Object of the game Sequence of play

Object of the game Sequence of play
A game by Louis & Stefan Malz for 2–4 players aged 12 and up
In Japan
from 1603 until 1868,
the Emperor’s position was
weak – and in his place, a Shogun of
the Tokugawa clan ruled with a stern hand
to ensure peace among the Daimyos. The in­
significant fishing village of Edo became the new seat
of ­government and soon emerged as the most important
city in Japan – a city known today as Tokyo.
In order to protect themselves from intrigue during this
time, the Tokugawa clan required each Daimyo to take
up residence in Edo while also spending a considerable
­portion of their wealth to develop this region.
The samurai are disarmed, and the best of them
now serve their lords as stewards. If one does not
­question the Shogun’s claim to power during
these troubled times, a Daimyo may gain
wide influence on other families...
Object of the game
Sequence of play
Assuming the roles of Daimyos, the players build
houses, trading posts, and castles to develop Edo and
its surroundings.
They gain power points for building and trading during
the game, and for money in hand and samurai on the
game board at game‘s end.
The player with the most power points after the final
scoring wins – provided he has built at least one house
in Edo.
The game lasts several rounds, with each round
­consisting of 4 phases:
Phase 1: Plan actions in secret
a) Select 3 actions
b) Assign officials
Phase 2: Perform actions
Phase 3: Collect wages and income
Phase 4: Prepare for the next game round or the end
of the game
1
Phase 1: Plan actions in secret
Each player starts the game with 3 authorization cards.
Each card allows 4 different actions, and each card has a
different selection of actions.
4.
1.
3.
a) Select 3 actions
Simultaneously and secretly all players select 3 actions
that they want to perform during this game round.
2.
The 4 possible actions on this
authorization card.
Players can select only 1 action on each of their cards.
After having selected their actions, each player decides
on the order in which they want to perform these
actions. They slide their cards into the slot of their
planning board, from left to right and with the selected
action pointing downwards.
On the planning board, the selected actions point downwards.
They will be performed in order from left to right.
b) Assign officials
In order to activate an action once, the player must
place 1 official on his planning board facing that card.
Depending on its type, each action can be activated
up to 4 times by deploying the appropriate number of
officials to it.
Note: If no official is assigned to a card, that action is
skipped.
The blue player plans to perform the first action twice and actions
2 and 3 once each.
After all players have concluded their planning, advance
to Phase 2.
Phase 2: Perform actions
The starting player reveals his 1st authorization card
(the leftmost one) and performs that action. If a player
activates an action more than once, he performs all
of these actions in a row, without interrup­tion. Then,
the other players in clockwise direction take their first
actions. The players repeat this procedure for their 2nd
authorization card (center), then for their 3rd authorization card (right).
The actions in detail
With their actions, the players gain resources, erect
buildings, trade, recruit new officials, and place their
samurai on the game board. Some actions require only
the assigned official(s) on the planning board, whereas
other actions also require the presence of one of the
player’s samurai on a certain space of the game board.
Each action indicates how often it can be activated.
1
2
3
The blue player reveals his first authorization card and
­performs the selected action twice.
Note: A player may forfeit one or more activated actions.
An official
­deployed to the
game board turns
into a samurai.
2
This action can
be activated 1x.
This action can be
activated up to 4x.
Actions requiring only officials
To activate the following actions, a player needs only the officials assigned to that card on the player’s
planning board. Unless noted otherwise, each official assigned to an action activates it once (1x).
Money
Recruitment
For each official assigned to this
By spending 1 rice, the player reaction, the player takes 5 Ryo from
cruits 1 new official of the shogun
the common supply.
from the common supply.
Can be activated 1-4x
Can
be
activated
1x
Starting in the next game round,
Note: Players may keep their money
he may assign this new official to
hidden by stacking it.
his planning board. This official
Rice
may not be placed on the game
board as a samurai.
For each official deployed to this
action, the player takes 1 rice from
Common supply
the common supply.
8
Can be activated 1-4x
Travel
Can be activated 1-3x
Two possible actions
Development
For each official assigned to this
action, the player must decide
which of two actions to take.
By paying 5 Ryo, the player claims
1 new special authorization card
from the open display. Reveal a
Can be activated 1x new special authorization card
immediately.
Each special authorization card offers 2 more ­effective
actions and gives the player more options during each
subsequent planning phase.
Either: Send that official to Edo to serve as a samurai,
placing it on one of the border posts on the game board.
Important: A player may use only
a figure of his own player color as a
samurai.
8
Or: Move up to 2 of his samurai already on the game
board to new locations. Any number of samurai
­belonging to any number of players may share the
same location.
See the supplemental sheet for a
detailed description of the special authorization cards.
Actions requiring both officials and samurai
In order to activate such an action, the player must assign 1 official to it on his planning board and must
have 1 of his own samurai on a particular space of the game board.
To activate this action more than once, he must have a
The blue player
different samurai on the game board for each official
must pay 1 Ryo
assigned to this action. Depending on the location of
to the common
supply to move
his samurai, he can perform these actions in one or in
samurai A …
several spaces.
Before revealing his authorization card, a player may
move any number of his samurai on the game board.
… and 2 Ryo to move
samurai B.
Samurai may move to spaces containing other ­samurai.
The player must pay 1 Ryo to the common supply for
each space that he moves a samurai.
8
8
3
Resource actions
There are 3 types of
resources – wood,
stone, and rice;
Can be activated 1-4x
each resource type
has a corresponding action to produce it, as well as
­­corre­­­­­­­­­­­­­­­­­­­­­­­­­­s­ponding resource spaces on the game board.
To activate this action, the player must have one of his
samurai on a corresponding resource space for each
official on his planning board assigned to this action.
