Пантикапей (Pantikapaion)
Пантикапей (Pantikapaion) Rulebook
Table of Contents
Table of Contents
Components
- 65 terrain tiles
- 12 aqueduct tiles
- 100 resource cubes (20 each in 5 colours: beige, purple, orange, brown, green)
- 20 player markers (5 each in 4 colours: yellow, red, blue, green)
- 20 workers (5 each in 4 colours: yellow, red, blue, green)
- 15 resource tokens (5 showing one resource, 10 showing two resources)
- 16 improvement tokens
- 30 coin tokens
- 35 building tokens: 7 residential houses (brown), 7 wineries (purple), 7 aqueducts (orange), 7 fortresses (beige), 7 temples (green)
- 4 player boards
- 1 development board
- 1 building board
- 1 round counter token
- 1 trireme token
- 1 first player token
- 1 tile bag
- 1 scoring notepad
Player Board
- Cells for improvement tokens
- Reference card of the player's actions
- Space for coins
- Space for workers
- Resource storage
Setup
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Each player takes 5 workers and 5 player markers in their chosen colour, and a player board. Place one worker on the player board: this is the first worker available to you. Place the remaining 4 workers next to your player board.
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Place the development board in the centre of the table. Each player places one of their markers to the left of each row on this board.
- Shuffle the resource tokens showing one resource, and place them face up at random on the matching cells of the development board.
- Shuffle the resource tokens showing two resources, and place them face up at random on the matching cells of the development board. Return any remaining resource tokens to the box.
- Place the improvement tokens on each improvement cell, matching the picture on the cell. The number of tokens on each cell must equal the number of players.
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Separate the aqueduct tiles by shape and place them in stacks next to the development board.
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Place the trireme token on the table. Put the terrain tiles into the bag and shuffle them. Using the table below, determine how many terrain tiles you need for one round; it depends on the number of players. Starting to the right of the trireme token and moving clockwise, lay out the required number of tiles from the bag, forming a closed circle. Set the bag with the remaining tiles aside; it will be needed when preparing the next round.
Players 2 3 4 Tiles 8 11 14
Object of the Game
You play as architects who have arrived in Taurica to build a new city, Pantikapaion. You will build the city up with a variety of buildings, using resources obtained on the new lands. The wealth you have will help you develop your city faster. The more buildings you build, the more victory points (VP) you will earn at the end of the game. Do not miss the chance to put your name into the history of the future capital of the Bosporan Kingdom!
Course of the Game
The game lasts 5 rounds. Starting with the first player, the participants take turns in each round making turns, until each of them has made 3 turns.
Each turn is divided into two phases: EXPLORATION (Разведка) and DEVELOPMENT (Развитие).
Exploration
Choose one of the 3 terrain tiles lying in the clockwise direction after the trireme token. Take that tile, and place the trireme token in its place.
The first terrain tile you receive, place in front of you: your city's construction starts from it. You will place subsequent tiles you receive in your city by one of the two methods described below. Any tile you receive may be rotated.
After placing the chosen terrain tile, place on its resource cells the corresponding resources from the common supply.
Method 1: Expand the City
Place the tile next to the tiles you have already placed, expanding the first level of the city. New tiles must touch previously placed tiles by at least one side.
Method 2: Raise the Height of the City
Place the tile on previously placed tiles, forming a new level of the city. Tiles on the second and higher levels do not have to touch other tiles on the same level, but they must lie entirely on tiles of the previous level: there must be no empty space under the placed tile. You may place a tile on resources and/or workers on the field. In that case the resources count as collected and are placed in your storage, and the workers return to their place on your player board. Returned workers may be used again in the same turn (see "Placing Workers").
You may not place a tile on buildings already built in the city.
Special Cell Types
Terrain tiles have 2 special types of cells.
- Resource cells. When you place a terrain tile in your city, place on its resource cells cubes of the corresponding colour from the common supply. You can use these resources only after they have moved to your player board, that is, after they are collected. Buildings and workers may be placed on resource cells.
- Drought cells. These cells can either subtract or bring victory points (VP). At the end of the game, each visible drought cell in your city costs you 1 VP. Drought cells covered by buildings or workers do not cost VP. For drought cells next to aqueducts, you can earn VP (see "Scoring"). Buildings and workers may be placed on drought cells.
Development
Perform one of three actions. Only one action may be performed per turn.
- Construct a building
- Sell resources
- Gain 2 coins or 1 resource
Action 1: Construct a Building
To construct a building, perform the following steps.
- Pay for the construction. Return to the common supply from your player board as many resources as are shown on the nearest value before the chosen building on the building board. The colour of the resources must match the colour of the building. Improvement tokens you receive may change the payment conditions for constructing buildings (see "Improvement Tokens").
- Take the building. Take the bottom building in the chosen column, opening a new construction cost for the subsequent buildings.
Example: The player returns 2 brown cubes to the common supply and takes a residential house from the building board. This opens the price for the next residential building: 3 brown cubes.
Placing the building. Place the building you have obtained on terrain tiles in your city according to the rules below.
