Part One: Five Families
Despite of all your effort, careful planning, and hours of cunning plots, the day may come, when suddenly you realize, how the best of plans may be
ruined. You were never the only fish in the sea. Paris is full of noble families with the very same desires: wealth and prestige.
With five new noble families starting their own plots in Paris, you will need to rethink your plans, and redesign your strategy.
The rules of social life have forever changed.
LIST OF COMPONENTS
60 Family cards (12 cards in each of 5 Families), 20 Birth Event
cards, 8 Patron cards, 5 Great House cards (used only in the
solo game), 6 Attitude Track cards (used only in the solo game),
6 blank cards, so you can invent your own Friends, 60 Favor
tokens (12 tokens for each of 5 Families), 1 Favor board
WHAT IS THIS EXPANSION?
This expansion consist of 4 parts. Although they work well together,
you may decide to use one, some, or all together in your games.
This expansion introduces a new icon to the game:
3. Each player takes the 12 Family cards and favor tokens of their
Family. Shuffle your Family deck and place it face down beside
your player board. Place the Favor Board next to the main game
board to provide easy access for all players.
4. When using Five Families, always use 7 Mansions and 7
Ventures regardless of the number of players.
FAMILY CARDS OVERVIEW
– Mission card
Part One: Five Families
This part of the expansion will allow you to
directly interact with the other players. You
will offer members of your family and trade
with your assets to receive the favor of your
opponents. Favor earned will be spent on
powerful new actions, so spend it wisely!
This expansion contains 60 new Family cards
divided into 5 families (Politte, Travaux, Jolie,
Auguste, Sage) of 12 cards each. Family cards
represent both family Cousins and the family
Assets. Each family also has a set of 12 Favor
tokens and there is a central Favor board to
spend them on.
SETUP:
1. Prepare the game according to the base rules.
2. At the start of the game, randomly determine which Family each
player will use and place any unused families back in the box.
Cousin card
Asset card
Asset card with
triggered ability
1 – Family Name
2 – Favor Cost – the cost you must pay with your family’s Favor
tokens to the owner of the card. The cost is equal to the number
of envelopes shown.
3 - Triggered ability - You may use the special ability
from the lower part of the card once you use
the Additional Action pawn gained from
the upper part.
Some cards are designed to become part of
your player board. Slide this card partially
underneath the player board.
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RULES
Offering a cards:
At the end of each Income phase, each player draws 3 Family
cards from his Family deck. Starting with the first player, and
continuing clockwise, each player chooses 1 of the 3 cards to
offer to any opponent player. If that player refuses to accept the
card, the active player continues until all players have had an
opportunity to take the card.
When a player accepts an offer, he must pay
the card owner the number of Favor tokens
shown on the card from his supply. Favor
tokens used to purchase cards must come from
his Family only. He may not use any other
families Favor tokens (which were paid to him
by other players)!
Purchased Family cards are added to player’s hand. There is no
limit of the opponent Family cards that a player may purchase.
Using Asset cards:
You may play Family Asset cards on your turn at any time before
or after taking an action.
Unless stated otherwise, each Asset card is only resolved when
played and is returned to the game box afterwards.
Each Favor Action may only be used once per round. Once a player
has used a particular Favor Action, no other player may use it in
the current round. When you use a Favor Action, place the spent
Favor tokens on the action to mark that it has been used (do not
use any pawn for this purpose). Favor tokens are cleared from
the Favor board at the end of the round and are given back to the
original Family.
Reference: Choose the player whose Favor tokens you used to pay
for this action. That player must give you one Friend card of their
choice. You may not take this action if the chosen player has no
Friend cards.
Allowance: Choose the player whose Favor token you used to pay
for this action. That player must give you 1 Gold. You may not take
this action if the chosen player has no Gold.
Connections: You may use an Action space from the main board that
is occupied by an opponent Player pawn. You may not use an Action
that is blocked by an Additional Action pawn. You must have an action
pawn to take the occupied action and must still pay any costs.
Prerogatives: You may take an additional Action this turn. You must
have an action pawn to take this action and must still pay any costs.
Privilege: You may perform any action on your player board without
using an Action pawn. You must pay any other cost of that action.
Representation: Take one Additional Action pawn from the
reserve.
Using Family cards:
Cousin cards acquired from your opponents are used in
marriages and arranged marriages in the same way as Friend
cards. Notice, however, that you will not pay or receive dowry for
marriages with your opponent’s Cousins.
