The Rise of Queensdale
The Rise of Queensdale Rulebook
Table of Contents
Table of Contents
- Game Idea
- Game Flow
- Round Sequence
- General Notes
- The Dice
- Placement Fields for Dice
- The Action Fields
- The People (Figures)
- Basic Rule
- Further Game Elements
- New Stickers for Your Dice
- Building Overview
- End of a Game
- Preparing the Next Game
- End of the Game
- Tips
- Storage Notes
- Example for the End of the 1st Game
- Now Let the Adventure Begin!
- Credits
Game Idea
This game is an evolutionary game. It develops further over the course of several games. Players keep the progress from a finished game and take it with them into the next. The game rules, too, are gradually expanded. For this reason, a large part of the game material is only needed at a later point in time.
IMPORTANT!!! — Please do not look at the game material closely yet! Only take material out of the box when you are prompted to do so. Under no circumstances look at game cards or sticker sheets more closely! Please do not tip the box over. Whenever possible, always store the game lying flat.
Now carefully take the following material out of the box: first the two boxes, then all punch-out boards down to the game board. For now, leave the 2 bundled stacks of punch-out boards at the very bottom of the insert in the box. Among the removed boards you will find the setup sheet and the sticker sheets.
For full enjoyment and a smooth flow, we recommend having rule texts and cards read carefully by several players. Please follow all instructions and use the game overview to help, so that you don't forget anything.
Now first read the setup sheet and build the game as described there. Afterward, continue reading in these instructions.
Game Flow
The Rise of Queensdale runs over several games, until one player successfully completes the final epoch. Each game consists of several game rounds. A game round begins with everyone rolling their 5 dice, you each place one die in turn, and at the end of the round you take your dice back. A game ends as soon as at least one player has reached their own epoch goal.
You can progress at different speeds and will play toward different goals over the course of the game. Don't worry, you can certainly still catch up on a "deficit." So never give up!
Round Sequence
At the beginning of the round, you all roll your 5 dice simultaneously.
The start player begins and places one of their dice and carries out the matching action.
Then the next player in clockwise order takes their turn and places one of their own dice, and so on. You keep doing this in turn until no one has any dice left.
Then you all take your dice back and pass the start player marker to the left. The new round begins by everyone again rolling all 5 of their dice, and so on.
General Notes
Question mark symbol: On some tiles, cards, and the like you will find the "question mark" symbol. This always means any one resource out of the four different resource types: wood, stone, clay, and guilders. You can also find a corresponding note on the overview board.
Exchange arrow (X → Y): You give the thing indicated on the left into the supply and in return receive the thing indicated on the right from the supply.
Glory points: When you receive glory points, you move your glory-point marker forward that many spaces on the track.
Unless otherwise stated, you always return things to the supply and also receive them from there. All resources in the game (wood, stone, clay, guilders), bread, and seals are unlimited. For wood, stone, and clay you can help yourself with the 3er tiles (worth 3). You can exchange these at any time. The number of figures, however, is exactly specified and limited to that number.
Rule stickers and other stickers
At many places in the instructions you will find blank fields. Over the course of the game you will gradually paste new game rules in here. These rule stickers are numbered consecutively from R1 to R80 and come into the game through cards. When a card, for example, prompts you to paste rule sticker R... into the instructions, you look for this sticker on the sticker sheets, peel it off, and paste it at the indicated place in the instructions. On the back of the game overview you will find a list of which of the 7 sticker sheets (I-VII) each rule sticker is on. When rule stickers introduce new game rules, these are already explained on the card itself. Sometimes, however, you will find some additional information on the sticker.
Stickers change the action board, the overview board, the game board, and even your character board. These stickers have the numbering 1-39 and are pasted according to the instruction at a specified place (e.g., field A). When you are supposed to "cover over" something with sticker 1, we have provided a specific sticker for these cases, which mostly matches the background illustration. On page 1 of the setup sheet you will find a help showing which sticker 1 belongs at which place.
Besides these stickers, other elements are also introduced over the course of the game. All special tiles are numbered and are located on the punch-out sheets.
Caution: Please always look at game material more closely only when you are prompted to do so.
Later you will discover new buildings. In the 3-player game you can immediately remove buildings marked with the 3-player symbol from the game. In the 2-player game you additionally remove the buildings marked with the 2-player symbol.
