Tournay
Tournay Rulebook
Table of Contents
Table of Contents
Concept of the Game
Tournay is a card game in which you play a wealthy Tournaisian family directing a district of the city and managing its citizens, which are of three classes: the military (associated with red), religious (white), and civilian (yellow).
The game's activity cards are separated by level (from I to III) and color (red, white, and yellow) to form 9 distinct decks. Players initially have 2 citizens of each class that they will use to perform different actions: draw a card, activate a building in their district, combat an event, earn money, or gather their citizens on their Plaza in order to make them available again.
Cards you draw may be placed in your district (a 9-space grid) at the beginning of a turn. Level I and II cards provide you with various benefits, while level III (prestige buildings) will score for all players at the end of the game — not just for the player who built them.
The player with the most prestige after the final scoring will win the game!
Components
- 90 activity cards for the basic game, with the basic-game symbol (30 of each color, comprising 3 levels). The player aid describes the icons used on these cards.
- 18 activity cards for the expansion, with the expansion symbol (6 of each color, comprising levels I and II). The expansion cards are explained at the end of the rules.
- 4 Plaza cards
- 4 scoring markers in the players' colors
- 1 start player marker
- 1 gameboard, front/back (Supply side / Scoring side)
- 33 citizens (11 yellow civilians, 11 white religious, 11 red military)
- Deniers in denominations of 1 (x30), 5 (x9), and 10 (x10)
- 15 Event cards
- 20 damage / gray citizen tokens
- 6 Player Aids
Zoom on One Activity Card
Each activity card shows: the card name, its cost (upper-left corner), the card type (building, character, or prestige building), the prestige points earned at the end of the game (if any), the effect of the card, and a basic-game or expansion symbol.
Setting Up the Game
A. General supply. Place the gameboard with its "Supply" side face-up. Place 3 citizens of each color on the board, on the designated spots.
B. Sort the activity cards by color and level so as to have 9 decks of 10 cards each. For an introductory game, use only the basic cards. Shuffle each of these 9 decks and place them in descending level order below the appropriately colored slot of the gameboard.
C. Form a deck with 15 Event cards and place it above the board, above the first black slot. Reveal the top 3 cards from the event deck and form the event queue by placing them above the other three black slots.
D. Each player takes 6 deniers, a Plaza card, and the scoring token of the same color, and sets them in front of himself. Each player stands 2 citizens of each class (yellow, red, and white) on his Plaza card. Throughout the game, the citizens standing on his Plaza card are the available citizens.
E. Place the remaining deniers and the damage / gray citizen tokens in a general supply.
F. Designate a starting player who takes the start player marker for the whole game. The start player marker is only used to determine exactly when the game ends.
Activity Cards
The 9 decks comprise 4 types of cards:
- Buildings: Players construct them in their districts, where they can activate them with citizens of the same color, in order to benefit from the buildings' effects.
- Characters: Players place these in their districts, and they interact with the cards situated in the same row or column, as indicated by the four arrows around the edge of the card. You never place a citizen on a character card to activate it.
- Prestige buildings: These are the Level III cards, which can provide prestige points at the end of the game. Each prestige building built causes a scoring for all players at the end of the game.
- Town Criers: There is one of these in each of the 9 decks. These cards announce events. When such a card is drawn, the events in the queue are activated!
Each player can place Building, Character, or Prestige Building cards in order to construct his district. This district will have a maximum size of 3 rows by 3 columns, which is 9 spaces total.
Game Play
Players take turns in clockwise order. Your turn comprises two phases that must be played in this order:
- Play a card from your hand (optional).
- Perform an action with the citizens (mandatory).
Play a Card from Your Hand (Optional)
You may play one card from your hand in order to build it in your district. You must pay the construction cost that is depicted in the upper-left corner of the card in order to play it. The card must be orthogonally adjacent to a card already played, with the obvious exception of the first card you play into your district. Each player's district can neither extend more than 3 rows nor more than 3 columns.
