Citizen Card
SECOND EDITION
1
Welcome to Arzium
Far away in the beautiful world of Arzium, four Which nation will emerge as the greatest, leadsmall nations compete to become the most pow- ing this new world of advancement into the next
erful, rallying courageous explorers, cunning century?
leaders, brilliant minds, and powerful magicians.
The humans of the City-State of Arc value industry and growth, while their neighbors in the highlands of Cresaria seek out ancient magics and
scientific advances. To the south live the toads
of Om amid the verdant Emerald Hills, inventing
amazing machines and gizmos to aid them. The
Hog Republic to the west holds a rich military tradition and teaches ruthless strategy-- in war and
in business-- to all citizens from a young age.
Dawning is a revival of technology, the like of
which hasn’t been seen for thousands of years,
not since the great titan war tore the world apart.
In this new age, ore, machinery, and bottled demons used as fuel are in high demand. Those
with an adventurous spirit, feeling the lure to explore, are sought-out and well-paid, as are those
willing to sell their skills as a soldier, for many
independent town-states lie ripe for the taking.
Ship builders and engineers have never had more
work, constructing sleek schooners and airships
to reach faraway lands and flying islands.
2
City-State
of Arc
Cresaria
Om
Hog
Republic
What will you be doing in this
game?
In City of Iron, each player leads one of four nations to become the most powerful and influential in the world. The
goal of the game is to earn more INFLUENCE than any player. Influence is a representation of a nation’s power, prestige, and sway in the world of Arzium. The main way to
earn influence is to control the most of various goods. Players gain control of goods by purchasing BUILDING CARDS
from a community pool and placing the cards in their cities.
Players can also gain control of goods by conquering and
owning TOWN CARDS.
Each player has a deck of EXPERT CARDS which can be
used to complete special actions. There are two types of
expert cards: citizen and military (one deck for each type).
Players start with a few cards in each deck, and throughout
the game can purchase new cards to add to the decks, which
can be reused over and over again. If you’ve played a “deckbuilding” game, this will feel similar, except that instead of
just one deck, you will be building and customizing two. Expert cards let you settle new cities, conquer town cards, or
complete a myriad of other special actions.
Influence
Symbol
Building Card
(Back)
Expert Card
(Back)
After seven rounds, the game ends. The player with the
most influence is the winner.
Turnip
Srika
Glow Moss
Salt
Machine
Part
Bottled
Demon
Ore
Silk
Lecker
Tentacle
Magic
Crystal
3
Components
Steambots (12)
Nation Boards (4)
Brown
Wooden Discs
(2)
Coins
Science (15)
(30 ones, 6 fives, 3 tens)
Game Board
Districts
(4 Capital/Imperial, 8 Trade/
Industry, 6 Military/Slum)
Buy Pool Cards (4)
Note:
the opposite
side is used
only in the
“Point Salad”
variant.
4
Player Aid Cards (4)
Action
Tokens (3)
20 Wooden Cubes
(4 sets in different colors)
Lands (12)
“A” Building Cards (27)
Town Cards (15)
“B” Building Cards (23)
“C” Building Cards (19)
Expert Cards: City-State of Arc (28)
Expert Cards: Toads of Om (28)
Expert Cards: Hog Republic (28)
Expert Cards: Cresaria (28)
5
Setup
1.
2.
Place the game board in the middle of the table. Place the
coins and science off to the side of the board. This is the supply.
Each player chooses a nation and places the corresponding nation
board in front of him/her. Each player also takes the following components
and sets them up as shown:
A. Land
(That matches the picture on the nation board.)
B. Capital District
(Placed on the land. Imperial side down.
A land with at least one district is known
as a city-- this is a starting city.)
C. 7 Coins
D. Other Districts
(2 Trade/Industry Districts, 1 Military/Slum
District. Keep these districts off to the side for
later use.)
E. Expert Cards
Each player takes his/her expert
cards. The nation symbol on the
back of the cards matches the
symbol on the nation board.
Citizen
Military
Each player makes his/her starting citizen and military decks. The
cards are placed face down on the nation board as shown above. The
player chooses the order of the cards. Citizen cards have a blue-green
sky and military cards have a yellow sky.
The starting citizen deck contains: Scholar, Cartographer (and Fixer, if
you’re the Toad player). The starting military deck contains: Soldier,
Captain (the Gunslinger replaces the Captain if you’re the Hog player).
6
F. Wooden
Tokens
(That match the
color of
the nation symbol.)
G. Buy Pool Card
(Placed to the left of the nation board.)
3.
Each player now places his/her own remaining, unused expert cards, face down, onto his/her buy pool card.
This is the player’s expert deck, and consists of cards the player may
purchase and add to his/her citizen or military decks throughout
the game. Each player has his own expert deck-- the decks are not
shared. A player may look through the cards in his buy pool at any
time, and the cards need not be in any specific order.
4.
Line up the remaining Lands in two rows just below the game board in the center of the table so that all
are showing (put any extra, unused starting lands in the box-- starting
lands have zero distance).