- A building is placed on any tile cells not occupied by other buildings. If the cells on which you want to place the building hold resources and/or workers, these go to your player board, and the building is placed on the freed cells.
- A building that occupies 2 cells must be placed on tiles of one level.
- During your turn you may construct only one building. The exception is the property of the fortress (see "Building Properties").
- A building occupying 2 cells may not be placed diagonally.
Advancing your marker on the development board. After placing the building, move your marker one cell to the right along the row of the matching colour on the development board. Use the effect of the cell to which your marker moved: receive resources, take an improvement token, or use the property of a building (see "Development Board").
If you wish, you may continue moving forward along this row by paying coins. To do so, after the main advance of your marker, return to the common supply a set number of coins. Each subsequent step costs 1 coin more than the previous one: for the 1st step you return 1 coin to the common supply, for the 2nd step 2 coins, for the 3rd step 3 coins. You may not make more than 3 paid steps. You may advance along a row in exchange for coins only when constructing a building.
When several of your markers advance (for example, after selling resources), the player uses the effects of the cells one after another, starting from the top row. More than one player marker may be on the same cell.
Action 2: Sell Resources
A) Return to the common supply from your player board 3 to 5 different resources. You may sell only 1 resource of each colour.
B) For each resource sold, receive 1 coin.
C) Move your marker on the development board one cell to the right along each row of the colours whose resources you sold, starting from the top row.
- Apply the effects of the cells to which you moved your markers. Receive the corresponding rewards and resources.
- You may not advance further along the rows for coins when selling resources.
- You may not sell resources that were received for advancing in this turn.
Action 3: Gain 2 Coins or 1 Resource
Take 2 coins or 1 resource of your choice from the common supply and place it on your player board.
Placing Workers
Workers that are on your player board are available for placement in the city. At the start of the game, 1 worker is available to you. Construct residential houses and sell resources to advance along the corresponding row of the development board and receive new workers.
At any moment of your turn, the player may place one or several workers in their city to take a resource from a terrain tile to their player board. A worker remains on the terrain tile until the end of the round, or until it is covered by a building or a new terrain tile. The player may, optionally, place a worker on an empty terrain cell, or cover a drought cell with it. No more than 1 worker may be on one terrain cell.
Gaining Resources
Resources can be obtained in several ways.
- Place a worker on a resource cell and take the resource.
- Cover resource cells with a tile of the next level, following the tile placement rules, and take the covered resources.
- Construct a building on a resource cell and take the covered resource.
- In the Development phase, perform the action "Gain 2 coins or 1 resource" and take 1 resource from the common supply.
- Receive a resource when your marker moves onto a cell with a resource token on the development board.
During a round, the player board may hold an unlimited number of resources.
Development Board
When advancing your marker along the rows of the development board, the player may use the special effect of the cell to which the marker has moved. The cells are of 4 types:
- Resources
- Building properties
- Improvement tokens
- Victory point cells (see "Scoring")
Resources. When a marker stops on a cell with a resource token, the player takes the indicated resources from the common supply and places them on their player board. The resource token remains on the cell.
Building properties. Each building has its own special features. When a marker stops on a cell with a building property, the player may, but is not obliged to, use the property. The properties are:
- Worker. The player receives a worker from their personal supply onto their player board. The player may place this worker in their city in the same turn.
- Move a built building. The player may move any built building to any cells suitable for construction. In this way the player may collect resources and/or workers. Buildings may not be swapped with this property.
- Build a building for free. The player may build any building for free, except a fortress. This construction does not advance the player along the row of that building on the development board.
- Aqueduct tile. The player receives an aqueduct tile of the shape shown on the cell. The player places on the resource cell of this tile any one resource from the common supply of their choice.
- Random tile. The player draws one random tile from the bag and places it in their city according to the usual rules.
- Advance in any other row. The player may advance one cell forward in any other row of the development board and use the property of that cell. Then, if desired and possible, the player may continue moving along the temple row.
If a player's marker has reached the end of a row on the development board, it may no longer move along that row.
Improvement tokens. When a player's marker reaches a cell with an improvement token, the player takes the top token from the stack and places it on their player board in one of the cells. The effect of an improvement token starts immediately after it is received. The effects of tokens may be combined. There are three types of improvement token:
- Replace a resource. When constructing a building, the player may replace 1 resource with any other resource. During the game the player may receive 2 tokens of this type, so that up to 2 resources can be replaced when constructing. If the player has all the resources of the required colour, they must pay with them without using the improvement.
- Pay 1 resource less. When constructing a building, the player may pay 1 resource less.
- Pay 1 coin less. Once per turn, when the player has to pay coins for advancing on the development board, the player pays 1 coin less.
Victory point cells. These are described in the section "Scoring".
Note on the source: the arrangement of the individual cells on the development board and the building board (which resource, building or token each cell holds) is printed on the boards as pictures only. It is not reproduced in this text; refer to the printed boards.
End of Round
The round ends as soon as each player has made 3 turns. The remaining terrain tiles are placed in the discard pile next to the development board.
