Rio Grande Games 222 User Manual

1
The game is played over 7 turns and on 3 game boards, each representing the same region, but during three successive time periods:
The age of Might The age of Faith The age of Reason
Each player controls two time traveling adventurers, each voyaging to allow him to construct military, religious and civil buildings. They give players a chance at becoming the richest player by the end of the game.
Certain constructions produce money, Ecus, and that is one way to gain wealth. As these buildings are grouped they form domains. This allows players to establish dominant positions. In function of the period, the criteria for dominion will be either military, religious or civil. Domains allows players to earn tax and tithe revenue on turns 4 and 7 if they control them. Earning Ecus in this manner is the second way to gain wealth.
The players also have the power to destroy certain buildings or attempt to connect domains in an effort to change their overall ownership within an epoch. Depending on their size, certain constructions cast time shadows and are “rippled”, or copied, from one game board to the next, expanding a player’s domination forward through time.
But beware; the echoes of time are difficult to hear and might surprise. An edifice constructed during the age of Faith might very well disappear, never to be remembered, if its geographical footprint is replaced by an older structure. Time can be a most difficult river to navigate.
At the end of the 7th turn, the player holding the largest pile of wealth is declared the winner.
GAME MECHANICS
AND OBJECTIVE
Place the game boards in the center of the table as shown on page 2.
Turn Indicator
Place the “Turn Indicator” pawn on the first square of the game turn counting ruler, found on the bottom of the Age of Might board.
Building Tiles
Organize the 155 tiles by color and place them in the compartments found in the box:
• The Military buildings are orange; 20 Watchtowers, 24 Keeps and 9 Castles.
• The Religious buildings are fuchsia; 20 Chapels, 20 Monasteries, and 9 Abbeys.
• The Civil buildings are blue; 20 Hamlets, 24 Towns and 9 Cities.
10 Hamlets are already printed on each of the three game boards.
The value indicated on each tile corresponds to both its building’s construction cost and the number of Ecus yielded during the revenue phase of the 4th and 7th game turns.
The Keep, Castle, Monastery and Abbey tiles also have a back side representing vestiges of the same building gone to ruins.
SET-UP MATERIAL
“ My Faithful Companion, The Master Clocksmith came to speak to me this morning revealing a fabulous secret... We can travel in time, my friend! Not just dreaming about it like my astrologist does, but actually going there. I can hardly believe it! There seem to be periods in our future where the strength of our walls will be nothing compared to the
strength of our collective faith. Or an even stranger future epoch where the people will rule themselves. The Master Clocksmith has convinced me that our power is now limitless. Our lands and domains are ours forever.
My opponents will not wait and my Lords have already started preparing for their journeys. My dear friend, come with me,
for from this day forward, I will be remembered as the king who forged our own destiny... literally! “
Hichmat, Great Lord of the Western Lands
12+ 90 min. 2-5
Ludovic Vialla, Arnaud Urbon • Art : Jean-Claude Adelmand, Geoffrey Stepourenko
© 2006 Editions du Matagot
Watchtower Keep Castle Chapel Monastery Abbey Hamlet Town City
2
Decide who goes first in a random manner. Players take turns in a clockwise fashion.
The following phases are played by each player during his turn.
I. Exchange all or a part of his Construction Card hand.
II. The Action Phase:
1. Travel in time.
2. Use Construction Cards to construct, demolish, upgrade, populate or renovate a building. Note: certain buildings award an
immediate Ecu bonus when they are constructed.
III. Fill Construction Card hand to 4 cards.
IV. Collect Earnings from domains (only on turns 4 and 7).
When a player finishes a game turn, the player to his left starts his turn.
When the turn comes back to the first player, that player moves the Turn Indicator pawn up a notch.
During his turn, a player that is dissatisfied with his hand can discard it entirely or partially. Once all the chosen cards are discarded, he draws new Construction Cards until he has a hand of 4 cards.
This action costs 2 Ecus.
This may only be done once per turn.
The following 2 actions (Traveling in Time and Using Construction Cards) are optional and can be done in any order, and several times.
1. TRAVELING IN TIME
By spending 1 Ecu, a player can use the Time Machine to travel in time. Each time it is used, the player moves one of his Adventurer Pawns to one of the other two game boards.
A player can use the Time Machine as many times as he wants, with either the same Adventurer or both.
Adventurer Pawns
Each player takes two Adventurer Pawns of the same color and places them on their corresponding locations on the Age of Might board.
