be performed once
per player per turn.
n each region where the player controls exactly
2 citizens, he can add 1 citizen of his color, taking
a meeple from the box. Move the population marker up
by the number of new citizens generated by reproduction.
O
R eminder: T he population marker
must always
match the exact number of citizens present on the archipelago.
Rebels do not reproduce; however, active, engaged citizens can reproduce.
A player can never control more than 10 citizens of his
color. A player cannot reproduce in a region where he
already has 3 citizens, whether active or rebel.
Example: If there are 5 surplus workers before recruitment, the active player can recruit 1 worker for 3ƒ , and a
2nd worker for another 3ƒ . However, a 3rd worker would
cost 4ƒ .
T he player takes as many meeples of his color from the
reserve as the number of workers recruited and places
them on land areas in the regions of his choice where he
is already present with at least one active unit, engaged or
not. He cannot place them in regions where he already has
3 citizens (see 3-citizen limit).
Lower the surplus workers marker
by the number of
workers recruited, and increase the population marker
by the same number.
R eminder: T he population marker
must always
match the total number of citizens on the archipelago.
N ote: Recruiting is not possible if the level of surplus
workers is at zero!
2/16/13 2:39 PM
igr
i n
Sea convoy
A ship can help one or more citizens cross the sea. A migration of citizens by sea convoy does not use up
t e s p s m at on act on o e e c t ens o a e t anspo te
s p se p t e m at on act on
by choosing to be convoyed by sea.
T o perform a sea convoy, place the ship participating in the convoy at the junction line between the
departure region and arrival region, staying on its region, or on a sea inlet separating two land areas on
the same region. The ship can perform its own migration before or after the sea convoy.
Linked convoy: By using multiple ships in a linked convoy, a citizen can be transported across more than one region
with a single migration action.
ship leaves port to migrate to
adjacent region
migration to
building on same region
migration by land to
sea convoy to
adjacent region
an adjacent region
T
he active player can move all of his active,
non-engaged units. Each unit can move to an
adjacent region, or it can move to an unoccupied building
on the same region or an adjacent region. Ships must move
by sea and cannot enter land areas. Citizens must move by
land and cannot cross seas unless transported by ships of the
same player (see Sea convoy).
A t the end of his migration action, a player cannot have
more than 3 citizens in a single region (see 3-citizen limit).
n
r
i n
migration to building on
an adjacent region
sea convoy across a sea
inlet on the same region;
then ship moves
linked convoy:
2 transported
across 2 regions
Building a ship
I
nstead of a building, the active player
can build a ship of his color in a region
containing a sea area. The ship is built by
an active, non-engaged citizen.
B uilding a ship does not engage the citizen
that builds it. The newly built ship is placed on the sea
There can only be one construction of each type per region.
Therefore, each region can contain at most one town, one
port, one market, and one temple. Constructions are
limited by the number of building tokens available in the
game.
Building a town, market, port, or
temple
T
he active player can construct a building for the price
indicated on the construction cost table above. The
construction must happen in a region containing at least
one act e non en a e c t en o t e p a e s co o o
alternatively, a ship of his color if building a port.
Rulebook.EN.indd 11
Once the construction cost in resources and florins is paid
to the bank, place a token representing the construction on
the region. Town, temple, and market tokens are placed
on land areas, not covering any resource icons. Port tokens
are placed on the water in contact with the coastline.
The unit that performed the construction
is placed on the construction token. T hat
unit is now engaged.
and is immediately available.
Note: Each player is limited to its 4 available ships.
Controlling a building
A
player controls a building if he has an active unit
on that building.
I f a unit leaves a building, the building is no longer
controlled, and the first unit that comes to it during a
m at on e en an opponent s n t ta es cont o o t e
building.
11
2/16/13 2:41 PM
Ports
Markets
Temples
A n active, non-engaged citizen or ship
An active, non-engaged citizen can build
An active, non-engaged citizen can build
can build a port, occupy it, and operate it.
a market, occupy it, and operate it.
a temple, occupy it, and operate it.
E ach port gives its controlling player the
E ach market gives its controlling player the
opportunity to perform two transactions on the export
market (see Transaction) without using action discs. To
control a port, the player must either occupy it with an
active unit, or control it from a town.
opportunity to perform two transactions on the domestic
market (see Transaction) without using action discs. To
control a market, a player must either occupy it with an
active citizen, or control it from a town.
