Stone Age Rules PDF
Contents:
1 game board
4 player boards
58 wooden resources
40 wooden people
8 wooden markers in 2 sizes
53 food tiles
28 building tiles
18 tool tiles
1 start player figure
36 civilization cards
7 dice
1 leather dice cup
1 information sheet
Ston
1. Place the game
board in the
table middle.
2. Separate the food tiles by value
and place in stacks on the
hunting grounds.
13. Choose a start player, who takes the
start player figure and begin the
game as described on page 4.
places for tools
places for civilization cards and
summary of the final scoring
12. Place the remaining people (5 per color) as a
general supply next to the game board. Also place
there the 7 dice and the dice cup.
places for buildings
outline of yields and point values of the resources
11. Each player takes 1 player board. On this, he places
5 people in his color and 12 food.
The player boards serve as places for game material,
game play information, and final scoring information.
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10. Each player chooses a
color and one marker
of his color on space 0
of the food track
(lower left) and one on
the scoring track
(upper left).
eage
2-4 players
10 +
60-90 minutes
3. Place the 20 wood
resources in the
forest.
4. Place the 16 brick
resources in the clay
pit.
5. Place the 12 stone
resources in the
quarry.
6. Place the 10 gold
resources in the river.
7. Separate the tools by
values 1/2 and 3/4 and
place them in two
stacks in the space
next to the tool
maker.
9. Shuffle the building tiles and place in 4 face
down stacks of 7 buildings each. With 4 players,
place all 4 stacks on the game board; with 3
players, place 3 stacks; and with 2 players, place 2
stacks. Return unused stacks to the box. Turn over
the top-most building tile on each stack.
8. Shuffle the civilization cards and
place as a face down stack next to the
game board.
Draw the top-most 4 cards (based
on number of players) and place on
the 4 spaces, from right to left.
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Play overview
Each age has its special challenges. The stoneage was shaped by the emergence of agriculture, the
processing of useful resources, and by the building of simple huts. Trade begins and grow and
civilization takes root and spreads. In addition, traditional abilities like skillful hunting are in demand,
in order to be able to nourish the growing population.
The goal of the players is to master all these challenges. There are many ways to do so. So everyone can
work to achieve his goal in his own way.
Find your own way and learn at the end whether it was the best way.
A game round
Each round is divided into 3 phases, which are executed in the order described:
1. The players place their people on the game board.
2. The players use the actions of their placed people.
3. The players feed their people.
1. The players place their people on the game board.
One people
figure may
stand on each
circle.
Tool maker
1 people figure
Hut
2 people
The start player begins and must place 1 or more of his people on one place of his choice. Then the
next player in clockwise order follows and must also place 1 or more of his people on one place of his
choice. This continues in clockwise order until all players have placed all their people on the game
board. The number of rings
in a place indicates how many people can be there before it is full.
Passing is not permitted, if there are still places available for people. Placing again is not permitted. That
is, for example, if red placed 4 people in the forest, he cannot later in the same round place more
people in the forest, even if there is still room there.
How many people can be placed at the individual places?
Tool maker
Here exactly 1 people figure may be placed.
Example: Blue places 1 people figure at the tool maker place. This space is now fully
occupied.
Hut
Here exactly 2 people figures of the same player may be placed.
Example: Green places 2 people figues at the hut (if a player chooses the hut, he must
place 2 figures there). The hut is full!
Field
1 people figure
Field
Hunt
No people
figure limit
Hunt
Resource spaces:
up to 7 people
figures each
Forest, clay pit, quarry, and river
Here exactly 1 people figure can be placed.
Example: Yellow places 1 people figure on the field, the field is full.
This is the only place where no rings are shown. Here each player can place as many
people figures as he wants, but only once per round!
In each of these places, up to a total of 7 people figures may be placed.
Example: In the forest, there are already 4 Red people figures. Yellow places 2 people
figures there, bringing the total figures there to 6. Blue places 1 people figure there. Now
there are 7 figures there and the forest if full!
The clay pit, quarry, and river are the same.
4
Civilization cards
On each card, exactly 1 people figure may be placed. The cards can be filled in
any order.
Example: Red places 1 people figure on the 2nd civilization card. This card is now
full. The remaining 3 civilization cards can be filled by other players or the same
player.
per card 1 people
figure
Buildings
On each building, exactly 1 people figure may be placed. The buildings can be
filled in any order.
Example: Yellow places 1 people figure on the 3rd building. This building is now
full. The remaining 3 buildings can be filled by other players or the same player.
per building 1 people
figure
Example of a placing round in the following player order: Red (Start player), Blue, Green, and Yellow.
The sequence of
players is the
clockwise
direction.
Red places 1 people
figure on this card.
Blue places 5 people
figures on the hunt.
Green places 2 people
figures on the hut.
Yellow places 1 people
figure on this building.