Resource spaces on the game board: • Wood
• Stone
• Rice
The blue player can activate this
action because one of his samurai
is on a wood resource space on
the game board.
The fewer samurai that are on a space, whether his own
or those of other players, the more resources the player
receives.
Because 3 samurai (2x blue, 1x yellow)
are on this wood resource space, the blue
player receives 1 wood.
With two samurai on this resource space,
the blue player can activate this action
twice, receiving a total of 4 wood, 2 for each
samurai.
In this case, the blue player receives a total of
5 wood: 3 wood from space A (1x blue), and 2
wood from space B (1x blue, 1x yellow).
The players keep their resources in front of them,
­visible to all players.
A player may never have more than 10 resources of a
certain type at any one time.
Building actions
To activate this action, the player must have one of his samurai in the city in which he wants to build for each official
on his planning board assigned to this action.
Can be activated 1-4x
Can be activated 1-2x
Easy
This authorization card
allows the player to
The blue player may build 1 house
perform the building
in this city.
action up to 4 times.
Difficult
This authorization card
­allows the player to perform the building action up The blue player may build only 1
house in this city.
to 2 times, but the player
must assign two officials
for each samurai overseeing
the construction.
4
A player may build his houses, his trading post and the shared fortresses.
In order to erect a building, a player must spend resources and money (see the chart at left). When
­building, he gains power points immediately. Return the paid resources and money to the common supply,
and mark power points on the power points track.
Building rules
Each city can accommodate 10 buildings.
Each new building must be placed on the
next free building space, in the direction
of the arrow.
For every 2 houses in a city, one fortress may be built
in that city.
A player may build a fortress in a city only if he owns
at least 1 house in that city.
Only 1 trading post may be built in each
city.
Exception:
No trading post can be built in Edo.
4
Obligatory building in Edo
At the end of the game, a player must have built at
least 1 house in Edo in order to qualify for winning the
game.
8
In this city either the blue or the yellow
player can build a fortress as two houses
have been built in the city and each
­player owns one of these houses.
Since one fortress has been built, another
fortress cannot be built in this city until
it contains at least four houses.
Trading actions
Trading allows players to exchange
resources and power points based
on the current merchant card.
Can be activated 1-2x
To activate this action, the player
must have one of his samurai on the merchant figure’s
current location for each official on his planning board
assigned to this action.
Before revealing an authorization card, a player may
move the merchant figure any number of spaces,
paying 1 Ryo to the common supply for each space to
which the merchant moves. A player may move the
merchant even if he does not want to trade with him.
Note: The current merchant card lies in the box next to the
merchant card deck.
or
Each merchant card offers 2 trade options:
• Receive 1 or more resources or
• Gain 1 power point.
and
If the merchant and the player’s samurai are in a city
containing that player’s trading post, the player may
receive resources and gain 1 power point with a single
trade action.
The player returns any resources or money he expends
for the trade to the common supply. He then receives
resources from the common supply and marks gained
power points on the power points track.
If a player wants to activate the trading action 2x, they
must have 2 samurais on the merchant’s space as well as
2 officials assigned to this action on their planning board.
Note: When trading, a player cannot exceed the resource limit
at any time.
Note: The merchant’s presence on a resource space does not
affect the production of that resource.
5
Phase 3: Collect wages and income
The blue player has 3
samurai on the game
board. He decides to
leave 2 of them in place
and return 1 to his
­supply. Blue must pay
2 rice to the common
supply.
8
Wages
Beginning with the starting player, each player has to decide for each of his samurai on the game board whether
he wants to leave the figure in place or return it to his
planning board to be used as an official next round.
For each samurai left on the game board, the samurai‘s
owner must pay 1 rice to the common supply. After the
starting player has decided for all of his samurai, the
other players follow in clockwise direction.
8
Note: A player not owning any rice must remove all his
­samurai from the board.
Income
Each city with buildings provides income. If only 1
player has built in a city, he earns the entire profit. If
2 or more players have built in a city, the profit is split
among them based on their influence in that city.
A player’s trading post is worth 2 influence points (IP);
each house is worth 1 IP. Fortresses do not provide
influence points; they are neutral.
Blue 1 IP= 6 Ryo
Red 1 IP = 2 Ryo
Because Blue built prior to Red,
his influence is higher.
The player controlling the most influence points in a city
receives the largest share of the profit. The other players
receive money according to their rank, in descending
order. In case of a tie, the tied player who built prior to
the other tied player(s) has the higher influence.
Red 2 IP
= 5 Ryo
Green 2 IP = 4 Ryo
Blue 1 IP
= 2 Ryo
Yellow 1 IP
= 1 Ryo
Red built prior to Green, and
Blue built prior to Yellow.
After all cities have been scored, advance to Phase 4.
Phase 4: Prepare for the next game round or the end of the game
Check whether at least one player has gained 12 power points or more or whether the merchant card deck is
­exhausted.
If neither of these conditions has been met…
If 1 or 2 of these conditions have been met…
… prepare for the next game round
• Remove the current merchant card from the game,
then move the face-up merchant card from the deck to
the now empty space. Reveal the top card of the deck
(if possible) and leave it on top of the deck.
• The starting player passes the start player marker to his
neighbor on the left.
• All players take their authorization cards in hand and
place their officials next to their planning board.
… the game ends
The players conclude the game with the final scoring:
If a player has no house built in Edo, he is eliminated
from play and cannot win.
All players still eligible for winning gain
1 power point for each of their samurai on
the game board, and 1 power point for each
50 Ryo they own. The player with the most
power points wins.
In case of a tie for the most power points,
the tied player owning the most combined
resources (rice, wood, and stone) wins.
If this does not resolve the tie,
the tied player with the highest influence
in Edo wins.
Copyright 2012 Queen Games, D-53842 Troisdorf, Germany. All rights reserved
6
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement