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Ancient Knowledge: Heritage

Expansion for Ancient Knowledge
Expansions
Russian Promo Cards

Ancient Knowledge: Heritage Rulebook

Table of Contents

Table of Contents

  • Components
    • Chest card anatomy
    • Time card anatomy
    • Telling the expansion's cards apart
  • General
  • New Rules
    • Double Activation
  • Solo Modes
  • Chest Cards
  • Time Card
  • Setup
    • Trial Mode Setup
    • Campaign Mode Setup
    • Both Modes
  • Game Flow
    • Decline Phase and the Time Card
    • Technology Phase
    • Middle of the Game (Technology Tiles)
  • Campaign Mode: Middle of the Game, Revising Goals
  • End of the Game
    • Trial Mode
    • Campaign Mode
    • Preparing for the Next Game
  • Campaign Results
  • Trial Mode: Starting Hands and Retries
  • Saving Progress
  • Worthiest Heir
  • Trial Table
  • Campaign Table
  • End of Campaign Table
  • Clarifications
    • Activation Moment
    • Effect Targets
    • Hermes Trismegistus
    • Potala Palace
  • Solo Turn Summary

Components

Heritage adds these cards to the base game:

  • 36 Builder cards
    • 27 monument cards (city, megalith and pyramid)
    • 9 artifact cards
  • 12 Technology cards
    • 6 Level I cards
    • 6 Level II cards

Components for the solo modes:

  • 15 chest cards
  • 3 card dividers
  • 1 time card
  • 1 technology die

Chest card anatomy

A chest card shows: its Type (the chest symbol); its Goal, in the upper part of the card; its Affiliation; its Name and modern country; its Activation moment; its Effect, in the lower part of the card; and the expansion symbol.

Time card anatomy

The time card shows: its Starting space; its Effect; and its Activation moment.

Telling the expansion's cards apart

Every card in this expansion has the expansion symbol in its bottom-right corner. Use it to separate the expansion's cards from the base game's cards.

General

Heritage's Builder and Technology cards add new combinations, on which you can base new strategies for winning. The expansion also includes two solo modes: Trial mode and Campaign mode (see the Solo Modes section).

During setup, add the 36 Builder cards and 12 Technology cards from this expansion to the matching cards of the base game, and shuffle their decks.

The technology die, the chest cards and the time card are used only in solo mode.

New Rules

Double Activation

Some cards in this expansion have two activation moments, each with its own effect. Each effect of such a card is applied at its own activation moment (marked with a symbol). If several effects trigger at the same time, you choose the order in which they are applied.

Example. Andrey decides to take the Create action. He adds the monument "Abu Simbel" to his Timeline and immediately applies its effect: he chooses the available Level II technology "South Arabian Writing" and places it on the "Abu Simbel" card. Later, when "Abu Simbel" goes into Decline, Andrey checks whether he has met the requirements of the technology card he placed earlier. He has 5 technologies of the same type in his collection, so he adds "South Arabian Writing" to his collection.

Solo Modes

The solo modes of Ancient Knowledge offer two ways to test yourself against history.

  • Trial mode: you play 10 separate games, each with its own predefined goals.
  • Campaign mode: you play a series of games (up to 15), and over the course of the series you must achieve all the goals.

Rules in blue boxes apply only to Trial mode. Rules in red boxes apply only to Campaign mode. Rules without a box apply to both modes.

Chest Cards

Chest cards represent artifacts that you own but have yet to open. A chest card's effect depends on where the card is placed.

On the Builder board (artifact space). If a chest card is in an artifact space on your Builder board, its effect in the upper part of the card applies. This is a goal you must reach to win. A Builder board can hold no more than 5 chest cards.

Example. Andrey has the "Chest from Mirina" (В) and the "Chest of Hataui" (Л) on his Builder board. At the end of the game Andrey has 5 monuments in his Timeline and 10 monuments in his Past. So he has met the conditions of both chests, has passed the current trial, and can enter his victory points in the table.

Under the Builder board. If a chest card is under the Builder board, its effect in the lower part of the card applies. You can apply that effect at its activation moment without spending an action. No more than 5 chest cards can be placed under the Builder board.

