Untitled
‡ Game idea ‡
Life in this village is tough! But at least it offers its residents a lot of room
for development. Some make their career in the council chamber, some in
the church, while others journey into the world....
Each player controls the fate of a family and wants to rise to prominence.
But never forget the most important thing: Time cannot be stopped, and
eventually family members pass away. Those that worked hard during
their lifetime may find themselves immortalized in the village chronicle
and thus increase their families‘ fame.
‡ Components ‡
44 family members
(11 red, 11 yellow,
11 blue, 11 ivory)
4 black monks
1 sticker sheet
32 markers
(8 red, 8 yellow, 8 blue, 8 ivory)
6 plague cubes
72 influence cubes
(18 brown, 18 pink, 18 orange, 18 green)
1 starting player marker
1 next starting player marker
2 cloth bags
(1 green, 1 black)
40 goods tiles
(8 scrolls, 8 horses, 8 plows, 8 oxen, 8 wagons)
4 farmyards
24 customer tiles
back
front
3 setup cards
(for 2, 3, 4 players)
15 coins
20 bags of grain
1 “mass” overview card
2
1 game board
‡ Setup ‡
Before the first game, the family members must have their enclosed number stickers
applied. Make sure the same number is on both sides of each piece.
There are:
4x 1
3x 2
2x 3
2x 4
in each color.
• in a 4-player-game:
put a tile on each
of the 10 spaces
Apply a cross sticker to both sides of each black monk.
The extra stickers are spares.
1. Place the game board in the middle of the table. It shows the village with its
various areas.
D
E
A
C
F
H
B
J
G
I
A) grain harvest
B) family
C) crafts
D) market
E) travel
F) council chamber
G) church
H) well
I) village chronicle
J) anonymous graves
2. Each player chooses a color. Take the
farmyard of your color and place it in
front of you. Your farmyard is home to
your family members. In addition, you
may store as many influence cubes and
goods here as you want.
Each farmyard can only store a maximum of 5 bags of grain, however.
The life time track of your family runs
around the edge of your farmyard.
6. Shuffle the customer tiles face down and put them next to the market as a face
down pile. Depending on the number of players, turn a certain number of tiles
face up and add them to the market:
• in a 3-player-game:
the space labeled “4”
remains empty
• in a 2-player-game:
the spaces labeled “3”
and “4” remain empty
Example for a 3-player-game
7. If you play with fewer than 4 players, use family members of an unclaimed color to
reduce the number of available spaces in the chronicle and the anonymous graves.
• in a 3-player-game:
put an unused family member
on each space and grave
labeled “4”
life time track
family members
and influence cubes
• in a 2-player-game:
put an unused family member
on each space and grave
labeled “3” or “4”
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1
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Example for a 3-player-game
8. Put the next starting player marker
on its designated space of the
council chamber.
bags of grain
3. Take the 11 family members and 8 markers of your chosen color. Put your 4
family members with a “1” on your farmyard. This is the first generation of your
family. The remaining family members are future generations. Since these are
not born yet, set them aside in a general supply for now.
4. Put one of your markers on the cloud on the right
side of the bridge on your farmyard. Put another
marker on the book (space “0” of the prestige track) in
the upper left corner of the game board.
5. Give each player 1 coin, which he places next to his farmyard. Place the remaining coins in a general supply next to the game board.
9. Place the goods tiles (horses, oxen, wagons, plows, and scrolls) next to the
game board as a general supply.
10. Place the bags of grain, the influence cubes, and the plague cubes next to
the game board as a general supply. Also place the green bag nearby.
11. Put the 4 black monks in the black bag and place it below the church.
12. Take the setup card that matches the number of players and place it nearby.
Return the remaining two setup cards to the box. Also place the “mass” overview
card near the game board.
13. The oldest player becomes the starting player and receives the starting player marker.
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‡ Playing the game ‡
The game is played over several rounds, during which you control the fate of
your family members by placing them wisely in the village. Family members on
your farmyard ensure a good harvest, in church they generate prestige points, and
in the council chamber they give you both prestige points and privileges. Those
who opt for traveling may receive prestige, influence, or money, depending on
their destination. Family members in the craft buildings enable the production of
goods. Goods and grain can be exchanged for prestige points at the market.
