Rulebook Clans of Caledonia

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Rulebook Clans of Caledonia (Game Designer: Juma Al-JouJou, juma.aljoujou@gmail.com) Genre: Economic Game Players: 1-4 Play time: 30 min per player Age: 13 and up Rulebook Clans of Caledonia Game Components Introduction Setup Map Modules Port Bonuses Market Board Export Board Players receive Clans Goal of the Game Placing the first Workers Phases Phase 1: Action Phase Overview of the Actions 1. Trade 2. Obtain an Export Contract 3. Expand Structural Bonus 4. Shipping Upgrade 5. Technology Upgrade 6. Hire a Merchant 7. Fulfill an Export Contract Direct Export Bonuses 8. Pass Using a Port Phase 2: Production Phase Phase 3: Scoring Phase

Phase 4: Clean-Up Phase Final Scoring Most Exports Bonus Farm Scoring Two Player Game Map Solo game Variants End of Round Adjustments Market Export contracts Static Import Goods Simplifications Clan Auction Appendix Port Bonuses Scoring Tiles Clans Clan Buchanan Clan MacKenzie Clan Robertson Clan Cunningham Clan Campbell Clan Stewart Clan Fergusson Clan MacDonald Game Components Game Components 4 double-sided map modules 1 market board 1 export board 4 player boards 8 clan tiles 9 starting goods tiles 8 scoring tiles 8 port bonus tiles 3 import goods markers

6 transparent market markers 50 export contracts tiles Players pieces: 16* cows 16* sheep 16* fields 16* bakeries 16* distilleries 16* cheese dairies 32* workers (lumberjacks and miners) 28* cubes (merchants) 16* port bonus marker tiles Goods tokens: 6 milk cans 12 wool 8 cheese 8 grain 8 bread 8 barrels 12 goods multiplier tiles 4 glory tiles 70 coins (in denominations of 1, 5 and 10) 4 action overview cards 2 dice Scoresheet * in the 4 players colors Introduction Clans of Caledonia is a mid to heavy economic game that is set in 19th-century Scotland. In the 19th century, Scotland made the transition from an agricultural to an industrialized country that heavily relied on trade and export. In the following, the food production increased to feed the population growth. Linen was increasingly substituted by the cheaper cotton and raising sheep was given high importance. More and more distilleries were built and whisky became the premium alcoholic beverage in Europe. Players represent historic clans with unique abilities and compete to produce, trade and export agricultural goods and of course whisky!

Setup Map Modules The game map consists of four double sided modular boards which are labeled both by module (A-D) and by side (1 for front, 2 for back). Randomly choose a side for each module and construct the game map by making sure the rock showing the module letter and number are all adjacent in the middle of the map (see picture). The position of each module is fixed, so module A is always above module D and left to module B. There are 16 different configurations. Example 1: Example 2: A1 B2 A2 B1 C2 D1 C1 D1 Port Bonuses Shuffle all the port bonus tiles and randomly choose 4. Then place one tile adjacent to a factory (depending on the player number) at each corner of the map. The 1-2 player icon shows the location for the port bonus in a 1-2 player game. The other icon shows the location in a 3-4 player game. Return all the unused port bonus tiles back to the game box. Market Board Put the market on the side for the respective player number and put the transparent markers on the encircled starting prices. Export Board Put the export board on the side for the respective player number. Then shuffle the scoring tiles. Choose 5 randomly and put them in random order next to the 5 cavities of the Export Board. Place the players glory tokens and the import tokens (cotton, tobacco, sugar cane) next to the track. Players receive Each player receives one player board and all the game tokens of their color. Each player should place all their tokens on the corresponding location on their player board. Furthermore, you should place the two tech upgrade tiles on the respective spots and fill the merchant track with cubes. The steering wheel marker is placed on the first spot on the left of the shipping track.

