RuleboOk - Spielworxx
A game by Stefan Risthaus
for 2-4 players
RuleboOk
A game by Stefan Risthaus
for 2-4 players
2.1 Game Board
CONTENTS
1.0
2.0
3.0
4.0
5.0
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
GAME COMPONENTS . . . . . . . . . . . . . . . . . . . . . . 2
PREPARATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
HOW TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
END OF THE GAME AND FINAL SCORING . . 11
The game board shows a±part of the Mediterranean basin
with 24 cities in 3 regions (1). In addition the game board
contains various areas of action for the philosopher (2), navigator
(including the area of the 9 hometowns) (3), tax collector (4),
the starting player (5), chronicler (6) and scribe (7). The civilization
cards of the scribe are placed at the bottom edge of the game
board. (8). Slightly above them to the left is the game turn
track (9). In the lower right are the boxes for bonus point tiles
(10). The victory point track is located along the edge of the
game board (11).
1.0 INTRODUCTION
In the first millennium BC city-states and ethnic groups,
sometimes spanning large areas, rose in the Eastern Mediterranean. Through conquest and commerce new states, kingdoms, and peoples rose and had their respective “heyday”.
In Gentes the players guide their people through the ups and
downs of history, trying to obtain a±permanent place in the
annals of history. You train priests, soldiers, merchants, artisans, noblemen and scholars, in order to establish significant
cities and to build magnificent monuments.
A±clever timing mechanism requires a±multitude of different
tactical decisions from the players.
2
11
3
5
4
1
6
7
9
10
8
2.2 Player Mats
2.0 GAME COMPONENTS
Each copy of Gentes includes:
• 1 game board
• 4 player mats
• 54 civilization cards (plus 1 promo card, not used)
• 4 victory point markers (1 each in the 4 player colors)
• 1 purple turn marker
• 24 cities (6 in each of the 4 player colors)
• 64 brown wooden cubes
• 1 starting player token
• 40 time tiles
• 28 action tiles
• 6 training cost tiles
• 12 bonus point tiles
• 89 coins (36 x “1” 32 x “5”, 21 x “10”)
• 4 “+50/+100” victory point tokens
(1 each in the 4 player colors)
• 8 play aids (4 each in German & English)
• 2 rules booklets (German/English)
• 2 glossaries (German/English)
2
The players keep track of their trained people on their population chart (1). They place their chosen actions and corresponding time tiles on the time track (2). They place wooden
cubes required for various additional actions on the spaces of
the temple (3) and the oracle (4).
2
1
4
3
2.3 Civilization Cards
The civilization cards are divided in three eras, marked
I, II, and III. There are four different areas on a±card.
The era, the name of the card, and an illustration (1) are
I
2
1
|
Altar / Altar
3
1
+1
3
4
:
3
1x
4
located on the top left. In
the top right there are four
spaces for different symbols
(2) representing different
achievements. In the lower
left corner are the criteria
which the player must meet
in order to play the card (3).
In the lower right corner
are the rewards and disadvantages the player receives
or suffers (4).
Training Cost Tiles
The six training cost tiles (which are placed in the areas of
action for philosophers - see (2) on the game board) indicate
which costs are occurred in the training of nobles, soldiers,
priests, artisans, merchants and scholars.
+
Merchant
F 2
For
or 4 players
Scholar
Soldier
Priest
Artisan
2.8 WoOden Parts
2.4 Action Tiles
The various action tiles show the costs of
the action (1), as well as the time that the
player needs to spend when executing
this action (2). A±tile’s±reverse indicates
whether the tile is used in all games or
only with certain numbers of players.
Noble
1
For 3
F
and 4 player
2
The players receive 6 cities and 1 victory point token in their
player colors. The purple turn marker indicates the current
game turn. There are also a±starting player token and various
neutral wooden cubes; various things are indicated by these
wooden cubes during the course of the game.
