10.In City of Iron players bid for turn order. Use a random

10.In City of Iron players bid for turn order. Use a random
SECOND EDITION
1
Welcome to Arzium
Far away in the beautiful world of Arzium, four Which nation will emerge as the greatest, leadsmall nations compete to become the most pow- ing this new world of advancement into the next
erful, rallying courageous explorers, cunning century?
leaders, brilliant minds, and powerful magicians
to their cause. The humans of the City-State of
Arc value industry and growth, while their neighbors in the highlands of Cresaria seek out ancient
magics and scientific advances. To the south
live the Toads of Om amid the verdant Emerald
Hills, inventing amazing machines and gizmos to
aid them. The Hog Republic to the west holds a
rich military tradition and teaches ruthless strategy—in war and in business—to all citizens from
a young age.
City-State
Dawning is a revival of technology, the like of
which has not been seen for thousands of years,
not since the great Titan War tore the world apart.
In this new age, ore, machinery, and bottled demons used as fuel are in high demand. Those with
an adventurous spirit, who feel the lure to explore, are sought-out and well-paid, as are those
willing to sell their skills as a soldier, for many
independent town-states lie ripe for the taking.
Shipbuilders and engineers have never had more
work, constructing sleek schooners and airships
to reach faraway lands and flying islands.
2
of Arc
Cresaria
Toads of
Om
Hog
Republic
What will you be doing in this
game?
In City of Iron, each player leads one of four nations in a
struggle to become the most powerful and influential in
the world. The goal of the game is to earn more INFLUENCE than any player. Influence is a representation of a
nation’s power, prestige, and sway in the world of Arzium.
The main way to earn influence is to control the most of
various goods. Players gain control of goods by purchasing BUILDING CARDS from a community pool and placing
them in their cities. Players can also gain control of goods
by conquering and controlling TOWN CARDS.
Each player also has a deck of EXPERT CARDS that can be
used to complete special actions. There are two types of
expert cards: citizen and military (one deck for each type).
Players start with a few cards in each deck, and throughout the game can purchase new cards to add to their decks,
which can be reused over and over again. If you have played
a “deck-building” game, this will feel similar, except that instead of just one deck, you will be building and customizing
two. Expert cards let you settle new cities, conquer town
cards, or complete myriad other special actions.
Influence
Symbol
Building Card
(Back)
Expert Card
(Back)
After seven rounds, the game ends. The player with the
most influence is the winner.
Turnip
Srika
Glow Moss
Salt
Machine
Part
Bottled
Demon
Ore
Silk
Lecker
Tentacle
Magic
Crystal
3
Components
Game Board
Coins
(30 ones, 6 fives, 3 tens)
Brown
Wooden Discs
(2)
Nation Boards (4)
Steambots (12)
Science (15)
Districts
(4 Capital/Imperial, 8 Trade/
Industry, 6 Military/Slum)
Buy Pool Cards (4)
Note:
the opposite
side is used
only in the
“Point Salad”
variant.
4
Player Aid Cards (4)
Action
Tokens (3)
20 Wooden Cubes
(4 sets in different colors)
Lands (12)
“A” Building Cards (27)
Town Cards (15)
“B” Building Cards (23)
“C” Building Cards (19)
Expert Cards: City-State of Arc (28)
Expert Cards: Toads of Om (28)
Expert Cards: Hog Republic (28)
Expert Cards: Cresaria (28)
5
Setup
1.
2.
Place the game board in the middle of the table. Place
the coins and science tokens off to the side of the board. This
is the supply.
Each player chooses a nation and places the corresponding nation
board in front of them. Each player also takes the following components
and sets them up as shown:
A. Land
(That matches the picture on the nation board.)
B. Capital District
(Placed on the land, Imperial side down.
A land with at least one district is known
as a city-- this is a starting city.)
C. 7 Coins
D. Other Districts
(2 Trade/Industry Districts, 1 Military/Slum
District. Keep these districts off to the side for
later use.)
E. Expert Cards
Each player takes their expert
cards. The nation symbol on the
back of the cards matches the
symbol on the nation board.
Citizen
Military
Each player makes their starting citizen and military decks. The cards
are placed face down on the nation board as shown above. The player
chooses the order of the cards. Citizen cards have a blue-green sky and
military cards have a yellow sky.
F. Wooden
Cubes
(These match the
color of
The starting citizen deck comprises: Scholar, Cartographer (and Fixer, the nation symbol.)
for the Toad player). The starting military deck comprises: Soldier,
Captain (the Gunslinger replaces the Captain for the Hog player).
6
G. Buy Pool Card
(Placed to the left of the nation board.)
3.
Each player places their own remaining, unused expert cards face down onto their buy pool card.
This is the player’s expert deck, and consists of cards the player may
purchase and add to their citizen or military decks throughout the
game. Each player has their own expert deck­—the decks are not
shared. A player may look through the cards in his buy pool at any
time, and the cards need not be in any specific order.
4.
Line up the remaining lands either above or to the side of the game board in the center of the table so that all are showing
(put any extra, unused starting lands in the box--starting lands have
zero distance).
