Campanile
Campanile Rulebook
Table of Contents
Table of Contents
Game Components
- 60 tower cards (12 each in 5 tower types)
- 5 base cards
- 1 Intermezzo card and 1 Finito card
- 5 summary cards
- 18 flag cards
- 17 victory point chips (4x1, 5x2, 3x3, 3x4, 1x5 and 1x6)
- 45 influence markers (9 each in the colors blue, yellow, red, black and white; per color 1 large (value 3), 3 middle (value 2) and 5 small (value 1) ones)
Aim of the Game
By clever placement of cards, you raise towers or impede their development. In addition, you bet on which towers might be the highest during the two valuation phases. The player with the most victory points wins the game.
Preparing for Play
- Separate the 5 base cards and place them in a row, face-up. They should be placed towards the edge of the table in a way that there is some space beneath the cards and a lot of space above them (approximately a half meter of setting range above the base cards; the general display goes beside them).
- In the 2-player game, remove 6 cards of each type of tower, so that there are only 30 tower cards in play. In the 3-5-player game, use all 60 tower cards.
- Shuffle the tower cards well and deal each player 3 cards. Players keep their cards face-down.
- Insert the Intermezzo card into the remaining card deck at approximately half height; then remove the 10 bottom cards, add to these the Finito card, shuffle them well, and place these 11 cards back at the bottom of the draw pile.
- Place the top 3 cards of the draw pile face-up in the general display.
- Each player receives all 9 influence markers of one color and places them in front of himself. Remove unused influence markers from the game.
- In the 2-player game, select the 9 flag cards with the 2-player symbol. In the 3-5-player game, select the 9 flag cards with the 3-5-player symbol.
- Have the victory point chips handy.
- Each player receives a summary card. Unused summary cards are removed from the game.
- The tallest player begins.
Sequence of Play
The starting player begins and play proceeds in a clockwise direction. During his turn, each player carries out 2 or 3 of these actions:
- The player must add a tower card to one tower, increasing its height by 1, 2, or 3 stories.
- The player may place an influence marker.
- The player must take 1 face-up card from the general card display.
1. The player must add a tower card to one tower, increasing its height by 1, 2, or 3 stories
As first action the player must play one of his tower cards. The selected card is placed on the tower of the same architectural style. The player raises this tower by 1, 2, or 3 stories. Depending on the chosen height increase, place the tower card in such a way on one of the 3 check marks that the tower is raised by 1, 2, or even 3 stories (the card is placed on the first, second or third check mark to raise the tower by 1, 2 or 3 stories respectively).
2. The player may set an influence marker
As his second action the player may place an influence marker. The marker is placed below the base card of a tower the player thinks will be the highest during the 2 valuation phases. However, you may only choose a tower whose architectural style is shown on one of the 3 cards in the general display. Also, a player may only choose a marker whose value equals the growth of the tower during his turn. For example, if the player raised a tower by 2 stories, he may only place a marker with the value of 2. Each player may place only 1 influence marker during his turn, regardless of its value. If he no longer has a fitting marker, he is not allowed to use markers of different values to make up for it. For example, it is not allowed to place two markers with the value of 1 instead of one marker with the value of 2.
Example: Albert heightens the brown tower 3 floors. In the general display there are 1 blue and 2 brown towers. If Albert wants to place an influence marker, he must use his marker with the value of 3 and has to place it under the basis card of either the blue or the brown tower. Albert places his influence marker under the brown tower.
The influence markers of the player who is the first to place an influence marker under a tower are placed directly below the tower base; the influence markers of the second player who places influence markers under this tower are placed below the influence markers of the first player, and so on. In this way, a hierarchy of influence is created which breaks ties during the valuations (see valuation).
Example: Albert raises the brown tower by 2 stories. There are 1 red tower and 2 brown towers in the general display. Albert takes one of his markers with a value of 2 and places it next to his marker with the value of 3 which he placed in an earlier turn.
Summary of placing rules: The number of stories added determines the value of the influence marker that may be placed. The architectural style of the tower cards in the general display determines the towers below which influence markers may be placed.
