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Augsburg 1520

Augsburg 1520 Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation
    • More on the Player boards
  • Playing the Game
  • 1st Phase: "Visits" (Auctions)
    • Special rules for Maximillian
    • 1st example of an auction (Maria)
    • 2nd example of an auction (Maximillian)
  • Privileges
    • Description of the Privileges
    • Level tiles
    • Rights tiles
    • Offices
    • Peerage
    • Agencies
  • Church and Cathedral building
  • 2nd Phase: Money, Prestige and Promissory Notes
  • The next Round
  • Game End
  • Special Rules and Tips

Components

  • 1 Game board
  • 5 Player boards
  • 7 wooden markers (1 each of the colors red, blue, yellow, green, brown plus 2 naturel/neutral)
  • 90 playing cards:
    • 68 Promissory Notes (Values 1 to 17 for each of four nobles)
    • 12 Joker cards (each valued 400 guilders)
    • 10 Privilege cards
  • 27 Level tiles (9 each in 3 differently colored categories)
  • 30 "Rights" tiles (Churches, Domes, Weapons, and Patents of Nobility)
  • 72 Bank Notes (18x 50, 32x 100, 22x 500 Guilders)

Preparation

The game board is placed in the center of the table. It has portraits of 5 noblemen and noblewomen, a Round Track (4-7 rounds) beneath the portraits and a Score Track (0-45) along the edge. Place the following components around the board as shown in the rules (page 2).

The Level tiles are sorted by color and size. The table shows the number of pieces placed beneath the board. Return unused tiles to the box:

2 players3 players4 players5 players
# of tiles used in each color1 large, 1 middle, 2 small1 large, 1 middle, 3 small1 large, 2 middle, 4 small1 large, 3 middle, 5 small

The 30 "Rights" tiles are also sorted by color and type and placed as 6 stacks on the left side of the board. The Weapons and the Patents of Nobility are sorted and stacked in numerical order with the highest number at the top. Similarly are the Churches and the Cathedrals sorted and stacked with the most expensive buildings at the top, least expensive at the bottom. (Even with fewer players are all 30 "Rights" tiles placed as described during Preparation, but as they must be taken in order (highest/most expensive first) the lower values will not come into play.)

The Privilege cards are shuffled and 5 cards placed face up on the right side of the board. The other 5 are set aside face down.

A neutral marker (= Auction marker) is placed in front of the wealthiest (if in doubt then the youngest) player; this makes him the Start player.

The other neutral marker (= Round marker) is placed on the Round Track in the space matching the number of players.

The Bank Notes are sorted by value and placed as a "Bank" above the board.

Each player receives:

  • A Player Board, which is kept in front of them.
  • A Score marker in the same color, which is placed on the 0/45 space on the Score Track.
  • 1500 Guilders (in any denomination) from the Bank, which they place in their Purse – the space above the yellow column on the top left side of their Player boards. (Money (Bank notes) can be exchanged in the Bank at any time. A player may keep his money face down.)
  • 2 Joker cards (search through the deck if necessary). All remaining Jokers are then shuffled thoroughly with the 68 Promissory Notes and placed (red-brown side face up) above the board. (To prevent manipulation with the top card can you have another player cut the deck after reshuffling.) (Note: From now on, whenever the text mentions "Promissory Notes" the Jokers are included.)
  • 7 Cards from this deck (beginning with the Start player are the cards dealt one at a time until everybody has received 7 cards).

Each player may now "buy" any of these 7 cards by paying their cost (between 200-400 Guilders per card) to the Bank. (Technically speaking are the players not "buying" cards. They are lending money to people who are giving them promissory Notes in return. If the group finds it necessary can they have the player on their left checking the value of the cards (by looking at the card backs) to ensure that payment is properly made.) Any cards a player cannot afford or do not want to buy are placed up in a discard pile next to the draw pile. (Unwanted Promissory Notes may be discarded simultaneously by all players after everybody are done. The cards must be discarded face up with only the top card showing. The pile cannot be searched.) (Further rules on how to buy Promissory Notes can be found under "2nd Phase: Money, Prestige and Promissory Notes" below.)

More on the Player boards

They show 3 columns of different categories: Yellow: Agencies (symbol: Coins). Orange: Peerage (symbol: Order). Purple: Offices (symbol: Banderole). Below the 3 symbols are there spaces for the "Level tiles", which indicate the level the player has reached in society, the higher the better. All players begin each category at level 1, at the bottom of the board. Above the 3 symbols are there spaces for the "Rights" tiles. Their powers are of great importance (especially the Church and the Cathedral). There are no "Rights" for the yellow category although there is a single right connected with it: the right to acquire 300 Guilders from the Bank (see below).

