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Kartini: From Darkness to Light

Kartini: From Darkness to Light Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Overview
    • Rules Structure
    • Aim of the game
    • Sequence of play
    • Game End & Winning the game
    • First play? Tips for new players
  • Actions
    • Pass
    • Hire a Teacher
    • Recruit Puple(s)
    • Register Student
      • Student cost
      • Register Hero Students
    • Gather Book(s)
    • Graduation
      • General Graduation Sequence
      • Graduation & Assigning Occupation
        • Graduating a Fighter
        • Graduating a Patron
  • From Darkness to Light track
  • Events
  • 2. Milestone Phase
  • 3. Clean Up Phase
  • Game End Scoring
    • Competitive game scoring
    • Co-op game scoring
  • Solo Game
    • Setup
    • Gameplay
    • Clean up
    • Scoring
  • Appendix
    • Heroes
    • Battles
      • Jawa
      • Kalimantan
      • Nusa
      • Papua
      • Sumatra
      • Sulawesi
    • Milestones
  • Glossary
  • Clean Up Phase Summary
  • End Game Scoring Summary
  • Hero Card Clarifications
  • Bonus Tokens Clarifications

Components

  • Boards: Map board, Progression boards, Student row boards (6), School boards.
  • Cards: Student cards (Island colored frame, Island colored Puple slot, Aspiration, Requirement), Hero Student cards (Hero colored frame, any colored Puple slot, Aspiration, Requirement, When Ability is triggered, Ability, Hero's story, Victory points), Kartini Letters (starting resources, fluff text, end goal, Victory points), Player Aid, Hired Teacher cards, Event cards (Event effect, Enemy cube movement – only in Co-op, Positive persistent effect), Milestone cards (Milestone goal, Victory points), Co-op Milestone cards (Level, Milestone reward, Milestone reward explanation).
  • Wooden: Puples (Pupil meeples), School tokens, Principals, Victory Point trackers, "From Darkness to Light" token, Enemy cube (only in Co-op).
  • Punchouts: Graduation Hats, Reputation tracker, Endowment tracker, 2-Duit tokens, Battle tokens, Book tokens, Duit, Bonus tokens, Donation tokens.

Setup

Setup example of a 3-player Competitive game.

  1. Put the Map 1a and Progression boards 1b in the center of the table.

  2. Give each player a School board 2a and a Player Aid card 2b. Each player then collects the listed components of their color.

    • 5: 1 Principal meeple
    • 2c: 10 School tokens
    • 2d: 20 Graduation Hats
    • 2e: 1 Reputation tracker
    • 2f: 1 Endowment tracker
    • 2g: 1 Victory Point tracker
    • 6: Co-op: Each player also gets 1 Donation token
  3. Set up the Student rows by laying out the 6 Student row boards 3a. Each row corresponds to an Island. Sort the Student cards by Island color and shuffle them separately. Place each pile with the Student side up next to its matching Student row board 3b. Reveal 2 cards into slots A and B (closest to map) of the Student rows that correspond with the colors of each player's Starting Island 3c.

  4. For each of the 6 Islands on the map, take 5 Pupil meeples (called Puples from now on) of the matching color. Distribute them on each Island in the three Regions as indicated by the Puple icons printed on the Islands 4a. Keep the rest of the Puples above the main board 4b.

  5. The player who most recently read a book (not counting this rulebook) is the starting player and places their Principal meeple on the first slot on the Turn order track 5. Then, each player in clockwise seating order places their Principal meeple in the consecutive slots.

  6. Store the Duit (Indonesian historical currency) and a number of Donation tokens equal to the number of players minus one above the Progression board 6.

  7. Co-op: Place the Enemy cube on the slot on the Victory Point track following the table below:

Overview

Rules Structure

  • Words that are Capitalized refers to terms, components or actions in the game. The terms are defined in the Glossary at the end of the rulebook.
  • The components and their anatomies are shown on the Component foldout page.
  • The Actions are described in the rules.
  • The game can be played in 3 ways, as a Competitive game (standard), a Solo game or as a Co-operative game (Co-op). All texts in blue throughout the rulebook refer to modifications when playing the Co-op game.
  • For a quicker and easier game players can ignore playing with the From Darkness to Light track.
  • For a quicker and easier Co-op game players can ignore playing with the Enemy cube.
  • The Solo game rules are found under Solo Game.

Aim of the game

Educate Students and Graduate them as Politicians, Fighters, Teachers or Patrons, rising above the colonial system and unlocking a brighter future.

During the game, players will try to Graduate as many Students from their Schools as possible.

To do that players need to have a Teacher card, a Puple and a Student card matching the Puple's color. In addition the player also needs to have the Books as depicted on the Student card to pay for the Graduation.

Sequence of play

Kartini is played over 3 Rounds, each Round has 3 phases.

1. Action phase. In turn order, each player chooses to take 1 of the actions below. The available actions are:

  • Pass
  • Hire a Teacher
  • Recruit Puples
  • Register Students
  • Gather Books
  • Graduate Students
    • Advance on the "From Darkness to Light" track

When all players have Passed, proceed to the Milestone phase.

2. Milestone phase.

  • Score this Round's Milestone

3. Clean up phase.

  • Adjust the Reputation
  • Gain Duit based on Endowment level
  • Refresh the Student and Hero card rows
  • Refill the Islands with Puples
  • Return or Flip (Co-op) any used Donation tokens

Game End & Winning the game

After all players have passed the 3rd Round the game ends, the players sum up their Victory Points and the player with the most Victory Points wins.

Additional end game triggers. If a player has placed its last Graduation Hat or School, it triggers the last turn, any player after in turn order gets 1 more action then the game ends.

First play? Tips for new players

  • During setup when players choose their starting Books, they should look at the Students available in their colored Student row. The Books required for those Students are a good start.
  • Remember the Hero cards - while they require more Books, they could be really useful during the game.
  • The Endowment level is an important part of the game as it determines the Duit income during the Clean up phases of Round 1 and 2. Try to keep it at a reasonable level.

Actions

Pass

This is the last action players perform each Round but it is good to be familiar with it from the start.

Players Pass by moving their Principal to one of the unoccupied slots below the Turn order track, called the "Reward track". They immediately gain the reward shown there. This ends the player's Round.

When a player has passed that player also collects a Donation token (yellow side up).

Each time the turn comes around to a player who Passed the Donation token is flipped. When the token is flipped to the yellow side again that player gains 1 Duit from the supply. This means that a player who has passed gains 1 Duit every second turn. Ignore gaining money after passing the third and final round.

When all players have Passed and gained their rewards, move all the Principals back up onto the Turn order track keeping the new order they have on the Reward track.

This becomes the turn order for the next Round, with the leftmost Principal as the starting player. Then proceed to the Milestone phase.

The game ends after the third Round's Milestone phase. Skip the Pass rewards when Passing in the last Round.

Example: Tirta, the violet player, decides to Pass. He moves his Principal meeple from the Turn order track to slot 6 at the Reward track. He then collects 2 Duit and 2 Books as the reward for that slot. When Fatimah, the yellow player, Passes next, she puts her Principal on slot 4 and collects 2 Books of her choice. Sumadi, the green player, wants to be the first player next Round, so when Passing he decides to move his Principal to slot 3 and collects 3 Duit. Then all players return their Principals to the Turn order track. The turn order for the next Round has now changed, green goes first, yellow second and violet goes third.

Hire a Teacher

  1. Pay 1 Duit OR 1 Endowment as shown in the top right corner of the Hired Teacher card. The "/" means OR.
  2. Move it to a Classroom in the School, matching its Aspiration icon in the top center of the card.