If playing with two players, also put the Isle
of Wyrms and Balian Dunes in the box.
5.
Create the building deck. Separate the building cards into three piles according to type (A, B and C). Card type is indicated
on the back of each card.
If playing with three players, remove all cards that have
four dots (as indicated in the image to the right). Place
these cards in the box.
If playing with two players, remove all cards that have
three or four dots (as indicated in the image to the
right). Place these cards in the box.
Shuffle each deck separately. Place the finished building decks next to
the game board.
6.
Fill the building card spaces on the
game board by drawing from the “A” building
deck. Place buildings from left to right either
below the bottom edge of the game board
or over the top of the landscape on the game
board. If playing with two players, leave empty
You can place buildings on the
any card spaces with three dots or four dots.
board instead of below it to
If playing with three players, leave empty any
save space, if you prefer.
card spaces with four dots. If playing with four Building Card Space (there
are 12 along the bottom of
players, fill all 12 card spaces.
the board).
Three Dots
7
7.
Separate the three types of town cards into three piles (one, two, and three stars-- indicated next to the title).
If playing with three players, put Estra and Rabren in the
box. You will not need them.
If playing with two players, put Lylark, Estra, and Rabren
in the box. You will not need them.
Organize the cards so that the “Unconquered” sides are face up. Shuffle each pile (while closing your eyes or looking away). Place each pile
next to the game board, with the “Unconquered” side face up.
8.
Each player places one of their wooden cubes on the “2” space
on their income track at the top of their nation board. Base income is
always 2 (as indicated to the right of the income track).
9.
Place one brown, round disc on the round track on the game board in the first space (the space has an “A”). Place
another brown round disc on the action track on the game board,
on the space marked “1”.
Round
10.
Track
Action Track
In City of Iron players bid for turn order. Use a random
method to decide which order players will bid for the first turn’s bid
order. Take one cube from each player and place the cubes in bid order
from left to right on the bid track on the board.
11.
Each player draws one citizen card from the top of their citizen
deck and places it into their hand.
1st
2nd
3rd
You are now ready to play.
8
Note: You do not need the steambots or action tokens unless using their game variants, detailed on page 23.
4th
Overview
The Game
In City of Iron, players take on the role of the
leader of a growing nation in a strange, fantasy
world. Each nation starts out with a single city
with five population-- the city can hold five
building cards (each building requires one population). Deciding which building cards to put in
your city is key to winning the game. Buildings
give access to various goods. Each round, the
player with the most goods of each type receives
a coin bonus. At each score phase, players will
also score influence for having the most of each
type of good. Players will find they must expand
their starting city or settle new cities in faraway
lands to be able to build more buildings. Some
of these lands will require ships or airships
to reach, but they also hold rare and powerful
goods. Players also use cards from their military
and citizen decks that will grant special actions,
let players conquer towns, or settle new cities.
After seven rounds, the player with the most
influence is the winner.
If playing with four players, the
left-most space on the turn order
track may be used (indicated by
four dots). If playing with fewer
than four, this space may not be
used.
When all players have bid, start the round. Turn
order is opposite of bid order, right to left (as indicated by the green arrows on the game board).
For an example of how this works, please see the second
paragraph of the section “Sample Round of Play” on page 22.
A Round of Play
SPRING PHASE
Return Cubes to Bid Order Track
If the players’ cubes are on the turn order track,
slide them down to the bid order track, keeping
them in the same order.
Turn
Order
Track
Turn Order Bid
At the start of each round, players bid for turn
Bid Order Track
order. Players bid in order from left to right on
the bid order track. When a player bids, they
remove their cube from the bid order track and
place it on any open spot on the turn order track
(just above the bid order track). Each player may
only bid once. As soon as a player places their
cube, they pay the indicated amount in coins (or
gain one coin, if so indicated by the space).
9
SUMMER PHASE
3 Actions
In turn order, players take actions one at a time.
Each player takes three actions per round, but
may only use one each turn. The first player in
turn order should adjust the disc on the action
track on the game board each time they take an
action, to keep track of how many actions have
been taken in the round. An action
may be performed more than once
in the round. Players may choose
from the following actions:
Build: A player may buy a
building card from the available
building cards on the board (or
a building card they have stored
in their personal buy pool).
Once a player selects a card, they must pay the cost in
coins and science. They must also have an available
population in one of their cities (a land with at least
one district on it is known as a city)—each building
takes one population. A starting city has five population, so it can hold five building cards. Also, the
city must have the correct land type required by the
building (for example, if the building requires desert,
the city must have the desert land type). When a
player buys the card, they place it just below their
city. If the new building card produces goods, the
player marks the numbers and types of goods the
card produces on the game board with their cubes
(for example, if the card produces two turnips, the
player should increase their total number of turnips
on the circular turnip track on the game board by
two). Also, if the building card increases a player’s
income, the player marks the increase on the income
track on their player board.
IMPORTANT: A player only needs to pay science
once per building type as long as they own it. For
example, if a player owns “Demon Traders”, the next “Demon
Traders” card they build costs 0 science.
A player may destroy a building to open up a population for a new one.
10
The build action is further described in the “Buildings” section on page 19.
