Toledo 1085
Toledo 1085 Rulebook
Table of Contents
Table of Contents
Object of the Game
Players are nobles in the court of King Alfonso VI. The noble who has the most prestige points at the end of the game is the winner. Players/Nobles gain prestige points by placing cards into "sectors of influence."
The first player to complete all four sectors ends the game. A complete sector equals 10 points or more. However, a sector with all three religions gets an immediate bonus of +2. Therefore, it is possible to complete a sector with only 8 prestige, if all three religions are showing (8 + 2).
NOTE: The main rules are for 3 to 4 players. Two player rules are the same, except for the exceptions explained in "Variant for Two-Players" (last page).
Components
There are 32 coins, representing "dineros," the term used by Afonso VI during his reign.
- 4 gold
- 8 silver
- 20 vellum*
There are 116 cards representing unique persons, offices, specialties and peculiarities of Toledo's culture at the time.
- [Editor's note: Vellum was a durable medium made from sheepskin. It was often used at this time for documentation. Version 1.0 changed this denomination to "copper" because I believed it to be easier for English-speaking players. After a heated discussion with the translator, my daughter, I am convinced "vellum" is more thematic. Therefore, I changed "copper" to "vellum" in Version 2.0.]
The Sectors of Influence
The object of the game is to gain prestige by building/improving sectors. Therefore, only four (4) columns of cards will ever appear in front of a player. Wild cards (explained below) may occupy an empty column among the four, but can never be a fifth column. This will become clear in the explanation of the cards.
The Cards
[Editor's note: Before your first game, I recommend looking at the cards while reading this next section. It will be important to identify every icon.]
There are three types of cards: Scepter, Sector and Common.
The Scepter card
There is only one double-sided card in the deck. That is the Scepter.
The player/noble with the Scepter represents the starting position for auctions, card placement and other actions with multiple players.
The Sector cards
Each sector card displays three pieces of information: a religion (upper left), prestige points (upper right) and its sector (upper right, below and to the side of the number).
Religions (upper left): the Crescent Moon designates Islam; the Cross, Christianity; the Star of David, Judaism. There are 30 cards for each religion.
Prestige (upper right): the point value of a card within the sector shown. Cards have no value outside of their sector. The exception is Nobility (a crown), which is a Wild Card, explained below. They are "wild" and have value in whatever sector they are placed in.
Sector icons (upper right, below prestige): there are four and only four (4) sectors, represented by icons: Commerce (scale/balance), Culture (quill and ink), Theology (open book and flame) and Science (math compass).
The crown icon represents "Nobility" and is a wild card. Nobility cards can be placed in any sector at any time. Nobility/Wild cards can be placed in empty sector slots. However, Nobility never establish their own sector. NOTE: Players may establish no more than four columns of cards in front of them.
There are 25 cards per sector. Any player can purchase and use any sector card.
Common Cards
Here's where things get tricky. The common cards have no religion. Instead, they are used for special actions.
Thematically, common cards represent ways of living in this age. They are sometimes bad people, sometimes sycophants, each and all available for a price. Players/Nobles will achieve their ends by using these persons (cards) to disrupt other players and/or to add prestige to their own sectors.
Important Note: A sector is exempt from the effects of these common cards only after all three religions are represented in that sector.
There are 5 types of common cards with icons in the upper left corner of the card:
- Rogue (icon: hand pinching a vellum coin)
- Jester (icon: hand with finger pointed right and one card falling)
- Royal Herald: (icon: hand with two fingers raised and two cards falling)
- Moneylender (icon: hand dropping silver and gold coins)
- Minter of Coins (icon: hand dropping vellum and silver coins)
There are 5 copies of each one of these cards, one for each sector of influence, including the Nobility.
Rogues
A Rogue is worth 2p. The card shows two men, a vine of grapes. One of the men is sitting on his heels, feeding a dog grapes.
Before the beginning of a bidding round, before starting to bid on the very first card, the player with a Rogue showing can steal a vellum from any player showing the same sector. For example: if the Rogue is part of the Science sector, he may only steal from others in the Science sector. Therefore, another player must have a Science sector in front of them for the rogue to be used. Also, keep in mind the timing of this card.
Players can take one vellum for every Rogue card showing. If a player shows two Rogues, he can take one vellum from two other players, or two from one player, etc.
When more than one player shows a rogue card, the order of theft is determined from the Scepter. The player that has the Scepter is the first to steal, the next being the person to his or her right and it continues in this way.