Each player receives on export slot tile and must flip it so the player count icon matches the number of players. Each player receives 4 port markers to indicate if they have used a port bonus. Each player receives 55. Clans Randomly draw one more clan tile than the number of players (eg. 4 clan tiles in a 3-player game). Then, randomly draw as many starting goods tiles as clan tiles and randomly allocate one to each clan tile respectively. Determine a starting player. Starting with the player to the right of the starting player, then going counterclockwise, each player chooses a clan tile and its corresponding starting goods tile. The starting player will thus choose last and will chose between the remaining two clans. The clans are explained in detail in the appendix. Goal of the Game The goal of the game is to make the most victory points (VP) in order to win the game. You gain VP in different ways: 1. For glory (after each round in the Scoring Phase) 2. For remaining goods and money (end of game) 3. For import goods (end of game) 4. For having the most export contracts fulfilled (end of game) 5. For having most farms within naval reach (end of game) Placing the first Workers Before the first round actually starts, each player places two workers (lumberjacks and/or miners on the board. Each player, beginning with the start player and continuing in a clockwise order, places one worker. The worker placed is either one lumberjack on an empty hex space with some wood land or one miner on an empty hex space with some mountain land (check the Expand section for more details). You must pay both for the land where the worker is placed (indicated by a number ranging from 1 to 6 on the hex) and the worker cost (6 for a lumberjack, 10 for a miner). Once all players have put a single worker on the map, each player places a second worker, starting with the last player, and continuing in a counterclockwise order. Details: You start taking your workers from the top of the respective column of your player board. The first two workers of a player do not need to be adjacent.

Phases The game is played over 5 rounds. Each round consists of four phases: Phase 1: Action phase Most of the game happens here. Players execute one action each in turn order until all players have passed. Phase 2: Production phase Players receive the money income from their workers, the basic goods they produce and make as much processed goods as they want or are able to. Phase 3: Scoring phase Players receive VP according to the current round scoring tile. Phase 4: Clean-up phase Flip the current scoring tile on the backside. Refill the export board with export contracts (according to player number). All players get their merchants back from the market board. Phase 1: Action Phase During the Action phase, beginning with the Starting player and in turn order, each player takes exactly one Action. Continue to do so until all players have passed. There are eight possible Actions to choose from. Except for passing, all Actions can be taken multiple times during the same round (but only once per turn) Overview of the Actions 1. Trade Use X merchants to buy or sell X goods of any one type. 2. Obtain an export contract Pay the required cost and take 1 export contract from the Export Board and place it on your empty export slot. 3. Expand Place 1 unit from your player board on the map. Pay for both the unit and the land cost. 4. Shipping Upgrade Increase your naval reach across rivers and lochs. This increases your options to expand farther. 5. Tech Upgrade Improve your income from your lumberjacks or miners by increasing their efficiency. 6. Hire a Merchant 7. Fulfill an export contract Hire 1 merchant so you can trade more goods per round. Pay the required goods on the left hand side of your export contract then move the respective import marker and immediately get any direct bonuses.

8. Pass Exit the current round and receive the highest available money bonus 1. Trade Players can send their merchants to the market to buy or sell goods. You may only buy or sell one type of good at a time during a Trade Action. Place as many merchants on the buy or sell area (designated by the up and down arrows) of the relevant good as the number of units you wish to buy or sell. You then pay/receive the good s current price multiplied by the number of goods bought or sold. Sold goods are returned to the common resource pool and bought goods are taken from there. Afterwards, the traded good s price is adjusted by moving the price marker according to the arrow of the area (up when buying or down when selling) by as many steps as the number of goods traded. In order to buy/sell different types of goods, you need to spend several turns during the Action Phase taking the Trade action multiple times. Notes: It is prohibited to have merchants from the same player on both the buy and sell area of the same good. High-speed trading wasn t common back then yet. But you may either buy or sell one good several times within the s ame round in multiple turns. Example: I want to buy two units of whisky and the current price is 10. I place 2 merchants on the up arrow of the whisky column, pay 20, take 2 whisky barrels and then the whisky price increases by two steps. 2. Obtain an Export Contract Pay the current round cost to take any face-up contract from the Export Board. The cost is indicated next to the Scoring Tiles on the Export Board. Note that during the first round, you receive a bonus to do so, instead of having to pay a cost. You can have only one unfulfilled contract on your export slot (exception: Clan Buchanan). You must fulfill your contract before obtaining a new one. It is not possible to get rid of unfulfilled contracts. Fulfilling a contract is a separate action and thus requires an additional turn. 3. Expand Place one unit (cow, sheep, field, distillery, bakery, cheese dairy, lumberjack or miner) from your player board on any empty hex space of the map that is neighboring or within naval reach of any of your units. Neighboring: adjacent hex space, no river or loch in between. Within naval reach: a non-adjacent hex space that you can reach with your current shipping level.