Building Card
Name
Remove for
2 or 3 player +1 Income
count
Benefit
Land Type
Coin Cost
Science Cost
Five
Population
Store: If a player wants to
save a building card to purchase
for later, they may take one of
the available building cards
from the game board and put it
in their buy pool (not in one of their cities). There is
no limit to the number of cards a player can store in
their buy pool. The player does not need to pay the
cost of the card until they build it.
Draw: A player may draw
one card from either their
citizen deck or military deck
and put it in their hand. There
is no hand limit. If there are no
remaining cards in a draw pile
and a player wants to draw from it, they should pick
up the cards in the associated discard pile (do not
change the order) and place them face down in the
draw pile. If there are no cards in the citizen or military discard or draw piles, the player may not draw.
Research: A player may
gain one Science token by paying
four coins.
Expert Action: A
player may play one of the
citizen or military cards in their
hand to perform an expert action listed on the card. When a
card is played to perform a listed
action, sometimes additional cards need to be played
to pay for that action with skill symbols. Some expert
actions require you to pay coins or other resources.
The expert action is described in the area at the top
of the card. The payment required (if any) is listed in
a box to the left of the action description (followed by
a white arrow pointing to the expert action).
When the action is played, all used cards should be
placed on the table, face up, in front of the player. At
the end of the player’s turn, all used cards should be
discarded face up in their appropriate discard piles
(citizen or military). The player may choose the order of the cards discarded at. Once cards have been
placed in the discard piles, they cannot be rearranged
or shuffled.
All citizen and military cards have one or more skill
symbols in hanging banners near the upper left
corner of the card that can be used to pay for other
cards’ actions. There are three types of skills: distance (the compass symbol), hammer (the hammer
symbol), and guns (the gun symbol.)
A card that is played for its expert action may not
also be used for its skill symbols. Citizen and military
cards can be either used for the expert action or one
type of skill symbol.
Citizen Card
Expert Action
Payment
for expert
action.
Skill
Symbols
(2 Distance)
Coin
Cost
Science
Cost
Name
Using an expert action takes one action,
unless the expert action is a “free action”. A
player may play any number of “free actions”,
on their turn before the player takes their
normal Action. A “free action” may not be
played on another player’s turn or after a normal
action. If a card is played for its “free action”, it may
not be used for its skill symbols. Do not discard
cards separately for each free action/action—keep
all played cards face up on the table until the end
the turn, at which time all used cards are discarded
together.
11
If the expert action
displays an action
symbol (“Build” in
this example),
perform that
action, with any
alterations
listed. If this card
were played, for
example, the
player would
build an available
building card at
a cost of -2 coins.
Because this
expert action lists
no skill cost, the
player would not
need to discard
additional citizen
or military cards to
pay for the action.
Expert Actions
This expert action can be performed up to two
times. The player could pay two coins and gain one
science, or pay four coins and gain two science.
This expert
action requires
the player to
pay two coins
to the supply.
Note: the coin and science costs at the bottom
of the card are not paid when performing the
expert action-- they are only paid once, when a
player purchases the card to add to their hand
and citizen or military deck.
This expert
action requires
a player to
discard other
citizen or
military cards
whose total
green banner
distance is
equal to the
unclaimed land
that the player
wishes to claim
to make a new
city.
This expert action
requires that a
player discard
another citizen or
military card with
a hammer on a
blue banner.
This expert action
is a free action.
12
If this card is used for its green banner distance
in an attack action, it gains two green banner
distance, for a total of four distance.
This symbol means
the ability in the box is
not an expert action,
but a special ability
that applies when
specified. This is called
a “Reaction”.
This expert action allows a player to
store a building card, but from the
pile of discarded building cards.
If there is a hand symbol, it means
“gain”. This expert action allows a
player to gain one coin from the supply.
This expert action
is a free action.
Expert Action Example 1: Mary plays the Mayor card so
that she can use his expert action. She places the card face
up in front of her (not on her nation board). She also plays
the Captain, a military card, for his blue banner hammer, to
pay for the action. She then adds a slum district to her only
city, placing the district next to the capital district. As a final
step, she discards the Mayor and the Captain cards, placing
them face up in the appropriate discard areas on her nation
board.
Expert Action Example 2: Sarah plays the Strategist card
so she can use his expert action. She places the card face up
in front of her. The expert action on the Strategist requires
no skill symbol payment, so she does not need to discard
more cards. The action allows her to draw two military
cards. There are no military cards in her military draw
pile, but there is one military card in her military discard
pile. She takes this card, flips it face down, and places it on
the military card draw area on her nation board. She then
draws the card. Because there are no more military cards
available on her nation board, she cannot draw another
card. She then places the Strategist in the citizen discard
pile, face up.
Nation Board
Income Track
(If you have more than 15 income, use a
second cube to track the additional income).
Starting Income
Actions
Citizen
Draw
Area
Citizen
Discard
Area
Military
Draw
Area
Military
Discard
Area
Reactions: Some citizen and military cards have a reaction
instead of an expert action. A player may play the card to use
the reaction ability at a time or situation that is specified on
the card. This does not take an action and may even sometimes be played on another player’s turn (if specified in the
action description). Some reactions give benefits when used
as part of another specified action.
