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Saqqara (2012)

Saqqara (2012) Rulebook

Table of Contents

Table of Contents

  • Components
    • Game board
    • Pyramids
    • Province boards
    • Goods and figures
  • Setup
  • Game Sequence
  • Round Structure
    • 1. Market
      • a. Offering market cards
      • b. Auctioning market cards
      • c. Placing the market stand
    • 2. Production
      • a. Distributing goods
      • b. Placing threshold cards
      • c. Playing influence cards
      • d. Investing in warehouses
      • e. Distributing goods
      • f. End of production phase
  • End of the Game
  • Calculating Scores
  • Overview Pyramids
    • Irrigation
    • Agriculture
    • Intrigue
    • Royal Court
    • Government
    • Trade
    • Religion
    • Engineering
    • Soldiers
    • Thieves

Components

Game board

  • 1 game board: pyramid tile spaces, market areas, resource warehouse, threshold and market card spaces, die track, market track, and the Nile.
  • 20 Threshold cards.
  • 6 Market cards.
  • 120 Influence cards.
  • 1 distribution table card (shows the year and the current market).
  • 1 die.

Pyramids

  • 10 pyramids. Each shows its build costs, worker spaces, victory points, privileges, and a pyramid icon.
  • 5 Influence tokens (+1 and +2).
  • 1 start player token.

Province boards

  • 5 province boards (1 per player). Each has a draw card space, a discard space, influence card spaces, and resource spaces.

Goods and figures

  • 150 goods: 30 land, 40 fish, 40 linen, 40 wood, 40 gold.
  • 5 merchants (1 each in the players' colours).
  • 20 workers (4 each in the players' colours).
  • 5 boats (1 each in the players' colours).
  • 1 Market stand.

Setup

  1. Place the game board in the middle of the table.
  2. Place the die, with the "one" face visible, on the first field of the round track under "land".
  3. Place the market stand on the last space of the market track under "gold".
  4. Shuffle the pyramid tiles and randomly pick a number of pyramids equal to the number of players. Place these tiles in the pyramid tile space on the game board.

The "soldiers" and "thieves" pyramids always have to be in the game together. If either is on the game board, draw the other pyramid from the pile and put it also on the board. If neither is on the game board, discard both pyramids from the pile and put them back into the box.

Now add pyramids until their number on the board equals the number of players plus two. The remaining pyramids are put back into the box.

Example 1: For a four-player game, four pyramids have been drawn and placed on the game board. One of these pyramids is "thieves". The "soldiers" pyramid is drawn from the pile and placed on the game board. Now draw one more pyramid and place it on the game board. A total of 6 pyramids are now on the board.

Example 2: Another four-player game, four pyramids have been drawn. Neither "thieves" or "soldiers" is on the board. Discard both pyramids from the pile, subsequently draw 2 pyramids from the pile and place these on the game board.

  1. Place the threshold cards and the market cards face down in separate piles next to the game board. Draw a threshold card with a value of 2 for the pile. Then draw 3 additional threshold cards. Shuffle these 4 cards and place them back face-down on top of the pile.
  2. Sort the goods and put them as a general supply next to the game board.
  3. Put the influence tokens next to the game board.
  4. Each player chooses a colour and receives a province board, 1 merchant, 1 boat, 4 workers and a set of influence cards. Each player furthermore receives 3 gold from the general supply. This gold is placed on the appropriate field on their province board. The influence cards are shuffled and placed in a face-down pile on the province board.
  5. Each player places his boat on the "0" field of the Nile track.
  6. Determine (possibly by means of the die) the start player. He will receive the start player token.

Sidebar (as printed): Place die (with value "1") on first field of the round track and market on last space of the market track. Number of pyramids = number of players + 2. The Soldiers and Thieves pyramids always have to be in play together.

Game Sequence

The game is played over a maximum of 6 years. Each year consists of 5 rounds. The die on the round track indicates the current year (number of pips) and the current market/round (position on the track).

