Amalfi: Renaissance
Amalfi: Renaissance Rulebook
Table of Contents
Table of Contents
- Main Components
- Player Components
- Setting Up the Main Board
- Players Setup
- Sequence of Play
- Iconography
- Your Personal Board
- Payments & Resources
- Phase 1: Actions
- Acquisition
- Discovery
- Invitation
- Engagement
- Construction
- Optional Actions
- Phase 2: Feed
- Phase 3: Decree
- New Period
- End of Game
- Titles
- Variants for the Allocation of Starting Hands
- Solo Challenge
- Credits
Main Components
- 75 Character cards
- 54 Artwork cards
- 36 Private Destination tiles
- 16 Title tiles (10 Humanist / 6 Scholar)
- 10 Decree tiles
- 1 main board
Player Components
- 1 Score marker in each color
- 4 +100/+200 markers
- 6 Starting Hand tokens
- 10 Ships in each color
- 4 Bread tokens
- 6 Lighthouses in each color
- 4 Personal boards
- 1 Wind Rose token
- 3 cubes in each color
Setting Up the Main Board
- Shuffle the Decree tiles and randomly place 4 of them, face up, in each of the period slots (I, II, III, & IV).
- Set the remaining tiles aside in a face-down pile.
- Shuffle the Private Destination tiles and place them in 2 roughly equal piles, face down, on the Atlas decks slots.
- Reveal 5 of them from any combination of either pile and place them face up on the 5 slots of the Atlas.
- Shuffle the Artwork cards and place them face down on the Workshop deck.
- Reveal 5 of them and place them face up on the 5 slots of the Workshop.
- Shuffle the Title tiles separately based on their backs (light or dark), then draw 1 dark Title tile and place it face up in the first Title slot.
- Then draw 2 light Title tiles and place them face up in each of the other 2 slots.
- Set the remaining Title tiles aside in two face-down piles.
- Character cards will be placed in the Council, but only after completing the Player Setup, as described below.
Decrees allow you to gain victory points at the end of each round (see Decrees). The discovery of new destinations is done among the Destination tiles of the Atlas. The Atlas always contains 5 Destination tiles. You acquire Artworks from the Workshop. There are 3 different types of cards (red, blue and green). The Workshop always contains 5 Artwork cards. Titles earn you victory points as soon as you meet their requirements (see Titles). The Characters you can invite are available in the Council. They must be taken into your hand before you can invite them. The Council always contains 4 Character cards.
Players Setup
- Each player chooses a color and takes the 10 ships, the 6 lighthouses, the score marker and the 3 cubes of that color. Also, take a Bread marker and 1 personal board.
- Place 4 of your ships in the bay on your board.
- Place your other 6 ships in the slots of your shipyard.
- Your 6 lighthouses are placed in spaces 7 to 12 of the granary.
- Place your score marker near the score track that borders the main board.
- Give the Wind Rose marker to the player who last visited the ocean. They will be the first player at the beginning of the game.
- Clockwise from the first player, each player places their Bread marker on their granary track according to the table below:
- 1st player: 3
- 2nd player: 4
- 3rd player: 5
- 4th player: 6
- Separate all of the character cards with a Starting Hand icon on them (ship, artwork [red/blue/green], destination, or council) from the rest of the cards. Group them by icon so that you have 6 packs of 6 cards.
- Going in reverse turn order starting with the player to the right of the first player, each player chooses one of these 6 packs of 6 cards, which they take in their hand. They may consult their cards at any time during the game, but they should be kept secret from other players.
- The cards from the unselected decks are shuffled with all the others to form the Character draw deck. Place the deck on its slot on the main board, then reveal 4 Character cards and place them face up on the Council slots.
- Place the token corresponding to your Starting Hand of characters in its slot.
After a few games, if you wish, you can assign the Starting Hand by replacing steps 8 to 11 of this setup with one of the variations explained later in this booklet.
Your 5 Resource Holds allow you to store your resources on your ships. Your Bay is where your usable ships are located. Your Port: your ships are found here when they are no longer usable, or when you have just constructed them. Your Shipyard: you take newly constructed ships from here. Your Warehouse: this is where you keep the count of the bread at your disposal. It is also where you will take the lighthouses that you will erect. The location of your Starting Hand token serves as a reminder of your choice.