Playing the Game

The game is played over 4-7 rounds – depending on the number of players (number of players + 2). Each round has 2 phases:

  • 1st Phase: First will the players together "pay visits" to each of the five nobles, one after another in the same sequence: Philipp, Louise, Leo, Maria and finally Maximillian.
  • 2nd Phase: Then will the players receive Money, Promissory Notes and Prestige points.

1st Phase: "Visits" (Auctions)

The players will visit one noble after another and bring their influence to bear – thanks to the Promissory Notes. The one who cancels the largest debt will in return receive new privileges (in the form of a Privilege card). The Auction marker is then moved to the next noble where the same thing happens etc.

Technically does the game present the visits as a series of auctions in which the players are bidding with their cards. The first auction in the game begins with the Start player (who places the neutral Auction marker on Philipp); in all further auctions will the first bidder be the winner of the previous auction.

The first player makes his first bid – or he may pass (see below). If bidding he announces any number of suitable Promissory cards (example: "I am bidding 2 cards on Maria"). He will not yet show any cards, and the values of the cards have no importance (yet). (Obviously a player cannot make a bid without suitable cards in his hand.) Only cards showing the portrait of the noble in question or Jokers may be used (exception: Maximillian: see below).

A bid consisting of Jokers only is not allowed.

The player to his left will make the next bid. He can either Pass, Hold or Raise the previous bid.

  • Pass means that the player withdraws himself from the current auction. He will naturally keep his cards, but will gain nothing from this auction.
  • Hold means that the player is bidding the same number of cards as the previous player: ("I hold" = "I will also bid 2 cards")
  • Raise means that the player will bid at least one card more than the previous bidder. (A player cannot raise his own bid!)

Note: A player can never raise his own bid. If a bid has not been raised when it comes back to him (everybody else has either hold or passed) will the auction end (see below).

The bidding continues (possibly over several bidding rounds) until one of two situations occur:

  • (rarely): One player has the highest bid alone (i.e. all other players have passed). This player wins the auction and places the cards he bid on the discard pile.
  • (often): Several players have the same high bid (by "holding"). In this case will these players simultaneously reveal a number of cards corresponding to the number bid. The winner is the player with highest single value (1-17). Only the single highest value on one card matters, not the sum of all cards bid. The winner discard all the Promissory Notes of the winning bid while everybody else takes their cards back.

In addition may up to 2 players who showed cards receive compensation for their losses:

  • The player with the second highest bid receives 100 Guilders from the Bank.
  • The player with the third highest bid receives 50 Guilders from the Bank.

Everybody else goes emptyhanded. (see also example below)

Special rules for Maximillian

There are no Promissory Notes for Maximillian. Instead may all Promissory Notes be used in any combination. Except it is still not allowed to make a bid of Joker cards only.

As before will the highest single card win the bid. Ties are resolved in favor of the noble closest to Maximillian: Maria – Leo – Louise – Philipp. (Maria has a higher place in Maximillians entourage.)

1st example of an auction (Maria)

Ada makes the first bid as she won the previous bid on Leo: "I'll bid 3 cards on Maria". Matthias, on her left, says: "I'll hold your 3." Lorenz passes and Sigurd bids 4 Promissory Notes. The bid is not back on Ada, who decides to pass.

  • If Matthias decides to pass must Sigurd show and discard 4 Maria Promissory Notes (or possibly include up to 3 Jokers).
  • If Matthias raises (to 5 cards or more) may Sigurd either pass, hold or raise…
  • But if Matthias decides to hold on 4 cards will the auction end with two finalists (Sigurd cannot raise his own bid): both players will take 4 suitable Promissory Notes from their hand and show them simultaneously: Matthias played 'Maria 14' and '- 15' plus 2 Jokers. Sigurd played 'Maria 4', '-8', '-9', and '-12'. Matthias wins the auction (due to the '15') and discards his 4 cards. Sigurd returns his 4 cards to his hand and receives 100 Guilders from the Bank. No-one receives the 50 Guilders as no-one else showed cards.

2nd example of an auction (Maximillian)

Matthias has offered the following 3 cards: 'Leo 15', 'Maria 3', and 'Joker'. Ada has the following 3 cards: 'Philipp 15' and '-7' plus 'Leo 2'. Matthias wins (since 'Leo 15' is better than 'Philipp 15').

Privileges

The winner of an auction takes any one of the displayed Privilege cards from which he may perform two of the three privileges (in any order). (If all players are passing during the same auction will the players proceed with the next auction without a Privilege card being taken. Unclaimed Privilege cards are discarded at the end of the round.)

