TASNIA. Trade-Purchase-Build-Gather-Claim

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1 TASNIA Trade-Purchase-Build-Gather-Claim Tasnia is a resource-gathering and trading game, where players attempt to acquire the materials and labor needed to purchase sections of medieval buildings. These sections come in the form of tiles, which are placed together to create all sorts of buildings. The grander the building, the more points you score!

2 Table of Contents 1. Object 2. Components 3. Setup 4. Playing the Game 5. Construction 6. Ending the Game 7. Scoring the Game 8. Special Cards 9. Quick Play Reference

3 (1) Objective Be the player to score the most points by completing buildings and you will be crowned winner! (2) Components 81 - Resource Cards 72 - Building Tiles 4 - Jumbo Player Cards 4 Wooden Player Tokens Instruction Booklet Box with Insert (3) Setup 1. Shuffle all 72 tiles and place them into 7 stacks, facedown, in a place where all players can reach. 5 of these stacks will contain 10 tiles, and 2 of these stacks will contain 11 tiles. 2. Turn over the top tile in each stack. 3. Shuffle the resource deck and deal 6 cards to each player. Then place the remaining cards face-down in a place where all players can reach. If the resource deck is exhausted during play, shuffle the discard pile to form a new deck. 4. Allow each player to select a player card and matching wooden token.

4 (4) Playing the Game Turns start with the player to the left of the dealer, and then go clockwise around the table for the duration of the game. A player s turn is broken down into 5 phases: 1. Trade- The first thing a player may do is trade in unwanted resource cards for new cards. A player may always discard a single card and draw a new card, but if multiple trades are desired, one must trade in a group of cards of the same kind. (Example: If you have 2 Iron cards, you may trade in one or both of them for 1-2 new cards. Or, if you have 4 Wood cards, you may trade in 1-4 of them for the same number of new cards.) A player may only trade in 1 group of cards on any given turn. This means a player may not turn in 1 Stone and 3 Carpenters during the trade phase they would have to pick 1 card type to trade in. 2. Purchase. During this phase, players may use their resource cards to purchase tiles from the market. Each tile requires 3 specific resource cards for purchase. The requirements are noted as symbols in the top-left corner of each tile. These symbols correspond to symbols on the resource cards, making the cost clear.

5 This tile (above, left) requires 1 stone (orange square), 1 iron (red triangle), and 1 Mason (blue M) to purchase. The gold diamond indicates that this tile is unique and worth an additional 2 points during scoring. This info is indicated by the symbols in the top-left corner. The Master Mason card (above, right) is worth 2 resources (1 stone and 1 stonemason). A player may use this single card for 2 of the needed resources to purchase the tile next to it. However, you may not use a single card as part of a deal involving more than one tile. In other words, you cannot split the 2 resources the Master Mason provides in order to purchase 2 separate tiles they must be used together. Silver and Gold coins are wild cards. Silver may be used in place of any of the 6 resources, and gold may simply be used to purchase any 1 unclaimed tile.

6 The Baron, Hero, Merchant, and Princess cards also act as a gold coin if a player does not want to play or hold on to it. These cards are marked with a circle symbol with four gold stars in the upper left corner to aid players in distinguishing them. Players may purchase 1 or more tiles on their turn there is no limit. 3. Building. With new tiles in hand, a player may: add tiles to a structure in progress. add to a completed structure to create an addition. start a whole new structure altogether. simply place the tile aside in their stockpile for later use. Players may move tiles from 1 building to another if they so choose, but they may not remove tiles from a completed building. Players may also use tiles from their stockpile during this phase to add to buildings or to start a new structure. Players MUST follow the rules for building in the Construction portion of the instructions. 4. Gather: During this phase, players simply draw new cards from the resource deck in order to bring their hand back up to the maximum of 6 cards (although, if a player has the Baron in play, that player s maximum hand size is 7).

7 5. Claim. During the final phase, a player may stake a claim on an unclaimed tile by placing his or her colored wooden disc on top of it. If a player wants to purchase a tile that has a claim on it, the full price must be paid, plus 1 additional resource. This additional resource must be the same type as 1 of the required resources to purchase the tile. (e.g. If you want to purchase the Stone tile 2 pages back, and it was claimed by another player, you would need to pay 1 stone, 1 iron, and one stonemason and either an additional stone, iron, or stonemason.) If a player claims a tile and it is still available on that player s following turn, then the player may purchase it for 1 less than the tile s specified resource requirements-- this is a nice boon. Players may choose to use claims in order to get tiles they need a bit cheaper, or conversely, they may use a claim to make another player pay more for a tile that the other player needs. The choice is entirely up to the player making the claim.

