Eschnapur
Eschnapur Rulebook
Table of Contents
Table of Contents
Components
In addition to the game rules and the six small plastic bags, the game components pictured below belong to Eschnapur.
The board: The scoring track runs around the outside of the board. The further one progresses on it, the better. The golden temple lies in the inside of the board with 15 areas, recognized by the different mosaic designs and the secret niches in which valuable treasures are hidden. Many figures can stand in these areas. The figures can move in any direction from area to area. Beside the edge of the board are piles of movement tiles, coins, and supply tiles.
The researcher stones, one each in 5 colors: These game figures represent researchers that rummage through the rooms and niches of the temple, searching for wealth and fame.
The coins, 50 ones and 10 fives: Five ones are equal to one five. The coins can be exchanged anytime. Note: If the coins are referenced in the rules, it always refers to those with a value of one.
The bid cards and the pass cards, 30 bid and 5 pass: The higher the values on the bid cards, the more coins are also portrayed on them. Cards with a value from 1 to 5 show no coins, the cards from 6 to 10 show one coin, from 11 to 15 two coins, from 16 to 20 three coins, from 21 to 25 four coins, and from 26 to 30 five coins. The philosophical wisdom on them serves only for inner edification and has nothing to do with the game.
The laughing temple monk: It is the guardian of the secret of the golden temple. Its good will should not be underestimated.
The player aid cards (5 pieces): They help each player find their way around in the temple. Who is allowed to do something and when? How much does something cost? And how are points scored? Well, each one has that!
The discovery chips (15 pieces): The researcher's luck: You discover the secret niches. Once there uncover a discovery chip and bring its precious treasure to the light. The discovery chips themselves each show two values on the underside.
The movement tiles (small footprint cards) (35 pieces): In the dust of the temple there are footprints. One uses a footprint to move one space.
The supply tiles (oval wafers) (30 pieces): At the start of each turn two of these are uncovered. One is sold and the player himself uses one. Numbers and game components are portrayed on these.
The success stones, one each in 5 colors: These mark the success of each researcher, who has found treasure in the golden temples, on the success path.
The symbol cards (20 pieces): A colored symbol is portrayed on these on the front. The rear shows all symbols. With its help, we can open the secret niches.
Game Preparation
- The game board is placed on the table.
- The 15 discovery chips are placed face down, one each in each of the niches, so that the treasure is hidden.
- Each player chooses a pair of color stones. The success stone counts the points and is placed on the first space of the scoring track. The researcher stone is placed inside the temple on the space with a single symbol of the same color. The red figure therefore comes into the area with the red symbol, etc. With fewer than 5 players the brown color is not used.
- Each player gets 2 large coins with a value of five and 10 small coins with a value of 1. The remaining coins are put to the side as a reserve. Note: In a five player game, everyone receives only 2 fives and 7 ones.
- From the footprint tiles, any two are taken at the start. The remaining becomes a reserve at the side of the board.
- Each player receives one pass card (a bid card with a "P"). [Source note: the translation reads "on pass card"; "one" is read as intended.] With three players, two pass cards stay in the box and with four players one pass card stays in the box.
- The symbol and bid card decks are shuffled. Each player is dealt one symbol card and two bid cards. The rest are placed facedown in reserve stacks at the side of the board. Everyone should keep their symbol and bid cards hidden.
- The small laughing temple monk waits beside the golden temple until it is used.
- The 30 supply tiles are placed beside the board, face down.
- For the better understanding of the game, everyone receives an overview card.
Goal of the Game
Fame and honor don't fall like manna from heaven. Players must consider three different actions on each turn. The first action must occur. Whether one does the second or third action is left to each player. Afterwards, the player to the left takes a turn in clockwise order. So it goes on and on until 13 of the 15 treasures have been discovered and appraised. Whoever has advanced their success stone farthest along the track at the end wins the game.
In principle, one must be aware that at any time everyone, quite independently of the three actions, can buy symbol cards, bid cards and footprint tiles.
- A bid card costs 3 coins.
- A symbol card costs 3 coins.
- A footprint tile costs 2 coins.
When someone buys a card, it is taken from the top of the corresponding deck.
The Game Begins
You now enter the golden temple. From here you should carefully consider each of your steps. Take a deep breath and decide on your first action.