The many different areas in the village allow for many different options. Each
area has an associated action space where you can gain different types of influ-
ence cubes and trigger certain actions. That means you have to choose wisely,
because the influence type and specific action rarely match...
In addition, many of these actions cost time. And just like in real life, the oldest
family members eventually pass away. When a family member dies, his career
choice determines whether he gets a place in the village chronicle or not.
The game ends when either the village chronicle or the anonymous graves are
fully occupied. At that point you once more gain points for the different areas of
the village. The player with the most prestige points wins.
‡ Playing a round ‡
‡ In general ‡
‡ Seeding the action spaces ‡
At the beginning of each round, seed the action spaces with influence cubes and
plague cubes.
The setup card shows how many different influence cubes you must take from
the supply and add to the green bag at the beginning of a round. In addition, you
must add all available plague cubes to the bag.
Then, beginning with the starting player, players take turns carrying out actions.
On your turn, take one cube from an action space and perform that space‘s
action.
Once the cubes are in the bag, mix them thoroughly. Then distribute a certain
number of randomly drawn cubes onto each action space on the game board. The
number of cubes per action space is also shown on the setup card.
When the last cube is taken, the current round is finished. Begin a new round by
once again filling the green bag and seeding the action spaces.
‡ Influence cubes and plague cubes ‡
Influence cubes are required for performing certain actions in the village.
The following types of influence are available:
represents:
is required for:
orange
skill
crafts, travel
green
persuasiveness
market, council chamber
brown
faith
church, travel
knowledge
crafts, travel
color:
Example for a 3-player-game
pink
black
By the way: There are usually fewer cubes drawn from the bag than added to it.
Thus, there are leftover cubes in the bag each round, which are mixed up with new
ones at the beginning of each round.
The black cubes are not a type of influence. They are
plague cubes that reduce the life span of your family
members.
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Note: If there are fewer influence cubes of one color available in the supply than
the number you are supposed to add to the bag, then add only the available cubes.
(Since some cubes remain in the bag each round, you will still be able to fully
seed the action spaces.)
The starting player then takes his turn.
‡ Taking your turn ‡
On your turn, you must take one influence or plague cube from an action space
of your choice.
If it is an influence cube, put it on your farmyard. (You may store any number of
influence cubes on your farmyard.)
If it is a plague cube, immediately return it to the supply and lose 2 time.
This means you must move your life time track marker 2 spaces forward in
clockwise direction.
(See “The ‘currency’ time” on the right side)
Example:
Philipp takes a plague cube from the
“grain harvest” action space.
He immediately returns the plague cube
to the supply and moves his marker on the
life time track of his farmyard 2
spaces forward.
He may then perform the “harvest” action.
You may then perform the action of the action space from which you took the
influence or plague cube. You are allowed to only take the cube and not carry out
the action.
Exception: A market day must be held.
(See “Market”, page 7)
supply
‡ The “currency” time ‡
Whenever you perform an action that costs time (every hourglass represents one unit of time), you must move your marker on your life time
track forward (clockwise) the appropriate number of spaces. In addition, you lose 2 time whenever you take a plague cube.
As soon as your marker passes the bridge, one of your oldest family
members passes away.
(See “A family member passes away”, page 10)
‡ The actions ‡
‡ Grain harvest ‡
‡ Family ‡
If you have one or more family members on your
farmyard, then they may perform a harvest action.
Immediately take 2 bags of grain from the supply and place them onto the
appropriate spaces of your
farmyard. If you do not have
any family members on your
farmyard, then you cannot
perform this action!
This action represents a new family member being born. Immediately take one family member of
your color from the general supply and add it to
your farmyard. You must always take the family
member with the lowest available number from the
supply.
If you also own a horse and a plow, take 3 bags of grain
instead.
If you also own an ox and a plow, take 4 bags of grain instead.
(You may never use more than one combination, i.e., several family members,
plows, oxen, or horses are of no additional use during a harvest.)
Your goods are not used up during the harvest. So - for example - when using
an ox and a plow with the harvest, you do not need to discard them. Your family
members remain on your farmyard.
