Components - White Goblin Games

Components - White Goblin Games
1347
The Black Death ravages Europe.
The ruler of your land has just
succumbed to the plague, and now you, the
princes of the land, compete against each
other in a struggle to replace him. To do this
you travel around the land to gather loyal
supporters from among the various classes of the
middle ages. Each day you visit a different town,
each containing different kinds of buildings
and each providing different kinds of benefits.
When entering a building belonging to a
given class, you recruit followers from that
class. Once in a while, you also take a chance
on recruiting some of the strangers lurking
in the streets. There are a few rats in those
streets too, but a rat or two won’t kill you, right?
Components
2
84 population cards, 14 of each of the six classes (Peasantry,
Bourgeoisie, Church, Chivalry, Magic and Royalty)
showing different numbers of nuns (24 x 4, 12 x 3, 12 x 2,
12 x 1 and 24 x 0)
51 special cards, 12x Sword, 12x Flute,
12x Pass and 15x Gold
1 starting
player
card
15 joker
cards
1 influence
score board
50 rat tokens,
with value 1, 3
or 5
60 building cards, 5 of each of the 12 different buildings
(2 different buildings per class)
40 wooden discs (8 in each
of the player colours)
1
20 victory
point tokens
Set up
1 Place the influence score board somewhere on the table.
6
Choosing building cards: In each game, only 30 building cards will be used, 5 from
each of the 6 classes. Before each game, you have to decide which building cards to use
in the game. This can either be decided upon collectively by the players, or you can
do it by some random method, either by selecting one random building per class and
including 5 copies of this building, or by shuffling together all the building cards for
each class separately and drawing 5 random cards from each class.
Population
card deck
1
5
2 Each player chooses a colour and places a disc of this
colour on the starting space of each of the six
influence tracks on the scoring board. He keeps the
two remaining discs in front of himself.
Game sequence
3 Each player receives rat tokens with a total value of 10.
Place the remaining rat tokens as a face-up supply
on the table. The players keep their rat tokens face
down throughout the game, but are free to inspect the values of
their own rat tokens at any time. During the game players may
convert 3 (or 5) value 1 rats for a value 3 (or 5) rat at any time.
A. Draw new building cards
B. Supplies
C. Enter buildings and play population cards
D. Resolve buildings
E. End of the round
This game is played in 8 (with 4-5 players), 9 (with 3 players)
or 10 (with 2 players) rounds, each round consisting of five
phases:
Building
card deck
7
2
Note: Each time a player receives one rat he takes a value 1 rat. The same rule applies
to discarding rats.
2
8
Replacement
deck
A Draw new building cards
3
4 Shuffle the population cards. Draw 5 cards without
looking at them and place them face down in a row on
the table. This row determines the number of Nuns that
will help the players at the end of the game, hereafter called the
«Nun-row».
Note: When playing Rattus Cartus for the first time,
we recommend playing with the following set of
building cards: 5x Farm (Peasantry), 5x Marketplace
(Bourgeoisie), 5x Monastery (Church), 5x Castle
(Chivalry), 5x Palace (Royalty), 5x Fortune-teller’s Tent
(Magic).
4
Draw new building cards from the building card deck.
In a four or five player game, draw three building cards from the Building card deck, and
place them in a row. In a two or three player game, only two building cards are drawn.
If all the drawn building cards show the same Building, replace the last drawn card with
the top card from the Replacement deck (put the replaced card at the bottom of this deck).
If the new card is the same too, repeat this process until a different card is drawn.
«Nun-row»
B Supplies
5 Deal 5 population cards to each player. Place the
remaining population cards in a face-down deck with
space for a discard pile next to it. This deck is the Population
card deck. Whenever the Population card deck is depleted, the
discard pile is shuffled into a new Population card deck.
8 Take a number of cards (see following table) of the
Building card deck and place these unseen in a face
down deck. This deck is the Replacement deck.
6 Place the Joker cards and any special cards required by
building cards in play in separate, face-up decks.
