Anno 1701: Das Brettspiel
Anno 1701: Das Brettspiel Rulebook
Table of Contents
Table of Contents
Components
For 3 or 4 players.
- 1 game board
- 28 island tiles: fronts show a landscape (gold field, tobacco field, harbor, foreign-people settlement, sugarcane field, forest, mountain, pasture) with a number; backs are either light brown or dark brown. The light brown tiles go into the recesses with light brown borders, the dark brown ones into the recesses with dark brown borders.
- 49 gold coins with values 1 and 5
- 4 sets of playing pieces in 4 colors. Each set consists of:
- 2 ships
- 8 colonies
- 3 marker pieces
- 5 favor tokens
- 2 dice
- 2 card holders
- 4 settlement boards
- 1 favor point board
- 16 citizen tiles
- 36 expansion tiles
- 120 playing cards, consisting of:
- 84 goods cards
- 24 encounter cards
- 11 event cards
- 1 promo card
Setup
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The game board is placed in the middle of the table.
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The island tiles are sorted by their backs. This creates two stacks. The stacks are shuffled separately. The tiles are then placed back-side up into the recesses of the game board. The light brown tiles go into the recesses with light brown borders, the dark brown tiles correspondingly into the recesses with dark brown borders.
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The playing cards are first sorted by their backs. This creates 3 stacks: event cards, encounter cards, and goods cards. The event and encounter cards are placed face-down next to the playing area.
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The goods cards are sorted by the individual goods. The 6 resulting stacks are placed face-up into the 6 compartments of the card holders and likewise set down next to the game board.
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Each player chooses a player color and takes the set of playing pieces in that color.
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Each player receives a settlement board and takes the 4 citizen tiles in their color. Each player places the 3 citizen tiles Citizen, Merchant, and Aristocrat face-down on the spaces with the matching Roman numeral. The fourth tile shows the village center in turmoil. It is set aside next to the settlement board.
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Each player places one of their two ships on the starting space (the space with the ship symbol) of the game board. Each player takes the second ship into their reserve.
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The favor point board is placed next to the game board. On the favor point board 3 columns are shown. Each player places one marker piece on the first space (0) of each column.
The 3 columns track how many cannons, trade sacks, and content citizens are shown on the buildings a player builds over the course of the game. At the start of the game no player yet owns any buildings.
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There are expansion tiles marked with the Roman numeral "I" or the Roman numeral "II" on the back. The expansion tiles are sorted by their backs. This creates 2 stacks, which are placed back-side up next to the game board. Each player takes 4 expansion tiles from stack "I" and chooses two of them. A player may also choose two identical tiles. The chosen tiles are placed face-down on two of the four free spaces (spaces with green meadow) of the player's settlement board. The other two are returned. Once all players have returned their two tiles, the expansion tile stack is shuffled again.
TIP: In a first game, players will not yet be able to properly judge the significance of the individual buildings. It is therefore recommended that players not choose their two tiles from a stack, but instead draw them from the top.
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Finally, the two dice and the gold coins are made ready. Each player receives 7 gold coins (2 of value 1, 1 of value 5).
Game Play
Each player rolls both dice. The player with the highest roll begins the game. A player's turn is divided into 3 phases:
- Income Phase
- Action Phase
- Seafaring Phase
After the Seafaring Phase, a player's turn ends and play passes to the next player in clockwise order.
1. Income Phase
The player rolls both dice. If they roll a "2," "7," or "12," an event is carried out. If they roll any other number, all players receive a good via their settlement board. Later in the game, once players have founded colonies on the island tiles of the game board, they can also receive goods via their colonies.
A) Resolving an Event (only on "2," "7," or "12")
The player draws the top card of the event card stack and reads both events aloud. Both events apply to all players and are carried out one after another, if the conditions are met. Afterward the card is placed face-up next to the event card stack as a discard. If the stack runs out, the discarded cards are shuffled and laid out face-down again as a new draw stack.
There are 3 different events:
Fire: Whoever owns more than 7 goods must give up half of their goods. In case of an odd number, round down beforehand. The surrendered goods return to the respective supply stacks. Whoever has built a fire watch does not count 4 of their goods cards, so they only lose half of their cards if they own more than 11 cards in total.
Taxes: Each player receives 1 gold. For each content citizen, each player receives an additional gold — but never more than 5 in total.
Queen: Whoever owns 2 favor points must give up 1 gold; whoever owns 3 or more favor points must give up 2 gold. If a player then has less than 3 gold, they must cover their village center with the "Turmoil" tile (see "Turmoil," page 7). If a player does not have enough gold, or none at all, they give up only as much as they own.
B) Income from the Settlement Board
Each player receives a goods card of the landscape whose number was rolled (exception: Turmoil, see page 7). Mountains yield tools, forest yields wood, pasture yields cloth, and a clay pit yields bricks.
C) Income from Island Tiles
Every player who owns one or two colonies on an island tile with the rolled number also receives income for that island tile. A gold field yields a gold coin, a tobacco field yields tobacco, and a field with sugarcane yields rum. The forest island tile yields wood and the pasture island tile yields cloth.