Reaction Symbol
13
Tax:
The player gains one
coin from the supply.
Town Card
Status
Name
Town Level
(1-3 Stars)
+1 Income
Attack Town:
A
player may attack and claim an
unconquered town card or a
conquered town card (owned
by another player). The player
must play one or more citizen or
military cards from their hand that have a combined
guns skill that equals the defense value of the town
Benefit
card they are attacking (the red gun symbol), along
with sufficient cards with a combined distance skill
that equals the distance of the town. A citizen or mili- Defense
tary card cannot be used for its red banner guns skill
Value
and its green banner distance skill—the player must
declare which skill they are using for each card.
Distance
The player then takes the town card, gaining any
appropriate goods and marking them on the game
board. Town cards do not take up a population and
are not placed in one of the player’s cities (they are
placed to the side of the cities). The player should
then increase their income on their nation board by
one if the town gives income (displayed in the top
right corner). Make sure the card is flipped so that
the “Conquered” side is face up when you own it.
Conquered towns have a higher defense value.
If the town card claimed was “Unconquered”, discard
the first available building card on the building track
on the game board (starting from left to right).
When the player plays cards, they should be placed
face up in front of them. The cards should not be
discarded until everything related to the attack action
is complete, at the very end of the turn.
Military Card
Expert Action/
Reaction Box
Reaction
Symbol
Skill Symbols
Cost
Players cannot attack a town if they are unable to fully
discard the required guns/distance skills.
Name
Note: A player can play extra cards when attacking
to use their reaction abilities, even if it means that
the player will have excess guns skill or distance
skill. Each card’s skill use must still be declared.
14
AUTUMN PHASE
Collect
When all players have taken all their actions, the
Autumn Phase begins.
1. Discard Old Buildings: Discard
the first four remaining building cards on the
board (from left to right). Place these cards in a
building discard pile. Slide the remaining buildings to the left so that there are no empty slots
between cards or any empty slots to the left of
the cards.
2. Draw New Buildings: Draw
new building cards, filling up slots from left to
right. In rounds one, two, and three, draw from
deck A. In rounds four and five, draw from deck
B. In rounds six and seven, draw from deck C.
If a deck of building cards runs out, draw from
the next available deck (for example, if deck A
runs out, draw from deck B). If deck C runs out,
shuffle all discarded buildings together and draw
from this pile (after which, turn the pile face up
on the table-- it is still the discard pile).
If playing with three players,
leave any card slots with four dots
empty.
If playing with two players, leave
any card slots with three or four
dots empty.
If playing with three players,
leave any card slots with four dots
empty.
If playing with two players, leave
any card slots with three or four
dots empty.
The four left-most cards are discarded.
The remaining cards slide all the way
to the left.
After this, new building cards are drawn,
filling up the empty slots to the right.
15
3. Score: If this is the third, fifth, or seventh
Land Type
round, all players gain influence (a reminder of
this is indicated just left the round track space
on the game board). Consult the game board
to see how much influence each player scores.
Each good type gives influence to the player who
has the most of that good (the higher number in
the influence shield icon next to the good), and
to the player who has the second-most of that
good (the lower number in the influence shield
icon next to the good). If players are tied for
having the most of a good, they both score the
higher number. If players are tied for having the
second-most of a good, they both score the lower
number. Also, if a player has an amount of goods
Coin
equal to or above where the small, numberless
influence shield is located on the amount track, Bonus
that player receives +1 influence (they need not
have 1st or 2nd place). Also include influence for
owning buildings that give extra influence. Mark
influence with player cubes on the influence
track at the top of the game board (above the cir+1 Influence if
cular goods tracks). If this is the seventh round, you have this amount
the game ends.
or higher.
After all players have scored, each player gains
one science. Players only gain this science token
on the third and fifth rounds, as indicated on the
round track.
Use a cube to track influence. If you reach
the end of the track, use a second cube.
16
Influence Track
Influence
Mark your
goods total
on this
track.
Good Type
This card gives 1
influence when
scoring.
4. Collect Coins/Science: All
players collect coins equal to their income.
Each player has a base income of 2 coins. Most
building cards increase this number by one, as
indicated in the top right corner of the building
card. Most town cards also increase income by
one as well. Players also receive coins for having
the most goods of each type, as indicated on the
game board at the bottom of each goods track.
If players are tied for first place on a good, both
collect the bonus coins. Some good types give
one coin for having the most, while others give
two coins for having the most. Example: Tom has
more turnips than any other player, so he gains
one extra coin when collecting coins.
Note: The easiest way to keep track of income is to
use the income track on your nation board. Each time
you gain a card that increases your income (town or
building), indicate it on the income track. Then, when
it’s time to collect income, you only need to add the
amount indicated on the track to any goods majority
bonuses without having to count cards each time. Just
remember to decrease income if a town is conquered or
you destroy a building.
Each player also collects an amount of science
tokens equal to those shown on Academy buildings they owns.