Selection of the
places may be in
any order.
Since the individual places accept different numbers of people figures, it often occurs that one or
more players will have no more people figures to place while others still have people figures they can
place.
If no player can place people figures (because each has already placed all his figures or each has no
legal places to place the figures he has), the 2nd phase begins.
2. The players use the actions of their placed people
The start player begins. He uses all his placed people figures. Only then does the next player, in
clockwise order, use his people. The order a player chooses to use his people is completely up to him.
The player returns people use to his player board as he uses them. In this way, the player has all his
people back when he is done.
player
board
Which actions can the player use on the individual places?
Tool maker
1 new tool
Here the player takes 1 new tool. If he has no tools, then he takes a value 1
tool and places it with the number 1 showing on one of the spaces for tool
on his player board.
Afterwards,
he continues
as follows:
When a player
takes a 2nd and
3rd tool, he places
value 1 tools on
the other two
tool spaces.
When a
player takes
a 4th - 6th
tool, he
turns over
the 1’s to 2’s.
From 7th - 9th, the
player replaces the
value 2 tiles with value
3 tiles. Finally, from
10th - 12th, the player
turns these to value 4.
Use: Each tool tools can be used only once per round to roll a die with the hunt or during resource
procurement. A tool can be only completely used. Thus, it can split and used later for a different
action. A player can add as many of his tools to a dice roll. In order to show that a tool was used, the
player turns it around by 90°.
For examples of tool use, see hunt and resource procurement (on page 6).
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A player may
use each tool
once per round.
Hut
1 further people
figure
Here the player takes 1 additional people figure of his color
from the general supply. He has thereby for all following rounds
one more people figure available.
Example: Green has placed 2 people figures on the hut. He takes
the 2 people figures from the hut and a green people figure from
the general supply and places all 3 people figures on his player board.
Field
Increase the
player’s food
production
Hunt
additional food
from hunting
Resource
procurment
Field
The player returns his people figure to his player board and moves his
marker on the food track 1 space upward. Thus, he increases his food
production, which he receives at the end of each round.
Hunt – here the player rolls dice.
The player takes 1 die for each of his people figures on the hunt and rolls them all
together. He adds all the pips on the dice. Then he can add as many of his tools to
the total from the roll. For each full 2 of the thrown total, he
takes 1 food from the game board.
Example: Blue takes 7 dice and rolls a total of 14. He does not total 14 =
use tools, so he takes 7 food from the game board (7 times a full 7 food
2 rolled on the dice).
Example: Green takes 3 dice and rolls a total of 11. He would, thereby, take 5 food. He decides to use 1
value 1 tool. By doing so, he increases his total to 12 and takes 6 food (6 times a full 2). It turns the tool he
used around 90° and may not use this tool again this round.
Example: Yellow takes 2 dice and rolls a total of 4. Yellow has two value 1 tools and uses both. Thus, he
increases the total to 6 and takes 3 food (3 times a full 2).
On the hunt, the players take additional food, since the food production from the food track is often
no sufficient to feed their people (nutrition: see 3rd phase).
Forest, Clay pit, Quarry, and River – here the player rolls dice.
At these 4 places, the players take wood, brick, stone, and gold. The
procurement of these resources works in the same way as the hunt, except that
the yields are different:
wood
Forest - for each full 3, the player takes 1 wood from the supply.
Clay pit - for each full 4, the player takes 1 brick from the supply.
Quarry - for each full 5, the player takes 1 stone from the supply.
River - for each full 6, the player takes 1 gold from the supply.
brick
stone
gold
Ston
Hut
Example: Green has two people on the river and rolls 2 dice, getting a sum of
5. as he already used his toools for the hunt, he cannot use them again for the
gold. He takes no gold as he has no full 6.
Example: Red rolls 3 dice for his 3 people and gets 7. he
has 3 value 2 tools and uses them to raise his total to 13. +
Thus, he takes 2 gold (2 time a full 6).
Total of 13 =
The resources are not limited. If a resource is
2 gold
exhausted, use a substitute material (e.g. matches for wood).
The players need the resources for the acquisition of civilization cards and for
the building of buildings.
Civilization cards – immediate yields and points during final scoring
Acquisition of
civilization cards
To use
see
information sheet
The player pays the number of resurces shown above the card to the supply from
his player board and takes the card. Which resources the player pays (from wood,
brick, stone, and/or gold) is up to him and what he has: usually it will be wood
and/or brick, but he can never use food.
If the player cannot or does not want to pay the required resources, he takes back
his people figure and leaves the card on the game board.
Each player stacks his acquired civilization cards face down on the designated
space on his player board.
Details of the use of the cards is described on the information sheet.
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Buildings – these earn points during the game
The player pays the resources shown on the building to the supply from his
player board and takes the building. Then the player immediately moves his
scoring marker on the scoring track by the number of spaces shown on the
building. Afterwards, he turns over the next building on this stack.