Note: Each farmyard has a capacity of 5 bags of grain! You can never own more
than 5 bags of grain at once.
Example:
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Peter has one family member with the
number “2”, two with the number “3”,
3 3
and two with the number “4” left in the
supply. He must take the “2” family member. 2
2
Important: Instead of taking a new family member from the supply, you may
use this action to instead return one of your employed family members (not yet
deceased) from the game board to your farmyard.
Note: Family members added to the game board during one of the following actions (or added to the black bag by means of the “church” action) must always
come directly from your farmyard.
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‡ Crafts ‡
This action allows you to produce one good in one
of the 5 craft buildings. (Take the corresponding
goods tile and put it next to your farmyard.) At the
mill, you get 2 coins instead.
Your family member will remain on the same craft building for the rest of the
game (unless he dies or returns to the farmyard by means of the “family” action).
As long as he remains on the craft building, you may produce a good again by
means of the “crafts” action. In doing so, you now only pay as much time as indicated in the production arrow (since your family member is already trained).
There are two ways of producing a good. At each craft building (except the mill),
you may choose:
Note: Family members may only produce the good of the craft buildings they are
placed onto. (A blacksmith can only produce plows, not scrolls).
There is no limit to how many family members, regardless of colors, may be on
any building.
(Exception: Players may not place family members onto the mill.)
a) to pay for the produced good with time
(for this you also need a family member in the craft building)
OR
b) to pay for the produced good with influence cubes
(or bags of grain, depending on the good)
‡ a) Acquire good by losing time ‡
If you want to pay for a good with time, you first need to train a family member
in the appropriate craft building. Place a family member from your farmyard
onto the craft building that you want to use. This costs you a certain amount
of time (the number of hourglass symbols next to the image of the gray family
member on the building‘s roof).
You may then immediately produce the corresponding good by paying as much
time as indicated by the production arrow on the building‘s roof.
‡ b) Acquire goods by paying with influence cubes (or bags of grain) ‡
Regardless of whether you have a family member on a craft building or not,
you may purchase the good that the building produces by returning the specified
amount of influence cubes (or bags of grain in the stables) to the supply. You do
not need to have a family member on the craft building. (In
the example on the left, Philipp could have also acquired the
wagon by returning 1 orange and 1 pink influence cube to the
supply - without placing a family member and losing time.)
Overview of the costs in the different craft buildings:
Wainwright:
a) Place a family member:
Build a wagon:
b) Acquire wagon with influence:
Example:
Philipp wants to build a wagon. He takes a family member from his farmyard and
places him onto the wainwright (which costs him 2 time for training) and produces the wagon (which costs him another 2 time). He then takes a wagon from
the supply and puts it next to his farmyard.
Stables:
a) Place a family member:
Raise a horse OR an ox:
b) Acquire a horse OR an ox with grain:
Office:
a) Place a family member:
Make a scroll:
b) Acquire scroll with influence:
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Smithy:
a) Place a family member:
Make a plow:
b) Acquire plow with influence:
Mill:
No family members can be placed here. Instead, pay 2 time
and return 2 bags of grain to the supply in exchange for 2
coins.
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‡ Market ‡
This action triggers a market day in which all players can participate.
This action must be carried out. A market day
must be held.
If you triggered the action, then you are the first player allowed to serve one
available customer. Available customers are all customers directly in front of the
stalls on spaces with blue borders. (The customers on the remaining 5 spaces are
in the waiting line and cannot be served.)
Each customer wants certain goods and/or bags of grain. To serve the customer,
return the required goods and/or the required amount of grain to the supply, take
the customer tile, and put it face down next to your farmyard. At the end of the
game, this customer is worth however many prestige points are printed on it.
Then - in clockwise direction – the remaining players take their turns. Each player
may choose one of the remaining customers. However, in addition to deliver-
ing the required goods and bags of grain, the other players must also pay 1
green influence cube and 1 time. Players that do not want to or are unable
to sell anything must pass and may not later re-enter the current market day.
When it is your turn again, you may serve another of the remaining customers.
This time, however, you must also pay 1 green influence cube and 1 time. (Only
your first sale is free.)
The market day continues in clockwise direction until all customers have been
served or all players have passed.
