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Anno 1701: Das Kartenspiel thumbnail

Anno 1701: Das Kartenspiel

Anno 1701: Das Kartenspiel Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Setup
  • What It's About
  • 1. The Landscapes and Their Goods
  • 2. The Ship
  • 3. Rum and Tobacco and the Warehouses
  • 4. The Village Centers
  • The Course of Play
    • 1. Roll Phase
    • 2. Action Phase
    • 3. End Phase
    • The Cards of the Trade Voyage Stack
  • Trading Power & Naval Power
  • Game End
  • The Buildings and Their Functions
    • 1. Buildings for Increasing Yield
    • 2. Buildings with Happy Inhabitants
    • 3. The Trading Post
    • 4. The Lodge
    • 5. The Playhouse
    • 6. The Fire Watch
  • Tip on the Game Overview

Game Material

  • 120 cards
  • 2 dice
  • 1 naval power token (cannon)
  • 1 trading power token (money bag)

Setup

First sort all the cards by their backs. They fall into four categories: development cards, inhabitant cards, trade voyage cards, and building cards.

The backs of the building cards are all marked with either a lion crest or a dragon crest, and some are additionally illustrated with motifs and letters. Regardless of that, sort these cards by crest, forming one stack of dragon-crest cards and one stack of lion-crest cards.

You and your fellow player should sit across from one another. One player takes the stack with the dragon crests, the other the stack with the lion crests. Using these cards, each player lays out their settlement in front of them. First, the cards marked with a letter are placed face down, in alphabetical order, in a row.

Each player now turns their cards face up, without changing their order.

Diagonally adjacent to the inhabitants (pioneers) you now lay out the landscapes, warehouses, and the ship. There is no rule dictating which card goes in which position, but for a better overview it is recommended to always place each type of card in the same position, as shown in the setup diagram. It is best to place the two warehouses diagonally from the left pioneer, the ship above the overview card, the two clay pits to the right and left above the right pioneer, and the two ore mines to the right and left below the right pioneer.

Important: At the start of the game, all cards must be laid out so that the text on each card faces the side belonging to that player.

Each of the 3 development-card stacks (marked with large Roman numerals) is split into two equal halves (9 cards each). Place these 6 stacks, along with the 3 inhabitant-card stacks and the trade-voyage-card stack, as a neutral display in a row between your settlement and your fellow player's settlement.

Each player chooses one of the two "Pioneer" (I) development stacks and draws the top 3 cards from it. All 6 development stacks contain either building cards, which are placed in your settlement, or action cards, which are played and then discarded face up onto a shared discard pile.

Place the two dice and the naval power and trading power tokens within easy reach next to the play area.

What It's About

The goal of the game is to use goods and further expansion of your settlement to upgrade pioneers into settlers, settlers into citizens, and citizens, if possible, into merchants. Each upgrade earns you one favor point with the Queen. A pioneer has no favor points yet; after being upgraded to a settler this inhabitant is worth 1 favor point, and so on.

Whoever first has 7 favor points or 2 merchants wins the Queen's favor, and with it, the game.

1. The Landscapes and Their Goods

Over the course of the game you upgrade your inhabitants and build buildings, i.e. lay out new building cards in your principality. Upgrading an inhabitant and building a building both cost goods.

The goods that you can produce yourself via your landscapes are called landscape goods, to distinguish them from luxury goods, which you can only obtain in other ways (see point 3, "Rum and Tobacco and the Warehouses").

The landscape goods you possess are shown in your landscapes. You always possess as many goods in a landscape as are shown on the side of the landscape card facing you. At the start of the game you therefore possess one good in each landscape — except for one ore mine and one clay pit — five in total.

You gain new landscape goods when the number shown on a landscape card is rolled during play. When the number on a landscape card is rolled, the player turns the card 90 degrees counter-clockwise to the side that shows one more good.

Example: A player has 1 wood in their forest (A). A "2" is rolled (B). The player turns the card 90 degrees counter-clockwise (C). The player now has 2 wood in their forest (D).

When you build a building, you pay its cost by turning the corresponding landscapes 90 degrees clockwise.