Land Restriction: You can only place your units hex spaces that contain certain land types: Grasslands: Sheeps, cows, fields, cheese dairies, bakeries and distilleries. Woods: Lumberjacks. Mountains: Miners. If a hex space contains all these land types ( see image), you can place any unit on it. Naval reach: With increased shipping levels you ll be able to cross rivers and loch hex spaces. Neighborhood Bonus If you expand on a hex space neighboring another player s unit, you may buy the good this unit produces at a discount price from the market (not from the player). Proceed with the purchase as explained under the Trade action. One needs to have available merchants to use this bonus. The price of basic goods ( wool, grain or milk) is reduced by 2 per unit bought. The price of processed goods (bread, cheese or whisky) is reduced by 3 per unit bought. If you expand on a hex space neighboring several opponent hex spaces with units built, you may use the neighborhood bonus for each of these units. However, in a 3-4 (1-2) player game you may never buy more than 3 (4) units of the same good when using the neighborhood bonus. You also can t buy more goods at normal market price either. Example: For example, if you expand adjacent to another player s distillery, you may buy whisky. If the current whisky price is 10, then you could buy 3 (4 in a two player game) barrels of whisky at 7 each. The neighborhood bonus can no longer be used later; it can only be used immediately after expanding. This bonus counts as part of the Expand action. Structural Bonus If you build your fourth building of the same type (bakery, distillery or cheese dairy), you may immediately draw 3 random export contract tiles from the draw pile (a player can only use this option if his export slot is empty at that time). You can then take either one or none. If the player chooses one contract, he must still pays its cost (as if the player had obtained a contract as a regular action). All the contracts not taken are put on the bottom of the draw pile. This bonus is still considered part of the Expand action.

4. Shipping Upgrade Pay 4 to move your shipping marker forward one space to increase your naval reach. Doing this will allow you to expand across rivers and lochs. Shipping Levels: Level 1: You can now expand across a river. It is not possible to travel along rivers (not even with higher shipping level). Level 2: You can now expand across 1 loch hex space. Level 3: You can now expand across 2 loch hex spaces etc. 5. Technology Upgrade You can make your workers (lumberjacks and miners) more efficient and increase your money income per worker. To obtain the upgrade, pay 10 and flip one technology chip on your player board. From now on, each worker in the row above produces 2 more in the production phase of each future round. 6. Hire a Merchant Pay 4 and take 1 merchant from your player board. From now on, you may use this merchant for the Trade action. Players can never have more than 7 total. 7. Fulfill an Export Contract In order to fulfill an export contract, pay the goods listed in the left half of the contract tile. Fulfilling a contracts give you the benefits in the right half of the tile. The contracts yield import goods such as hops, cotton, tobacco or sugar cane and direct bonuses. When you fulfill a contract that gives cotton, tobacco or sugar cane, you have to move the respective token on the track. If the token reaches or passes a marked step (see image on the right side), you gain 1. If you forgot to move the import marker, you won t get the bonus afterwards anymore. As soon as you fulfill a contract, you place the contract tile next to your export slot which is free again for a new export contract. Contracts never require any grain or milk but can require any combination of the other goods and also meat. Meat is not traded at the market. For export contracts that require meat (either beef or mutton), players must slaughter 1 cow or 1 sheep to generate either 1 beef or 1 mutton. Slaughtering means that the player removes one of his animal from the map and places it back onto his player board. This will thus reduce his milk or wool income. It will also free the hex space where the animal was and any player will be able to expand there. Slaughtering is only allowed to fulfill an export contract and does not require a separate turn.