The First Action
As was said, each player must take this action. It works like this: the player whose turn it is uncovers any two supply tiles. One of those must be sold to another player, one is kept. It's quite clear: keeping both tiles or selling both is not an option. However, you can decide which one to sell and which one to keep. Normally that depends on the offers of the players.
Offers can be made that include footprint tiles, coins, bid cards, or symbol card, in any combination. Any manner of haggling is allowed - offers may be increased, decreased, and withdrawn. As the game progresses players will learn that not just the worth, but also sympathy for other players may decide which offer is accepted. Players can decide freely which offer to accept. Players can even refuse all offers. In that case both tiles go back to the pile and the player takes two coins instead. The player has then finished the first action and, if desired, may continue with action number 2.
As soon as the player has decided in favor of an offer, the player who made the offer surrenders what was agreed upon. In return, this player is given the small tile. Both buyer and seller place their new supply tiles in front of them.
Both players also receive what is portrayed under the number on their supply tile from the reserve - first the seller, then the buyer, then the buyer. [Source note: the translation repeats "then the buyer" here; it is transcribed as printed.] Each supply tile also carries a number between one and four. The meaning of this number is described later.
- If the supply tile shows footprints, the player receives a number of footprint tiles from the reserve. The number of footprints determines how many can be taken; the example pictured in the rulebook means 4 footprint tiles would be awarded.
- If the supply tile shows coins, the player receives a number of coins. The tile pictured in the rulebook would bring its owner 3 coins.
- If the supply tile shows a symbol card, the player draws the top symbol card from the deck.
- And if the supply tile shows a bid card, the player receives the top bid card from the deck.
The Second Action
The player whose turn it is may - they are not required to - move their researcher stone inside the golden temple in any direction from area to area. For each space moved, the player must turn in a footprint tile to the reserve. Therefore: if they move one space, they must hand over one footprint tile; two spaces, two footprint tiles, etc. Suggestion: The researcher stone should only be move in the golden temple if one wants to open the niche in the area to which one moves. And so we come to the third action.
The Third Action
The player whose turn it is may open the secret door to the hidden niche. To do this, the player needs a symbol card or two matching the symbol(s) portrayed on the floor of the area before the niche. The player shows the card(s) and puts them face down under the corresponding deck. The player then turns the discovery chip in this niche over, and the treasure under it comes to light.
Breathless Tension
Both a big and a small number are portrayed on the underside of the discover chip. The player who has uncovered the chip can immediately move forward on the scoring track the same number of spaces as the smaller number shows.
The Real Test
Now all play for the bigger number on the discovery chip that was just uncovered. Each player chooses one of their bid cards or their pass card and places it face down in front of them. These are uncovered simultaneously. And these are the consequences:
- The player with the highest bid card may move their success stone forward as many spaces on the scoring track as the bigger number. Important: the player must also hand over as many coins as are portrayed on their bid card. If a player plays a bid card with more coins on it than they have, their bid card is disregarded and the second highest bid wins. All bid cards (not the pass cards) are discarded afterwards.
- The player with the lowest bid card receives the discovery chip and puts it in front of them. In addition, they receive as many coins as is portrayed on their bid card.
All bid cards that were played are mixed and placed face down under the corresponding decks.
- If a player plays a pass card, they receive 4 coins from the reserve. One can therefore receive no points with a pass card. The card remains with the player for the entire game.
The Numbers on the Supply Tiles
In the course of the game players collect more and more supply tiles. As soon as someone has collected so many that their numbers add up to 12, they can put them aside and take 2 cards from the reserve for free. Either 2 bid cards or 2 symbol cards or one of each may be drawn.
Often enough life is calculated differently:
A player doesn't have to have an exact total of 12 on their supply tiles, for example they could have 14 points (4+4+3+3=14 points), but one still receives only two cards from the reserve; the two surplus points are discarded. Since one may not make change from the tiles, if one has more than 12 points, the player can continue playing until they acquire a combination that yields exactly 12, if they so desire.
The Laughing Temple Monk
The temple-monk helps one to believe in good. With his smiling face, he takes care of the luckless researcher and helps them make progress a good bit more quickly: As soon as a player on the scoring track is alone in last place, they receive the monk. This causes any points that this player receives to be doubled.
A player keeps possession of the monk as long as they are in last place; that is even true if they land together on a space with the next to last player. One past this player, however, the monk is given to the new last-place player.