If playing with two players, put the Isle of
Wyrms and Balian Dunes in the box.
5.
Create the building deck. Separate the building cards into three piles according to type (A, B, C). Card type is indicated in
the back of each card.
If playing with three players, remove all cards that have
four dots as indicated in the image to the right. Place
these cards in the box.
If playing with two players, remove all cards that have
three dots or four dots as indicated in the image to the
right. Place these cards in the box.
Shuffle each deck separately. Place the finished building decks next to
the game board.
Three Dots
6.
Fill the building card spaces on the game board by drawing
from the “A” building deck. Place buildings from left to right, top to
bottom (as if you were reading). If playing with two players, leave
empty any card spaces with three dots or four dots. If player with three
players, leave empty any card spaces with four dots empty. If playing
with four players, fill all 12 card spaces.
7
7.
Separate the three types of town cards into three piles (one, two, and three stars-- indicated next to the title).
If playing with three players, put Estra and Rabren in the
box. You will not need them.
If playing with two players, put Lylark, Estra, and Rabren
in the box. You will not need them.
Organize the cards so that the “Unconquered” sides are all face up.
Shuffle each pile (by closing your eyes or looking away). Place each pile
in one of the open slots at the bottom of the game board.
8.
Each player places one of his wooden discs on the “2” space on
his income track at the top of his nation board. Base income is always 2
(as indicated to the right of the income track).
9.
Place one brown round disc on the round track on the game board in the first space (the space has an “A”). Place
another brown round disc on the action track in the beach area on
the game board, on the space marked “1”.
10.
11.
Use a method to determine beginning player bid order.
Take one cube from each player and place the cubes in bid order from
left to right on the bid track on the Board.
Each player draws one citizen card from the top of his/her
citizen deck and places it into his hand.
1st
2nd
3rd
You are now ready to play.
8
Note: You do not need the steambots or action tokens unless using their variants, detailed on page 23.
4th
Overview
The Game
In City of Iron, players take on the role of leader
of a growing nation in a strange, fantasy world.
Each nation starts out with a single city with five
population-- the city can hold five building cards
(each building requires one population). Deciding which building cards to put in your city is key
to winning the game. Buildings give access to
various goods. Each round, the player with the
most goods of each type receives a coin bonus.
At each score phase, players will also score influence for having the most in each good type. Players will find they must expand their starting city
or settle new cities in faraway lands to be able
to build more buildings. Some of these faraway
lands require ships or airships to reach, but they
hold rare and powerful goods. Players must also
use cards from their military and citizen decks,
which grant special actions, let players conquer
towns, or settle new cities. After seven rounds,
the player with the most influence is the winner.
If playing with four players, the
left-most space on the turn order
track may be used (indicated by
four dots). If playing with fewer
than four, this space may not be
used.
When all players have bid, start the round. Turn
order is opposite of bid order, right to left (as indicated by the green arrows on the game board).
For an example of how this works, please see the second
paragraph of the section “Sample Round of Play” on page 22.
A Round of Play
SPRING PHASE
Return Cubes to Bid Order Track
If players’ cubes are on the turn order track, slide
them down to the bid order track, keeping them
in the same order from left to right.
Turn Order Bid
Turn
Order
Track
At the start of each round, players bid for turn
order. Players bid in order from left to right
Bid Order Track
on the bid order track. When a player bids, he
removes his his cube from the bid order track
and places it on any open spot on the turn order
track (just above the bid order track). He may
only bid once. As soon as a player places his
cube, he pays the indicated amount in coins (or
gains one coin, if so indicated by the space).
9
SUMMER PHASE
3 Actions
In turn order, players take actions one at a time.
Each player has three actions in the round, but
may only use one each turn. The first player in
turn order should adjust the disc on the action
track on the game board each time he takes an
action, to keep track of how many actions have
been taken in the round. An action may be performed more than
once in the round. Players may
choose from the following actions.
Build: You may buy a
building card from the available building cards on the
board (or a building card
you have in your personal buy pool). Once you
select a card, you must pay the cost in coins and
science. You must also have an available population in one of your cities (a land with at least one
district on it is known as a city)-- each building
takes one population. Your starting city has five
population, so it can hold five building cards.
Also, the city must have the correct land type required by the building (for example, if the building requires desert, the city must have the desert
land type). When you buy the card, place it just
below the city. If the new building card produces
goods, mark the numbers and types of goods indicated on the game board with your cubes (for
example, if the card produces two turnips, mark
your total number of turnips on the turnip track
on the game board). Also, if the building card
increases your income, mark the increase on the
income track on your player board.
IMPORTANT: You only need to pay science
once per building type as long as you own it.
For example, if you own “Demon Traders”, the next “Demon
Traders” card you build costs 0 science.
You may destroy a building to open up a population for a new one.
10
This action is further described in the “Buildings” section on page .
Building Card
Name
Remove for
2, 3 player +1 Income
count
Benefit
Land Type
Coin Cost
Science Cost
Five
Population
Store: If you want to save
a building card to purchase
for later, you may take one of
the available building cards
from the game board and
put it in your buy pool (not in one of your cities).