Direct Export Bonuses There are three direct bonuses that give players an immediate advantage: Money, taken right away from the bank. A free Expand action, to be done immediately. You must still pay the unit cost but not the land cost. All usual rules for expanding (and neighborhood bonus) apply. One of these bonus actions: A free Tech Upgrade action for the discounted price of 5, A free Shipping Upgrade action, A free merchant from your player board. Alternatively you may take one of your merchants back from the market instead of hiring a new one. 8. Pass If you get 2 upgrades from a contract you can also take two same upgrades (eg. 2 merchants or 2 shipping upgrades or 2 tech upgrades) On your turn, if you cannot or do not want to take any more Actions, you have to pass and stop taking Actions for the remainder of this round. To pass, move your turn order marker from it s current position to the leftmost available position of the next round and receive the pass bonus money. The order in which players pass determines the turn order for the next round. Example: The black player passed first. He receives 16 and will be first in turn order for the next round. Using a Port If a port is within naval reach of a player, the player may claim the corresponding port bonus in addition to whatever action they perform in their turn (a Port Bonus can be claimed before or after the player's main action). A player can claim the bonus immediately or in any future turn. Once you claim the bonus, put a port bonus marker of your color on the claimed port tile to indicate you ve used it. Each player can claim each port bonus only once in the game (several players can claim the same bonus, though). A player may claim multiple different port bonuses in one turn. Example: The yellow player can claim the bonus no matter the level because yellow has built a unit neighboring the port bonus. The red player can also claim the bonus if their naval reach is 3 or higher (which allows him to cross 2 loch hex spaces).

Phase 2: Production Phase During the Production Phase you only receive income and produce goods from units that have been deployed on the Map. The amount of money and goods produced in this phase is indicated by the empty slots on the player board from which the units have been removed and that now show the income icons. The Production Phase follows this order: Produce basic goods: Each cow produces 1 milk. Each sheep produces 1 wool. Each field produces 2 grain. These basic goods can be processed in the same Production Phase. Produce processed goods: Each bakery may produce 1 bread at the cost of 1 grain. Each distillery may produce 1 whiskey at the cost of 1 grain. Each cheese dairy may produce 1 cheese at the cost of 1 milk. If the player can t or does not want to pay the basic good (grain or milk) necessary to generate a processed good (bread, whiskey or cheese), the processed good is not produced. Each deployed worker produces pounds: Each lumberjack earns 4 (6 with the upgrade). Each miner earns 6 (8 with the upgrade). Hint: It is recommended to store one s current goods and pounds below the player board and put the goods that were just produced above the player board so one can check if one took the right amount of goods. Once players are familiar with how the production phase works, they can collect their income simultaneously to speed up the game. Phase 3: Scoring Phase In this phase, you earn the bonus indicated by the current scoring tile by advancing your glory marker on the track of the export board. The exact meaning of each scoring tile is explained in the appendix. Phase 4: Clean-Up Phase Flip the current scoring tile on the backside. Refill the export board with export contracts (according to player number). You get your merchants back from the market.

Final Scoring After the last scoring tile was scored in the fifth round, the final scoring happens. Fill in the VP for each player on the scoresheet. Glory: 1 VP for each step on the glory track. Basic goods: 1 VP for each basics goods in your stock. Processed goods: 2 VP for each processed good in your stock. Money: 1 VP for every 10. Leftover money is worth nothing. Hops: 1 VP for each hops imported from the export contracts. Cotton, Tobacco and Sugar Cane: 3, 4 or 5 VP each according to their rarity (The rarest import good is the most valuable one). The import token that was moved the farthest along the track (because it was imported the most by all players) is the most common imported good and is worth 3 VP each, the second most imported good is worth 4 VP each and the least imported good is worth 5 VP each. If there is a tie regarding the amount of the imported goods, cotton is the rarest, then tobacco, then finally sugar cane is the most common. Players receive points for the number of imported goods listed on their fulfilled export contracts. Example: Tobacco was imported the most and cotton the least. I have imported 6 cotton, 2 sugar cane and 3 tobacco. My tobacco is worth 5 VP each and thus earns me 5* 3 = 15 VP. Sugar cane is worth 4 VP each, so 4* 2 = 8 VP. Finally, Cotton is worth 3 VP each so 3* 6 = 18 VP. Most Exports Bonus The player with the most fulfilled contracts wins the most VP. Game with 3 or 4 players: 12 VP for the best player, 6 VP for the second-best. Game with 2 players: 8 VP for best player only. If there is a tie between players, they share the respective points. Example: In this 3-player game, there is a tie between 2 players for first rank. They equally share points for the first two ranks (12 VP + 6 VP = 18 VP), so they both receive 9 VP. The third player doesn t get any VP. Farm Scoring In this scoring the player with the most farms within naval reach wins the most VP. This is the most complex mechanism in the game, so read this part carefully and look closely at the example!