The Dice
At the beginning the dice have the following faces: Wood, Stone, Guilders, Clay, and two Action faces.
Placement Fields for Dice
Resource fields
On the game board there are separate placement fields for the resources wood, stone, guilders, and clay. A die showing wood, stone, guilders, or clay can be placed on a matching free resource-placement field on the game board to receive the corresponding resource. For the wood, stone, and clay fields there is a +1 field. If you occupy such a field with your die, you receive 2 resources of that type.
Example: You place a die showing wood on a wood field of the game board and take a wood from the supply. If you occupy the +1 wood field, you take 2 wood.
Action fields
On the action board, and later also on cards, you find various actions, each with its own placement fields. If your die shows an action symbol, you can place it on a free action field to carry out the corresponding action. You may occupy action fields only if you then carry out the associated action.
It is, however, also possible to place a die showing a resource symbol here in order to carry out the action. In this case, though, you must additionally pay the rolled result and put it back into the supply in order to carry out the action.
Example: To place a die showing wood on an action field, you must give a wood back into the supply when placing it.
The Action Fields
Day's Wage
You receive 1 guilder from the supply.
Move Scout
With this action you move your scout on the game board. The number above the placement field determines how far you may move your scout at most. It can leave the start field at any point. Every hexagonal field entered and every bridge counts as 1 step. Scouts may enter any field, even fields with buildings or other scouts. They can cross the river only over a bridge. You can move your scout back and forth as you like during your turn and enter a field multiple times. Likewise, you can re-enter your start field and leave it again at any point. The start field then also costs 1 step.
The cave entrances (only in the 3-player game) can be used by all scouts. The two cave entrances count as adjacent to each other. This means that a scout "jumps" from one cave entrance to the other with 1 step.
With your scout you try to reach fields on which herb tiles lie that match your herb huts.
At the start of the game you already have 1 herb hut. If your scout enters a field on which a matching herb tile lies, you may reveal this tile and immediately receive what you found. You can then set the herb tile aside; it is out of the game for this game. With one scout activation you can also collect several tiles (even of different types).
Example: The red player occupies the action field with which they can move their scout up to 4 fields. They walk 4 fields from the start field and receive both herb tiles, because they own the matching herb hut. The tile must be left lying on the board.
Herb tiles and what else there is to find
When you reveal one of these tiles, you receive a corresponding resource from the supply: clay, stone, or wood.
- You receive 1 glory point.
- You receive 1 bread from the supply.
- You push your mood marker up 1 level on the mood track.
- You meet the fortune teller. Draw the top fortune-teller card. These cards are always divided into two parts: you read the upper part aloud, and you read the second part silently to yourself. The fortune teller reveals to you things that will – presumably – happen in the further course of the game. The prophecies are not always entirely clear, but nonetheless helpful. Do not reveal to your fellow players any of the information intended only for you. At the end of the game you take your fortune-teller cards into your personal game material. You can look up at any time what you learned earlier. Some cards point to certain later events. Pay attention to all announcements that are read aloud.
Herb Huts
You give up 3 wood and take an herb hut from the supply. You place it on any one of your free hut fields on your start field. For this you immediately receive glory points. How many that is you can read on your character board. In the first game it is 1 glory point.
But you have a further advantage through the built herb hut: from now on you can collect one further type of herb when you enter fields with the corresponding tiles with your scout.
If your scout is already standing on an herb tile whose hut you have just built, you may collect it immediately. In this case no movement of the scout is necessary.
Weekly Market
You pay 2 guilders and receive 2 resources. This can be any combination of stone, wood, or clay. Caution: You cannot give up just 1 guilder to buy 1 resource.
Bakery
You receive 1 bread from the supply.
Feeding the Poor
You give 1 bread back into the supply and push your mood marker up 1 level on the mood track.
Build Action
Building new buildings is a core component of this game. You build up your own quarters with different buildings and profit from their advantages from then on. The buildings are placed into the recesses of the game board and remain for follow-up games.
To build a building, you first place a die on a free field of the build action. Next to the game board there are always various buildings on display that you can build. In the first game you can only build storage and production buildings.
The resource costs are always shown above the buildings next to the hammer, and apply to all buildings on the corresponding sheet.