There is no limit on the number of cards you can
store in your buy pool. You do not need to pay
the cost of the card.
Draw: You may draw one
card from your citizen deck
or military deck and put it
in your hand. There is no
hand limit. If there are no
remaining cards in a draw pile and you want to
draw from it, pick up the cards in the associated
discard pile (do not change the order) and place
them face down in the draw pile. If there are no
cards in the citizen or military discard or draw
piles, you may not draw.
Research: You may gain
one Science token by paying
four coins.
Expert Action: You
may play one of the citizen or
military cards in your hand
to perform an action listed
on the card. When you play
a card to perform a listed action, sometimes you
must play additional cards to pay for the action
with skill symbols. Some expert actions require
you to pay coins or other resources. The expert
action is described in the area at the top of the
card. The payment required (if any) is listed in a
box to the left of the action description (followed
by a white arrow pointing to the expert action).
When you play the action, place all used cards on
the table, face up, in front of you. At the end of
your turn, discard all used cards face up in their
appropriate discard piles (citizen or military).
You may choose the order of the cards discarded.
Once you place cards in the discard piles, you
cannot rearrange the order or shuffle them.
All citizen and military cards have one or more
skill symbols in hanging banners near the upper
left corner of the card that can be used to pay
for other cards’ actions. There are three types
of skills: distance (the compass symbol), work
(the hammer symbol), and combat (the gun
symbol.)
If you play a card for its expert action, you may
not also use its skill symbols. Citizen and military cards can be either used for the expert action or one type of skill symbol.
Citizen Card
Expert Action
Payment
for expert
action.
Skill
Symbols
(2 Distance)
Coin
Cost
Science
Cost
Name
Using an expert action takes one action,
unless the expert action is a “Free Action”.
On your turn you may play as many “Free
Actions” as you want, before you take
your normal Action. You may not play “Free Actions” on other players’ turns or after your normal action. Do not discard cards separately for
each free action-- keep all played cards in front of
you until the end of your turn, at which time all
used cards are discarded together.
11
If the expert action
displays an action
symbol (“Build”, in
this example here),
perform that
action, with any
alterations
listed. If this card
were played, for
example, the
player would
build an available
building card at
a cost of -2 coins.
Because this
expert action lists
no skill cost, the
player would not
need to discard
additional citizen
or military cards to
pay for the action.
Expert Actions
This expert action can be performed up to two
times. The player could pay two coins and gain one
science, or pay four coins and gain two science.
This expert
action requires
the player to
pay two coins
to the supply.
Note: the coin and science costs at the bottom
of the card are not payed when performing
the expert action-- they are only payed once,
when a player is purchasing the card to add to
his/her hand and citizen or military deck.
This expert
action requires
that a player
discard other
citizen and
military cards
whose total
green banner
distance is
equal to the
unclaimed land
that the player
wishes to claim
to make a new
city.
This expert action
requires that a
player discard
another citizen or
military card with
a hammer on a
blue banner.
This expert action
is a free action.
12
If this card is used for its green banner distance
in an attack action, it gains two green banner
distance, for a total of four distance.
This symbol means
the ability in the box is
not an expert action,
but a special ability
that applies when
specified. This is called
a “Reaction”.
This expert action allows a player to
store a building card, but from the
pile of discarded building cards.
If there is a hand symbol, it means
“gain”. This expert action allows a
player to gain one coin from the supply.
This expert action
is a free action.
Expert Action Example 1: Mary plays the Mayor
card so she can use his expert action. She places
the card face up in front of her (not on her nation board). She also plays the Captain, a military
card, for his blue banner hammer, to pay for the
action. She then adds a slum district to her only
city, placing the district next to the capital district.
As a final step, she discards the Mayor and the
Captain cards, placing them in the appropriate
discard areas on her nation board.
Expert Action Example 2: Sarah plays the Strategist card so she can use his expert action. She
places the card face up in front of her. The expert
action on the Strategist requires no skill symbol
payment, so she does not need to discard more
cards. The action allows her to draw two military
cards. There are no military cards in her military
draw pile. There is one military card in her military discard pile. She takes this card, flips it face
down, and places it on the military card draw area
on her nation board. She then draws the card. Because there are no more military cards available
on her nation board, she cannot draw another
card. She then places the Strategist in the citizen
discard pile, face up.
Nation Board
Income Track
(If you have more than 15 income, use a
second cube to track the additional income).
Starting Income
Actions
Place a cube on the
action symbol when
you complete the
action to help you
remember how many
actions you have left in
the round (three total).
Citizen
Draw
Area
Citizen
Discard
Area
Military
Draw
Area
Military
Discard
Area
Reactions: Some Citizen/Military cards have a reaction
instead of an expert action. A player may play the card
to use the reaction ability at a time or situation that is
specified on the card. This does not take an action and
may even sometimes be played on another player’s turn
(if specified).
Reaction Symbol
13
Tax: Gain one coin from the
supply.