For 4 players
F
l
2.9 “+50/+100”
Victory Point Tiles
For all player numbers
Once a±player has reached 50 or 100 victory points, he indicates this with the help of these victory point tiles.
2.5 Time Tiles
The time tiles show an hourglass
on the front and two hourglasses
on the back. Depending on the
actions chosen by the players, the
players place these tiles on their
time track.
2.6 Bonus Point Tiles
There are three categories of bonus point tiles, which grant
players additional victory points if they fulfill the respective
conditions.
2.10 Coins
In Gentes the means of payment are
coins with values 1, 5, and 10. Whenever
the instructions mention coins, a±value
of 1 is implied. The players may change
coins with those in the general stock at
any time during the game.
2.11 Rules BoOklets,
GlosSaries, And Play Aids
Gentes includes rules booklets, glossaries, and play aids in
German and English.
3
The players place the purple turn marker on the first
3.0 PREPARATION
D space of the game turn track.
The players place the game board in the center of the
a playing area. In a±two-player-game the players cover the
cities of the yellow region with hourglasses. This region is not
used in a±two-player-game.
e The players shuffle the 6 training cost tiles and place
them on the spaces of the table of costs (in the area of
action for philosophers).
F The players place the time tiles, the coins, the
“+50/+100” victory point tiles and the brown wooden cubes as a±general stock next to the game board. All
materials in the general stock are available without limitation.
If you should run out of one, you may use a±substitute.
F
a
The players place the
B action tiles on the corresponding action spaces.
The reverse of the tiles indicates for which number of
players the tiles are used. If
there are four players, all tiles
will be used. If there are fewer
than four players, the players
place the unused tiles face
down on the corresponding
action spaces, indicating that
this action tile and action space
are not used in this game.
Experienced players can agree
on covering the tax collectors action space giving them 4 coins
with an hourglass in order to
remove it from play.
B
B
B
G
B
D
K
The players place the
C bonus point tiles on
the appropriate spaces. The tile
giving 8 victory points is put
on top of each stack. The remainder of each stack consists
of tiles giving 4 victory points
each. If there are fewer than
four players, one or two tiles
with 4 victory points per stack
are returned to the box.
4
h
G
J
Eeach player takes a±play aid, a±player mat, the
G matching wooden parts, 11 brown wooden cubes,
and 1 time tile.
The players place six wooden cubes on the “0” spaces to the
left and right of the population chart. Thus they indicate that
they have “0” people from each group.
They also place five wooden cubes and a±time tile with a±single hourglass on the six rightmost spaces of their time track.
Players place their victory point marker on the 0 space of the
victory point track. The players place the 6 cities next to their
player mats; these form their own stock and are used to mark
built cities during the course of the game.
J
e
Each player takes 20 coins. Throughout the game the
h coins in a±player’s±possession should be visible to all
other players, so that everyone can see how much many coins
each player has.
i
The players choose a±starting player in any way they like.
The starting player receives the starting player token.
The starting player sorts the civilization cards according
J to the three eras (I, II, III) and shuffles the cards sepa-
rately according to era. He places the stacks of eras II and III
next to the game board.
Now the starting player reveals three civilization cards from
the stack of era I±for every player participating in the game,
e.g. in a±three player game he reveals nine cards. Starting to
the right of the start player and continuing in counterclockwise direction, each player selects a±card and takes it into
his hand until each player has two cards. Again, the starting
player shuffles the remaining civilization cards into the stack
of era I.
Then, each player selects exactly four people as his starting
population (in any combination of roles as long as he does not
take more than 4) by marking them on his population chart.
Example: Heike decides to start with one noble, one merchant and two
priests.
G
h
Example for
the first
game with
3 players
C
J
Only in the first game: Each player begins with two civilization cards from era I±in his hand and four persons on his
population chart:
Civilization cards
Persons
Treasure Chamber,
Monument
1 noble; 2 priests;
1 merchant
2nd player
Tenement,
Training Ground
1 noble;
3 soldiers
3rd player
Marketplace,
Shipyard
1 artisan;
3 merchants
4th player
Scriptorium, Road
1 artisan; 3 scholars
Starting
player
K Finally, the starting player draws the top 8 civiliza-
tion cards from the stack of era I±and places them in
a±row at the lower edge of the game board so that each space
contains a±card. He puts the remainder of the stack of era I±to
the right of this row.
