Concordia
Concordia Rulebook
Table of Contents
Table of Contents
Game Overview
Players execute their turns in clockwise order. A player's hand consists of their un-played personality cards. A player's turn consists of playing 1 card from their hand and executing the related actions. All played cards form a personal discard pile showing only the last card played. With the Tribune, a player takes back all previously played cards into their hand.
Game end: The game ends either after a player purchases the last card from the display on the board, or after the first player builds their 15th house. In either case, that player is awarded the Concordia card. All other players then execute a final turn, and all players tally their final victory points.
Scoring: Each personality card is related to an ancient god. These gods individually reward certain achievements (number of populated provinces, number of colonists, etc.).
Game Setup
Setup is described in detail in the separate quick intro. Cards for sale that are not needed (depending on player count) are removed from the game. After randomly determining the start player, the last player (to the right of the start player) receives the Præfectus Magnus.
Personality Cards
Playing a personality card and executing its action is a player's entire turn.
Tribune
- Recover cards: The player recovers all of their previously played cards back into their hand. If the player takes back more than 3 cards (including the Tribune in the count), they receive 1 sestertius per card past the 3rd from the bank.
- 1 new colonist: In addition, the player may optionally purchase 1 new colonist by paying 1 food and 1 tool to the bank and placing either a new land or sea colonist from their storehouse into "Roma."
The first time a player plays their Tribune to take cards back, they immediately perform a personal intermediate scoring (see below).
Architect
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Move colonists: The number of colonists a player has on the board determines the number of movement steps they can freely allocate to their own colonists. Land colonists move only along brown lines; sea colonists only along blue lines. A colonist's first step is out of its starting city onto an adjacent line; further steps move it through a city onto the next adjacent line. A colonist cannot end its movement on a line already occupied by another colonist, though it may move through occupied lines (counting those sections into its movement).
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Build houses (after all movements): The player may build houses in cities adjacent to any of their own colonists. Each new house is paid to the bank with goods and coins:
- Goods: 1 food in a brick city, or 1 brick plus the good of that city's type in every other city.
- Coins: 1 sestertius in a brick city, 2 in a food city, 3 in a tool city, 4 in a wine city, 5 in a cloth city.
If a city already contains other houses, the coin cost is multiplied by the number of houses that will be in the city after the build (e.g., the fourth house costs ×4 in coins). The goods cost is unchanged. Players may not build more than one own house in a single city, and never in "Roma."
Prefect
The player chooses between two alternatives:
- a) Choose an active province whose bonus marker still shows the goods symbol. Flip that marker to its coin side and receive 1 unit of the depicted goods from the bank. In addition, all houses inside the province (regardless of owner) each produce one unit of the good produced in their city.
- b) Instead of producing, collect the cash bonus: for every visible coin on the bonus markers, receive 1 sestertius from the bank. Afterward, all bonus markers are flipped back to their goods side.
Colonist
The player chooses between two alternatives:
- a) Place new colonists on the board, each paid for with 1 food and 1 tool. New colonists can be placed in "Roma" or in any other city where the player owns a house.
- b) Receive 5 sestertii plus 1 sestertius for each of their own colonists on the board.
Mercator
Executed in 2 steps:
- Receive 3 sestertii from the bank (or 5 with a purchased Mercator).
- Trade in two types of goods with the bank — sell two types, buy two types, or sell one and buy another. The number of units is limited only by free storehouse space. Trade is done at the fixed prices shown on the roof of the storehouse.
Diplomat
The player executes an action from a personality card that is on top of another player's discard pile (its most recently played card). The action is executed exactly as if the player had played that card themselves. Actions of players who recently used a Diplomat card or took back their cards with a Tribune cannot be copied.
Senator
The player may purchase up to two personality cards from the display on the board and take them into their hand. The price of a card is the sum of:
- The goods depicted inside the red field of the card, plus
- The goods depicted beneath the card's position on the game board (a question mark stands for a good of the player's choice).
After the purchase(s), remaining cards in the display shift left to fill empty left-positions, and the display is replenished to 7 cards (as long as fresh cards remain in the stack).
Consul
The player may purchase one personality card from the display. The price consists only of the goods depicted inside the red field of the card; goods beneath the card's board position are ignored. As with the Senator, remaining cards shift left and the display is replenished.
Specialists (Mason, Farmer, Smith, Vintner, Weaver)
All of the player's houses of the related goods type each produce one unit of that good. (Mason → brick, Farmer → food, Smith → tool, Vintner → wine, Weaver → cloth.)
Præfectus Magnus
If the player who currently owns the Præfectus Magnus plays a Prefect card (or uses one via the Diplomat) to let a province produce, they receive a double bonus (2 units instead of 1). Production inside the cities is not affected. After their turn they hand the Præfectus Magnus to the player on their right. A player must use it when able and may not forego its benefit to keep it. If a player plays a Prefect for the cash bonus, the Præfectus Magnus is not activated (the cash bonus is never doubled).
Further Rules
Storehouse
Each player has a storehouse with 12 storage spaces, each holding either one colonist or one unit of goods. At the start, 4 spaces are occupied by colonists (unavailable for goods). Placing new colonists on the board frees additional storage. If all spaces are occupied, no more goods can be taken; you may not discard goods to make room. If you receive more goods than you have space for, you choose which units to take but may not leave any space empty.
Trade and Stockpile
Players may not trade goods with each other. Goods and coins are considered unlimited. The number of colonists is restricted to 6 per player.
Intermediate Scoring
The first time a player plays their Tribune to take back cards, they immediately perform a personal intermediate scoring, scoring all their cards as in the final scoring and tallying VP on the track. After all players have done this, the scores are compared: 1st place receives 2 sestertii, 2nd place 1 sestertius (ties share the same amount). Then all scoring markers return to zero. This is not recommended if all players know the game well.
Game End
If a player purchases the last personality card (emptying the display) or builds their 15th house, they receive the Concordia card, worth 7 additional VP. Every other player then takes one last turn before the final scoring. The player with the most VP wins. A tie is won by the player owning the Præfectus Magnus (or the tied player who would receive it next).
Final Scoring
Each personality card is related to an ancient god who rewards its owner with victory points. Gather all your cards (including the discard pile) and arrange them by god. Score Vesta for all players first, then Jupiter, and so on.
- Vesta: The value of all goods in the storehouse (usual prices) is added to your cash money. You receive 1 VP per full 10 sestertii (fractions ignored).
- Jupiter: For each house in a non-brick city, 1 VP per Jupiter card. (max. 15 VP per card)
- Saturnus: For each province with at least one of your houses, 1 VP per Saturnus card. (Imperium max. 12 VP, Italia max. 11 VP per card)
- Mercurius: For each type of goods you produce with your houses, 2 VP per Mercurius card. (max. 10 VP per card)
- Mars: For each of your colonists on the board, 2 VP per Mars card. (max. 12 VP per card)
- Minerva: For each city of the related city type (as depicted on the specialist card), a certain number of VP per house.
Each card assigned to a god multiplies that god's score. All VP are tallied with the player's score marker on the VP-track.