A farm is any set of contiguous hex spaces of yours that are directly neighboring one another (no river or loch in between). A farm may consist of a single hex space or of multiple neighboring hex spaces of the same player. The type of units on these hex spaces does not matter (even a sole lumberjack is a farm). So what you want to do is hop across rivers and lochs to create as many little farms as possible that are not neighboring each other. However, you need to make sure that as many farms of yours as possible are within naval reach. This scoring is NOT about having expanded to the most hex spaces, nor is it about having built the biggest farm! This is not as trivial to achieve as it sounds. Your two starting bases may be far from each other and not be within naval reach of each other until the end of the game. Slaughtering your animals can be beneficial or detrimental for this scoring. You can create more farms by slaughtering (splitting one bigger farm into two smaller farms) or harm your scoring because some farms might not be within naval reach anymore. 3 4 players: Most farms within naval reach: 18 VP; second-most: 12 VP; third-most: 6 VP 2 players: Most within naval reach farms: 12 VP; second-most: 0 VP Example: If the red player has the shipping value 2, they have 3 farms within naval reach. If the yellow player has a shipping level of 4, they have 5 farms within naval reach. The three red markers in the circle are a single farm because they are neighboring each other. All other red markers are single farms. The two red markers on the top are two farms because they are separated by a river. Red has 4 farms in total. However, the farm on the very bottom left is not within naval reach of any of the other farms because red only has the shipping value 2, so he can only cross 1 loch hex. This is enough to connect the farm with 3 markers with the 2 single farms on the top since there is only one loch hex in between. Therefore, only 3 of the red player s 4 farms are within naval reach and count in the farm scoring. If there is a tie in the final scoring, the tied player who chose his clan last wins the game. Two Player Game In the 2 player game there are the following small changes.

Map The shaded land hexes at the edge (additionally marked by the mist) are not part of the active board, players can t build on them. The non-shaded hexes adjacent to the shaded hexes are the edge of the active map, then. This is relevant for scoring tile # 5 and Clan Fergusson. The export board, the market board and the export slot need to be flipped to the respective side for this player number. Solo game In this variant you play with the smaller board, i.e. without the hexes at the edge (marked by mist). Use meeples of neutral player colors and put them on all hexes with the cost of 1. All these hexes won t be available for you for the whole game. In a solo game you can t obtain a neighborhood bonus. Place 5 export contracts openly on the export tableau before you start the game. Each time you pass you receive a passing bonus of 16. End of Round Adjustments Goods die: wool, grain, milk, bread, cheese, whisky Price die: -3, -2, -1, +1, +2, +3 Market After the rounds 1-4 the prices of 3 randomly chosen goods are changed. Roll the goods and the price die. The goods die shows which good s price is changed. Check whether the price of this good is below (low prices) or above (high prices) the brackets on the market. The brackets next to the market indicate the medium area. Prices above/below are high/low. When the price is low (or high) then the price increases (decreases), the price increases by the absolute value of the price die. Example: When the current price is low and the price die shows -3 or +3, the price increases by three steps. When the price is in the medium range,