The market day then ends. Depending on the number of players, fill up the blue
bordered spaces with new customers. This is done by moving the waiting customers up in order. Then refill the waiting line with new customers from the pile.
(If no customers were served, all customer tiles remain in place.)
Note: Should all customers be served at some point, then the market stalls remain
empty for the rest of the game.
Example: Market day in a 3-player-game
Peter triggers the market day by taking the influence
cube from the “market” action space.
He returns 1 horse and 1 plow to the supply, takes the
corresponding customer tile and puts it face down
next to his farmyard. This will give him 6 prestige
points at the end of the game.
It is now Martina‘s turn. She wants to claim the tile
that requires 3 bags of grain. But first, she must return 1 green influence cube to the supply and pay 1
time. Then she returns her 3 bags of grain to the supply and receives the corresponding customer tile.
Philipp is up next. He has a scroll, but no bag of grain
or plow. He must therefore pass.
It is now Peter‘s turn again. Unlike Philipp, he has
both a scroll and a bag of grain. To claim the customer tile, he must first pay 1 green influence cube
and 1 time. He then returns the scroll and the bag of
grain to the supply and receives the tile.
Martina does not own anything else that she might sell and passes. Peter passes as well.
This ends the market day.
Now the customers in the waiting line move up:
1) The 3 spaces in front of the stalls are filled with the
first 3 tiles from the waiting line.
2) The rest of the tiles in the waiting line are moved
forward.
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3) The empty waiting line spaces are filled with new
customers from the pile.
‡ Council chamber ‡
‡ Travel ‡
This action allows you to send a family member
out into the world. If you do not have any family
members on the travel map of the game board,
then take a family member from your farmyard and
place him on one of the two neighboring cities that
can be reached from the village. You must pay the
cost of the trip, shown on the path. You will certainly have to pay 2 time and return 1 wagon to the supply. Additionally, depending on which way you go, you will also have to return either 2 brown or 2 pink
influence cubes to the supply. Take one of your markers and place it onto the city
traveled to. This gets you the reward shown in the circle (3 prestige points).
Example: Philipp wants to
send a family member to the
northern neighboring city. He
takes a family member from
his farmyard and places him
there. This costs him 2 time as
well as 1 wagon and 2 brown
influence cubes, which he returns to the supply. He then
places one of his markers onto
the city and receives the city‘s
reward (3 prestige points on
the prestige track).
supply
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This action allows you to exert influence in the
council chamber.
You may use the action in 3 different ways:
a) Take a family member from your farmyard and place him on the 1st stage
of the council chamber. This costs 1 time and 2 green influence cubes OR 1
time and 1 scroll.
You may perform the privilege action of this stage (to become the next starting
player).
OR
b) Move one of your family members already in the council chamber one stage
forward. This again costs you either 1 scroll OR 2 green influence cubes. Additionally, you must pay either 2 or 3 time depending on the stage. You may perform the privilege action which is shown below either the current or a previous
stage of your family member.
OR
c) If you already have at least one family member in the council chamber, then
you may perform a privilege action without moving a family member. In this
case, perform the privilege action shown below either its current or a previous
stage for free.
Overview of the privileges:
1st stage: Take the next starting player marker from the council chamber. If the
marker has already been taken by another player, you receive nothing.
If you take the marker, then you will be the starting player in the next
round. At the beginning of the next round, take the starting player
marker and return the next starting player marker to its designated
space in the council chamber.
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If you already have at least one family member on a city on the travel map, you
can choose:
Either send another family member from your farmyard to one of the two
neighboring cities
OR
move one of your family members that is already on a city to an adjacent city.
Adjacent cities are all cities directly accessible via a path (without skipping over
another city). You must again pay the cost of the trip and put a marker onto the city
you reached. You then receive the city‘s reward (2 influence cubes of your choice
from the supply, 1 coin, or 3 prestige points).
Note: You can only place a marker and thus receive a city‘s reward once per city.
Should your family member travel to a city where you already have a marker,
then you may neither place another marker nor receive the reward.
There is no limit to the number of family members and different colored markers
allowed on any city.
At the end of the game, you will receive prestige points depending on the total
number of cities that your family visited during the game.