Note: before stealing, the players that have Rogue cards can agree to not steal amongst themselves or decide from whom they should steal. These agreements, obviously, need not be honored.
Jester
This card is worth 1p. The card shows someone in a funny hat and pants, with pointed slippers, dancing.
During card placement (see below) a player eliminates one card from another player's sector. The card to be eliminated must be from the same sector of influence which is shown of the jester card. Once the card is eliminated, the player places the jester in the same sector of influence as the eliminated card.
You may not eliminate played cards from other players in a sector of influence that already has the three religions. If all players have cards from the three religions in the sector of influence that the jester card belongs to, you may not eliminate any cards. If you cannot eliminate any opponent's cards, you must add the Jester to the appropriate sector in front of you.
Royal Herald
The card is worth 4p. The card shows two persons sitting, with the person on the left extending a hand to the other.
During card placement (see below), the player must decide whether or not to keep the card and make it part of one of her sectors of influence or to trade for a card another player has.
If the player chooses to trade, there are two types of agreements: Handshake and Heartache.
Handshake Agreement: if the players agree which cards to exchange, both players trade these cards regardless of whether or not they are of the same sector of influence. Handshake Agreements are obligatorily, as is a hand shake as a sign of the agreement.
Note: Handshake Agreements can be any kind of promise. For example, not using a Jester or Rogue card against the player in question. It may be more beneficial for a player to have a good Handshake Agreement at the expense of exchanging cards of lesser value than to complete a Heartache Agreement.
Heartache Agreement: if the players do not come to a mutual agreement, the player playing the Royal Herald must take a card of the same Sector as the Herald, but only from the player who would not agree.
IMPORTANT RESTRICTIONS: Agreements that trade more than one card per player are not allowed. Agreements between more than two players are not allowed. If two players each have a Herald, the play begins with the Scepter card and moves to the right. Only one Herald card can be played at a time.
Nobility cards cannot be traded, nor can they form any part of an agreement unless the Herald card is from the wild card sector.
A Heartache Agreement cannot take a card from a sector with all 3 religions.
Moneylender
This card is worth 2p. This card shows two persons, one in a pointed cap, pointing a finger at the man on the left. There is a table with scattered coins and bags.
This card must first be placed in its sector to be effective. During a subsequent round of bidding, it allows one silver coin to be transformed into a gold coin. This card can be played once per bidding round.
When a player would like to use this card for bidding, place a silver coin on the Moneylender icon (upper left, hand dropping silver and gold coin). At this time, the value of the silver coin now is equivalent to the value of a gold coin. The player cannot use this card again until a new rounds of bidding starts.
Minter of Coins
This card is worth 3p. This card shows one man standing and one sitting. The man standing appears to have just minted cold coins. The man seated is measuring the coin with a compass.
This card must first be placed in its sector to be effective. During a subsequent round of bidding, use this card to change one vellum into a silver coin at any time during a bidding round. The player that possesses this card can only use it one time per bidding round.
When a player would like to use this card as a bid or as a payment of a bid, put the vellum coin over the icon of the Minter card. The value of the vellum is now equivalent to that of a silver coin. Once used in this way, the card may not be used again until a new round of bidding.
NOTE: A silver coin minted by a Minter cannot later become a gold coin with a Moneylender card.
Set Up
Shuffle all cards, except the Scepter, and place them face down in a pile on the table within reach of all of the players.
At the start of the game, give the Scepter card the youngest player. The Scepter card goes in front of its owner.
Play of Game
Game play in Toledo 1085 consists of three segments: bidding for cards, placing cards, and finally, calculating points.
Players bid for cards to increase the value of the four sectors of influence. To do this, players receive an "allowance" from the king, learn about proposed improvements and bid on them. When the bidding is done, players in order place the improvements in front of them. This is repeated until one player completely develops the four sectors. A sector is complete when the value of prestige equals 10 or more. A sector showing at least one of each of the three religions receives an immediate +2 bonus. Therefore, it is possible to complete a sector with only 8 prestige showing, if all three religions are also showing (8 + 2).
Sector cards purchased at bid are held in hand until the end of all bidding that round. Then, the player holding the Scepter begins card placement by placing one card, if desired, into one of the four sectors. After the Scepter player places one card, placement moves to the player to the Scepter's right.
If a player has no cards to place or chooses to place no cards, that player must pass. A passing player may not place any more cards that placement round. Cards remaining in a players hand at the end of a placement round may be placed, one at a time, in any subsequent placement round.
