Concordia: Solitaria
Concordia: Solitaria Rulebook
Table of Contents
Table of Contents
Components
This booklet contains the solo rules of Solitaria and a variant that simulates a 3-player game for only two players. The rules for the cooperative team play are located in the other booklet.
The Solitaria box contains:
- 4 dice
- 72 cards
- 27 Solitaria cards
- 5 special cards
- 2 cards for a variant
- 38 Solitaria team cards
The dice are the Architect die (blue), the Tribune/Colonist die (red), the Mercator die (black) and the Senator/Consul die (white).
Required components of Concordia or Concordia Venus:
- 1 game board, as well as the city tokens and bonus markers.
- 2 sets of wooden pieces, each set including 15 houses, 3 land and 3 sea colonists, as well as the scoring marker. Choose one color for Contrarius and one for yourself.
- 1 storehouse in your chosen color.
- Goods and sestertii.
Out of Solitaria you need:
- The 4 dice.
- The 27 Solitaria cards that have the winged Concordia on their back, and the 5 special cards.
Solo Play
Idea of solo play
In Solitaria, you compete with the adversary Contrarius for the win. Play a card from your hand and carry out its action as with the usual rules of Concordia. Subsequently, Contrarius reacts to this with the reaction shown on the very same card. Turn by turn you play one card, until one of the usual conditions for ending the game of Concordia applies (15th house has been built or the last card has been bought). You can also combine multiple games to form a campaign with increasing difficulty.
Contrarius owns houses and colonists, as well as cards in its own card display. But it never plays cards. Its actions are only determined by the cards that you play yourself. During play, Contrarius can score victory points immediately by some of its reactions to your actions, mark these with its scoring marker on the victory point track. The houses, colonists and cards of Contrarius are scored in the usual way of Concordia at the end of the game. Contrarius does not own a storehouse nor goods, nor sestertii.
Setup
Set the game board including the city tokens and bonus markers up as usual in Concordia. Prepare the goods and sestertii as a supply.
The Solitaria personality cards of stacks I and II are shuffled separately and then stack I is placed on top of stack II. This combined stack is placed next to the game board and the display area is filled with the 7 first cards of the stack. Place the Concordia card next to the stack.
Contrarius: The 5 Solitaria personality cards of Contrarius (scarlet red back) are placed as a face-up display next to the game board. Also take the first specialist personality card from the sale display area (seen from left to right, i.e., Mason, Farmer or Smith) and place it as the sixth card next to the other cards of Contrarius. Then refill the display area as usual. Prepare the 15 houses and 6 colonists of Contrarius next to its 6 personality cards. Place its scoring marker on the 0 of the victory point track.
Your setup: Place 2 colonists as usual on the game board and take the 6 goods (1 cloth, 1 brick, 1 tool, 1 wine and 2 food) and 4 remaining colonists to your storehouse. The 7 turquoise Solitaria personality cards are your hand cards. Also take 6 sestertii.
Difficulty level
Choose a difficulty level and finish your setup as follows:
Standard: Contrarius places 1 land and 1 sea colonist into the capital. You start with 20 victory points. Place your scoring marker on the 20 of the victory point track.
Veteran: Contrarius places 1 house into the most valuable city adjacent to the capital (most of the time cloth or wine). It then places one colonist on the line between the capital and this city. If there is a blue and a brown line to the city, you decide which colonist it places. It places a second colonist adjacent to the next most valuable city it can reach.
You start with 10 victory points. Place your scoring marker on the 10 of the victory point track.
Expert: Contrarius places 1 land and 1 sea colonist into the capital. It also places 1 house on each of the following positions on the victory point track: 10, 20, 30, 40 and 50. Surplus houses remain in its supply. During the game Contrarius scores immediately through some of its reactions. When Contrarius moves its scoring marker on or over a house on the victory point track, it takes the house and builds it into a city on the game board (use the Mercator die). If Contrarius must build a house and its supply is empty, it takes a house from the far end of the victory point track. To build the house follow the rules of "Where does Contrarius build?" on page 9.
You start with 0 victory points. Place your scoring marker on the 0 of the victory point track.
(Page 3 of the booklet shows a worked "Example: Standard" setup as a picture of cards and a board; the picture is not reproduced here.)