(See “Final scoring”, page 12)
2nd stage: Take 2 influence cubes of your choice from the supply.
3rd stage: Take 1 goods tile of your choice from the supply and put it next to your
farmyard.
4th stage: Pay exactly 1 coin to the supply in exchange for 3 prestige points on
the prestige track.
1
st
2nd
3rd
4th
There is no limit to the number of family members allowed on any stage. At the
end of the game, each family member that has reached at least the 2nd stage in
the council chamber is worth prestige points. (See “Final scoring”, page 12)
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‡ Church ‡
‡ Well (substitute action) ‡
You may add one family member from your farmyard to the black bag.
For doing this, you must pay either 1 brown influence cube (returned to the supply) OR 3 time.
Instead of taking a cube from an action space,
you may instead return 3 same-colored influence
cubes to the supply (but not plague cubes). For
this, you may carry out any one of the previously
listed actions.
Family members added to the black bag may be drawn and placed onto the church
during a mass. A mass is said at the end of each round as well as at the end of the
game. (See “End of a round”, at the bottom of this page)
Note: The well action is only possible as long as there is at least one cube left
on any action space.
By the way: This is the only way to perform an action when there is no cube left
on the corresponding action space.
‡ End of a round ‡
When a player takes the last cube from the board (i.e., all action spaces are empty), he first carries out his action as usual.
The current round is then finished and a mass is said.
‡ Mass ‡
Each mass consists of 3 phases:
1. Draw 4 pieces from the black bag
3. At the end of the mass, the player who has the most family members in the
church immediately gains 2 prestige points on the prestige track. In the case of a
tie, the prestige points are awarded to the player whose family member is on the
window the furthest to the left. If there is still a tie, then each of the tied players
gains 2 prestige points.
Example for a mass:
In a 3-player-game, Peter is the current
starting player when a mass is said. He
pays 1 coin and picks his blue “2” family
member from the black bag.
2. Move family members up in the church hierarchy
3. Award 2 prestige points for the church majority
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1. Thoroughly shuffle the family members and black monks in the black bag.
Then draw exactly 4 pieces from the bag, either at random or deliberately by
paying coins. Beginning with the starting player and then continuing in clockwise direction, each player may pick one or more of their family members from
the bag by paying 1 coin per family member. (Since there are always 4 black
monks in the bag, this is the only way to make sure that your family members are
drawn.)
Once a total of 4 family members have been bought from the bag, no more pieces
may be drawn. Should fewer than 4 family members have been bought from the
bag, bring the total count up to 4 pieces by drawing the rest randomly.
Once you have drawn 4 pieces, return all black monks to the bag.
Place any family members drawn on the large rightmost glass window of the
church. Family members that are still in the bag remain there and may be drawn
during the next mass.
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1
1
3
1
2
Martina doesn‘t want to pay anything.
Philipp also pays 1 coin and picks his red
“1” family member from the bag.
Peter now brings the total number of pieces up to 4 by randomly drawing 2 more
from the bag. He then places the 3 colored
family members on the large rightmost
glass window of the church and returns
the black monk to the bag.
2
Peter
2. Once 4 pieces have been drawn from the bag (even if they were only black
monks), each player may move one or even several of his family members up
in the church hierarchy (move them leftward on the windows). Beginning with
the starting player and then continuing in clockwise direction, each player may
do this once. To move a family member to the next window on the left, you must
return as many bags of grain to the supply as are shown between the windows.
Your family members may even move up more than one window, provided you
pay enough grain to cover all movement.
1
2
1
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2
3
1
2
Now, beginning with Peter, the players move
up their family members. Peter returns 2
bags of grain to the supply and moves his
blue “1” family member to the next window on the left. He then pays another bag
of grain and moves his “2” family member
to the next window on the left as well.
Martina has no grain and therefore cannot move up her family member.
Philipp
Philipp pays 4 bags of grain and moves
his red “2” family member to the leftmost
window.
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1
2
2
2
‡ The coins ‡
1
3
1
2
2
‡ Beginning a new round ‡
If a player has acquired the next starting player marker during the previous round,
then he now takes the starting player marker and returns the next starting player
marker to its designated space in the council chamber. Otherwise, the starting
player remains the same.