8 (5) Construction The rules laid out in this section inform players how to properly construct buildings. Types of Tiles: Before we lay out the rules of construction, it is important to become familiar with the types of tiles. There are basically 2 types of tiles: wood and stone. Wood tile variations include: a wooden wall with a door, a wooden wall with a window, a wooden roof-left, a wooden roof-right, and a wooden peak. Stone tile variations include: a stone wall, a stone wall with a door, a stone wall with a window, a stone roof, and a tower peak. Additionally, there are 2 Garden tiles, which have their own separate rules. Wood and Stone Together: Wood tiles may be placed on top of stone tiles, but never under or beside them. Roofs: No tile may be placed above, or next to, any roof tile, except the stone roof tile. Wooden roof tiles must be placed so that rain water would run off in both directions, meaning there cannot be any places where water would gather. This means that there may not be 2 or more peaks in a single wooden structure. Stone roofs, however, may be placed side by side because they have no pitch. Tower peaks must be placed on any

9 stone structure or portion of a stone structure that is 1 tile wide and more than 1 tile high. Adding to a Complete Building: During the build phase, a player may add 1 or more tiles to a complete building, so long as no tiles are removed from it and it remains complete. This often requires adding 2 or more tiles at once and shuffling a few as well. Basically, a player cannot alter a complete building to the point that it becomes incomplete. Building Height Restrictions: Wooden Buildings may only be 3 tiles high. Stone structures can reach as high as 5 tiles. Buildings using both materials may also not exceed 5 tiles in height. Garden Tiles: Garden tiles may only be placed on the ground level, next to a completed building. Other Building Guidelines A building may only have a single door. A complete building may have as few as 2 tiles, and there is no limit to the number of tiles you may use so long as the building does not exceed the height limit. Construction of a building may start with any tile. This means a player does not have to build from the ground up. There is no limit on the number of buildings a player may construct over the course of the game.

10 Construction Examples: Here are some examples of buildings that follow the guidelines, and a building that does not follow the guidelines at all: In the example above, we have a larger house. This home follows all the rules of the game: it is built of all wooden tiles so there can be no issues with mixing wood and stone; it has a single door; the roof has a single peak and the roofline angles downward in both directions allowing for rain runoff; and finally, it does not surpass the 3-tile height restriction for wooden structures.

11 Above is another good example of a building. This building uses both wood and stone in its construction. Take note that the wood tiles are placed on top of the stone and not under or on either side. The roof also follows the guidelines by having a single peak that angles downward in both directions.

12 In this example we have an all-stone building that appears to be a castle. Take note that the tower peaks are placed on top of stone tiles that have no other stone tile on either side. The 3 stone roof tiles across the top in the middle are within the rules of construction. Now if a player had attempted to place both tower peaks without the stone tiles beneath them, the structure would not be allowed as the bottom of the peaks would be lower than stone roof tiles, creating a place for rain to collect.

13 Almost everything in this example is done wrong, but it helps to illustrate what a player cannot do: It has 2 doors but should only have 1. The wooden door is side-by-side with a stone tile. There is a roof tile touching the ground. There is a stone roof tile on top of a wooden door tile. The tower peak tile is side-by-side with another roof tile. There is a wooden wall tile with a window on top of a roof tile, and it is also side-by-side with a stone roof tile.

14 The wooden roof tiles allow for rain to collect as there are 2 peaks. In addition, the wooden roof tile on the right has the roof line moving upward. (6) Ending the Game The game ends the moment that a certain number of tile stacks are depleted: A 2-player game ends when 1 stack is depleted. A 3-player game ends when 2 stacks are depleted. A 4-player game ends when 3 stacks are depleted. When this occurs, the active player finishes his or her turn, and then all players (except the player who triggered the end of the game) get 1 more turn to finalize their cities. It is then time to score. (7) Scoring the Game Players add up their scores for their completed buildings, incomplete buildings, and tiles in their stockpile by using the following guidelines:

15 Completed Buildings: The score for a completed building are based on the number of tiles used, size of the structure, and any unique tiles involved. Here are the guidelines: You gain 3 points for each tile used in the completed building. You gain an additional 2 points for every 4 tiles in the building. This rewards players for building large buildings. Players also gain 2 extra points for each and every unique tile used. These tiles are marked with a yellow diamond symbol under their required resources symbols. Players also gain 4 bonus points for a garden tile used on a completed building. However, garden tiles not part of a structure have zero value. Incomplete Buildings: All incomplete buildings are worth 2 point for each tile. Players only gain a 1 point bonus for each unique tile. Stockpile Tiles: Stockpile tiles include all loose tiles that are not part of any structure. These tiles are worth 1 point each (with the exception of garden tiles, which have no value).