Solo Personality Cards
Game play
The original rules of Concordia apply for the actions of the personality cards. The only addition is the new "Prefect with Praefectus Magnus" card.
In each turn you play one personality card from your hand as usual in Concordia and carry out the action of the card. This is followed by the reaction of Contrarius. The reaction is in the light-colored box marked by a C (for Contrarius) on each personality card.
The game ends, when either you or Contrarius trigger the end of the game conditions (page 10).
Prefect with Praefectus Magnus
Action: Same as the Prefect in Concordia, however with a double goods bonus (2 instead of 1).
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) produce: Contrarius scores 1 victory point for each house in this province, however at least 2 victory points.
- b) reactivate: Contrarius scores 2 victory points.
Example: In this second example, you take a total of 3 cloths and 1 tool. Contrarius scores 3 victory points, as there are 3 houses in this province. (The first example of the booklet is a picture and is not reproduced here.)
Example: You play the Prefect with P.M. and produce in Campania: Take 2 cloths, as this is the bonus good, and 1 tool, as you have a house there. Contrarius scores 2 victory points as its reaction, even though there is only 1 house in this province. This is due to the minimum of 2 victory points it scores.
Prefect
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) produce: Contrarius scores 1 victory point for each house in this province, however at least 1 victory point.
- b) reactivate: Contrarius scores 2 victory points.
Diplomat
Action: Copy the action of one face-up card of Contrarius' card display. Flip the card face down afterwards. Thus, you can copy each card of Contrarius only once during the game.
Reaction of Contrarius: Contrarius reacts according to the reaction on the card you have copied.
Example: You copy the face-up Prefect from the display of Contrarius. You reactivate the provinces with its action and collect the cash bonus. Contrarius reacts to this in scoring 2 victory points. Afterwards you flip the used Prefect card face down. You cannot copy this card again.
Architect
Action: As in Concordia.
Reaction of Contrarius: Roll the blue Architect die to determine which of the 5 first personality cards in the display area Contrarius takes face-up to its card display. Then refill the display area as usual. If there are not enough cards in the display area, Contrarius takes the first card instead of the die result.
Example: You roll a 3. Take the personality card from position 3 of the display area on the game board and place it face-up to the card display of Contrarius. Refill the display area on the game board as usual.
Mercator
Action: As in Concordia.
Reaction of Contrarius: Contrarius builds 1 house: Roll the black Mercator die to determine the goods type of the city the house is built in. Contrarius adheres to the rules of "Where does Contrarius build?" on page 9 to determine the exact city.
Afterwards the province the house is built in is activated for production. You receive goods there if you have houses there. Contrarius never receives goods for its houses. If the province has already produced - instead all bonus markers are reactivated again - however, only when there are at least 3 bonus markers with their coins side flipped up. Otherwise, nothing happens.
Senator and Consul
Action: As in Concordia.
Reaction of Contrarius: Contrarius builds 1 house: Roll the white Senator/Consul die to determine the goods type of the city the house is built in. Contrarius adheres to the rules of "Where does Contrarius build?" on page 9 to determine the exact city.
Tribune
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts twofold:
- Contrarius builds 1 house in a city with the goods type that matches its best specialist (Weaver > Vintner > Smith > Farmer > Mason). Contrarius adheres to the rules of "Where does Contrarius build?" on page 9 to determine the exact city.
- Roll the red Tribune/Colonist die to determine, whether Contrarius places 1 new colonist or it takes the card from position 1 of the card display area. If it builds a sea or land colonist, place it in the capital. If it takes the card, place it face up in the card display of Contrarius.
Colonist
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) place colonists: Roll the red Tribune/Colonist die to determine, whether Contrarius places 1 new colonist or it takes the card from position 1 of the card display area. If it builds a sea or land colonist, place it in the capital. If it takes the card, place it face up in the card display of Contrarius.
- b) earn money: Contrarius scores 2 victory points.
Specialists
Action: As in Concordia. The five specialist cards read, in turn: Mason, "Produce bricks in all your" (houses); Farmer, "Produce food in all your"; Smith, "Produce tools in all your"; Vintner, "Produce wine in all your"; Weaver, "Produce cloth in all your". Each is related to the god Minerva.
Reaction of Contrarius: Contrarius scores 3 victory points.
Where Does Contrarius Build?