Each player can use one port or market
during each of his rounds. To do so, he
Markets work the same way as ports.
spends 1ƒ from behind his screen on the action wheel on the
port zone matching his color. Each controlled port can be
used once and only once during the entire actions phase.
Therefore, a player controlling 2 ports could use each port
once for a total cost of 2ƒ placed on the port area of his color.
The player spends 1ƒ on the action wheel on the
market zone matching his color.
A citizen using the advantages provided by the
market becomes engaged and will therefore not be
able to perform any other action that requires engaging it
or moving it.
A unit using the advantages provided by the
port becomes engaged and is therefore not
able to perform any other action that requires engaging it
or moving it.
A citizen on a temple is never laid on its back
during the resolution of a crisis. In addition,
during the resolution of a crisis, when it is the turn of the
player controlling the temple, this player may choose to
stand any desired number of citizens present in the
temp e s e on p o ee o s co o an o ot e
p a e s co o s
T o control a temple, a player must either occupy it with
an active citizen, or control it from a town.
c
S
o
Special case: If a player controls a temple from a town,
but the citizen on the town becomes a rebel, the temple is
no longer controlled. In order to use the temple, the player
must first be able to stand the citizen up on his town before
standing the other citizens on the region up.
Tactical note: Many events on the back of evolution
cards move the rebellion marker down by an amount proportionate to the number of controlled temples in the archipelago.
W
b
p
any other action that requires moving it. He may however
use a port in one round, and a market in another.
Towns
An active, non-engaged citizen can build
a town, occupy it, and operate it.
A
town gives the player control of the region on
which it is placed as long as he has an active citizen
on that town. Controlling a region means that the player
cont o s a t e ot e
n s n t e e on po t
ma et temp e e en e oes not a e act e n ts
engaged on the other buildings. The player can therefore benefit from the advantages provided by the port,
market, or temple located in the region as long as he
controls the town. Opponents cannot take control of any
port, market, or temple on that region.
Using a port or market:
12
Rulebook.EN.indd 12
If a player uses
the advantages of a port or market from the
town, the citizen controlling the town becomes
engaged and will therefore not be able to perform
Controlling harvest: A town also
provides control of all the resources
present on a region. If other players wish
to harvest those resources, they must ask
o t e to n cont o e s pe m ss on
This provides another opportunity to enter negotiations
and demand compensation from opponents for services
rendered.
Multiple players in a region: If player A builds
a town in a region that contains a port, market, or temple
which is occupied, and thus controlled by player B, player
B remains in control of his building as long as his unit
remains on it and does not become a rebel:
As soon as player B leaves the port/market/temple,
F
player A automatically assumes immediate control of the
abandoned building.
At the end of the resolution of a crisis, if the unit
F
belonging to player B that occupies the port/market
becomes a rebel, then player A can choose to expel it from
the building and assume control since he controls the town
in the region. He removes the rebel from the building and
moves it elsewhere on the region, keeping it lying on its
back (rebel state).
P layer B can take the risk of building a port/market/
temple in a region containing a town controlled by
Player A. The same rules above apply, meaning that
player B will control the building as long as he stays on it,
but if he leaves it or if the unit on it becomes a rebel, player
A will assume its control.
Sea inlets
T wo citizens on opposite banks of a sea
inlet cannot reproduce. A citizen cannot
harvest a resource located on the opposite
bank. A ship may recruit workers on either or both banks.
A town controls the resources and unoccupied buildings
on both banks. A temple allows that citizens may be stood
up on both banks.
D uring the exploration in turn zero, you may deploy
your citizens on either or both banks.
2/16/13 2:43 PM
p
d
O
s
t
t
u
e
A29 / 48
HASE
6e
l
i n
Return all used action discs to their respective
players. T he 1ƒ coins on the port and market zones
of the action wheel go to the bank.
PIR ATE
CATHEDRAL
card, the next card on top of the deck includes a
red zone on its back, the corresponding crisis or
event must be resolved immediately, following
the rules in Phase 4 . Non-red zones are
ignored in this phase. T hey will come into play
in Phase 4 of next turn.