ADDITIONAL RULES:
The opponent Cousin cards which become part of your family
through marriage are considered to be Friends for the purpose of
card effects. Your own Cousins which end up in your family are
considered the original family members.
Note: Family cards may never be taken from your hand with an
opponent’s action. Additionally, you may neither use the Cousin nor
Asset card to pay for actions that require Friend cards to be discarded.
After the card was accepted or refused, discard the 2 remaining
cards into a face-up discard pile beside your Family deck. If your
Family deck runs out, reshuffle your discard pile to create a new
Family deck.
If all opponents refuse your card, take that card into your hand.
You may not marry your own Cousin! Instead, you may pay an
amount of money equal to their Favor cost to replace one of your
Child cards that have not grown up. Place the Cousin card upside
down. When the Cousin grows up, you receive the benefits provided
as usual. This action may be taken during any Income phase. You
may even perform this the same turn the offer was refused.
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Using Favor board and Favor tokens:
At any time during your turn, before or after taking an action, you
may perform a Favor Action from the Favor board. Each Favor
Action has a price displayed on the left of the action space that must
be paid in Favor tokens of other Families. All Favor tokens paid for
an action must come from the same opponent Family. You may
never use your own Family’s Favor tokens to pay for an action!
CARDS IN DETAILS:
AUGUSTE
Word of mouth: Gain 2
for
contributions you make this generation.
Discard this card at the end of the
Generation.
Alice: Draw cards from the Friend deck
until you draw a . Take this card into
your hand, and shuffle back other cards.
Esmee: When she gets married and you
draw a Child card for the couple, draw 5
cards (instead of 1), choose 1 to keep and
discard the others.
Recommendations: Take all
from
beneath the main board. If there are no
, playing this card will have no effect.
If after resolving this card there is only
one Friend remaining (of any Occupation)
take this last card and refill the Friends
area as normal.
Connections: You may search the discard
pile and select two
cards (if there are
any) to take into your hand.
Audiency: You may not pay more than 2
to receive more than 2 points for each
Contribution.
JOLIE
Lucille: You may not pay more than 2
to receive more Additional pawns.
Alcinia: This benefit lasts for the
remainder of the game.
Eustacio: During the 3rd Generation,
place all drawn Mansion cards under your
Patron as normal.
William: This benefit lasts for the
remainder of the game.
Diplomatic institution: You receive
a green Additional Action pawn. Once
used, you receive a special effect that
rewards you for completing Missions.
Carcassonne: You receive a green
Additional Action pawn. Once used, you
receive a special effect that rewards you
for buying Mansions.
Parisian Mansion: You receive a green
Additional Action pawn. Once used, you
may choose to gain 3 face up Friends or
a yellow Additional Action pawn.
Aristocrats in the making: This benefit
lasts for the remainder of the game.
Each Friend card that has a Mansion
also counts as a . You immediately
receive 1 Honor point for each Friend
card already with a Mansion, and you
will receive 1 Honor point for each Friend
card which receives a Mansion on later
rounds.
Splendid Weddings: You may use this
ability whenever you use the Marry/
Arrange marriage action.
New ballroom: This card replaces your
Socialize action, gaining you an additional
Friend when taking the action.
Museum: You score this benefit only when
playing the card and then it is discarded.
POLLITE
Ruediger: During the 3rd Generation,
place the Mission card under your Patron
as normal.
Orlina: During any Generation, draw
the top card from the Mission deck and
place it under your Patron card, without
looking at it.
Super secret missions: These Missions
may be kept face down till the end
of game, or the moment you resolve
them. Ignore effect of this card in
3rd generation and place Missions
underneath Patron card.
Dirty Tricks: Ignore effect of this card
during the 3rd generation and place new
Missions underneath your Patron card.
Broad network: You may not look at
other cards in the discard pile while
taking this action!
Lured away: Play to take a discarded
Friend, then discard this card.
Diplomatic residence: This ability may
only be used once.
Baby talk: Once you use this card, keep
it underneath the chosen couple as
a reminder of effect.
SAGE
Jacques: All current and future Ventures
increase your Income by 2. If Jacques
leaves your family for any reason, reduce
your Income accordingly.
Science Debate: This ability may only be
used once.
Private Doctor: You may use this ability
whenever you use the Have Children
action.