Example: Madeline begins her turn with her district already comprising 5 cards. She wants to place a market card from her hand. Placing this card costs her a denier. She can put it on one of 4 empty spaces in the grid that forms her district, or lay it atop one of the two yellow cards already played, or replace the red card or one of the two white cards with it.
Notes:
- It is possible to play a card on top of another card of the same color (two or more same-color cards can be stacked).
- On the other hand, if you want to play a card in a space occupied by cards of a different color, the old ones are discarded face-down under their respective decks before being replaced by the new one.
- It is possible to place a card on a card occupied by a token. If it is a damage marker or a gray citizen, return it to the supply. If it is your citizen, lay it near your Plaza.
- You cannot build two prestige buildings (Level III) with the same name; however, you can place two Level I or Level II cards with the same name.
Perform an Action with the Citizens (Mandatory)
You must use one or more available citizens of the same color to perform an action. You can use:
- The available citizens on your own Plaza card (the citizens standing on your Plaza card). Using these citizens is free. AND/OR
- The available citizens on your opponents' Plaza cards. You must pay 2 deniers per citizen to the citizen's owner. After using it, lay the citizen down beside its Plaza card: it still belongs to the same player, but it is unavailable for the time being. It is possible to use citizens from several players for one action.
You must choose one action from the following:
- Draw a card.
- Activate one building in your district.
- Combat an Event card.
- Earn deniers.
- Gather your citizens on your Plaza card.
1. Draw a Card
With a single citizen, you can draw a Level I card of the same color as the citizen. Two citizens of the same color permit you to draw a Level II card of the citizens' color. Three citizens of the same color permit you to draw a Level III card of the citizens' color. The citizens used to draw cards are simply laid down, beside the Plaza card from which they came.
In order to draw a card, you may:
- Either take the first face-up card from the deck, if there is one, or
- Take the first two face-down cards from the deck, look at them, then choose one and put the other face-up on top of the deck.
It is possible to choose this second option when a card is already face-up on top of the deck: first place the face-up card face-down under the deck. If there are only 2 cards in the deck (regardless of whether one is visible), draw them both, keep one, and put the other back face-up. If there is only one card, you must take it.
Example: Nell uses her white citizen and one of Madeline's white citizens to draw a Level II card. She pays Madeline 2 deniers for her citizen and lays it down beside Madeline's Plaza. The face-up card on top of the Level II white deck does not interest her, so she chooses to tuck it under its deck and take one of the first two face-down cards from the deck. She keeps the chosen card in her hand and places the card not chosen on top of the deck, face-up.
Event cards and ramparts. Event cards play two distinct roles in the game:
- In the event queue, its effect is triggered when a player draws a Town Crier card. This effect can be positive or negative.
- You can combat an event in the queue. In this case, the card goes into your hand and becomes a rampart. It is possible to construct the rampart when a Town Crier appears, in order to protect yourself from the effect of one event card.
Drawing a Town Crier card and triggering the events. If one of the two face-down cards drawn is a Town Crier, you must draw an additional card before choosing which card to add to your hand. Then:
- Place the Town Crier card under the deck from which it was drawn, at a 90° angle relative to the other cards in the deck. Twisting the card 90° shows that there will be no more town criers found in that deck for the rest of the game.
- Place a 1-denier coin from the supply on one empty circle on each of the Event cards in the queue. If all the circles on a card are already full, do not add a coin to that card.
- All players are affected by all the cards in the Event queue (these effects are described on the player aid — see Player Aid Reference below). Each effect is applied once for each coin on the card (regardless of whether a coin could be added to the card in the previous step).
Each player can construct a rampart by playing one Rampart card from his hand in order to avoid the effects of one entire Event card of his choice (regardless of the number of coins on it). If you do this, place the rampart card face-down near your district. It will bring you 1 prestige point at the end of the game. It is possible to construct several ramparts in order to defend against several event cards triggered by the same town crier. For convenience, all the Rampart cards played by a player are simply kept in a single pile.