2
A12 / 48
A41 / 48
MERCHANT
BISHOP
1AD
A16 / 48
A02 / 48
each player must either:
PIRATE
o ma
o se
an n m te n m e
o c es o t e same
eso ce t pe on t e
omest c ma et e
co espon n amo nt
oes to o comes om
t e an
est o an enem s p
p esent on t e same
e on as one o o
s ps e o ne o t e
est o e s p m st
e o a eso ce o s
c o ce
e as none e
m st p o e t
tn
s sc een p
Starting with the first player and continuing in the order
of play,
e
Important: If, as a result of drawing a
est o an
mens ete m n n t e
p esent on ene
to e o p
e on as oneae same p a t e n
s ps e o soan a tomat c 3ƒ
on os to t e a e o ts
o ne
t e
est o e s cont
p o e s et
e o a eso m st
ce o s
c o ce
m st p o e as none e
et
t n AD
s sc een p
A02 / 48
r
KING
1AD
A
t any given time, the evolution track contains
5 cards representing the current set of evolution
cards available for purchase.
r
A06 / 48
Immediate crisis on
the domestic market
Purchase an evolution card and
rotate one of the remaining
ca s n t at o e
T wo more players also rotate the Pirate card. T he red
triangle now points to its skull icon, so it must be discarded.
or
Immediate crisis on
the export market
Rotate two different cards.
T he red triangles on the evolution track point
towards the cost icon of each card (in florins).
When purchasing a card, the player pays the cost indicated
by the red pointer to the bank; then he takes the card and
places it in front of him, visible to all players.
The cost of the card will change, going up or
down depending on the card. If the red pointer
points to the skull on the card after the card is rotated,
discard the card.
MERCHANT
LOCAL COMMERCE
When rotating a card, rotate it 90 clockwise.
Immediate event:
BISHOP
o ma
o se
an n m te n m e
o c es o t e same
eso ce t pe on t e
omest c ma et e
co espon n amo nt
oes to o comes om
t e an
A16 / 48
A06 / 48
Once a card is purchased and/or cards are rotated, if any The space left empty is filled with the top card of the evolution
spaces on the evolution track become empty as a result, fill
them with cards drawn from the evolution deck, one at a
time, to fill the empty spaces. Each new card is oriented
upright such that it can be read, like the Merchant on the
example shown.
LO
R
E
AT
A0
2
A16 / 48
BISHOP
PI
E
C
ER
M
M
CO
4/
A4
e
oc
c n
o n a
n o en
t o t sp
sac o
an t
at
m rket
o ma
pe estic sc
can om
o t e d ct on
a
48
A29 / 48
o ma
o se
an n m te n m e
o c es o t e same
eso ce t pe on t e
omest c ma et e
co espon n amo nt
oes to o comes om
t e an
D
p
1A
s
em e
e
en sam
an e o o t
s
o on t e o ne st
est ent as on o p m ce o e e
e s
es
o on n
p on
e ps o e a es as n t
e t
s est o
e e oe p
oc p
c st een
m s sc
8
/4
MERCHANT
L
CA
IRON MINE
A06 / 48
deck. T he new card is the Exporter. It is placed in the empty
slot, oriented upright so it can be read. T he back of the card
on top of the evolution deck contains a red zone, a crisis on the
domestic market, which must be resolved immediately.
Move the rebellion marker
down 1 for each temple
in the archipelago.
Immediate event:
Move the rebellion marker
up 1 for each town in
the archipelago.
N ote: It is possible for two cards to be removed from
the evolution track at the same time, potentially causing
two immediate crises and/or events to be triggered during a
single player’s purchase.
T actical note: Unlike in a normal crisis resolved in
Phase 4, in an immediate crisis, only the total number
on
of citizens still lying on their backs at the end of the crisis
matters because they increase the rebellion level. It does not
matter who they belong to, since all citizens will become
active again in Phase 1 of the next turn.
E xample: T he first player chooses to rotate two cards
rather than make a purchase. He rotates the Pirate card and
the Local Commerce card.
Rulebook.EN.indd 13
13
2/16/13 2:44 PM
HOW TO USE
e
l
i n
r
E
volution cards (character or progress) can only be
used during the actions phase. It is therefore not
possible to use a card immediately after purchase because
the actions phase is over at that time.
E ach player can use one evolution card
during each of his rounds.
a t e ca s act ation cost, engage it by rotating it clockwise one quarter of
a turn, and apply its effects. Once a card is activated, it
cannot be activated again in the same turn. It must first be
disengaged during the disengagement phase.