Margot: You may not pay more than 2
to receive more Additional Action pawns.
Medical Practice: Discard this card at the
end of the Generation.
Timely Intervention: You may play it
during any opponent’s turn before or
after they take an Action.
Medical Advice: Keep this card as
a reminder until the end of a game.
TRAVAUX
Influencing the Stock
Market: If there are
fewer Friend cards
available than you
receive, take as
many as you can,
replenish the
cards, and then
take the rest.
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Part 2: Birth Events
Birth events bring new challenges
to your family. These events may
affect your entire family, not only
the new child.
There are 20 Birth Events cards. To use them, remove
all Complications from the Child deck and shuffle in
the Birth Events in their place.
ADDITIONAL RULES:
As you have noticed, the Birth Event cards
have different back. This is a way for you
to know when you should be prepared
for them. When a birth event card is on
top of the deck, maybe you’ll wait to have
a child... but remember, with most of
events, there will come opportunity!
Cards which allow you to discard Complication cards drawn (like Child with Broad
Hips ability), also allow you to discard
a Birth Event. You may read the card before
deciding to discard it.
CARDS IN DETAILS:
Desperate Friends – Once the information
about your Desperate Friends got out, you lost
a bit of Prestige… but now, you can arrange
a marriage with them! Place the Child card in
the regular way. If you decide to Arrange Marriage, do not use an action pawn but you must
still pay the wedding cost or receive dowry.
Father Drafted - If a father is discarded,
an original family member may remarry,
but a Friend may not. If the original family
member remarries, her current children will
count towards the new couple’s child limit.
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RULES:
Do not resolve Birth Events during the 1st Generation. If you
draw a Birth Event, discard it and draw replacements until you
receive a Child.
Return the resolved Birth Event card to the game box. It will not
be used again in the current game.
If a Birth Event instructs you to draw a Child, keep drawing
cards from the Child deck until you receive a Child. Discard any
drawn Birth Events.
When you draw more than one Birth Event from the Child
deck (for example, when you Hire a Fertility Doctor), resolve
each card separately. Resolve the first card completely before
drawing the second card.
Legal Issue – You were asking for trouble
when you tried to buy yourself a title from
that shady street vendor… If you choose to
discard a Friend card from your family,
you always receive
or one
, regardless
of that cards abilities or negative wedding
cost. If the Friend brought you any Income,
Prestige or Honor, do not reduce it for
losing that Friend. If you have no
friends
in your family tree, nothing happens. Be
careful with this event! If you break up the
only marriage in your family, which leaves
you with no children at the end of the generation you lose the game at the start of the
next generation!
or her current children will count towards
the new couple’s child limit.
I’m your sister – First, draw a regular Child
card for the current couple. Then, choose
if you draw another child. If you decide to
draw a daughter, continue drawing until
you receive a female child and place her
adult side up in the current generation.
The Last One – you may rotate the couple
90`degrees to indicate they may no longer
have children.
Separation – Losing a Friend in marriage
should be a tragedy… but it is a lovely time
to remarry! Remember, however, that
and
shown on your discarded Friend
card should be adjusted once the marriage
ends. If the family member remarries, his
I’m your brother – First draw a regular Child
card for the current couple. Then, choose
if you draw another child. If you decide to
draw a son, continue drawing until you
receive a male child and place him adult side
up in the current generation.
Jealousy – Remember, however, that
and
shown on your discarded Friend card
should be adjusted once the marriage ends.
If the new marriage is to a woman, this
marriage is 2
more expensive. You do
not pay this cost if the bride is a Cousin from
the Five Families expansion.
Adventurous Child – If you choose to keep this
card, you may not Arrange Marriage with it.
Part three: Patrons
Patrons are the most vital persons in Paris.
I saw careers being built and lives being
destroyed at the whim of a Patron’s mood.
This expansion contains 8 new Patron cards.
They work exactly as those from the base game.
You may use the new ones, the old ones, or
shuffle them all together!
If you follow the suggestion to play with a mix
of new and old Patrons, you may notice that in
some editions of the game they have different
backs. Yes. I have notice that too. Although it
may seem shocking, it plays well in practice.
You may be able to conclude what sort of Patron your opponent has, but it is not enough to determine which particular
Patron they have.