There can be multiple Teachers in a Classroom but more than 1 is never needed in each Classroom.

During the Clean up phase – all the Hired Teachers on the School boards are returned back to their respective Hired Teachers pile.

Note: Any Graduated Teachers (flipped Student cards) remain in the Classroom for the rest of the game.

Example: A player wants to Hire Teacher Bu Aisyah. The player chooses to pay by lowering their Endowment tracker 1 slot. Bu Aisyah is placed in the player's Patron Classroom since Bu Aisyah has a Patron icon.

Recruit Puple(s)

The player takes ALL Puples from 1 of the Regions where they have Access to, and places the Puples in their School Yard (on their School board).

Access: A player's School token grants Access to both Regions it borders.

Due to certain Events in the game, Puples will move around to other Islands than their Starting Island. When Recruiting you must take ALL Puples from the Region no matter what color it has. This is often a good thing as you will read more about on the next page.

Example A: Fatimah, the yellow player, has a School in Barito Region on Kalimantan Island. She decides to Recruit the 2 Puples from there to her School Yard.

A player can alternatively pay 1 Duit to another player, who has a School on the same Island, to Recruit Puples from any other Region that the other player has Access to, including from a different Island. The opposing player must accept this.

In a Co-op game the players pay to the supply instead of to the player.

Example B: Fatimah, the yellow player and Sutari, the orange player, both have Schools on Kalimantan. Fatimah pays 1 Duit to Sutari to Recruit the 2 Puples from Sulawesi where Sutari has another School.

Register Student

  1. The Player has at least 1 Puple in their School Yard.
  2. Take a Student card from the Student row that matches the color of a Puple in your School Yard.
    • Some cards has a Student cost that needs to be paid when taking the Student card (see "Student cost" below).
  3. Place the taken card in a Classroom matching its Aspiration icon (Politician / Fighter / Patron).
  4. Then place the matching Puple on the Student card's Puple icon (in the top left corner).
  • There can be multiple Student cards in each Classroom.
  • Do not reveal new Student cards until the Clean up phase.

A Player might have Puples in their School Yard from an Island where they don't have a School. This enables a player to Register from the Student row matching that Puple's color. However, if no player has put a School on the Island yet, the Student row will not have any Student cards available for Registration, even if they have a Puple of that color. It is not allowed to Register from the Student pile. The player can try to get a School on the Island or aim for the Hero cards since they can be of any Puple color (see Register Hero Students).

Example: Dasni, the pink player has a green Puple in her School Yard. She Registers the Fighter from the green Student row and puts it in her Fighter Classroom.

Student cost

Taking a Student card from a Student row has a varied cost. A Student card that has:

  • a "2-Duit token" above it costs 2 Duit, paid to the supply.
  • a Graduated Politician above the card adds 1 Duit to the cost, paid to the player who's Graduation Hat is under the Politician. Co-op: Ignore paying for any Politician on the Student rows.
  • both of the above costs 3 Duit, 2 to the Supply and 1 to the Politician player.
  • none of the above costs 0 Duit.

Example A: The first Student card in the Student row can be Registered without any cost. The Student card with the "2-Duit token" above it cost 2 Duit to Register, paid to the general supply.

Example B: Tirta, the violet player, can Register the card with their own Politician above it for free, but has to pay 1 Duit to Register a card with another players Politician above it. The hat (disk) color shows the player who Graduated the Politician.

Register Hero Students

Instead of Registering Students from any of the 6 Students rows, players may Register any of the 5 available Heroes from the Heroes row. The top card of the Hero pile is available for Registration.

The Puple required for a Hero card can be of any color.

Register a Hero card from the Heroes row to the Classroom matching its Aspiration (Politician / Fighter / Patron) as normal.

Only a few of the Heroes can become Teachers. They have the quill icon (the Teacher Aspiration). A Teacher can study in any Classroom and will stay and become a Teacher in the Classroom they Graduated in. Note however that some Hero Teachers have abilities that will grant benefits if they teach in a specific Classroom.

After Registering a Hero, slide the Hero cards in the Heroes row to the right to fill in the gap and take the top card of the pile and place it in the empty slot to its right. This reveals a new Hero on top of the pile, available for registration during consecutive turns.

The Heroes and their Aspirations available in this game is based on actual female heroes of Indonesia. Each of them had different roles and occupations, in the Indonesian society during the struggle for independence. Read a short snippet about their life provided at the bottom of the Hero card. There is more detailed information about each hero in the appendix.

Example: Sutari, the orange player, has a green Puple in their School Yard. She has gathered all the Books needed so she decides to Register a Hero Student card. She moves Ruhanna Kuddus to her Patron Classroom (A) and puts the green Puple on her card (B). Refresh the Heroes row by sliding cards to the right and move the top card of the pile to the first slot to the right of the pile (C).

Gather Book(s)

A player may gather up to 3 Books by:

  • Buying Books paying 2 Duit for each Book from the Balai Pustaka area on the Progression board (Balai Pustaka is the Indonesian national printing press).
  • Trading with Balai Pustaka: Exchange 2 Books from the player's Library with 1 other Book from the Balai Pustaka.
  • In competitive only – Trading with another player: Give Books to gain Duit or vice versa from another player that has a School on the same Island. Only Books and/or Duit may be part of the trade. Both players must agree on the trade.
  • Donate (Co-op): Instead of Trading, players that have a School on the same Island may be part of a Donation. Donate or gain a Donation of any number of Books or Duit (not both). Each player may only Donate once per Round, the player flips the Donation token to indicate that it has been used this Round. A player that has Passed for the Round can not be part of a Donation.

Note: Any Books gained are taken from the Balai Pustaka and put into the Library on the player's School board. Books Paid are taken from the player's School board and put back to the Balai Pustaka.

Graduation

General Graduation Sequence

If a Student's Requirements are met, she Graduates. The Requirements are:

  • There is a Teacher in the Classroom.
  • There is a Student card in the Classroom with a matching Puple on it.
  • The player has the Books depicted on the Student card in their Library.
    • A non-colored Book represents "any color". However, if a Student requires 2 non-colored Books, at least 1 of the Books paid must be of the color matching the Classroom she Graduated in.
    • If the Books have "=" they need to be of the same color.
    • If the Books have "≠" they need to be of different colors.
  • For Hero cards, there can be additional Requirements.

Subjects and Books:

  • The Civics subject is represented by the blue Book and is needed to educate future Politicians.
  • The History subject is represented by the red Book and is needed to educate future Fighters.
  • The Culture subject is represented by the green Book and is needed to educate future Patrons.

Example: This player has a Hired Teacher (Fighter) and a Fighter Student with a Violet Puple matching the Violet frame of the Student card. They also have 2 Red Books as required on the Student card. This Student is ready to be Graduated as a Fighter or as a Fighter Teacher during this player's turn.

  • All regular Students can become Teachers. Only a few Heroes Students can become Teachers, shown by a quill icon.
  • When paying for a Graduation, the Books are paid to the Balai Pustaka. Duit are paid to the general supply. Endowment is paid by lowering their Endowment Tracker on the School Board.
  • A player may Graduate Students in any order. If a Student is not able to Graduate during a Round she stays in the same Classroom until Graduated. For each ungraduated Puple, the player loses 1 Reputation during the Clean up phase.