- Roll the white Senator/Colonist die or the black Mercator die depending on the card played. The die result determines the goods type of the city that Contrarius wants to build in. If the result is "S", the goods type matches the best specialist that Contrarius owns (Weaver > Vintner > Smith > Farmer > Mason). (The printed rule says "Senator/Colonist die"; the die is the Senator/Consul die listed in the components.)
- To determine the exact city of this goods type that Contrarius builds in, follow these rules:
- Contrarius can only build in cities that it is able to reach with its colonists and that it has not yet built a house in. The number of possible movement steps is as usual the number of colonists and the reachable line to the city must be empty.
- If multiple cities are still available Contrarius chooses, if possible, an empty city (without houses). Only if no empty city is reachable, Contrarius builds a house where there is already a house.
- If multiple cities are still available Contrarius chooses, if possible, a new province (new for Contrarius). Only if no new province is reachable, Contrarius builds in a province where it already owns houses in other cities.
- If the city still is not determined exactly, Contrarius builds in alphabetical order based on city names (i.e., AQUILEIA > SYRACUS).
- Contrarius moves a colonist on the shortest way next to the city it has built in. If there are multiple possible lines, you choose whichever colonist moves on which adjacent line.
- If there is no city of the determined goods type available, Contrarius tries to build a city of the next lower goods type (cloth > wine > tool > food > brick). If no brick city is available, Contrarius builds in a cloth city.
Example: Contrarius builds 1 house. Contrarius builds in a food city. The 5 circled cities are available on the game board. City A is out of reach (see 1) and not available to build in, as Contrarius has only 2 colonists which can only reach up to 2 movement steps. According to 2) Contrarius prefers empty cities, therefore it does not build in city B. According to 3) Contrarius prefers new provinces. As Contrarius already owns a house in the province of city C and there are other alternatives, Contrarius does not build there. According to 4) Contrarius chooses city E "Aleria", as it precedes city D "Genua" in alphabetical order. Additionally, Contrarius moves its sea colonist on one of the two reachable lines adjacent to city E "Aleria".
Solo End of Game
Whoever takes the last personality card from the display area or builds their last house initiates the end of the game and also takes the Concordia card that is worth 7 victory points. If Contrarius initiates the end of the game, you play one final personality card and carry out its action without the reaction of Contrarius. If you initiate the end of the game, the game ends with this last reaction of Contrarius.
Final scoring
Final scoring follows the same rules as in Concordia. Contrarius scores all the gods on all its cards (face up and face down) following the usual rules.
In case of a tie, owning the Concordia card wins you the game.
Campaign
A campaign of Solitaria is composed of a sequence of multiple games. Start with a game of standard difficulty and thus with 20 victory points (see page 3).
- If you win, reduce your starting victory points for the next game by a fifth of your advance over Contrarius (rounded down). Example: If you win the first game with an advance of 10 victory points, you start the second game with 20 - 2 = 18 victory points.
- If you lose, play the next game with the same number of starting victory points.
Whenever you would start the next game with 0 or below victory points you have reached the end of the campaign and you are now ready for difficulty level veteran.
Supplementary rules to the reactions of Contrarius
It is possible that Contrarius cannot react according to the die result. In these cases, adhere to the following:
- Building houses: If Contrarius is not at all able to build a house, it places a colonist instead. (Determine which colonist by rolling the red Tribune/Colonist die.)
- Placing a colonist: If Contrarius doesn't have a land colonist in its supply, it places a sea colonist and vice versa. If Contrarius has already placed all six colonists, it takes the card in first position of the display area.
- Take a card: If the die result shows a card position that has no card available anymore, Contrarius takes the card in first position. If there are no cards available at all (very rare), Contrarius builds a house with the white Senator/Consul die.
Solo Variants
Concordia Salsa
Salt-cities: As a reaction to the Tribune Contrarius prefers building a house in a salt city instead of building for its best specialist. The same is true, when you have rolled an "S" with the Senator/Consul die.
Forum cards: Contrarius starts the game with one randomly drawn blue forum card. Whenever you take a forum card, Contrarius takes the first forum card. Contrarius never uses the forum cards as such. In final scoring it scores 3 victory points per blue forum card and 2 per green forum card. For Victoria Contrarius scores 5 points.