5. Draw Military and Citizen
Cards: All players draw citizen and military
cards from the two decks on their nation boards
and put the cards in their hands. The amount of
cards drawn is equal to the number of citizen and
military card draw icons on districts and building
cards they own. (The starting city, with a Capital
district, gives 1 citizen card draw). If there are
no cards remaining in the draw pile of a deck and
a player needs to draw, they should pick up their
discard pile for that deck (without shuffling or
changing the order of cards), turn it face down
and place it in the draw pile location, then draw.
If there are no remaining cards, a player cannot
draw.
Military
Card
Draw
Citizen
Card
Draw
Citizen
Card
Draw
6. Advance Round Counter: Move
the round counter one space down. Return the
action counter to the “1” space.
17
WINTER PHASE
Hire
When all players have finished collecting, the
Winter Phase begins. In this phase, players may
buy new citizen and military cards to use for the
rest of the game.
1. Purchase Military & Citizen
Cards: Players may now purchase new mili-
tary and citizen cards from their respective buy
pools.
A player may look through the cards in their buy
pool at any time, but may only buy the citizen
and military cards during the Winter Phase.
(Building cards from the buy pool can only be
built during the Summer Phase).
During the Winter Phase, players should place
any cards they had in their hands to the side,
face down on the table, so as not to confuse them
with the cards from the buy pool.
Players may purchase as many cards from their
buy pools as they can pay for. Players select the
cards they want to buy in secret, placing them
face down in front of them. When all players
declare they are finished selecting cards, players
reveal all new cards and pay the total coin and
science cost indicated on the cards. When everyone has finished paying, each player places the
new cards directly into their hand.
The unpurchased cards from the buy pool go
back to the buy pool.
Hand
Buy Pool Cards
18
(Unpurchased card are
return to the buy pool.)
Chosen Cards
(Cards selected to be bought are placed face
down in front of the player. Players reveal and
pay for new cards simultaneously.)
(A player’s hand is kept separate from the
buy pool cards. Newly purchased cards
go into a player’s hand. When the player
uses these new cards, they are placed in their
respective discard piles on the nation board.)
Once a citizen or military card has been purchased, the player never needs to pay the coin or
science cost again. The card will cycle through
the player’s military or citizen deck and can be
used over and over again.
At the end of Winter Phase,
return to Spring Phase.
Game End
The game is over after players score in round
seven. During final scoring, players also receive
influence for completing goals listed on lands that
they own.
Most City Distance: The player must have
more combined distance on all of their lands than
any other player.
Most Coins: The player must have more coins
than any other player.
Most Expert Cards: The player must have
more citizen and military cards in their hand and
on their nation board than any other player.
Most of 1 Good: The player must have more of
If the goal states that the player must have the
most, they only gain the extra influence if they
have more of the specified requirement than any
other player.
After all influence has been counted, the player
with the most is the winner. If players are tied,
the player with the most coins is the winner. If
players are still tied, the player with the most
total goods is the winner.
Buildings
Building cards give a range of benefits. Some give
special bonuses or increase your income, some
give you science, and some produce goods. When
a player builds a building card, they must put it
in a city that has an available population. Each
building takes one population, and a city’s total
population is listed on its district tokens. If a
city has no free population, but a player wants to
build a new building card, they must either add
another district, settle a new city, or discard one
of the previously-purchased building cards to
make room for the new one.
Population
any one good type than any other player.
7+ Good Types: The player must have at least seven
different types of goods (from all of their cities and towns).
Most Owned Towns: The player must have more
conquered towns than any other player.
4+ Buildings Here: The player must have at least
four buildings on this city.
All Land Types: The player must have all seven land
types (counting all of his cities).
2+ Academies Here: The player must have at least
two Academy buildings in this city.
Most Science: The player must have more unused
science tokens than any other player.
District Tokens
Each player has one starting district, the Capital
district, and three extra district tokens. The Capital district can be upgraded to an Imperial district
(by using the Regent expert action and flipping
the Capital district to the opposite side). Each
district gives some population, and also gives a
citizen or military card draw during the Autumn
Phase.
19
Expand a City with a District
If a player wants to expand a city by adding a district,
they must use the Mayor citizen card. When expanding the city, place the specified district token next to
the other district tokens on the land. Depending on
which district is chosen, a player will have 1 or 2 additional population for buildings, as well as a citizen or
military card draw for the autumn phase. Cities may
have multiple districts.
Settling a New City
If a player wants to settle a new city, they must use
the Explorer citizen card. When playing the Explorer,
additional cards must also be played that have a
combined distince skill that equals the distance of the
new, unused land which the player would like to claim.
Some lands also require the use of an airship card or
ship card. An airship card or ship card can be used for
both its distance skill and airship/ship status. When
the player settles a new city, they take the new land
and place it next to their starting land. The player
then places a district on it (the district type is specified on the Explorer card). Depending on the district
chosen, the player will have two or three additional
population for buildings, as well as a citizen or military draw for the autumn phase.
This land requires a ship card when
claiming it to settle a new city.
Land Requirements
Buildings that produce goods have land type requirements, which means that to build the building card in
a city, that city must have the required land type. The
land type requirement is specified on the building
card, above the coin and science cost. Multiple buildings can use the same land symbol in the same city.