Bidding Round
Each bidding round of the game is divided into the following phases:
- 1.0 Distribution of dineros (King's Allowance)
- 2.0 Proposals for city development
- 2.1 Proposals of the King
- 2.2 Proposals of the Nobles
- 3.0 Auction of the cards
- 3.1 Proposals of the King
- 3.2 Proposals of the Nobles
- 4.0 End of the bidding round
1.0 Distribution of dineros
Before each round begins, give each noble 1 gold, 2 silver and 5 copper dineros. This is the allowance King Alfonso VI grants each noble to encourage the cultural and intellectual growth of the city.
Nobles always get the same value of dineros each round. Money left over from previous rounds does not change how much money each player gets. Each player always gets 1 gold, 2 silver and 5 copper dineros or coins of equal value. NOTE: The amount of dineros is different in a 2 player game, discussed below.
1 gold coin = 2 silver coins = 4 copper coins.
All coins are always visible to all players.
2.0 Proposals for city development
Nobles (players) begin the process of sponsoring city development by reviewing the proposals of the King and then making their own proposals.
2.1. Proposals of the King: Turn cards face up from the top of the deck. Flip as many cards as there are players plus 1. (If there are 4 players, there should be 5 face-up cards). These cards are the proposals of the King for the advancement of Toledo.
The King's proposals must be placed in order so all players know which proposal (card) was revealed first, second, third, etc. This is important because the first card drawn will be the first card auctioned, etc. Once all the King's proposals are placed, go to 2.2.
2.2. Proposals of the Nobles: Starting with the player with the Scepter and continuing with the player to the Scepter's right, each player takes 2 cards from the top of the deck without revealing them. Continue until all players have drawn 2 cards. Do not show other players your cards.
Each player chooses one of the two cards to secretly propose. Starting with the noble with the Scepter, each player places a card face-down beneath the King's Proposal cards in order. The cards that were not chosen are put in the box and not used again this game. These cards are not shown to the other players.
3.0 Auction of the cards
The cards are auctioned in the order they were drawn: first the King's proposals are auctioned, then the nobles'.
Depending on the number of players, the cards to be auctioned should be:
- 3 player: 4 face-up and 3 face-down
- 4 player: 5 face-up and 4 face-down
The player with the Scepter must bid first in the first auction of each bidding round. However, for subsequent bids within a round, the player to the right of the player that won the previous bet starts the bidding of the next card.
Only players holding the Scepter card can bid zero, and can win a bid for zero dineros.
3.1. First, auction the King's proposals. The first revealed proposal (card) is auctioned first. Bidding starts with the player with the Scepter. There is no minimum or maximum value to the first bid. A first bid can be zero. If the bid is not zero, the first bidder must announce the denominations of the bid. For example: "one gold," or "one silver and a vellum."
Then, the player to the right of the Scepter bids or passes. If the player bids, the player must bid higher than the previous bid and announce the denominations of the bid. For example: "one gold," or "one silver and a copper." NOTE: once a player's bid is exceeded by another player, she may choose to bid a different combination of dineros. For example: if a player's bid of "one silver" is exceeded, that player may then bid "one gold." She is not limited to a future bid with that one silver. She bids anew.
Bids are limited only to what a player can actually pay. Players may bid on as many cards as they can afford. Players with no coins must pass. Players who pass may not bid again on the card they pass on.
The player that bids highest must pay the exact denomination bid. That player then takes the card and places in hand. The player to the right of the player that won the previous bet starts the bidding of the next card. Players who start the bidding must bid, unless they have no coins. In that case, the first player passes and bidding begins with the next player on the right and continues until all the players have bet or passed.
Only the Scepter player can bid zero. So, if the Scepter player passes, the next bidder must bid at least one.
IMPORTANT RULE: Coins can never be exchanged for other coins. There is no "making change." In other words, gold coins cannot be made into two silver or four copper coins, etc. Likewise, two coppers cannot be made into one silver, etc. This means players never receive change after payment. This will not be a problem when players follow the rule of declaring the denomination of coins they are bidding.
3.2. Bidding of the Nobles' proposal cards
When all of the King's proposal cards have been auctioned off, turn over the first face-down Nobles' proposal card. Proceed with the bidding in the same way as the King's proposals. When bidding is over for the first card, flip over the second card and continue in this way until all of the proposal cards are auctioned off. Players can bid as long as they have coins to bid.
4. End of the bidding round
If none of the players have any coins, the remainder of the cards are discarded face-down into the discard pile, and the next round of bidding begins.