Example: The player needs 1 wood to build a building. They have 1 wood in their forest. They turn the card 90 degrees clockwise and afterward have no more wood in their forest.

2. The Ship

The ship is not a landscape. It shows Roman numerals from I to IV on its four sides. These numbers represent the condition level of the ship. The higher the Roman numeral shown on the underside, the better the ship's condition. At the start of the game a ship has condition level II. When the ship's number is rolled, the card — as with landscapes — is turned 90 degrees counter-clockwise to the next higher level.

3. Rum and Tobacco and the Warehouses

There are no landscapes that produce rum and tobacco. They therefore do not count as landscape goods, but as luxury goods. The only way to obtain rum and tobacco is to send your ship on a trade voyage (see the "Trade Voyage" section on page 12). Rum and tobacco are stored in the warehouses.

Both warehouses are empty at the start of the game. When rum or tobacco is acquired during the game, the corresponding warehouse is turned 90 degrees counter-clockwise for each luxury good purchased. When a luxury good is spent, the corresponding warehouse is turned 90 degrees clockwise.

Each warehouse can store up to 3 luxury goods.

Important: The luxury goods rum and tobacco are never affected when a rule or a card refers to landscapes or landscape goods. Luxury goods can never be gained or lost via die rolls, events, or action cards. They can only be obtained via trade voyages, and can only be used to upgrade inhabitants.

4. The Village Centers

The two village centers hold a player's gold reserve. As with the goods in the landscapes, a player possesses as much gold as is shown on the lower side of the village centers. At the same time, this shows how many of the player's inhabitants are unhappy. At the start of the game each player has 6 gold and 2 unhappy citizens in their two village centers.

Gold is needed to buy rum and tobacco on a trade voyage, or to protect yourself from a pirate attack. Whoever spends gold turns one of the two village centers clockwise by 90 degrees for each gold spent. Whoever gains gold turns a village center counter-clockwise by 90 degrees.

The two village centers together cannot hold more than 8 gold. If a player gains gold while already having 8 gold in their village centers, the gold is lost.

Whoever spends the last gold in a village center must turn that village center to its reverse side. The consequence: unrest breaks out in that part of the settlement. As long as the unrest lasts, the two landscapes adjacent above and below that village center produce no more goods when their number is rolled. In addition, the unrest creates 4 unhappy inhabitants. If the player then gains gold, they may turn the village center in unrest back to its front side, in such a way that 1 gold is shown on the underside of the card.

Example: A player spends the last gold in a village center. They must turn the village center to its reverse side.

If both village centers have been turned to their "unrest" side, the player has immediately lost the game. Therefore, a player who has only one gold left in total may not spend it, since doing so would trigger their own defeat. There are, however, action cards that reduce a player's gold reserve. Because of this, a player with a low gold reserve can lose the game unexpectedly quickly.

The Course of Play

First, roll the number die to determine who starts the game.

Each player's turn is divided into three phases:

1. Roll Phase

The player rolls with both dice.

  • a) First, the result of the number die is resolved, then
  • b) the result of the event die is resolved.

2. Action Phase

The player may, in any order and as often as possible, also perform the following actions any number of times:

  • a) Building (laying out buildings in the settlement, upgrading inhabitants)
  • b) Improving the ship's condition
  • c) Playing action cards
  • d) Trading landscape goods
  • e) Using building functions

3. End Phase

The player chooses to end their turn either

  • a) with a trade voyage, or
  • b) by refilling their hand of cards to 3.

1. Roll Phase

Whoever's turn it is rolls with both dice. First the result of the number die is resolved, then the result of the event die is resolved.

A) Resolving the result of the number die

Both players receive one additional good in every landscape whose number was rolled (turning the corresponding landscapes 90 degrees counter-clockwise). If a ship's number is rolled, the ship card is turned to the next higher level.

Important: No landscape can hold more than 3 goods, and the ship can be turned to at most level IV. If a landscape already has 3 goods, or the ship is already at level IV, and its number is rolled, the good or the level is lost with no replacement.

