Game idea. Components

Similar documents
OBJECT OF THE GAME GAME IDEA COMPONENTS

INTRODUCTION GAME IDEA COMPONENTS. 2-5 players aged 10 and up playing time: minutes

ABOUT THE GAME COMPONENTS

A GAME BY THOMAS SPITZER FOR 3 5 PLAYERS

Components. Loading dock 1. Loading dock 2. Loading dock 3. 7 shift tokens 5 action cards: 3 mining action cards

GLÜCK AUF is a traditional German salutation in the mining industry. It roughly translates as Good luck!

Game idea. Components

False Money and True Status

Figures: 5 x censor*, 5 x legion

On Kickstarter April 12th! Under Construction. Trap Descriptions and Glossary Coming Soon!

Tikal 2 4 players aged 10 and up Authors: M. Kiesling / W. Kramer

STEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up

I ntroduction. unterwegs. a savvy card game for 2-4 players aged 8 and up by Alexander Pfister. Components

Game Background 1640 A.D. A

WHAT IS THIS GAME ABOUT?

Contents. A game from Peter Prinz for 2-4 players. English

Components and Setup. Components and Setup. Game Components

The quacks of Quedlinburg The bag-building game for quacks and charlatans by Wolfgang Warsch for 2 4 players ages 10 and up.

Idea and object of the game. Components

Ore, silver, cloth, wool. Food Corn Wood, stone

CONTENTS INSTRUCTIONS SETUP HOW TO PLAY TL A /17 END OF THE GAME FAQ BRIEF RULES

FIFTH AVENUE English Rules v1.2

He who has no vision for the small things also blinds himself to the greater design. (Confucius, B.C.)

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps

For 2 to 5 players, ages 8 and up

GOAL OF THE GAME CONTENT

Contents: 30 Workers in 5 colors. 5 Money tiles. 1 Plantation market. 30 Landscape tiles. 15 Building site tiles. 90 Plantation tiles

Game Concept. The Game Board

INTRODUCTION COMPONENTS OVERVIEW AND GOAL OF THE GAME

Contents. 72 land tiles (including 1 starting tile with a different back), which picture city, road, and field segments and cloisters.

A tile laying game for 2 to 5 players, by Klaus-Jürgen Wrede. Ages 8 and up.

Michael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown)

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson

Georges Nagelmackers, founder of the fabled Orient Express, finally has some competition: YOU! Like him, you are a railroad entrepreneur, trying to

Stock Trading Game. Rulebook

Game Background. Components

THE TRAVELER. Components. Setup. traveler pawn. 5 traveler strips. 5 trading markers. 30 opals. 1 trading point. 36 point markers

1. Place the board in the middle of the table.

Game components. Common components: 1 dice tower. 24 progress tokens. 40 commodity tokens 8 of each type

Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players

By Michael Kiesling For 2-4 players, ages 10 and up Playing time: 90 minutes

Hansa Teutonica. The Gameboard: Material: Background

OVERVIEW. 1 metal coin GAME PREPARATIONS

The Modules. Module A - The Contracts. Symbols - What do they mean?

Stefan Feld. Mastery and machinations in the shadow of the cathedral

Game Setup. Center of the table F E

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

GAME MATERiAl. ACTiON SElECTiON

The player who earns the most prestige points through producing exhibitions and managing his budget best, wins the game.

Overview. Equipment. Setup. A Single Turn. Drawing a Domino

FAQ Setting up the game First Player Who is the first player?

PIRATE S CAVE THE SEARCH FOR GOLD The Cave A Cooperative Variant INTRODUCTION COOPERATIVE GAMEPLAY RULES

SANTA FE RAILS. for 2-5 Players by Alan R. Moon. SANTA FE is a game about the western expansion of railroads in the United States.

SHOPPING MALL THEME OVERVIEW GAME SETUP

Goal of the Game. For 2-4 Players

COMPONENTS GAME SETUP GAME SEQUENCE

A game by Carlo Lavezzi for 2 to 4 players. components. 1 two-part Game Board. 4 Player Boards in 4 player colors. 4 Gold Tokens in 4 player colors

PREPARATION PRESENTATION GAME OBJECTIVE COMPONENTS

2 4 players. 13 years and up minutes

G a m e C o m p o n e n t s a n d S e t u p

PLAYERS AGES MINS.