Town Card
Status
Name
Town Level
(1-3 Stars)
+1 Income
Attack Town: You
may attack and claim an
unconquered town card or a
conquered town card (owned
by another player). You must
play one or more citizen or military cards from
your hand that have a combined combat skill that
Benefit
equals the defense value of the town card you
are attacking (the red gun symbol), along with
sufficient cards with a combined distance skill
Defense
that equals the distance of the town. A citizen or
Value
military card cannot be used for its red banner
combat skill and its green banner distance skill-Distance
you must declare which skill you are using for
each card.
Take the town card, gaining any appropriate
goods and marking them on the game board.
Town cards do not take a population and are not
placed in one of your cities (they are placed to
the side of your cities). Increase the income on
your nation board by one if the town gives income (displayed in the top right corner). Make
sure to flip the card so that the “Conquered” side
is face up when you own it. Conquered towns
have a higher defense value.
If the town card you claimed was “Unconquered”,
discard the first available building card on the
building track on the game board (starting from
left to right, top row to bottom, as if you were
reading).
When you play cards, put them face up in front of
you. Do not discard them until everything related to the attack action is complete, at the very
end of your turn.
Players cannot attack a town if they are unable to
fully discard the required combat/distance skills.
14
Military Card
Expert Action/
Reaction Box
Reaction
Symbol
Skill Symbols
Cost
Name
Note: A player can play extra cards when attacking to use their reaction abilities, even if it means
that he/she will have excess combat skill or distance
skill. Each card’s skill use must still be declared.
AUTUMN PHASE
Collect
When all players have taken all their actions, the
autumn phase begins.
1. Discard Old Buildings: Discard
the first four remaining building cards on the
board (from left to right, top row to bottom, as if
you were reading). Place these cards in a building discard pile. Slide the remaining buildings
up to the top left so that there are no empty slots
between cards or any empty slots to the left of
the cards (from left to right, top row to bottom,
as if you were reading).
If playing with three players,
leave any card slots with four dots
empty.
If playing with two players, leave
any card slots with four dots or
three dots empty.
2. Draw New Buildings: Draw new
building cards, filling up slots from left to right,
top to bottom, as if you were reading. In rounds
one, two, and three, draw from deck A. In rounds
four and five, draw from deck B. In rounds six
and seven, draw from deck C. If a deck of building cards runs out, draw from the next available
deck (for example, if deck A runs out, draw from
deck B). If deck C runs out, shuffle all discarded
buildings together and draw from this pile (after
which, turn the pile face up on the table-- it is
still the discard pile).
If playing with three players,
leave any card slots with four dots
empty.
If playing with two players, leave
any card slots with four dots or
three dots empty.
15
3. Score: If this is the the third, fifth, or sev-
enth round, all players gain influence (a reminder of this is indicated just above the round track
on the game board). Consult the game board
to see how much influence each player scores.
Each good type gives influence to the player who
has the most of that good (the higher number in
the influence shield icon next to the good), and
to the player who has the second-most of that
good (the lower number in the influence shield
icon next to the good). If players are tied for
having the most of a good, they both score the
higher number. If players are tied for having the
second-most of a good, they both score the lower
number. Also, if a player has an amount of goods
equal to or above where the small, numberless
influence shield is located on the amount track,
that player recieves +1 influence (he need not
have 1st or 2nd place). Also include influence for
owning buildings that give influence. Mark influence with cubes on the influence track on the
game board, just below the round track. If this is
the seventh round, the game ends.
Good Type
If you
have more
than 5 of a
good, use
a second
cube to
track it.
After all players have scored, each player gains
one science. Players only gain this science token
on the third and fifth rounds, as indicated on the
round track.
16
Use one cube to
track values of 1-9.
Land Type
Influence Track
Influence
Bonus
Coin
Bonus
This card gives 1
influence when
scoring.
Use multiple
cubes to
track values
of 10.
4. Collect Coins/Science: All play- 5. Draw Military and Citizen
ers collect coins equal to their income. Each
Cards: All players draw citizen and military
player has a base income of 2 coins. Most build-
ing cards increase this number by one, as indicated in the top right corner of the building card.
Most town cards also increase income by one as
well. Players also receive coins for having the
most goods of each type as indicated on the game
board at the bottom of each goods track. If players are tied for 1st place on a good, both collect
the bonus coins. Some good types give one coin
for having the most, while others give two coins
for having the most. Example: Tom has more turnips than any other player, so he gains one extra
coin when collecting coins.
The easiest way to keep track of income is to use
the income track on your nation board. Each
time you gain a card that increases your income
(town or building), indicate it on the income track.
Then when it’s time to collect income, you only
need to add the amount indicated on the track
to any goods majority bonuses without having to
count cards each time. Just remember to decrease
income if a town is conquered or you destroy a
building.
cards from the two decks on their nation boards
and put the cards in their hands. The amount of
cards drawn is equal to the number of citizen and
military card draw icons on districts and building
cards they own. (The starting city, with a Capital
district, gives 1 citizen card draw). If there are
no cards remaining in the draw pile of a deck
and you need to draw, pick up the discard pile for
that deck (do not shuffle it or change the order of
cards), turn it face down and place it in the draw
pile location, and draw. If there are no remaining
cards, you cannot draw.
