RulesPal
Chat
Rulebook
Río de la Plata thumbnail

Río de la Plata

Río de la Plata Rulebook

Table of Contents

Table of Contents

  • Contents of the Game Box
  • Game Duration
  • Game Sequence
  • Game Preparation
  • A | Worker Placement
    • Where to Place the Workers: The Three Board Zones
    • 1) Inside the City Map
    • Minor Buildings
    • The City Districts
    • 2. On the Building Grids Outside the City
    • Major Building Characteristics
    • 3. On the Other Areas
    • Public Office Table
  • B | Effects of Workers
  • C | End of Turn Checks and War
  • Trades and Money Use
  • War
    • 1) Attacker Assignment
    • 2) Number and Placement of the Enemies
    • 3) Cannons
    • 4) Defender Placement and Recruitment
    • 5) Beginning of the War
  • Combat Rules
  • End of the Game
  • Victory Points at the End of the Game

Contents of the Game Box

  • Game board
  • 50 worker tokens (10 for each color)
  • 17 purple markers (attackers) and 1 blue marker
  • 5 scoring counters and 1 time marker (6 colors)
  • 60 wall/road pieces
  • 75 resource cubes: 15 blue (precious), 30 white (stone) and 30 brown (wood)
  • 4 Palace, Cathedral, Fort and Harbor tiles
  • 65 double-sided hut-house tiles (13 for each color)
  • 3 double-sided square-monument tiles
  • 3 double-sided square-garden tiles
  • 5 double-sided church-barracks tiles
  • 4 double-sided market-corporation tiles
  • 6 double-sided stonecutter-carpenter tiles
  • 12 character tiles
  • 40 coins: 30 silver (x1) and 10 gold (x5)
  • 2 dice

Game Duration

A game is played over 20 turns, representing the 20 years from 1580 to 1599. The game turn progress is shown by the purple time marker on the turn track on the board.

Game Sequence

During each turn the following three phases take place:

A. Worker placement B. Effects of the workers C. End of turn checks and war

Game Preparation

  1. Open the board and place it at the centre of the table.
  2. Place the time marker on the turn track on the year 1580 (first game turn).
  3. Each player takes 10 workers of their chosen color, 2 stone resource cubes, 2 wood resource cubes and 2 silver coins.
  4. The character tiles and the other game components are placed to one side of the board acting as the Bank.
  5. The playing order is determined randomly and the last player of the turn will receive 1 wood and 1 stone resource cubes as bonus.
  6. The game starts with the first player turn.

A | Worker Placement

Each player has 9 workers. They are shown in the tables with the symbol worker. These markers represent the workforce of the settler's house that the player is managing. They are used in every action of the game, including combat, and the game aim is to manage them the best.

During each turn it is possible to place up to 5 workers on the board. A player places all his desired workers and then the following player will do likewise and so on. If a player cannot or does not want to place all 5, he can place a lower number. The workers can be placed in the three zones of the board:

  1. Inside the city map,
  2. On the building grids outside the city,
  3. On other areas

Where to Place the Workers: The Three Board Zones

Inside the city map (red zone). With this action the players build minor constructions. Some of those buildings can produce effects, if activated with workers.

On the building grids outside the city (green zone). The workers are used to create Major buildings.

On other areas (orange zone). Various applications, from purchasing public offices to resource production.

1) Inside the City Map

The workers are placed in the city map in order to create the Minor buildings.

The following general rules apply:

  • The workers must be placed in a space adjacent to a player's hut or house or in a space of the Starting Zone (refer to "Adjacency and Workers"). Consequently, during the first turns they will be placed in the spaces of the starting zone and then the players will expand around their buildings.
  • It is not possible to have more than 3 workers in a single space.
  • It is not possible to have workers of different colors in the same space except during combat (see "The war" section) or when they are used to activate a minor building connected by roads (see "Minor building effects" section).
  • It is not possible to create buildings in the Plaza Mayor: it has to remain free of buildings throughout the game.
  • It is only possible to create 1 building per turn in a given space. Therefore, it is not possible to create a house in a single turn: first a Hut has to be created (that is the requirement for the house) and in the following turn the House.
  • Workers placed in a space in the city without building can be removed by another player during his turn on the condition that they are replaced by twice as many of his own workers.