End of the Game
As soon as 13 of the 15 discovery chips are uncovered and assessed, the game has finished.
- Whoever has the most discovery chips can move 12 spaces on the scoring track. If several players are tied for the most, the 12 points are divided. On this appraisal, the temple monk has no effect.
- Whoever has the fewest discovery chips has to go back 6 spaces on the scoring track. If several players are tied for the fewest, the 6 points are divided. And also as above also, the temple monk does not affect the points deducted.
Whoever has reached the farthest point on the scoring track is the winner. If there is a tie, the person holding the highest bid card wins.
Other Rules
- If face down supply tiles are depleted, the tiles that have been set aside are mixed again and are placed face down. Play continues.
- Should all players play a pass card when bidding for the bigger number on a discovery chip, the larger number of points is not awarded and the discovery chip is set aside.
- Should only one player play a bid card and all others play a pass card, the player who played the bid card receives the bigger number on the discover chip and can take the discovery chip as well. The player must hand over no coins for this as they have both the highest and the lowest number bid.
- Should the scoring track not be sufficiently long, simply continue past the start space.
- Two players are not allowed to make exactly the same offer for a supply tile, no matter to which of the two tiles their offers refer.
- The player aid cards can be helpful! The illustrations represent most of the key game rules.
The course of the game is located on the front side.
On the rear is:
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The cost of the cards and movement tiles
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The influence of the monk
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The meaning of the numbers on the supply tiles, and
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The end-game condition and effect of the discovery chips.
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Should a rare case occur that there are not enough coins in the reserve, the coins that are left are distributed as evenly as possible. Whoever receives too few is out of luck.
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It is most important and crucial in this game to accumulate 12 points on the supply tiles as quickly as possible, because you then receive 2 free cards. Therefore: Negotiate! Make offers! Haggle!
A Detailed Example
If you play through this example, you should have a good framework for the game and can explore the golden temple with the best preparation.
1. Action
It is Axel's turn. He uncovers 2 supply tiles. One shows 3 coins, the other shows 1 bid card.
He asks the other players: "Who offers me something for one of the tiles?"
Claudia: "I offer you 2 footprint tiles and 1 coin for the tile with the 3 coins."
Patrick thinks: "You'll get 3 footprint tiles and 1 coin from me for the tile with the 3 coins."
Eva: "You can draw 1 bid card of mine if you give me the tile with the bid card."
Axel has not yet decided on the offers. However, Eva's bid card intrigues him.
Therefore, he asks her: "If you also give me 2 footprint tiles with the bid card, we can do business."
In reply Eva says: "Well, only if you add in 1 coin."
Patrick: "One moment: I offer you 1 yellow symbol card and 1 coin for the same tile that Eva would like."
Axel: "I'm not interested. I accept Eva's offer."
Axel gives Eva 1 coin, gets 2 footprint tiles from her and draws 1 bid card from her hand. Eva takes the supply tile with the bid card on it, places it before her, and takes for herself, according to picture on the tile, the top bid card from the deck. Axel still takes 3 coins from the reserve (because of the picture on the supply tile he kept).
2. Action
Axel moves his researcher stone 3 spaces. He hands over 3 footprint tiles and them in the reserve.
3. Action
Axel would like to uncover the discovery chip in the area he has reached. A red and a blue symbol are portrayed on the floor. Axel shows the two symbol cards and puts them under the corresponding reserve deck.
Axel turns over the discovery chip. A small eight and a large nine are on it - Axel immediately moves his success stone on the scoring track 8 spaces ahead.
Claudia in the meantime quickly buys 1 bid card. She puts 3 coins in the reserve and takes for herself the top bid card on the deck.
Everyone puts one of their bid cards face down in front of them. They are uncovered simultaneously:
Axel played a card with the value 22, Eva played 23, Patrick played his pass card, and Claudia played a bid card with the value 16.
- Eva's bid card is the highest. On her 23 card are 4 coins. She hands over 4 coins, puts them in the reserve and moves her success stone on the scoring track 9 spaces forward.
- Claudia's bid card is the lowest. On her 16, 3 coins are showing. She receives 3 coins and can take the discovery chip for herself.
- Patrick takes his pass card back and gets 4 coins from the reserve.
All bid cards played are discarded and are put under the corresponding reserve deck.