Each round consists of 4 phases:

  1. Market: auctioning market cards
  2. Production: buying goods on the market
  3. Development: developing a pyramid
  4. End of round: the die moves up one space

Round Structure

1. Market

This phase only takes place when the die on the round track and the market stand on the market track are under the same warehouse at the start of the round. Skip this phase if the die and the market stand are under a different warehouse.

In this phase the players can acquire market cards, which enable them to trade goods in phase 3 ("Development").

This phase consists of the following stages:

a. Offering market cards

All players turn in their market cards. Shuffle the 6 market cards. Randomly draw 2 cards and put them face down next to the game board. Then put 1 card face up on each card field under each warehouse.

b. Auctioning market cards

The starting player begins. The players take turns to make a bid or pass. Once a player has passed, they no longer participate in the auction of cards. All cards are offered at the same time. A player can gain a maximum of two market cards. The player with the highest bid of goods wins the card and can use this card until the next market phase.

Auctions proceed as follows:

  • A player makes a bid. This bid consists of one or several goods. It doesn't matter which kind the goods are. It is also allowed to offer different kinds of goods.
  • If a player has already made a bid for a certain card, the new bid must be higher than the current bid.
  • The player in question places their bid together with their merchant on the hut to the left of the warehouse above the card. If there is already a bid on the hut, the player moves the current bid (goods + merchant) behind the hut before placing his bid.
  • If a player is outbid, he or she can increase their bid by adding goods or withdraw from the auction for this card in a subsequent turn. In the latter case the player takes back their merchant. The goods from their bid go to the warehouse above this card.
  • When it's the player's turn again to place a bid or pass and their bid is still the highest, he or she can take the market card from the board and places it in front of them. All offered goods (from any bid for this card) go to the warehouse above this card. Any merchants are returned to the players in question.
  • Players can be engaged in a bid for several cards at the same time. However, a player can only make a bid or increase their bid for one card per turn.

Example (as printed): Red offers 1 good for the card below the "fish" warehouse. Blue offers the same for the card below "linen". Yellow offers 2 goods for the same card. Blue places his bid behind the hut. Yellow places his bid on the hut. Red plays next. He wins the card below "fish", places his bid on the "fish" warehouse and offers one good for the card below "wood". Blue adds two goods to his bid and places the three goods on the hut. He places Yellow's bid behind the hut. Yellow passes and places his bid (behind the hut) on the warehouse. Red wins the card below "wood" and places his bid on the warehouse. He passes. Blue wins the card below the "linen" warehouse and passes too.

Figure caption (as printed): Yellow places a higher bid. Blue moves his bid behind the hut.

This stage is over when all players have passed or all market cards have been distributed among the players. Any cards remaining on the board are then removed.

Side notes (as printed): Market phase only occurs if the die and the market stand are under the same warehouse. Players hand in market cards. Place 4 market cards on card fields. Height of the bid = number of goods. Type of goods doesn't matter. During their turn a player has to make or increase a bid or pass. Highest bid is always placed on the hut to the left of the market stand. Outbid players are placed behind this hut. At the end of the turn the highest bidder = card is won. All bids go to the market stand. Possibility to increase your bid by adding goods to the old bid. Pass = goods go to market stand. No participation in auctions anymore. Maximum of 2 market cards per player.

c. Placing the market stand

Place the market stand below the market indicated by the distribution table.

Note (as printed): The market phase takes place twice in year 4 to 6.

Figure caption (as printed): current year / place market stand under.

2. Production

In this phase goods are distributed to the warehouses. The current market (the warehouse under which the die is located) receives extra goods. Goods are only sold if the number of goods in a warehouse equals or exceeds the threshold value. Warehouses with the "no yield" card in principle do not sell goods this round.

This phase consists of the following stages:

a. Distributing goods

  1. Take 2 goods of each kind from the general supply and place them on the corresponding warehouse.
  2. The warehouse under which the die is located receives a number of additional goods. This number is indicated in the table in the second column. If the die is located under the "land" field, each warehouse also receives a number of land goods. This number is indicated in the table. Note: no "land" is distributed in the first round.

