Historia: Capitals Expansion
Historia: Capitals Expansion Rulebook
Table of Contents
Table of Contents
Components
7 Capital tiles, 14 Treasure tokens, 1 rulebook
Rules
Capital tiles and Treasure tokens are placed face up near the board forming a display. Expansion actions can be used to place a second cube in a territory already occupied by the Civilization or to move a second cube from one region to another adjacent. Each player can have one territory containing up to two Power cubes. When a player loses a war in a territory with two cubes he removes only one of them.
Build a Capital
While a Territory bonus is performed, players with 2 cubes in a territory can build a Capital. A player must choose a Capital tile from those available (looking at both sides) and put it in front of him. The last player in turn order chooses first. Capitals are of 3 kinds: I Era (gray castles), II Era (blue castles), III Era (capitol). Each player can only have 1 Capital at a time. Capitals become active only on the following Turn.
Decay of a Capital
Capitals, like the greatest Empires in history, have first a period of prosperity and then decay. A Capital decays at the end of the relative Era. Decayed Capital tiles are moved back to the capital display near the board.
Gaining Treasures
Each Capital tile has 2 requirements which, if reached, allow to obtain each a Treasure token while Territory bonus is performed. If the requirements are reached and the treasure is available in the reserve, the player takes it and place it in front of him.
Example: When Territory bonus is performed at the end of the fourth turn of I Era, players with a Capital of I Era may get 1 or 2 Treasures if satisfying one or both of their conditions. Once done, their Capitals will decay (end of I Era). A player without a Capital, but with a territory with 2 power cubes, at this level could only build a Capital of Era II, but he would not gain any Treasure, as the Capital becomes active on the following turn (Turn 1 of Era II).
Spending a Treasure
During the game a player may spend a Treasure:
- At the end of an Era to lower by 1 point the requirement of a Leader objective.
- At any time to recover 3 cubes from the Used Pool.
- Giving it to an opponent if he loses a war, instead of removing the cube from the territory (opponent doesn't get any VP).
- Before starting a new turn to chooses his position in the turn order.
There is no limit on how many Treasures a player can spend at the same moment. Spent Treasures, unless differently stated, are moved back to the reserve.
At the end of the game players scores VP for saved Treasures:
1 Treasure = 1 VP, 2 Treasures = 3 VP, 3 Treasures = 5 VP; 3 identical or all different Treasures 7 VP
New Symbols
The booklet's "New symbols" list pairs each icon with the following meaning. The icons themselves are reproduced in the source as pictures; they are described here in words.
- Ten-card hand icon (a fan of cards marked "10"): The player has 10 cards in his hand.
- Yellow fan icon (a yellow sun-like fan): The player government is the yellow.
- Question mark icon (?): The player can take a treasure of his choice.
- Crossed-out territory icon (a flag on a territory with a red strike-through): During the territory bonus phase, before to take the territory bonus, the player takes back in his hand a cube leaving a territory empty (cannot be the last one).