Graduation steps:

  1. Pay Books and any additional Requirement stated on the card.
  2. Gain 1 Reputation for Graduating a Student, or 2 Reputation for Graduating a Hero.
  3. a) Flip Student card (if Graduated as a Teacher) or b) Take the Student card and place it next to the School board in a Graduation pile, keep them until the final scoring. Resolve any Hero card's instant effect.
  4. Take a Graduation Hat and put the Puple on top of it. Move it to one of the corresponding Occupation slots where they meet any Requirement. The player is often required to have a Reputation that is equal or higher than what is stated by certain slots. (There are 4 Occupation slots for the different Aspirations.)
  5. Gain any placement reward (Victory Point(s), Resources or Bonus tokens). Any gained Bonus token is active from now on, but do not include this Graduation.
  6. Gain Resources from any active modifiers (Events, Bonus tokens or Hero abilities).
  7. Advance 1 step on the "From Darkness to Light" track. Resolve any effect (see "From Darkness to Light track").

Graduation & Assigning Occupation

The Student that Graduates is assigned to 1 of the 4 Occupations in the game: Fighter, Politician, Patron, or Teacher. The Occupation assigned is determined by the Aspiration of the Classroom it Graduated in.

Graduating a Fighter

Fighters provide Access between Islands and they battle the colonials which will result in some loot.

When a Student Graduates from a School to be a Fighter, do the following steps:

  1. Pay the Books and any additional Requirement.
  2. Gain 1 Reputation.
  3. Move the Puple off the Student card and place her on top of a Graduation Hat token.
  4. Discard the Student card, forming a personal Graduation pile next to the School board.
  5. Choose a Battle token with a printed number equal or lower than the player's Reputation. Flip it over and gain the Loot shown.
    • Some Loot has a red dash "/" meaning "or", choose one of the options and then discard the token.
  6. Place the newly Graduated Puple with the Graduation Hat token (from step 3) in the Battle token's place.
  7. Place a School on a border to the new Region. The School now has Access to the 2 Regions next to it. Then Recruit all Puples (if any) from one of these Regions and place them in the School Yard.
    • There can be multiple Schools bordering a Region, but only one School per color.
    • From now on the player has Access to the new Island's Student row and the Puples in the new School's Region.
  8. The first player to place a School on an Island adds 2 Student cards (slot A-B) to that Island's Student row.

Multiple Fighters can be in the same Region, but only one of each color. If the Battle token has been discarded it has no Reputation Requirement and no Loot is available for any consecutive Fighter in that Region. The player may still place a School and Recruit the available Puples.

Graduating a Patron

Patrons take their places in Indonesian society and bestow their patronage onto the School.

When a Student Graduates from a School to become a Patron, do the following steps:

  1. Pay the Books and any additional Requirement.
  2. Gain 1 Reputation.
  3. Move the Puple off the Student card and place it on top of a Graduation Hat token.
  4. Discard the Student card, forming a personal Graduation pile next to the School board.
  5. Take the newly Graduated Puple with the Graduation Hat token (from step 3) and put it on one of the available spots in the Patron area, following the placement rule (see below).
  6. Take the corresponding bonus of the spot the new Patron just covered.

Example: A Patron is placed in the top right reward slot in the 2nd Cluster. It rewards 3 Duit (6), 2 Endowment (7) and 1 Victory point (8).

In the case there are no available slots left, place the new Patrons anywhere in the Patron Area and gain 1 Endowment and 1 Victory Point.

The player with the most Patrons in a single Cluster gains 1 Victory Point during the end game scoring.

Patron placement rule. The first of each player's Patron must be placed on an unoccupied slot in the 1st Cluster. Any consecutive Patron of that player can be placed on an unoccupied slot in the 2nd Cluster as long as the player also has a Reputation of 3 or higher. The 3rd Patron of the player can be placed on an unoccupied slot in the 3rd Cluster as long as the player has a Reputation of 5 or higher.

Graduating a Politician

Politicians help lobby and advocate for more Puples to go to School.

When a Student Graduates from a School to become a Politician, do the following steps:

  1. Pay the Books and any additional Requirement.
  2. Gain 1 Reputation.
  3. Move the Puple off the Student card and place it on top of a Graduation Hat token.
  4. Discard the Student card, forming a personal Graduation pile next to the School board.
  5. Take the Graduated Puple with the Graduation Hat token (from step 3) and place on an unoccupied slot on the Student row. The player can only place the Politician on a Student row if they have a School on the corresponding Island. Put the Politician on the Puple icon on the outer slot next to the "2-Duit token".
    • For slot D–E the player must meet the Reputation Requirement of 3 or 5 to place there.
  6. The player gains the Bonus token above the placed Politician and puts it on one of the slots on their School board.
    • The Bonus token is active from now on but do not include this Graduation (exception see Bonus Tokens Clarifications).
    • Each player may only have 3 active Bonus tokens at once. Choose which 3 to keep active, flip any additional token and immediately gain 1 Victory Point as stated on its back, then discard it next to the School board.
  7. Gain the Victory Point revealed under the Bonus token on the newly unlocked slot.
  8. Move the "2-duit token" one step to the empty slot above the new Politician.
  9. Add 1 new Student card from the pile into that newly opened slot.
    • From now on to Register a Student from a Column unlocked by a Politician, the player must pay 1 Duit to the owner of the Politician's Graduation Hat.

If all 3 bonus tokens are taken and a new Politician is to be added to the Student row, move the "2-Duit token" off the row and flip it to its 2 points side up. Each additional Politician placed on this row may be placed here to gain 2 points immediately. It has no Reputation Requirement. No new Student card is added.

Graduating a Teacher

All regular Students Graduated from a School can become a Teacher, but only a few of the Heroes can.

When a Student Graduates as a Teacher, do the following:

  1. Pay the Books and any additional Requirement.
  2. Gain 1 Reputation.
  3. Move the Puple off the Student card and place it on top of a Graduation Hat token.
  4. Flip the Student card to its Teacher side, this Teacher will stay in this Classroom for the rest of the game. Gain the Victory Point on the card.
  5. Take the Graduated Puple with the Graduation Hat token (from step 3). Put it on the Indonesian Teachers' Association area and gain a Book matching the Aspiration she Graduated in from the Balai Pustaka. If none is matching you gain any 1 Book.
Graduating a Hero

Graduate real Heroes of the time that also grant you abilities that are very useful during the game.

The Heroes are Graduated in the same way as any other Student. The Pupil and the Graduation Hat is moved to the Occupation slot as matching their Aspiration icon.

The differences are:

  • A Graduation of a Hero rewards 2 Reputation instead of 1.
  • The Requirements to Graduate a Hero are more challenging.
  • When Graduating a Hero, the player gains the ability listed on the card. The abilities can be Immediate (!), Persistent (infinity symbol) or When Activated (A).

Activating a Hero is a free action during the player's turn. Rotate the card 90° to show that the ability has been used this Round, this is referred to as "tap" or "tapping" the Hero card.

Each player can have a maximum of 3 Hero card abilities active at any time. A tapped card is considered active.

If a player Graduates a fourth Hero the player has to choose which 3 abilities to have active. The excess Heroes will be discarded to the bottom of the player's Graduation pile and may not be used again for the whole game.

If a player has 3 Hero cards active and Graduates a fourth Hero with an immediate effect, that effect can only be triggered if any of the active Heroes are discarded to the bottom of the personal discard pile before triggering the effect.

From Darkness to Light track

The "From Darkness to Light" track simulates external elements that will work against the players during the game.

If you want a quicker and simpler game, ignore using this track.

Each time a player has performed a Graduation action, advance the token 1 step on the track. Advance the token along the line until it reaches the row that matches the number of players. After the next Graduation it jumps to the next column to the right, and start advancing down following the line. (Example: In a 3 player game, the token moves in this manner following the black example line.)