Example: Nell draws a Level I red card with Justine's red citizen, for which she must pay 2 deniers. She draws 2 face-down cards from the deck, one of which is a Town Crier. She can draw a replacement card before selecting a card. Then she places the Town Crier card under the deck, rotated 90°. She places a coin on each of the 3 Event cards in the queue. The 3 events take effect: the first is activated 2 times, the second is activated 3 times, and the third is only activated once. Justine plays an event card from her hand in order to protect herself from the 2nd event.
2. Activate a Building in Your District
You can put a citizen to work in an unoccupied building in your district. The citizen and the building must be the same color. If the citizen comes from another player's Plaza, lay that citizen beside its own Plaza, and then place a gray citizen token from the supply on the activated card. The different icons used to indicate the effects of the different buildings are explained on each player's player aid (see Player Aid Reference below).
Important:
- Only unoccupied buildings can be activated. A building is unoccupied if there is neither a citizen nor a damage / gray citizen token on it.
- You never place citizens on the character cards. These cards merely improve other actions in your district.
3. Combat an Event
You can work diplomatically against one of the events in the queue that has at least 1 denier on it.
- In order to combat an Event card that makes you lose deniers, you must use 2 citizens of the color designated in the upper-left corner of the card.
- In order to combat the other types of Event cards, you must use one citizen of the color designated in the upper-left corner of the card, and pay a ransom equal to the number of coins present on the card, plus 1 denier.
In both cases, lay the used citizens beside the Plaza card(s) from which they originated (which may be yours or someone else's). Return the coins on the card to the supply, and take the Event card into your hand (it can be built later as a Rampart). Replace the old event with a new one from the deck.
Important: it is impossible to combat an event that has no coins on it.
Example: Justine wants to combat the 3rd card in the event queue. She uses a yellow citizen from her Plaza and pays 2 deniers (1 denier plus 1, because there is one coin on the card), then she adds the card to her hand in order to protect herself from a future event.
4. Earn Deniers
You can use one or more of your own citizens of the same color to earn 2 deniers per citizen. The citizens used must come from your own Plaza card. Lay these citizens down beside your Plaza card after this action.
Example: Aude wants to earn some money. She uses a red citizen to earn 2 deniers. She could have used both red citizens to earn 4 deniers.
Important: you can never have more than 4 cards in your hand at the end of your turn. If your hand has more than 4 cards after your action, you must discard the extras face-down under the appropriate decks. The Rampart cards count toward this hand limit of 4 cards. You can build one or more ramparts at the end of your turn in order to reduce your hand to 4 cards; but a Rampart card built this way will not be protecting you from an event.
5. Gather Your Citizens on Your Plaza Card
This allows you to move all your citizens, including those that were played on your building cards, onto your Plaza card. Place them standing upright. Return any damage tokens and gray citizens in your district to the supply. You can even execute this action if you still have citizens on your Plaza card.
End of the Game
Two conditions must be taken into account for the end of the game:
- Condition 1: a player has constructed a district of 9 spaces with at least 2 prestige buildings visible.
- Condition 2: one Town Crier card more than the number of players has been revealed and placed under the decks (5 town criers with 4 players; 4 with 3 players; 3 with 2 players).
The end of the game is triggered at the beginning of the start player's turn if:
- Condition 1 is met by at least 2 players, OR
- Condition 1 and Condition 2 are met simultaneously.
Each player can take one final turn. Then, all players can play one last card from their hand into their district. The players simultaneously and secretly choose one card and place it face-down in their district. Then the players reveal their card at the same time, paying its cost, and gaining any benefit from extant character cards in the same row or column that are triggered by that one card. The players can place all their Rampart cards from their hand into their pile of built ramparts.
Now the final scoring commences: flip over the gameboard to reveal the score track, and set the players' discs next to the board.
Each visible prestige building earns Prestige Points (PPs) for all players. For each element in his possession that is scored, the player who built the building earns the left-hand PP value, while other players earn the right-hand PP value (each prestige building card shows both values, and its specific scoring condition — see Player Aid Reference for the full list). Score the cards one by one, starting with the start player, placing a damage marker on each building as it's scored, in order to keep track of what has been scored already.