Number of players:
Number of building cards to remove:
7 Choose 30 building cards to be used in the game (see
2
10
3
12
4
6
5
6
9 Choose a starting player and give him the Starting
Choosing building cards). Shuffle these cards and
place this deck face-down on the table. This deck is the
Building card deck.
player card.
2
Each player chooses and performs the supply action of one of the building cards drawn.
Each building card displays a supply action consisting of different combinations of the
following symbols:
4
draw the given
number of cards
discard one rat
look at one of the cards
in the «Nun-row»
2
2
4
4
Example: In phase A in a four-player game, these three
building cards are drawn. In phase B, each player may
choose to draw two cards and look at one card in the Nunrow (Fortune-teller’s Tent), draw four cards (Monastery), or
discard two rats (Monastery).
© 2012 White Goblin Games
© 2012 White Goblin Games
Note: If all players agree, they can choose and perform
their supply actions in this phase simultaneously,
otherwise this phase is played in turn order, starting
with the current starting player.
C Enter buildings and play population cards
Each player, starting with the starting player and proceeding clockwise around the table,
enters one of the available buildings by placing one of his discs on the first available
space on the building card. Then he announces how many cards he’ll use in this building
(this can be zero) and places that number of cards face-down in front of him.
3
Note: A player may enter a building even if another
player has previously entered the same building.
Note: A player can choose the same or a different
building as he did in phase B.
© 2012 White Go
Example:
4
The red player is the starting player in this
round, followed by (in clockwise order
around the table) yellow, green and blue.
The red player decides to enter the first
Monastery, places his red disc on the «1»
space on the building card and plays four
of his hand cards face down in front of
himself.
2
Next the yellow player chooses to place
his yellow disc on the «1» space of the
Fortune-teller’s Tent, and play three
cards face down in front of himself.
Then the green player places his green
disc on the «1» space of the second
Monastery, but chooses not to play any
cards at all.
Finally, the blue player places his blue disc
on the «2» space of the second Monastery,
and plays one card face down.
Important: In a two player game each round only one player can perform a premium
action even if both players enter different buildings. The player who played the most
population cards and jokers (regardless of which building he entered) may perform the
premium action of the building he entered, while the other player may only perform
the standard action of the building he entered. In the event of a tie, the first player to
enter a building wins the tie.
Final round: In the final round of the game, no actions can be performed in the
buildings. The player who would normally perform the premium action will get an
additional influence point in that class. The other players get nothing.
c. Discard cards
All played cards are discarded: population cards go to the discard pile, jokers and
special cards return to their corresponding decks. Player keep cards they gained by the
effect of special cards or the result of an action in this building.
Note: The final round can easily be recognized because
the building card deck is depleted.
Example:
D Resolve buildings
2
The buildings are resolved one by one, starting with the first building in the row.
Resolving a building consists of three steps:
a. Resolve cards
When resolving a building, all players who entered the building reveal the cards
they’ve played. Each player resolves the cards he has played:
• For each population card (regardless of class) and joker played, the player scores one
influence point in the class of the building (moves his scoring marker one step up on
the influence track for that class).
• For each population card played that did not match the class of the building, he must
take one rat from the supply and place it face down in front of him.
• For each special card (Sword or Flute) played, follow the rules concerning that
special card (see Overview of the special cards on page 8).
Each building is resolved in the order in which the players entered the building. The
player on the «1» space goes first, followed by the player on the «2» space, etc.
b. Perform actions
Each player who entered the building is allowed to perform the special action of the
building. Most of the buildings have two similar actions printed on them:
• The premium action (top): may only be performed by the player who played the
most population cards (regardless of class) and jokers combined in this building.
If two of more players played the same number of cards, the tied player who entered
the building first may perform the premium action.
• The standard action (bottom): may be performed by every other player in this building.
4
Note: If a player moves his scoring marker to a space
already containing one or more scoring markers belonging
to the other players, he places his scoring marker on top of
these scoring marker(s).
Continuing with the previous example,
the first building to be resolved is the
Fortune-teller’s Tent. The yellow player
was the only player who entered this
building. Now he reveals the three cards
he played. Two of the cards were Witch
cards, and the third card was a Monk.