When you build a building later than your fellow players, the buildings become more expensive and you must pay additional guilders. You can also voluntarily spend additional guilders to buy a building from a higher row.
Example: You want to build the stone storage and for it you give 1 wood, 3 stone, and 2 clay back into the supply. If you were to build the depicted stone storage, you would have to give up 2 additional guilders besides these 6 resources.
Once you have paid the costs for a building into the supply, you take the corresponding building and exchange it in your quarter for a building plot or an already existing building.
Caution: Buildings may only be erected on building plots or already existing buildings. Meadow fields or the cave entrances can never be built over!
At the start of the first game, each player already has 4 building plots in their quarter. If you later have no free building plot left, you may at any time build over any building in your quarter. In doing so you take the built-over building out of the game forever.
After building you receive glory points (regardless of the building built and its build costs). How many that is you can read on your character board. In the 1st game it is 2 glory points.
Caution: You may never own two identical buildings! So whoever has, for example, already built a wood storage may not build another wood storage. They may, however, quite well build a different storage, e.g. a stone storage.
Caution: Mostly there are not enough buildings of one kind, so that not every player can erect every building.
Hire Followers
You give 1 guilder and 1 bread back into the supply and then draw 1 figure at random from the bag. While doing so you may not look into the bag. You first set the figure down in front of you.
The figures represent people who assist you in your quarter with various functions. You may deploy them at any point in your own turn. This does not count as an action, i.e. you always use one or even several figures in addition to your die.
The People (Figures)
On the overview board there is a legend showing you what you can deploy the various figures for. You can deploy them immediately or in a later turn of your own, and afterward place them in the center of the game board. They do not come back into the bag during this game!
Messenger
Thilo, the messenger, keeps dropping by in Queensdale and has quite a bit to announce! Immediately after you have drawn a messenger from the bag, you draw the top messenger card and read it aloud. Follow all instructions on the card.
IMPORTANT: Sometimes a messenger card has effects that apply during the current game. If a messenger is drawn from the bag again, the old messenger card immediately comes out of the game and any messenger tiles on display come back into the supply. So only the most recently revealed messenger card is valid.
The messenger is a joker that you can deploy in your turn at any time as any figure of your choice. He keeps his assigned role until the end of the game. You can never take a messenger with you into a new game! This also applies if you use him as another figure!
Craftsman
Skilled craftsmen help you with your build actions. You can deploy any number of craftsmen during a build action. For each craftsman deployed you save 2 of the required resources of your choice.
Jester
If jesters are present, the mood among the people rises! When you deploy a jester, you immediately push your mood marker up 2 levels on the mood track.
Basic Rule
On every placement field – with the exception of the purple field – only 1 die may ever be placed.
Further Game Elements
Rerolling
Not satisfied with your dice roll? You can reroll at any time during your turn. You give up 1 of the depicted materials and reroll any number of your dice.
You can do this several times in a row and each time decide anew which dice you reroll and what you pay with. You can also voluntarily forgo placing dice. In doing so you immediately end the current game round for yourself!
The Mood Track
The track shows how comfortable your people feel! The better their mood, the more income and glory points they can generate. Over the course of a game you can ensure that your mood marker moves up the track. Whenever your marker reaches or passes a level with a pink symbol, you immediately receive income for all your pink buildings. Take all the bonuses correspondingly marked in your quarter.
If your mood marker reaches a level with a fanfare, you immediately receive the glory points shown next to the fanfare on your epoch goal card. In the 1st game that is 1 glory point.
Ties
At various points in the game, the order in which you may do something is important. Whenever a tie occurs, the affected players count the decorative rivets on their buildings. The player with more rivets has priority. If there is still a tie there, the buildings of these players are counted in turn. Whoever has more buildings has priority. If there is then still a tie, the higher number of guilders of these players decides. If the tie still could not be resolved, you must draw lots.
Note: The more guilders you spend on your buildings, the more decorative rivets the building has.
New Stickers for Your Dice
In the game you have the possibility of acquiring new symbols for your dice. What these new symbols mean you can read here.
- Action/resource choice: Decide whether you want to deploy the die as an action die or as the corresponding resource die.
- Resource choice: Decide on one of the two resources and place the die accordingly.
- Double resource: If you place this die on a resource field, you receive 2 resources. On a +1 field you receive 3 resources.