Privileges must be executed immediately, they cannot be postponed to later auctions or rounds. A player may decide not to execute one or both privileges, in which case the player will gain 2 Prestige points for each privilege forfeited. (The score marker can never move beyond space 25 unless the player has built a Church. Similarly can it never move beyond 45 unless the player has a Cathedral. It does not matter how Prestige points are gained.) The card is discarded face up beneath the 5 Privilege cards not used. (While the player who won Philipp's auction may choose between all 5 Privilege cards on display, will the number of cards available decrease as auctions are run, until only one Privilege card is left for the winner of Maximillian.)

Description of the Privileges

  • Money privilege: The player takes 500 guilders from the Bank.
  • Prestige privilege: The player receives 6 (or 7) Prestige Points. (The score marker can never move beyond space 25 unless the player has built a Church. Similarly can it never move beyond 45 unless the player has a Cathedral.)
  • Cards privilege: The player takes the top 2 cards from the draw pile and adds them to his hand (without showing them to the other players — the value of the top card is known, but the second card remains unknown until the first is taken). Then he must discard any one card from his hand (it does not have to be one of the two cards he just drew).

Note: The 3 privileges above can only be used as described. They cannot be used in the same way as the privileges described below:

Each of these 3 Privileges (Agencies, Peerage, Offices) can be used in two ways: in the corresponding category will the player either:

  • Take the next higher Level tile.
  • Or take a "Rights" tile (exception: Agencies).

Level tiles

The player takes a tile for the next higher level from the pool and places it on the corresponding space on his board. Note: When a player takes the tile for the 4th and highest Level he returns the 3rd Level tile to the pool.

If a tile is no longer available from the pool may a player (but only then!) take it from another player. It is not possible to prevent the removal, but the affected player will receive a minor consolation: he may either take 100 Guilders from the Bank or add 1 Prestige point to his score. A player will only lose one level at a time, so if he loses the 4th Level tile will he receive the 3rd Level tile from the player who took it.

A player will never lose a "Rights" tiles once acquired, even if he loses the corresponding Level tile.

To clarify: If a player uses two identical privileges on the same card to elevate twice in the same category will he first take the lower Level tile (possibly from another player) and then the higher Level tile (again possibly from another player). So you never 'skip' a level.

Example: Lorenz uses a purple Privilege to raise from the second-last level in the category "Offices". As this tile is no longer available in the pool because Martin has it on his board, will Lorenz take the tile from Martin and give his Level-3 tile in return. As compensation will Martin take 100 Guilders from the Bank. Martin will not lose his "Right" tile "Baumeister" (Builder). At the end of the round will Lorenz receive 6 Promissory Notes +1 free and Martin will only receive 6 Promissory Notes.

Rights tiles

Depending on the level a player has reached within a category may he take a "Rights" tile from that category instead of increasing his level. The "Rights" tile is placed on the matching space on his board and he may immediately use its function as described below. (A player can only have one of each tile on his board (no-one can build two Churches etc.). In contrast to the 3rd and 4th Level tiles can "Rights" tiles never be lost – not even when a player loses the corresponding Level tile.)

Note: Having reached the 4th level will automatically include the right to take the 3rd level "Rights" tile.

Example: Olaf is Mayor (Bürgermeister); now he can not only claim the "Builder (Baumeister)" Rights tile, but also the "Mintmaster (Münzmeister)" tile.

Offices

A player cannot claim any "Rights" tiles while he is Merchant (1st level: "Kaufmann") or Guildmaster (2nd level: "Zunftmeister").

When he becomes Councillor (3rd level: Ratsherr) he may use a purple privilege from a Privilege card to take a Mintmaster tile ("Münzmeister") from the pool and place it on his board. From now on will he receive a free Promissory Note at the end of each round.

When a player becomes Mayor (4th level: "Bürgermeister") may he use a purple privilege to take a Builder ("Baumeister") tile (or the Mintmaster) from the pool and place it on his board. Being Builder allows the player to build the most expensive Church or Cathedral available in addition to any two privileges from a Privilege card. This may be done during the same turn the Builder is taken (see example 2 below).

Alternatively may a player on any level use a purple privilege from a Privilege card to build the most expensive Church or Cathedral available. He pays the amount listed on the top tile to the Bank, and places the tile on his board (see example 4 below). Why you need a Church/Cathedral will be explained under "Church and Cathedral building" below.

