The Card Game - Ravensburger

The Card Game - Ravensburger
The Card Game
Game Idea
Game Idea
The Loire Valley in the 15th century. As influential sovereigns, players grow their estates through
strategic trade and commerce.
Playing cards that serve as “dice” show possible
actions, but players make the final decisions.
Will you trade or buy livestock, build city buildings or invest in scientific progress? There are
many paths to prosperity and prestige!
Players are nobles
in 15th century
France. Their goal
is to maximize victory points through
strategic actions such
as trading, building cities, gaining
scientific knowledge
or mining.
The winner is the player with the most victory
points at the end of the game.
Game Components
The player with the
most victory points
wins.
114 action cards (with red backs):
12 each of castles (dark green), mines (gray)
and cloisters (violet);
18 each of knowledge (yellow), ships (blue)
and pastures (light green);
24 buildings (beige, 3x 8 types)
126 additional cards:
6x 3 types of goods, 5x 4 different animals,
7 bonuses (marked “1.”) + 4 bonuses (called
“All 7 types”), 6 displays (1-6), 5 rounds (A-E),
1 start player, 8x 1 victory point, 7x 2 victory
points, 22 workers, 16 silver, 4x 3 types of
player cards (projects, estate and storage)
1
Display area
for the 7/10/13
action cards
Game Setup
Game Setup
Each player receives the following cards:
- one project, one estate, and one storage.
Players place the cards on the table in front of
them, as shown in the side bar.
- one good + one animal (randomly picked),
+ one silver. Each player places these three
cards in their storage (i.e. face up below their
storage card).
Each player gets:
- 1 storage, 1 estate
and 1 project card
- 1 good + 1 animal
- 1 silver
The remaining good cards are shuffled
and placed face up in two equal piles
at the edge of the table. Do the same
with the remaining animal cards.
Place remaining good
and animal cards in
2 open piles each
The silver and the worker cards are also placed
in two piles at the edge of the table.
Distribute workers
(0-2, depending on
turn order)
The youngest player is the starting player
and places the start player card face up
(i.e. without question marks) besides their
estate card. The next two players to the
left each receive 1 worker card from the
supply pile, and the last player receives 2
worker cards. Players place these cards in
their storage.
max. 3
“Estate”
Starting player display
at the start of the game
The display cards are placed from 1 to 6
in rows in the middle of the table. Each
round, players will place cards beside the
display cards (see page 1 and below).
Place display cards in
rows from 1-6
The 7 bonus cards (marked “1.”) are
placed above the display cards, slightly
fanned.
Place bonus cards
(marked “1.”) above
display
2
The 4 bonus cards (“All 7 types”) are
placed above the display cards, in one
pile (with the 4 on top, then 3, 2, 1).
Note: If there are fewer than 4 players, use
only these bonus cards: 3 players: 4 + 2 + 1; 2 players:
3 + 1.
Place the “All 7
types” bonus cards in
a pile, in decreasing
order
The 15 victory point cards are placed
in one pile at the edge of the table.
Place victory point
cards
The 5 round cards (A-E) are placed
also in one pile (above A, then B, C,
D, E).
Place round cards in
in increasing order
The 114 action cards (with red backs) are
shuffled and placed in one pile below the display.
Each player receives 6 cards and puts them on
the table without looking at them. This is the
supply of “dice” for the first round (see below).
Shuffle the action
cards and deal 6 to
each player (leave
cards face down)
Depending on the number of players, place
the following number of action cards face up
beside the display cards:
2 pl. † 7 3 pl. † 10 4 pl. † 13 cards
With 2/3/4 players,
place 7/10/13 action
cards face up in the
display
Placing the 7, 10 or 13 action cards: The first 6
cards are placed one at a time from the top row
to the bottom row. With 4 players do the same
with the next 6 cards (i.e. 12 cards total). The
last card is placed according to its die number.
For example: If the last card is a 6, place it beside the
display-6.
With 3 players the last 4 cards are placed in this way.
3
Possible starting display
with 3 players:
Game Play
Game Play
The game is played over five rounds (A to E).
Each round consists of six turns.
5 rounds, with
6 turns in each
In clockwise order, beginning with the starting
player, each player picks the top two action cards
from their card pile and looks at the die only on
the two cards (all other information on these two
action cards is ignored!).
In turn order each
player discards one
of two action cards
and performs – using
the number of the
die on it – one of six
possible actions
The starting player places one of the two cards
face up on a common discard pile and using the
number indicated on the card performs one of six
possible actions (see below).
Then it is the next player’s turn. This player also
places one of the two cards face up on the discard
pile and performs an action, etc. When each
player has taken a turn, a new turn begins. Each
player draws the next action card, so they again
have two cards in their hand. Play continues in
this way until the last, sixth turn of each round,
when all players have played their last action
card.