Once all of the King's proposal and Nobles' proposal cards have been auctioned off, the player that has the Scepter gives it to the player on his/her right. With this action, discard the leftover coins from the previous round and begin a new Bidding Round. In other words, each player again receives 1 gold, 2 silver and 5 copper to start a new bidding round.
Note: There is no rule limiting the number of cards from any sector purchasable by a player. In other words, there is no rule against a player buying all, most, some or none of the cards from any sector.
Benefits of the Three Religions
One of the most profitable foundation and strategy to win the game is to obtain cards from the three religions (Christian, Muslim and Jewish) in each of your 4 sectors of influence as soon as possible.
A sector of influence containing cards from all three religions benefits in 2 valuable ways. On one hand, it obtains protection against common cards like the Jester and Royal Herald, that could very well derail a player's strategy during the game; on the other hand, the sector gets a +2pp bonus that is applied immediately. In this way, it is possible to complete a sector of influence with 10p (8 + 2).
IMPORTANT: Having three religions does not complete a sector. Total prestige of 10 points or more--with or without three religions--completes a sector. Having three religions protects a sector from other players.
Placement/Setting of Cards
During each round of bidding, players may gain cards. When cards are gained, hold on to their cards until bidding has ended. Then, starting with the Scepter player and moving to her right, players place any one card into any Sector of Influence: Commerce, Culture, Theology and Science. There are only four sectors. Therefore, only four columns can appear before a player. In other words, a player cannot have two separate columns for any sector.
Icons and prestige values of each card must be visible at all times.
IMPORTANT NOTE: Nobility cards must be placed in a sector of influence. That sector can be "empty." For example, a player can start a sector of influence she does not have with a Nobility card. That sector does not have to be named when started with a Nobility card. That sector will be defined by the first card from a fixed Sector of Influence that is placed with the Nobility card. Of course, if a player has three sectors and places the Nobility card in the fourth column, that fourth column can only be the missing sector.
IMPORTANT RESTRICTION: a sector of influence cannot be made exclusively of Nobility cards. "Nobility" is not a sector. Only Commerce, Culture, Theology and Science are sectors. A sector must have at least one card from a sector of influence to define it. A sector without such definition, one composed exclusively of nobility cards, does not award any prestige points until it is defined by a sector card.
With two exceptions, once placed in a sector, cards cannot be moved. This rule also applies to Nobility cards. The two exceptions to this rule are the special actions of the Royal Herald and Jester cards.
End of the Game
The End Game begins immediately when a player completes the four different sectors of influence. A complete sector totals 10 or more prestige.
A sector of influence that contains cards from each of the three religions receives an immediate +2p as a special bonus. Therefore, it is possible to complete a sector with only 8p showing, if that sector also shows one each of the three religions. (8p + 2p bonus for cards of the three religions = 10p).
When a player completes all four sectors of influence with at least 10p, finish bidding for the cards that remain in that round, and place cards as usual. Then stop. The game is over.
Once the game is over, players total prestige in each or their sectors. After that, additional bonuses are applied to the totals. Cards remaining in hand have no value.
Bonuses
It is important to remember when calculating bonuses to keep in mind Nobility cards do have a religion icon and can contribute to bonuses for three religions.
After prestige has been calculated, apply the following bonuses to the totals of each player:
- First to complete the 4 Sectors of Influence: +4p
- 4 sectors with 3 religions: +12p
- 3 sectors with 3 religions +6p
- 2 sectors with 3 religions: +1p
- 1 sector with 3 religions: -2p
- 0 sectors with 3 religions: -5p
There is no additional bonus for having three religions more than once in a sector.
Winning the Game
The player with the most prestige points, including bonuses, at the end of the game is the winner.
In case of a tie, the player with the most Sectors of Influence with the 3 religions wins. If the tie continues, there are multiple winners.
[Editor's note: In my opinion, the game is better when played more than once. Gamers are encouraged to try playing to a goal of 120 points, or 100 for a shorter game. First to reach the goal, starting calculations from the Scepter, of course, wins. Another recommendation is simply to play three games and the highest total wins.]
Variant for 2 Players
All the rules for 3 and 4 players apply, with the following exceptions.
Distribution of Coins
The budget for each round of bidding will be 1 gold coin, 3 silver and 6 copper for each of the players.
Noble's Proposal
Once the 2 cards are placed face down, one for each player, and the 2 cards that were not selected have been discarded, each player is given 2 new cards from the Deck. Each player will again place a new card face-down and discard the other; at the time the bidding starts, there should be on the table:
- 3 face-up cards (King's Proposal)
- 4 face down (Nobles' Proposal)