Your Game Zone: You will be asked to place different elements in the area surrounding your personal board. You are free to organize it as you wish.
You are ready to start the game!
Sequence of Play
A game is played in 4 periods. After these rounds are played, the winner will be the one with the most victory points. Each period is divided into 3 phases:
Phase 1: Actions — This is the actual game phase in which you will be able to sail to destinations, acquire artworks, discover private destinations, invite and engage characters, and construct ships. This phase is played in successive turns, during which each player performs an action or passes. Once a player has passed, their turn will be skipped for the rest of the period.
Phase 2: Feed — This is when you have to feed the sailors of your ships.
Phase 3: Decrees — This phase allows you to gain victory points according to the period decree.
Iconography
- Ships, lighthouses, bay (where your available ships are), port (your ships here are unusable).
- Resources, divided into 5 types: spices, wood, wine, gems, fabric. A generic icon means any resource.
- Bread; the Bread marker. Icons meaning "take 1 bread" or "pay 2 bread" appear on tiles.
- Victory points; Decrees.
- Titles (see Titles), in 2 types: light titles (worth up to 12 victory points max) and dark titles (worth up to 24 victory points max).
- A destination icon (send 1 ship to the resource hold shown: spices, wood, wine, gems, or fabric) — see Navigation.
- A
>symbol means "pay what is before to earn what is after." - Destinations: public or private. Docks (see Navigation). Private destinations (see Discovery).
- Artworks (see Acquisition), in 3 types: books, paintings, monuments.
- Characters (see Invitation), in 4 types: immediate, permanent, once per turn, endgame.
Your Personal Board
Before learning the Action phase in detail, you can get an overview of it by studying your personal board.
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Most destinations you sail to allow you to send ships from your bay to the matching resource hold (2 spices, or 3 wood, or 3 wine, or 3 gems, or 3 fabric) (see Standard payment). These resources are used immediately to:
- Acquire an Artwork (see Acquisition)
- Discover a Destination (see Discovery)
- Invite a Character (see Invitation)
- Construct Ships (see Construction)
- Or, in general, for any other action requiring payment.
Any unspent resource is not lost; it is transformed into bread (see Bread).
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Each ship you move from one of the 5 resource holds to your bay earns you the matching resource as shown on the space.
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At any time, you can move ships down to your bay. This can be very useful, especially if you need bread.
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You can discard Character cards from your hand at any time to gain 1 bread per card discarded (see Optional actions).
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You can take an emergency supply action at any time. Each ship moved from your bay to your port gives you 3 units of the resource of your choice, or 3 bread.
Any ship in your port is no longer usable until the next period begins. Therefore, use emergency supplies wisely.
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Keep track of your bread supply with your Bread marker. At the beginning of the game, you will only be able to store 6. This limit will increase with each lighthouse erected (see Bread).
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Your lighthouses are used every time a ship is placed on the destination where they were erected (see Using lighthouses).
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You start the game with 4 ships and can construct new ones from your shipyard to your port by paying resources (see Construction).
Payments & Resources
Resources and payments are at the heart of your actions in Amalfi: Renaissance. Here's how they work.
When you need to make a resource payment, you must move your ships on your personal board in one of two ways (these two ways of payment can be combined for the same purchase, including with the same ship(s)):
Standard payment: Move ships from your resource holds (spices, wood, wine, gems, or fabric) to your bay. Each ship moved in this way gives you the number of resources indicated on the resource hold from which it came.
Example: The 2 ships that Audrey sent to her wood hold will bring her 6 wood for a future payment.
Example: Audrey wishes to acquire an artwork costing 7 wood. To pay for it, she moves the 2 ships from her wood hold to her bay, giving her 6 wood. As she is still 1 wood short, she chooses to move one of the ships from her bay to her port to get 3 more wood. This is how she can pay for the artwork she wanted.
Emergency Supply: Move ships from your bay to your port. Each ship moved in this way gives you 3 units of the resource of your choice.
- If your payment requires fewer resources than the total resources obtained, get back as much bread as the excess resources.
Example: With the 3 ships she used, Audrey got 9 resources to pay for her artwork when she only needed 7. The remaining 2 units of resources are transformed into bread, which she notes with her Bread marker on the bottom of her player board.