Time Card

The time card represents the passing of time. During the game it moves along the Timeline and goes into decline 3 times. The time card helps you keep track of the number of turns. The game ends after 16 turns.

Setup

Set up for either mode as follows. Step 1 is common to both modes.

1. Set up the game by the normal rules (see page 4 of the base rulebook). Place the technology die next to your Builder board.

Trial Mode Setup

2. Choose one trial from the Trial Table (see below) and take the chest cards listed for it. If this is your first game in Trial mode, we recommend starting with trial 1, "New Era", which uses cards А and Б.

  • Place the chest cards listed in the artifact-space column into the artifact spaces of your Builder board, filling the spaces from left to right. You can no longer play artifacts into these spaces. The upper part of these cards shows the goals you must achieve to win.
  • Place the chest cards listed in the chest column under your Builder board, from left to right, so that only the lower part of each card (its effects, which you can use during the game) is visible.
  • Choose whether to play with a starting hand (one of the four starting hands, identified by their starting-hand symbols) or to draw 10 Builder cards from the deck and keep 6 of them, following the normal rules. The second option corresponds to the card-stack column in the Trial Table.

Campaign Mode Setup

2. After you draw the 10 Builder cards during setup, but before you discard 4 of them, shuffle the remaining chest cards (all 15 if this is the first game of the campaign) and reveal 5 of them.

3. After you have looked at all the revealed cards, choose from 1 to 5 chest cards and place them in artifact spaces, from left to right. You can no longer play artifacts into these spaces.

Note. If you leave all 5 revealed chest cards on your Builder board, you cannot play artifacts in this game.

4. Set aside the chest cards you did not choose. They are not needed in this game. The upper part of the chest cards on your Builder board shows the goals you must achieve to win.

Both Modes

5. Place the time card in your Timeline, directly above the Builder board, in space 4, as shown in the illustration.

Example of setup for Trial mode, trial 1 "New Era". Card А is in an artifact space, and its upper part shows the required goal. Card Б is under the Builder board, and its lower part shows the effect at the moment of discard. The time card is in space 4 above the Builder board.

Game Flow

Solo play follows the base rules' turn structure, with the changes below. Each turn ends with the Technology Phase, after the Decline Phase.

Decline Phase and the Time Card

The time card is not a monument card. It is not counted when you count the cards in your Past, and no knowledge tokens are placed on it. You cannot apply other cards' effects to the time card.

During the Decline Phase, slide the time card together with the monument cards.

The time card occupies 1 of the 2 places in a space of the Timeline, and other cards' effects cannot move it (the card carries a symbol showing this).

If the time card is in space 1 at the start of the Decline Phase, carry out one of the instructions below. If the time card is in space 1 for the first time in the game, carry out instruction 1. If it is in space 1 for the second time, carry out instruction 2. If it is in space 1 for the third time, carry out instruction 3.

  1. Place the time card in your Past. At the start of your next turn, rotate it 180° and place it in space 6 of your Timeline.
  2. Place the time card in your Past. At the start of your next turn, turn it over so that its reverse side is face up, and place it in space 6 of your Timeline.
  3. Rotate the time card 180° and go immediately to the End of the Game.

Technology Phase

This is a new phase, carried out at the end of your turn. Roll the technology die. Discard the Level I Technology card that matches the result of the roll (see the illustration: each slot on a Level I tile is marked with a die result, 1 to 3 on one tile and 4 to 6 on the other).

  • If there is no Technology card in the matching slot, discard nothing.
  • If only one card remains on the tile, discard it and reveal 3 new Technology cards of the same level, following the normal rules.

After the Technology Phase, start your next turn.

Example. At the end of his first turn Andrey rolls the technology die and gets a "2". He discards the Technology card from the matching slot. At the end of his next turn Andrey rolls the die again and gets "2" again. The matching slot is empty, so nothing happens. Later in the game Andrey rolls a "3". He discards the Technology card from the matching slot. Because only 1 card remains on the tile, Andrey discards it and reveals 3 new cards.