It is necessary to play a die, i.e. an action card,
for each action. The six different possible actions
are explained on the next three pages.
4
Look only
at the die!
✗
E Action 1: “Take a card from the display”
The die number on the discarded action card
indicates from which display row
(1 through 6) you may take a card.
Cards taken from the display
are always placed below your
project card. No more than
three cards can be placed under
a player’s project card.
Note: If there are already 3 cards under
your project card, you must discard one of the three
before placing a new card there.
E Action 2: “Place a project in your estate”
The die number on the discarded action card
must match the die number
on one of the cards from your
projects. Take one project card
with the matching number
from your projects and move it
into your estate (i.e. below your
estate card).
Identical types of cards in your estate are piled
one on top of the other; different types of cards
are placed next to each other.
The goal is to have 3 of the same type of card in
your estate at the end of the game, entitling you
to the corresponding number of victory points
(shown at the bottom of the cards).
When placing a project in your estate, you
immediately gain one bonus, as explained from
page 9 on.
5
E Take 1 card
Die number matches
a row number
Place card under
your project card
Note: No more than
3 projects are allowed
at one time!
E Place 1 project
Die number matches
a project number
Place card under
your estate card
At game end the three
buildings on the left will
earn 3 victory points, the
three pastures in the middle
earn 4 and the three cloisters on the right earn
6 victory points.
E Action 3: “Sell goods”
The die number on the discarded action card
determines which type of good (light, medium
or dark brown) you may sell. Move all the good
cards with the matching number from your storage to the right side of your estate card, so that
the victory points can still be seen.
E Sell goods
In addition, take one silver card from your supply for each good card sold.
Take 1 silver for each
good sold
Finally, the player who sells goods
receives the starting player card,
keeping it face down (i.e. with the
question marks showing).
Note: When selling goods, a player
always receives the start player card
(face down). This also applies if
someone uses a ‘warehouse’ (see
below).
Seller also receives
the (face down) start
player card
The die number indicates the type of good
that may be sold
Important! Turn order of the current round does
not change by this.
E Action 4: “Restock workers to 2 cards”
Regardless of which die number is on
the action card, restock your worker
cards to 2 only. Thus, if you have one
worker card, take one from the supply, if you have zero, take two.
6
E Restock
workers to 2
+ 1 or 2 worker cards
(die number does
not matter!)
E Action 5: “Take 1 silver”
Regardless of which die number is on
the action card, take one silver from
the supply.
E Take 1 silver
E Action 6: “Convert workers and/or silver
into victory points”
Regardless of which die number is on the action
card, convert worker and/or silver cards into
victory points.
E Convert workers/
silver into victory
points
Put any number of worker and/or silver cards
back into the supply, divide the total number of
cards returned by 3, and take the resulting number of victory point cards. Place these to the left
of your estate card, so that the victory points can
still be seen.
Discard any number
of workers/silver and
gain 1 victory point
per 3 cards (die number does not matter!)
+ 1 silver
(die number does
not matter!)
Example: Tom returns 5 workers and 1 silver to the
supply and takes a 2-victory point card from the supply.
The workers
After discarding an action card, the player can
place a worker card back to the supply to change
the number of the discarded die
up or down by 1. Changing from
1 to 6 or from 6 to 1 is possible and costs one worker card.
Several worker cards may be used
to change a die number by more
than 1.
Example: Megan can change a 2 to a 6 using two
worker cards.
7
With each worker
card the die number
can be changed ± 1
(and from 6 to 1, or
vice versa)
The silver
In addition to your normal action,
once during your turn you can “buy”
3 new action cards from the deck by
“paying” 3 silver cards to the supply.
This can happen before, during or after
performing your normal action.
Once per turn a player may buy 3 action
cards for 3 silver
Choose only one of the newly purchased cards
to:
Use one of the cards:
- Either place it as a new project under your
project card (remember the 3 card limit!).
Either as a new
project
- Or use it as action, by discarding it and using
the die on it to take one additional action.
or as another action
card (using the die)
In either case, put the remaining two newly
purchased cards on the discard pile, never to be
used!
!
Example: Ivy discards one of the two cards in her
hand and places a castle in her estate. Then she pays
3 silver cards to buy the top three cards from the deck
(during the middle of her castle function). She selects
another castle and places it as a new project. She then
performs the function of the previously placed castle
and places the just bought castle into her estate. Finally,
she uses the function of this newly placed castle to take
another castle from the display and place it under her
project card.
8
Attention! Don´t
forget your regular action!
When you place a project in your estate, take
the following bonus function immediately:
† Mines: When you place a mine in
your estate, take two silver cards from
the supply and place them in your storage.