Bread is not considered a resource in the same way as spices, wood, wine, gems, or fabric. When you pay or earn bread, move the Bread marker on your personal board accordingly.
Your storage capacity of bread is 6 units at the beginning of the game. Each space you free up by erecting one lighthouse increases this maximum by 1. No matter how much bread you gain, you can never exceed this maximum.
Example: Tom has 5 bread in his granary and is about to gain 4 from the action he just performed. Unfortunately, his maximum storage is 7 bread, so he only gains 2.
IMPORTANT: In order to use ships for payment, you must have the capacity to first store the entire amount you receive in your granary.
Phase 1: Actions
Each player, starting with the one who holds the Wind Rose and continuing clockwise, performs one of the 6 main actions: Navigation, Acquisition, Discovery, Invitation, Engagement, Construction.
The action rounds continue in this way until all players have passed because they cannot or do not want to perform any more actions. The game then moves to Phase 2: Feed.
On their turn, instead of taking a main action, a player may pass. They will take no more main actions in this period. Their turn is skipped over until all other players have also passed. The first player to pass gets the Wind Rose. They become the first player of the next period.
Each player can also perform as many optional actions as desired (see Optional actions). These optional actions can also be performed during the other phases of the game, as well as during an opponent's turn.
The Main Actions
On each turn, the player chooses one of the six main actions described below, or passes.
Navigation
To restore Amalfi's reputation, searching other port cities for valuable resources is a good way to start.
To Navigate to a destination:
- Choose a destination with no ship on it and place 1 ship from your bay on the dock of this destination.
- Then take, from left to right, all the benefits of the chosen destination.
If you are unable to take advantage of all or part of the benefits of the destination, simply do whatever you can.
If the > symbol is on the chosen destination, you must pay the amount of bread indicated on the main board to get the benefit shown. You cannot navigate to that destination if you cannot pay the required amount of bread.
Example: Noémie places her ship on this destination. The > symbol separating the 2 parts of the action indicates that she must pay 2 bread to move up to 2 of her ships to her wine hold.
Tip: If you run out of bread, the optional actions described later can help you.
At the beginning of the game, only the public destinations shown on the main board are accessible. During the game, you will discover new trade routes. These are the private destinations. Only the player who has discovered a private destination can send one of his ships there (see Discovery).
Example: Noémie has discovered this private destination (Palermo). Only she will be able to place 1 ship there in order to move 1 ship from her bay to her wine hold and gain 3 wine.
Navigation — Earning Resources
Beyond the gain of resources, some destinations bring you other benefits.
Most destinations allow you to send ships from your bay to a resource hold (spices, wood, wine, gems, or fabric).
The number of ships listed on a destination represents the maximum number of ships that its action allows to send to the matching hold. So, if you do not have enough in your bay, just send all that are available.
Example: With this icon, Caro could send up to 2 ships of her bay to her fabric hold. As she has only 1 ship left in her bay, she sends only this one.
If the destination allows you to send ships to "any resource," you may choose any of the resource holds. If more than one ship can be sent, you may choose where to send each of them.
Example: After using this destination, Katia chooses to send 1 ship to her spices hold and 1 to her gems hold.
Automatic Effects
Some destinations require you to discard 1 card from the main board when you use them.
- Discard the artwork or character card from the rightmost space on the display.
- Shift the remaining cards to the right, then complete the Workshop or the Council with a new card from the top of the matching deck.
Example: Using this destination, Tom erects a lighthouse. He must also discard the rightmost artwork in the Workshop.
Bonus Effects
You will find these gain icons on destinations, artworks, and some characters.
Take a Character in hand:
- Choose one of the 4 characters from the Council.
- If you choose the character located on one of the 2 leftmost slots of the Council, you will have to pay 1 or 2 bread.
- On the contrary, if the chosen character is furthest to the right of the Council, gain 1 bread, as indicated on its location.
- Take the chosen character into your hand, shift all remaining cards to the right, and draw a new card to replace the empty space created in the Council.
To benefit from the advantages of a character, it is not enough to have picked it; you must INVITE it (see Invitation).
Erect a Lighthouse:
- Take the leftmost lighthouse on your player board.