- Stacking symbol: This symbol allows you to use a placement field of the action board that is already occupied by another die (or a servant). You stack your die on top of the die already on display, or place it next to the servant, and carry out the corresponding action.
- Purple (star) field: All purple symbols are always placed on the purple field (with the little star) on the action board. Any number of dice fit here. If you place a die here, you immediately carry out its function.
- Mood: Push your mood marker up 1 level on the mood track.
- Take any herb tile: Take any herb tile from the game board. You do not need to own a matching herb hut for this. Your scout does not move in the process.
- Fanfare: Move forward on the glory-point track according to the fanfare value on your character board.
- Draw figure: Draw 1 figure from the bag.
- 2 bread: Take 2 bread from the supply.
- 2 resources: Take any 2 resources (stone, wood, clay, or guilders) from the supply.
- Draw figure + mood + glory: Draw 1 figure from the bag and push your mood marker up 1 level. In addition you receive 2 glory points.
Building Overview
All buildings are built via the build action. The build costs for a building are always shown at the very top of the respective punch-out sheet next to the hammer symbol. A player may own each building only once.
The Storage Buildings
These buildings allow players to store various things for follow-up games. While the buildings themselves always remain for follow-up games, players lose at the end of a game all materials that they cannot store.
- The Farmstead is a special storage building that you own from the start. The farmstead allows you, at the end of each game, to convert any 4-combinations of bread, resources, figures, and later also marble, into 1 guilder. You can do this as often as you like. So you can, for example, convert 2 bread and 2 clay into 1 guilder, and 1 bread, 1 stone, and 2 people into another, in order to store these for the next game. With the farmstead you can then store up to 3 guilders and take them with you into the next game. If you own more than 3 guilders, the surplus guilders expire at the end of the game: you must return them to the supply without replacement.
- The Wood Storage allows you to take up to 3 wood into the follow-up game at the end of a game.
- The Stone Storage allows you to take up to 3 stone into the follow-up game at the end of a game.
- The Clay Storage allows you to take up to 3 clay into the follow-up game at the end of a game.
- The Dwelling House allows you to take up to 2 people into the follow-up game at the end of a game. A messenger, however, you may never take with you.
- The Provisions Store allows you to take up to 2 bread into the follow-up game at the end of a game.
The Production Buildings
These buildings produce resources for their owners. They always bring you income when your mood marker reaches a corresponding level on the mood track.
- Woodcutter's Hut: The woodcutter's hut produces 1 wood.
- Stonecutter: The stonecutter produces 1 stone.
- Clay Pit Hut: The clay pit hut produces 1 clay.
- Chamberlain: The chamberlain produces 1 guilder.
- Bakehouse: The bakehouse produces 1 bread.
Further Building Types
Additional building types are introduced over the course of the game via rule stickers: the Specialists, the Refiners, the gray buildings, the Gardens, and character abilities. What else can be built with the build action is likewise revealed later during play.
End of a Game
A game ends when at least one player reaches or passes their epoch goal on the glory-point track with their glory-point marker. The current round is still played to the end, until all players have placed all their dice.
Several players can reach their epoch goal in one game. The player who has reached their epoch goal wins. If several players have reached their epoch goal, the one among them who has passed their goal field the furthest wins. In the event of a tie, the tie rule is applied to determine the winner.
Checklist "At Game End"
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Check open cards. First you check whether a card on display possibly still has effects. This does not apply in the first two games.
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Read epoch-end card. Now read the top epoch-end card if applicable, if at least one player has reached this (highest) epoch goal. After the first game this is definitely the case.
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Distribute seals. All players who could not reach their epoch goal receive 1 seal. If you reached the red area of the glory-point track directly before your epoch goal, you receive a 2nd seal. Later you must take care that there is a separate red area for each epoch goal – only the red area directly before your own epoch goal is ever relevant. You can exchange the seals for new stickers for your dice at the general store before the start of a game. IMPORTANT: Players who reached their epoch goal receive no seals!
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Erect tower section (additional rules for 2 players below): All players who reached their epoch goal are now rewarded. For this, take the "tower" punch-out sheet for the corresponding epoch out of the box, without looking at the other sheets. You can read your epoch on the glory-point track. The number is in the tower on which you placed your epoch-goal marker at the start of the game.