If the token ever reaches the last spot "Game End" the game immediately ends.

Players resolve any effect immediately. These might include revealing an Event card, changing the map state or force players to lose Resources. If the track forces a player to lose any Resource(s) and they cannot, they simply ignore it.

Track effects:

  • Remove 1 of the indicated Books from the Balai Pustaka.
  • All players lose 1 Duit/Endowment/Reputation except the player who did the Graduation.
  • Reveal a new Event card and resolve any immediate effect (see Events).
  • Replace all Battle tokens with a Reputation Requirement of 2 with new ones from bottom of the Battle token stack.
  • Remove 1 of each Hired Teacher type from their piles (not School boards) from the game. If any pile is empty when this triggers, simply ignore removing any card from there.

Events

Whenever an Event card is revealed, look at the bottom part of the card and resolve any instant effect or note any persistent effect that is active from now on until a new card is placed on top of it.

The central part of the Event card is a positive persistent effect that players can benefit from as long as this card is on top.

Co-op: Also move the Enemy cube an equal number of steps as indicated by the icon in the top right corner of the card.

If an Event tells the player to move a specific colored Puple from A to B and there is none in A, move instead Puples from B to A if possible as indicated by the reverse-arrow icon, otherwise ignore this movement.

Any loss of Books from an Event is taken from the Balai Pustaka. Any other loss of Duit, Endowment, Schools, Puples or Reputation is taken from all players except the player whose turn it is.

If an Event forces a player to lose any Resource(s) they don't have, simply ignore it.

Example 1: The central effect of this Event is that, from now on, when a player Graduates a Fighter they gain 1 Duit. The bottom effect tells the player to move 1 Sumatra Puple from Sriwijaya to Priangan and 1 Nusa Puple from Samba to Arafura. If Sumba has no Puple, a Papua Puple from Arafura to Sumba is moved if any, as shown by the reverse-arrow icon. In a Co-op game also move the Enemy cube 5 steps as shown in the top right corner.

Example 2: The central effect of this Event is that, from now on, when a player places a School on an Island where another player already has a School, the placing player gets 1 Duit. The bottom effect is that 1 Puple in Singasari and 1 Puple in Flores is removed from the map back to the general supply. If these Regions are already empty, ignore this effect. In a Co-op game also move the Enemy cube 8 steps as shown in the top right corner.

Example 3: The central effect of this Event is that, from now on, when a player Graduates a Hero they gain 2 Victory points. The bottom effect is that all cards in the Student rows cost 1 Duit to Register, ignoring the cost for 2-duit token and any Politician on the Student row. In a Co-op game also move the Enemy cube 8 steps as shown in the top right corner.

2. Milestone Phase

At the end of each Round (when all players have passed) the players score a Milestone card.

The Victory Points are based on what is written on the card and refers to the total amount of the stated icon that each player has at the scoring moment. Flip the card directly after it has been scored; it is not in play anymore.

Each competitive Milestone refers to an actual momentous Milestone in Indonesian history. Read about each Milestone in the Appendix.

Example (Voting Rights): Each player scores 2 Victory Point for each Politician they have Graduated so far.

Co-op: In the Co-op game the Milestones are conditions that needs to be achieved together by the players. They may refer to "each player" which means that each player need to meet the Milestone condition. Others refer to "in total" which means the total amount between all players.

  • Easy Mode: The last Milestone (level 3) has to be achieved for players to win.
  • Standard Mode: All Milestones have to be achieved for players to win the game.

When the players have met the conditions on the last Milestone the players may score it immediately, so that it is easier to see how close they are to the Enemy cube.

Example (The Nation's Brightest, Co-op Milestone level 3): Have at least X Graduated Students in total, for 15 Victory Points.

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In a 3 player Co-op game, the players score 15 points if they have at least 42 Graduations in total. If they fail they lose the game (standard game).

Example (No One Left Behind, Co-op Milestone level 3): Have at least 3 Graduated Teachers per player AND X Graduated Students of each Aspiration (Politician, Fighter, Patron) in total, for 15 Victory Points.

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Example 3 player Co-op game: the players score 15 points since they have at least 3 Teachers each and at least 9 Politicians, 9 Fighters and 9 Patrons Graduated in total.

3. Clean Up Phase

After all the previous phases have been performed, the Round is over. If this is the end of Round 3 skip the Clean up phase and proceed to game end scoring, otherwise perform the following steps before starting the next Round:

  1. Each player moves their Reputation down 1 slot for each Puple on their School board. If a player cannot lose any more Reputation, simply ignore it.
  2. Each player gains the amount of Duit equal to their Endowment level.
  3. Return any Donation token from passing to the supply. Co-op: Flip any used Donation token.
  4. Return all the Hired Teachers on the School boards back to each of the Hired Teachers pile. Keep any Graduated Teachers in the Classrooms assigned to them.
  5. Discard the rightmost Hero in the Heroes row and place it at the bottom of the Hero pile. Slide all the Hero cards that are still there to the right and fill in the empty slot.
  6. Discard any Student card in slot A in all Student rows to the bottom of their corresponding piles (1). Slide all the Student cards that are still available towards the map (2) and then reveal new ones on the currently open slots (3). Politicians placed above the Student slots open up for additional Student cards to be placed.
  7. Repopulate the Regions with Puples so that it matches the amount and color that is printed in the Regions. This happens even if there are Puples of another color in a Region.
  8. Untap any used Hero card back to its "ready state" again.
  9. Move the Principals back up to the Turn order track, keeping the new order. Start a new Round, starting with the player first in line on the Turn order track.

Game End Scoring

Competitive game scoring

When all players have Passed in the 3rd Round the game ends.

  • Each player decreases their Reputation 1 slot for each ungraduated Puple on their School board. If a player is at 0 then the player will not lose more. Each player gains Victory Points based on their Reputation level.

    Reputation level1–34–56–78
    Victory points0123

    Example: Sutari, the orange player, has a Reputation of 6 and an Endowment of 3. This results in a total of 2 Victory Points.

  • Each player gains Victory Points based on their Endowment level.

    Endowment level1–34–56–78
    Victory points0123

The player who gained the most Victory Points wins. If tied, the player with the most Graduated Students wins. If there is still a tie, the player with the most color variety wins. Still a tie? The players share the victory.

Co-op game scoring

When all players have Passed in the 3rd Round the game ends.

If the players have not achieved the 3rd Milestone they don't need to calculate their points. Just play again and try to succeed the next time.

For the players that achieved the last Milestone it is time to determine the end score.

  • The players lose 1 Victory point per ungraduated Puple they have on their School boards in total.

  • Each player gains points from their active Bonus tokens with end game points. The Bonus tokens points are only gained based on what the owning player has Graduated.

    Example: Gain 1 Victory Point per Teacher the owning player of the Bonus token has Graduated.

When the players have calculated their Victory Points gained during the game through their actions, the Milestones and added the points gained based on the Bonus tokens it sums up to be the final score. If the Victory Point tracker is not ahead of the Enemy cube the players have lost the game.

Solo Game

Setup

The solo and the Co-op setup is the same, in addition:

  • The player places any 3 Principals on the Turn order track.
  • The player keeps 1 Kartini's letter goal and try to achieve it during the game.
  • The Donation tokens are not used.
  • The Enemy cube starts on 40.
  • The player adds a second School to any other Region on another Island, gain the Puples from the new Region as well.