Middle of the Game (Technology Tiles)

When the middle of the game is reached (base rules, page 9), once you have flipped one of the Level I Technology tiles to its Level II side, apply the die result only to Level II cards until the end of the game. The illustrations show both ways the tiles can end up after one Level I tile is flipped.

Campaign Mode: Middle of the Game, Revising Goals

Campaign mode only.

As soon as the middle of the game is reached, you may discard one or more chest cards whose goals you think cannot be achieved.

Once your Past holds at least 7 monuments and you flip a Technology tile, you may (only once per game, and only immediately after this) discard one or more chest cards from the artifact spaces of your Builder board. At least 1 chest card must remain on your Builder board.

Return discarded cards to the box. You can no longer achieve their goals in the current game.

Note. Chest cards under the Builder board cannot be discarded in this way.

Example. By the end of his turn Andrey has 7 monuments in his Past. He flips one of his Technology tiles to its Level II side, so he may now discard chest cards from his Builder board. He currently has 4 chest cards in artifact spaces. He decides he cannot meet the condition of the card "Standard of Ur", which requires 6 or more pyramids in his Past. Andrey discards that card and continues the game with 3 chest cards on his Builder board. He has thereby freed 1 artifact space.

End of the Game

The game ends as soon as the time card goes into decline for the third time. The number of cards in your Past does not affect the end of the game. Check whether you have achieved all the goals on the chest cards on your Builder board, and then proceed to final scoring.

Check the goals of the chest cards one by one, card by card.

Trial Mode

Trial mode only.

  • If you have not achieved the goal of one or more chest cards on your Builder board, the trial has failed. You may count your points if you wish, but do not record them in the Trial Table. Return to this trial in a later game, or try a different one.
  • If you have achieved the goals of all the chest cards on your Builder board, the trial is passed. Count your points and record them in the Trial Table (see below).

Campaign Mode

Campaign mode only.

  • If you have not achieved the goal of one or more chest cards on your Builder board, you have lost and the campaign is over. Count your total victory points and record them in the Campaign Table (see below). Then mark on the End of Campaign Table (see below) how many chest cards' goals you achieved during the campaign. You may start a new campaign by shuffling all 15 chest cards and try to improve your previous result.
  • If you have achieved the goals of all the chest cards on your Builder board, you win. Count your total victory points and record them in the Campaign Table (see below).

Attention! The result of the current game affects the next one.

Preparing for the Next Game

At the end of the game, discard the chest cards that remain under your Builder board and that you did not discard during play after applying their effects.

Set aside separately the chest cards whose goals you achieved. At the start of the next game, place them under your Builder board so that only the lower part of each card, with its effect, is visible. See the Clarifications section for how these effects work.

Campaign Results

Campaign mode only.

Your campaign result is your total victory points at the end of a game. It determines your rank and its effect on the next game.

Result (victory points)RankEffect on the next game
60 or moreBuilderNone
55–59ArchitectDuring setup, discard 1 additional Builder card
50–54CreatorDuring setup, discard 2 additional Builder cards
45–49InspirerDuring setup, discard 1 additional Builder card, and place the time card in space 3 instead of space 4
Under 45StonemasonDuring setup, discard 2 additional Builder cards, and place the time card in space 3 instead of space 4

Example. Andrey has finished the third game of his campaign. He checks whether the goals of cards А, И and П are met in the artifact spaces of his Builder board. He sets these cards aside separately, so that he can place them under his Builder board at the start of the next game. Card О remains under his Builder board, and he did not apply its effect, so he discards it. Now it is time to count the victory points. Andrey gets 47 and marks this in the Campaign Table (see below).

His victory-point rows read 29, 18, 31, 1 and −32, which add up to 47. (Each row is labelled with a category icon that the rulebook does not name in words; the total is 47 victory points.)

A result of 47 means that in the next game, the fourth in the campaign, Andrey starts with 5 Builder cards in hand, and places the time card in space 3, following the table above.

Trial Mode: Starting Hands and Retries

Trial mode only.