Office levels and rights, summarized:

LevelRights
1st level = Merchant(no rights)
2nd level = Guildmaster(no rights)
3rd level = CouncillorRights: "Mintmaster" (+1 free Promissory Note)
4th level = MayorRights: "Builder" (may build Church and Cathedral as an additional privilege)

Example 1: Matthias has chosen the Privilege card shown left. He has, among other things, 400 Guilders and the Builder Right tile. First he uses the top privilege to take 500 Guilders from the Bank, then he uses the Builder and erects the Cathedral currently on top (for 900 Guilders). As his second privilege he takes 6 Prestige points and moves his score marker from 42 to 48.

Example 2: Sigurd has chosen the Privilege card shown to the right. He has reached the 3rd level in the Offices-category. First he uses one Office privilege to exchange his 3rd Level tile with the 4th Level tile in this category. Then he uses the other Office privilege to take the Builder tile. Then he immediately uses the power of the Builder to build the top available Church for 700 Guilders as an additional privilege.

Peerage

A player cannot claim any "Rights" while he is Citizen (1st level: "Bürger") or Baron (2nd level: "Freiherr").

When he becomes Count (3rd level: "Graf") may he use an orange privilege from a Privilege card to take the topmost Weapon tile from the pool and place it on his board. From now on will he receive the indicated Prestige points at the end of every round in addition the points he will be receiving for his current level and any Patent of Nobility.

When a player becomes Prince (4th level: "Fürst") may he take the topmost Patent of Nobility (or a Weapon) and place on his board. From now on will he receive the indicated Prestige points in addition to the points he will be receiving from his level and any Weapon.

Peerage levels and rights, summarized:

LevelRights
1st level = Citizen(no rights)
2nd level = Baron(no rights)
3rd level = CountRights: "Weapon" (4-1 Prestige per round)
4th level = PrinceRights: "Patent of Nobility" (5-2 Prestige per round)

Example 3: Sigurd has chosen the Privilege card shown left. First he uses a Peerage privilege to exchange his 3rd Level tile in this category with the 4th Level tile. As his second privilege he uses the other Peerage privilege to take the Patent of Nobility tile currently on top (4 Prestige points) and places it on his board. At the end of the round will he score 16 (12+4) Prestige points.

Agencies

There are no "Rights" tiles in the yellow category Agencies ("Faktoreien"). Instead can a player use an Agency privilege to take 300 Guilders from the Bank. This can be done at all levels except the 1st level.

The level tiles list four of Jakob Fugger's most important agencies: Augsburg, Insbruck, Antwerp ("Antwerpen") and Venice ("Venedig").

Agency levels and rights, summarized:

LevelRights
1st levelno rights
2nd-4th level300 Guilders

Example 4: Rüdiger has chosen the Privilege card shown to the right. As he wants to build a Church, but is 200 Guilders short must he first use the Agency privilege to acquire 300 Guilders – instead of taking the next higher Level tile. Then he uses the Office privilege to build the Church.

Church and Cathedral building

The building of a Church and Cathedral is very important as they have a direct influence upon the number of points a player may accumulate. A player cannot pass space 25 unless he has built a Church, just as he cannot pass space 45 unless he has built a Cathedral.

Without a Church/Cathedral will a player's Score marker remain on space 25/45 no matter how many points he may be entitled to receive – all further points are simply forfeited.

There are no exceptions to this rule!

Example: Ada's score marker is on "21". She scores 14 points at the end of the round (Count, Weapon 2, Patent of Nobility 4), but since she has not built the Church yet can she only move her score marker up to space "25", even though she could have reached space "35".

2nd Phase: Money, Prestige and Promissory Notes

After the five auctions does the round go into the second phase where the players will receive:

  • Money
  • Prestige Points
  • Promissory Notes

(Note: at the end of the last round will players only score Prestige points as Money and Promissory Notes have no significance anymore.)

  • Money: Each player is paid the amount of Guilders from the Bank listed on his highest Agency Level tile (ie. either 600, 900, 1,200 or 1,600 Guilders) (see example below).
  • Prestige points: Each player score the number of Prestige points listed on his highest Peerage Level tile (ie. either 3, 5, 8 or 12 points) plus any additional points for a Weapon and/or Patent of Nobility. The points are scored by moving the score marker the corresponding number of spaces forward (see example below). Note: Remember the rule about spaces 25 and 45 (see "Church and Cathedral building" above).
  • Promissory Notes: Each player is dealt – face down – as many cards from the draw pile (when the draw pile is exhausted is the discard pile thoroughly reshuffled to form a new draw pile) as stated on his highest Offices Level tile (ie. either 4, 5, 6 or 1+6 cards) plus an extra free card if he is a Mintmaster.