Next, each player earns the PPs indicated just below the costs on all the cards in his district (cards that have been covered also count for this), and 1 PP per card in his constructed ramparts pile.
Example: Madeline has ended the game and the final scoring commences.
| Prestige building | Madeline | Nell |
|---|---|---|
| Saint-Brice | 1x4 = 4 PPs | 2x2 = 4 PPs |
| Belfry | 1x2 = 2 PPs | 2x4 = 8 PPs |
| Porte de la Vigne (built by Madeline and Nell) | 4x2 = 8 PPs | 1x2 = 2 PPs |
| Mint | 1x1 = 1 PP | 3x2 = 6 PPs |
Important:
- You cannot gain more than 12 PPs from the same prestige building.
- Prestige buildings with the same name only trigger a single scoring: anyone who built the building earns the PPs on the left; the other players, the PPs on the right.
Advanced Rules
For longer and more strategic games, modify the following rules:
Setup:
- Each player starts with only one citizen of each type on his Plaza, and 9 deniers.
- Place 3 citizens more than the number of players in each of the 3 supplies on the gameboard (7 citizens with 4 players; 6 with 3 players; 5 with 2 players).
Game Play: add a 6th action:
6. Recruit a new citizen. You can use a citizen and 5 deniers to recruit a citizen from the general supply. The citizen you use and the citizen you recruit must be of the same color. Lay the citizen you used beside your Plaza card. Stand the recruited citizen on your Plaza; it is available for use.
Expansion
Once you master the effects of the cards, you can play with the expansion cards. You can use several methods:
- Replace the cards bearing the basic-game symbol with the cards of the same color and level bearing the expansion symbol.
- Shuffle together the cards of the same color and level with the basic-game symbol and with the expansion symbol. Draw 3 cards at random for each deck.
No other rules change. The expansion cards are not included on the player aid, but they are explained in detail below.
Note: the expansion introduces character cards without arrows. They do not interact with the cards of the same row or column, but give a permanent effect to the player who has played it.
Cards of the Expansion
- Bakery (II): 2 deniers per military or 2 deniers per religious citizen on your Plaza.
- Brewery (I): 1 denier per citizen on your Plaza card.
- Brewery (II): 2 deniers per citizen lying beside your Plaza.
- Inn (I): 4 deniers per civil + military citizen pair on your Plaza.
- Senator (I/II): 2 deniers / 3 deniers when you use the "Gather your citizens on your Plaza" action.
- Abbey (I/II): Reveal the top card of the three Level I / II decks. Add 2 of the 3 cards to your hand. If you reveal a Town Crier card, resolve the event cards before revealing a new card.
- Monk (I/II): If you activate a white card in the same row/column, you can also activate a yellow card in the same row/column with a second white citizen.
- Templar (I/II): Same as the monk above, but with a red card.
- Catapult (I): Place a damage token on an unoccupied card of your choice in each opponent's district. If there is a citizen (even a gray one) on this Catapult card when events are triggered by a town crier, you can protect yourself from one event of your choice (as if you were building a rampart).
- Courthouse (II): The richest player gives 4 deniers to the active player. In case of ties for the richest, all tied players pay 3 deniers.
- Knight (I/II): Placing a 2nd citizen (red or gray) in the same row or column as this card permits you to combat an event card. The 2 citizens do not need to be in the same row / column as each other. Placing a 4th or a 6th citizen provides the same effect. There must be at least one denier on the event card. The Level II card permits you to take the deniers on the event card, as well.
- Lordship (I): Choose a color. Each player pays you 1 denier per building of this color present in his district.
- Mercenary (II): Earn 3 deniers per citizen instead of 2 deniers when you use military citizens for the "Earn deniers" action.
Player Aid Reference
The main rules text repeatedly refers players to the physical Player Aid card for the full event-card and prestige-building effect list rather than spelling every effect out in prose. This section transcribes and translates that reference card in full so none of its content is lost.