Since one of the cards did not match
the class of the building (Magic), he
has to take one rat from the supply.
4
Finally, the second Monastery is
resolved. This building was entered
by the green and the blue player.
So they both reveal their played
cards. The green player didn’t play
any cards, so he neither scores any
points nor takes any rats.
Following this, the first Monastery is
resolved. The red player was the only
player who entered this building.
He reveals the four cards he played.
These cards were one Monk card, one
King card and two Witch cards.
He has to take three rats.
2
The blue player played one card, which turned out to be
a «Sword» special card, so he doesn’t score any points or
take any rats either.
Note: Even if a player is in a building and did not play
any population cards or jokers, he may still perform the
standard action of the building. He may even be able to
perform the premium action, if he was the only player in
the building, or he was the first player to enter the building
and none of the other players in the building played any
population cards or jokers.
Note: In some cases, the order in which the players
perform the action of a building may be important. If this
is the case, the player performing the premium action starts,
followed by the other players according to the order in
which they entered the building.
2
But since the blue player played a Sword card, the green
player has to give him half his remaining hand cards.
Thereafter, he scores 3 points in the Magic class (advances his
scoring marker 3 steps on the Magic scoring track).
Finally, he gets to perform the premium action of the card,
that is, he gets to look at two of the cards in the Nun row.
Then, he advances his scoring marker 4 steps on the
Church track.
Thereafter, he gets to perform the premium action of the
building, that is, discard two rats.
5
Finally, the green player performs the premium action of the
building and the blue player performs the standard action,
since they were tied for the number of population cards and
jokers played, and the green player entered the building first.
So the green player gets to discard two of his rats, and the
blue player discards one rat.
Overview of the building cards
E End of the round
After resolving all buildings, the discs on the buildings are returned to their owners.
Discard the building cards used in this round. The starting player gives the Starting player
card to the player on his left. That player will be the starting player in the next round.
Palace (Royalty)
Premium action: Take two
victory point tokens.
Standard action: Take one
victory point token.
End of the game
After the final round, the game ends.
Now, all players calculate their scores. Victory points are awarded as follows:
• For each class, the player with the most influence points scores 10 victory points, the
player with the second most influence points scores 5 victory points, and the player
with the third most influence points scores 2 victory points.
A player with no influence points in a class can never score victory points for that class.
• The player with the highest number of population and joker cards in his hand scores
2 points. In case of a tie, all tied players score 1 point.
• For each kind of special card (except «Gold») the player with the most cards of that
kind in his hand scores 2 points. In case of a tie, all tied players score 1 point.
• If the Treasury building was used during the game, the player with the most «Gold»
special cards scores 6 points. The player with the second most «Gold» special cards
scores 3 points. In the case of a tie for the most «Gold» special cards, the 9 victory
points are divided among the tied players (rounded down). No victory points are
awarded for second place. In the case of a tie for the second most «Gold» special cards
3 victory points are divided among the tied players (rounded down).
• Any victory points tokens collected during the game score their printed value.
Treasury (Royalty)
Note: If two or more players have the same number
of influence points the order of the stacked discs decide:
Lower discs beat higher discs in the same stack.
Note: In a 2-player game only the 10 and 5 victory
points are awarded.
Example: In one class, only one of the players has scored any
influence points. That player scores 10 victory points, while
the 5 and 2 victory points are not awarded to anyone.
6
Hospital (Church)
Office (Bourgeoisie)
Premium action: Take two
«Pass» special cards.
Standard action: Take one
«Pass» special card.
Premium action: Discard one
rat. Additionally, you may
discard up to three cards from
your hand in order to discard
the same number of rats.
Standard action: Discard up to
two cards from your hand in order to discard
the same number of rats.
Premium action: Take two
Joker cards from the supply.
Standard action: Take one
Joker card from the supply.
Farm (Peasantry)
Pied Piper’s Hut (Magic)
Premium action: Take two
«Sword» special cards.
Standard action: Take one
«Sword» special card.