Control Cubes
Each player takes 25 Control Cubes in the same color.
Ecus
Each player starts the game with 4 Ecus, using 1 Ecu coin pieces.
They can be kept face up or down in front of each player. Place the remaining Ecus in the 4th compartment in the game box.
There are thirty 1 Ecu coins, fifteen 5 Ecu coins, and fifteen 10 Ecu coins.
Construction Cards
Shuffle the 55 Construction cards are and placed them in a pile face down. The pile is made up of 18 Military Construction cards
(orange), 18 Religious Construction cards (fuchsia) and 19 Civil
Construction cards (blue).
All players draw four cards to form their starting hands. They are kept hidden.
GAME TURN
II- ACTION PHASE
I- EXCHANGING ALL OR
A PART OF HIS HAND
SUMMING IT UP
Each player starts with :
2 Adventurer Pawns
25 Control Cubes
4 Ecus
4 Construction Cards.
Age of Might Age of Faith Age of Reason
Turn Indicator
Adventurer Pawns
3
Having a pawn on a board allows one to:
• Take actions on that game board (see 2).
• Collect the Earnings on that game board on turns 4 and 7 (see IV).
2. USING CONSTRUCTION CARDS
Each player starts with 4 Construction Cards in hand.
A player may only use Construction cards on a board where at least one of his Adventurer pawns is present.
Only two cards may be played per Adventurer pawn. The player may use these two cards on the same board or on two different boards if he decides to move the Adventurer pawn after playing the first card.
Depending on the position of a player’s two Adventure pawns, the player may, therefore, use 4 cards on the same board or on different boards, before or after travelling in time.
If the Adventurer pawns are on the same board, the player may combine his cards to build a construction costing 3 or 4 cards.
If the player does not wish to use all 4 of his cards, he may discard the unused cards or keep them for the next turn.
On the Might and Faith game boards, a player may use the Construction Cards to :
2.1. Construct a building.
2.2. Upgrade a building.
2.3. Demolish a small building.
These three actions must take into consideration:
A- Construction Rules.
B- Time Rippling Effects.
C- Domain Transformation.
On the Age of Reason game board, it is possible to use Construction Cards to:
2.4. Populate a Civil Building.
2.5. Renovate a ruin.
A Player may construct, upgrade, demolish, populate, and renovate as many times as he wishes during the same turn, limited only by the number of Construction Cards in his hand, and respecting the rules linked to each action.
2.1. Constructing a building
(during the Ages of Might and Faith only)
The player must use Construction Cards in order to build a building.
• This can only be done during an epoch where at least one of the player’s Adventurers is present.
• In order to construct a building, Construction Cards of the same color type for the chosen building, and only that type, must be spent. Orange
cards are used for Military buildings, fuchsia cards for Religious
buildings and blue cards for Civil buildings.
• The number of Construction Cards necessary to build a building is indicated on each tile.
A building may be constructed on the Might and Faith boards
but it is forbidden to construct a building during the Age
of Reason.
A building must be constructed on empty squares on the game
board and respect geographical, dominical, and hierarchical rules
for construction (see A – The 3 Construction Rules).
When players construct Military or Religious buildings, they place one of their Control Cubes on the tile to show ownership.
Control Cubes are not placed on Civil buildings when they are created, as they belong to no one.
Construction bonuses
The construction of a small building (size 1: Hamlets, Watch Towers, Chapels) awards no bonus. The construction
of bigger buildings (size 2 & 3: Towns, Cities, Keeps, Castles, Monasteries, or Abbeys) awards, at construction, 1 Ecu on the Age of Might board and 2 Ecus on the Age of Faith board.
A building can only be constructed if the building tile is available in the stock pile.
2.2. Upgrading a building
(during the Ages of Might and Faith only)
A player uses Construction Cards to upgrade a Religious or Military building that he controls or any Civil building.
• The number of cards necessary for the upgrade is the difference in the
cost of the original building and the newer version.
• To upgrade a building, Construction Cards of the appropriate building
color must be played.
The blue player moves her first Adventurer Pawn from the Age of Might board to the Age of Reason, for a cost of 1 Ecu. She also moves her second adventurer from the Age of Might to the Age of Faith board by spending another 1 Ecu.
The construction of a Keep requires two Military Construction Cards.
The Monastery is controlled by the Red player; the Watch Tower by the Green player.
The green player builds a Keep on the Age of Might board and immediately collects 1 Ecu.
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