Progress card
n r
n er
SAWMILL
A27 / 48
E xample: Player A wants to harvest wood. He uses
player ’s awmill card to double his harvest, by paying 2ƒ
Character card
to player B, the normal 1ƒ cost and an additional 1ƒ (see
Icon glossary), and engaging his card. If he sends 3 citizens
to 3 different wood resource icons on the archipelago, he will
harvest 6 wood resources instead of 3. Now player B can
no longer use his Sawmill card until it is disengaged again in
the next disengagement phase.
PIRATE
1AD
est o an enem s p
p esent on t e same
e on as one o o
s ps e o ne o t e
est o e s p m st
e o a eso ce o s
c o ce
e as none e
m st p o e t
tn
s sc een p
A02 / 48
E xample: Player B wants to use his Pirate card.
14
Rulebook.EN.indd 14
Only he can use it. He engages it, places 1 action disc on
the card and applies its effects.
P
n
GLOSSARY
Pay the indicated cost in florins.
Pay the cost as described on the card.
Any mention of a minimal cost refers to
the lowest cost in florins among the three costs
s o n n t e ca s co ne s
Pay the indicated cost in resources to the
bank.
Any resource cube. See text on the card
for more information.
Move the rebellion marker
up or down by the number
of icons shown.
Move the surplus workers
marker up or down by the
number of icons shown.
D uring harve st of the
resource type shown, double
the number of resource cubes
received.
Earns the player 1VP / medal at the end
of the game. If the card is a wonder, it
must be built first.
e
rogress cards with a construction icon are w o n d e r s .
Wonder cards do not have activation arrows. They are not activated,
they are built.
i
Only the player who owns the card can
activate it to use its effects. He pays the
cost in florins and resources to the bank.
Any player can activate the card to use its
effects. He pays the cost in florins, plus
t e e a e no
1ƒ to t e ca s o ne
ƒ
florin costs, he still pays 1 to the owne r.
t e ca s
eso ce costs a e pa to t e an
owner uses the card, he pays the normal cost in
florins and resources to the bank.
Spend the indicated number of action
discs by placing them on the card.
ing
D uring his round, instead of using a normal evolution card, the active player can build one of his wonders
purchased in a previous turn.
He pa s t e ca s
n cost an app es ts one t me
effect ; once built, a wonder cannot be built again.
T hen, he removes one of his active, non-engaged citizens from anywhere on the archipelago and places it on
the wonder just built. Move the population marker
down 1.
A built wonder earns the controlling player VP at the end
of the game, as indicated on the card.
N ote: Unbuilt wonders do not earn the player VP.
However, they still count as a progress card when scoring
that criteria.
GREAT LIGHTHOUSE
1AD
A40 / 48
E xample: T he player must control at least one port to be
able to build the Great Lighthouse. Spend 1 iron resource,
2 stone resources, and one action disc, and place one of the
player’s active, non engaged citi en on the card. very player
adds a ship in each region where he controls a port. T he Great
Lighthouse earns its controller 1VP at the end of the game.
See Card glossary for more
information.
2/16/13 2:45 PM
T
he game can end in one of two ways:
the population marker
stability board (III). T he
immediately.
g
ring B e
i e
e
r
L ay the objective cards of all
War of independence:
T he rebellion marker
n
moves past
on the colony
game ends
End-of-game condition reached:
A player reveals his objective card as soon
as the end-of-game condition on the card
is achieved. The game ends at the end of the active playe s o n
For a list of all possible
end-of-game conditions:
= 1VP players down side by side. Set
aside the Separatist and Pacifist
cards if present. The remaining cards contain objectives
that concern all players. One card at a time, rank the
players according to the criteria specified in the victory
conditions zone of the card. The highest-ranking player
in the specified criteria scores 3VP, the second best scores
2VP, the third 1VP.
End-of-game
condition
See List of objective cards at the end of this rulebook.
Victory
condition
in
If a war of independence is declared and no player has
F
the Separatist objective card, all players have lost.
If a war of independence is declared and one player
F
has the Separatist objective card, he alone wins the game.
All other players have lost.
If the game ends because an end-of-game condition
F
is reached, all players have won the game. Players then
count the victory points earned to determine the
winner.
grand
N ote: T he Separatist and the Pacifist participate in
counting victory points and can thus win the game independently of their objective.