Military
Card
Draw
Citizen
Card
Draw
Citizen
Card
Draw
Each player also collects an amount of science
tokens equal to those shown on Academy buildings he/she owns.
6. Advance Round Counter: Move
the round counter one space to the right. Return
the action counter to the “1” space.
17
WINTER PHASE
Hire
When all players have finished collecting, winter
phase begins. In this phase, players may buy
new citizen and military cards to use for the rest
of the game.
1. Purchase Military & Citizen
Cards: Players may now purchase new mili-
tary and citizen cards from their respective buy
pools.
A player may look through the cards in his/her
buy pool at any time, but may buy the citizen
and military cards only during the winter phase.
(Building cards from the buy pool can be built
during the summer phase).
During this phase, players should place any cards
they had in their hands to the side, face down
on the table, so as not to confuse them with the
cards from the buy pool.
Players may purchase as many cards from their
buy pools as they can pay for. Players select the
cards they want to buy in secret, placing them
face down in front of them. When all players
declare they are finished selecting cards, players
reveal all new cards and pay the total coin and
science cost indicated on the cards. When everyone is finished paying, each player places the
new cards directly into his/her hand.
The unpurchased cards from the buy pool go
back to the buy pool.
Hand
Buy Pool Cards
18
(Unpurchased card
return to the buy pool.)
Chosen Cards
(Cards selected to be bought are placed face
down in front of the player. Players reveal and
pay for new cards simultaneously.)
(A player’s hand is kept separate from the
buy pool cards. Newly purchased cards
go into a player’s hand. When the player
uses these new cards, they are placed in their
respective discard piles on the nation board.)
Once a citizen or military card has been purchased, the player never needs to pay the coin or
science cost again. The card will cycle through
the player’s military/citizen deck and can be used
over and over again.
At the end of winter phase,
return to spring phase.
Game End
The game is over after players score in round
seven. During final scoring, players also receive
influence for completing goals listed on lands that
they own.
(The player must
have more citizen/
military cards in
his hand and on
his nation board
than any player.)
Most Coins: The player must have more coins
than any player.
Most City Distance: The player must have
more combined distance on all of his lands than any
player.
Most of 1 Good: The player must have more of
If the goal states that the player must have the
most, he/she only gains the extra influence if he/
she has more of the specified requirement than
any other player.
After all influence has been counted, the player
with the most is the winner. If players are tied,
the player with the most coins is the winner. If
players are still tied, the player with the most
total goods is the winner.
Buildings
Building Cards give a range of benefits. Some give
special bonuses or increase your income, some
give you science, and some produce goods. When
you build a building card, you must put it in a city
that has an available population. Each building
takes one population, and a city’s total population is listed on its district tokens. If your city has
no free population, but you want to build a new
building card, you must either add another district, settle a new city, or discard one of the previously-purchased building cards to make room for
the new one.
Population
any one good type than any player.
7+ Good Types: The player must have at least seven
different types of goods (from all of his cities/towns).
Most Owned Towns: The player must have more
conquered towns than any other player).
4+ Buildings Here: The player must have at least
four or more buildings on this city.
All Land Types: The player must have all seven land
types (counting all of his cities).
2+ Academies Here: The player must have at least
two Academy buildings in this city.
Most Science: The player must have more science
than any player.
District Tokens
Each player has one starting district, the Capital
district, and three extra district tokens. The Capital district can be upgraded to an Imperial district
(by using the Regent expert action and flipping
the Capital district to the opposite side). Each
district gives some population, and also gives you
a citizen or military card draw during the autumn
phase.
19
Expand a City with a District
If you want to expand your city with a district,
you must use the Mayor citizen card. When you
expand the city, place the specified district token next to the other district tokens on the land.
Depending on which district you choose, you will
have 1 or 2 population for buildings, as well as a
citizen or military card draw during the autumn
phase. Cities may have multiple districts.
Settling a New City
If you want to settle a new city, you must use the
Explorer citizen card. When you play the Explorer, you must also play additional cards with a
combined distince skill that equals the distance of
the new, unused land that you would like to claim.
Some lands also require that you use an airship
card or ship card. An airship card or ship card
can be used for both its distance skill and airship/
ship status. When you settle a new city, take the
new land and place it next to your starting land.
Place a district on it (specified on the Explorer
card). Depending on the district you choose, you
will have 2 or 3 population for buildings, as well
as a citizen or military draw during the autumn
phase.
This land requires a ship card when
claiming it to settle a new city.
Land Requirements
Buildings that produce goods have land type requirements, which means that to build the building card in a city, that city must have the required
land type. The land type requirement is specified
on the building card, above the coin and science
cost. Multiple buildings can use the same land
symbol in the same city.