G
h
J
Now you can
start playing
Gentes!
5
4.0 HOW TO PLAY
A±game of Gentes lasts for 6 rounds. An era consists of 2
rounds, which is indicated on the turn track and the civilization cards (as I, II, and III).
Each round consists of two phases:
4.1 Heyday Phase:
Perform actions
4.2 Decline Phase:
End of the round and clean up
The players always complete a±phase entirely before starting
the next phase.
The following rules describe the general procedures in Gentes. Different civilization cards or hometowns grant players
capabilities, which contradict these procedures or modify
them. Special capabilities granted by civilization cards and
hometowns have precedence over these general procedures.
4.1 Heyday Phase:
Performing actions
This phase is the heart of the game, during which each player,
beginning with the starting player, will take turns on multiple
occasions.
During his turn the player must perform a±main action, as
long as he has at least one free space on his time track. The
player may not voluntarily pass! He may conduct various additional actions. Only after the player has placed an action or
time tile on the last space of his time track, he sits out the rest
of the heyday phase. In this way the players may conduct a±different
number of actions during the heyday phase.
.
A) THE MAIN ACTIONS
A player conducts a±main action during his turn. He must
usually take an action tile for every main action and places
it together with a±corresponding number of time tiles on his
time track. Alternatively he may conduct main actions indicated on civilization cards placed in front of him or hometowns in his possession, for which he places only time tiles on
his time track.
In order to use the
actions of civilization cards the player
must have played the respective card previously and hence it
must be placed in front of him. During his turn, the player
can use one of the card`s±main actions instead of taking
an action tile. As he can use these actions only once during
a±game turn, he marks the respective cards with a±brown cube
from the general stock – the cubes are removed during the
decline phase.
The player may use thee
card actions as often and at any
time during his turn. These actions can change the main
actions of certain action tiles.
The active player performs the following three steps:
1) Choosing and paying for an action
(2) Placing Time Tiles and Action Tiles on the time track
(3) Conducting the action
6
1) Choosing and Paying for an Action
The player selects an action, takes the action tile and pays the
cost indicated on the tile. If a±player chooses the tax collector
action or becomes the new starting player, he receives coins
instead.
Example: Heike selects the action philosopher with
a±cost of 8 and pays 8 coins into the stock.
A±player may choose a±main action only if he can pay the
costs and if there are enough spaces for the required tiles on
his time track (see b). He must also conduct the main action at
least partly (see c).
The costs of the various actions are often lower than those the
player would have to pay for the respectively most affordable
action tile. Some civilization cards and hometowns allow the
player to set the costs as they want to. In this way, the player
may pay exactly the costs of the desired action.
A±player can usually conduct a±main action only if he can
take a±corresponding action tile from the game board. He
may always choose the tax collector actions, since there are no
action tiles.
If a±player has empty spaces remaining on his time track and
does not want to or cannot take any action tile from the game
board, he must perform the tax collector action or become the
new starting player, until he has filled his entire time track with
action and time tiles. A±player may not voluntarily pass.
Some civilization cards and hometowns allow the player to
choose a±main action without taking an action tile during his
turn. In this case, he pays only the corresponding costs.
2) Placing Time Tiles and Action Tiles on the Time Track
A±player places the action tile he has chosen on the leftmost
empty space of his time track. He also places time tiles (from
the general stock) showing the required number of hourglasses on additional free spaces of the time track. If a±player must
take several hourglasses at once, he must choose whether he
places time tiles with a±single hourglass or uses the back of
the time tiles with two hourglasses. It is not possible to change
a±time tile (i.e. turning it over or exchanging it for a±tile from
the general stock) once it has been placed on the time track.