During the substitution one of the replacement workers is sacrificed and therefore removed. Example: there are 2 green workers on a space and the black player wants to occupy it. To do so, he has to place 4 workers. If he does that, the 2 green workers and one black worker are removed: 3 black workers will remain in the space.

Removed and sacrificed workers are returned to the respective players.

Minor building characteristics. These need workers and resources to be created. The cheapest one is the Hut, which requires two workers. The Square, Monument, Garden, Barracks and Church provide VPs when they are created. Some buildings (House, Corporation, Square, Monument and Garden) have pre-requisites: the House can be created in a space only if on that space there is a Hut; the Corporation requires a Market; the Monument and the Garden both require a Square. The Square can be built only in a space surrounded by 5 minor buildings (except other squares) or walls. The table below summarizes this information for the minor buildings.

Minor Buildings

BuildingVPRequirementCostEffects
Hut--2 workers-
House-Hut1 worker, 1 wood, 1 stone-
Stonecutter--1 worker, 2 stone1 worker + 1 = 3 stone
Carpenter--1 worker, 2 wood1 worker + 1 = 3 wood
Market--2 workers, 2 wood, 2 stone1 worker +1 (wood or stone) = 1 silver; 1 worker +1 precious = 2 silver
Corporation-Market2 workers, 2 wood, 2 stone, 1 preciousas the market +1 silver
Square65 buildings1 worker, 1 silver, 1 precious-
Monument3Square2 workers, 1 wood, 1 precious-
Garden3Square2 workers, 1 wood, 1 precious-
Barracks6-2 workers, 3 stone, 2 wood, 1 preciousdominance
Church3-2 workers, 1 wood, 2 stone, 1 precious1 worker + 1 silver = 1 VP

Minor building effects. Some of the minor buildings can be activated to produce effects. With the exception of the Barracks, which is always active, the other buildings require a worker to be activated.

The following rules apply to effects and their activation:

  • In order to activate a building there must be a House adjacent to the building (see the example "Adjacency and effects").
  • The minor buildings can be activated only once per game turn. If the district where the building is located is connected by a road to the Plaza Mayor, the building can be activated twice per game turn. It is not possible to place more workers on a building than the building's maximum number of activations per turn.
  • There can be only 1 Church, Garden, Monument and Barracks building in each district of the City.

Description of minor building Effects:

  • Hut, House, Square, Monument and Garden: do not provide any effects.
  • Stonecutter: placing a worker on the stonecutter enables 3 stone resources to be produced from 1 stone resource.
  • Carpenter: placing a worker on the carpenter enables 3 wood resources to be produced from 1 wood resource.
  • Market: placing a worker on the market produces a silver coin in exchange for one wood or stone resource, or 2 silver coins for a precious resource.
  • Corporation: placing a worker on the corporation produces 2 silver coins in exchange for one wood or stone resource, or 3 silver coins for a precious resource.
  • Barracks: during combat, it provides dominance to all the defenders in its district (see "War" section). It does not require activation.
  • Church: by placing a worker on the church and paying 1 silver coin, the player gains 2 VPs. If the Cathedral has already been built in the City, 3 VPs are gained instead for the church.

The City Districts

The City is divided into 8 districts. Each district has a centre marked with a black dot.

Buildings in a district at the end of the game generate VPs based on the houses the players have in that district.

2. On the Building Grids Outside the City

This action is used to create the most important buildings in the City, called Major Buildings. They are: the Palace, the Cathedral, the Harbour, the Fort, the walls and the roads. The construction of these buildings can be very expensive and generally the collaboration of other players is needed to complete a Major building. Each Major building has its own construction grid on the board. In order to create a Major building the workers are placed in the empty spaces of the building's grid. Some spaces of the grid are only used in games with 4 or 5 players (those spaces are marked in orange for games with 4 or 5 players and in green for games with 5 players). When all the spaces in the grid are occupied, the building is completed.