{
{
e ren
r
Each player is also ranked according to the criteria specified on the trend card, earning between 2 and 4VP:
Victory
points
(VP)
Ranking
criteria
Game
length
Benefactor
Victory
points
(VP)
Ranking criteria Player rank
Players who have nothing that can match the criteria are
not ranked. If two players are tied on a given criteria, they
both get the points corresponding to their ranking. T he
next players in the ranking are not shifted
down: they take the next spot. Players can only
earn VP if they place in the top 3 rankings.
E xample: Yellow and Red are tied for first place, so
they both earn 3VP. Blue takes second place and earns
2VP, and Green gets 1VP for third place.
Pacifist objective: If, at the end of the
game, the difference between the population
marker
and the rebellion marker is
achieved as described on the Pacifist card, the
Pacifist player alone scores 3VP.
For a list of all possible
victory conditions:
See List of objective cards at the end of this rulebook.
Rulebook.EN.indd 15
ring
T he Benefactor card is different
from other trend cards. It is divided
into 5 zones, one for each player color.
When a player spends a resource cube
or explorer token from behind his
screen to help resolve a crisis, he takes
1ƒ from the bank and places it on the
Benefactor card in the zone corresponding to his color.
He does the same when he builds a temple.
A t the end of the game, the player who has the most
florins in his zone of the Benefactor card scores 4VP,
the second highest scores 3VP, and the third highest
2VP. Players can replace five 1ƒ coins with a single 5ƒ
coin if needed during play.
ring e
CARDS
l
i n
Some character cards, such as the King and the Pope, earn
the players VP at the end of the game, as shown by the
medal on the card. All built wonders earn the players VP.
n
e gr n
inner
i
Each player adds up his VP scored. The player with the
most VP is declared the grand winner. In case of a tie, the
player with the most money behind his screen among
the tied players is declared the grand winner.
15
2/16/13 2:46 PM
Temple trend
Iron objective
Progress objective
SCORING EXAMPLE
A 4-player game ends with two resources running out. One of the players has
the Separatist objective but was unable to trigger a war of independence, so he
does not earn any VP from his card. It is shown in reduced size in the example.
The objective cards of the other 3 players are laid down side by side along with the trend card.
Temple trend: Green controls 4 temples, Blue controls 3 temples, Red controls
2 temples, and Yellow controls 1 temple. Green ranks first scoring 4VP, Blue
ranks second and scores 3VP, Red ranks third and scores 2VP. Yellow ranks
fourth and does not earn any VP.
Iron objective: Yellow reveals 6 iron cubes from behind his screen, ranks first, and scores
3VP. Red ranks second with 4 iron cubes and earns 2VP. Blue and Green have no iron and
do not participate in the ranking.
Progress objective: Blue has 3 progress cards, Yellow also has 3, Red has 1. Blue and
Yellow are tied on this criteria and score 3VP each. Red ranks in second place and scores 2VP.
Temple objective: Just as for the temple trend card, Green is first and scores 3VP (fewer
VP than with the trend card), Blue is second and scores 2VP, Red is third and scores 1VP.
2RULES
-PLAYER
The game is played with the following modifications:
In case of a tie while determining the order of
F
play, there is not a second bet. The order of play stays
16
Rulebook.EN.indd 16
unchanged.
Separatist objective
Wonders: Blue built the Great Lighthouse which earns him 1VP.
Character cards: Green controls the King, which earns him 1VP.
Grand winner: A tally of the score shows that Blue is first overall with 9VP, Green is
second with 8VP, Red comes in third with 7VP, and Yellow is fourth with 6VP.
N ote: Since two cards involved temples (trend and objective), players scored VP twice
for this criteria.
Hint: To speed up and simplify the scoring, use units in the color of each player, taken from
the reserve in the storage tray—or, if the reserve is empty, from units on the map not related to
any of the objectives—and place them on each card on the line corresponding to their respective
ranking, as shown in the example. It makes it easy to add up each player’s score across all the
cards. As an alternative, flip over the evolution track and use the scoring track printed on the
back with ship units to mark the scores.
VARIANTS
T he following variants will provide different game
experiences. Most of them can be combined for even more
diversity.
Remove the Pacifist and Separatist cards from the
F
objective deck.
DESERT START
Each
player
draws
and
plays
with
2
objective
cards.