S TEFAN F ELD INTRODUCTION GAME COMPONENTS

5 English Player Aid cards. 80 Money cards (in $10,000, $50,000, $100,000 and $200,000 bills) 150 Ownership markers ( 30 each in 5 different colors )

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer,

Contents. Overview. by Wolfgang Kramer players: 2-7 age: 8 years and up length: 45 minutes. 7 agent figures. 1 safe. 7 scoring markers.

Einfach Genial ( Simply Ingenious ), by Reiner Knizia

DESCRIPTION TURN STRUCTURE

Equipment for the basic dice game

A game by Marcel Süßelbeck and Marco Ruskowski for 2 4 players Parfum transports players to the wonderful world of fragrances, which dates.

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag

A game of power and influence in India

GnomeS of. Zavandor. A game for 2 to 4 players ages 10 and up by Torsten Landsvogt

Castles of Burgundy Rules Summary. Game board: Player board: TERMS

ØØ4 Starting Tiles ØØ4 3D Castles (1 orange, 1 purple, 1 white, 1 red) ØØ8 King Meeples in 4 colors (2 orange, 2 purple, 2 white, 2 red)

For 2 players, ages 12 and up

Goal. Contents. In This Box. Introduction Goal In This Box The Cards Card Basics All Aboard! How to Play...

By Chris Leder and Daryl Andrews. Rulebook. Story and Goal

Placing a meeple: The player may place a meeple from her supply onto the tile she has just placed.

A Tactical Take-That and Set Collection Game for 2-4 players by Arve D. Fühler

Set up. Object of the Game. Contents: min

A set collection and take-that game for 2-4 players by Arve D. Fühler Game Idea. Goal of the Game. Components

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up.

Card Racer. By Brad Bachelor and Mike Nicholson

1. Overview. 2.Contents. 3. Setup

Classic Dominoes. Number of Players: 2-4

2-4 players 13 years + 60 minutes

RULEBOOK. Nikos Chondropoulos. 2-4 players Duration 30 Ages 10+

PROLOGUE INSTRUCTIONS SETUP GAMEPLAY FINALE FAQ BRIEF RULES

Stained glass artisans of the world, welcome to Sintra! Who will best furnish the palace windows with stunning panes of stained glass?

Muandlotsmore.qxp:4-in1_Regel.qxp 10/3/07 5:31 PM Page 1

TOP SECRET / code: 32597

Player counters. Back. Cost. Can only be built in. Rail Period Requires coal. Requires iron. Number of iron cubes placed on counter

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games

We really did it! The two scientists still could not believe it... but the proof was hovering in front of them.

48 Civic Building tiles (24 each of 4 types) 48 Imperium tiles (12 Arena, 12 Theater, 12 Temple, 12 Bath)

OO1 Game Board OO90 Plastic Pieces, including: OO350 Cardboard Pieces, including: OO67 Bridge-Sized Cards, including:

Equipment. Object of the game x Pavilion 3-9 7x Seraglio x Arcades x Chambers x Garden x Tower

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

Transcription:

Game idea In 1878, the Royal Museum of Berlin commissioned excavations in Pergamon a site in present-day Turkey. The city experienced its heyday around 200 AC (we are using the Latin abbreviation AC = ante Christum Natum, instead of the more conventional BC) when it was the most important port in the Ancient Roman province of Asia. As archeologists your goal is to get as much research funding as possible in order to finance excavations in Pergamon. You unearth pieces of antique vases, jugs, bracelets and golden masks. Depending on the depth of your excavations, you can find remains from the first five centuries AC. By piecing together matching finds, you build collections that can be exhibited at the Pergamon Museum. The player who exhibits the most valuable collections and gains the most recognition by the museum s visitors (in the form of admission tickets) wins the game. Components 1 game board 24 research funds cards (3x 1-8 coins each) 4 player figures 40 coins 12 circular markers for collections (4 sets of I, II, III each) in 4 colors 36 admission tickets (12 of 1, 2 and 5 victory points each) 12 angular markers for collections (4 sets of I, II, III each) in 4 colors 1 tomb raider (for 2-player game) 60 square tiles finds 4 reminder cards (for exhibiting collections) - 1 -