Gameplay

The solo and Co-op gameplay is the same, in addition:

  • Recommended to play the Standard mode where you need to achieve all 3 Milestones.
  • The goal is the first number of the Milestone "/" sequence.
  • When the player Passes, move any Principal down and gain the corresponding reward. Then move another Principal down to the highest unoccupied slot, this second Principal gives no reward, it will only block that reward slot for the rest of the game.
  • Keep the 2 Principals on the Reward track. Next time the player Passes move the last Principal down to an unoccupied slot and gain the corresponding reward.

Clean up

Clean up as normal but do not move the Principals back up to the Turn order track, as stated above.

Scoring

The solo score calculated the same as in a Co-op game.

Appendix

Here you find detailed information about the game and historical notes regarding the theme of the game.

Heroes

  • Nyai Ahmad Dahlan (1872-1946) established the prayer group Sopo Tresno (Who Loves) in 1914. She led the group in reading the Qur'an and discussing its meaning. In 1917, the group was formalized into a women's group called Aisyiyah. Through Aisyiyah, Nyai Ahmad Dahlan founded girls' Schools and dormitories, as well as literacy and Islamic education programs for women. She also preached against forced marriage. Nyai Ahmad Dahlan argued that women were meant to be their husbands' partners.
  • Cut Nyak Dhien (1848-1908) was the leader of the Acehnese guerrilla forces during the Aceh War. Following the death of her husband Teuku Umar, she led guerrilla actions against the Dutch with her small army for 25 years. In 1901, one of her men, Pang Laot, informed the Dutch of the location of her headquarters. Despite desperately fighting back, Dhien was captured. Dhien was brought to Banda Aceh. She was sent into exile to Sumedang, West Jawa where she died in 1908.
  • Opu Daeng Risadju (1880-1964) started her political career by becoming a member of PSII (Partai Syarikat Islam Indonesia or Indonesian Islamic Association Party) before subsequently establishing a Palopo branch in 1930. Because of the huge support for PSII from the people, the Dutch colonial government began to limit her activities in the party as the colonial authority considered Risadju's activities were considered inciteful and provocative. She was then tried and stripped of her nobility titles.
  • Maria Ulfah (1911-1988) was the first Indonesian woman to receive a degree in law and the first female Indonesian cabinet member. She became interested in women's rights after witnessing numerous injustices in her youth. After receiving her law degree from Leiden University in the Netherlands she began to push for marriage reform. Ulfah was a member of the Committee for Preparatory Work for Indonesian Independence and eventually became the Minister for Social Affairs in 1946.
  • Pocut Baren (1880-1933) once decided to establish a headquarter in a cave in Gunong Mancang. The effort of the Dutch to reach the cave was thwarted because Pocut Baren's army hurled hundreds of stones at the soldiers. She was later arrested after taking a bullet wound to the leg, which needed to be amputated. Following her release, she returned to her hometown. Pocut's resistance did not stop there. Even though she could not go to war herself she continued to encourage her army through poetry and rhymes. Her songs and poems are still remembered till today.

Battles

Jawa

Jakarta Under Attack. The first attack on Jakarta by the Mataram troops took place at Fort Holandia in October 1628. Despite having 10,000 soldiers, the Mataram troops were destroyed due to a lack of supplies. The second attack was carried out by 14,000 soldiers. They built rice barns in Karawang and Cirebon. However, The Dutch East India Company's (VOC) spies found the granary and destroyed it. The troops became weaker from malaria and cholera outbreaks. But the leader of the Mataram troops, Sultan Agung managed to pollute the Ciliwung River causing the Governor-General of the Dutch East Indies, Jan Pieterszoon Coen to die from the cholera outbreak that hit Jakarta.

The Diponegoro War. The Diponegoro War took place in Central Jawa from 1825 to 1830 between the colonial Dutch Empire and the native Jawanese rebels. The war started as a rebellion led by Prince Diponegoro, a leading member of the Jawanese aristocracy who had previously co-operated with the Dutch. The rebel forces laid siege to the city of Yogyakarta, a move that prevented a quick victory. This gave the Dutch time to reinforce their army with colonial and European troops, ending the siege in 1825. After this defeat, the rebels continued fighting a guerrilla war for five years.

The Revolt of Trunajaya. In conflict with the Mataram Sultanate, Madurese Prince Trunajaya led his troops to claim Surabaya, the main city in East Jawa. The Dutch troops retaliated with 1500 soldiers and the two sides battled each other in May 1676. Trunajaya built a dam to block the Dutch troops' access to fresh water. Forced to drink brackish water, diseases started to spread among the soldiers. Despite this, after 10 days of fighting, Trunajaya was forced to retreat.

Kalimantan

The Resistance of the People of Banjar. Led by Prince Hidayatullah and Prince Antasari, the people of Banjar fought against the Dutch in the late 1850s. A series of battles ensued until the Dutch increased their military strength which resulted in the defeat of Prince Hidayatullah's troops. The Banjar people's resistance began to weaken when Prince Hidayatullah was caught and exiled to Jawa while Prince Antasari continued to fight in guerrilla battles until he died.

The Kutai War. In 1844, a British expedition led by James Erskine Murray attempted to occupy Kutai. Murray sent an ultimatum to Sultan Salehuddin, the Sultan of Kutai at that time, to surrender his closest circle to be Murray's hostages. When Sultan Salehuddin chose to ignore the ultimatum, the British troops fired a cannon toward the palace. In the ensuing battle as Kutai responded, Murray was killed and the rest of the remaining troops escaped to the open sea and were later stranded in Makassar.

A Revolt in West Kalimantan. In 1823, the people of Tionghoa (Chinese) descent fought the Dutch army on the west coast of Kalimantan. They revolted against the hefty individual tax imposed on them and the fixed rate the Dutch instated on salt. At the same time, another group launched an attack against a fort in the city of Pontianak. The Tionghoa army took over the fort for a short while before the Dutch managed to finally disperse them.

Nusa

Puputan Margarana. The impetus of this war was the Dutch's dissatisfaction with the Tawan Karang Rights, the rules that gave the Balinese kingdoms the right to seize foreign ships and their cargo that were stranded in Bali. An all-out war between Balinese kingdoms led by I Gusti Ketut Jelantik and the Dutch ensued. On 28 May 1946, I Gusti Ngurah Rai led the army's long march to East Bali. On 19 November, the Y-Brigade arrived at army posts in Bali to reach Marga and block movement of Rai battalion. Rai knew about the plan and commanded the battalion to disband, with 95 men remaining with him to commit puputan (last stand) in battle.

The War of Ngali. The Ngali War was waged from 1908 to 1909 and began due to the Ngali villagers' refusal to pay taxes imposed by the Dutch. The Ngali troops gained the upper hand in the war through their two tactics: surprise attacks and silent assaults. After three waves of battles, the war ended with the death of the head of the Dutch expedition, Lieutenant Vastenour.

The Bongu War. The village of Bongu on Sumba island was one of the first areas where the Dutch instated a trade monopoly in the region. After years of suffering through the occupation particularly due to forced labor and mandatory donation of agricultural harvests, the people of Bongu took up arms against the Dutch. The Dutch finally ended its occupation in 1913 after 3 years of fighting the locals.

Papua

The Late Conquest of Merauke. The Marind people of Papua defended the area of Merauke from the effort of the Dutch to subjugate it. They attacked the ships and left them barren and pillaged causing a number of casualties on the Dutch side. It took the Dutch more than 10 years of concentrated efforts and naval expeditions before the land finally fell under their rule. The Dutch conquest of Merauke transpired only in the early 1900s, centuries after the Dutch first arrived in the archipelago, as the area consisted of a large unexplored tropical jungle that made Papua difficult to conquer.