Use the desert village region as the
F
One player controls the warm colors (red and
starting region. Players start the game
F
yellow), the other controls the cool colors (green and
without a ship. Each player starts with
blue). If they run out of ships or citizens in their first
color, they can start using the second color. However,
players are still limited to 5 action discs each, not 10.
Temple objective
2 citizens on the desert region. Since
the desert region has 5 huts, start the
surplus workers marker at 5. Play turn #0 as for the
normal open sea start. After placing his first hexagon, each
player moves one of his two citizens to the newly discovered region. The rest of the game is played normally.
NO SECRETS BETWEEN
FRIENDS
P layers do not draw objective
cards at the beginning of the game.
Remove the Separatist and Pacifist
cards from the deck. Reveal as
many objective cards as there are
players. Leave them visible for all
players to see for the duration of the
game. These cards show end-ofgame and victory conditions that
are common to all players. In a way,
they behave as trend cards. Do not
use trend cards if using this variant.
3/5/13 5:05 PM
re
CHOOSE THE
n r l
R eveal two trend cards at the
At the beginning of turn #0, before the players receive
their 3 hexagons, they discuss and collectively choose the
trend card they want to use.
MORE SPICE
r
Use the Benefactor trend card, and
ren
beginning of the game.
Bene
E ach player draws two objective cards at the
beginning of the game, chooses one, and discards
the other.
draw a second trend card from the
deck. Remove the Separatist and
Pacifist objective cards from the
deck. Choose this variant to reduce the odds of a war of
independence breaking out. Players still draw objective
cards. This variant is recommended in a 2-player game.
CARD GLOSSARY
Amphitheater
Emigration
E arn 2ƒ from the bank and move
the rebellion marker
M ove the surplus workers marker
down 1.
down 1 for each port in the
archipelago.
Archbishop
M ove the rebellion marker
down as
determined by the total number of temples
in the archipelago:
0-2 temples: move the marker down 1
3-4 temples: move the marker down 2
5 temples or more: move the marker down 3
the rest of the game indicating that they can
no longer be harvested. Note: Towns do not
protect against the Barbarian.
Cathedral
Y ou must control at least one
temple to be able to build the
Cathedral. Spend 3 stone resources and 2 action discs.
Move the rebellion marker down 1 for each temple in
the archipelago. The Cathedral earns its controller 2VP
at the end of the game.
Colossus
Spend 3 iron resources and 1 action
disc. Move the surplus workers
marker down 1. The Colossus earns its controller
1VP at the end of the game.
Rulebook.EN.indd 17
rebellion marker
T e est o e s p oes ac to t e p a e s
reserve and can be rebuilt at a later time.
T he price of each cube is deter-
Pope
Gifts from the clergy
The coin stays on the pillaged resources for
Pirate
Exporter /
Merchant
mined by the row in which the
cube is placed or from which it is taken, as in a regular
transaction action.
Barbarian
zone appears on the 6th card now on top of the evolution
deck, resolve it immediately.
O ption 1 : give an exotic fruit
resource to the bank and move the
down 1, OR:
O ption 2 : give an exotic fruit resource and a cattle
resource to the bank and move the rebellion marker
down 2.
Great Lighthouse
Y ou must control at least one
port to be able to build the Great
Lighthouse. Spend 1 iron resource, 2 stone resources,
and one action disc. Every player adds a ship in each region
where he controls a port. The Great Lighthouse earns its
controller 1VP at the end of the game.
Head-hunter /
Researcher
I gnore any red-colored zones
on the 5 revealed cards.
However, if a red-colored
down 1 for
each temple in the archipelago. The Pope
earns its controller 1VP at the end of the
game.
M ove the rebellion marker
Pyramid
5 stone resources and
2 action discs. Move the rebellion
up 2. The Pyramid earns its controller 2VP
S pend
marker
at the end of the game.
Recruiter
T e o e s ec tment cost s ete mined by the surplus workers board (IV),
as in a regular recruitment action.
T hief
If the targeted player only has one resource,
he places it in one hand and leaves the other
hand empty. If he has none, he must lift up
his screen to prove it.
17
2/16/13 2:52 PM
CREDITS
CHRISTOPHE
Bœlinger
VINCENT
BOULANGER
JEAN-CHARLES
MOUREY
1AD
i
Principal illustrator:
Covers
Progress illustrations
Game components
Icons
Pencil sketches
etc.