The new round starts again by filling the green bag with cubes and seeding the
action spaces.
Now 2 prestige points are awarded. Even
though Philipp and Peter have the same
number of family members in the church,
Philipp gains the 2 prestige points since
he owns the leftmost family member.
1
At the end of the game, each family member in the church is worth prestige
points, depending on how far up it has moved.
(See “Final scoring”, page 12)
You get coins at the mill or while traveling.
There are 3 possible ways to use coins:
1. To buy prestige points in the council chamber (final stage).
2. To ensure your family members are chosen from the black bag during a mass.
3. As a JOKER for any one influence cube.
Example:
If you want to move up in the council chamber
and need to pay 2 green influence cubes, then
you can also pay 1 coin and
1 green influence cube OR 2 coins.
At the end of the game, each coin you did not spend is worth 1 prestige point.
(See “Final scoring”, page 12)
‡ A family member passes away ‡
During the game, you must often pay for
actions with time by moving the marker
on your life time track forward in clockwise direction. Once you move the marker
past the bridge, one of your oldest family
members passes away. You first get to finish carrying out your chosen action in full
and must only decide which of your oldest
family members dies at the end of your turn.
Exception: Anyone who moves his marker past the bridge during a market day
must immediately choose which of his family members dies.
number must die. He has two “1” family members on the game board and decides
to choose to let the craftsman he just placed onto the smithy die.
Of your family members, it is always the one with the lowest number that has to
die. If you have several family members with the lowest number, you can choose
one of them. A dying family member must be visible at the time of his death. This
means that he must be either on the game board or on your farmyard. (Family
members still in the black bag cannot die, nor can ones that have not yet entered
play.)
Council chamber Crafts
Example:
Peter chooses the “crafts” action by taking a plague cube from the corresponding action space. He loses 2 time in doing so, moving his marker on the life time
track past the bridge. Before one of his family members dies, he may still perform
the “crafts” action. He places a “1” family member from his farmyard onto
the smithy (which costs him 3 time) and produces a plow (which costs him yet
another 3 time). Now that his action is over, his family member with the lowest
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For a dying family member, there are always two possibilities:
a) There is still a free space in the village chronicle
The village chronicle records the stories of the great residents and their deeds.
The village chronicle has a few spaces open for each professional category.
Depending on where the family member “worked” at the time of his death, he
is added to one of the following empty spaces:
Travel
Church
Farmyard
At the end of the game, you receive prestige points depending on how many of
your family members were immortalized in the village chronicle.
(See “Final scoring”, page 12)
b) There is no proper grave left in the village chronicle
In this case, the family member is put onto one of the anonymous graves next
to the church. Here he can rest in peace, but is not worth any prestige points.
Example:
During his action, Peter has
moved the marker on his life time
track past the bridge.
At the end of his action, one of his
blue “1” family members must
pass away.
Should he choose the “1” family
member in the church, then he
would have to put it into an anonymous grave (because all church
spaces in the village chronicle
are already taken).
Should he instead choose any
other of his “1” family members,
then he would get a place in the
village chronicle.
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2
1
1
1
1
1
1
1
2
1
1
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Note: Family members that have died should always be laid down so you can
easily tell them apart from the still living, upright family members.
Hint 1: It is an effective strategy to add family members to the village chronicle
quickly. So don‘t be afraid of paying for actions with time.
Hint 2: If you are putting a family member from your farmyard onto the game
board, you should always consider the family member‘s number. “1” family
members are likely to die during the game. If you want to score in the church
or council chamber at the end of the game, placing family members with higher
numbers is usually the better choice.
‡ End of the game ‡
The end of the game is triggered when a family member is put onto either:
a) the last empty space in
the village chronicle
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2
2
1
2
1
1
1
1
1
1
2
OR
1
1
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The player who put his family member onto the last empty space of the village
chronicle or the last empty anonymous grave does not get another turn.
All other players may perform one last action in clockwise player order. As always, you must either take an influence or plague cube from an action space or
pay 3 same-colored influence cubes to perform the action. Should the final cube
be taken from the game board (even though there are players left to act), the action spaces are not reseeded. Instead, the remaining players may perform any
action without having to return 3 same-colored influence cubes to the supply.