† Mines:
+ 2 silver
† Knowledges: When you place a
knowledge card in your estate, take two
worker cards from the supply and place
them in your storage. It does not matter
how many workers you already own.
† Knowledges:
+ 2 workers
Note: The silver and the workers are not limited.
Should their supplies run out, replace with an
alternative.
† Ships: When you place a ship in your
estate, take one good card from one
of the two decks and place it in your
storage.
† Ships:
+ 1 good
Note: If one deck runs out, halve the other so
there are again 2 decks. If all the good cards run
out, bad luck! You don´t get anything!
† Pastures: When you place a pasture in
your estate, take one animal card from
one of the two decks and place it in your
storage.
(Only one deck? See note for “Ships”.)
9
† Pastures:
+ 1 animal
† Buildings: When you place a building in your
estate, use its bonus function immediately.
Important! Any three buildings can belong to a triple
(different types of buildings or those of the same type).
Carpenter´s workshop: Take any
building or knowledge card from the
display and place it as a project.
† Carp. workshop:
+ 1 building or
+ 1 knowledge
Church: Take any castle or mine or
cloister from the display and place it as
a project.
† Church:
+ 1 cloister or
+ 1 castle or
+ 1 mine
Market: Take any ship or pasture from
the display and place it as a project.
† Market:
+ 1 pasture or
+ 1 ship
Note: When placing a carpenter´s workshop,
church, or market in your estate, if there is no
corresponding card in the display, bad luck!
You get nothing.
Watchtower: Take 1 victory point card
from the supply and place it beside the
left side of your estate card. Victory
points should be visible.
† Watchtower:
+ 1 victory point
Bank: Take 3 silver from the supply and
place in your storage.
† Bank:
+ 3 silver
(Not enough silver in the supply? See note for
“Knowledges”.)
10
Boarding House: Take one good or one
animal from one of the 4 open decks and
place it in your storage.
† Boarding House:
+ 1 good or
+ 1 animal
(See note for “Ships”.)
Warehouse: Sell one type of good from
your storage.
† Warehouse:
sell 1 type of good
(See Action 3: “Sell Goods”.)
City Hall: Immediately place another
project in your estate (with the resulting
bonus).
† City Hall:
place 1 additional
project
(Note: If you don´t have another project, bad
luck! No bonus function for the City Hall.)
† Castles: After placing a castle in your
estate, immediately take a free action, as
if you had discarded an action card with
any die number.
† Castles:
+ 1 free action
For instance you could place another project
(with the resulting bonus) or take a card from
the display or or or ...
† Cloisters: Cloisters have no immediate bonus function when placed in the
estate, but they do have two advantages:
- Wild: A cloister may be placed together
with any other type of card (this is not
otherwise allowed!), and becomes a card
of that type for the rest of the game.
Note: The cloister still does not grant a bonus
function.
11
† Cloisters:
no immediate
function, but:
- Wild (cloisters
may be added to
any other type of
cards)
Always place cloisters behind the other
cards, hiding the 6 victory points.
This also works vice versa: When you
place a different type of card on one
or two cloisters, the cloisters change to
that type for the rest of the game.
- 6 victory points: At the end of the
game a triple with only cloisters is
worth 6 victory points.
This cloister is
now a mine for
the rest of the
game
- 6 victory points
(for a triple of only
cloisters)
Additional important rules
for placing projects:
- Once you have placed cards in your estate you
may not move them again.
Estate cards cannot
be moved again
- The first player to complete a triple receives the
matching bonus card from the supply (worth 1
victory point at game end). The player places it
to the left side of the estate card, so the victory
point remains visible.
The first triple of a
type generates the
matching bonus card
(= 1 victory point)
- Each player receives one of the current round
bonuses when completing a triple. Each player
may choose which bonus to take.
For instance in round A you can choose to take either
3 victory points, 2 goods, 2 animals, 3 silver, or 3
workers. In round D you can either choose 2 silver, 2
workers, or 1 worker + 1 silver.
12
Each triple generates
one of the current
round bonuses
3 victory
points
2 goods
2 animals
3 workers
3 silver
- The first player who has cards of all seven
colors in their estate immediately receives the
top most card from the “All 7 types” bonus
card deck (i.e. 4, 3, 2, or 1 victory point(s) at
game end). The player places it on the left side
of the estate card so the victory points remain
visible.
All 7 types of cards
in the estate generates an “All 7 types”
bonus card (4/3/2/1
victory points)
For instance, the first player in a 3-player game receives
the card with the 4, the second receives the 2 and the
third receives the 1.
- When placing the fourth card of a type in your
estate, start a new triple with it. (It could also
score at game end, if completed.)