Graphic layout
Rules doctor
English translation
Manufacturing
e s te
Game design
Graphic vision
Communication
Graphic layout
CHRIS
QUILLIAMS
l
Occupation - Artist
ation
Occup d artist
ke
rwor
Ove
SSASKIA
UTH
ASKIA RUTH
1AD
Tile artwork
n
W e are very grateful to all the playtesters who have
followed and contributed to the evolution of Archipelago
since its inception. There are so many of you that it would
be impossible to make a list here. Thank you all!
T an o to t e a t sts
ncent o an e sma an
Chris Quilliams, who gave life to the project with their
talent and passion.
T hank you to our outstanding German translator and
n eon
ste c amp on as a
t
T hank you to our diligent reviewers of the rules:
ec a
o e
e an e
German translator
Fair promoter
Dungeon Twister
champion
Character artwork
e
a
ce
es
(Sherinford), Xavier Saissy, Eric Franklin, Olivier
Grassini, Henri Bendelac, Vesna Six, Christian Senksis.
Thank you to Mops, Phal, Guido from Tric Trac, as well
as all their readers, for their support and enthusiasm.
Thank you to Stefan Blessing from Ludofact for his effic enc an en ness an o to
from Ravage for his support.
on as espe n
T an o to t p ane
n e an s s n am n
weeks in Valmeinier, where Archipelago was largely
created, reworked, and tested with skiing gamers ;)
T an s to o t e ea e
o
ette o p a
o s st ea n t s
t
o a e an a c pe a o to e p o e
For latest updates on Archipelago
and other games:
18
Rulebook.EN.indd 18
www.ludically.com
email: [email protected]
2/16/13 2:53 PM
Ble
Game components . . . . . . . . . . . . . 2
Game setup . . . . . . . . . . . . . . . . . . . 3
Turn #0: Discovering the archipelago 4
How to win . . . . . . . . . . . . . . . . . . . 5
Archipelago independence . . . . . . 5
Negotiating . . . . . . . . . . . . . . . 5
Game turn . . . . . . . . . . . . . . . . . . . . 5
Phase 1: Disengagement . . . . . . . 5
Phase 2: Order of Play. . . . . . . . . 5
Phase 3: Population effects. . . . . . 6
Phase 4: Balance of the archipelago 7
Domestic consumption crisis . . . . . 7
Export consumption crisis . . . . . . 7
Event . . . . . . . . . . . . . . . . . . 7
Independence . . . . . . . . . . . . . . 8
Explorer token conversion . . . . . . 8
n en
2-Player rules . . . . . . . . . . . . . . . . 16
Phase 5: Actions . . . . . . . . . . . . . . 8
Variants . . . . . . . . . . . . . . . . . . . . . . 16
Taxes . . . . . . . . . . . . . . . . . . 9
Card glossary . . . . . . . . . . . . . . . . . 17
Harvest. . . . . . . . . . . . . . . . . 9
Credits . . . . . . . . . . . . . . . . . . . . . . 18
Transaction . . . . . . . . . . . . . . . 9
Exploration . . . . . . . . . . . . . . . 10
List of objective cards . . . . . . . . . . 19
Reproduction . . . . . . . . . . . . . . 10
Recruitment . . . . . . . . . . . . . . 10
e ini i n
Migration . . . . . . . . . . . . . . . 11
Meeple . . . . . . . . . . . . . . . . 2
Construction, Ships . . . . . . . . . . 11
Region . . . . . . . . . . . . . . . . . 4
Markets, Ports, Temples, Towns 12
. . . . . . . .6
Markers
Phase 6: Purchase an evolution card 13
. . . . . . . . . . .6
Citizen
How to use evolution cards . . . . . 14
. . .8
Rebel vs. active citizens
Icon glossary . . . . . . . . . . . . . . 14
Active player, Unit, Active unit 9
Constructing the wonders . . . . . . . 14
Engaged units . . . . . . . . . . . . . 9
End of game . . . . . . . . . . . . . . . . . . 15
Transaction . . . . . . . . . . . . . . 9
Who wins?, Scoring, Grand winner 15
3-citizen limit . . . . . . . . . . . .10
Benefactor . . . . . . . . . . . . . . .15
Scoring example . . . . . . . . . . .16
ng g
Be
Rulebook.EN.indd 19
i e
e
End-of-game
condition
l
total number of towns
in play: 5 towns in
a 2-player game,
6 towns in a 3-player
game, etc.
total number of ports
in play: 5 ports in a
2-player game, 6 ports
in a 3-player game, etc.