Example: After the first game at least one of you has completed epoch 1. Take the "tower" punch-out sheet for "epoch 1" out of the box.
All victorious players first receive a new epoch-goal card, which they put into their character board instead of their old goal card. This changes the glory points they receive for building, for an herb hut, or for the fanfare. Then all victorious players may build a tower section. The winner may choose a tower piece first, the other victorious players follow in the order of their placement. The towers are erected in the round fields in the town quarter. Just like the buildings, they show advantages that you can use. For the first 3 tower pieces, take one of the empty fields out of the game board and insert the tower piece there instead. With this the first section of the tower is complete. The tower pieces of epochs 4-6 must each replace a tower piece of the first section. The tower pieces of epochs 7-9 form the last section. With these you must replace the pieces of the second section. All replaced tower pieces as well as your old epoch-goal cards come out of the game forever.
IMPORTANT: The player who is last to complete an epoch receives, exceptionally, 1 seal.
Changes for the 2-player game: In the 2-player game some epochs are played twice. Which ones you can see from the small tower on your epoch-goal card. If there is a tower here, you check the box when you reach the epoch goal at game end. As a reward you receive 2 resources of your choice. These too you must be able to store in blue buildings in order to take them into the next game. You must reach the same epoch goal a second time. Only then have you completed this epoch and receive a tower piece and a new epoch-goal card. All epoch-goal cards without a tower you play only once. Epoch-end cards for these epochs you likewise read aloud only when at least one player reaches this epoch goal for the second time.
Tower pieces: Green tower pieces produce the respective depicted resource for their owners once at the start of each game. All other tower pieces function like buildings of the corresponding color. Example: With this tower piece you receive a wood from the supply at the start of a new game. (There are also two special tower pieces, introduced via rule stickers.)
- Store resources. Now players can, via their farmsteads, exchange 4-combinations of the indicated materials into 1 guilder, and then use their blue storage buildings. Afterward players return everything else that they could not store back into the supply. The herb huts are always laid back into the supply. Material that players may keep for the next game they pack, together with their playing figures, coat-of-arms markers, and glory-point markers, into their personal bag. Likewise all their own seals and personal cards.
Preparing the Next Game
If you want to play a new game, you must first prepare it. Lay out all buildings and resources from the epochs already played and your personal material. We recommend using the overview sheet for each game. Go through the game overview in order. Points that do not currently concern you, you can ignore.
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Place your epoch-goal marker on your own epoch-goal field. With this you mark your game goal for this game. The correct epoch-goal field you can read on your epoch-goal card on your character board. Not all players reach their epoch-goal field at the end of a game. Therefore it is often the case that players have different game goals. Example: After the first game, Blue and Yellow reached their epoch-goal field. Their epoch-goal markers lie in the follow-up game on field 16 of the glory-point track. Green and Red did not reach their goal field and continue to play with the epoch goal "10 glory points."
You must reach your own goal field to win a game. To win the entire game, you try to win epoch 9 (= 70 glory points). For that you must have completed every other epoch beforehand.
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Check whether you must read a story or epoch card aloud. Whenever at least one player achieved, in the previous game, an epoch goal not previously reached by anyone, an epoch card is read aloud at the start of the new game. This means that development advances and something new happens. You can read this at any time on the epoch card currently on top. (Only in the 2-player game: remember that you must reach some epoch goals twice before they count as "completed.")
Example after the first game: At least one player now has as their game goal 16 glory points. Turn over the top card and read it aloud. Often 3 or 4 epoch cards belong together. You recognize this by the marking at the bottom right. When a player has the indicated epoch goal, you must read all associated cards aloud in order. After the first game you therefore read the top 3 cards of the stack. Always follow all instructions that cards give you. If no player has the game goal of the top epoch card, then you must instead read a random story card of the matching color aloud. The color you can see on the epoch card on display. In the first games these are the yellow ones. Simply follow the instructions on the cards.
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Shuffle the herb tiles well and lay them out face down. On each herb find spot (bush) you place a random tile. Form, for example, a face-down stack and always leave the bottommost tile on an empty bush.
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Occupy field J of the action board if you are playing an epoch in which that is necessary.
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Each player takes for the green fields on their tower pieces the depicted resource.
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Distribute the robber barons, if necessary.