For all the Major buildings, with the exception of roads, placing a worker in a space has a cost in resources: this cost has to be paid immediately when placing the worker. The cost is indicated on the grid on the game board and later in the description of the buildings. Example: the Fort has a cost of 1 wood and 1 stone resource for each space. Consequently, in order to place 2 workers in two of the spaces of the grid, the player has to pay 2 wood and 2 stone resources.

The workers, once placed, stay on the grid and are only removed when the building is completed, that is, when all the spaces are filled. Since the number of workers per player is limited the players will have to be careful not to disperse their efforts on too many buildings at once. The numbers in the spaces of the grids represent the VPs the player will receive when the building is completed. Example: if a player fills all the spaces of the road grid by himself, he will receive 4 VPs.

The player who places the last worker in the grid is the one who has completed the building. This player places the building tile in the City where he prefers: by doing so, he can give preference to a district where he is dominant, considering that the Major Buildings provide a bonus to the final VP value of the districts. Since the Fort and the Harbour have to be placed in fixed positions on the board, the player who completes the Harbour receives 2 additional VPs and the one who completes the Fort receives 4 additional VPs.

Major Building Characteristics

  • Palace (1 stone +1 wood/grid space): the Palace tile is placed in one of the spaces surrounding the Plaza Mayor; if the spaces are fully occupied by other buildings, the player placing the Palace removes one building of his choice which is then discarded. The Palace provides a bonus of +3 to the VP value of the district at the end of the game.
  • Cathedral (1 stone +1 wood/grid space): like the Palace, the Cathedral has to be placed in one of the spaces surrounding the Plaza Mayor; if the spaces are fully occupied by other buildings, the player placing the Cathedral removes one building of his choice which is then discarded. The Cathedral provides a bonus of +2 to the VP value of the district at the end of the game.
  • Fort (1 wood +1 stone/grid space): during combat it can lower the number of enemies due to the effect of cannons (refer to "War" section). The Fort tile is placed below the Plaza Mayor in the space resembling stones. The player who places it receives a bonus of 4 VPs.
  • Walls (1 stone or 1 wood/grid space): the walls are placed on the external perimeter of the City and reduce the access points available to enemies. Enemies cannot enter the city through a space blocked by a wall piece. Once a Wall grid is completed, 3 wall pieces are placed. The wall grid can be completed several times for additional wall sections. The board shows some pre-existing walls.
  • Harbour (1 stone +1 wood/grid space): once the Harbor has been completed, shipping to Spain can start which allows players to sell resources and gain VPs and coins. The Harbour tile is placed in the space next to the Ship. The player who places it receives a bonus of 2 VPs.
  • Road (no resources needed): when a road grid is completed, 3 road pieces are placed on the City map along the borders between the spaces. A district is connected by a road when there is a road that connects its centre to the Plaza Mayor. The centre of each district is marked with a black dot. The connection with a road increases the number of activations possible for each of the minor buildings in the district from 1 to 2 per turn. Moreover, a road provides a bonus of +1 to the VP value of the district at the end of the game. The road grid can be used several times.

3. On the Other Areas

On the board there are other areas on which it is possible to place one or more workers during the placement phase. These elements are: Mine and Forest, Fields Work, Artisan Work, Ship, Game's order and Public offices.

Mine and Forest: For every worker placed on this grid, the player receives stone (upper track) or wood (lower track) resources during the effect phase. The first resource spaces have a lower cost (green space is available only in a 5-player game, orange only in a 4-5 player game); for example in a 5-player game the first 3 spaces need 1 worker to produce 1 resource; the next two require 2 workers for each resource; the last one requires 3 workers to produce a single resource. There is no limit to the number of resources that can be produced during the game: players should use substitute markers as needed.