16 Other Scoring Opportunities Players gain 1 bonus point for each silver coin card in their hand. Players gain 2 bonus points for each gold coin in their hand. Players gain 2 bonus points for each nonresource (special) card in their hand. (8) Special Cards Tasnia comes with 6 special cards that a player may draw from the resource deck. Players may decide to use as many of these cards as they so choose in order to alter the feel of the game. These cards alter play a bit by giving special powers to a player or by hindering another player. Some of these cards have special requirements that must be met before they can be used. This can equate to a player having to hold onto the card for a few rounds and that can slow down their building by clogging up their hand. Players can always use these cards to purchase any tile they want from the market. These 6 cards are marked with a symbol that has 4 stars in it to indicate that they may be traded for any tile. However, they risk another player getting that card later on in the game.

17 Special cards can be played (or moved from 1 building to another) during the Building Phase of a player s turn. These cards also may be removed from a building and placed into the discard pile during a player s purchase phase if that player wants to trade them in for a tile. Baron Requirements - The Baron requires a completed and uninhabited structure of 5 or more tiles for him to live in. Once a player meets this requirement, the baron card may be placed on or below his new home, showing that it is occupied by him. Power The Baron allows the player to increase his hand size from 6 cards to 7 cards. Hero Requirements None Powers Players may place the Hero card on any structure, even an incomplete structure, and he will protect the building and any other person living there from the Scoundrels card. The Hero does not count as an inhabitant. Merchant Requirement The Merchant requires a store to set up shop in. This shop must be made of wood and be at least 4 tiles large. In addition, there must not be any other

18 inhabitants in the building. Players then place the Merchant card on or below the building to indicate that the building is occupied. Power The Merchant allows players to treat silver resource cards as gold resource cards. Plague Requirement None Powers The Plague card can be used to remove another player s special card from play. This includes the Baron, Merchant, and Princess. When used, both cards are placed into the discard pile. Princess Requirement The Princess requires an all-stone structure to live in. This home must consist of 4 or more tiles and must not have any other inhabitants. Players then place the Princess card on or below the building to indicate that the building is occupied. Powers The Princess increases the point value of any structure that she occupies; add an additional point per tile during scoring for any building that the Princess resides in. Scoundrels Requirement None Powers Use the Scoundrels card to steal 1 tile from another player. Then place the Scoundrels card into the

19 discard pile. If the scoundrels are used to remove a tile from a building that is occupied, the occupant is placed into the discard pile along with the Scoundrels card. Bonus Kickstarter Cards: These cards are all single use cards that are discarded after use, and may NOT be traded for a tile. Alchemist Players may use this card during the purchase phase to swap a tile from their stockpile for an unclaimed tile in the market. Beggar A player may use this card during the gather phase to steal 1 card (chosen at random) from each opponent. Money Lender A player may use this card during the gather phase by discarding it and drawing an additional 3 cards from the deck. These 3 additional cards may exceed the player s maximum hand size.

20 (9) Quick Play Reference Objective: Be the player to score the most points by completing buildings and you will be crowned winner! Turn Sequence: You may do the following on your turn, in this order: Trade Discard 1 or more cards of the same type and draw new cards equal to the amount you discarded. Purchase Purchase 1 or more tiles from the market. Build Place tiles together to form buildings. Gather Draw cards until you have a hand of 6 cards. Claim Set your wooden disc on a tile to claim it. End-Game Scoring: 3 pts for each tile in a completed building. 2 pts for every 4 tiles in a completed building. 2 pts for each unique tile in a completed building. 4 pts for each garden tile in a completed building. 2 pts for each tile in an incomplete building. 1 pt for each stockpile tile (garden = 0 pts.) 1 pt for each Silver card. 2 pts for each Gold or Special card. Special Thanks To: Jason Fordham, Tiago, Rafael, Marcelo, Alexandre, Curitiba, Ludica, LuiB, Elise Roberts, JimCon Tabletop Games Convention, Allen Liu, Cynthia Tuck, D.J., Karen, Trae, & Evan Cole, minieye, Joshua Beale, Chris Leder and Ben Haskett! Tasnia is Copyright 2013 by Jason Glover. All rights reserved. Grey Gnome Games Visit us at GreyGnome.com or Like us on Facebook or follow us on Twitter!

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