The Buton War. In 1637, the Dutch troops attacked the Buton Sultanate triggering a war that lasted for two years. The two sides were embroiled in a battle due to an increasingly fractious relationship. While the Buton Sultanate established a diplomatic relationship with the Dutch when they first arrived, dissatisfaction mounted on both sides. The Buton people had had enough of the Dutch troops' constant derision and deceit and the Dutch were irate when a small region under the sultanate rule attacked one of its marooned ships. During the war, although the number of casualties was enormous, the Dutch were not able to breach the sultanate's main castle and fort's defense.

Sumatra

The Battle at Duurstede Fort. On 16 May, 1817, Ambonese soldier Pattimura led hundreds of well-armed Moluccans to attack the Dutch Fortress Duurstede on the island of Saparua in Maluku, slaying all the inhabitants, including Commissioner Van den Bergh and his family.

The Subjugation of the Four Kings. In September 1783, the Dutch sent hundreds of troops under the leadership of Coenraad van Dijk to subjugate a constellation of four islands in Papua known as the Four Kings. At the end of September, an ambush by the local army in Batanta, one of the four islands, resulted in the confiscation of a Dutch ship and the death of van Dijk.

Sulawesi

The Great Flooding of Tondano. From 1661 to 1664, the people of Minahasa fought the Dutch in the first Tondano War. This war began as a result of their discontent with Dutch monopoly of rice in the region. To weaken the local troops, the Dutch blocked the Temberan River, causing villages in the area to flood. The people of Minahasa fought back by building floating houses around Lake Tondano. The war ended with a trade agreement between the two opposing parties.

The Aceh War. With the spirit of jihad fi sabilillah, a war in the name of God, Acehnese fighters succeeded in mobilizing the Acehnese people to wage a guerrilla war against the Dutch. After one of the leaders of the war, Teuku Cik Ditiro, died and another, Teuku Umar, disappeared, Cut Nyak Dien led the troops. She was helped by another Indonesian hero, Pocut Baren. The war ended when Cut Nyak Dien was killed.

The Battle at Haru Bay. 2,000 Inong Balee's troops or widows of martyred heroes fought against Dutch ships and fortresses on September 11, 1599. During this attack, a one-on-one duel between their commander, Malahayati, and the Dutch leader, Cornelis de Houtman, resulted in the Dutchman's death.

The War of Palembang. The Dutch were interested in Palembang after the discovery of lead ores in the area. On June 12, 1819, a 2-day war broke out between the Palembang army and the Dutch. It was instigated by the Dutch commissioner's demand to the Sultan of Palembang, Mahmud Badaruddin II, to surrender the crown prince as a symbol of the sultanate's subjugation to the Dutch. The Palembang army won the war and the Dutch troops retreated to Jakarta.

The Rooster from the East. Sultan Hasanuddin, the XVI King of the Kingdom of Gowa, attacked the Dutch stronghold in Buton to defend the freedom of trade in the open sea surrounding the island of Sulawesi. Gowa's army was well known for its maritime prowess and Sultan Hasanuddin gained his nickname, the Rooster from the East, from the Dutch due to his aggressive streak during battles.

(Note: the island headings above were reconstructed from the page layout of the printed appendix, whose text extraction interleaves columns; the headings do not always match the battle's location.)

Milestones

Soenting Melajoe. Soenting Melajoe is a women's newspaper published in Padang. Its contents consist of editorials, poems, writings about women and histories of well-known figures. Soenting Melajoe was published on the initiative of Ruhana Kuddus. The magazine was staffed entirely by women. Soenting Melajoe was first published on 12 July 1912 and stopped publishing on 28 January 1921. Within the four pages of each edition, Soenting Melajoe recorded discussions and debates among women in Indonesia about education, health, religion and culture.

Putri Mardika. Putri Mardika was established in 1912 in Jakarta with the aim of bettering the lives of Indonesian women, particularly in terms of social status and position. The organization specifically focused on mentoring and accompanying local girls in pursuing education and in voicing their opinions in public. Putri Mardika's activities included granting scholarships for women, magazine publications focusing on independent women, and midwifery courses. The organization was closely guided by Kartini's thoughts and ideas in its movements.

Sumpah Pemuda. Sumpah Pemuda, or the Youth Oath, was declared in Jakarta on 28 October 1928 and brought together the youth of the nation to solidify Indonesia's intention to be one free nation. The oath proclaimed Indonesia to be one land, one nation, and one language. Held on the second day of the Youth Congress II the event was initiated by the Indonesian Students Association PPPI (Perhimpunan Pelajar-Pelajar Indonesia or the Indonesian Students Association) whose members included students from every part of the nation. 28 October is now celebrated annually as an important national day in Indonesia.

Voting Rights. In 1938, the Dutch Colonial Government recognized the rights of Indonesian women to be voted as elected representatives but not to vote. It was only in 1941 that Indonesian women's rights to vote were finally recognized by the Dutch Colonial Government. This was a result of intensive lobbying by the Indonesian Women's Congress, supported by the members of the Volksraad (the People's Council). From then on, all educated women in Indonesia had the right to vote and be elected. This marked the recognition of the right to vote and to be elected for Indonesian women, although it is limited to the upper middle class.

The Independence of Indonesia. The Proclamation of Indonesian Independence was read at 10:00 in the morning of Friday, 17 August 1945. The declaration marked the start of the diplomatic and armed resistance of the Indonesian National Revolution, fighting against the forces of the Netherlands and pro-Dutch civilians, until the latter officially acknowledged Indonesia's independence in 1949. The document was signed by Soekarno and Mohammad Hatta, who were appointed President and Vice-President of Indonesia respectively the following day.

Kartini Fonds. Kartini Fonds aimed to advance the education of Indonesian women through a program to establish alternative schools called Kartini Schools. This program was started in 1913 with the establishment of Kartini Schools in Semarang and Jakarta. Kartini Schools continued to spread widely throughout Jawa. The success of the Kartini School education program had a big impact on the birth of women's movement organizations in Indonesia as it produced female cadres across Indonesia who later became the founders of women's organizations such as Wanita Taman Siswa, Wanito Utomo, Aisyiyah, and others.

Women's Congress I. The 1st Indonesian Women's Congress was held in Yogyakarta from 22 to 25 December 1928. The event was attended by more than 1,000 people, across 30 women's organizations from 12 cities in Jawa and Sumatra. The congress aimed to further galvanize the fight for women's rights, especially in the fields of education and marriage.

Equal Pay. In 1926, female workers in Semarang who were members of the Sarekat Rakyat held a demonstration to demand equal wages and fair treatment between male and female workers. During the demonstration, the women of Sarekat Rakyat wore bamboo caps to express their solidarity. They consolidated and compiled the demands on their own accord.

Taman Siswa. The embryo of the Indonesian national education system is thought to have occurred in 1922, when the Taman Siswa was founded by Ki Hadjar Dewantara. Taman Siswa firmly declared itself a "national educational institution". Nationalism in Taman Siswa in the early days was marked by the recruitment of teachers who came from youth activist or independence movements. Teachers in Taman Siswa followed the motto: "ing ngarso sung tulodo ing madyo mangun karso tut wuri handayani" or "at the front, an educator is an example, in the middle, an educator motivates and from the back, an educator encourages." Tut wuri handayani later became Indonesia's national education motto.

