Architectura
Architectura Rulebook
Table of Contents
Table of Contents
Game Contents
- 4 basic decks in different colors, 12 cards each
- 4 sets of 6 additional cards (in different colors)
- 8 block cards
- 8 protection tokens (2 of each color)
- 1 Rulebook
Two Game Variants
In the basic game, all the players play with identical decks: all the buildings are the same, and the only difference is their color. We recommend it to play this when learning the game, or when playing with new players.
There are also the advanced rules where each player gets a set of additional cards and may replace some of the corresponding basic cards with them.
The basic rules are listed first, and all the changes for the advanced game are listed further below.
Card Anatomy
Each card shows its name, its basic value, and its adjusted values in the corners. The card effect is printed in the middle of the card. The color of the banner indicates the color of the card.
Advanced cards are marked with a symbol next to its name.
A symbol in the bottom left corner of the card indicates that the card affects the scoring at the end of the game.
Game Overview
The players take turns playing the cards to the city grid of streets and blocks. Each card has its own value (numbers on the sides), and it may change during the game when you rotate the card, and there is a new value at the top. There are card effects that allow you to manipulate your cards and the cards of your opponents: change their value, destroy, move, swap them, etc.
At the end of the game the players sum up all current values of their cards, and the one with the highest number will be proclaimed the greatest architect of the city!
Game Setup
Each player takes a deck of 12 cards and 2 protection tokens of their color. Shuffle your deck and place it facedown in front of you. Draw 3 cards from your deck.
Place 8 block cards in a row in the centre of the table, from 1 to 8.
The last player to visit a building site takes the first turn and then the turn is passed clockwise.
How to Play
During your turn, you must play one card from your hand, resolve all applicable effects and then draw cards from your deck up to your hand limit.
If your deck is out of cards, you don't draw cards at the end of your turn. If both your deck and your hand are empty, you have to skip your entire turn.
Once during the game, at the beginning of your turn, you may place all cards from your hand under your deck in a random order and then draw the same number of cards from your deck.
1. Playing a Card
All cards played on the table are grouped into rows, or streets. The number of the streets in the city is the same as the number of players. Each row consists of 8 spaces for the buildings. These spaces are indicated by the block cards. The streets are developed with the cards in order from left to right.
During your turn, you must place a card either on:
- an empty space to the right of an occupied space, or
- the first space of a row that has no cards yet (the closest to the line of the block cards), or
- a space occupied by a face-down (destroyed) card.
A space where you can place a card is called eligible.
An additional rule for a 3 and 4 player game: you may not place the third card of your color in a consecutive row. However, this situation may occur after resolving certain effects — it's fine then.
2. Comparing the Values
After playing a card, compare its value with the value of the previous card (to the immediate left of it). The color of the previous card doesn't matter. If there is no previous card or it is placed facedown, comparing the values is skipped.
- If the value of the card to the left is at least two times lower, that card is destroyed. Flip it facedown, but leave it on the same space.
- If the value of the card to the left is lower (but not two times lower), its current value decreases. Rotate the card 90 degrees counterclockwise, so the lower value is now at the top. If the card is already placed with its lowest value at the top, don't rotate it.
- If the values of the cards are equal, nothing happens.
- If the value of the card to the left is higher, its current value increases. Rotate the card on the left 90 degrees clockwise, so it has a higher value now (unless it already has the highest value).
3. Resolving Card Effects
After comparing the values, resolve the card effect from the card you've just played. Effects are mostly activated right after playing a card. However, if it's specified when the effect is activated (at the end of the game, if a condition is met, or even before the card is played), you must follow those instructions.
The card effect may be used on itself, unless it's specified otherwise. For instance, if the card effect allows you to rotate or move a card, you may do it to the card you've just played.
Important! You compare the values and resolve the card effects only when you play a card, not when a card was moved or restored.
Clarifications and Terminology
X. The value of this card is equal to the value of the card to the immediate left of it. X-1 means that its value is 1 point lower than the previous one's, X+2 — it's 2 points higher, etc. If the value of the previous card is changed, this card's value is also changed. If there is no previous card or the previous card is destroyed, X equals 0 then (thus, the value of the card may become negative).
No. The value of this card is equal to the number of the block (column) it's placed in. "No.-1" means that the value of the card is 1 point lower than the number of the column, "No.+2" means 2 points higher, etc. The number of the column is indicated on the corresponding block card.
To restore a card means to flip a previously destroyed card faceup again. You cannot restore a card that is covered by another card. The restored card is placed with its basic value at the top. Its value is not compared to the previous card and its effect is not resolved.