- Place it on any of the available lighthouse slots. This can be any destination (including another player's private destination).
- If an icon is below the lighthouse slot you take on your personal board, you get its effect immediately (list under Acquisition).
- If you have already erected all your lighthouses, you can instead take 1 character card into hand, or gain 2 bread.
Example: By erecting the lighthouse above the "straighten" icon, straighten 1 of your [characters].
Navigation — Bonus Destinations
Some destinations give you powerful benefits beyond mere resources.
Using Lighthouses
Whenever a player navigates to a destination (public or private) that contains a lighthouse, the owner of the lighthouse may use it. All actions of the destination must be completed before the owner of the lighthouse there can use it.
To use a lighthouse, choose either of the following benefits:
- Pay 2 bread to send 1 of your ships from your bay to the resource hold shown on the destination. If the destination indicates "any resource," you can choose which hold to send your ship to, regardless of the owner's resource hold choice (even if you are the owner).
- You may choose to gain 1 bread instead.
Important: To use a lighthouse, you must first have erected it with the bonus effect explained previously (see Bonus Effects). Just like bonus effects, these lighthouse uses are not part of the 6 main actions.
Note: You may still gain the benefit from having a lighthouse you own, even if you have already passed for this period.
The Evolving Destinations
These 3 locations on the right side of the main board have some specific rules associated with them:
- In addition to their main action, the bonus icon on their left allows you to take 1 character. You can use this bonus before or after the main action of the destination, as you wish.
- These destinations will change during the game. At the beginning of periods II, III and IV, 1 Private Destination tile will replace 1 of the printed slots on the main board.
Evolving destination covered
At the beginning of periods II, III and IV, a Private Destination tile will cover an evolving destination (see New Period).
As soon as a Private Destination tile covers an evolving destination, it replaces the one printed on the board and becomes part of the main board. The following rules apply to these destinations:
- It may not be discovered by a player (see Discovery).
- It becomes accessible for a Navigation action like any other destination on the main board.
- It becomes possible to erect a lighthouse there as explained above.
Acquisition
What better way to draw attention to Amalfi than to fund paintings, books, and monuments by talented artists?
To Acquire an artwork:
- Choose one of the 5 Artworks in the Workshop and pay its cost (see Payments & Resources). If the cost indicates 2 types of resources, you can pay with one, the other, or both, as you wish.
- If you acquire an artwork on one of the 3 leftmost spaces of the Workshop, you will have to pay 1 or 2 additional resources (plus those required by the artwork) as indicated on the board.
- On the contrary, if the artwork acquired is the rightmost of the Workshop, gain 1 bread, as indicated on this slot.
- Score the victory points with your marker on the score track.
- Place the chosen artwork near your personal board, shift all remaining cards to the right and reveal a new card to complete the Workshop.
- Finally, refer to the following list to earn its bonus immediately:
- Gain 2 bread, or gain 1 bread.
- Send 1 ship from your bay to the matching hold (spices, wood, wine, gems, or fabric).
- Straighten one of your characters (once-per-turn characters — see Invitation).
- Take 1 character in hand (see Invitation).
- Erect 1 lighthouse (see Navigation — Bonus Effects).
If you cannot take advantage of a bonus by acquiring one artwork, that bonus is lost.
Types of Artworks
The artworks are divided into 3 types, identifiable by their background color and their icon. Each type is associated with its main resource (wine, gems, or fabric) which always allows you to acquire it. All bonuses are present among all the types of artworks, but each type has a bonus that occurs more than others.
- The Books (red): Main Resource: wine. Cost: between 4 and 8. Gain: between 4 and 10 victory points. Most common bonus: take 1 character in hand.
- The Paintings (blue): Main Resource: fabric. Cost: between 5 and 9. Gain: between 5 and 11 victory points. Most common bonus: take 1 character in hand.
- The Monuments (green): Main Resource: gems. Cost: between 6 and 10. Gain: between 6 and 13 victory points. Most common bonus: erect 1 lighthouse.
Discovery
Both well-known and undiscovered ports offer opportunities to establish profitable trade routes.
To Discover a private destination:
- Choose one of the 5 Private Destination tiles in the Atlas and pay its cost (see Payments & Resources). If the cost indicates 2 types of resources, you can pay with one, the other, or both. Spices are usually used to discover a private destination.