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Use the general store, if you want: In the general store you find stickers for your dice. With them you can adjust and improve your own dice. You can give 1 to 5 seals into the supply to receive corresponding stickers. You can also buy several if you own enough seals. If several players want to improve their dice, the player with the lowest epoch goal always has priority. Observe the tie rule if this is several players. The new dice symbols are explained under "New Stickers for Your Dice." For some symbols there are number cards that you may read only once you have acquired the matching sticker. So you buy these without knowing exactly what you can do with them. The cards reveal to you how these symbols function.
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Transfer the value of your crown track to the glory-point track (if you have a current crown value).
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Each player places an herb hut on their scout start field.
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Give the start player marker to the player with the lowest epoch goal. Observe the tie rule if this is several players.
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Now you can get going again. Roll your dice...
Over the course of the game, elements are added that you must additionally observe during setup. The relevant places in the instructions are marked with this label as a reminder.
End of the Game
As soon as a player is playing toward the last epoch goal (70 glory points), the build-up of Queensdale is almost finished. If you achieve this epoch goal, you first carry out, as usual, instructions from any cards on display. Then all successful players receive, as usual, a tower piece.
You receive your last tower piece and have completed your part of the castle. King Nepomuk II is most highly impressed by your efforts to build up the castle with all its amenities. Now read the epoch-end card aloud.
Tips
- Do not underestimate the storage buildings. They can give you a head start at the beginning of a game and thus possibly offer early access to coveted actions.
- Don't give up too early! Even if a player is several epochs ahead of you, you can still catch up on this lead.
- Don't be afraid to try out different things. There are many ways to reach your epoch goal.
- If you feel that certain buildings bring you too little, you can build over these with other buildings.
- The function and meaning of some elements is only revealed later. Don't be afraid to acquire them. Only this way can you learn what advantages they bring.
- We strongly recommend that you read all cards attentively and completely.
Storage Notes
- Please store the game lying flat, so that nothing gets jumbled.
- You can place the empty punch-out sheet of the herb tiles ("game preparation") on top of the 4 game board parts and bundle the stack with a rubber band.
- Each player should take their own zip bag to stow their personal game material after the game. The 4 large bags each have enough room for your character board, your dice, and stored resources or figures, as well as any cards that belong to your personal supply.
- On one sticker sheet you find "stickers for the zip bags." You can use these to assign certain materials to your zip bags.
Example for the End of the 1st Game
Reminder: A game ends when at least one player reaches or passes their own epoch goal. The current game round is played to the end, until all players have placed all their 5 dice. Then you can go through the detailed checklist "At Game End," or use the separate "game overview" sheet for help.
As an example, the end of your 1st game could look like this. All 4 players had as their epoch goal 10 glory points.
- The red player reached 11 glory points and thus even passed their epoch goal.
- The blue player made a pinpoint landing and reached exactly 10 glory points.
- The green player finishes the game with 8 glory points and has thus not reached their epoch goal. She did, however, reach the red-marked area directly before her epoch goal.
- The yellow player could only reach 7 glory points in this game and also did not reach the red area.
Section "At Game End" of the separate "game overview" sheet:
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Follow instructions of story cards. In the 1st game you play no story card. You can skip this point. But in follow-up games remember to evaluate any story cards on display.
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Read epoch-end card aloud. The top epoch-end card bears the imprint: "Please read aloud as soon as at least one player has completed epoch 1." Since at least one player (Red and Blue) has completed the epoch, you turn the card over and read the text aloud. The next card of the stack is read aloud at the end of the game in which "at least one player has completed epoch 2."
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Distribute seals. The red and the blue player receive no seal, because they completed their epoch goal. The green player receives a total of 2 seals from the supply. She receives the 1st seal because she did not reach her epoch goal, and the 2nd because she could reach the red area directly before her epoch-goal field. The yellow player receives only 1 seal from the supply. He could not reach the red area.
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Exchange tower pieces and epoch goals, put books back into the supply. Take the top punch-out sheet "epoch 1" from the insert at the bottom of the box and turn it over. The red player has passed their epoch goal the furthest and may choose one of the 4 tower pieces first. He takes one of the 3 empty fields in his quarter and inserts the chosen tower piece there. The blue player may choose one of the 3 remaining tower pieces and insert it in her quarter in the same way. In addition, both players receive a new epoch-goal card, which they exchange for their first epoch-goal card. The old goal card comes out of the game. These two players play in the 2nd game toward a new epoch goal (16 glory points), while Green and Yellow continue to play toward the epoch goal "10 glory points." The note about the books you can ignore for now.