Then the price changes exactly according to the price die. A -3 will let the price decrease by three steps. A +1,will increase the price by one step. Repeat this process until you changed the price of three different goods one time (don t adjust the same good s price twice per round). Export contracts Fill any empty slots on the export board with new contracts from the draw pile. Your latest price die roll shows which of the 6 contracts gets removed. The new round then starts with 5 contracts. Example: A -3 refers to the slot on the very bottom left. Export scoring: Fulfilled contracts: 7 or more 12 VP Fulfilled contracts: 6 8 VP Fulfilled contracts: 5 4 VP Farm scoring: 14 farms or more 18 VP 10 1 3 farms 12 VP 8-9 farms 6 VP Result: < 115 VP: Newbie; 115-125 VP: Rookie; 125-135 VP: Average Joe; 135-155 VP: Expert; > 155 VP: Genius! Variants These can be combined in any desired way. Static Import Goods If you dislike even small amounts of luck of the game, you can choose this variant. No matter how much of cotton, tobacco or sugar cane was imported, they are all worth 4 VP each at the end of the game. Thus, you don t need to track the goods on export board. Simplifications Furthermore, you can simplify the game by leaving out the scoring tiles and/or the port bonuses.

Clan Auction (recommended only for experienced clan chiefs) If your gaming group plays very competitively, you may want to auction the clans. Then, you apply the following auction mechanism (inspired by the auction in Terra Mystica: Fire & Ice ): Randomly draw as many clans as the number of players and give each a random starting goods tile. All players start with 30 VP (players can not bid more than 30). Randomly determine a player who bids any number of VP (or 0) to be able to choose a clan first. The player to his left can bid any higher amount of VP and so on until there is a winning bid that no player wants to outbid. If a player does not want to bid higher, the respective player needs to quit the running auction round. The player with the winning bid deducts his VP marker accordingly, is the starting player and chooses 1 clan along with the corresponding starting goods tile. The player to his left bids for the remaining clans and so on until the second clan was chosen by the player with the winning bid. The last player without a clan is given the remaining clan for which he does not lose any VP. Appendix Port Bonuses 1. Claim this bonus in a turn when you fulfill an export contract requiring meat. You need to slaughter 1 less animal due to the bonus. 2. Discard a basic good of your choice and obtain 3 basic goods of your choice (same or different ones). 3. Discard 1 processed good of your choice and obtain 2 processed goods of your choice (same or different ones). 4. Receive 5 and 3 Glory. 5. Get 10. 6. Manipulate the price of one good on the market by three steps before trading this good (in the same turn). If you are going to purchase the respective good, decrease the price by three steps. If you are going to sell the respective good, increase the price by three steps. 7. Dismantle any of your refining factories (bakery, distillery or cheese dairy) and build any processing factory from your player board on any hex that you can reach (could be the

same factory). You don t have to pay anything, neither for the land nor for the factory. If you settle in neighborhood you can use the neighborhood bonus of course. 8. If your export slot is not full, you can perform the Structural Bonus (and pay the respective costs if you decide to keep a contract). In addition you obtain 5. Even if there is no suitable contract for you, it increases the chances that more suitable contracts will show up in the next round. Scoring Tiles 1. Get 1 VP for each basic good in your stock (no matter if produced or bought). 2. Get 3 VP for each 2 processed goods in your stock (no matter if produced or bought). 3. Production capacity of basic and processed goods (all potential income, even if you are missing the basic good for the production of a processed good). Get 1 VP for each of your deployed sheep, cows, cheese dairies, bakeries and distilleries and 2 VP for each field (because its income is 2 grain). 4. Get 2 VP for each of your workers deployed. 5. Get 3 VP for each 2 hexes of yours at the edge of the active map. In a game with 1-2 players, the shaded hexes (also marked with mist) are not part of the active map, thus the hexes adjacent to the shaded ones are considered the edge. 6. Get 1 VP for each unit of cotton, tobacco and sugar cane in your fulfilled contracts. 7. Get 2 VP for each unit of meat in your fulfilled export contracts. 8. Get 1 VP for each of your upgrades (tech upgrades, shipping upgrades and hired merchants). Just count each spot left of your shipping marker, each free merchant spot and each upgraded (flipped) technology tile. Clans Clan Buchanan You have an additional export slot and can thus obtain 1 or 2 contracts within a single action. Even if you obtain two contracts at once, you still pay the cost only once. In the first round: If you obtain 2 contracts at once, you receive the +5 only once. However, in each turn in which you obtain contracts, you receive +5. So you could obtain a contract in turn 1, receive 5 and obtain an additional contract in turn 2 and again receive +5 even if the first contract was not fulfilled yet. If you obtain the structural bonus and draw three contracts, you can select 0 2 contracts. 0 contract: you don t pay anything 1-2 contracts: you pay the regular cost once. Strategy: You want to fulfill most contracts of all players since obtaining contracts is much cheaper for you.

