Kampen om Fredriksten
Kampen om Fredriksten Rulebook
Table of Contents
Table of Contents
Goal of the Game
You are an influential merchant in Fredrikshald at the end of the sixteenth century. During 9 game rounds you try to collect as many victory points as possible. Through your acquired properties you will produce money, building materials, and soldiers. By contributing in the building of the fortress and in battles with the Swedes, you will be awarded additional victory points which will bring you closer to victory.
Preparations
Follow the instructions on pages 2–3 in the SUMMARY SHEET.
Note: the SUMMARY SHEET is a separate component and its instructions are not contained in this rules booklet.
Choose a starting player: The last player to visit Norway is the starting player. This player takes the START PLAYER CARD.
Playing the Game
The game lasts 9 rounds, and each round consists of 3 phases:
Phase 1. Event ... Phase 2. Production ... Phase 3. Build & Buy
Phase 1: Event
The starting player takes the top card from the event deck, reads it out aloud, and then places it face up on the event space on the game board. The text on the card applies to ALL players.
Phase 2: Production
In this phase, all players play SIMULTANEOUSLY. Each player rolls her own dice UP TO 3 TIMES, and after each roll you can choose to place dice ONE OR MORE of your own property cards. All dice put on a card must show the same NUMBER OG DOTS as indicated on the property. [Printed as "NUMBER OG DOTS" in the source; "OG" is evidently a typo for "OF".]
Dice that have been put on a property remains there throughout the production phase, and no more dice can be added to this property during this phase. Each time you roll your dice, you must reroll ALL dice that have NOT yet been put on a property.
When all players have rolled their dice three times, you receive resources from all properties on which you have placed dice. FOR EACH DICE put on a property, you receive the resources shown.
Example 1: Marita chooses to place two dice on one of her properties. She rerolls her remaining four dice.
After her second roll she chooses not to place dice on any of her properties. Note that she is not allowed to add more dice to the property she already used. She rerolls the four dice again.
After her third and final roll she puts one die on one of her properties, and two dice on her farm.
Note: You can also put dice on your FARM (the player board). The value of the dice used determines which resource is produced. Like all other properties, you can only put dice on the farm ONCE during the production phase, and all dice put on the farm must have the SAME VALUE.
Note: When you receive resources, you move the corresponding resource markers forward. Your money and building materials are recorded on YOUR FARM, while soldiers and victory points are recorded on the game board. Whenever you use resources, move the markers back correspondingly.
You can hold a maximum of 10 money, 10 building materials, and 15 soldiers. Excess resources are lost. There is no such limit of victory points. If you gain more than 50 victory points, simply start a new round on the point scale and add 50 to your end score.
Example 2: After Marita's third roll, she moves her resource markers forward: her two dice on the first property produce 4 money; her single die on the second property produces 1 money and 1 building materials; while her two dice on the third property produce 2 soldiers.
Example 3: Production phase with two players. They roll their dice simultaneously.
Fredrik puts two dice on his property and rerolls the remaining 4 dice.
He puts two dice on his FARM and rerolls 2 dice.
He cannot add any more dice to his properties or farm, and ends the phase with two unused dice.
Kristian puts two dice on a business and rerolls 4 dice. He could also have added the third die, but instead he chooses to reroll this together with the other dice.
He chooses to reroll all 4 dice.
He puts dice on his farm and two dice on a property. He ends the phase with one unused die.
Phase 3: Build & Buy
In this phase players take turns. Start with the STARTING PLAYER and continue clockwise ONCE around the table. On your turn you may do both of the following actions in the following order:
A. Build one stone on the fortress B. Buy one card
A. Build One Stone
You may add one stone to the fortress (wall or tower) by paying a number of building materials. The price depends on which space you build.
The price of each wall segment and tower is INDICATED ON THE GAME BOARD. Put one of your building stones on the space you build and IMMEDIATELY take the reward as shown in the space (see example 4).
Example 4: Tor builds a space on the wall "Enveloppen". This costs 4 building materials. He puts a stone on the space, and immediately takes the reward of 2 victory points as shown in the space.
B. Buy One Card
In addition to building on the fortress, you may buy one of the four face-up cards lying below the game board. Cards cost money or soldiers.