20
Grassland
Forest
Desert
Mountain
Jungle
Coast
Flying Island
Science Cost of Buildings
Some building cards cost one or more science tokens
in addition to coins. When building the card, a player
must also pay the science cost. However, if that player
already owns a building card of the same name in one
of their cities, then they do not have to pay the science
cost again; in this case, the science cost is now zero.
Towns
Town cards represent independent, neutral towns
in the world of Arzium. Players may conquer
these towns to increase their income and goods.
Towns do not take a spot in a city, and there is no
limit to the number of towns a player can own.
A player may conquer one of the available neutral,
face up towns on one of the three town decks, or,
alternatively, they may conquer a town that another player owns. The defense value of a town is
greater when another player owns the town (the
“conquered” side). If a player conquers a town
from another player, the other player loses any
income and the goods listed on the card. The new
owner gains any income and goods listed on the
card.
A player may look through the unconquered town
decks at any time (but may not change the order
of cards unless allowed by a special ability).
If a player ever owns a town card, the card should
have the “conquered” side face up. If the town is
uncontrolled, it should have the “unconquered”
side face up.
Other Rules
Citizen and Military Decks
Players may look through their draw and discard
citizen and military piles at any time (but may not
change the order of the cards). Players may not
look through other player’s citizen and military
discard and draw piles.
Citizen and military cards in a player’s buy pool
and hand are kept secret from other players.
When a player buys new cards during the winter
phase, they must reveal these new cards to the
other players before adding them to their hand.
Nations
There are four nations that players can choose from.
Each nation has unique abilities and citizen and military cards.
City-State of Arc
The City-State of Arc’s unique cards are the Bridge Builder
and Architect. Additionally, Arc’s Engineer card costs 2
coins instead of 3.
Scholars of Cresaria
Cresaria’s unique cards are the Professor and Genius. Addtionally, Cresaria’s Scholar card expert action costs no coins
to use, instead of the normal one coin.
Hog Republic
The Hog Republic’s unique cards are the Forger and Strategist. Additionally, the Gunslinger card replaces the normal
Captain card.
Toad Inventors of Om
The Toads’ unique cards are the Steam Drill and Fixer. Additionally, the Soldier card has a hammer skill.
Sample Round
Sam, Julia, Mark, and Mary are playing their first game.
They have each chosen a nation and completed the setup as
described in the rules.
Sam randomly decides starting bid order and places one
cube from each player from left to right on the bid track.
Players start the Spring Phase. Sam is first, and bids on
the 0-cost space the furthest to the right by placing his cube
there. Next, Julia gains 1 coin by placing her cube just left of
him. Mark bids 0, placing his cube just left of her. Mary bids
1, placing her cube on the “1” space and paying a coin. The
turn order for the round will be Mary, Sam, Julia, Mark (on
the turn order track from right to left).
The Summer Phase begins. Mary takes her first action
and builds an Academy, one of the building cards on the
board. She pays 5 coins and places it in her starting city
area, below the land. Because she is first in turn order, she
checks to make sure the brown disc on the action track is on
the space marked “1”, so all players know this is their first
action.
Next, Sam draws from his citizen card deck. He now has his
2 citizen cards in hand.
Julia takes her turn next. She builds a Srika Pasture from
the building cards available on the board, paying the cost.
It gives one income so she increases her income to 3 on her
income track on her nation board by sliding her income disc
right one space. The Srika Pasture also gives her 3 Srikas,
so she takes one of her cubes and places it on the third
space below the picture of the Srika on the game board.
Mark builds a Turnip Farm, doing just what Julia did on
her turn except that he places one of his cubes on the third
space below the picture of the Turnip on the board because
the building card has three Turnips on it.
It is now Mary’s second turn. She builds a Srika Pasture,
which gives her two Srikas and one Turnip and increases
her income by one. She places cubes on both the Srika and
Turnips goods tracks. Mary then slides the brown disc on
the action track to the space marked “2”, to remind all players that this is their second action in the round.
Sam decides to play his “Scholar” Citizen card as an expert
action. It says he can gain one science by paying a coin
and using a hammer skill. He discards the Scholar, pays a
coin, and also discards the Cartographer, using the Cartographer’s hammer skill to pay for the action. He collects a
Science token from the pile.
21
Julia builds an Academy on her turn.
Mark builds a second Turnip Farm on
his turn.
On her last turn, Mary decides to Tax.
She gains one coin. She slides the
brown disc on the action track to the
space marked “3”.
Sam now builds a Moss Garden. He had
been unable to build it until now, because he didn’t have a science. He pays
the coin and science cost. It gives him
two Glow Moss.
On Julia’s last turn, she draws a card
from her military deck.
Mark decides to store a Mine card. He
can’t afford it now, so he does not place
it in his city, but he is planning to build it
later. He places the card in his buy pool.
The Autumn Phase begins. The first
four building cards on the game board
are discarded. Sam slides the remaining
cards to the left until there are no empty
slots between them. Then he draws
cards from the “A” building card deck
and places them on the board from left
to right until all slots are filled.
The four players now check to see if
they collect influence. Because it is not
the third, fifth, or seventh round, they
do not collect influence.