3. The player must take 1 face-up card from the general card display
The player must draw a face-up card from the general display, refilling his card hand to 3. After this, the top card of the draw pile is placed into the general display, face-up, so that there are again 3 cards in the display.
Valuation for 3-5 Players
Intermediate valuation (Intermezzo card)
As soon as a player turns over the Intermezzo card, play is interrupted and the intermediate valuation starts. Depending on the influence the players hold over the towers at this time, they receive the victory points depicted on the flag cards. Place the 4 Intermezzo flag cards on the top of the 4 highest towers like this: the highest tower receives the flag card with the values 4/2; the second-highest tower receives the flag card with the values 3/1; the third-highest tower receives the flag card with the value of 2; and the fourth-highest tower receives the flag card with the value of 1. The lowest tower is not flagged during the intermediate valuation. If there are 2 or more equally high towers, the tower nearer to the general display is considered higher. If it is not evident which of two towers is higher, simply count the stories.
Starting with the lowest-flagged tower, each flagged tower is now valuated. The player with the most influence (adding up the values of the individual influence markers) below this tower receives the point value depicted on the flag and takes the appropriate victory point chip from the supply. Flags with two point values grant victory point chips to the 2 players with the highest influence (best player receiving the higher value, second one the lower value). A tie is solved in favor of the player whose influence markers are closest to the base of the tower. Players with less influence or worse positions get no points. After the 4 flagged towers have been evaluated, the 4 Intermezzo flag cards are removed from play. The general display is brought back up to 3 cards and the next player's turn begins.
Example: The brown tower with the flag card that has the value of 1 is valuated. Three players have influence markers below this tower. Albert's influence markers are directly below the tower base. His value 3 marker and his value 2 marker give him an overall influence of 5 (=3+2) for this tower. Birgit's markers are below Albert's markers. She has placed two value 2 markers and one value 1 marker for a total influence of 5 (=2+2+1). Franziska only has two value 1 markers below the blue tower, thus her total influence amounts to 2 (=1+1). Albert and Birgit have the same amount of influence; however, since Albert's markers are closer to the base of the tower, Albert receives the victory point chip (1). Birgit and Franziska receive no points.
Final valuation (Finito card)
As soon as a player turns over the Finito card, the final valuation begins. The 5 towers are now flagged with the 5 Finito flag cards. The highest tower receives the flag card with the values 6/4/2; the second-highest tower receives the flag card with the values 5/3/1; the third-highest tower receives the flag card with the values 4/2; the fourth-highest tower receives the flag card with the values 3/1; and the lowest tower receives the flag card with the value of 2. The valuation follows the same rules as are used during intermediate valuation, except that now there are 2 towers with 3 "winners."
Example: The brown tower with the flag card 5/3/1 is valuated. Four players now have influence markers below this tower. Albert has increased his influence with two more value 1 markers, bringing his total influence for this tower to 7 (=3+2+1+1). Birgit has added a value 3 marker to her two value 2 markers and value 1 marker, increasing her total influence to 8 (=2+2+1+3). Franziska has not increased her influence at the brown tower, so she still has an overall influence of 2 (=1+1). Last but not least, Helmut has entered the contest with an influence marker of value 2 (totaling 2). Unfortunately, the Finito card stopped him from exerting more influence, so his marker was wasted. Birgit possesses the highest influence (8) and takes the victory point chip with the value of 5. Albert is second with an influence of 7 and takes the victory point chip with the value of 3. Franziska and Helmut have the same influence, but since Franziska's influence markers are closer to the base of the tower, she receives the last victory point chip with the value of 1 for this tower. Helmut gets no points.
Valuation for 2 Players
During the intermediate and the final valuation, use the 9 flag cards with the 2-player symbol.
End of the Game
The game ends after the final valuation. All players count their victory points. The player with the most victory points wins. A tie is decided in favor of the player with the single highest victory point chip.
Special Rules for the 2-Player Game (Optional)
After he has raised a tower by 2 stories, a player may, instead of using a value 2 marker from his supply, move a value 2 marker of the own color that has already been placed below another tower. He doesn't need to have a value 2 marker left in his supply to do this. The rules for placing influence marker (i.e., that the architectural style of the tower cards in the general display determines the tower below which influence markers may be placed) apply nonetheless.