Glossary

  • Access: A player's School token grants Access to both Regions it borders. This also grants Access to that Island's Student row.
  • Aspiration: There are 4 Aspirations: Fighter, Politician, Patron and Teacher. They are found on Books, Classrooms, Hired Teachers, Graduated Teachers and Students. They normally need to match during different actions.
  • Book: A punchout token, illustrated as a Book. Matching 3 of the different Aspirations of the game: Blue (for Politicians), Green (for Patrons) and Red (for Fighters).
  • Border: A Line on an Island that divides the Island into Regions. Schools are placed on these lines. Any number of Schools can be on a Border, but not 2 of the same color.
  • Classroom: An area on each player's School board, there are 3 Classrooms (Fighter, Politician, Patron).
  • Clean up: The last phase of a Round where players perform a certain sequence to prepare for a new Round.
  • Cluster: The Patron Occupation slot on the left side of the Progression board is divided into 3 areas, these areas are called Clusters.
  • Endowment: A player tracks their Endowment on their School board. The level of Endowment gains you Duit during the Clean up phase.
  • Event: A card in the game that is flipped when the "From Darkness to Light" track indicates it.
  • Graduation: An Action in the game, when a player turns a Student into a Fighter/Politician/Patron or Teacher. Move the Puple along with a Graduation Hat to its new Occupation slot.

Clean Up Phase Summary

If this is the end of round 3, proceed to end scoring.

  1. Each player lowers their Reputation for each Puple on their School Board.
  2. Each player gains Duit based on their Endowment level.
  3. Each player returns or Flips any used Donation token.
  4. Each player returns their Hired Teachers.
  5. Discard the rightmost Hero in the Heroes row, slide and add a Hero card.
  6. Discard all Student cards in slot A. Then slide cards towards the map. Add new Student cards below the currently unlocked slots.
  7. Repopulate the Regions.
  8. Untap any used Hero card back to its "ready-state".
  9. Move the Principals up to the turn order track keeping their new order. Start a new Round with the new turn order.

End Game Scoring Summary

  • Lower Reputation per Puple on School board then score Reputation level (1–3: 0, 4–5: 1, 6–7: 2, 8: 3 Victory points).
  • Score Endowment level (1–3: 0, 4–5: 1, 6–7: 2, 8: 3 Victory points).
  • Score the number of colored frames of Graduated Students (1: 1, 2: 3, 3: 6, 4: 10, 5: 15, 6: 20, 7: 25 Victory points).
  • Score any active Bonus token that rewards Victory points.
  • 1 Victory point to the player with more Patrons in each Cluster than any other player.
  • Score achieved Kartini Letters.

Hero Card Clarifications

  • Keumalahayati: You may gain any Puple from one of the Regions where you place the second School.
  • Gedong Bagus Oka: This effect applies to the placement of the Patron placed by her own Graduation.
  • Dewi Sartika: She starts in the Classroom she Graduated in, from the next Graduation in that Classroom she may move to another Classroom on that players School board.
  • Rahmah El Yunusiyah / Maria Walanda Maramis / Nyai Ahmad Dahlan: If there are 1 or 2 non-colored Books required for a Graduation, then at least 1 Book paid needs to match the color in their ability.

Bonus Tokens Clarifications

  • The reward on the Bonus tokens with an X icon in the top right corner are only gained during the end game scoring. Example: The owning player scores 1 Victory point for each Patron they have Graduated in total during the end game scoring.
  • The reward on the Bonus tokens with an X and an Aspiration icon in the top right corner are gained each time the player Graduates Students with the indicated Aspiration. Example: The owning player increases their Endowment level by 1 each time they Graduate a Politician.
  • This Bonus token allows the player to have 1 Puple in the School during Clean up phase without losing any Reputation.
  • Graduating a Politician
  • Graduating a Teacher
  • Graduating a Hero
  • Player count123456
    Starting slot405060708090

    For a quicker and easier Co-op game, ignore playing with the Enemy cube.

  • Place a number of each Book type (Red, Blue and Green), based on the player count following the table, on the Balai Pustaka area on the board.

    Player count123456
    Books per color246789
  • Shuffle the Battle tokens and randomly place one in each slot next to each Region. Place them with the Battle (crossed swords) side face up. Stack the rest above the main board.

  • Shuffle the Event cards and place them face-down in a pile on its indicated spot on the Progression board.

  • Create 3 piles of Hired Teachers based on their Aspiration icon. The number of cards in each pile should be the same as the number of players.

  • Shuffle the Milestone cards and reveal 3 cards in their indicated slots on the main board.

    • Co-op: Instead shuffle each pile of the Co-op Milestone cards (level 1–3) separately and reveal 1 card from each pile in their indicated slots on the main board.
  • Put the "From Darkness to Light" token on the "Start always" slot on the "From Darkness to Light" track.

  • Put a "2-Duit token" on slot B on each Student row.

  • Shuffle the Bonus tokens and distribute 3 on top of each Student row on slots C–E. Place them with the Victory Point icon face down.

  • Shuffle the Hero cards pile, the Student side up, put the top 4 cards to the right of the pile, these cards plus the top card of the deck is called the "Heroes row".

  • Each player places 1 School on their Starting Island, on one border between 2 Regions. Then they take the Puples from one of the Regions it borders and add them to their School Yard. The Battle token stays.

  • Shuffle the Kartini's Letter cards and deal 2 to each player. Each player chooses 1 and discards the other.

    • The bottom part of the card has an End goal that will give Victory Points during the end game scoring if achieved.
    • The left side of the card shows the starting Resources. Adjust the Reputation and Endowment trackers along the sides of the School boards and collect the starting Duit. Players pick starting Books from the Balai Pustaka in reverse turn order.
    • First play? See the tips under Overview.
    • Co-op: After all players have taken their starting Resources, discard all Kartini's letters out of the game.
  • Each player gains Victory Points based on the number of colored frames of their Graduated Students.

    Different colored frames1234567
    Victory points13610152025

    Example: Sutari, the orange player, has 5 different colored Student frames. This results in 15 Victory Points.

  • Each player gains Victory Points from their active Bonus tokens with end game points (with X and a Victory Point icon on them).

    Example: Sutari, the orange player, gains 1 Victory Point per Graduated Teacher, she has one so she gets 1 Victory Point.

  • Reward 1 Victory Point to the player that has more Patrons than any other player in each Cluster in the Patron area.

    Example: Looking at the hat colors; Sutari, the orange player loses the majority to the green player in 1st cluster, tied with the yellow player in the 2nd cluster (no points), but has the majority in the 3rd cluster, giving her 1 Victory Point.

  • Each player reveals their Kartini's letter and scores Victory Points from any completed end goal.

    Example: Sutari, the orange player has achieved their Kartini's Letter's end goal by Graduating 3 Patrons of 3 different colors that are not her player color. This results in 6 Victory Points.