Buildings with die numbers: The functions of these buildings are explained in the section "The Buildings and Their Functions" (on page 12).

B) Resolving the result of the event die

The rolled event is carried out as indicated on the overview card. The overview card shows the following events:

  • Fire: Every player must give up 1 gold for every citizen or merchant they possess.
  • Queen: Whoever has the fewest unhappy inhabitants receives 1 landscape good of their choice.
  • Tax: Everyone receives 1 gold for every glücklich ("happy") inhabitant they have.
  • Trader: Everyone receives 1 gold in exchange for 1 landscape good, or gives 1 landscape good in exchange for 1 gold.
  • Trading advantage: Whoever holds trading power may demand 1 landscape good from their opponent.
  • Pirate hunt: Whoever holds naval power receives 1 landscape good of their choice.

2. Action Phase

A) Building

  • Building costs

There are two kinds of cards with building costs: building cards and inhabitants.

  1. A player may lay out a building card they hold in hand into their settlement.
  2. A player may take an available inhabitant card from the neutral card row between the two players and thereby upgrade an inhabitant they already have.

Both actions cost goods. For building cards, the costs are shown in the upper left corner; for inhabitants, they are shown on the back of the card.

Example: Building (laying out) a cannon foundry costs one brick, one wood, and one tool. Upgrading a pioneer to a settler costs two food and two cloth.

  • Paying building costs

Building costs are paid as described under "The Landscapes and Their Goods" (page 5). Once the building costs are paid, the player may lay out the building object, i.e. a building or an inhabitant.

  • Laying out buildings

Above and below each inhabitant (a pioneer, at the start of the game) two building cards may be laid out. This gives a total of 16 possible building slots (marked grey in the diagram below). If a player holds a building in hand and has paid the building costs, they may lay it out on any free building slot.

  • Upgrading inhabitants

The following rules apply to upgrading inhabitants:

Inhabitants must be upgraded in the order of their Roman numerals. A pioneer can first only be upgraded to a settler, who can then be upgraded to a citizen, who in turn can be upgraded to a merchant. Whoever upgrades an inhabitant pays the building cost of an inhabitant card one level higher, and places it face up on top of the current inhabitant (the card of the old inhabitant is covered by the card of the new inhabitant).

Example: If 2 cloth and 2 food are paid, a settler is laid down. If 2 food, 2 rum, and 1 tobacco are paid for the citizen, they are laid on a settler. If 2 food, 2 rum, and 2 tobacco are paid for the merchant, they are laid on a citizen.

B) Improving the Ship's Condition

Improving the ship's condition by one level costs 1 wood. Whoever gives up a wood may turn their ship card 90 degrees counter-clockwise to the next higher level.

As long as the wood supply allows, a ship's condition may be improved by any number of levels.

Over the course of the game, a ship can lose its last condition level. The ship is then badly damaged and the ship card must be turned over. In this case it also costs 1 wood to turn the card back to its front side (level I).

Example: A player's ship card is on its reverse side; the ship is badly damaged. The player pays 1 wood, turns the card over to level I, and with a further wood raises the ship's condition to level II.

Note: If the ship has been turned to its reverse side (condition 0), the ship no longer shows a die number. It therefore cannot be repaired by the number die during the roll phase.

C) Playing an Action Card

All action cards except the Captain and the Commander are played during the action phase. A player may, on their turn, play as many action cards from their hand as they like. Whoever plays an action card follows the text on the card and then places it face up on the shared discard pile. The first discarded action card starts the discard pile.

D) Trading Landscape Goods

A player may, during the action phase, trade landscape goods for other landscape goods or for gold as often as they like, either with their fellow player or with the bank.

It is generally not permitted to trade rum or tobacco in or out — neither with your fellow player nor with the bank!

  • Trading with the fellow player

A player may offer their fellow player one or more landscape goods or gold (not rum or tobacco) for trade at any time. Trade terms are negotiated freely. That is, each player may freely choose which and how many goods or how much gold they offer, and which or how much they want in return. If a trade is agreed, both players must turn the corresponding cards: whoever gives up a good or gold turns the corresponding card 90 degrees clockwise; whoever receives a good or gold turns the corresponding card 90 degrees counter-clockwise.