Clan MacKenzie You get three additional money income in the production phase for each unit of whisky you produce. You don t have to discard any whisky to get the additional income. Furthermore, you have a cellar. In each production phase whisky barrels that are already in the cellar age and are moved one spot to the right. You may then put one freshly produced whisky in the cellar on the left spot so it can age. As soon as your aged whisky is put outside the cellar to be sold, exported, or just put into your normal stock of goods, you obtain 7 or 15 respectively. Scoring tile 2: Whisky in the cellar does score. Strategy: As long as the whisky price is medium or high, selling whisky provides you with a lot of money to reinvest. When the whisky price drops, aging the whisky and/or exporting it is better. Clan Robertson Each time you expand in a river delta (a hex that is adjacent to a river just flowing into a loch) you pay 3 less (2 less in games with 1 2 players) off the total cost. Example : In a 4-player game, you build a bakery (cost 8 ) on a river delta hex with cost 1. The final cost is 8 + 1 3 = 6. Strategy: You obviously want to start at or nearby river deltas and expand as much on river deltas as possible. Slaughtering livestock on river deltas allows you to expand on river deltas more often. Clan Cunningham You produce butter out of milk. At the end of the production phase, You may give away any number of milk tokens in your stock, no matter if produced or bought. For each milk token, you will receive 8 without using merchants and without adjusting the milk price. Strategy: Produce as much milk as possible and buy some if the price is low. Producing cheese consumes your precious milk! Clan Campbell This clan gets better at building factories of processed goods the more the clan builds them. The first factory of one kind is 3 cheaper, the fourth factory of one kind is 5 cheaper. So this clan has an incentive to specialize on producing a lot of 1 2 processed goods.

Example: Campbell builds 3 bakeries and 1 distillery. The first bakery costs 8 3 = 5, the 3rd bakery costs 8 4 = 4. The distillery is 3 cheaper and costs 10 3 = 7. Strategy: Produce a lot of one processed good that is in high demand in contracts. Selling your processed goods is a good source of income, too. Clan Stewart You start with 3 additional merchants (5 in total) and 1 shipping level. Furthermore, you receive 1 each time you trade at the market, no matter how many units you buy. If you use the neighborhood bonus and trade multiple types of goods in one turn, you receive 1 for each type of good traded. Strategy: Try to get the +1 bonus on the market as often as possible. It can help to produce a bit of everything and selling and buying small amounts of each type of good. It is easier to simply take a 1 coin after each time you visited the market. Clan Fergusson Clan Fergusson was historically widespread in Scotland. Thus, you start with 3 starting bases. In addition you get 3 (2) shipping for free. Placing of first workers : you place your third worker after all players have placed theirs. You must place all three starting bases on hexes on any edge (same or different). Strategy: Use your naval reach and port bonuses! Clan MacDonald Your clan tile is put on top of the miner/lumberjack area of your player board. Your tech upgrade area remains empty. You have three abilities: 1. You can use all of your workers either as lumberjacks, miners or as fishermen (complete flexibility); all your workers cost 10 and award 6 income 2. Once per turn, you can move one fisherman one loch hex further (rowing, only before main action). 3. In 1-2 player games, you receive one shipping level for free. Fishermen are put on an empty loch hexes. There are no land costs on lochs. In between two fishermen there must be at least one empty loch hex though (otherwise you deplete the natural

resources). Fishermen can be built on all loch hexes and port bonuses, even in a 1-2 player game. Land hex spaces adjacent to fishermen are in the neighborhood and thus accessible in the Expand action even without any naval reach ( neighborhood bonus can be used by deploying a fisherman as well). Furthermore, the Tech-Upgrades are not possible for this clan. Placing the first workers : Clan MacDonald can deploy the first two workers as miners, lumberjacks and fishermen. This Strategy: Use your rowing ability to increase your reach and for your farm scoring.