Please note: If the number of an island tile is rolled, a player always receives only one goods card or one gold coin — regardless of whether they own one or two colonies on that tile.
2. Action Phase
The player has the following actions available:
A) Trading B) Building C) Buying Expansion Tiles D) Using Building Benefits E) Donating Gold to the Queen
The actions do not need to be carried out in order. They may be performed in any order and as often as possible.
The actions in detail:
A) Trading
The player may at any time offer their fellow players one or more goods and/or gold in trade. The terms of the trade are negotiated freely.
Important: Trading is only allowed with the player whose turn it is. The other players may not trade among themselves.
B) Building
The player may build citizens, buildings, and ships in exchange for giving up certain goods.
Building citizens: Citizens are built in the order of their Roman numerals. The costs for building a citizen are shown on the back of the respective tile. For example, building a Citizen (level I) costs 1 cloth, 1 tobacco, and 1 rum each. When a player pays the building cost for a tile, they turn it face-up. Each of the three citizens has a field showing the Queen — the favor space. Once a player has built a citizen, they place one of their favor tokens on this space.
Building buildings: A player may only build a building that lies as a (face-down) tile on their settlement board. The costs for building a building are shown on the back of the respective tile: building a level "I" building costs one brick and one tool; building a level "II" building costs one brick, one cloth, and one tool each. When a player pays the building cost for a tile, they turn it face-up. The front of some buildings describes a benefit. The use of building benefits is explained further below. Furthermore, some buildings show one or two of the following symbols: trade sack, cannon, or content citizen.
Whoever builds a building with, for example, two cannons moves their marker piece on the cannon column of the favor point board forward two spaces. Correspondingly, they move their marker piece forward on the trade sack column if they have built a building with one or two trade sacks, and move their marker piece forward on the contentment column if they have built a building with one or two content citizens.
Building a ship: The building costs for a ship are shown on the left of each settlement board: one wood, one cloth, and one tool each. Whoever builds a ship pays the required goods and places one of their ships on the starting space of the game board.
C) Buying Expansion Tiles
The player may buy one or even several expansion tiles. Whoever pays one gold may draw the top tile of an expansion stack. Expansion tiles with the Roman numeral "I" may be bought at any time. Expansion tiles with the Roman numeral "II" may only be bought once the player has built a Citizen (a citizen of level II).
Whoever pays two gold may take the top 3 tiles of a stack and choose one of these 3 tiles. The other two tiles are slid face-down back under the corresponding stack.
Whoever has bought an expansion tile places it face-down (it is, after all, not yet built) on a free space of their settlement board. If there is no free space left, the player has two options:
- They place it on a landscape. This covers the landscape, and it no longer yields a good when its number is rolled.
- They remove a not-yet-built (i.e. still face-down) expansion tile, slide it under the corresponding stack, and place their newly acquired tile face-down on its spot.
Important: Buildings that have already been built, and the citizen tiles (whether built or not), may not be removed. Nor may the space with the settler or the village center be built over.
D) Using Building Benefits
At the start of the game, every settlement already has two buildings: a settler and the village center. The settler offers the benefit of trading 3 identical goods of any kind for one other good of any kind. The village center offers the benefit of buying any good for 3 gold. Once a player builds further buildings, the benefits described on those tiles are also available to them. The benefit of a newly built building may still be used in the same turn. Important: A player may use each building's benefit only once per turn. If a player owns 2 buildings with the same benefit, they may use the benefit twice, i.e. once per building.
E) Donating Gold to the Queen
Further explanation of this on page 7.
3. Seafaring Phase
The player may move their ship or ships. In doing so they discover island tiles, found colonies, and resolve encounters.
A) Moving a Ship
Every ship has a base speed of 4 movement points. The speed of each ship increases by one movement point for every building with a sail symbol (for example, the weaving mill), or by 2 movement points for every building with 2 sail symbols.
The following also applies:
- A ship is moved from sea space to sea space.
- Every move from one sea space to an adjacent sea space costs one movement point.
- Any number of ships may stand on one space at any time.
- A player may let movement points go unused.
- If a player owns two ships on the game board, they carry out the movement of one ship completely, then the movement of the second ship.
- A ship may not move onto the same space a second time during its movement.
B) Discovering Island Tiles
A player may only discover island tiles when one of their ships is on a sea space with an anchor. If that is the case, the player picks up the two face-down island tiles adjacent to the anchor (or just one, if the other already lies face-up), looks at them without letting their fellow players see, and then places them back face-down in the same position. Important: Discovering one or two island tiles costs one movement point.
C) Founding a Colony
If a player has a ship on a space with an anchor, they may found a colony on the point of the anchor — between the two island tiles. To do so, they turn both island tiles face-up (unless they are already face-up from the founding of an adjacent colony). Then they take one of their colonies and place it on the coast between the two island tiles. The player must remove the ship and return it to their reserve (not to the starting space!). Important: Founding a colony costs no movement point. The player does not need to have previously discovered (seen) the two tiles at which they found a colony. They may, so to speak, also found "blind."