The first player to receive cards is always the player who won the last auction (ie. Maximillian), then the other players in seating order.

Note: If a player is entitled to any free cards (4th Office level and/or Mintmaster) will he receive these first and immediately add them to his hand. Then will he receive as many cards as his level dictates. These cards must be kept well away from his hand until he has paid for them!

Each player will decide which Promissory Notes he will "buy" and place them face down in front of himself. Any cards the player do not want, or cannot afford, to keep are discarded - simultaneously with the other players.

When all players have made their choices are the total amount (printed on front and back of the cards) paid to the Bank, and the players may add the cards to their hand.

Example: Rüdiger's board is shown to the right. He has an Agency in Insbruck, is a Count (with a Weapon and a Patent of Nobility) and is Mayor as well as Mintmaster: Rüdiger receives 900 Guilders from the Bank, scores 13 (8+1+4) Prestige points and is first dealt 2 free Promissory Notes, which he adds to his hand, before he is dealt 6 more Promissory Notes of which he may "buy" 0 to 6 cards. After payment will he add them to his hand. The cards he didn't buy are placed face up on the discard pile.

(In very rare cases can it happen that there are not enough Promissory Notes for everybody. In this case must each player make a discard before cards are dealt. Add the cards to the bottom of the deck. Do it again until there are sufficient cards in the deck. The top card is dealt to the winner of the Maximillian-auction whereafter the deck is reshuffled before further distribution.)

The next Round

  • Move the Round marker one space to the right.
  • Turn over the next 5 Privilege cards. When all 10 cards have been used (every other round) are all 10 cards reshuffled and 5 new cards are revealed.
  • The first bid in the first auction (= Philipp) of the new round is made by the player who won the last auction (= Maximillian).

(You can keep check on who is receiving the first Promissory Note and who begins the next auction by placing the auction marker from Maximillian and place in front of that player. At the beginning of the new round will he place the marker on Philipp.)

Game End

The game ends after 4 rounds with 2 players, 5 rounds with 3 players, 6 rounds with 4 players and 7 rounds with 5 players. The winner is the player with the most Prestige points.

If players tie with the most Prestige points, the player among those tied who has contributed the most to build a Cathedral (most expensive) wins the game (or the most expensive Church if neither of them has built a Cathedral yet).

Special Rules and Tips

  1. Even with fewer players are all 30 "Rights" tiles placed as described during "Preparations", but as they must be taken in order (highest/most expensive first) the lower values will not come into play.
  2. Money (Bank notes) can be exchanged in the Bank at any time. A player may keep his money face down.
  3. To prevent manipulation with the top card can you have another player cut the deck after reshuffling.
  4. Technically speaking are the players not "buying" cards. They are lending money to people who are giving them promissory Notes in return.
  5. If the group finds it necessary can they have the player on their left checking the value of the cards (by looking at the card backs) to ensure that payment is properly made.
  6. Unwanted Promissory Notes may be discarded simultaneously by all players after everybody are done. The cards must be discarded face up with only the top card showing. The pile cannot be searched.
  7. Obviously a player cannot make a bid without suitable cards in his hand.
  8. If all players are passing during the same auction will the players proceed with the next auction without a Privilege card being taken. Unclaimed Privilege cards are discarded at the end of the round.
  9. The score marker can never move beyond space 25 unless the player has built a Church. Similarly can it never move beyond 45 unless the player has a Cathedral. It does not matter how Prestige points are gained.
  10. While the player who won Philipp's auction may choose between all 5 Privilege cards on display, will the number of cards available decrease as auctions are run, until only one Privilege card is left for the winner of Maximillian.
  11. The value of the top card is known, but the second card remains unknown until the first is taken.
  12. A player can only have one of each tile on his board (no-one can build two Churches etc.). In contrast to the 3rd and 4th Level tiles can "Rights" tiles never be lost – not even when a player loses the corresponding Level tile.
  13. When a player with a Cathedral scores past 45 points will he simply continue moving his marker along the track – but he must remember to add "45" to his final score.
  14. When the draw pile is exhausted is the discard pile thoroughly reshuffled to form a new draw pile.
  15. In very rare cases can it happen that there are not enough Promissory Notes for everybody. In this case must each player make a discard before cards are dealt. Add the cards to the bottom of the deck. Do it again until there are sufficient cards in the deck. The top card is dealt to the winner of the Maximillian-auction whereafter the deck is reshuffled before further distribution.
  16. You can keep check on who is receiving the first Promissory Note and who begins the next auction by placing the auction marker from Maximillian and place in front of that player. At the beginning of the new round will he place the marker on Philipp.