Example: Yellow pays 2 wood a 1 brick from his player board to the supply. He
places the building on his player board and moves his scoring marker 10 spaces along the scoring track.
If the player cannot of does not want to pay the required resources, he takes back his people figure
and leaves the building on the game board.
There are 8 buildings where the player can choose which resources to pay with, but the number is
fixed. And there are 3 buildings, where the player can choose both the kind and number of
resources to pay with (maximum 7). When a player takes one of these buildings, he must calculate
the number of spaces (= points) he moves on the scoring track. The calculation is very simple.
acquisition of
buildings
The different buildings:
The points the player scores.
The raesources required for the acquisition of the building.
Building with
specific
resources
The player calculates the points by the value of the resources.
He must pay exactly 4 resources.
The 4 resources must be from exactly 2 different kinds.
The player determines which 2 kinds.
Building with
selected
resources
The player calculates the points by the value of the resources.
He must pay at least 1 resource and at most 7 resources.
The number of different kinds is up to the player.
Example: Blue pays using these four resources: 3 stone
and 1 wood
(the
required 4 resources from 2 kinds). From the used resources, the player scores 18 points: Each of
the 3 stones scores 5 points and the wood scores 3 points.
The player places the acquired building on one of the spaces for buildings on his player board. If a
player acquires more than 5 buildings, he stacks them on these spaces.
3. The players feed their people.
When all players have taken all their people figures back to their player board, they must feed their
people. Each people figure requires 1 food.
First, each player takes food from the supply according to the postion of his marker on the food
track. Then each player returns 1 food to the supply for each people figure on his player board.
If a player does not have sufficient food to feed his people, then:
He must place all food that he has back into the supply. Then, he may, if he wants to (and can), pay
the remainder in the form of any resources into the supply. Each resource replaces 1 food. Thus, his
people are also content as they were able exchange the resources for food). If the player cannot or
does not want to do this, he immediately moves his scoring marker backwards 10 points on the
scoring track.
In such case, the player must return all food he has to the supply!
When all players have fed their people (or not and lost 10 points), the round ends. The start player
gives the start player marker to his left neighbor and the next round begins.
New round
Before starting the new round, first move any remaining civilization cards to the right to empty
spaces. Next, fill remaining empty spaces with cards from the stack - right to left. Then, the players
turn any used tools back to their unused positions and begin the round with the 1st phase.
Example:: In the previous round, players took the 2nd and
3rd civilization cards. The 1st card remains where it is and
2.
1.
the players move the 4th card to the right to the 2nd space.
The players then draw 2 cards from the stack and place them
on the 3rd and 4th places in that order.
7
1 people
figure 1 food
to begin a new
round:
resupply cards
and turn back
used tools.
Game end
The game ends in one of two ways:
not enough
If there are not enough civilization cards remaining to fill the display at the beginning of the round,
civilization cards the game ends immediately. In this case, no new round is begun.
1 building stack
is empty
civilization
cards with
green
backgrounds
If at least 1 building stack is empty. In this case the current round is played to the end, i.e. the people
must still be fed.
Then follows the final scoring.
Final scoring and winner!
First, take the information sheet for the civilization cards for the scoring information it has.
Each player proceeds as follows:
Multiple the different civilization cards with the green backgrounds by themselves.
Example: a player has 5 civilization cards with different culture symbols.
= 25 points (5x5)
writing
Heilkunst
art
pottery
music
Score the cards with sand-colored backgrounds as follows:
Multiple the number of farmers by the position of the
player’s marker on the food track.
5 farmers x 7 food production = 35 points.
civilization
cards with
sand-colored
backgrounds
Multiply the number of tool makers by the value of the player’s tools.
3 tool makers x 7 tools = 21 points.
Multiply the number of hut builders by the
number of buildings.
7 hut builders x 6 buildings = 42 points.
Multiply the number of shamen by the number of people.
3 shamen x 8 people = 24 points.
Each resource that a player has on his player board scores 1 point
Players move their scoring markers to score their points as they tabulate them.
The player with the most points is the winner!
If players are tied for most, the player among them with highest total of food production, tools, and
people is the winner!.
2-3 players
Changes for 3 or 2 players
With 3 or 2 players, only 2 of the 3 places: tool maker, hut, and field may be filled in each round. The
third place remains empty. Naturally, the empty place can be different in each round.
With 3 players: on each of the places: forest, clay pit, quarry, and river only 2 players may place
people in each round.
With 2 players: on each of the places: forest, clay pit, quarry, and river only 1 player may place people
in each round.
All remaining rules remain unchanged.
For many test rounds and suggestions, the author and publishers thank Gregor Abraham, Karl-Heinz
Schmiel, Hannes Wildner, Hanna & Alex Weiß and all others who helped, especially Dieter Hornung.