Victory
condition
version: 2.0
number of explorer
tokens behind each
p a e s sc een
amount of money
e n eac p a e s
screen
total number of markets
in play: 5 markets in
a 2-player game, 6
markets in a 3-player
game, etc.
any 3 resources run out
at the bank
total number of character
and progress cards in play:
12 cards in a 2-player
game, 16 cards in a
3-player game, etc.
total number of temples
in play: 5 temples in
a 2-player game, 6
temples in a 3-player
game, etc.
number of temples
controlled by each
player
number of ports
controlled by each
player
Each player adds
up the total number
of fish resources in
regions he controls
with towns.
Each player adds up
the total number of
exotic fruit resources
in regions he controls
with towns.
all 3 explorer token
piles are exhausted
total number of ships
in play: 6 ships in a
2-player game, 8 ships
in a 3-player game, etc.
surplus workers level
higher than 21
bank is out of money
number of character
cards controlled by
each player
number of progress
cards controlled by
each player
Pacifist: If the difference
between the population
marker and the rebellion marker is higher
than 10, the Pacifist
alone scores 3VP.
Separatist: If the rebellion marker moves
past the population
marker , the
Separatist wins
alone.
19
2/16/13 2:54 PM
End-of-game
condition
any 2 resources run
out at the bank
total number of
progress cards in play:
4 cards in a 2-player
game, 5 cards in a
3-player game, etc.
Victory
condition
number of temples
controlled by each
player
number of markets
controlled by each
player
total number of temples
in play: 2 temples in
a 2-player game, 3
temples in a 3-player
game, etc.
total number of character cards in play: 4
characters in a 2-player
game, 5 characters in a
3-player game, etc.
total number of markets
in play: 3 markets in
a 2-player game, 4
markets in a 3-player
game, etc.
amount of money
e n eac p a e s
screen
number of character
cards controlled by
each player
number of explorer
tokens behind each
p a e s sc een
number of iron
resources behind each
p a e s sc een
total number of towns
in play: 3 towns in a
2-player game, 4 towns
in a 3-player game, etc.
total number of ports
in play: 3 ports in a
2-player game, 4 ports
in a 3-player game, etc.
number of ports
controlled by each
player
number of progress
cards controlled by
each player
Population marker
reaches or exceeds: 22
citizens in a 3-player
game, etc. (not used in a
2-player game)
Pacifist: If the difference
between the population
marker and the rebellion marker is higher
than 15, the Pacifist
alone scores 3VP.
i e
2 explorer token piles
exhausted
MEDIUM GAME
Be
20
Rulebook.EN.indd 20
i e
all 3 explorer token
piles exhausted
Separatist: If the
rebellion marker
moves past the population marker , the
Separatist wins alone.
End-of-game
condition
Be
total number of character cards in play: 5
characters in a 2-player
game, characters in a
3-player8 game, etc.
Victory
condition
SHORT GAME
number of fish
resources behind each
p a e s sc een
Each player adds
up the total number
of iron resources in
regions he controls
with towns.
all 3 explorer token
piles are exhausted
total number of markets
in play: 4 markets in
a 2-player game, 5
markets in a 3-player
game, etc.
total number of temples
in plays: 4 temples
in a 2-player game,
5temples in a 3-player
game, etc.
total number of towns
in play: 4 towns in a
2-player game, 5 towns
in a 3-player game, etc.
Population marker
reaches or exceeds: 20
citizens in a 2-player
game, 27 citizens in a
3-player game, etc.
Each player adds up
the total number of
wood resources in
regions he controls
with towns.
total number of
character and progress
cards controlled by
each player
number of explorer
tokens behind each
p a e s sc een
total number of
ports and markets
controlled by each
player
total number of ports
in play: 4 ports in a
2-player game, 5 ports
in a 3-player game, etc.
total number of progress
cards in play: 5 cards in a
2-player game, 8 cards
in a 3-player game, etc.
any 3 resources run
out at the bank
bank is out of money
number of temples
controlled by each
player
amount of money
e n eac p a e s
screen
Pacifist: If the difference
between the population
marker and the rebellion marker is higher
than 12, the Pacifist
alone scores 3VP.
Separatist: If the
rebellion marker
moves past the population marker , the
Separatist wins alone.
2/16/13 2:54 PM
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