Everyone now collects coins. Mary
collects 3 coins (2 for her base income,
+1 for the Srika Farm). She isn’t in 1st
place on any Goods. Sam collects 5
coins (2 for his base income, +1 for the
Moss Garden, +2 for having the most
Glow Moss goods because of his Moss
Garden). Julia collects 4 (2 for her base
income, +1 for the Srika Pasture, +1 for
having the most Srikas). Mark collects 5
coins (2 for his base income, +1 each for
the two Turnip Farms he built, and +1
for having the most Turnips).
22
Mary and Julia each collect one science
token for the Academies they control.
Everyone now draws one citizen card
(because no one expanded their city
with a district, settled a new city, or
built any building cards with citizen or
military draw symbols on them). Each
player’s starting city gives them one
citizen draw. No one has any military
draws.
Mary slides the round counter one
space down.
Now Winter Phase begins. Players
simultaneously look through their buy
pool cards to see if they want to buy
any new citizen or military cards. Sam
chooses one military card and keeps it
face down in front of him. No one else
buys any cards and all declare they are
finished choosing. All players return
their unpurchased cards to their respective buy pools. Sam reveals the military
card and announces he is buying it. He
pays for it and places it directly into his
hand.
Everyone declares that they are finished
and ready for the next round.
Card Abilities
Building Clarifications
Academy (with eye symbol): The eye
symbol is “scouting”. It allows the player to
attack a town card underneath the top card
in any town deck. For each “scouting” symbol a player owns, they may skip one town
card in a deck to conquer the
town beneath it. For example:
if the player had two “scouting”
symbols, they could attack any
of the top three cards in any of
the unconquered town decks,
instead of only the top card as
normal.
C Deck Special Influence Cards: Many
cards in the C building deck give extra influence for owning specific goods. The Tailor’s
Guild, for example, would give the player 1
influence when scoring, plus 1 influence for
every three Srikas the player owns.
Orchard: This card gives two influence at
the end of the game if the owning player has
more coins than any other player. This card
also gives one income.
Outpost: This card gives one influence at
each scoring phase to the player that owns
it. The eye symbol is “scouting”. It allows
the player to attack a town card underneath
the top card in any town deck. For each
“scouting” symbol a player owns, they may
skip one town card in a deck
to conquer the town beneath
it. For example: if the player
had two “scouting” symbols,
they could attack any of the
top three cards in any of the
unconquered town decks, instead of only the
top card as normal.
Ruins: This card gives one science and one
influence when built. It does not give science or influence at any other time.
Steam Crane: This discount applies to buildings placed in any and all of your owned
cities.
Citizen Cards
Architect (Arc): Discard a building you own
and gain coins equal to the coin cost of the
building. Then you may immediately build a
new building.
Arms Dealer: As a free action, pay 1 coin
and discard 1 hammer to place a cube on a
town you own. That town has +2 defense
value. If the town is conquered, remove the
cube.
Bridge Builder (Arc): Build in a city with
no available population.
Cartographer: As a free action, gain one
coin.
Cargo Ship: Build a building at -2 coin cost.
Cloud Skimmer
Engineer: As a free action, store one building card.
Explorer: Claim an unused land and settle a
new city. You must discard enough distance
equal to the new land.
Fixer (Om)
Forger (Hog): When someone gains a type
of good that you already own, reveal this
card to gain one coin, then put this card back
into your hand.
Genius (Cresaria): As a free action, discard
1 hammer to gain 1 science.
Junkbot: As a free action, discard 1 hammer
to store any building card from the building
discard pile.
Mayor: Discard 1 hammer to add a district
to a city you own.
Merchant: As a free action, discard 1
hammer to gain coins equal to the greatest
amount of goods you own of one type.
Professor (Cresaria): As a free action, discard 1 science to gain 4 coins.
Regent: Discard 2 hammers to upgrade your
Capital district to an Imperial district. You
may only do this once per game.
Scholar: Pay 1 coin and discard 1 hammer
to gain 1 science.
Scientist: Pay two coins to gain one science.
You may do this twice.
Scout Ship: If this card is used for its greenbanner distance in an attack, you gain an
additional 2 distance, for a total of 4.
Steam Drill (Om): Build a building. You
may discard blue-banner hammers to help
pay for the building as if they were coins.
Count the blue banner on this card for this
purpose.
Strategist (Hog): As a free action, draw two
military cards.
Tax Collector: Gain four coins.
Wyvern Ship: If this card’s green-banner
distance is used as part of the Explorer
expert action, gain 1 influence and draw a
citizen card.
Military Cards
Soldier
Captain
Inventor: If this card is used for its red-banner gun in an attack, gain 1 science.
Iron Dragon: You may place this card on a
town card you own. The town is immune
to attacks from other players while the Iron
Dragon card is on it. At the end of the round,
you must discard the Iron Dragon.
Iron Guard: Whenever you gain Machine
Parts, you may discard this card instantly to
gain 1 influence.
Iron Soldier
Machinist: If this card is used for its redbanner guns, draw one military card from
your military deck.