Field work: For every 2 workers placed in this area, the player receives 1 silver coin during the effect phase. All the players can use this area at the same time.

Artisan Work: For every worker placed in this area, a resource can be traded for a precious resource during the effect phase. All the players can use this area at the same time.

Ship: When the Harbour has been completed, the Ship can be used to load and sell resources in Spain in order to receive silver coins and VPs.

Loading resources: it is necessary to place one or more workers on the dock next to the ship. During the effects phase, resources are loaded on the ship up to a maximum of 3 resources for each worker.

Ship departure: if a player wants to start the Ship journey to Spain before it is fully loaded he has to pay 2 Silver coins to the bank. Alternatively, he can wait until the Ship is fully loaded, in which case the Ship will depart for free.

If the Shipowner character is played by a player (see "Public Offices" section) 1 silver coin will go to the player and 1 silver coin to the Bank. The Ship will depart at the end of the Effect phase of the turn during which the 2 silver coins were paid or during which capacity of the Ship on his own by accumulating the resources on the ship in various turns.

  • If the Ship reaches the maximum load it will start automatically without any payment to the Bank and/or the Shipowner.
  • While the Ship is travelling, it is not possible to load resources.
  • An empty Ship cannot depart.
  • A Ship cannot return and start a new voyage in the same turn.

Player order. One token for each player is placed in this area to show the Player Order. During the placement phase, players can add further workers to the track to try to modify the next turn's player order. The player order for the next turn is determined by the number of tokens added to the player order track. The player with the most added tokens will move first, then the next lower number and so on. In the event of a tie, the inverse of the current player order between tiers order (see Example). The order can only be changed by adding workers. The added workers are returned to the players at the end of the turn.

The Public Offices. During his turn a player has to place a worker on the Public Office he wants to purchase. During the Effect phase, the player pays the required amount of coins and publicly checks that he has the required VPs. If the player meets the requirements, he takes the character and places the tile in front of him. If the player does not have either the money or the required VPs, he has to pay a fine of 3 silver coins and 5 VPs. If the player does not have the 3 silver coins, he has to pay all the money he does have, along with all his resources.

The following rules apply to Public Offices:

  • The powers, if any, of the characters are always used during the Effect phase and only from the turn following the one in which they were purchased.
  • It is not possible to place workers on a character on which another player has already placed a worker.
  • The characters are unique; different players cannot purchase the same character.
  • A single player can buy at maximum 1 Public Office per turn.

The characteristics of the Public Offices are shown in the Public Office Table below.

Public Office Table

  • Gunner. 2 VPs for each attacker destroyed by the cannons. +1 to the dice throw of cannons. 5 VPs at the end of the game. It costs 5 silver coins and requires a minimum of 7 VPs.
  • General. In War the player gains: 1 additional token while defending, +1 VP/enemy destroyed in Battle, the ability to place his defenders in every building. It costs 5 silver coins and requires a minimum of 7 VPs.
  • Roadmaker. 1 free road per turn and 2 VPs for each connected district at the end of the game. It costs 5 silver coins and requires a minimum of 10 VPs.
  • Defender. 1 free wall piece per turn. 3 VPs for each peripheral district closed by walls at the end of the game. It costs 5 silver coins and requires 10 VPs.
  • Master Stonecutter. 1 free stone resource per turn. 5 VPs at the end of the game. It costs 5 silver coins and requires a minimum of 10 VPs.
  • Master Carpenter. 1 free wood resource per turn. 5 VP at the end of the game. It costs 5 silver coins and requires a minimum of 10 VPs.
  • Master Artisan. 1 free precious resource per turn. 8 VPs at the end of the game. It costs 5 silver coins and requires a minimum of 20 VPs.
  • Master Merchant. 1 free resource of any kind per turn. 12 VPs at the end of the game. It costs 15 silver coins and requires a minimum of 25 VPs.
  • Shipowner. The player receives 1 silver coin for each departing Ship. 3 VPs for every completed shipment. It costs 8 silver coins and requires a minimum of 15 VPs.
  • Bishop. 4 VPs for every church or Cathedral in the City at the end of the game. It costs 15 silver coins and requires a minimum of 30 VPs.
  • Architect. 7 VPs for each Major Building in the City at the end of the game (Harbour, Fort, Cathedral, Palace). It costs 20 silver coins and requires a minimum of 40 VPs.
  • Governor. 12 VPs at the end of the game, +6 VPs for each district that has at least 4 of the 5 noble buildings (Square, Monument, Garden, Barracks, Church). It costs 25 silver coins and requires a minimum of 50 VPs.