20
Grassland
Forest
Desert
Mountain
Jungle
Coast
Flying Island
Science Cost of Buildings
Some building cards cost one or more science
tokens in addition to coins. When you build the
card, you must pay the science. However, if you
already own a building card of the same name in
one of your cities, you do not have to pay the science cost again. The science cost is then zero.
Towns
Town cards represent independent, neutral towns
in the world. Players may conquer these towns to
increase their income and goods. Towns do not
take a spot in a City, and there is no limit to the
amount of Towns you can own.
You may conquer one of the available neutral, face
up towns on one of the three town decks, or you
may conquer a town that another player owns.
The defense value of a town is greater when
another player owns the town (the “conquered”
side). If you conquer a town from another player,
that player loses any income and the goods listed
on the card. You gain one income and gain the
goods listed on the card.
Players may look through the unconquered town
decks at any time (but may not change the order
of cards).
If a player ever owns a town card, the card should
have the “conquered” side face up. If the town is
uncontrolled, it should have the “unconquered”
side face up.
Other Rules
Citizen and Military Decks
Players may look through their draw and discard
citizen and military piles at any time (but may not
change the order of the cards). Players may not
look through other player’s citizen and military
discard and draw piles.
Citizens and military cards in a player’s buy pool
and hand are kept secret from other players.
When a player buys new cards during the winter phase, he must reveal these new cards to the
other players before adding them to his/her hand.
Nations
There are four nations that players can choose from.
Each nation has unique abilities and citizen/military
cards.
City-State of Arc
The City-State of Arc’s unique cards are the Bridge
Builder and Architect cards. Additonally, Arc’s Engineer card is level 1 instead of level 2, and costs 2 coins
instead of 3.
Scholars of Cresaria
Cresaria’s unique cards are the Professor and Genius
cards. Addtionally, Cresaria’s Scholar card expert action costs no coins to use, instead of the normal 1 coin.
Hog Republic
The Hog Republic’s unique cards are the Forger and
Strategist cards. Additionally, the Gunslinger card
replaces the normal Captain.
Toad Inventors of Om
The Toads’ unique cards are the Steam Drill and Fixer
cards. Additionally, the Soldier card has a hammer
skill.
Sample Round
Sam, Julia, Mark, and Mary are playing their first game.
They have each chosen a nation and completed the setup as
described in the rules.
Sam randomly decides starting bid order and places one
cube from each player from left to right on the bid track.
Players start the spring phase. Sam is first, and bids on
the 0-cost space the furthest to the right by placing his cube
there. Next, Julia gains 1 coin by placing her cube just left of
him. Mark bids 0, placing his cube just left of her. Mary bids
1, placing her cube on the “1” space and paying a coin. The
turn order for the round will be Mary, Sam, Julia, Mark (on
the turn order track from right to left).
The summer phase begins. Mary takes her first action
and builds an Academy, one of the building cards on the
board. She pays 5 coins and places it in her starting city
area, below the land. Because she is first in turn order, she
checks to make sure the brown disc on the action track is on
the space marked “1”, so all players know this is their first
action.
Next, Sam draws from his citizen card deck. He now has his
2 citizen cards in hand.
Julia takes her turn next. She builds a Srika Pasture from
the building cards available on the board, paying the cost.
Because it gives one income, she increases her income track
to 3 on her nation board by sliding the income disc over
one space. The Srika Pasture also gives her 3 Srikas, so
she takes one of her cubes and places it on the third space
below the picture of the Srika on the game board.
Mark builds a Turnip Farm, doing just what Julia did on
her turn except that he places one of his cubes on the third
space below the picture of the Turnip on the board because
the building card has three Turnips on it.
It’s Mary’s turn again. She builds a Srika Pasture, which
gives her two Srikas and one Turnip and increases her income by one. She slides the brown disc on the action track
to the space marked “2”, to remind all players that this is
their second action in the round.
Sam decides to play his “Scholar” Citizen card as an expert
action. It says he can gain one science by paying a coin and
using a work skill (hammer). He discards the Scholar, pays
a coin, and also discards the Cartographer, using the Cartographer’s work skill (hammer) to pay for the action. He
collects a Science token from the pile.
21
Julia builds an Academy on her turn.
Mark builds a second Turnip Farm on
his turn.
On her last turn, Mary decides to Tax.
She gains one coin. She slides the
brown disc on the action track to the
space marked “3”.
Sam now builds a Moss Garden. He had
been unable to build it until now, because he didn’t have a science. He pays
the coin cost and science cost. It gives
him two Glow Moss.
On Julia’s last turn, she draws a card
from her military deck.
Mark decides to store a Mine card. He
can’t afford it now, so he doesn’t place it
in his city, but he is planning to build it
later. He places the card in his buy pool.
The autumn phase begins. The first
four building cards on the game board
are discarded. Sam slides the remaining cards up to the top until there are
no empty slots between them. Then he
draws cards from the building card deck
and places them on the board from left
to right, top to bottom, until all slots are
filled.
The four players now check to see if
they collect influence. Because it is not
the third, fifth, or seventh round, they
do not collect influence.