- If the destination you discovered is on one of the 3 leftmost slots of the Atlas, you will have to pay 1 or 2 additional resources (along with those required by the destination) as indicated.
- On the contrary, if the destination discovered is the rightmost in the Atlas, gain 1 bread, as indicated by its location.
- Score the victory points with your marker on the score track.
- Finally, place the chosen destination tile next to your personal board, shift all the remaining tiles to the right and reveal a new tile (from any deck) to complete the Atlas.
Navigate to a private destination
- Only the player who has discovered the destination may place one of their ships there.
- Private destinations are used like any other destination by placing 1 ship from your bay on its dock (it must not already contain one of your ships).
- Any player may erect 1 lighthouse on the private destination's lighthouse slot, regardless of who owns the destination.
Private Destinations (examples)
- Send up to 3 ships from your bay to your spices hold.
- Send 1 ship from your bay to your gems hold and gain 3 bread.
- Pay 1 bread to send up to 2 ships from your bay to your wood hold.
- Pay 3 bread to send up to 3 ships from your bay to the hold(s) of your choice.
- Pay 1 bread to take 1 character into your hand and send 1 ship from your bay to your wine hold.
- Pay 2 bread to erect 1 lighthouse and then send 1 ship from your bay to your fabric hold.
Using a lighthouse is always done after you have completed all the actions of the destination. You can erect a lighthouse on the same destination to use this same lighthouse at the end of your Navigation action.
Invitation
New ideas abound thanks to so many illustrious people. It would be a shame to deprive ourselves of their precious services.
To Invite a character:
- Choose 1 character from your hand and pay its cost (see Payments & Resources). If the cost indicates 2 types of resources, you can pay with one, the other, or both, as you wish.
- Place the chosen character next to your personal board for the remainder of the game.
Character Types
Characters are divided into 4 types identifiable by their color and their icon: immediate, permanent, once per turn (engageable), or endgame. Each category requires a particular payment to be invited. Each character has an effect text whose application depends on its category.
If the ability of one character contradicts any of the rules in this booklet, the ability of the character always prevails.
- Immediate effect: Invitation Cost: bread. Effect: applies 1 time only, at the time you place the card.
- Permanent effect: Invitation Cost: a resource. Effect: applies whenever the conditions for the card's effect are met.
- End game: Invitation Cost: any resource. Effect: gain victory points at the end of the game according to the criteria described on the card, within a limit indicated by its maximum.
- Engageable: Invitation Cost: a resource, or bread. Effect: applies each time you use the Engage action to activate it. This action is described in the next section.
Engagement
Unlike other characters, once you have invited an engageable character, you will have to engage them to benefit from their effect. You will be able to do this at least once per period, sometimes more thanks to the "straighten" bonus.
To Engage an engageable character:
- Choose any engageable character in your game zone that is not engaged (i.e., not rotated a quarter turn).
- Apply the effect of the character by following its text on the bottom of the card.
- Rotate the card a quarter turn to indicate that it has been used.
Straighten an engaged character
An engaged character can be straightened (reset) in 2 ways:
- At the beginning of each new period, all engaged characters in all the game zones are straightened.
- By taking advantage of the "straighten" bonus, straighten the engaged character of your choice in your game zone.
Construction
While artists create, and explorers discover, your chartered ships carry brave sailors across the seven seas to engage in trade with distant ports.
To Construct a ship:
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The cost to build ships is paid in wood. The specific cost depends on the current period:
- 1st period: 5 wood
- 2nd period: 4 wood
- 3rd period: 4 wood
- 4th period: 3 wood
This cost is shown on the right of your shipyard, on your personal board.
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During the same action, you can construct several ships by paying the required resources.
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Pay the amount of wood needed for the number of ships you want to construct (see Payments & Resources).
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Starting from the leftmost ship, pick up each constructed ship and move them to your port. You cannot use the ships in your port, but at the beginning of each period, they are moved to your bay, where they may be used.
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If an icon is below the ship you are constructing, you benefit from its effect immediately (see the bonus list under Acquisition).
Example: By constructing the ship above the double icon (take 1 character / straighten), you can choose to take one character in hand or straighten 1 of your engaged characters.