Note (as printed): If insufficient goods are available in the general supply, they are distributed in the above order insofar possible.

Side notes (as printed): +2 goods per warehouse. Die under warehouse? +? goods in that warehouse (see table). Die under land? +? "land" in each warehouse (see table).

Figure caption (as printed): number of lands distributed when die is under land; current round; number of additional goods when die is under.

Example (as printed): Fish is the current market in year 4. Place 5 fish (2+3) on the Fish Warehouse.

  1. Agriculture: The players in this pyramid receive goods from the general supply. Goods are distributed starting from the starting player.

Side note (as printed): Agriculture: +1 or +2 goods.

b. Placing threshold cards

Draw four threshold cards from the pile and place them left to right on the fields under the warehouses.

Note: The game is always set up in such a manner that there is at least one warehouse with a threshold value of 2 in the first round.

Side note (as printed): Place a threshold card face up under each warehouse.

c. Playing influence cards

The starting player begins. The active player takes the following steps:

  1. Each player draws 4 influence cards from their pile and takes them into their hands.
  2. Intrigue: The players in this pyramid can exchange and/or draw additional cards once.
  3. The players place an influence card face down under each type of goods on their board. The value of the cards determines who will get the goods on the warehouse in question.
  4. Royal court: The players in this pyramid place their token on their board.
    • Level 2-3: token is placed in the field of the good of the current market.
    • Level 4-5: token is placed in the field of a good of the player's choice.

Note (as printed): It is allowed to place several influence tokens in the field of the same influence card.

Note (as printed): If a player draws the last card from the draw pile, he or she shuffles their discard pile and makes a new draw pile with these cards.

Side notes (as printed): Each player takes 4 cards on their hand. Intrigue: discarding / drawing cards. Players place 1 card under each market. Royal court: +1/+2 influence tokens.

d. Investing in warehouses

Goods in a warehouse are only sold if the number of goods in this warehouse equals or exceeds the value on the threshold card. Players can reach this threshold value by adding goods.

The starting player begins. The active player adds one or several goods to the warehouse of their choice or passes. The kind of goods does not matter. If a player passes, he can no longer add goods to any warehouse in this round.

Once all players have passed or the threshold value of all warehouses has been reached, the goods are distributed.

Government: At the end of this stage the players in this pyramid receive gold when a warehouse with a threshold value of 7, 8 or 9 has reached this threshold value. The number of gold and the minimum value of the threshold card is determined by the level of the pyramid.

Side notes (as printed): Players take turns adding goods to reach the threshold value. Pass = stop adding goods in the current round. Government: receive gold when the threshold value of a random warehouse is reached (see pyramid). Distribute goods from warehouses who have reached the threshold value: 1. beggar (max. 1 player!): 2 goods from your choice from a warehouse. 2. most influence: all goods from a warehouse. 3. merchants: 2 goods from the general supply. 4. influence card = threshold value (max. 1 player!): 1 good from the general supply. Religion: all goods from the warehouse with "no yield". Discarding influence cards. Threshold cards to discard pile. Goods remain in position.

e. Distributing goods

Goods are only distributed if located in a warehouse where the threshold value has been reached or exceeded. Goods are distributed in the following order:

  1. Beggars: If one player has played a "beggar", he or she may take 2 goods of their choice (no land!) from the warehouse in question. If several players have placed a beggar with this warehouse, they all receive nothing.
  2. Most influence: The player with the largest influence (card + influence tokens) receives all the goods from the warehouse in question. In case of a tie the individual kinds of goods are distributed equally among the tied players. Any remaining goods remain on the warehouse.
  3. Merchants: Every player who played a "merchant" takes 2 goods from that particular resource from the general supply (even if the threshold isn't met).
  4. Influence equals threshold value: If one player played an influence card with a value equal to the threshold value, he receives 1 good of the kind of the warehouse from the general supply. If several players played an influence card with the value of the threshold card, they all receive nothing.