Fish market of the Balearica expansion
Whenever you pay with fish at the fish market, give those fish to Contrarius instead of returning them to the supply. Contrarius never uses the fish market as such, it scores 1 victory point per fish during final scoring. If Contrarius lets a province produce as a reaction to your Mercator, it also takes the bonus good fish.
Concordia Gallia
Contrarius prioritizes building a house in its first harbor city, even before checking point 2 of "Where does Contrarius build?" (p. 9).
Concordia Aegyptus
Contrarius prioritizes building a house in its first harbor city at the Red Sea, even before checking point 2 of "Where does Contrarius build?" (p. 9) and places a sea colonist there at the first occasion. In the same way it prioritizes following the Nile upstream. Surplus movement steps are used to reach the bonus spots.
Variant difficulty levels
The three basic difficulty levels standard, veteran and expert have been explained on page 3 during setup. Solitaria can vary in difficulty depending on which game board you use. In general: the smaller the map (number of cities), the higher the difficulty gets. Beginners of Concordia can also start to play the standard game with 40 victory points instead of 20, to make their first steps in Solitaria.
Higher difficulty: strong veteran: Contrarius starts the game with 2 houses, one in each of the cities adjacent to its colonists.
Higher difficulty: strong expert: Reduce the distance between the 5 houses on the victory point track: Place the houses on 9, 18, 27, 36 and 45 for example, or even on 8, 16, 24, 32 and 40.
Contrarius as a third player
Contrarius can also be used in a regular game with two players as a third dummy player. This leads to much increased competition for building spots on the game board and for the personality cards on sale in a two-player game.
You need a complete set of player components and the Praefectus Magnus card of Concordia. The Prefect with Praefectus Magnus cards of Solitaria will only be used as regular Prefect personality cards (meaning only 1 bonus good: a minimum of 1 victory point for Contrarius).
The starting player uses a regular set of player cards out of Concordia and begins the game with 6 Sestertii. The playing of a card by this player does not lead to a reaction from Contrarius, even when it is a card from the display area that shows a reaction. The other player begins the game with 7 sestertii, the Praefectus Magnus and the 7 turquoise starting cards of Solitaria. The Praefectus Magnus only circulates between these two players. The Diplomat follows the rules of regular Concordia, meaning that it copies a card of the other player and not of Contrarius.
For the display area, use stack I and II of Solitaria as well as a specifically composed stack III. The third stack is composed of the 6 personality cards that have a small Concordia on their back and are marked with a III: 2 cards only for this variant and 4 cards of the Solitaria cooperative team play. Choose and prepare your difficulty setting and then turn the setup overview cards on their back, so that you can use them as veto cards.
Alternate playing a personality card and carrying out its action. After the action of the second player Contrarius follows through with its reaction as it is on the card of the second player.
Veto cards: You can use up your veto card exactly once, in order to re-roll an unwanted die result of Contrarius. (Note: The veto cards are only used in this variant.)
Cooperative Teamplay
Idea of cooperative teamplay
The Solitaria teamplay offers the opportunity to play Concordia as a two-player game, without the "hard" competition of the usual Concordia two-player game.
In cooperative teamplay, you compete as a team of 2 players against the adversary Contrarius for victory. You win or lose together. Thus, you must not only look for your own advantage, but also have your partner's ideas in mind. In teamplay, the actions of your personality cards are carried out by you and your partner. Afterwards, Contrarius reacts only to your action - but not to the action of your partner!
Thus, you play one card turn by turn, until one of the usual conditions for ending a game of Concordia applies (15th house has been built or the last card has been bought).
With final scoring, you determine how well you played compared to Contrarius. Contrarius owns houses and colonists, as well as cards in its own card display. But it never plays cards. Its actions are only determined by the cards that you play yourself. During play, Contrarius can score victory points immediately by some of its reactions to your actions, mark these with its scoring marker on the victory point track. The houses, colonists and cards of Contrarius are scored in the usual way of Concordia at the end of the game. Contrarius does not own a storehouse nor goods, nor sestertii.
The Solitaria teamplay is based in essence on the rules of Concordia Venus and the Solitaria solo play.
This booklet includes all rules that differ from the usual rules of Concordia. Thus, you do not need the Solitaria solo play booklet to play. On the other hand, if you already know the rules of the Solitaria solo play, you need only read the differing rules marked with a grey background in this booklet.