If a±player selects the tax collector action, he places only time
tiles on his time track. If a±player chooses the new starting player
action, he places only the action tile on his time track.
Example: Heike places the scribe action tile with a±cost of 8 on her
time track and additionally places a±time tile with 2 hourglasses. She
could have placed two time tiles showing single hourglasses, but then she
would have been left with just a±single free space for her next action.
3) Conducting the Action
Now, the player performs the selected action.
Example: Heike trains a±new priest. She already has two priests and
4 scholars. She loses one scholar and resets the cube for scholars to add the
new priest on her population chart.
TAX COLLECTOR
Choosing this action, players get coins.
There are always two different actions available.
The players take no action tile!
If a±player takes an hourglass, he receives 4 coins from the
bank. If he takes two hourglasses, he receives 8 coins.
.
NEW STARTING PLAYER
Choosing this action, a±player becomes the starting
player of the next game turn.
This action can be chosen by only one player per turn. The
player takes the action tile, but no hourglasses.
The player receives 2 coins immediately. In the decline phase
following this turn, he will be the new starting player
PHILOSOPHER
Choosing this action, players train new people to
increase their population.
Depending on the number of players, this action can be chosen two to four times. The player pays 4 to 8 coins and takes 1
hourglass.
He trains one or two persons and adds them to his own population on his player mat.
Whom the player may train, depends on the amount he paid.
The chart gives the costs of training one person in the upper
row and the costs of training two persons in the lower row.
Example: If Heike chooses the philosopher tile with a±cost of 4, she may
train any individual person. If she wants to train two people at once, Heike
may only choose them from the two currently cheapest groups with the lowest
training costs. She has no access to the groups of persons in the four columns to
the right, because she would have to pay 5 to 8 coins for those.
Finally, the player places the training cost tiles of the trained
persons at the right end of the table and closes the gaps by
moving the other tiles to the left. If he has trained two people
from different groups of people, he moves the tile that was
further to the right before his action back first.
Example: Heike selects the action tile philosopher with a±cost of 4 and
pays 4 coins. She educates a±priest and a±soldier, and moves their wooden
cubes accordingly on her population chart. First she places the training cost
tile for soldiers on the last place in the table, then she pushes the others to
the left, then she places the tile for priests.
Some civilization cards and one hometown allow a±player to
train more than two persons. In such a±case, first he moves the
most expensive training cost tile always to the right end, then
the others in descending order.
If a±player has a±total of 18 people on his population
chart, he takes the top bonus point tile from the respective
stack. Additional persons on civilization cards do not count
for this bonus. See also page 10 for how to handle additional
actions.
NAVIGATOR
Choosing this action, players build cities.
Depending on the number of players, this action
can be selected between four to nine times. The players pay 0
to 6 coins for these actions and take 2 or 3 hourglasses.
The player builds a±city on a±free site on the game board.
He has the choice between a±city site in one of the three
color-coded regions on the game board and a±hometown site.
If a±player trains two persons, he may choose the same group
of persons twice, or two different groups of persons. For every
trained person, he moves the corresponding cube one space
on his population chart.
Two groups of people are in the same row of the population
chart. The wooden cubes in the same row may not be on
the same space and may also not “move past each other”. If
the wooden cubes in a±row are on adjacent spaces and the
player receives another person of one of the two groups, he
needs to reset the other wooden cube. A±player may not have
more than 6 people in a±group; a±wooden cube, may never be
moved further than the “0” space.
City sites
Hometown sites
7
The action tile specifies which spaces the player may choose:
The player may
build a±temple
city
The player may
build an oracle
city
The player may
build a±trade city
The player may
build any city.
If a±player has no more cities in his personal stock, he may
take back any city from the game board and relocate it immediately. The vacated site on the game board is once again
available to all players and may immediately be filled again by
a±player.