Magician: Whenever you gain Crystals, you
may discard this card instantly to gain 1
influence.
Sharp Shooter
Spy: If this card is used for its red-banner
gun or green-banner distance, draw one
citizen card from your citizen deck.
Warship: As a free action, place the top card
of one of the three town decks on the bottom
of the deck, then draw 1 citizen card from
your citizen deck.
Action Tokens: These tokens will be
used in future expansions.
City of Happy Flowers and Lambs:
In this variant, players cannot attack conquered towns (towns owned by players).
Players can only attack unconquered towns.
Point Salad Variant: This variant
changes the way influence is scored and is
recommended for players that want to have
a more sandbox-style, open feel in the game.
This variant streamlines the game a little,
but removes some of the competitive aspect.
When a player purchases a card that
produces goods, the player does not track
those goods on the game board. They do not
consult the goods tracks to see how much
influence the goods are worth, and they do
not consult the tracks for bonus coin income
each round.
Instead, players use the influence table on
the back of the player aid cards.
Variants
Steambots: Each round when replenishing building cards on the building card track,
place one Steambot token on the left-most,
top row card. The first player to purchase,
store, or cause this card to be discarded
(due to a player attacking a town) gains the
Steambot token.
When a player gains a Steambot token, they
place it on their nation board. At the start
of that player’s turn before completing
an action, they may choose to place ONE
unused Steambot on one building card that
they own. The chosen building must produce
one or more goods (unless oth­erwise stated
on the building card). For example, a player
could not place a Steambot on an “Academy”.
A building with a Steambot token on it
produces one more of its left-most (or main)
good, (once the Steambot is placed, mark the
additional good on the track on the board).
Each building card may only hold one Steam­
bot token, unless otherwise stated on the
card. If the player demolishes the building,
the Steambot is destroyed. Once placed on a
building, a Steambot may not be moved.
The table shows how much influence a
player gains during scoring depending on
how many of each good they own. Along the
top are the goods types. Along the left side
are three threshold amounts: 1-3 goods, 4-6
goods, and 7+ goods. The numbers in the table are the influence amounts. For example,
if a player had three turnips, they would score
1 influence. If a player had four turnips, they
would score 2 influence.
The table also shows when a player should
gain bonus coins when collecting income.
For example, if a player had four glow moss,
they would collect a bonus two coins when it
was time to collect income.
23
Coin
Science
Guns
Distance
Hammer
Ship
Airship
Influence
Reaction
Free Action
Index
Actions
Airships
Attack
Autumn Phase
Building Cards
Clarification of Cards
Science Cost
Card Actions
Cities
Citizen Cards
List
Conquering Towns
Districts
Draw
Free Actions
Goods
Income
Influence
Land Requirements
Most Goods Ties
Military Cards
List
Nations
Reaction
Research
Score
Setup
Ships
Skill Symbols
Spring Phase
Store a Building
Tax
Towns
Turn Order Bid
Winter Phase
Citizen Card Draw
Military Card Draw
10
20
14
15
10, 20, 22
22
20
11-13
19-20
11
23
14, 20
19-20
11, 17
11
3, 16
13, 17
16, 19
20
16, 17
14
23
21
13
11
16
6-8
20
11
9
10
14
14, 20
9
18
Spring
1. Slide Cubes Down
2. Turn Order Bid
Summer
1. Play Three Actions
Autumn
1. Discard Old Buildings
2. Draw New Buildings
3. Score (3rd, 5th, 7th)
4. Collect Coins/Science
5. Draw Military/Citizen
6. Advance Round Counter
Winter
1. Purchase New Cit/Mil
Game DesignIllustration
Ryan Laukat
Ryan Laukat
Special Thanks to...
Malorie Laukat, Jakob Nelson, Brandon Laukat, Scott Lewis, Chris D’Andrea, Cory Suter, Keith
Leonard, Justin Nordhorn, Spencer Marstiller, Drew Sonnenberg, Mathijs Van Dijk, Brian Bezeredi, Mike Risley, Dallas Peterson, Tom Brown.
Playtesters
Scouting
Pay/Discard for
Expert Action
24
Gain
Malorie Laukat, Jakob Nelson, Brandon Laukat, T. Alex Davis, Travor Cram, Joshua Butterfield,
Jen Hodge, Nick Sauer, Mike Knauer, Brian Palm, Craig Clawson, Christopher Oberst, Peter
M. Baysdell, Josette Baysdell, Drew Sonnenberg, Jillian Neumann, Gary Sonnenberg, Karen
Sonnenberg, Scott Lewis, Chris D’Andrea, Cory Suter, Keith Leonard, Justin Nordhorn, Ginny
Nordhorn, Henry Nordhorn, William Nordhorn, Tim Flynn, David Hitchman, Scott Olson, Adam
Sutmiller, Keaton Beaman, Chad W. Rathsack, Spencer Marstiller, Mathijs Van Dijk, Brian Bezeredi, Shawn Mcwha, Daniel Peckham, Mike Risley, Dallas Peterson.
Thank you to everyone else who contributed to the development of City of
Iron.
City of Iron 2nd Edition Copyright 2016 Red Raven Games
www.redravengames.com
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