To protect a card, you place your protection token on it. Your opponents' cards don't affect your protected card in any way. You may decide whether your own cards affect your protected cards or not (both the effects and rotating after comparing the values are at your discretion). Some of the cards are protected from the beginning (with the protection symbol), in this case assume there is a protection token of the same color as the card. You may not protect an already protected card.
Adjacent. A card is considered adjacent if it's situated orthogonally. So, in other words, it's a card in an adjacent column in the same row, or a card in the same column in an adjacent row.
You may: you are not obliged to resolve anything written after the word may. All the effects without this word are obligatory, as long as it's possible to resolve them.
Move a card: take a not yet destroyed card in the city and place it on another eligible space with the same side up it was placed before. This card may become the third card of your color in a successive row. The value of the card that has just been moved is not compared with the value of a card next to it, and its effect is not resolved.
Rotate a card: you may rotate a card 90 degrees in any direction. The card's value changes when it is placed with another side up. Most cards have the largest and the lowest values on the adjacent sides, so you may need a single rotation to turn a card from the largest value to the lowest and vice versa (you cannot rotate a card this way after comparing the values though!). You may not rotate a card with a value indicated on one side only.
To remove a card from the game, place it in the game box.
To destroy a card, flip it facedown, leaving it on the same space. The space is considered occupied, though it's still an eligible space. A destroyed card has no value. All the destroyed cards are open information: the players may look at them at any time.
4. Drawing (a) Card(s)
After resolving the card effect, draw cards from your deck up to your hand limit. Usually your hand limit is 3 cards and at the end of your turn you draw 1 card only, but certain effects may increase your hand limit.
End of the Game
The game ends when no one can play a card anymore. If a player ran out of cards, but there are still vacant spaces left on the table, other players keep playing until there is no space to play cards anymore. The players calculate their final scores (counting the values and At the end of the game effects). The player with the highest number of victory points wins the game. If there is a tie, the player with the most cards on the table wins. If there is still a tie, the player with the card of the lowest value on the table is the winner.
Advanced Rules
Before the setup, each player takes the basic deck and six additional cards of their color. These cards are marked with an advanced-card symbol.
Each player may replace any of their basic cards with the corresponding additional cards. Only the cards of the same basic value may be switched (for example, a basic card with the value of 7 can be replaced with the additional card with the basic value of 7 only). Sometimes it's clearly stated in the text of a card which card it replaces (in this case their values may differ).
The players may agree on a certain number of cards to replace or determine this number by rolling a die. In any case, a player is always free to replace less cards than the other players or to decide to not replace any cards at all.
Before the beginning of the game the players show the cards that have been replaced in their decks to other players. You may not change your cards after that.
From now on, all the basic game rules apply as usual.
Card Clarifications
Fountain. The space with the protection token on it is considered occupied till the end of the game or till the moment you play or move a card there. If you place a card on that space, take your token back.
Graveyard. It's played in a special area, outside of the city. From now on, place all your destroyed cards face-down next to the Graveyard. These cards have no effect and no value (except for the Graveyard itself) and can't be restored.
Magic Academy. If you cannot play this card, remove it from the game. In order to play this card, you may remove from the game either 2 cards from your hand, or 2 cards from your Graveyard, or 1 of each.
Laboratory. The opponents play their cards in a clockwise direction starting from the player to the left of the player who has played Laboratory. All the played cards are considered destroyed.
Statue. It does not matter which player the Park card belongs to.
Arsenal. Only the current values of the cards (at the top of them) are compared when you resolve this effect. Also destroy your own cards with lower values in this row.
Smithy. You may only copy an effect that is resolved right after playing it.
Obelisk. Draw up to 5 cards at the end of the turn you've played Obelisk. Your hand limit stays increased even if the card has been destroyed. Before your first turn, you may place 1 card from your hand under the deck to find the Obelisk and add it to your hand. Shuffle your deck after that.
Guesthouse. If there is no eligible space to move the card to, it's destroyed instead.
Greenhouse. You may rotate 1 or 2 cards, 1 step each.
City Hall. If you cannot play this card, remove it from the game.
Library. You are not obliged to rotate a card of each and every player. You may also rotate one of your own cards.
Museum. Draw up to 4 cards at the end of the turn you've played Museum. Your hand limit stays increased even if the card has been destroyed.
Manufactory. You may not partially resolve its effect: if you take the card from the city back to your hand, you must play a card on the liberated space. While resolving the Manufactory effect, play the card from your hand by all the usual rules (compare the values, resolve its effect, if you want or have to).