Building a±City: If a±player chooses a±city, he places one of
his houses on a±free site, which shows the same icon as the selected action tile. Then he activates all of his cities in this region,
including the newly built city. He will receive the following
rewards for these cities:
• Temple: The player takes a±wooden cube and places it on
his player mat in the temple area. He can store a±maximum
of four wooden cubes there at the same time. If he receives
more, they will forfeit without substitution.
• Oracle: The player takes a±wooden cube and places it on
his player mat in the oracle area. He can store a±maximum
of four wooden cubes there at the same time. If he receives
more, they will forfeit without substitution.
• Trade: The player takes 5 coins.
• Victory Points: The player receives 2 victory points. He
advances his victory point marker as many spaces on the
victory point track.
Example: Heike selects the action tile navigator
(temple) with a±cost of 0 and builds a±city in Athenai.
The Athenai site shows a±temple and is located in the
red region. Thus, Heike immediately receives a±wooden
cube; she places it in her temple area. She activates all of
her other cities in the red region, Syracusae and Cnossus, and receives 2
victory points and 5 coins.
The Hometown of Scribes:
The player performs a±scribe action, without
taking an action tile. He pays 6 coins and places
an hourglass on his time track.
If a±player chooses a±regular scribe action, either by
taking an available action tile from the game
board, by using an action of his civilization cards
or by the other action of the hometown of scribes,
he may decide how much he wants to pay (between 1 and 10
coins). In this way, the player may pay the exact costs of the action.
The Hometown of Philosophers:
The player performs a±philosopher action, without
taking an action tile. He pays 4 coins and places
an hourglass on his time track.
If a±player chooses a±regular philosopher action,
either by taking an available action tile from the
game board, by using an action of his civilization
cards or by the other action of the hometown of
philosophers, he may decide how much he wants to pay
(between 1 and 8 coins). In this way, the player may pay the exact
costs of the action.
The Hometown of Inventors:
If the player chooses a±regular philosopher action,
either by taking an available action tile from the
game board, by using an action of his civilization
cards or by the other action of the hometown of
philosophers, he can train an additional person within the
permitted range.
If the player chooses a±regular tax collector action, he
receives the same amount of coins a±second. This
action can be combined with the same action of the
civilization cards Tenement and Well.
Example: Heike chooses the tax collector action and takes 1 hourglass.
She uses her hometown of inventors and receives 4 + 4 = 8 coins.
The player may use only one of the two action options per
hometown. If he has multiple hometowns, he may combine
several of these action options during the same turn.
Example: Heike has two hometowns of philosophers. She uses the
first, to use the action philosopher with an hourglass. Then she uses the
second, to adjust the costs according to her desire.
After using a±hometown, a±player places a±wooden cube from
the general stock on its space. Thus he indicates that he may
not use this hometown again during this round.
If a±player has built all six of his cities for the first time, both
as cities or hometowns, he takes the corresponding top bonus
point tile. See also page 10 for the handling of additional
actions.
Building a±Hometown: If a±player chooses a±hometown, he
places one of his houses on a±free site, which shows the same icon
as the selected action tile. He activates all of his cities in an area of
his choice and he receives the rewards of these cities.
Hometowns offer additional options for actions to a±player. He
may use these in the heyday phase, but only during his turn, and
only once per game turn!
8
SCRIBE
Choosing this action, the players take civilization
cards into their hand.
Depending on the number of players, this action can be
selected between three to five times. The players pay 6 to 10
coins for it and take 1 or 2 hourglasses.
The player may either take new civilization cards from the
display or from the discard pile into his hand. He has to
decide which of the two options he wants to take. He cannot
combine the two options.
How many civilization cards a±player may take depends on
the paid costs. A±player may take fewer cards than the action
tile allows for.
During the heyday phase, a±player may hold as many civilization cards in his hand as he wants to. However, he must oblige
with the three civilization cards hand limit during the decline
phase - for each additional card in his hand he must place an
hourglass on his time track.
Choosing from the display: The player chooses 1, 2 or
3 cards from the display of face up cards. He may choose
different cards according to the costs indicated above the card
display.