  • Gedong Bagus Oka (1921-2002) was an Indonesian Hindu reformer and philosopher. She was one of the foremost authorities on the Hindu Dharma religion, and she started the Parisada Hindu Dharma Indonesia movement in the 1980s. In 1941, Gedong returned to Bali and taught at a senior high school in Singaraja and later became the Principal of the school. During the Indonesian independence struggle and in the early years of the formation of the Indonesian state, Gedong fought for a religious place in the new Indonesian society.
  • Marie Thomas (1896-1966) was the first Indonesian woman to become a physician. In 1922, she received her diploma from the School of Training of Native Physicians or School tot Opleiding van Indische Artsen, She went on to specialize in obstetrics and gynaecology and is considered the first Indonesian doctor to specialize in this field. She also established a midwifery School in Bukittinggi, West Sumatra.
  • Johanna Masdani (1910-2006) was a pioneering figure in the Indonesian independence movement. As an active member of Indonesia's nationalist movement, she took part in the Youth Pledge of 1928, and witnessed the Proclamation of Indonesian Independence, by Soekarno and Hatta in 1945.
  • Ruhana Kuddus (1884-1972) was widely known as Indonesia's first female journalist, founded the Soenting Melajoe publication, the first Indonesian newspaper for women. Soenting Melajoe was launched in West Sumatra in 1912, with Kuddus as its editor.
  • Nyi Ageng Serang (1752-1838) became known as a national hero following her role in the Diponegoro War of 1825. At the age of 73, she led her forces to assist Prince Diponegoro against the colonial Dutch forces and later became his advisor. Her famous strategy involved using green taro leaves for disguise, attaching them to poles to resemble a taro orchard.
  • Maria Walanda Maramis (1872-1924) established PIKAT (Percintaan Ibu Kepada Anak Turunannya or The Love of a Mother toward her Children) in Minahasa on July 8, 1917. The purpose of this organization was to provide women with elementary school-level education, including skills such as cooking, sewing, infant care, and hand-crafting. In 1919, when a regional representative body for Minahasa was established, Maria championed the rights of women to vote for the representatives elected to this body. Her efforts reached Batavia (present-day Jakarta) and in 1921, the Dutch allowed the participation of women in the elections of representatives for the Minahasa Raad.
  • Fatmawati (1923-1980) was the inaugural First Lady of Indonesia and the mother of Indonesia's first female president, Megawati Sukarnoputri. She made the first Indonesian flag flown during the proclamation of Indonesia's independence. In 1953, Fatmawati became concerned about the plight of children with tuberculosis and she founded the Ibu Soekarno Foundation to fund the establishment of a tuberculosis hospital for children. Since 1961, the healthcare institution had been run by the Ministry of Health as a general public hospital. Its present-day name, Rumah Sakit Umum Pusat Fatmawati, is a testament to the crucial role that the inaugural First Lady played in setting up the hospital.
  • Christina Martha Tiahahu (1800-1818) was a Moluccan freedom fighter. Born to a military captain, Tiahahu was active in military matters from a young age. She joined the war led by Pattimura against the Dutch colonial government when she was 17, fighting in several battles. After being captured in October 1817, she was released on account of her young age. She continued to fight, and was captured again. Sent to Jawa to be a slave laborer, she fell ill on the way and, refusing to eat or to take medicine, she later died on a ship in the Banda Sea.
  • Supeni Pudjobuntoro (1917-2004) was an Indonesian politician and diplomat best known for holding various important political positions in Indonesia. She served as a member of the People's Assembly as well as a member of the Constituent Assembly through the PNI Partai Nasional Indonesia or Indonesian National Party. As a diplomat, she served as Ambassador Extraordinary and Plenipotentiary to the United States and as well as Ambassador-at-Large during the era of President Soekarno, Indonesia's first president.
  • Rasuna Said (1910-1965) once taught at Diniyah Putri but stopped in 1930, believing that the emancipation of women must be accompanied by political efforts. Said's political career began with her position as the branch secretary of the SR (Sarekat Rakyat or the People's Union) before joining Soematra Thawalib and founded the Indonesian Muslim Association (PERMI) in West Sumatra, and establishing the Indonesian Muslim Association (PERMI) in Bukittinggi in 1930. In post-independence Indonesia, Said was a member of the Sumatra Representative Council and the Supreme Advisory Council during President Sukarno's tenure.
  • Rahmah El Yunusiyah (1900-1969) established Diniyah Putri – the first Islamic School for girls in Indonesia the archipelago – in 1923 in West Sumatra, the first Islamic School for girls in Indonesia. During the Japanese Occupation of West Sumatra, Rahmah led Haha o Kai in Padang Panjang to assist officer Giyugun. During the war for Indonesian independence, she pioneered the establishment of TKR (Tentara Keamanan Rakyat or People's Security Army) in Padang Panjang and mobilized her students to participate in the fighting against the invaders. She encouraged her students to take part, even if only through supplying the army with food and medicine.
  • Dewi Sartika (1884-1947) often pretended to be a teacher while playing with her friends. On 16 January 1904, she founded a School named Sakola Istri (Wife's School) at Bandung Regency's Pendopo which was later relocated to Jalan Ciguriang with the name of the school changed to Sekolah Kaoetamaan Isteri (Wife Eminency School) in 1910. By 1920, other Sekolah Kaoetamaan Isteri had sprung up in other West Jawanese cities and regencies. In September 1929, the school changed its name to Sekolah Raden Dewi.
  • Keumalahayati was an admiral in the navy of the Aceh Sultanate, which ruled the area of modern Aceh Province, Sumatra, Indonesia. She was the first female admiral in the modern world. Her troops were drawn from Aceh's widows and the army was named the "Inong Balee", after the Inong Balee Fortress near the city of Banda Aceh. In June 1602, Malahayati's reputation as the guardian of the Aceh Kingdom led England to choose a peaceful, diplomatic method by which to enter the Malacca Strait. The agreement between Keumalahayati and Queen Elizabeth I's envoy opened the English route to Jawa.
  • Khailan Syamsu (1905-1962) was a prominent figure in the struggle for women's rights and Indonesian independence. She fought for the right to vote for women's representatives in the government and the People's Council.
  • Graduation Hat: A punchout with a hat icon. Used to indicate that a Puple has Graduated, it also corresponds to a Player color.
  • Hired Teacher: A Teacher that is acquired using the Hire Teacher action. A Hired Teacher is returned back to their respective Hired Teachers pile during the Clean up phase.
  • Island: A colored area on the map with a corresponding name and color.
  • Library: An area on the School board to store Books.
  • Occupation: A slot where you place a Graduated Puple with a Graduation Hat token. Occupation slots are on the Student rows as Politicians, on the Patron area on the Progression board for Patrons, on a Battle slot for Fighters or in the Teachers' association area on the Progression board for Teachers.
  • Pass: An action in the game where a player moves their Principal meeple to the Reward track. This ends the player's Round.
  • Principal: A big meeple on the Turn order track showing the turn order, or on the Reward track showing that a player has Passed and what reward that player has gained.
  • Puple: A Pupil shaped wooden meeple on the Map or School board. This is a made up word by combining the word Pupil and meeple.
  • Recruit Puples: An action in the game used to move Puples, from a Region where you have Access via a School token, to your School Yard.
  • Region: Each Island are divided into 3 Region, indicated by Borders and each Region has a name.
  • Register Students: An action in the game, where a player take a Student card from its Student row to their Classroom.
  • Reputation: Players track Reputation on their School board. The level of Reputation restricts what a player can do during certain actions.
  • Requirements: Certain actions or cards have a cost that needs to be paid and/or a level requirement to be reached to perform the action.
  • Resources: Includes Duit, Books, Reputation and Endowment.
  • Round: A Round has 3 phases, when all phases are done, a new Round starts. The game ends after 3 Rounds.
  • School: A School shaped wooden token that can be placed on Islands.
  • School board: A player board in front of each player with 3 Classrooms, Endowment and Reputation tracks as well as School Yard and a Library.
  • School Yard: An area on the School boards, when you Recruit Puples put them here.
  • Starting Island: The Island which color that matches a Puple or a player's School board.
  • Student: A card taken from any of the Student rows or the Heroes row and placed in the Classrooms.
  • Teacher: Hired Teachers are temporary and are hired through the "Hire a Teacher"-action. These are returned during the Clean up phase. Graduated Teachers are Students that the player Graduates to become a Teacher, these stays for the rest of the game in the Classroom it Graduated in.