Optional Actions
At any time, you can perform as many optional actions as you want.
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As explained earlier (see Payments & Resources), moving down a ship (from a resource hold to your bay) can be done as much as wanted to get the resources needed for a payment. You can also move down a ship when you do not have to pay anything to get the equivalent amount of resources in bread.
This can allow you to perform a main action when you do not have enough bread at the beginning of your turn.
Example: Audrey begins her turn without bread, yet she wants to navigate to a destination that requires some. As an optional action, she chooses to move a ship from her gems hold to her bay and gains 3 bread. She now has enough bread to navigate to the chosen destination as her main action.
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Discard as many characters from your hand as you want to earn as many bread. Place each discarded character face up in the Council's discard pile.
IMPORTANT: If you move a ship to earn bread during a turn when you earn resources, you can only do so before or after you have earned all of those resources.
Any bread you cannot store in your granary is lost.
Phase 2: Feed
The raging oceans create a powerful appetite in even the strongest sailors. Feed them well to keep them going, ready to brave the horizon.
To feed the crew of their ships, each player must pay as much bread as indicated in the rightmost space of their shipyard.
At the beginning of the game, this value is 2, and will increase by 1 for each new ship constructed.
For each bread that a player cannot give, they lose 3 victory points (it is therefore possible, especially at the end of the first period, to have a negative score).
Do not forget that the optional actions can be performed at any time (see Optional Actions).
Phase 3: Decree
The Council of Amalfi brings to the attention of its citizens its most urgent concerns. May wisdom guide them in the fulfillment of their duty to the city.
- The current period's decree tells each player (based on the items they have) how many victory points they earn.
- If any victory point values printed on the main board are visible, add them to those printed on the decree tile for each item.
- Once all players have scored their victory points, turn the decree tile over to indicate the end of the period.
- The Roman numeral (I, II, III, or IV) to the right of the flipped decree tile indicates the number of the period that just ended.
If the period was I, II, or III, go to New Period. If it was IV, go to End of Game.
Details of the victory point rewards earned from Decrees:
- Adulation: 3 victory points per artwork of the type you acquired the most (books, paintings, or monuments).
- Blessing: 10 victory points per set of 1 character, 1 lighthouse, and 1 artwork acquired. 3 victory points per pair of acquired artworks of different types.
- Colonization: 3 victory points per lighthouse erected.
- Trade: 3 victory points for each of your ships placed on one of your private destinations.
- Conclave: 2 victory points per character invited of any type (immediate, engageable, permanent, or endgame).
- Council: 6 victory points per type of character invited (immediate, engageable, permanent, endgame).
- Exploration: 2 victory points per private destination discovered.
- Mobilization: 2 victory points per ship constructed. Do not count your initial 4 ships.
- Subsistence: 2 victory points per bread. (Don't forget the optional actions.)
- Universalism: 1 victory point per artwork acquired, 1 per private destination discovered, 1 per character invited.
Example: At the end of the 1st period, this decree (Universalism) awards 4 victory points per artwork (3+1), 1 victory point per private destination, and 3 victory points per character (2+1) for each player.
New Period
Before you start the next period, make these adjustments to the main board and to your personal play area:
- Each player collects all their ships from all destinations (public and private) and their port, and places them in their bay.
- Take the rightmost Private Destination tile from the Atlas, and place it on the Evolving Destination slot corresponding to the period you are about to start (for the 2nd period, this is slot II). Shift all the remaining tiles to the right and draw a new tile to replace the empty space thus created in the Atlas (see The Evolving Destinations).
- Discard the rightmost artwork in the Workshop, shift all remaining cards to the right, and draw a new card to replace the empty space created in the Workshop.
- Straighten all of the engaged characters from all the game zones.
- Discard the rightmost character from the Council, shift all remaining cards to the right, and draw a new card to replace the empty space created in the Council.
- Starting with the player holding the Wind Rose token (the first to have passed), begin a new period with the Actions phase.
If the Workshop or Council deck is empty, shuffle the corresponding discard pile to make a new deck. If the Atlas deck is empty, you will have to make do with the last private destination to be discovered.