Note: In this case, the usual mass at the end of a round is skipped. The final mass
is not said until all players have taken their final action.
b) the last empty anonymous
grave next to the church
1
2
1
Note: If family members die during the final actions and there are no proper village
chronicle spaces or graves left, then they are simply removed from the game.
Special case: If the end of the game is triggered during a market day, finish the
market day completely. Afterward, determine who has triggered the end of the
game by occupying the last chronicle space or grave. If it is the same player who
also triggered the market day, then he has taken his last turn and everyone else
has one action left.
If it was triggered by a different player, then all players, in clockwise player order, may carry out one more action. (The final turn of the game is then taken by
the player who triggered the market day.)
After each player has taken his last action, the last mass is said. Final scoring
then takes place.
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‡ Final scoring ‡
Travel
Count the number of cities that your family has visited
on the travel map (= number of markers of your color)
and gain prestige points accordingly:
1 city = 1 point
2 cities = 3 points
3 cities = 6 points
4 cities = 10 points
5 cities = 14 points
6 cities = 18 points
Example: Final scoring
Family members in the black bag are
not worth any points.
travel = 6
Village chronicle
You gain prestige points depending on how many of your
family members are immortalized in the village chronicle.
1 or 2 are worth no points.
3 family members are worth 4 prestige points.
4 family members are worth 7 points.
5 or more family members are worth 12 points.
Customer tiles
At the end of the game, each player reveals their concealed customer tiles and receives the prestige points
printed on them.
Council chamber
Each family member on the 4th stage
is worth 6 points.
Each family member on the 3rd stage
is worth 4 points.
Each family member on the 2nd stage
is worth 2 points.
On the 1st stage, there are no points awarded.
council
chamber = 2
3
church = 6
3
1
Coins
Each coin is worth 1 prestige point.
Church
Each family member on the rightmost window
is worth 2 points.
Each family member on the second window
is worth 3 points.
Each family member on the third window
is worth 4 points.
Each family member on the leftmost window
is worth 6 points.
2
1
2
1
1
2
1
1
1
1
1
1
2
village
chronicle = 7
1
Each time you receive prestige points, score them by
moving your marker forward on the prestige track.
customer tiles = 16
Whoever gained the most prestige points wins the
game.
coins = 2
In the case of a tie, the tied player who has served the
most customers wins.
If there is still a tie, the tied player with the higher
number of “living” family members wins.
prestige poins at final scoring = 39
‡ FAQ ‡
Question: If I acquire a good by paying influence cubes, do I need
to have a family member on the corresponding craft
building?
Answer: No! You only need to have a family member on the
corresponding craft building when you produce a good
by paying time.
Question: When I place a family member from my farmyard onto
the game board (or add him to the black bag by means
of the “church” action), do I have to take the family
member with the lowest number?
Question: Do I have to take a cube when it is my turn?
Question: Do I have to perform an action after taking a cube?
Answer. Yes! However, if you perform the substitute “well”
action by returning 3 same-colored influence cubes
to the supply, then you are not allowed to take a cube.
Answer: No! Taking actions is optional. However, a market day is
held even if you do not want to participate in it.
Question: What happens when I take a plague cube?
Answer: The marker on your life time track moves 2 spaces
forward. The plague cube is returned to the supply.
You may then perform the action of the space from
which you took the plague cube.
Question: Do family members have to remain on the location of
the game board where I placed them?
Answer: Essentially yes! However, a family member can change
his profession when he is returned to your farmyard by
means of the “family” action. Also, family members may
die and are then put into either the village chronicle or
an anonymous grave.
Answer: No! The number is only relevant when a family member
is born or dies.
Credits
Authors: Inka und Markus Brand • Illustrations and layout: Dennis Lohausen • Box design: Hans-Georg Schneider
Rule book: Alfred Viktor Schulz • Rule book revision: Patrick Korner
Distribution:
Pegasus Spiele GmbH,
Straßheimer Str. 2 • 61169 Friedberg
Copyright: © 2011 eggertspiele GmbH & Co. KG,
Friedhofstr. 17 • 21073 Hamburg
All rights reserved.
www.pegasus.de
www.eggertspiele.de
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