B | Effects of Workers

In this phase the players, each during his turn, carry out the production corresponding to the workers that they have on the board and that they want to or can remove: if a worker produces, it is removed from the board and returned to the player.

If there is a corresponding cost related to the production, it has to be paid in this phase. The order of production is decided by the player during his turn as he prefers. For example, it is possible to produce wood and stone resources to be used immediately for the construction of a minor building.

C | End of Turn Checks and War

At the end of the turn, the following checks take place:

A. War check B. Player Order C. Turn change

A. The two 6-sided dice are thrown and the result compared to the enemies track: if the result is equal to or less than the value of one or both of the enemy markers, a War takes place. If it is equal to or lower than only one of the markers then the war will take place with that enemy only. If the result is equal to or lower than both the markers, the war will take place with the Pirates only. The combat has to be performed immediately (see "War" section) and the corresponding marker on the enemies track is moved 4 positions backwards: if there are fewer than 4 spaces available, place the marker on the symbol at the left of the track, ready to be moved forwards again (see step C).

B. The player order is updated.

C. The passage to the next turn is marked by moving forward by 1 step the marker on the time track. The enemies grid is modified moving one or both enemy markers (the blue and the purple) by 1 step according to the symbols on the time track: the feathers represent the Natives while the skull represent the Pirates (if both symbols are present both markers are moved).

Trades and Money Use

The players can trade and exchange money, resources and Public Offices as they wish at any point in the game. The following has to be taken into account:

  • It is possible to buy wood or stone resources. The first resource purchased by the player during a game (not player) turn costs 1 silver coin, the second resource costs 2 silver coins, the third resource costs 3 silver and so on.
  • It is possible to buy more defenders at the beginning of a war: the first additional defender costs 1 silver coin, the second 2 silver coins and so on (see "War" section).
  • There are two kinds of coins, silver and gold. One gold coin is equal to 5 silver coins.

War

One player acts as the Attacker and moves the Natives or the Pirates. His target is to destroy the buildings of the City; for each destroyed Hut he receives 2 VPs, 4VPs for each House, 6 VPs for each other minor building, 12 VPs for the Cathedral and the Palace.

The other players are the Defenders; they have to protect the city and destroy the attackers. A Defender receives 2 VPs for each attacker destroyed and 2 VPs for each of his own tokens killed in the battle.

This is the sequence of actions to be followed when a war takes place:

  1. Attacker assignment
  2. Enemy placement
  3. Cannons
  4. Defender placement and recruitment
  5. War begins

1) Attacker Assignment

The player on the highest numbered square on the player order grid who has not already been an attacker becomes the attacker for this war. In order to remember who has already been the attacker, a purple marker is placed under the player's marker on the player order track (see example). The remaining purple pieces are used to represent the attackers.

Note: if the attacker has some workers on the board, they will be inactive during the battle. They may not attack nor may they be attacked. Any spaces or buildings that they occupy are considered to be temporarily "off limits" for all other tokens. Likewise, if the attacking player owns the General character; it may not be used.

2) Number and Placement of the Enemies

The attacker places his tokens wherever he wants on the City perimeter, taking into account that he cannot place them where there are walls. They can be placed in groups of any number. During his first movement, he will decide how to place them inside the City as single attackers, pairs or triplets (see example "enemy placement").