This booklet only contains the cooperative teamplay rules. The contents and the solo rules and variants are in the other booklet.
Cooperative Setup
Components
The following components of Concordia or Concordia Venus are required to play:
- 1 game board, as well as the city tokens and bonus markers.
- 3 sets of wooden pieces, each set includes 15 houses, 3 land and 3 sea colonists, as well as the scoring marker. Choose one color for Contrarius and one for each of you.
- 2 storehouses, one each in your chosen color.
- Goods and sestertii.
Out of Solitaria you need:
- The 4 dice: the Architect die (blue), the Tribune/Colonist die (red), the Mercator die (black) and the Senator/Consul die (white).
- The 38 Solitaria team cards with the goddess Venus on their back and the 5 special cards.
Setup
Set the game board including the city tokens and bonus markers up as usual in Concordia. Prepare the goods and sestertii as a supply.
The Solitaria team personality cards of stacks I, II and III are shuffled separately and then stack I is placed on top of stack II, and then both together on top of stack III. This combined stack is placed next to the game board and the display area is filled with the 7 first cards of the stack. Place the Concordia card next to the stack.
Contrarius: The 5 Solitaria team personality cards of Contrarius (scarlet red back) are placed as a face-up display next to the game board. Also take the first specialist personality card from the sale display area (seen from left to right, i.e., Mason, Farmer or Smith) and place it as the sixth card next to the other cards of Contrarius. Then refill the display area as usual. Prepare the 15 houses and 6 colonists of Contrarius next to its 6 personality cards. Place its scoring marker on the 0 of the victory point track.
Your setup: Each of you places 1 land and 1 sea colonist into the capital and take the 6 goods (1 cloth, 1 brick, 1 tool, 1 wine and 2 food) and 4 remaining colonists to your storehouse. The 6 pink Solitaria team I cards are the hand cards of player 1, who begins, and the 6 purple Solitaria team II cards are those of player 2. Each of you also takes 6 sestertii.
Difficulty level
Choose a difficulty level and finish your setup as follows:
Standard: Contrarius places 1 land and 1 sea colonist into the capital. You start with 20 victory points. Place your scoring marker on the 20 of the victory point track.
Veteran: Contrarius places 1 house into the most valuable city adjacent to the capital (most of the time cloth or wine). It then places one colonist on the line between the capital and this city. If there is a blue and a brown line to the city, you decide which colonist it places. It places a second colonist adjacent to the next most valuable city it can reach.
You start with 10 victory points. Place your scoring marker on the 10 of the victory point track.
Expert: Contrarius places 1 land and 1 sea colonist into the capital. It also places 1 house on each of the following positions on the victory point track: 10, 20, 30, 40 and 50. Surplus houses remain in its supply. During the game Contrarius scores immediately through some of its reactions. When Contrarius moves its scoring marker on or over a house on the victory point track, it takes the house and builds it into a city on the game board (use the Mercator die). If Contrarius must build a house and its supply is empty, it takes a house from the far end of the victory point track. To build the house follow the rules of "Where does Contrarius build?" on page 12.
You start with 0 victory points. Place your scoring marker on the 0 of the victory point track.
(Page 3 of the teamplay booklet shows a worked "Example: standard team play" setup as a picture of cards and a board; the picture is not reproduced here.)
Cooperative Game Play
Turns and reaction of Contrarius
When it is your turn, you play a personality card from your hand on your own face up stack and carry out its action. Then your partner also carries out the action of your personality card. Your partner does not play a card on their own while doing so (exceptions: Legatus and Proconsul). Only afterwards, Contrarius reacts. Its reaction is in the light-colored box marked by a C (for Contrarius) on each personality card. Contrarius only reacts to the first action, not to the action of your partner. In the next turn, your partner then plays their own card and so on.
The game ends, when either one of you or Contrarius triggers the end of the game conditions (page 10).
Example: You play your Prefect and produce in a province with 2 houses. Then your partner uses your Prefect and produces in a province with 3 houses. Afterwards, Contrarius reacts to your action and thus, scores 2 victory points (see the personality card Prefect, on page 7). Contrarius does not react to the production of your partner.