Example: Heike selects the action tile scribe with a±cost of 8 and now
has the following choices: 1. She can take any card from the entire display
of cards. 2. She may choose two cards from the first six cards. 3. If
Heike wants to take three cards, she must choose the first three cards of the
display; To choose among the first four cards, Heike would have to take the
action tile with a±cost of 10 coins.
Playing a±civilization card: A±player may play one civilization
card from his hand whose requirements he meets, and receives
the rewards or suffers the disadvantages pictured on the card.
First, the player shows the other players that he meets the prerequisites listed on the civilization card. He requires all persons
depicted on the card in his population chart and if necessary
must also have the right number of cities or hometowns
with the required icons (trade, oracle or temple) on the game
board. Only the icons of the cities or hometowns are important so that both cities and hometowns are eligible
If a±player has not enough people on his
population chart, he may take wooden cubes
from his temple. For every missing person, he
returns a±wooden cube to the general stock. He
does not record these “virtual” persons in his
population chart!
Afterwards, the player receives all rewards and
suffers all disadvantages indicated on the just played card. All
rewards and disadvantages apply automatically; the player
may not pass on certain parts.
NOTE: An overview of all civilization cards can be
found in the glossary.
Example: Heike plays the civilization card Forge. It requires at least
2 artisans, 1 soldier and 1 scholar. In addition to the soldier, she even has
3 artisans and 2 scholars in her population chart. She thus meets all the
requirements and receives the rewards and disadvantages of this civilization card. Heike immediately gets 1 victory point, so that she advances her
victory point marker one space and she looses a±scholar.
At the end of the turn, the players refill the display of civilization cards. They move the cards in the display to the left
in order to close any gaps. Then, they reveal new civilization
cards of the corresponding era and place them on the free
rightmost spaces. They do so until all spaces in the display
contain cards or the stack of the current era does not contain
any more cards. If all the cards in a±stack have been drawn,
the remaining free spaces in the display remain unused.
Choosing from the discard pile: A±player may look at all
civilization cards in the discard pile. Depending on the costs
he paid, he may take 1 or 2 cards from the discard pile to his
hand. During the 2nd or 3rd era, players can thus choose
civilization cards from past eras.
Example: Heike selects the action tile scribe with a±cost of 10. She
may take up to 2 cards from the discard pile.
Gentes is not a±“memory game”. Players are allowed to look
through any stack (discard pile, the stack of the current era,
stacks of future eras). After examining a±stack like this, the
corresponding stack has to be reshuffled..
CHRONICLER
Choosing this action, players play civilization cards
from their hand.
Depending on the number of players, this action can be selected between five to nine times. The players pay 0 to 5 coins
for these actions and take 1 or 2 hour glasses.
I
*
|
Schmiede / Forge
1
2
-1
1
:
1
2 /
Scoring icons: After that the player places the just-played
civilization card in his display, overlapping previously played
cards. Thus he can continue to see the permanent action
options granted by these cards.
He also receives additional victory points for one of the symbols in the top right corner of the just-played civilization card.
The player chooses one of the symbols and receives as many
victory points as he has symbols of this kind in his display. If
the symbol shows up on one of his cards for the first time, he
receives only 1 victory point (for the just-played card). If he already has two cards with this symbol in his display, the player
gets 3 points for the third symbol of this kind.
The cards of era III do not have these symbols anymore and can therefore
provide no more victory points in this way.
9
Example: Heike puts the civilization card Forge to her already played
civilization cards and receives 1 victory point. She would receive only 1
victory point for the symbol in the third row. Since she has now a±total of
three symbols in the fourth row, she receives an additional 3 victory points
and advances her victory point marker a±total of 4 spaces.
Example: After Heike has played the civilization card Forge, she must
loose a±scholar. She wants to keep everyone on her population chart and
removes 3 wooden cubes from her player mat instead; one from the temple
space and two from the oracle space.