Everyone now collects coins. Mary
collects 3 coins (2 for her base income,
+1 for the Srika Farm). She isn’t in 1st
place on any Goods. Sam collects 5
coins (2 for his base income, +1 for the
Moss Garden, +2 for having the most
Glow Moss good because of his Moss
Garden). Julia collects 4 (2 for her base
income, +1 for the Srika Pasture, +1 for
having the most Srikas). Mark collects 5
coins (2 for his base income, +1 each for
the two Turnip Farms his built, and +1
for having the most Turnips).
22
Everyone collects science tokens for any
Academies they control. Mary and Julia
each collect 1 science.
Everyone now draws one citizen card
(because no one expanded their city
with a district, settled a new city, or
built any building cards with citizen or
military draw symbols on them). Each
player’s starting city gives him/her one
citizen draw. No one has any military
draws.
Mary slides the round counter one
space to the right.
Now winter phase begins. Players
simultaneously look through their buy
pool cards to see if they want to buy
any new citizen or military cards. Sam
chooses one military card and keeps
it secret face down in front of him. No
one else buys any cards and all declare
they are finished choosing. All players
return their unpurchased cards to their
respective buy pools. Sam reveals the
military card and anounces he is buying
it. He pays for it and places it directly
into his hand.
Everyone declares that they are finished
and ready for the next round.
Card Abilities
Building Clarifications
Academy (with eye symbol): The eye
symbol is “scouting”. It allows the player
to attack a town card underneath the top
card in any town deck. For each “scouting”
symbol a player owns, he may skip one town
card in a deck to conquer the
town beneath it. For example:
if the player had two “scouting”
symbols, he could attack any
of the top three cards in any of
the unconquered town decks,
instead of only the top card as
normal.
C Deck Special Influence Cards: Many
cards in the C Building Deck give extra influence for owning specific goods. The Tailor’s
guild, for example, would give the player 1
influence when scoring, plus 1 influence for
every three Srikas the player owns.
Orchard: This card gives two influence at
the end of the game if the owning player has
more coins than any other player. This card
also gives one income.
Outpost: This card gives one influence at
each scoring to the player that owns it. The
eye symbol is “scouting”. It allows the player
to attack a town card underneath the top
card in any town deck. For each “scouting”
symbol a player owns, he may skip one town
card in a deck to conquer the
town beneath it. For example:
if the player had two “scouting”
symbols, he could attack any
of the top three cards in any of
the unconquered town decks,
instead of only the top card as normal.
Ruins: This card gives one science and one
influence when built. It does not give science or influence at any other time.
Steam Crane: This discount applies to all
your owned cities.
Citizen Cards
Architect (Arc): Discard a building you own
and gain coins equal to the coin cost of the
building. Then you may immediately build a
new building.
Arms Dealer: As a free action, pay 1 coin
and discard 1 hammer to place a cube on a
town you own. That town has +2 defense
value. If the town is conquered, remove the
cube.
Bridge Builder (Arc): Build in a city with
no available population.
Cartographer: As a free action, gain one
coin.
Cargo Ship: Build a building at -2 coin cost.
Cloud Skimmer
Engineer: As a free action, store one building card.
Explorer: Claim an unused land and settle a
new city. You must discard enough distance
equal to the new land.
Fixer (Om)
Forger (Hog): When someone gains a type
of good that you already own, reveal this
card to gain one coin, then put this card back
into your hand.
Genius (Cresaria): As a free action, discard
1 hammer to gain 1 science.
Junkbot: As a free action, discard 1 hammer
to store any building card from the building
discard pile.
Mayor: Discard 1 hammer to add a district
to a city you own.
Merchant: As a free action, discard 1
hammer to gain coins equal to the greatest
amount of goods you own of one type.
Professor (Cresaria): As a free action, discard 1 science to gain 4 coins.
Regent: Discard 2 hammers to upgrade your
Capital district to an Imperial district. You
may only do this once per game.
Scholar: Pay 1 coin and discard 1 hammer
to gain 1 science.
Scientist: Pay two coins to gain one science.
You may do this twice.
Scout Ship: If this card is used for its greenbanner distance in an attack, you gain an
additional 2 distance, for a total of 4.
Steam Drill (Om): Build a building. You
may discard blue-banner hammers to help
pay for the building as if they were coins.
Count the blue banner on this card for this
purpose.
Strategist (Hog): As a free action, draw two
military cards.
Tax Collector: Gain four coins.
Wyvern Ship: If this card’s green-banner
distance is used as part of the Explorer
expert action, gain 1 influence and draw a
citizen card.
Military Cards
Soldier
Captain
Inventor: If this card is used for its red-banner gun in an attack, gain 1 science.
Iron Dragon: You may place this card on a
town card you own. The town is immune
to attacks from other players while the Iron
Dragon card is on it. At the end of the round,
you must discard the Iron Dragon.
Iron Guard: Whenever you gain Machine
Parts, you may discard this card instantly to
gain 1 influence.
Iron Soldier
Machinist: If this card is used for its redbanner guns, draw one military card from
your military deck.
Magician: Whenever you gain crystals, you
may discard this card instantly to gain 1
influence.
