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Guild

Guild Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
  • Preparation
  • Game
  • Incoming Phase
  • Auction Phase
  • Action Phase
    • 1) Purchase(The number of own used auction chips for the auction phase)
    • 2) Expanding the guild (No limited)
      • 2.1) Placement the guild card
      • 2.2) Placement of the supporter card
    • 3) Collecting from the player area(One time)
    • 4) Help from Kingdom(One time)
  • 4. War phase
    • -War
  • Round ends
  • Game ends
  • Scoring

Components

  • x100 cube
    • x20 Wood cube(Brown)
    • x20 Stone cube(White)
    • x20 Rice cube(Yellow)
    • x30 Soldier cube(Black)
    • x10 Silk cube(Purple)
    • ※1 They place on the table as "Stock".
    • ※2 They are counted as unlimited in the stock.
  • x89 Card
    • x62 guild card(16 first guild cards with a white number "1")
    • x27 supporter card
    • ※They place on the table as "Stock".
  • x8 Kingdom Card
  • x1 Start-player marker
  • x28 Auction chip
  • x4 Pawn
  • Money (as Ryo)
    • ※They placed on the table as "Bank", all players can be free to exchange the money with the confirmation from another player.

Caption printed beside the component layout: "Preparation for four players".

Overview

Each player hope to make the biggest guild in all over the world. So that, the player takes any shops and any supporters in all over the world. For example, the shops are the general merchant, the pawn shop, the quarry and so on. The supporters are the noble, the church and the merchant. When the player takes the supporter or the shops, the player must pay the cost as the money and the cubes.

When the game ends, the winner is the player that takes the most points with more shops and supporters.

Preparation

Each player receives the follows.

The first guild cards as hands. (4 types; Stone pit, Woodcutter hut, Rice field, Watch tower) 1 Pawn 7 Auction chips

The supporter cards are placed to be divided by each type on the table as stock. In 2 players, 2x Nobles, 3x churches, 4x merchants, Each one supporter with a special activities. In 3 players, 3x Nobles, 4x churches, 5x merchants, Each two supporters with a special activities. In 4 players, 4x Nobles, 5x churches, 6x merchants, Each three supporter with a special activities. The remained first guild cards, pawn(s), auction chip(s) and supporter cards are back to the box.

The guild cards are shuffled and placed on the table as the pile. After that, the pile is done as follows. In 2 players, the 20 cards are returned from the pile to the box. In 3 players, the 10 cards are returned from the pile to the box. In 4 players, it's nothing. The every cards are used in the game.

The kingdom cards are shuffled, and chosen the number of players plus 1. They are placed on the table with a random side. The remained kingdom cards are back to the box.

Each player chooses one of four guild cards on own hands, and they are shuffled as one pile with face down. Then they are placed on the top of the pile. The one guild card is placed below each kingdom card from the pile. Additionally, one more guild card is placed below the kingdom cards. So each kingdom cards have two guild cards.

Each player choose one of three guild cards on own hands, and they are placed on each front with face up once. It's built now. And it's produced one cube belong the guild card(see the summary). The cube is placed on the card. The space with the guild card on the front is named 'Player area'. It will be added with the guild cards ,the supporter cards and cubes.

The start player is decided as random. The start player receives the start player marker. In 2 players, another player receives 1 Ryo. In 3 players, the first player from the start player clockwise receives 1 Ryo, the next player receives 2 Ryo. In 4 players, the first player from the start player clockwise receives 1 Ryo, the next player receives 2 Ryo, and the next player receives 3 Ryo.

Game

The round consists of 4 phases. Each player has the turn in each phase.

  1. Incoming phase
  2. Auction phase
  3. Action phase
    • Purchase action, Expanding action, Collect action and Help from the kingdom action
  4. War phase

Incoming Phase

All player receive 7 Ryo from the bank.

Auction Phase

Each player bids the some of the auction chips in secret. The player can bid no chips. Otherwise if the player wants to bid 8 or more, the money in the player is used like the auction chip.

At once, the players confirm each bid. The highest player is the first player in the next phase. The second player is second, and so on.