Example (as printed):

  • "Fish" warehouse (threshold value 4). Blue plays a beggar. He chooses two goods. Yellow has played the highest card. He gets all remaining goods from the warehouse.
  • "Linen" warehouse (threshold value 9). The threshold value has not been reached. Nobody gets these goods.
  • "Wood" warehouse (threshold value 5). Yellow and Blue both offered 7. The goods are distributed as follows: 2 fish: one fish each; 5 wood: two wood each, 1 wood remains; 1 gold: nobody receives gold.
  • "Gold" warehouse (threshold value 3). Blue and Red both played a 3. They both get nothing.

Figure caption (as printed): the example layout of the warehouses and threshold cards.

Religion: Only players in this pyramid can claim the goods in the warehouse with the "no yield" card. The goods go to the player with the most influence. In case of a tie the goods are distributed equally among the tied players.

Side notes (as printed): Distribute goods from warehouses who have reached the threshold value (see above). Religion: all goods from the warehouse with "no yield".

Figure caption (as printed): "no yield"

f. End of production phase

The players place any played influence cards and their hand cards on the discard pile. The threshold cards on the board are placed on the discard pile. Any remaining goods on the warehouses remain there for the next round.

3. Development

In this phase the players use their goods to have their workers work on the pyramids and/or buy land.

The starting player begins. Once he has completed all desired developments, the turn goes to the next player. Each player plays only once in this phase.

Soldiers: The players in this pyramid receive gold at the beginning of their turn.

Players can obtain the goods they need in one of the following manners:

  • Trade / Irrigation: Players can unlimitedly trade goods with the general supply.
  • Thieves: Players can steal goods from other players once per turn. Note: Players in the Soldiers pyramid are protected.
  • Market cards: Players can make unlimited use of the market cards in their possession. There are two types of market cards: 1 gold = 2 fish/linen/wood; 3 fish/linen/wood = 1 territory.
  • "Land" can be used for a good of the player's choice.

Side notes (as printed): Soldiers: receive gold (see pyramid). Trade: trade goods (see pyramid). Irrigation: sell land for goods (see pyramid). Thieves: steal goods (see pyramid). Possible to trade with market cards as much as desired. 1 land = 1 good of your choice.

a. Pyramids

Players can place workers on the pyramids on the board. This will give them privileges during the game and victory points at the end of the game. For an overview of all pyramids and the corresponding privileges please refer to the last page.

Rules for placing and moving workers:

  • A worker always begins at the lowest level of a pyramid.
  • A player can have a maximum of one worker in each pyramid.
  • The costs for placing workers is indicated next to the level in question. These goods return to the general supply.
  • A worker can only move up one level each round. If no places are available on the next level, it is not possible to develop in this pyramid.
  • If a player reaches the highest level of a pyramid, he may place a worker on the first level of the pyramid of his choice. Placing a worker in this new pyramid is free of charge. However, this is only possible if the player still has workers available.

Important (as printed): Privileges can be used immediately after moving a worker in a pyramid.

Engineering: The players in this pyramid pay less goods.

Side notes (as printed): Pyramid developments: max. 1 level per worker. Highest position reached? Immediately place worker in other pyramid free of charge. Goods to general supply. Engineering: pay less goods for pyramid developments.

Example (as printed): Blue pays 2 fish and 2 wood and moves up to level 2 in the "engineering" pyramid. As of now, the cost price of pyramid developments is reduced by 1 good of the current market.

b. Nile

Upon payment of 3 "land" the player moves up one square on the Nile track. Progress on this track is rewarded with victory points at the end of the game. Each field a player has moved up on this track is worth 1 point. Used goods are placed back in the general supply.

4. End of Round

The die on the round track moves one field to the right. When the die has reached the last field, the number of pips is increased by one and the die is placed on the first field of the round track again. The current start player gives the start player token to the player on his left. That will be the start player in the next round.

Side notes (as printed): Claiming areas along the Nile: 3 land = 1 field up; land to general supply. Die moves up one field. End of the year? Increase number of pips by one and place the die under "land". Give start player token to the left.