© 2008 Hans im Glück Verlags-GmbH
If you have comments, questions, or suggestions,
please write us at: [email protected] or
Rio Grande Games
PO Box 45715, Rio Rancho, NM 81774, USA
Also, please visit our website at www.riograndegames.com
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The civilization cards
A player keeps all cards which he acquires on his player board until the end of the game.
All cards are divided into two parts.
The player takes the item shown on the top immediately when he takes the card.
The player scores what is shown on the bottom during final scoring.
Bottom part – green and sandf-colored background for the final scoring
Green background
16 cards with
green
background,
with 8 different
culture symbols,
twice each
20 cards with
sand-colored
background
healing
art
writing
pottery
time
transport
music
weaving
During the final scoring, each player multiplies the number of different card by itself and adds extras.
Example: Ea player has 5 civilization
cards with different culture symbols =
25 points (5x5).
In addition, he has 1 extra pottery
+ 1 point (1x1) = 26 points.
writing
healing
pottery
art
music
Sand-colored background: see final scoring, rules page 8.
Upper part – used during the game
The following cards are used immediately when a player acquires them:
Items for dice (10 cards)
When a player acquires the card, he immediately rolls as
1 gold
many dice as there are players in the game. Then he
places the dice around the card, matching the numbers. 1 stone
Beginning with the player, who acquired the card, each
1 brick
player selects one die. The player takes the
corresponding resource and removes the die. The other
1 wood
players follow in clockwise order until all dice are gone
and all players have taken 1 item or added food production.
The player may not change the roll with his tools.
Example: Red acquires the card and rolls 4 dice:
He has the first choice and decides to take 1 tool. Then, he takes the die
showing a 5 away.
Blue is next. He moves his food marker 1 space upward and takes the die
showing a 6 away.
Green and Yellow each take 1 brick and remove the dice showing 2s.
1 tool
Food (7 cards)
The player immediately takes the amount of food shown on the card from the supply.
Example: for the card shown, the player takes 4 food from the supply.
Resource (5 cards)
The player immediately takes the resource shown on the card from the supply.
Example: for the card shown, the player takes 1 gold from the supply.
1
Move the
marker on the
food track 1
space upward.
Resource with die roll (3 cards)
The player immediately rolls 2 dice and takes the resource shown as during resource procurement. He
can add unused tools to the roll.
Example: for the card shown, the player rolls 2 dice and takes 1 wood from the supply for each full 3 rolled
(exactly as during the resource procurement).
Points (3 cards)
The player immediately moves his marker on the scoring track 3 spaces forward.
New tool (1 card)
The player immediately takes 1 tool (exactly as with the tool maker).
Additional food production (2 cards)
The player immediately moves his marker on the food track 1 space upward (exactly as with the field).
Additional card, only for the final scoring (1 card)
The player takes the top-most civilization card from the face down stack. It looks at it and places it face
down with his other civilization cards. He scores this card only in the final scoring. HE does not use the
upper part at all.
The player can use the following cards immediately or later in the game:
Tool for unique use (3 cards)
The player puts the card face up beside his player board. He can add this tool once to a die roll (also, in
addition to his other tools). Once used, the tool is used up and the player places the card face down
with his other civilization cards on his player board.
Example: the player has available an additional value 4 tool for one-time use.
2 resources of the player’s choice (1 card)
The player places the card face up beside his player board. The player can once, immediately or later,
take 2 resources of his choice (2 different or 2 same) from the supply. Once the player uses the card to
take resources, he places the card face down with his other civilization cards on his player board.
Tactical notes
- Do not neglect the civilization cards! Apart from the immediate gain of resources, food, and so on, they
can earn a player many points during final scoring.
- Further people figures, increased food production, and tools are valuable, since they are available for
the rest of the game. In addition, a card, which costs only 1 resource, is always worth the price.
- Collect the civilization cards with the final scoring in mind. A wide selection of cards is usually not as
effective as cards which work together. If you plan to add people to your player board, you must also
plan increased food production to feed them. If you work this strategy properly, at game end you will
have many people and your food marker wil be high on the food track. With this strategy, you should
also plan to collect civilization cards with shamen and farmers, from the beginning.
You should employ similar guidelines to other strategies
- Do not shrink from blocking other players’ access to “cheap” resources, so that they are forced to buy
their cards with more valuable resources.
- Choose the order of using your people carefully. If you have, for example a people figure on a
civilization card which gets you a tool, then you should take this card before you use your people figure
in the quarry. In this way, you can use the tool, if necessary in the quarry.
- Consider blocking a building stack when it has 1 or 2 buildings left. Remember, when a building stack
is exhausted, the game ends. If you do not want the game to end soon, then place one of your people
figures on the stack with the intent of not acquiring the building. In this way, you can extend the
length of the game by a round or two.
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