End of Game
At the end of the fourth period, you have reached the end of your journey. It's time to find out everyone's final score:
- Each player scores the victory points of their invited endgame characters (but not more than the maximum of each).
- The player with the most victory points wins.
- In case of a tie, the player with the most cubes on Titles wins (see Titles).
- If there is still a tie, the tied players share the win.
Example: Thanks to Raphael, Tom can score 4 victory points for each of the paintings he has acquired. He has 7, which could earn him 28 victory points. However, the maximum number of victory points that this character can earn is 24, so Tom scores 24 victory points.
Titles
Your ambitions can be rewarded with a Title that will sing your praises for centuries to come. They change with each game and are a great way to get ahead, so do not overlook them.
At the beginning of each game, 1 dark Title tile and 2 light Title tiles are selected at random. The dark titles are worth up to 24 victory points. The light titles are worth up to 12 victory points.
Each title requires you to have a certain number of items in your possession. At any given time, if you have met the minimum requirements of all the items required for a title, follow these two steps:
- Place one of your three cubes on the completed title, in the leftmost empty square (the one with the most victory points).
- Immediately score the victory points for this title.
Details of the Titles:
- Ambassador: 10 characters invited of any type (immediate, engageable, permanent, or endgame) freely distributed.
- Admiral: a fleet of 10 ships (the initial 4 + the other 6, constructed) and 6 lighthouses erected.
- Scholar: 2 monuments, 2 books, and 2 paintings acquired, and 4 characters invited of any type freely distributed.
- Explorer: 5 private destinations discovered, a fleet of 8 ships (the initial 4 + 4 others constructed), and 4 lighthouses erected.
- Peregrin: 4 private destinations discovered, 4 permanent characters invited, and 4 artworks acquired of any type freely distributed.
- Visionary: 2 endgame characters invited and 4 lighthouses erected.
- Artist: 2 artworks acquired of one type and 2 of another type (e.g., 2 books and 2 paintings).
- Collector: 7 artworks acquired of any type (books, paintings, monuments).
- Condottiere: 2 engageable characters invited, and 3 lighthouses erected.
- Courtier: 6 characters invited of any type (immediate, engageable, permanent, or endgame) freely distributed.
- Discoverer: 2 private destinations discovered, 2 lighthouses erected, and 2 characters invited of any type freely distributed.
- Humanist: 1 character invited of each type, i.e., 1 immediate, 1 engageable, 1 permanent, and 1 endgame.
- Merchant: 2 immediate characters invited and 4 private destinations discovered.
- Patron: 1 endgame character invited and 3 artworks acquired of any type (books, paintings, monuments) freely distributed.
- Navigator: 3 private destinations discovered and a fleet of 7 ships (the initial 4 + 3 others, constructed).
- Zealot: 4 artworks of the same type, to be chosen among the 3 (books, paintings, monuments).
Variants for the Allocation of Starting Hands
Once you have played several games with the 6 starting hands of characters, do not hesitate to try these different methods to change your game feeling. From pure randomness to tense choices before you even start the game, there is something for everyone!
- Choose one of the variants below.
- Replace steps 8 to 11 of the Players Setup with the chosen variant.
Regardless of how you choose to allocate characters, be sure to check out the titles and decrees to guide your choices.
Blind — total surprise (1 to 4 players)
- Shuffle the 75 character cards, and deal 6 cards to each player.
- The remaining cards form the character draw deck.
Personal selection — controlled randomness (1 to 4 players)
- From the character cards, separate the 15 endgame characters from all the others, shuffle them and deal 2 to each player.
- Shuffle the remaining 60 cards, and deal 8 to each player.
- Each player looks at their 10 cards and chooses 6 to keep without showing them to the other players. This will be their starting hand.
- The cards not kept are shuffled with all the others to form the character draw deck.
Full Draft — tension and surprise (2 to 4 players)
- Shuffle the 75 character cards and deal 7 to each player.
- Each player looks at their 7 cards, selects 1 to put aside without revealing it, and passes the other 6 to their left-hand neighbor.
- From the 6 newly received cards, each player selects 1 new card to keep with the first selected card.
- Each player repeats this until they have a choice of 2 cards. They keep 1 and discard the other face down. At this point, each player has retained 6 cards; this is their starting hand.
- The cards not kept are shuffled with all the others to form the character draw deck.