  • Trading with the bank

The player gives up 3 identical landscape goods or 3 gold, turning down the corresponding landscape(s), and in exchange may take one good in any landscape, or 1 gold in a village center, turning up the corresponding card by one good.

E) Using Building Functions

Some buildings show a die symbol in the top right corner. When the number of a building is rolled, its owner may use the function described on the card. This usually applies even to the player whose turn it is not.

The functions of buildings are explained in more detail in the section "The Buildings and Their Functions" (on page 12).

3. End Phase

At the end of their turn, a player has the choice of either refilling their hand of cards or sending their ship on a trade voyage.

A) Refilling Your Hand or Trading a Card

  • The player has fewer than 3 cards in hand.

The player may draw the top card of any development stack until they again have 3 cards in hand. The following applies here:

  • Whoever only has pioneers (I) in their settlement may only draw cards from development stacks marked with the Roman numeral I.
  • Whoever has at least one settler (II) may draw cards from development stacks marked with Roman numerals I and II.
  • Whoever has at least one citizen (III) may draw cards from any development stacks.

If a player may draw more than one card, they may also draw from different stacks.

Whoever pays 1 gold may also choose a card from a permitted development stack: they take the stack, look at the cards, and choose any card. While looking through the cards, their order may not be changed. Afterward they place the stack back in its spot. If a player may draw more than one card, they may repeat this process with the same or a different permitted stack, each time paying 1 gold again.

  • The player has exactly 3 cards in hand.

If a player has exactly 3 cards in hand, they may not draw a card. Instead, if they wish, they may trade exactly one card. They slide one of their hand cards under a stack bearing the same Roman numeral (if the stack with that Roman numeral has been used up, they place the card where that stack used to be). They then draw the top card of any permitted stack, or pay 1 gold and choose a card from any permitted stack.

B) Trade Voyage

A player may only go on a trade voyage if their ship has at least condition level I. Whoever undertakes a trade voyage takes the trade-voyage card stack, shuffles it thoroughly, and reveals cards one after another from the top of the stack. Each card describes an event that the player may, or in some cases must, confront.

  • Speed of the Ship

A player may reveal as many cards as their ship is fast. The speed of the ship is the sum of the sails shown on all building cards laid out in their own settlement, plus the ship's base speed of "3".

Example: The player has 1 building with one sail and 1 building with two sails laid out in their settlement. Their ship therefore has a speed of "6".

  • Combat Strength of the Ship

The combat strength of a ship is the sum of the cannons shown on all building cards laid out in the player's own settlement.

Example: The player has 2 buildings with one cannon each and 1 building with two cannons laid out in their settlement. Their ship therefore has a combat strength of "4".

  • Action Cards Captain and Commander

One of these action cards may be played at the start of a trade voyage. For that voyage only, it increases the ship's combat strength and speed by 1 or by 2, respectively.

After the trade voyage, the action card goes to the discard pile. It is not permitted to play more than one Captain or Commander per trade voyage.

  • Ending the Trade Voyage

There are 3 ways to end a trade voyage:

  1. The player has revealed as many cards as their speed allows.
  2. The player loses their last condition level.
  3. The player voluntarily breaks off their voyage because they no longer expect any advantage from revealing further cards.

In any case, the turn ends immediately after the trade voyage; no further actions are then possible.

The Cards of the Trade Voyage Stack

  • Encountering and Fighting Pirates

Whoever reveals a "Pirate demands tribute" card must either pay the gold demanded by the pirate or fight.

Combat: If the player chooses to fight, they first roll the number die and add their ship's combat strength. Then the fellow player rolls for the pirate and adds the pirate's combat strength (the number of cannons shown in the top right corner) to their roll. Whichever side achieves the higher result wins. On a tie, the roll is repeated. The consequences of victory or defeat are described on the card in question. If a player reveals the event "Free trader is besieged," they may choose whether or not to attack the pirate.