Preparations 1. Place the game board in the center of the table. In the top margin you can see the 13 research funds spaces. On the left there is the excavation site with 5 galleries (levels). In each gallery there can be a maximum of 4 finds laid out next to each other. In the center of the board there is the calendar which shows the 12 game turns. On the right you can find the Pergamon museum with the exhibition plan (spaces 1-24). research funds spaces 2. Shuffle the 24 research funds cards and place them as a drawing pile face-down next to the game board. 3. Shuffle the 60 finds and place them in face-down piles of 5 tiles each onto the 12 spaces of the calendar. excavation site calendar Pergamon Museum player figure marker reminder card 4. Place the coins as a stock next to the game board. Stack the victory points (admission tickets) on the empty spaces beneath the calendar. 5. Each player chooses a color and takes their player figure as well as 3 circular and 3 angular markers for the collections. Furthermore, each player gets a reminder card which shows important steps during the exhibition that are easy to forget. The oldest player becomes the first player. - 2 - components for yellow 6. The tomb raider is only needed in a 2-player game (see page 7).

Turn order The game lasts 12 turns. Each turn consists of the following phases: 1. Laying out finds 2. Distributing research funds 3. Excavating, exhibiting, storing finds 4. Evaluations (only in turns 5, 7, 9, and 12) There is a small amendment to the rules for a 2-player game, which will be explained on page 7. 1. Laying out finds During this phase, the first player places new finds on the excavation site. Take the first stack of 5 finds from the calendar and turn the tiles face-up. Sort these finds by their age, from the youngest to the oldest: the large figure (1-5) in the lower right corner of the finds shows the century AC. Example: You draw finds from the ages 1, 2, 4, 4, and 4. Place the find with the figure 1 on gallery I, the find with the figure 2 on gallery II. The three tiles with the figure 4 follow in their order 14, 36, and 85. 1-- AC is younger than 3-- AC. If there are several finds from the same century, sort them by the two-digit figure on the left. -50 AC is younger than -57 AC. Lay out the 5 tiles, one below the other, face-up on the galleries of the excavation site. Place the youngest find on gallery I, the second youngest on gallery II, and so on. If, during the game, a gallery already holds 4 finds, place no additional tile on it. In that event, only draw as many tiles from the current stack as there is room on the galleries. Return the remaining finds to the box (without looking at them), they are no longer needed. 2. Distributing research funds During this phase, you receive new research funds. Draw 2 research funds cards from the drawing pile and place them face-down next to the game board. The back of each card shows whether it distributes 1-4 coins (money bag) or 5-8 coins (chest), and the sum of both cards will come into play. This way, you can estimate if there will be rather more or less research funds available for the current turn. - 3 -

Starting with the first player and then in clockwise turn order place your player figures on a research space of your choice. On each space there may only be one player figure sitting at the same time. Where you place your player figure indicates how much research funding you want and also which galleries you can excavate in phase 3. You d like to get 3 coins and excavate in gallery I or II. 3. Excavating, exhibiting, storing finds During this phase, you excavate finds one after the other and have to either present them at the museum or store them. The player who is positioned furthest to the right on the research funds spaces begins. Then the other players follow in order of their player figures from right to left. They first finish all actions they wish to carry out, then it is the next player s turn. a) Excavating finds: As a first action you may excavate all finds in one gallery. Which gallery you may choose for your excavation is indicated on the space your player figure occupies. Now, turn the two cards face-up and lay out the corresponding number of coins next to the game board. You may excavate in one of the galleries I to V. Example: The two cards show 7 and 4 coins, so 11 coins are laid out. The player who is positioned furthest to the right on the research funds spaces takes as many coins as are indicated on their space. In order from right to left, the remaining players take as many coins as are indicated on the spaces they occupy, as long as the laid out coins suffice. The last player may always pocket all remaining research funds. Sometimes these may turn out to be less than hoped for, and sometimes the player gets even more. If you risk too much, you might get nothing at all. You have to pay money for your excavation. Excavating in gallery I costs 1 coin, in gallery II the costs rise to 2 coins, and so on. The costs are independent of the number of finds you excavate. Lay out the newly excavated finds face-up in front of yourself. If you already own finds from previous turns, simply add the new ones to those. Example: You choose gallery III and pay 3 coins. You take the two finds and lay them out in front of yourself. - 4 -