The number of attackers is equal to the number of player tokens on the board at the beginning of the war, plus 2 for each defender. For example, if there are 3 workers and 4 defenders on the board, the attacker will use 3+(4x2)=11 attackers. Further bonus attackers are added according to the value shown on the enemies track. This bonus is reduced depending on the number of players: -1 attacker with 4 players and -2 with 5 players. The bonus cannot be a negative value (see "Number of Attackers" Example).

Number of attackers = Workers + (Defenders x2) + Bonus. The bonus value is indicated on the enemies track and it depends on the value reached by the enemies. Example: if a war with the Natives takes place (purple marker) the bonus will be +3 attackers. If a war with the Pirates takes place (blue marker), the bonus will be +1 attacker. This bonus is adjusted according to the number of players in the game: -1 with 4 players and -2 with 5 players. In this case, with 5 players the bonus for the Natives would be +1 (+3-2=+1), while with 5 players the bonus for the Pirates would be 0 (+1-2=-1 and therefore 0).

3) Cannons

The number of attackers can be reduced before the start of the war thanks to the Fort's cannons, but only if the Fort has been built. The player with the Gunner character will use the Cannons. The Gunner makes a "bet" on how many enemies he will kill with the Cannons. The higher this number, the more difficult it will be to succeed: 6 is added to the Gunner's bet and the result is the minimum number that the Gunner has to roll with two 6-sided dice. For example, if the gunner bets 3 kills, he will have to roll 9 (6+3) or more to succeed. If the result of the roll is lower, nothing happens.

If the Gunner character has not been purchased or the owner is the attacker, the defender with the lowest number of VPs will use the cannons, but he will NOT receive any VPs for killing enemies with the cannons. The Gunner removes the killed attackers (if any) as he prefers.

Example: The player has the Gunner character and therefore adds +1 to his dice throw. Player's bet 3 + Fixed amount 6 = Minimum score 9. He throws the dice and the result is 8 that with the +1 bonus becomes a 9. The player receives 6 VPs (only because he has the Gunner tile) and he removes 3 enemy tokens. He chooses which ones will be removed from the board.

4) Defender Placement and Recruitment

The number of defenders is the number of workers on the board plus 2 for each defending player. Workers already on the board begin the war in their current positions. The other 2 tokens are placed by the defending players inside their own houses or huts or inside the Barracks. If the defending player does not have any such buildings, he cannot place any tokens.

A player can pay for additional tokens if he has money and workers available: it costs 1 silver coin to place one additional token, 2 silver coins for a second, 3 silver coins for a third and so on.

If a defending player has the General character, he can place 1 token for free if he has one available. The player who has the General character can place his tokens in any minor building, even if he does not have any house or hut.

5) Beginning of the War

with the first move of the attacker.

Combat Rules

The war take place over a number turns and is performed using the workers. At the end of the war, the surviving workers can remain on the board for further use or be removed.

Player order. The attacking player moves first, the defenders use the normal player order.

Worker token use. These are the general rules:

  • The tokens can be used alone, in a pair or in a triplet. Groups of more than 3 tokens are not allowed.
  • A group of tokens remain as a group for whole of the war. The grouped tokens cannot be ungrouped. There is an exception to this rule when two groups of 2 tokens merge and form a group of 3 and a single.
  • Tokens of different colours can only be merged with the consent of the players who own them; they must also agree who will command the new group. The player who will command the group places his token(s) on the top of the stack.

The order of the tokens in the mixed group remains the same for the whole of the war. If a mixed group earns some VPs, they are divided proportionally between the players, rounding the values to the nearest integer. For example, if Red has two tokens in the stack and Green has one, Red will take two-thirds of any earned points and Green will take one-third.

Movement. Each single token can move 3 spaces. A pair moves 2 spaces while a triplet moves 1 space. Diagonal movement is not allowed. The following are the other movement rules:

  • Defenders may not move onto a space occupied by attackers without fighting.
  • If defending tokens move onto a space occupied by friendly tokens they must merge into a pair or a triplet. If tokens of different colors are merged, an agreement between the players involved is needed (see "Token use").
  • When tokens are merged, all remaining movement is lost for both groups and therefore the newly formed group cannot move until the next battle turn unless it uses bonus movement (see below).