I
I
I
≈
I
*
|
Schmiede / Forge
*
|
Schmiede / Forge
1
|
|
Insula / Tenement
Altar / Altar
1
0
2
-1
3
1
2
-1
1
:
1
2 /
1
1
3
+1
∞:
3
x2 1x
+1
:
1
2 /
:
4
+
If a±player has placed a±total of eight civilization cards in his
display, he takes the corresponding top bonus point tile. See
also below for how to handle additional actions.
During a±chronicler action the player can also receive the bonus
point tile for 18 people when he receives another person as
a±reward and has then a±total of 18 persons. However, the
condition must be fulfilled at the end of the action. Should
a±player lose a±person because of the just-played civilization
card and the total number of persons drops below 18, the
player does not meet the condition for the bonus point tile
anymore.
Exchanging two Persons
A±player may return a±wooden cube from the oracle to the
general stock in order to exchange one person against another.
He may do so two times per wooden cube returned in this
fashion. To do so he moves the wooden cube of a±person one
space back on his population chart and advances the cube of
another person one space.
Example: Heike returns a±wooden cube from the oracle to the general
supply and moves the wooden cube for nobles two spaces back. She
advances the wooden cube for scholars and the wooden cube for soldiers
one space each.
B) ADDITIONAL ACTIONS
A±player may carry out the following additional actions during his turn as often as he wants to before or after the main
action.
Training a±Person
A±player takes three wooden cubes from the temple and/or the
oracle on his player mat and returns them to the general stock
to train any person. He advances the corresponding wooden
cube one space on his population chart for every trained person. The group of persons facing each other in a±row continue to limit
each other in their maximum number.
Example: Heike returns two wooden cubes from the oracle and
a±wooden cube from the temple to the general stock and trains another
noble. She marks this on her population chart and has now 2 nobles.
If a±player looses a±person as disadvantage of a±played civilization card, he may return instead three wooden cubes from
the temple and/or the oracle to the general stock. The player
cannot stop this loss by returning a±single wooden cube from
the oracle (a±“virtual” person is not enough).
10
Taking Bonus Point Tiles
A±player may take a±bonus
point tile if he meets the
conditions of this tile.
The first player to have built 6 cities, played 8 cards, or has 18
persons, takes a±tile with 8 victory points. If a±player meets the
requirements of the categories after another player has already
met them, he takes a±corresponding tile with 4 victory points.
The player immediately advances his victory point marker on the
victory point track an according number of spaces.
A±player receives only one bonus point tile per category!
The heyday phase ends as soon as all spaces on the time tracks
of all players are occupied.
4.2 Decline Phase:
End of the Round
and Clean Up
In this phase players go through some steps to end the round.
Basically all players can go through these steps of the decline
phase at the same time. In the first game, however, it makes
sense to cover these individual steps jointly in order of play.
The decline phase also has to be completed in the sixth and
final round of the game!
During the decline phase players may also conduct additional
actions, see above.
A) DETERMINING THE NEW STARTING PLAYER
The player whose time track contains the action
tile new starting player takes the starting player
token. If none of the players took this tile, the
starting player token remains with the previous
starting player.
B) REMOVING WOODEN CUBES FROM
HOMETOWNS AND CIVILIZATION CARDS,
CLEANING UP THE TIME TRACKS
The players return the wooden cubes they used to mark onetime actions of their civilization cards to the general stock.
They may use these actions again during the next heyday
phase. Equally they return all wooden cubes placed next to
hometowns to the general stock.
Players return all action tiles on their time track to the corresponding spaces of the game board. Then they return all
time tiles with single hourglasses to the general stock. They
turn time tiles with two hourglasses over to the side with one
hourglass, leaving them in place on their time track. Because
of these time tiles and different numbers of removed wooden
cubes, players may have varying numbers of free spaces on
their time tracks in subsequent turns.
D) ACTIVATING CITIES AND CIVILIZATION CARDS
In the new player order, the players activate one of their cities
in each of the three regions and take the respective rewards.
They also activate all civilization cards with the -icon in
their own display. See the glossary for each civilization card.