If tie, the winner is the player near the start player marker clockwise.

Action Phase

The player plays the turn by the turn order that is decided at Auction phase.

The actions are 1) Purchase, 2) Expanding the guild, 3) Collecting from the player area and 4) Help from the kingdom, and the player can play these action as any order included in same action.

After the turn player plays any actions, the next player starts the turn. When all players end the turn, this phase ends.

The action times of each action are limited. It is indicated by the ( ) in each section.

For example, the player can play Purchase at first, the next is Expanding, Collecting, Help, Expanding and Purchase.

Then the player area may be used by only own player.

1) Purchase(The number of own used auction chips for the auction phase)

The player may take the guild card beside a kingdom card. The cost is the same of the auction chips the player uses in this auction phase. If the player purchases one guild card, the player can purchase the guild cards at only the same kingdom in this round.

For example, the player uses three auction chips in this auction phase. The player can choose the Purchase action three times beside the same kingdom card. And the cost is 3 Ryo per one guild card.

2) Expanding the guild (No limited)

The player can place the guild cards from own hand and the supporter cards from the stock to own player area.

2.1) Placement the guild card

The first placed guild card in the preparation is counted by the first line. The next upper guild card is counted by the second line. And the next is counted by the third line, and so on.

The new guild card can be placed in the upper side, left side or right side of the placed guild cards. However the guild card in the second line needs two adjacent guild cards in the first line, and the player can place the guild card in the second line on these adjacent guild cards in the first line. Similarly, the guild card in the third line needs two adjacent guild cards in the second line. In other words, the guild cards are placed as the pyramid.

The player can not place the guild card below the first line.

Additionally, the guild cards are limited to place by the number in the upper right of the guild card. The number is the limited line to place each guild cards. For example, the "3" guild card in the upper right must be placed in the third line or more line. The "2" guild card must be placed in the second line or more. The "1" guild card is free to place the guild card. It must be placed in the first line or more.

Then the player must pay the cost as the money to the bank and as the cubes to the stock.

The money is the same value with the line that the guild card is placed. The cost of the first line is 1 Ryo. The cost of the second line is 2 Ryo, and so on.

The cubes are indicated in the right side in the guild card by icons(some guild cards are no cost).

For example, the player places the "Quarry" in the second line. The player pays 2 Ryo to the bank and returns one rice cube and one wood cube to the stock from own player area.

Figure (printed with the rules):

  • Second line for the guild card: 2 Ryo
  • First line for the guild card: 1 Ryo
  • First line for the supporters card: 2 Ryo (requested cubes are marked in red on the supporter card's cube icons)

2.2) Placement of the supporter card

The supporter card are placed from the stock to the own player area, and the player pays the money to bank and the cubes to the stock. However the player cannot choose the same supporter cards with 3 points in own player area.

Then the player can take the noble with only the score at first. If the nobles are not in the stock, the player can take the church. And the next is the merchant.

These supporter cards are placed below the guild cards as the reverse pyramid. So the first line of the support cards is below the first line of guild cards. Of course, the player must be placed two adjacent guild cards in the upper side of the supporter card. Similarly, the supporter card in the second line must be placed two adjacent supporter cards in the upper side.

The money is needed the number of lines plus 1. For example, the player places the supporter card in the first line, the player pays 2 Ryo to the bank. In the second line, the player pays 3 Ryo to the bank, and so on.

In the same way with the guild cards, the player must pay the cubes in the right side of the supporter cards to the stock.

3) Collecting from the player area(One time)

The player chooses and places a guild card in own player area. The player collects any cubes and so on from the guild cards with the direction of the left lower and the right lower from the guild card with the pawn within the placed guild card.

Some of guild cards can be placed the cubes on the card from the stock. Some have another effect. Please see the summary sheet.

The cubes are placed on each guild card that produced. Each guild card can be placed twice of the number on the upper right side of each guild card. If the cubes are placed more than each limitation, the player can place the cubes until the limitation. The player can not move the cubes without the "Warehouse" and "INN" effect.

The player can choose any guild cards by any order freely within the collected guild cards.

Then the supporter cards can not be placed the cubes.