After you have chosen the trial for the coming game during setup, also choose which starting hand to play with: one of the four starting hands (identified by their starting-hand symbols), or 6 cards out of the 10 you draw (base rules, page 5).

When you pass a trial, you may try it again with a different starting hand, and then compare the results. Record each result in the matching result column of the Trial Table.

Example. Andrey passes trial 1 with a starting hand and records the result in the matching column. In the next game he decides to play the same trial, but with 6 cards out of the 10 he draws.

Saving Progress

Campaign mode only.

If you need to put the components away between campaign games, sort the chest cards into 3 separate decks, as described below. For convenience, mark the decks with the card dividers.

  • Deck 1: chest cards that you did not choose during setup, and whose goals you chose to give up during the middle of the game. You may still try to achieve their goals in other games.
  • Deck 2: chest cards whose goals you achieved, and which must be placed under the Builder board at the start of the next game (face up).
  • Deck 3: chest cards you have already used: their effects were applied and they were discarded, or their effects were not applied and they were discarded at the end of the game.

Worthiest Heir

Campaign mode only.

You may try to finish the campaign in 3 games, choosing all 5 chest cards during setup for each of them. This requires the highest mastery and strategic skill!

Trial Table

The Trial Table lists the 10 trials. For each trial it gives the chest cards placed into the artifact spaces of the Builder board (the setup, artifact-space column), the chest cards placed under the Builder board (the setup, chest column), and the result columns, one for each starting hand and one for the 10-card option.

N°TrialArtifact-space columnChest column
1New EraАБ
2Buried ArtifactsВ, ГБ, Д
3Vicissitudes of FateА, ЕВ, Ж, З
4Great DeedsБ, ЖИ, К
5Long-Forgotten KnowledgeВ, ЛМ, Н
6Keeper of KnowledgeЗ, ОВ, Д
7

Trial example. Andrey has just finished trial 2, "Buried Artifacts", with a starting hand. He checks whether the goals of chest cards В and Г in the artifact spaces of his Builder board are met. He then adds up his points. His victory-point rows read 39, 25, 11, 5 and −4 (each row is labelled with a category icon that the rulebook does not name in words), and the total is 76 victory points. He records 76 in the Trial Table for the starting hand he used.

Campaign Table

Campaign mode only.

The Campaign Table has one row for each campaign (numbered 1 to 10). It has a column for the player's name, and a result column for each game of the campaign, numbered #1 to #15. Record each game's victory points in the column for that game.

Example. Andrey's first campaign has three games, with results of 57, 61 and 47. The last result, 47, is the one that sets his rank for the next game.

End of Campaign Table

Campaign mode only.

The End of Campaign Table has one row for each campaign, with the chest card symbol and "/15". Record how many of the 15 chest cards' goals you achieved during the campaign.

Clarifications

Activation Moment

Discard this card at any moment to apply its effect immediately. The activation moment is marked with a lightning symbol.

Note. Effects marked with the lightning symbol on chest cards in artifact spaces cannot be applied.

Effect Targets

Ignore effects whose target is an opponent. In solo mode, such effects are not applied.

Hermes Trismegistus

If you learn the card "Hermes Trismegistus", immediately choose 2 revealed cards, and then discard the rest.

Potala Palace

If you play the monument "Potala Palace", which requires you to skip your Decline Phase, still slide the time card 1 space to the left. If both places in that space are occupied by monuments, then, as an exception, place the time card in the third row above the cards already placed.

Solo Turn Summary

Each turn of a solo game has four phases, in this order:

  • A. Action Phase (2 actions)
  • B. Timeline Phase
  • C. Decline Phase
  • D. Technology Phase

The game ends after 16 turns, or earlier if the time card goes into decline for the third time.

The technology tiles start the game in the "Start of the Game" configuration. From the middle of the game (once a Level I tile is flipped to its Level II side), they use the "Middle of the Game" configuration. See the Technology Phase and the Middle of the Game sections above.

Brilliant Architect
А, Д
И
8Well of KnowledgeМ, НЛ, О
9Pyramid ExpertИ, КА, Б
10Great BuilderА, Д, Еnone