Rattus Cartus: Nobilis
Rattus Cartus: Nobilis Rulebook
Table of Contents
Table of Contents
Components
- 90 building cards, 5 each of 18 different buildings (3 different buildings per class)
- 78 special cards: 15x Book, 12x Horse, 12x Lance, 12x Privilege, 12x Magician's Helper and 15x Diplomat
- 14 rat tokens, value 1
- 12 Noble tokens
Overview
This expansion contains two modules that may be combined with the base game. You may choose to play with one or both modules.
Module 1: New Building Cards
This module consists of 18 new building cards. You may play only with the buildings of this module, or with a combination of buildings from the base game and this module. Each game uses 30 buildings, 5 for each of the 6 classes. See the base game rules for how to determine which buildings are used in a game.
Module 2: The Nobles
The rules of the base game (including the other modules) remain the same, with the following additions.
This module consists of 12 Noble tokens. A Noble gives special effects and/or actions to the players who enter buildings with a Noble token on them.
Module 2: The Nobles
Setup
Shuffle the Noble tokens and place them face down in a supply on the table.
Turn Sequence
Phase B: Supply
Placing a Noble token on a building card. After all players have performed the supply action in phase B, the player who received the Noble token in the previous round places it face up on any available building. From this moment the Noble influences the chosen building: all players who enter this building (including the player who placed the Noble) receive the advantage or disadvantage of the Noble.
Note: During the first round of the game no Noble token is placed on building cards, since no player has a Noble token yet.
Phase C: Enter Buildings and Play Population Cards
Determining the player who gets the Noble. After all players have entered a building and played a certain number of cards in phase C, the player who played the most cards (excluding any «Pass» special cards played, but including all other special cards) takes a Noble token from the supply. If two or more players have played the most cards, the player who played the first card first takes a Noble token. He looks at it and places it face down in front of himself.
Note: During the last round of the game no Noble tokens are handed out to players.
The effects of the Nobles. The table below lists and explains the effects of the Nobles. If an effect allows or requires the player to perform an action (for example drawing cards or taking rats), this action is performed immediately before phase D.
The effects table gives each Noble effect as follows:
- Draw two cards from the Population card pile.
- Discard a rat.
- Look at one of the cards in the "Nun-row".
- Look at two of the cards in the "Nun-row".
- Take a victory point token from the supply.
- Gain one additional influence point in the class of a building.
- Receive no rats for up to 2 population cards not matching the class of the building that were played on the building.
- Discard two cards from your own hand.
- Take a rat from the supply.
- Ignore the building's actions: players who enter this building cannot perform its premium or standard action.
- Players may enter this building only if they play at least 4 cards.
- Players may enter this building only if they play no more than 3 cards.
Phase E: End of Turn
The Noble token placed in phase B of this round is removed from the game.
Building Overview
Fortress (Royalty) Premium action: Discard up to three cards from your hand and take one victory point token from the supply for each card discarded. Additionally, take one victory point token from the supply regardless of the number of cards discarded. Standard action: Discard up to two cards from your hand and take one victory point token from the supply for each card discarded.
Monument (Royalty) Premium action: Reduce your influence score in any one class by up to three points and take one victory point token from the supply for each influence point reduced. Additionally, take one victory point token from the supply regardless of the number of influence points reduced. Standard action: Reduce your influence score in any one class by up to two points and take one victory point token from the supply for each influence point reduced.
Embassy (Royalty) Premium action: Take two «Diplomat» special cards. Standard action: Take one «Diplomat» special card.
Wall (Chivalry) Premium action: Give one rat to each player who has at least as many cards in hand as you. Exception: Players who entered a Wall building this round are protected and do not receive rats, regardless of how many cards they have in hand. Standard action: No action. Protects against the premium action of any Wall(s) this round.
Tournament Ground (Chivalry) Premium action: Take two «Lance» special cards. Standard action: Take one «Lance» special card.
Stable (Chivalry) Premium action: Take two «Horse» special cards. Standard action: Take one «Horse» special card.
Cathedral (Church) Premium action: Discard a rat for two influence points gained this turn. Standard action: Discard a rat for three influence points gained this turn.
Cathedral School (Church) Premium action: Take two «Book» special cards. Standard action: Take one «Book» special card.
Chapel (Church) Premium action: Do not receive rats for up to three population cards you played on this building that do not match the class of the building. Standard action: No action.
Garden (Peasantry) Premium action: Reveal one card at a time from the Population card pile until (a) you decide to stop, or (b) the number of Nuns on the revealed cards equals or exceeds nine. In case (a), add the revealed cards to your hand. In case (b), discard all revealed cards. Standard action: As the premium action, but this time the cards are discarded if the number of Nuns is equal to or greater than six.