Personality cards, goods and sestertii
You manage your belongings separately. You must never exchange goods or personality cards. The only exception are sestertii. If you need more sestertii to carry out an action (i.e., with Architect or Mercator), you may take the necessary sestertii from your partner!
Communication
Each partner decides which card they play and which action they carry out on their own. The decisions taken by your partner must be accepted, even if they do not work for your goals and ideas. It is recommended, that you decide before the game which communications are acceptable for you.
Cooperative Personality Cards
The original rules of Concordia apply for the actions of the personality cards. The new cards are "Prefect with Praefectus Magnus", "Legatus", "Praetor" and "Proconsul", as well as the cards with 2 personalities.
Architect
Action: As in Concordia.
Reaction of Contrarius: Roll the blue Architect die to determine which of the 5 first personality cards in the display area Contrarius takes face-up to its card display. Then refill the display area as usual. If there are not enough cards in the display area, Contrarius takes the first card instead of the die result.
Example: You roll a 3. Take the personality card from position 3 of the display area on the game board and place it faced-up to the card display of Contrarius. Refill the display area on the game board as usual.
Diplomat
Action: Copy the action of one face-up card of Contrarius' card display. Flip the card face down afterwards. Your partner also copies the same card that you copy. Each card of Contrarius can only be copied once during the game.
Reaction of Contrarius: Contrarius reacts according to the reaction on the card you have copied.
Example: You copy the face-up Prefect from the display of Contrarius. You reactivate the provinces with its action and collect the cash bonus, your partner produces. Now Contrarius reacts to your cash bonus and scores 2 victory points. Afterwards you flip the used Prefect card face down. You cannot copy this card again.
Legatus
Action: The Legatus is a request to one's partner for playing a certain card from their hand immediately. You may suggest a card from your partner's hand. Of course, your partner is free to follow that suggestion or not. The partner plays a personality card, and that personality card played determines the actions for both partners in the usual way. Now the partner who plays the card also starts with carrying out the related actions and, thus, Contrarius will later react to that first action.
Note that the general turn order is not affected.
Reaction of Contrarius: Contrarius reacts to the card of your partner.
Example: You would like to build, but opposite to your partner you are missing the required Architect in your hand. Thus, you play Legatus and suggest to your partner to play the Architect. Your partner likes your idea and plays Architect and both of you build. Contrarius reacts to the Architect and receives 1 card. Then it is the turn of your partner and they play a card.
Colonist
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) place colonists: Roll the red Tribune/Colonist die to determine, whether Contrarius places 1 new colonist or it takes the card from position 1 of the card display area. If it builds a sea or land colonist, place it in the capital. If it takes the card, place it face up in the card display of Contrarius.
- b) earn money: Contrarius scores 2 victory points.
Mercator
Action: As in Concordia.
Reaction of Contrarius: Contrarius builds 1 house: Roll the black Mercator die to determine the goods type of the city the house is built in. Contrarius adheres to the rules of "Where does Contrarius build?" on page 12 to determine the exact city.
Afterwards the province the house is built in is activated for production. You receive goods there if you have houses there. Contrarius never receives goods for its houses. If the province has already produced - instead all bonus markers are reactivated again - however, only when there are at least 3 bonus markers with their coins side flipped up. Otherwise, nothing happens.
Prefect
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) produce: Contrarius scores 1 victory point for each house in this province, however at least 1 victory point.
- b) reactivate: Contrarius scores 2 victory points.
Prefect with Praefectus Magnus
Action: Same as the Prefect in Concordia; however, with a double goods bonus (2 instead of 1).
Reaction of Contrarius: Contrarius reacts depending on which action you have chosen:
- a) produce: Contrarius scores 1 victory point for each house in this province, however at least 2 victory points.
- b) reactivate: Contrarius scores 2 victory points.
Examples: Blue plays the Prefect with P.M. and produces in Campania: Blue takes 2 cloths, as this is the bonus good, and 1 tool, as there is a blue house there. Contrarius scores 2 victory points as its reaction - even though there is only 1 house in this province. This is due to the minimum of 2 victory points it scores.
Blue takes a total of 3 cloths and 1 tool. Their partner (Black) receives 1 tool. Not depending on whichever action the partner carries out (produce or reactivate), Contrarius scores 4 victory points, because Blue has produced in Campania and in that province there are 4 houses.