  • Encountering Trading Partners

If a player reveals a "Free Trader" or "Foreign People" card, they may buy one good shown on the card. The purchase price of a good varies by card, between one and three gold. When a player buys a good, they reduce one or both village centers by the corresponding amount of gold and turn the corresponding landscape or the corresponding warehouse up by one level.

  • Whirlwind and Dangerous Cliffs

Whoever reveals "Dangerous Cliffs" has their ship immediately lose one condition level. A whirlwind reduces the ship's condition by as much as 2 levels — but only if the ship has a lower speed than that of the fellow player.

  • Flotsam in Dangerous Waters and Shipwrecked Sailors

Whoever wants to salvage dangerous flotsam rolls a die. The effect of the die roll is described on the card. Whoever has a faster ship than their fellow player can rescue shipwrecked sailors and collect 1 gold as a reward.

Trading Power & Naval Power

1. Trading Power

Some buildings have the symbol of a money bag in the corner. Whoever is first to have building cards with a combined total of 3 money bags laid out in their settlement gains trading power. As a token, they take the trading power figure and place it on one of their inhabitant cards. A player keeps or gains trading power whenever they have more money-bag symbols laid out in their settlement than their fellow player has laid out in theirs.

On a tie, neither player holds trading power, and the token is set aside. When the event "Trading advantage" is rolled, the holder of trading power may demand a landscape good from their fellow player. The fellow player must reduce their landscape holding that good by one, and the trading-power holder increases the corresponding landscape by the demanded good.

2. Naval Power

Some buildings have the symbol of a cannon in the corner. Whoever is first to have building cards with a combined total of 3 cannons laid out in their settlement gains naval power. As a token, they take the naval power figure and place it on one of their inhabitant cards. A player keeps or gains naval power whenever they have more cannon symbols laid out in their settlement than in the fellow player's.

On a tie, neither player receives naval power, and the token is set aside. When the event "Pirate hunt" is rolled, the holder of naval power receives a landscape good of their choice.

Game End

The game can end in three ways:

  • A player has won if they reach 7 favor points.
  • A player wins early if they manage to upgrade 2 inhabitants to merchants.
  • A player loses early if unrest prevails in both of their village centers.

The Buildings and Their Functions

1. Buildings for Increasing Yield

All building cards that show a die and a good (or a question mark) in the top right corner serve to increase yield. When the number of such a building card is rolled during the roll phase, the player receives the good shown next to the die: they increase the number of goods in the corresponding landscape by one. This applies even to the player whose turn it is not.

Examples of such buildings: the sheep farm, the farm, the woodcutter's hut, the brickworks, the ore smelter.

If a player has a guildhall laid out in their settlement and the number in the top right corner is rolled, the player receives a good in a landscape of their choice.

2. Buildings with Happy Inhabitants

If a player builds a building that shows the image of a happy inhabitant in the top right corner, they immediately receive 1, 2, or 3 gold in their village centers, depending on the type of building. In addition, a player receives 1 gold for each happy inhabitant when the "Tax" event is rolled.

Examples of such buildings: the chapel, the school, the playhouse, the church.

3. The Trading Post

If a player has the trading post laid out in their settlement and the number in the top right corner is rolled, the player may, once during their turn, trade 1 good between two of their landscapes. That is, they reduce one landscape by one good and increase the good count of another landscape by 1.

4. The Lodge

If a player has the Lodge laid out in their settlement and the number in the top right corner is rolled, the player may slide one of their hand cards under a development stack with the same Roman numeral. Afterward they take the top action card from the discard pile. If it is their turn, they may play the card in the same turn. Otherwise the card is kept and may be played on a later turn.

5. The Playhouse

If your fellow player plays an action card (Spy, Poisoner, Bandit, Pickpocket) against you, the card has no effect if you give up 1 gold (not to your opponent).

6. The Fire Watch

If the "Fire" event is rolled, players who have built a fire watch are not affected by it. Each player may only build one fire watch.

Tip on the Game Overview

It is permitted to change the position of building cards at any time — that is, to lay them out on different building slots. This makes it possible to group cards with similar functions together, giving you a better overview of the possibilities and functions of the buildings in your own settlement.