Premium action: Draw four
cards from the Population
card pile.
Standard action: Draw two
cards from the Population
card pile.
Premium action: Take two
«Flute» special cards.
Standard action:: Take one
«Flute» special card.
Guard Tower (Chivalry)
Premium action: Each player
who did not enter a Guard
Tower this round must give
you three cards from his
hand if he has at least as
many cards in hand as you.
That player chooses which cards you’ll get.
Brewery (Peasantry)
Premium action: Draw one
card from the Population
card pile per influence point
you’ve scored this round.
Standard action: Draw one
card from the Population
card pile per two influence points you’ve
scored this round.
Note: If that player doesn’t have three cards, but
has at least as many cards as you, he gives all his
cards to you.
Note: If all players are killed by the plague, all players
have lost the game. However, if you still wish to
declare a winner, you may let the player(s) with the
lowest sum of rat tokens survive, and declare a winner
amongst them as above.
4
Marketplace (Bourgeoisie)
Castle (Chivalry)
Note: In a 2-player game, no victory points are
awarded for having the second most «Gold» cards.
Finally, check whether the players survive the plague. Each player reveals his rat tokens
and sums their values. Then the cards in the «Nun-row» are revealed, and the total
number of Nuns are counted. Any player whose total value of rat tokens exceeds the
number of Nuns is killed by the plague, and looses the game, even if he had the most
victory points!
The surviving player with the highest number of victory points inherits the crown
and wins the game! In the case of a tie, the tied player with the lowest sum of the
value on his rat tokens wins. If there is still a tie, the players share their victory.
Premium action: Take two
«Gold» special cards.
Standard action: Take one
«Gold» special card.
Monastery (Church)
Premium action:
Discard two rats.
Standard action:
Discard one rat.
Standard action: No action. Protection
against the premium action of any Guard
Tower(s) this round.
Note: It is not recommended to use this building
in a 2-player game.
7
Fortune-teller’s Tent
(Magic)
Premium action: Look at two
cards in the «Nun-row».
Standard action: Look at
one card in the «Nun-row».
Important: The order of
the cards in the «Nun-row» may never be
changed!
Overview of the special cards
«Pass»
«Gold»
The «Pass» special cards may be played in the
beginning of your turn during phase C: Enter
buildings. If you play a pass card, the turn passes to
the next player. When all other players have chosen
a building (or played Pass cards), it’s your turn again
(to choose a building or play another Pass card).
The «Gold» special cards can’t be played. At the
end of the game, the player with the most «Gold»
special cards scores 6 victory points and the player
with the second most «Gold» special cards scores
3 victory points.
Note: Even though the «Gold» cards cannot be played, they are still kept in the hand
like other cards, can be discarded at the Hospital and can be stolen by players using
«Sword» cards.
«Sword»
The «Sword» special cards may be played on a
building like the population cards. When resolving
2
a building the player who played the fewest
«Sword» special cards must give half the cards in
his hand (rounded down) to the player who played
the most «Sword» special cards. The player chooses
which cards from his hand he gives to the other player. If two or
more players are tied for having the most «Sword» special cards,
the tied player who entered the building first wins the tie. If two
or more players are tied for having the fewest «Sword» special
cards, the player with the most «Sword» special cards chooses
which of them must give him half his cards.
The «Flute» special cards may be played on a
building like the population cards. When resolving
a building the player who played the fewest «Flute»
special cards receives one rat from the player who
played the most «Flute» special cards. If two or more
players are tied for having the most «Flute» special
cards, the tied player who entered the building first wins the tie. If
two or more players are tied for having the fewest «Flute» special
cards, the player with the most «Flute» special cards chooses which
of them receives the rat.
Note: If all players played the same number of «Sword» special cards, nothing
happens.
Note: If all players have played the same number of «Flute» special cards, nothing
happens.
«Flute»
www.whitegoblingames.com
8
© 2012 White Goblin Games
Game design: Åse & Henrik Berg
Illustrations and graphic design: alexandre-roche.com
Rulebook development: Jeroen Hollander
Project manager: Jonny de Vries
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