Praetor
Action: A Praetor works like the Senator in Concordia, but you can purchase no more than 1 personality card from the sales display. The sales display area is only refilled in the usual way, after both players have completed their buying action.
Reaction of Contrarius: Depending on the card, Contrarius scores 2 victory points or Contrarius builds 1 house: Use the white Senator/Consul die to determine the goods type of the city the house is built in. Contrarius adheres to the rules of "Where does Contrarius build?" on page 12 to determine the exact city.
Specialists
Mason, Farmer, Smith, Vintner and Weaver. Each specialist card reads, in turn: Mason, "Produce bricks in all your" (houses); Farmer, "Produce food in all your"; Smith, "Produce tools in all your"; Vintner, "Produce wine in all your"; Weaver, "Produce cloth in all your". Each is related to the god Minerva.
Action: As in Concordia.
Reaction of Contrarius: Contrarius scores 3 victory points.
Proconsul
Action: You may buy 1 personality card from the sales display without additional costs and take it into your hand, as with the Consul. After that, your partner plays another personality card from their own hand and carries out its actions, but only for themselves. However, your partner cannot play a Legatus.
The sales display area is only refilled in the usual way, after both players have completed their actions.
Note that the general turn order is not affected by playing a Proconsul.
Reaction of Contrarius: Contrarius builds 1 house: Use the white Senator/Consul die to determine the goods type of the city the house is built in. Contrarius adheres to the rules of "Where does Contrarius build?" on page 12 to determine the exact city. Contrarius does not react to the card of your partner.
Tribune
Action: As in Concordia.
Reaction of Contrarius: Contrarius reacts twofold:
- Contrarius builds 1 house in a city with the goods type that matches its best specialist (Weaver > Vintner > Smith > Farmer > Mason). Contrarius adheres to the rules of "Where does Contrarius build?" on page 12 to determine the exact city.
- Roll the red Tribune/Colonist die to determine, whether Contrarius places 1 new colonist or it takes the card from position 1 of the card display area. If it builds a sea or land colonist, place it in the capital. If it takes the card, place it face up in the card display of Contrarius.
Double choice cards
Prefect / Architect, Architect / Mercator and Mercator / Prefect.
Action: You choose one of the personalities on the card and carry out their action. Then your partner chooses the other personality and carries out their action.
Reaction of Contrarius: Contrarius reacts to your chosen personality and your action. Contrarius does not react to your partner's personality nor action.
Example: You play the double choice card Prefect/Architect and choose the Architect. After you have built, your partner can only choose the Prefect and reactivates, thus taking the cash bonus. Afterwards, Contrarius reacts to the Architect and takes a card.
Cooperative Final Scoring
Final scoring follows the same rules as in Concordia. Some personality cards have 2 gods, they count as 2x Saturnus or 2x Jupiter respectively.
Venus goddess
For each province in which you and your partner have each at least 1 house, you score 1 victory point. (Maximum number of points = number of provinces.) Contrarius scores 1 victory point for each province in which it and one of you has a house.
First, you tally up individually. Your team score is established by taking the middle of your individual scores. Example: Individually you scored 100 and 110 points, thus your team score is 105.
Contrarius scores all the gods on all its cards (face up and face down) following the usual rules.
In case of a tie, owning the Concordia card wins you the game.
Cooperative End of Game
Whoever takes the last personality card from the display area or builds their last house initiates the end of the game and also takes the Concordia card that is worth 7 victory points. If Contrarius initiates the end of the game, you play one final personality card and carry out your team's actions without the reaction of Contrarius. If either of you initiates the end of the game, it is possible that your partner also follows through with their action. The game then ends with the last reaction of Contrarius.
Supplementary rules to the reactions of Contrarius
The teamplay booklet prints the same supplementary rules as the solo booklet (building houses, placing a colonist, take a card). They are transcribed once, under "Supplementary rules to the reactions of Contrarius" in the Solo End of Game section above.
Where Does Contrarius Build? (Cooperative)
The teamplay booklet prints the same rules as the solo booklet under "Where Does Contrarius Build?" above, on page 12 instead of page 9. The die notation, the four-step city selection, the movement rule and the cheaper-goods fallback are identical, and the example is the same picture of cities A to E with city E "Aleria" as the chosen city.