When two groups of 2 tokens move onto a space in order to form a triplet plus a single, a token is taken from the group that moved second and placed on the top of the other group (making the triplet). Neither group may move until the next battle turn.

  • The attacker may not move into a space occupied by a building without fighting.
  • It is not possible to stack tokens that are fighting or that fought during the previous war turn. If necessary, place an unused resource cube on such stacks as reminder.
  • Movement is not mandatory; the players can do partial movements or even not move some or all of the tokens and groups.
  • Bonus movement. It is possible to move a group of tokens (1, 2, or 3) one additional space by discarding another group of tokens (1, 2 or 3 tokens). Only one additional movement per turn can be provided to a given group. If the defending players have created a mixed group, they can sacrifice their tokens in order to help each other.
  • It is possible to cross Plaza Mayor, but it is not possible to move outside the City perimeter.

Battle. If, as a result of movement, opposing tokens are on the same space or attackers invade a building, combat must take place. In a battle between tokens, the bigger group beats the smaller one and the latter is removed from the board. For example, a pair defeats a single token without suffering any losses. Likewise, a triplet defeats a pair or a single token.

If the two groups have the same number of tokens, both groups are removed from the board.

A battle between a building and tokens always results in the removal of ONE token and the building.

  • If the building is defended, first the battle between tokens takes place, then any surviving attackers attack the building, immediately resulting in the removal of one attacker and the building.
  • The Pirates, unlike the Natives, have a special ability called dominance. When there is an even battle (1 vs 1, 2 vs 2 or 3 vs 3), 1 token of the side with dominance always survives the battle (if both groups have dominance the effect is nullified).

The defenders can also have the dominance ability by building the Barracks. In this case, the dominance is applicable only to tokens that are in the district with the Barracks.

  • If there are tokens of different colors in a space, the first to be destroyed is the one on the top of the pile. The color of the token on the top of the pile determines which player commands the group.
  • Walls and Roads cannot be destroyed.

Attacker's conduct. The attacker must be involved in a battle at least once every 3 turns of war. If he fails to do so, the war ends.

End of the War. If all the attacker's tokens are destroyed, or 3 turns pass without any combat, the war ends. Before going back to the normal game phases, the players can remove some or all of their group of tokens still on the City map as a free action. Groups of mixed colors must always be removed.

End of the Game

At the end of the 20th turn, the game ends and the players count up their VPs. VPs can be earned during the game and/or at the end of the game. The former are earned by creating Major Buildings, placing some minor buildings, from commerce with the Ship, from War and from the powers of some characters. Those VPs are immediately noted on the VP track. VPs earned at the end of the game are calculated based on the number of houses and their position in a district (the more prestigious, the better), by the money earned and from owned characters.

Victory Points at the End of the Game

Proceed as follows:

  1. Money: for every 3 silver coins owned, the player receives 1 VP in exchange.
  2. Characters: the VPs of a player's characters are added to his total VPs.
  3. City: the districts where houses have been built are checked. Each house earns the owner 2 VPs plus a bonus or a penalty according to the district where the house is located. The bonus/penalty depends on the buildings inside the district:
ModifierBuilding
-1Production building*
+1Garden
+1Monument
+1Church
+1Barracks
+1Connected by Road**
+2Cathedral
+3Palace

The production buildings are: market, corporation, carpenter and stonecutter. A single building does not generate any penalty but 2 buildings are worth -1, 3 buildings generate a -2 penalty and so on.

*In order to receive the bonus, the district centre has to be connected to the Plaza Mayor.

The bonus/penalty value of a house is at least 0: negative values are not allowed.

Once the VPs of the City have been distributed, the winner is the player with the most VPs. In case of a tie between one or more players, the winner is the one with most coins left after the exchange made in point 1; if still tied, the player with the most precious resources wins and, if still tied, the most wood and stone resources.