Sharp Shooter
Spy: If this card is used for its red-banner
gun or green-banner distance, draw one
citizen card from your citizen deck.
Warship: As a free action, place the top card
of one of the three town decks on the bottom
of the deck, then draw 1 citizen card from
your citizen deck.
Steambot is destroyed. Once placed on a
building, a Steambot may not be moved.
Action Tokens: These tokens will be
used in future expansions.
City of Happy Flowers and Lambs:
In this variant, players cannot attack conquered towns (towns owned by players).
Players can only attack unconquered towns.
Point Salad Variant: This variant
changes the way influence is scored and is
recommended for players that want to have
a more sandbox-style, open feel in the game.
This variant streamlines the game a little,
but removes some of the competitive aspect.
When a player purchases a card that produces goods, the player does not track those
goods on the game board. He/she does not
consult the goods tracks to see how much
influence the goods are worth, and does not
consult the tracks for bonus coin income
each round.
Instead, players use the influence table on
the back of the player aid cards.
Variants
Steambots: Each round when replenishing building cards on the building card track
on the board, place one Steambot token on
the left-most, top row card. The first player
to purchase, store, or cause this card to be
discarded (due to a player attacking a town)
gains the Steambot token.
When a player gains a Steambot token, he
places it on his nation board. At the start
of any of his turns before he completes an
action, he may choose to place ONE unused
Steambot on one building card that he owns.
The chosen building must produce one or
more goods (unless oth­erwise stated on
the card). For example, a player could not
place a Steambot on an “Academy”. A building
with a Steambot token on it produces one
more of its left-most (or main) good. Each
building card may only hold one Steam­bot
token, unless otherwise stated on the card.
If the player demolishes the building, the
The table shows how much influence a player gains during scoring depending on how
many of each good he/she owns. Along the
top are the goods types. Along the left side
are three threshhold amounts: 1-3 goods,
4-6 goods, and 7+ goods. The numbers in
the table are the influence amounts. For
example, if a player had three turnips, he/she
would score 1 influence. If a player had four
turnips, he/she would score 2 influence.
The table also shows when a player should
gain bonus coins when collecting income.
For example, if a player had four glow moss,
he/she would collect a bonus 2 coins when it
was time to collect income.
23
Coin
Science
Combat
Distance
Work
Ship
Airship
Influence
Reaction
Free Action
Citizen Card Draw
Military Card Draw
Index
Actions
Airships
Attack
Autumn Phase
Building Cards
Clarification of Cards
Science Cost
Card Actions
Cities
Citizen Cards
List
Conquering Towns
Districts
Draw
Free Actions
Goods
Income
Influence
Land Type Requirements
Most Goods Ties
Military Cards
List
Nations
Reaction
Research
Score
Setup
Ships
Skill Symbols
Store a Building
Tax
Towns
Turn Order Bid
Winter Phase
10
20
14
15
10, 20, 22
22
20
11-13
19-20
11
23
14, 20
19-20
11, 17
11
3, 16
17, 13
16, 19
20
16, 17
14
23
21
13
11
16
6
20
11
10
14
14, 20
9
18
Spring
1. Slide Cubes Down
2. Turn Order Bid
Summer
3 Actions
Autumn
1. Discard Old Buildings
2. Draw New Buildings
3. Score (3rd, 5th, 7th)
4. Collect Coins/Science
5. Draw Military/Citizen
6. Advance Round Counter
Winter
1. Purchase New Cit/Mil
Game DesignIllustration
Ryan Laukat
Ryan Laukat
Special Thanks to...
Malorie Laukat, Jakob Nelson, Brandon Laukat, Scott Lewis, Chris D’Andrea, Cory Suter, Keith
Leonard, Justin Nordhorn, Spencer Marstiller, Drew Sonnenberg, Mathijs Van Dijk, Brian Bezeredi, Mike Risley, Dallas Peterson.
Playtesters
Scouting
Pay/Discard for
Expert Action
24
Gain
Malorie Laukat, Jakob Nelson, Brandon Laukat, T. Alex Davis, Travor Cram, Joshua Butterfield,
Jen Hodge, Nick Sauer, Mike Knauer, Brian Palm, Craig Clawson, Christopher Oberst, Peter
M. Baysdell, Josette Baysdell, Drew Sonnenberg, Jillian Neumann, Gary Sonnenberg, Karen
Sonnenberg, Scott Lewis, Chris D’Andrea, Cory Suter, Keith Leonard, Justin Nordhorn, Ginny
Nordhorn, Henry Nordhorn, William Nordhorn, Tim Flynn, David Hitchman, Scott Olson, Adam
Sutmiller, Keaton Beaman, Chad W. Rathsack, Spencer Marstiller, Mathijs Van Dijk, Brian Bezeredi, Shawn Mcwha, Daniel Peckham, Mike Risley, Dallas Peterson.
Thank you to everyone else who contributed to the development of City of
Iron.
City of Iron 2nd Edition Copyright 2015 Red Raven Games
www.redravengames.com
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement