Rise of the Oak Dell
Rise of the Oak Dell Rulebook
Table of Contents
Table of Contents
Components
- A) Civilization Sheet (per player)
- B) Map Sheet (per player)
- C) Writing utensil
- D) 3 markers (per player)
- E) 1 die
Game Setup
Each player receives the same set: A) B) C) D), places their resource markers on the storage tracks, draws a starting city anywhere on the map, and distributes starting resources depending on the chosen character.
Gameplay
Multiplayer games follow the same rules as solo games, so this rulebook addresses you directly.
Each round, roll the die (in multiplayer, it doesn't matter who rolls), then:
- Record the round number in the appropriate segment.
- Resolve the threat for the current era.
- Draw a road and collect resources from it.
- Spend (or choose not to spend) your resources.
1. Rolling the Die and Marking the Round
After rolling the die, count the number of segments indicated by the die roll and write the current round number in that segment. The first segment (indicating the game's eras) is skipped during counting. In every round after the first, continue counting from the segment used in the previous round.
Example 1: In the first round, you roll a 3, so you write the round number in the third segment (the era segment is not counted).
Example 2: In the second round, you roll a 1, so you count 1 segment from the one used in the first round.
Example 3: In the fifth round, you roll a 3. While counting segments, you pass through the era segment. It is not counted in the roll, but you mark the end of the first era.
Note: Starting from the second era, skip any segments used in previous rounds when counting, just like the era segment.
2. Resolving Threats in the Current Era
Next, check which threat occurs in the current round, based on the era you are in. In the second era, resolve threats marked "II"; in the third era, "III"; and in the fourth era, "IV."
There are two types of threats:
A) Decline in Citizen Satisfaction
If the number of dissatisfied citizens exceeds the number of satisfied citizens, you must destroy one of your buildings (only one per round).
Example 1: Even if dissatisfaction exceeds satisfaction by 2, you only remove 1 building.
Example 2: If you have no buildings to destroy, cross off a number of fire symbols equal to the amount by which dissatisfaction exceeds satisfaction.
B) Enemy Attack
If the number of sword symbols exceeds the number of shield symbols, cross off a number of fire symbols equal to the excess swords. Fire symbols deduct points at the end of the game.
Example 1: You marked two swords this round. The total number of swords exceeds shields by 1, so you cross off 1 fire symbol.
Example 2: You marked two swords this round, and the total number of swords exceeds shields by 3, so you cross off 3 fire symbols.
3. Drawing Roads and Collecting Resources
Each segment includes a road shape that you must draw on your map. You may rotate or mirror the shape, but you must follow these rules:
- A) The road must start from a city (max 4 roads per city) or
- B) it must extend an existing road.
- C) Roads cannot start in the middle of another road,
- D) nor cross them!
You may freely cross or draw roads along rivers and on sea areas.
After drawing a road, you collect resources. By default, you gain 1 resource for each dot you pass through: food, hammers, or lightbulbs.
You may gain two additional resources if you use all the dots in a single area.
Example: You used all the dots in the red area, so you gain 2 extra lightbulbs (for a total of 4 lightbulbs this round).
Special Icons
Icons like lakes, forests, and gorges have no special effect until you develop the appropriate technology and build a corresponding building (buildings are described later). When your road reaches one of these icons, you gain 1 resource of the corresponding type.
Huts are an exception, always providing 1 shield or 1 satisfaction symbol. With the right building, they can provide more.
Whales provide no resources until you build the appropriate building.
Storage
Place each resource you gain in the corresponding storage track on your Civilization Sheet.
Storage Capacity Limit: Each storage has a capacity limit marked by crossed-out circles. If you gain more resources than your storage can hold, the excess is lost.
To increase storage capacity, spend food to hire new workers. Each time you complete the required food icons under a worker symbol, you can expand one of your storage tracks.
Example 1: You gained 3 hammers and 1 food this round. Your hammer storage is not upgraded enough, so 1 hammer is lost.
Example 2: For drawing a road, you gained 1 lightbulb and 2 hammers. The river (by default) provides no resources. You move your lightbulb marker 1 space right and your hammer marker 2 spaces right.
4. Spending Resources
Spending resources is key to developing your civilization. Each time you spend a resource, cross off its icon in the appropriate section and move the corresponding storage track marker to the left.
You can spend resources gradually; you don't need to spend all resources required for a building in one round (except for duplicated resource icons, described below).
Resources not used in a given round carry over to the next round, but remember that storage space is limited!
Example 1: You crossed off two hammers and one food, completing the resources needed to build a building. You then move the food and hammer storage markers to reflect the spent resources.
Example 2: You crossed off one food and one hammer (your last hammer). To finish the building, you'll need to gather the missing hammer in future rounds.