Each player can choose the order in which he activates his
cities and cards.
Example: Heike decides to receive 2 victory points for Apollonia in the
yellow region and to take 5 coins for Syracusae in the red region. She has
the Trading Post in her display, so she changes 3 of the coins she received
in Syracusae into 1 victory point.
≈
º
I
handelsposten /
Trading Post
/
/
Example: Heike cleans up her time track and after doing so there is
only one time tile with a single hourglass left on her time track.
+1
2
1
C) ADVANCING THE TURN MARKER
AND CHECKING FOR ERA CHANGE
The starting player advances the turn marker one space.
3
1
:
5x
3—> 1
E) CHECKING THE CARD LIMIT
If players have more than three cards in their hand, they must
place a±time tile with an hourglass for each additional card on
their time track. If a±player has to take several hourglasses in
this manner, he may also take a±time tile with two hourglasses
instead of individual hourglasses.
The game continues with the next round, starting a±new heyday phase. If the turn marker already reached the sixth space,
the game ends and players continue with the final scoring.
5.0 END OF THE GAME
AND FINAL SCORING
If the turn marker has advanced to a±space indicating a±new
era (after the second and fourth round), the starting player
places all civilization cards of the old era into the discard pile,
i.e. the cards below the game board and the remaining stack
of cards from the old era. He takes the stack of civilization
cards of the next era, draws cards from this stack and places
them onto the display below the game board. The players
keep their cards and can play also civilization cards of previous eras in the subsequent turns.
During an era change each player returns a±wooden cube from
his time track to the general stock; an additional space on the
time track is available from now on. If a±player already removed
all these wooden cubes, he takes 1 wooden cube of his choice for
the oracle or temple area and places it on his player mat.
Example: During the era change from era I±to era II, Heike removes
one of the wooden cubes on her time track.
After the players have concluded the decline phase at the end
of the sixth round, the game ends with the final scoring. Players return unclaimed bonus point tiles to the box.
A) SCORING CARDS IN THE HANDS
Each player can score all of the cards in his hand whose requirements he meets. He receives only half of the points specified in the rewards for each of these cards (rounded up). All
other rewards or symbols will not be scored; likewise a±player
cannot receive any bonus point tiles at this stage.
The player can freely determine the order of civilization cards
he wants play. He may still use additional actions with the
wooden cubes in his temple and oracle areas.
For remaining cards in his hand whose requirements the
player cannot meet, he has to reduce his victory points by
half (rounded up) of the victory points the cards would have
granted as rewards.
11
B) VICTORY POINTS FOR COINS
Each player gets 1 victory point each for 10 coins. The players
hand over their coins.
C) VICTORY POINTS FOR REMAINING WOODEN
CUBES IN THE TEMPLE OR ORACLE AREAS.
Each player gets 1 victory point each for 2 wooden cubes in his
temple and/or oracle area. The total amount of wooden cubes is
taken into account, regardless of where they come from.
D) PENALTY FOR HOURGLASSES
Each player loses victory points for hourglasses which are still
on his time track.
Number of
hourglasses
Deducted
points
1
12
3
4+
-2 victory -4 victory -8 victory -16 victory
points
points
points
points
The player with the most victory points wins Gentes. In case
of a±tie, the tied player who has more civilization cards in his
display wins. If there is another tie, the tied player with the
most coins wins.
AUTOR:
DEVELOPMENT:
GRAPHICS:
LAYOUT:
Copyright © 2017 Spielworxx
www.spielworxx.de
2
Stefan Risthaus
Henning Kröpke, Uli Blennemann
Harald Lieske
Filip Stránský
The author thanks all playtesters, in particular his wife Heike
Risthaus, and Volker Wichert, Robert Rudolph, Christian
Heider, Manuel Vinaske, Malte Meinecke, Gero Mulkau,
Karsten Becker, Stefan and Louis Malt, Uwe Hilgert, Wilfried
Meinecke, Ingo Wagner.
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