b) Exhibiting finds: Now you may exhibit one or more collections at the museum. To assemble a collection, you have to piece together several matching finds to form complete objects from their halves (masks, bracelets, jugs, or vases). The older these objects are, the more valuable your collection. A find from the 5th century AC is worth 5 points, one from the 4th century AC 4 points, and so on. As long as you have not exhibited your finds at the museum you may rearrange them at will. Once your collection is exhibited at the museum, however, it can no longer be adjusted or extended. When exhibiting your collection you may increase its value by polishing it. For each 1 coin you pay to the stock the value of your collection rises by 1 point. You may increase the value of your collection by a maximum of 3 points. However, during the final turn you may polish a new collection as much as you like. In order to exhibit a collection at the museum, place an angular marker (I, II or III) in front of the finds you pieced together and place the corresponding circular marker at the Pergamon museum on the exhibition space that corresponds to the value of your collection. If your collection is worth more than 24 points, place the circular marker on the 24 space. The reminder card shows what you have to do when exhibiting a collection. If a player has to move one of their markers from space 1 out of the museum, that marker is returned to him. He has to break up the respective collection and return the finds to the box. Example: Your collections consist of the 3 finds bracelet (5th cent.), vase (3. cent.), mask (4th cent.), and is worth 12 points accordingly. You place your marker on space 12 of the museum. (If you polish your collection first and pay 2 coins to the stock, the value rises to 14.) There are already 3 collections on spaces 9, 12, and 16. The two markers on spaces 9 and 12 are moved to spaces 8 and 11 respectively. Immediately receive 1 victory point for each newly exhibited collection. On each space of the exhibition plan there may only be 1 marker sitting at the same time. When a new collection is exhibited at the museum, the interest in all existing exhibitions of the same or a lower value decreases. Move each marker that has the same or lower value than the new collection one space down. If you already have three collections at the museum (all of your 3 angular markers are placed at collections and the 3 circular markers are placed on the exhibition plan) and you wish to exhibit a further collection at the museum, you may break up any of your exhibited collections (take the circular marker from the museum and return the respective finds to the box). You may use the now free markers to exhibit a new collection. - 5 -

c) Storing finds: At the end of your turn you have to store those of your finds which you do not want to or are not able to exhibit yet. You may store up to 3 finds for free. For each additional 3 finds in your possession you have to pay 1 coin in storage fees. If you have no money left or do not wish to pay the storage fees, you may also discard any of your finds and return them to the box. You do not have to pay storage fees for those finds. Example: During the evaluation at the end of turn 5, the player with the oldest exhibited vase scores 2 points. At the second, third, and fourth evaluation the player owning the oldest exhibited jug (turn 7), the oldest mask (turn 9) or bracelet (turn 12) receives 2 victory points respectively. To determine the age of a find, the entire date is taken into account (the century figure on the left and the two-digit figure on the right). For your five finds you have to pay 1 coin. 4. Evaluation As indicated on the calendar, an evaluation at which you receive victory points for your exhibited collections takes place after turns 5, 7, 9, and 12 each. You receive as many victory points as is indicated by the spaces your circular markers are placed at on the exhibition plan. For each collection you thus receive 1 to a maximum of 6 victory points. You receive victory points in the form of admission tickets which you may keep secret from the other players. As indicated on the calendar, at each evaluation an additional prize is awarded for a particularly valuable exhibit. At the first evaluation (turn 5) the player owning the oldest vase receives 2 victory points. To count, vases have to be currently exhibited at the museum, of course! Example: This mask dates back to the year 463 AC. After each evaluation the museum s visitors lose interest in the old exhibitions, so all markers on the exhibition plan are moved down by several spaces. In turn 5 it is 3 spaces, in turn 7 it is 4 spaces, and in turn 9 it is 5 spaces. As a reminder, arrows on the calendar indicate the number of spaces. (Remember to break up collections that move out of the museum.) A new turn This ends the current turn. Return the two research funds cards to the box and take your player figures from the research funds spaces. The player who is positioned furthest to the left on the research funds spaces becomes the new first player. You lay out the new finds in phase 1 and are the first to choose a new research funds space in phase 2. The re-maining players choose their spaces afterwards in clockwise turn order. End of game and final evaluation The game ends after turn 12. After you have received the victory points for your collections and the oldest bracelet has been awarded, there is a special bonus at the end. The player who owns the oldest exhibit at the museum receives 3 victory points. The second and third oldest current exhibits at the museum are awarded 2 and 1 victory points respectively. The player with the most victory points managed to draw the most attention to their collections and wins the game. In the case of a tie, the player whose current exhibit includes the oldest find wins. - 6 -