Battle cards: Are paid with soldiers. Move your victory point marker forward as indicated on the card. The card is then put in the discard pile.
Property card: Paid with money. Put the card on a vacant space below your farm. YOU CAN HAVE AT MOST 5 PROPERTY CARDS. If you buy a sixth card, you must remove one of your other property cards and put it under your farm. These properties cannot be used anymore, but they are worth their victory points at end of the game.
Cost: a property card is paid with money; a battle card is paid with soldiers.
End of a Player's Turn
IMPORTANT: If you do not buy a card on your turn, the rightmost card in the display is put in the discard pile. This way, you will always remove ONE card from the display on your turn, whether you buy one or not!
Finally you must move the three cards remaining in the display to the right, and then draw one new card from the top of the deck which is put on the leftmost space. At the end of your turn, there should again be four face-up cards in the display.
War Card
If the newly revealed card is a WAR CARD, the game immediately comes to a halt while the WAR is carried out. The player(s) who currently has the most soldiers gains the number of victory points shown on the card. In the case of a tie for first/last place, all tied players gain/lose the full amount of points.
Note: the source prints the sentence describing the WAR CARD effect twice in succession; it is transcribed here once.
After the war, all players lose a number of soldiers. The numbers beneath the soldier track show how many soldiers each player loses. Then the WAR CARD is put into the discard space, and a replacement card is drawn from the deck. Then the next player starts her turn.
Example 5: Green and blue get 2 victory points each, while red loses 2 victory points. Then all players move their soldier markers back the number of spaces shown below the soldier track (green and blue each lose 2 soldiers, black loses 1, and red loses none.)
End of Game Round
When all players have completed their turn in phase 3, the game round is over. The START PLAYER passes the START PLAYER CARD to the player sitting to their left, and a new event phase begins.
The Game Ends
After the ninth game round, the space «KARL XII» is visible on the game board, and a last war is fought: The player(s) with most soldiers gains 4 victory points, while the player(s) with the least number loses 4 victory points.
The soldier markers are not moved back after this war.
FOR EACH WALL SEGMENT the player(s) with the most building stones gains 5 victory points. In the case of a tie, all tied players gain the full amount of points.
Note! No victory points are awarded for the towers (Gyldenløve/Stortårnet/Overberget) during the final scoring.
Example 6: On the wall ENVELOPPEN the green and red player have built 3 stones each, while blue player has built none. Green and red players are both awarded 5 victory points.
Finally, each player adds the victory points shown in the bottom left corner on all of their property cards (remember to also count victory points on any cards you may have put under your FARM).
Winner
The player with the most victory points wins the game. If there is a tie, the tied player with the most soldiers wins. If there is still a tie, the tied player with the most money + building materials combined wins. If this is tied too, the game ends in a tie.
Advanced Game: Property Upgrades
This variant is strongly recommended for experienced players.
Rules for set-up and gameplay are the same as in the basic game, but with the following addition:
When you buy a property card during PHASE 3: BUILD & BUY, you can choose to use the card to upgrade one of your other properties. When you do this, the new card is put on top of the old card so that only the single symbol on the lower part of the old card can be seen.
In addition to paying the normal price for the new card, you must ALSO pay an additional number of building materials equaling the total number of cards in the newly formed property.
IN PHASE 2, when you put dice on an upgraded business, each die produces the visible resources on all cards in the property.
All cards in an upgraded property are worth victory points at end of game.
Note: An upgraded property counts as just one property, even though it consists of several cards. If you lose an upgraded property you must remove all cards. Some events affect properties with an anchor symbol. Upgraded properties are affected only if the top card shows this symbol.
As in the basic game, you cannot have more than five properties in front of you, but since each property can now consist of more than one card, you can have more than five cards in play.
Example 7: Harald buys a new PROPERTY CARD for 6 money. He chooses to use it for upgrading another card. For this he must pay 2 building materials since the new property will consist of two cards. In the production phase, this property will produce 3 building materials for each die put on it.
Example 8: In the following round, Harald buys another card for 8 money. He wishes to upgrade the same property again, and for this he must pay 3 building materials. Each die put on this property will produce 2 soldiers + 2 building materials.