Duplicated Resource Icons
Duplicated resource icons require you to spend the specified number of resources at the same time.
Example: To develop this technology, you must spend two lightbulbs simultaneously.
Resource Types
- Food (Grain): Used to build houses, cities, and hire workers for storage.
- Production (Hammer): Required to build houses and wonders of the world.
- Science (Lightbulb): The only resource used to develop new technologies.
Technology
Developing technologies provides two benefits:
- An immediate bonus, visible next to the crossed-off lightbulb symbol.
- The ability to unlock further technologies, marked by crossing off dots connected by lines from the developed technology. If a technology has multiple lines leading to it, you must complete all connected dots to develop it.
Technology Bonuses
- Unlock a building technology at level X.
- Design one wonder of the world.
- Increase the capacity of a chosen storage.
- Gain X points (at the end of the game).
- Gain X citizen satisfaction.
- Gain X shields.
Wonders of the World
Wonders provide points at the end of the game and bonus road segments to draw.
Building a Wonder
To build a wonder, you must gather the required resources and design it by developing the appropriate technology on the technology tree. Each time you gain this bonus, choose a wonder and mark its design icon.
You may spend resources on wonders that haven't been designed yet.
Bonus Road Segments
After building a wonder, mark the bonus road segments shown on it. Starting in the next round, you can use these segments before or after drawing a road.
Bonuses may provide one long segment or several shorter ones.
If you use a bonus, you must draw all segments in full, but they don't need to connect to the new road (or each other). They must follow all other road-drawing rules.
You may use multiple bonuses in one round, but note that a wonder built in the final round cannot have its bonus used (as it would activate in a round that doesn't exist).
Buildings
Buildings allow you to develop your civilization more efficiently.
Constructing Buildings
Buildings are built similarly to wonders, but instead of designing them, you must unlock the specific technology required for the building. Technologies are divided into three levels, matching the buildings they enable.
Level 1 Technologies
- Gain 1 extra resource for every two fields of the same color when drawing a road. Example: You drew a road through 2 yellow and 2 red fields. With this building, you gain 3 food instead of 2.
- When drawing a road through three fields of different types, gain 1 extra food. Example: You gain 2 hammers, 1 lightbulb, and 2 food (1 for the yellow field, 1 for crossing three different fields).
- When you finish drawing a road on a river, you may extend it by 1 segment. Example: You ended a road on a river, so you drew 1 extra segment.
Level 2 Technologies
- Special icons provide 2 extra resources of their type.
- Huts provide 3 shields or 3 satisfaction icons.
- Whales provide 4 food.
Level 3 Technologies
- The base resource yield from a field increases to 2.
- Each sea field provides 2 food.
- You may extend the current road by 1 segment.
Building Cities
In addition to buildings and wonders, you can build cities. Cities allow road branching, provide science (lightbulbs), and grant victory points at the end of the game.
Cities are built like wonders and buildings, but no technology is required, just the necessary resources. You don't need to place a city on the map immediately after gathering its resources.
Placing a City on the Map
If you've gathered the required resources, you may place a city before or after drawing a road, anywhere along an existing road, provided the point is on land.
When you do, cross off the city symbol (circle) next to the resources to track that it's built. Only built cities score points at the end of the game!
Example 1: At the start of your turn, you placed a city on the map, then drew a road from it.
Example 2: You drew a road, then placed a city at its end, allowing you to branch roads in three directions later.
Gaining Science (Lightbulbs)
After placing a city, calculate the distance to the nearest other city. For every 3 road segments, gain 1 lightbulb.
Example: The distance between cities is 10 segments, so you gain 3 lightbulbs.
Game End and Scoring
After 13 rounds, the game ends, and you calculate your score based on:
- Built wonders of the world (per the scoring table).
- Hired storage workers (sum of all points).
- Built cities (3 points each).
- Technology track points (sum of developed technologies).
- Discovered lands (9 points per land).
- Citizen satisfaction (difference between satisfied and dissatisfied icons; can be negative).
- Fires (each crossed-off fire icon deducts 1 point).
Leader Abilities
The game includes several leaders, each with unique abilities and starting resources.
Cleo
Starting Resources:
- Storage: 6 (cross off 6 circles on any storage tracks).
- Shields: 2
- Satisfaction: 2
Abilities:
- Rivers provide food (like yellow fields).
- Spend 2 food to increase satisfaction by 1.
Bjorn
Starting Resources:
- Storage: 5
- Shields: 3
- Satisfaction: 2
Abilities:
- When ending a road on the sea, you may extend it by 1 segment.
- After an enemy attack, gain 1 resource for each shield without a matching sword.