CARDS IN DETAILS:
Voltaire and Mozart both require you to
have pairs of given nationalities. You need
to have 1 of each individual nationality to
make a pair. These pairs can come from
anywhere in your family. For example:
you have 2 Russians and 4 Spaniards in
your family. Mozart will grant you 6 points
(2x3=6) for having 2 pairs. The extra 2
Spaniards do not have a Russian pair so
they provide no additional points.
Voltaire provides you for having the most
children possible in the 3rd generation.
There are some unique instances which
can arise: if someone cannot have children
they do not count. The couple must have
children in order to score. Couples which
are allowed to have a higher maximum
number of children (than 3) must meet
that number to qualify.
De Fontenelle rewards you for having
pairs of Titles and Contributions. This
means you must have 1 Title and 1 Contribution to make each pair. If you unlock
the additional quests on De Fontenelle,
you are required to have pairs of the same
non-French nationality. These pairs can
come from anywhere in your family. For
example: if you have 4 Prussian, 2 Poles
and 3 Englishmen and 1 Spaniard, You will
receive 2 points for Prussians, 1 for Poles
and 1 for the English.
De Juigne rewards for Titles and Contributions the same as De Fontenelle, but
provides more points. Follow the same
rules as De Fontenelle above.
Vorontsov may reward you (if unlocked)
for having pairs of Mansions and Ventures
similar to De Fontenelle and De Juigne
above. For Example: 2 Mansions are worth
no points, but a 1 Mansion and 1 Venture
would be worth 2 points.
De Neufchateau rewards you for each
family member which shows an Action
Pawn of any color on his card. You score
for De Neufchateau regardless of whether
you received the Action Pawn or not.
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Part Four: Solo Variant
Oh, I see you are doing some research about your
family? Maybe I can tell you something about the
other Parisian families from long ago? They may be
related to your family. All the families influenced and
mingled with each other. Relations with these other
families is an important part of your family legacy.
This expansions consists of 11 cards: 5 Great Houses,
and 6 cards that form the Daisy Track and it is designed
to be used in Testament variant of solo game.
SETUP
1. Form the Daisy Track near to your player board. Place the
6 Daisy Track cards in the form of a fan starting with the “-2”
card, and proceeding in ascending order to “3”. Take any unused
Action Pawn of any color and place it on the “0” space.
2. Shuffle the 5 Great House cards and place them face down next
to the Daisy Track.
RULES:
Drawing new House cards:
Draw one Great House card at the beginning of the 1st, 4th, and
7th turn. When a new Great House card is drawn, discard the
previous card. Only 3 Great House cards will be used each game.
Using House cards:
The Great House card currently in play symbolizes the house
you are influenced most by during this period of time. The Great
House card summarizes the actions this house is in Favor of and
actions this house Objects to.
When you perform an action listed in the “in Favor of” section, move the pawn on the Daisy Track one space to the right
(increasing its level). The pawn may not move beyond level 3 and
remains there instead.
When you perform an action listed in the “Objects to” section,
move the pawn one space to the left (lowering the level). The
pawn may not move below level -2.
In rare cases an action may trigger both the “in Favor of”
and “Objects to” section, do not move the pawn on the Daisy
Track then.
Resolving the Daisy Track:
After the 3rd, 6th, and 9th round end, after receiving points for
Prestige, you resolve the Daisy Track. Follow the instructions
on the card with the pawn on it, then place the pawn on the “0”
space before beginning the next round.
We would like to thank everyone who helped us test this expansion.
Special thanks goes to Joanna Kijanka, for huge involvement and countless
hours of testing. Special thanks goes also to Michiel Hendriks, for keeping
an eye on this expansion, valuable notes and keeping a thematic game,
thematic. Additional thanks go to: Szymon, Piechu, Tony M.
BASE GAME DESIGNER: Michiel Hendriks
EXPANSION DESIGNERS:
Ignacy Trzewiczek, Michał Walczak
ARTWORK: Mateusz Bielski
GRAPHIC DESIGN: Rafał Szyma
RULEBOOK: Michał Walczak
LANGUAGE CORRECTIONS:
Michiel Hendriks, Chevee Dodd
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Dear Customer, our games are assembled
with the greatest care. However, if your
copy lacks anything we apologize for it.
Please, let us know:
[email protected]
All rights reserved.
© 2015 PORTAL GAMES
ul. Św. Urbana 15, 44-100 Gliwice, Poland
portalgames.pl, [email protected]
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