Once a player has founded a colony at an island tile with a number, from then on every time that island tile's number is rolled they receive, depending on the type of tile, a good or a gold coin.
If they have founded a colony at a harbor tile, they move their marker piece on the cannon column forward one space, or two spaces if 2 cannons are shown. If they have founded a colony at an island tile with a foreign people, they move their marker piece on the trade sack column forward one space, or two spaces if 2 trade sacks are shown.
Exception: If a player founds a second colony at an island tile with a harbor or foreign people, the cannons or trade sacks shown there do not count again for them. (If, however, another player founds a colony there, the trade sacks or cannons count for both players.)
D) Resolving Encounters
If a player moves one of their ships onto a space with a question mark, they must interrupt the ship's movement and take the top encounter card. They read the text aloud and follow its instructions. Afterward they place the card face-up next to the stack as a discard. There are four kinds of encounters:
Free Trader: The player gives up a good, and if they own at least one trade sack, they receive 1 gold. If they own three or four trade sacks, they receive 2 gold, and from five trade sacks onward, 3 gold. Only one good may be sold.
Weak, Strong, or Mighty Pirate: The player either pays the demanded gold or rolls a die. If the sum of the die roll and their number of cannons is at least the stated number, they receive the stated gold. Otherwise their ship must go back to the starting space, or — if closer — to one of their own harbors. Even if a player rolls a "6," they may still fail to win, and if they do not pay the demanded gold, they have automatically lost.
Castaways: For every sail shown on the player's buildings, they receive 1 gold.
Whirlwind: The player must own at least as many sails as required in order to continue unharmed. Otherwise the ship must go back to the starting space, or — if closer — to one of the player's own harbors.
If a player loses a fight against a pirate, or does not have enough sails to survive a whirlwind, they must place their ship back on the starting space. If they own a colony at a harbor tile, they may place the ship on that harbor tile instead, provided the distance (number of sea spaces) from their ship's location to that harbor tile is shorter than the distance to the starting space.
If a player wins a fight, or survives a whirlwind, they may still use any remaining movement points with their ship.
Whoever has built a university may discard the encounter card they drew and draw a new one instead. This benefit may be used once per university, per turn.
Once the stack runs out, the discarded cards are shuffled and laid out face-down again as a new draw stack.
Placing Favor Tokens
The goal of the game is to be the first to place all 5 of your favor tokens. Favor tokens are placed on spaces on which the Queen is depicted (favor spaces).
Every citizen tile shows a favor space. Whoever builds a citizen places a favor token on the favor space of that citizen tile. The buildings "Opera" and "Theater" also have a favor space. Whoever has built such a building may, during their Action Phase (also directly after building it), place a favor token if they pay 3 gold.
The remaining favor spaces are found on the favor point board:
Favor Spaces for Naval Power, Trading Power, and Contentment
Whoever is the first to own 3 cannons places a favor token, as a sign of naval power, on the favor space marked with the cannon. Correspondingly, a player who is the first to own 3 trade sacks (trading power) or 3 content citizens (contentment) places a favor token on the favor space marked with a trade sack or with a content citizen.
These favor spaces change owner if another player comes to have more cannons, trade sacks, or content citizens — the favor tokens are then swapped. A favor token on one of these three favor spaces can no longer be taken away from a player once they possess 10 cannons, 10 trade sacks, or 10 content citizens.
Favor Spaces for 7 Colonies
Important: These two favor spaces are only available in a 4-player game. In a 3-player game they are not used.
These two favor spaces are marked with a colony house symbol. The first two players to have founded 7 colonies may place one of their favor tokens on one of these two favor spaces. The other players come away empty-handed once 7 colonies have been founded.
Favor Spaces for Donations to the Queen
These favor spaces are marked with a coin showing a number. If a player donates as much gold (the gold goes to the supply) during their Action Phase as the number on the coin indicates, they may place a favor token on the corresponding favor space. Each favor space may only be occupied by one favor token. For example, if a player has donated 7 gold and placed one of their favor tokens on the corresponding favor space, the next player must already donate 9 gold to be able to place a favor token, the next then 10, and so on.
The Village Center in Turmoil
As soon as a player owns less than 3 gold, their settlement is in turmoil. As a sign of this, they must cover their village center with the Turmoil tile.
As long as turmoil prevails, the player receives no income when a "6" or an "8" is rolled (neither for the spaces of their settlement board nor for their island tiles), and they do not win, even if it is their turn and they were able to place all of their favor tokens.
As soon as a player has 3 gold or more again, they may remove the Turmoil tile immediately. They may do this even when it is not their turn, for example if they come into gold through the "Taxes" event.
Game End
The game ends when a player, on their turn,
- has placed all 5 of their favor tokens, and
- their village center is not covered with the Turmoil tile.
Please note: If a player is not on their turn when they remove their Turmoil tile, and they have already placed all their favor tokens, they have not yet won. They win only once it is their turn again and they have not had to place the Turmoil tile again (for example, through the "Queen" event).