Each player receives 1 coin for each cell of the brown row on the development board (the cells marked with the worker symbol) that the player's marker has passed or on which it has stopped. All workers placed on terrain tiles return to the players' player boards.
If a player has more than 5 resources on their player board, they must discard the extra resources to the common supply. There is no limit on the number of coins a player may keep on their player board at the end of the round.
Preparing for a New Round
Pass the first player token to the next player clockwise. The new first player lays out terrain tiles from the bag, starting from the trireme token, as in the setup for the game.
Move the round counter on the building board one step up the scale.
If there are not enough terrain tiles to close the circle, lay out as many as possible. All terrain tiles discarded earlier in the game return to the bag; shuffle them and lay out the missing tiles.
End of the Game
The game lasts 5 rounds. If at the end of round 5 a player has free workers left on their player board, they may place them in their city on unoccupied cells next to buildings to earn victory points, cover drought cells with them, or take the remaining resources. Players receive coins for the brown-row cells they have passed, as at the end of every round, and discard resources down to 5.
Scoring
Use the scoring notepad to record each player's results and determine the winner.
Buildings give victory points according to the cell that the player's marker has passed or stopped on in the corresponding row. For any building, the adjacent cells are the cells, buildings and workers that touch that building orthogonally and diagonally.
- Residential house (brown). The player receives VP for each worker on cells adjacent to a residential house. One worker may score for several residential houses at once.
- Winery (purple). The player receives VP for each empty cell adjacent to a winery, including drought cells and cells occupied by workers and resources. One cell may score for several wineries at once. A winery scores 1 VP for every 3, 2 or 1 adjacent cell, depending on the cell the player's marker has passed or stopped on.
- Fortress (beige). The player receives VP for each level of terrain tiles on which a fortress stands.
- Aqueduct (orange). The player receives VP for each visible drought cell adjacent to an aqueduct. One drought cell may score for several aqueducts at once. A drought cell covered by a worker or a building does not score.
- Temple (green). The player receives VP for each building of another type adjacent to a temple. A temple does not score for another temple. One building may score for several temples at once.
Other scoring:
- Every 2 coins give the player 1 VP.
- Every single resource gives the player 1 VP.
- Subtract 1 VP for each visible drought cell in your city. If a drought cell is next to an aqueduct and the player has advanced in the orange row, or the drought cell is covered by a worker, no VP is subtracted for it.
Determining the Winner
The winner is the player with the most VP. If there is a tie, the player who has constructed the most buildings wins. If the tie remains, the player who has received the most coins wins. If the tie still remains, all tied players win.
Example of Play
Example of play (the player is Dima). The example is in the printed rulebook; its icons are rendered here as words.
During the Exploration phase, Dima chooses one of the 3 tiles after the trireme. After Dima has taken the chosen tile, he moves the trireme token onto its place.
Dima decides to raise the height of his city. He places the tile so that it covers a green resource cube and a worker. The covered green cube and worker go immediately to Dima's player board.
After Dima places the tile in his city, he takes 2 resource cubes from the common supply and places them on the matching resource cells of that tile.
During the Development phase, Dima wants to construct an aqueduct, which costs 2 orange cubes. He already has one orange cube in his storage. He takes the second orange cube from a tile using his worker.
Dima returns 2 orange cubes to the common supply and takes from the building board the first available aqueduct, which opens the cost of the next aqueduct. The aqueduct gives VP for each drought cell that is adjacent to it, orthogonally and diagonally, so Dima places the aqueduct next to a drought cell and returns the worker to his player board.
After constructing the aqueduct, Dima moves his marker in the corresponding row on the development board. Now each drought cell around the aqueduct brings 1 VP. Dima spends 1 coin and moves his marker one more cell to the right. He receives an aqueduct tile and places it in his city, and on its resource cell he places a beige cube. Dima spends 2 more coins and advances to the next cell. He receives an improvement token and places it on his player board. Now, when constructing, Dima may replace one resource with any other. Dima has no coins left, so he ends his turn.
On his next turn, after taking a tile and placing it in his city, Dima decides to sell resources. He has 2 green cubes, 1 beige cube and 1 brown cube on his player board.
Dima cannot sell two identical resources, so he returns to the common supply 1 green cube, 1 beige cube and 1 brown cube, and receives 3 coins. He must also advance along the rows of the development board.
First he moves his marker along the brown row and receives one more worker into his supply. Then he advances along the beige row, where he may now construct any building except a fortress. He chooses a winery and places it in his city. The free-build effect does not allow him to advance along the row of the building he built. Then Dima moves along the green row. Its property lets him advance in any other row, so he chooses the purple row, advances his marker onto the cell with resources, and receives a brown cube and a green cube from the common supply to his storage.
By the end of the round Dima has 6 resources, so he discards a green cube to stay within the limit of 5 resources. Then Dima counts how many brown-row cells on the development board he has passed. He has passed 2 of them, so he receives 2 coins from the common supply. Finally, he returns to his player board the workers he placed earlier.