End of the Game

The game ends:

  • at the end of the sixth year. The game ends after phase 3 of the gold season [as printed; "gold season" is the printed term for the final round of the year], or
  • when a worker has reached the highest level in all pyramids but two. The game ends after phase 3 of the next round.

The players subsequently calculate their final scores.

Side notes (as printed): End of the game: after year 6; worker on highest level in all pyramids but 2. Score = Nile + pyramids.

Calculating Scores

A player's score consists of:

  • points for progress on the Nile track: The number of points equals the position of the player's boat on this track.
  • points for pyramid developments: Players get points according to the position of their workers on the pyramids. The number next to the level indicates the number of points a worker is worth.

The player with the highest score wins the game. In case of a tie, the player who has the most gold wins.

Overview Pyramids

Transcriber's note: the source's overview table has a few spelling slips ("choosen", "Recieve", "developement", "recieve"); they are corrected here. The level numbers are those printed beside each pyramid.

Irrigation

Sell land for goods of one type.

  • Level 10: Sell 1 land for 4 goods of one chosen type.
  • Level 7: Sell 1 land for 4 goods of one chosen type.
  • Level 4: Sell 1 land for 4 goods of current market.
  • Level 2: Sell 1 land for 3 goods of current market.

Agriculture

Collect goods during the production phase.

  • Level 8: Get 2 goods of one chosen type.
  • Level 6: Get 2 goods of one chosen type.
  • Level 4: Get 2 goods of current market.
  • Level 2: Get 1 good of current market.

Intrigue

Draw additional influence cards.

  • Level 8: Draw 2 additional influence cards.
  • Level 6: Draw 2 additional influence cards.
  • Level 4: Discard 1 card to draw 2 new cards.
  • Level 2: Discard 1 card to draw 1 new card.

Royal Court

Increase influence in one of the four warehouses.

  • Level 8: +2 influence in market of choice.
  • Level 6: +2 influence in market of choice.
  • Level 4: +2 influence in current market.
  • Level 2: +1 influence in current market.

Government

Receive gold when high thresholds are met.

  • Level 10: Receive 1/2/3 gold when threshold of 7/8/9 is met.
  • Level 7: Receive 1/2/3 gold when threshold of 7/8/9 is met.
  • Level 4: Receive 1/2 gold when threshold of 8/9 is met.
  • Level 2: Receive 1 gold when threshold of 9 is met.

Trade

Trade goods.

  • Level 10: Trade 2 goods of one type for 1 good of choice.
  • Level 7: Trade 2 goods of one type for 1 good of choice.
  • Level 4: Trade 2 goods of the current market for 1 good of choice.
  • Level 2: Trade 3 goods of the current market for 1 good of choice.

Religion

Receive goods from warehouses with a "no yield" threshold.

  • Level 10: Receive goods with 1-9 influence.
  • Level 7: Receive goods with 1-9 influence.
  • Level 4: Receive goods with 1-6 influence.
  • Level 2: Receive goods with 1-4 influence.

Engineering

Pay less in upgrading.

  • Level 8: No goods of the current market needed for upgrade.
  • Level 6: No goods of the current market needed for upgrade.
  • Level 4: 2 goods of the current market less needed for upgrade.
  • Level 2: 1 good of the current market less needed for upgrade.

Soldiers

Protection from Thieves and receive gold during the development phase.

  • Level 10: Protection from thieves. Receive 3 gold.
  • Level 7: Protection from thieves. Receive 2 gold.
  • Level 4: Protection from thieves. Receive 1 gold.
  • Level 2: Protection from thieves.

Thieves

Steal goods from other players.

  • Level 8: Steal a total of 3 goods from at least 2 opponents. (+2 influence in market of choice.)
  • Level 6: Steal a total of 3 goods from at least 2 opponents.
  • Level 4: Steal a total of 2 goods from 2 opponents.
  • Level 2: Steal 1 good from an opponent.
  • 3. Development
    • a. Pyramids
    • b. Nile
  • 4. End of Round