The tomb raider (2-player game) In a 2-player game, the tomb raider comes into play. The tomb raider blocks one of the research funds spaces each round and, in addition, loots finds and research funds. In the following, all amendments to the rules will be shown that are necessary to play with the tomb raider. Phase 2: Distributing research funds After you have laid out the two research funds cards, place the tomb raider on a research funds space. If you drew 2 cards with money bags on them, place the tomb raider on the space showing 2 money bags (the 5th space from the right). If you drew 1 card showing a money bag and 1 card showing a chest, place the tomb raider on the space showing 1 money bag and 1 chest. If you drew 2 cards with chests on them, place the tomb raider on the space showing 2 chests. Phase 3: Excavating, exhibiting, storing finds The players and the tomb raider carry out their actions according to their positions on the research funds spaces (from right to left). When it is the tomb raider s turn he excavates in the most expensive gallery he can afford and in which he may carry out an excavation according to his research funds space. Return the coins to the stock and the looted finds to the box. If there are no finds in that gallery, he will turn to the next highest gallery that has finds on it. If the tomb raider does not have to use all of his coins, he keeps the remaining coins and may spend them during his next turn. Example: The tomb raider is sitting on research funds space 7 and receives 3 coins. According to his space, the deepest gallery he may excavate is gallery III, so he loots the finds in that gallery after having paid 3 coins. The looted finds are removed from the game and returned to the box. After the players have also placed their figures on free research funds spaces, the tomb raider and the players collect research funds according to their positions (from right to left). A new turn Of the two players, the one who was the last to carry out an action in the previous turn is going to be the first player of the new turn. Still the tomb raider is always placed first on the respective research funds space, and only afterwards the first player places their figure. - 7 -

Variations for more tactical depth If you would like the game to be a little more tactical, try one or both of the following variations. Variant 1: Player order (for 3 and 4 players) The current turn has ended. Return the two research funds cards to the box. Move your player figures from the research funds spaces onto the four order spaces on the right side of the game board. Place the leftmost figure on space 1, the one next to it on space 2, and so on. The player who last excavated finds and whose figure is now sitting on space 1 is the new first player. You lay out the new finds in phase 1 and are the first to choose a new research funds space in phase 2. The remaining players choose their spaces afterwards in clockwise turn order. Variant 2: Sorting finds When during phase 1 the first player lays out the 5 tiles, one below the other, face-up on the galleries of the excavation site, those are still sorted by century (1-5). But if there are several finds from the same century, the starting player may choose among those the order in which he wants to distribute them to the galleries (regardless of the two-digit figure on each tile). Tips from the designers Applying for research funds A player who only applies for a small amount of research funds (1 or 2 coins) can be relatively sure to receive that money, have an early turn and, thus, a large range of finds to choose from. Players who apply for large amounts of money (5 or 6 coins) take their turns later. There is also a danger of the laid out research funds not sufficing and the last players receiving either no money at all or less than they applied for. If there are very few or only relatively low-value finds (from the 1st or 2nd century) on the excavation site, it may be worth it to save the received research funds for later turns. Employing research funds The players should try to gain as much research money as possible and put it to clever use. You need money to finance excavations, to store finds and to polish collections. Too much polishing, however, may leave you with too little money to finance profitable excavations. Credits Designers: Stefan Dorra & Ralf zur Linde Illustration & Layout: Klemens Franz 3D-Shot: Andreas Resch Editor: Henning Kröpke Translation: Alexa Trost Copyright: 2011 eggertspiele GmbH & Co. KG, Hamburg www.eggertspiele.de www.freddistribution.com - 8 -