Fourth card of a type
starts a new triple
End of a round
At the end of six turns, after all players have
played their cards, the round ends. Prepare for
the next round:
End of round after
6 turns:
- All cards remaining in the display are discarded.
- discard remaining
cards from the
display
- 7, 10 or 13 new cards are placed in the display,
as explained under “Game Setup”.
(If necessary, reshuffle the discarded cards to create a
new draw pile.)
- place 7, 10 or 13
new cards in the
display
- The current round card is placed underneath
the pile, displaying a new round card.
- change the round
card
- All players take another 6 cards from the draw
pile and place them in a pile in front of them,
drawing the top two cards for their hand.
- draw 6 new action
cards to make your
draw pile
(If necessary reshuffle the discard pile and create a new
draw pile.)
13
- The player with the start player card flips it face
up. This is the start player of the entire round.
Play continues in clockwise order.
- new start player
If the start player card is still face up, the card is passed
to the next player in clockwise order, who becomes the
start player for the entire round.
Game End
GAME END
The game ends after the 5th round (E). In addition to regular victory points (for triples, bonuses, victory point cards, and sold goods) each
player also receives victory points for animals:
After 5 rounds the
game ends
- 4 different animals
4 victory points
- 3 different animals
2 victory points
- 2 different animals
1 victory point
+ 4/2/1 victory
points for 4/3/2
different animals
Example: Megan owns 3 sheep, 2 cattle and 1 chicken.
She gets 3 victory points for this (2 for sheep + cattle
+ chicken, 1 for sheep + cattle; nothing for the single
sheep).
The player who has the start player card (front or
back side) gets 1 victory point.
Start player card:
+ 1 victory point
The player with the most victory points is the
winner. In case of a tie, the tied player with more
remaining cards in their storage (i.e. workers +
silver + unsold goods + unused animals) is the
winner. In case of another tie, there is more than
one winner.
The player with the
most victory points
wins
14
Solitaire Variation
Solitaire
One player fights against “Aaron” (i.e. “An Almost
Real OppoNent”, i.e. a virtual opponent).
All basic rules remain the same, with the following exceptions:
Setup as in a 2-player
game
Use only two “All 7 types” bonus cards (as in the
2 player game, i.e. the 3 and 1). Place 7 cards in
the display each round (as in the 2 player game).
Place one silver, one worker, one good and one
animal in your storage.
Take 1 worker,
1 silver, 1 good
and 1 animal
Make 5 piles of cards for Aaron, the first pile
with 3 cards, then next with 4 cards, then 5, 6,
and 7 cards (i.e. one pile per round, each round
with one additional card). The 3 cards of the
first pile are flipped and sorted by type. This is
the start of Aaron´s estate. Cloisters are always
placed as their own type, they are never added
to other types of cards. For every cloister Aaron
gets, you receive 1 victory point card from the
supply.
Note: If Aaron gets a fourth card of the same
type, he also starts a new triple with it.
Prepare 5 decks
for Aaron, with
3/4/5/6/7 cards
If Aaron completes a triple before you do, Aaron
receives the corresponding bonus card. This is
also true for the “All 7 types” bonus cards.
Aaron wins bonus
cards for completing
triples or “All 7
types”
There are no additional functions after placing
Aaron´s cards. He does not receive any workers,
silver, goods or animals. He does not get additional
actions or advantages by placing buildings or
castles. He does not get any round bonuses.
15
Place and sort one
deck per round for
Aaron
Don´t forget: Take 1
victory point for each
of Aaron´s cloisters
At the beginning of each round, Aaron´s deck
is sorted into his estate (possibly earning him
bonuses). Afterwards, play your 6 action cards
as usual, with all the advantages from the basic
game.
Play your 6 cards
as usual
Important! At the end of each round, compare
your victory points to Aaron’s: If Aaron has more
victory points than you, Aaron wins and the
game ends immediately.
Important!
Compare victory
points after each
round: If Aaron has
more, he immediately
wins!
If you have the same or more victory points than
Aaron, the game continues to the next round. If
you have the same or more victory points at the
end of the game, you are the winner!
Note: When you compare victory points at the end of a
round, be sure to add all the victory points generated
by the animals. The start player card is not used in the
solitaire game.
Author and publisher thank the many play testers for their
help and suggestions, in particular the groups from:
Bacharach, Bad Aibling, Bödefeld, Grassau, Gengenbach,
Oberhof, Offenburg, Reutte, Siegsdorf and Stephanskirchen.
Should you have any questions or suggestions about this game,
please contact:
© 2015 Stefan Feld © 2016 Ravensburger Spieleverlag
16
233451
Ravensburger USA, Inc. | 1 Puzzle Lane | Newton, NH 03858
E-Mail: [email protected] | www.aleaspiele.de
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