Inn (Peasantry) Premium action: Draw cards from the Population card pile until you have 8 cards in hand. Standard action: Draw cards from the Population card pile until you have 5 cards in hand. Note: The number of cards in hand includes any special cards. You do not have to discard cards when you have more than 8 (or 5) cards in your hand.
Mill (Peasantry) Premium action: Name two different classes and follow the instructions below. Standard action: Name a class not yet named in this building and follow the instructions below. When all players in this building have named their class(es), draw ten cards from the Population deck. Each player receives all the cards of the class he named.
Bank (Bourgeoisie) Premium action: Take one Joker card. Additionally, reduce your influence score in any one class by up to three points and take one Joker card for each point reduced. Standard action: Reduce your influence score in any one class by up to two points and take one Joker card for each point.
Merchants' Guild (Bourgeoisie) Premium action: Score two influence points in any one class. Standard action: Score one influence point in any one class.
Town Hall (Bourgeoisie) Premium action: Take two «Privilege» special cards. Standard action: Take one «Privilege» special card.
Magicians' Castle (Magic) Premium action: Take two «Magician's Helper» special cards. Standard action: Take one «Magician's Helper» special card.
Stone Circle (Magic) When this building is resolved, draw a building card from the replacement deck. If you draw a Stone Circle card, draw another until you draw a different building. At the end of the turn, the drawn building card returns to the replacement deck (and the deck is shuffled). Premium action: Perform the premium action of the drawn building. Standard action: Perform the standard action of the drawn building. Note: Even if the drawn building card belongs to a different class, players who enter the Stone Circle may score influence points in the Magic class as usual.
Laboratory (Magic) Premium action: When assigning points for this building, you may instead choose to assign all or some of these points to another class. Additionally, assign one extra influence point (in the Magic class or in another class where you have already scored). Standard action: When assigning points for this building, you may instead choose to assign all or some of these points to another class.
Special Cards Overview
«Book» «Book» special cards cannot be played. At the end of the game, after the cards in the "Nun-row" have been revealed, the player with the most «Book» special cards may increase or decrease the number of Nuns by up to 5. If two or more players have the most «Book» special cards, the number of Nuns does not change. Note: Although «Book» cards cannot be played, they are kept in hand like the other cards. They may be discarded in a Hospital, and may be stolen by players using «Sword» cards, etc.
«Diplomat» «Diplomat» special cards cannot be played. At the end of the game, before the final count, all players reveal the «Diplomat» cards in their hand and each scores one influence point in the class shown on the card. In the rare case that the order in which these points are assigned could change the final score, the influence points for «Diplomat» special cards are assigned in turn order, starting with the starting player of the last round.
«Privilege» «Privilege» special cards may be played on a building like population cards. When a building is resolved, each «Privilege» card doubles the influence score used to determine which player may perform the premium action. If two «Privilege» cards are played, the influence score is tripled, and so on. This has no effect on the points on the influence track; the sole purpose of the «Privilege» card is to modify the competition for the premium action of the building where it was played.
«Horse» «Horse» special cards may be played on a building like population cards. When a building is resolved, the player who played the most «Horse» special cards names two different classes (for example Peasantry and Bourgeoisie). The player who played the fewest «Horse» special cards must then give him all the population cards in his hand that belong to these classes. If two or more players are tied for the most «Horse» special cards, the player who entered the building first wins the tie. If two or more players are tied for the fewest «Horse» special cards, the player with the most «Horse» special cards chooses from which of them he will take the cards. If all players played the same number of «Horse» special cards, nothing happens.
«Lance» «Lance» special cards may be played on a building like population cards. When a building is resolved, the player who played the fewest «Lance» special cards and the player who played the most «Lance» special cards in this building must reveal all the cards in their hand. Then, starting with the player who played the most «Lance» special cards, they each choose one card in turn until all the cards have been distributed. If two or more players are tied for the most «Lance» special cards, the player who entered the building first wins the tie. If two or more players are tied for the fewest «Lance» special cards, the player with the most «Lance» special cards decides which of them will share the cards with him. If all players have the same number of «Lance» special cards, nothing happens.
«Magician's Helper» «Magician's Helper» special cards may be played on a building like population cards. For each «Magician's Helper» special card played, choose another player in the same building. For each population card played by that player that does not match the class of that building, you receive one influence point in the class of the building. If two or more «Magician's Helper» special cards are played, you must choose a different player for each card. Playing a «Magician's Helper» special card in a building that no other player has entered has no effect.