Figure (printed with the rules): a pyramid of guild cards with the pawn on top, with arrows from the pawn's card down the left and right sides.

4) Help from Kingdom(One time)

The player who don't choose the "Purchase" action in this round can not choose this action.

The player turns the kingdom card to the side, the kingdom card is that the player choose in the "Purchase" action. The turned kingdom card means that the kingdom card was used in this round, and it cannot be used in this round.

Then the player takes the effect. Please see the effect of the kingdom cards in the summary.

If the player takes the cubes except the guild card in own player area, they are placed on the front temporary. They are used in this turn freely. So in the end of turn, the player move one by one to the guild card in own player area. Of course, the player need to follow the limitation of the guild cards.

4. War phase

At first, the players checks whether the war is happened. The war is happened when one of the types with supporter cards is out from the stock, or the pile of the guild card is out. When it's in other case, this phase is passed.

If two or more wars is happened, the final war is resolved.

-War

The player with the start player marker draws the guild cards from the pile, the number of guild cards are follows.

  1. When the noble of the support cards is out, two guild cards are drawn from the pile.
  2. When the church of the support cards is out, three guild cards are drawn from the pile.
  3. When the merchant of the support cards is out, four guild cards are drawn from the pile. *The last war
  4. When the pile of guild cards is out, the power of the opponent is twelve. *The last war

The power of the opponent is the total of the number in the upper right side of the drawn guild card except case.4.

When the pile is out, it is considered as the player draws the card with "3".

The war of the case.3 or the case.4 is called the last war. When the last war is happened, the game ends in the end of this round, and it's scoring.

Then the power of the opponent is decided now.

The player from the start player clockwise must decide to return the same soldier cubes with the power of opponent from own player area to the stock.

If the player returns them, the player wins the war. And the player gets the bonus.

If the war is happened by the case.1 or the case.2, the bonus is one of the guild cards that are drawn in order to decide the power of opponent. When the bonus is not enough with only the drawn guild cards, the additional guild card(s) are drawn from the pile until the number is same with the winners.

The remained guild cards are back to the box when the winner is less than the drawn guild cards.

Caution: If the pile is out when the power of the opponent is decided in the case.1 or the case.2, the war is changed to the last war.

Caution2: If the pile is out when the bonus is not enough in the case.1 or the case.2, the winners don't have the bonus.

If the last war is happened, the winner(s) get the 3 points.

If the player doesn't return the soldier cubes, the player must be back one of the guild cards in the highest line to the box. The player can decide it if they are some guild cards.

When the placement of the supporter cards is not correct with the rule, the player must replace the supporter cards in own player area. The supporter cards can be replaced the same line or less. However the player cannot keep the supporter cards, the unplaced supporter card(s) are back to the box.

For example : The case is the Nobles is out from the stock.

Figure (printed with the rules): a 2x Nobles supporter card and a 1-line guild card lead to "Power 3". Winner: "Return three soldier cubes to the stock." then "Take one guild card". Loser: "Don't return three soldier cubes to the stock." then "Return one guild card from the player area."

The two guild cards from the pile.

Round ends

The start player passes the start player marker to the next player clockwise.

The turned kingdom cards are ruturned to the unturned side, and are upset the front and back.

The guild cards are placed from the pile as follows.

One guild card are added to the kingdom card with no guild card from the left side of the kingdom cards. Then one guild card is added to each kingdom card from the left side of the kingdom cards.

If the pile is out, the placement of the guild card is stopped.

Now the next round is started.

Game ends

When the last war is happened, the game ends in the end of the war phase.

Now scoring!

Scoring

The score consists of the supporter cards, guild cards and silk cubes in own player area, and adds the winner point of the last war.

The player takes the points of the number in the hexagon of supporter cards.

The player takes the points of the lined number of guild cards for each guild card. The first line of each guild card is one point. The second line of each guild card is two points. In the same way, the third line of each guild card is three points, and so on.

The player takes one point per one silk cube.

The winner in the last war takes three points.

The winner is the player that takes the highest total points. If tie, the winner is the player that takes the most soldier cubes in own player area within these tied players.