Draft with score — tension and control (2 to 4 players)
- Among the character cards, separate the 15 endgame characters from all the others, shuffle them and deal 3 to each player, which he puts aside but can consult at any time in the next steps.
- Shuffle the remaining 60 cards, and deal 6 to each player.
- Each player looks at their 6 cards, selects 1 to put aside without revealing it, and passes the other 5 to their left-hand neighbor.
- From the 5 newly received cards, each player selects 1 new card to keep with the first selected card.
- Each player repeats this until they have a choice of 2 cards. They keep 1 and discard the other face down.
- Each player finally chooses to keep 1 of the 3 endgame cards they received at the start, and discards the other 2 face down.
- Each player now has retained 6 cards. This is their starting hand.
- All the cards not kept (the last of the 6 and the 2 endgame cards), are shuffled with all the others to form the character draw deck.
Feel free to adapt these variants or create your own!
Solo Challenge
These Solo rules offer you the opportunity to oppose one of the two major powers of the time, rivals of Amalfi:
- The Kingdom of Naples, emeritus vassal of the Kingdom of Spain.
- The Republic of Genoa, a major city-state with leading commercial and naval power.
Do the usual setup then choose your Rival and take 10 unused ships and 6 unused lighthouses.
Play as the first player each period, and follow these 2 changes:
- After each of your actions, your Rival plays its turn in reaction to your actions.
- At the end of the period, you must check if you have completed enough Titles to continue the game.
1. Action, reaction:
Refer to these tables to find out the reaction of your Rival. Each of your actions will be followed by a reaction from your rival, until you pass.
- After a Navigation action: Place 1 ship of your Rival on all public destinations (without a ship) corresponding to the required resources (Naples and Genoa), as well as the bonus (Genoa only) on the rightmost artwork in the Workshop. You can use your lighthouse on the destination where your Rival places 1 ship.
- If the destination requires spices, wood, wine, gems, or fabric, place 1 ship of Naples or Genoa accordingly.
- If the bonus of the destination is "take character," "erect lighthouse," or "gain bread," place 1 ship of Genoa accordingly.
- After an Acquisition action: Discard the rightmost artwork of the Workshop.
- After a Discovery action: Discard the rightmost private destination of the Atlas.
- After an Invitation action: Discard the rightmost character of the Council.
- After an Engagement action: Place 1 ship of your Rival on the first Evolving Destination without a ship (from the top).
- After a Construction action: Place 1 lighthouse of your Rival on all public destinations without a lighthouse corresponding to the resources required by the rightmost private destination in the Atlas.
2. End of period and continuation of the game:
At the end of the period, remove all your rival's ships from the board, but leave its lighthouses.
Before starting the new period, check if you have completed enough Titles to continue:
| Minimum number of Titles completed | 2nd period | 3rd period | 4th period |
|---|---|---|---|
| Kingdom of Naples | 1 | 1 | 2 |
| Republic of Genoa | 1 | 2 | 3 |
- If you have not completed enough Titles, your game ends here, you have lost.
- If you have completed the minimum number required, continue to Next Period or to End of Game if you are in the 4th period.
End of Game
If you have managed to finish the 4th period, add the victory points of your possible endgame characters to find out your impact on the port city:
- Less than 125: for a beginner, you're not doing badly, you've already managed to finish your game.
- From 126 to 175: by dint of perseverance, you will write your name in the history of Amalfi: keep hoping!
- From 176 to 225: thanks to you, the city has become beautiful again. You were an active contributor.
- 226 and more: The port city owes everything to you. You are a pillar of the city of Amalfi!
Credits
Game design: Takeo Yamada Illustrations: Urabe Rocinante Development: Pierre Steenebruggen Art Direction: Pierre Steenebruggen Graphic design: Sai Beppu, Pierre Steenebruggen Additional texts: Pierre Steenebruggen English Rules and Layout: Pierre Steenebruggen English Rules Editing: Ken Hill Testers & proofreaders for Sylex Edition: Audrey, Florian, Mathieu, Tom, Emilie, Quentin, Sylvie, Caro, Marc, Noémie, Katia, Stéphane, Jérôme, Mika, Romain, Victor, Adrien and all the others: Thanks!
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