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Possibly use the crown track. This point you can ignore for now.
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Store or give up resources and figures. Your farmstead can store up to 3 guilders. If a player has further storage buildings in their quarter, they can store further things with these. Each storage exactly indicates what its owner can store and in what quantity. Via their farmstead, each player can now exchange any combination of 4 wood, stone, clay, bread, or unused figures into 1 guilder. You can do this with several combinations. The guilders thus obtained you can then store afterward, if possible. All stored resources (including guilders), bread, and figures are available to you again from the start in the next game. You can pack them with your character board into one of the zip bags. Now you must return, without replacement, all resources, bread, and figures that you cannot store back into the supply.
With this you have carried out all steps at game end.
The preparation of the 2nd game with the previous example looks as follows:
Section "Before the Game" of the separate "game overview" sheet:
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Occupy epoch-goal field. Green and Yellow continue to play toward the epoch goal "10 glory points," while Red and Blue must reach "16 glory points" to complete their epoch goal.
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Read epoch or story card. Since at least one player (in the example Red and Blue) has as game goal 16 glory points, you read the top epoch card aloud. At the bottom right of the card you recognize that you must read a total of 3 cards in a row aloud.
Caution: From the next game on you must always check whether, instead of a new epoch card, you must read a story card aloud.
Now Let the Adventure Begin!
Before your very first game, the start player reads this text aloud to set the mood for your great "Queensdale" adventure.
After a long search, the perfect place finally seemed to have been found. His Majesty, King Nepomuk II, looked upon a patch of land that was surrounded by a forest and a mighty stone mountain range. The eastern side of the valley lay directly on the sea; to the south stretched the plain with loose clay stone. This was the piece of earth on which the new castle was to be erected. A magnificent castle for Queen Margaret. The queen, so it was whispered only behind cupped hands, had for quite some time suffered from a stubborn dry cough that positively plagued her. On the advice of the royal personal physician, the queen had spent some time with her cousin quite nearby – and with each day felt more relief. This prompted the king, known for his magnanimity, to send out his messenger at once and to find the people needed to erect, in all haste, a castle worthy of his wife at this place. Margaret played it down, saying she had merely caught a chill, that it was already getting better. But Nepomuk allowed no excuses. As a sign of how serious he was about the health of his queen, he divided the valley into equally large fiefs. To each of his loyal followers he assigned one of them, on which they were to erect one of the castle towers. Likewise he dispatched carpenters into the valley. Their task was to restore the abandoned farmsteads that were there, so that the newly raised liege lords had a roof over their heads and a little storage room for the first building materials. But neither provisions nor space would suffice for long. Production buildings and stores were needed in the valley, in order to be able to drive the splendid construction forward with the required haste.
Even while you were getting to know your provisional new home, you also made first acquaintance with the people who gathered around you in the valley. Again and again Thilo turned up there, to keep you up to date on the thoughts and wishes of the royal house. But also a dark-haired woman of the traveling folk drew many a curious glance. She introduced herself as Sabrena. Supposedly she could see the things that were yet to come. But for such fantasies there was, at first, no time. First hammer blows echoed through the valley … the game had begun!
Credits
"The Rise of Queensdale" is not a game like any other. Never before have we developed such an elaborate game. More than ever, we are deeply indebted to the very many people who accompanied this project during the development phase — above all our two editors André Maack and Daniel Gaca, and Lars Frauenrath for his wonderful and atmospheric texts. Thanks are also due to Stefan Brück, who checked story and rules, to Michael Menzel for his outstanding illustrations, and to Christian Fiore and his team for all the graphical work. A giant "thank you" goes to the many testers. Markus also thanks his dear wife Inka, who always believed in this project and poured her whole heart into the game and above all the tests. Many thousand thanks to you all for your great support!!!
Should you have criticism, questions, or suggestions about this game, write to us: alea | Steinbichlweg 1 | 83233 Bernau am Chiemsee | e-mail: [email protected] | www.aleaspiele.de
© 2017 Inka and Markus Brand. © 2018 Ravensburger Spieleverlag.