Turn Summary
- Play 1 card in your district (optional).
- Perform one action with citizens, chosen among (mandatory):
- Draw a card.
- Activate a building in your district.
- Combat an Event card (1 citizen + 1 denier + the number of coins on the card, OR 2 citizens).
- Earn deniers (2 per citizen of the same color).
- Gather your citizens on your Plaza.
- (Recruit a citizen — Advanced rules.)
Note: using an opponent's citizen costs 2 deniers.
Basic Card Symbols
- Yellow building
- White character
- Red prestige building
- Gray is a stand-in for any color of the acting player's choice
- Yellow building or character
Building and Character Action Icons
These are the icons printed on activity cards, explained here in words:
- Earn deniers from the bank (denier icon with a number): earn that many deniers directly from the bank.
- Recruitment: take a yellow citizen from the general reserve and stand it on your Plaza card. This costs you 3 deniers.
- Activate a free yellow building at another player's (this card remains free/unoccupied). The Level II version of this card lets you activate a card that is occupied by a citizen. A damaged card cannot be used. You do not benefit from your opponent's character cards.
- Take a card from the designated pile, following the classic draw rule.
- Add the top 2 cards of the designated pile to your hand (whether face-up or face-down). If you draw a Town Crier card, draw a replacement card before resolving the events' effect.
- Gather your citizens lying near your Plaza card (not those present on your buildings).
- Combat an Event card in the row that has at least one coin on it, and add it to your hand (with Level II cards, also take the coins placed on it). Replace this Event card with the first Event card from the deck.
- Combat an Event card in the row that has no coin on it, and add it to your hand. Replace this Event card with the first Event card from the deck.
- Earn 1 denier per empty/occupied space in your district.
- Double activation: each card of the designated color found in the same row or column as this character can be activated 2 times instead of once. These two activations are performed as 2 separate actions.
- Trigger on activation: activating a card of the designated color in the same row or column as this character triggers the character's effect. You must first resolve the effect of the activated card before benefiting from the character's effect.
- Trigger on placement: placing a card of the designated color in the same row or column as this character triggers the character's effect. You must first pay the placement cost of the card before benefiting from the character's effect.
Event Card Effects
- Attack event: each player must lay down beside their Plaza card an available citizen of the designated color. The player must play the "Gather your citizens on your Plaza" action for that citizen to become available again. If a player has no available citizen of the designated color on their Plaza card, they lose nothing. The Crusade event lets each player choose the color of the attacked citizen, but they must give priority to a color present on their own Plaza card.
- Positive-but-uneven event: this event is positive, but not for everyone! The player who, in the designated color, has the most visible cards in their district and citizens earns 3 deniers. All citizens the player owns of that color are counted. In case of a tie, all tied players earn this amount.
- Money-loss event: each player loses 1 denier. If a player has no money left, they lose nothing.
- Damage event: each player places a damage token on 1 free Level I or II card (building or character) of the designated color in their district. Damage markers make the card unusable until the player's next "Gather your citizens on your Plaza" action. If a player has no free card of that color, nothing happens. The Norman Attack event lets the player choose the color of the attacked cards, but they must give priority to a color of which they have a free card in their district.
- Town Crier: draw a replacement card before resolving the events' effect.
- Combat rewards: combating an Event card that has at least one coin adds it to your hand (with Level II cards, also take the coins on it); combating one with no coin also adds it to your hand. In both cases, replace it with the first Event card from the deck.
- Choice-of-victims event: the other players suffer the effect of 1 to 3 Event cards of your choice (place a coin on it if an empty circle remains), as many times as there are coins placed on the card. You may activate a positive event instead (all concerned players benefit from it). Players may build a rampart to protect themselves from any of these effects.
Prestige Building Placement Costs
Prestige buildings (Level III cards) cost more than plain deniers to place; the icons on their cost line mean:
- 5 deniers.
- 2 deniers AND a Level I, II, or III card, which may come from the player's hand or their own district (this may create a hole in their district). The card discarded this way is returned face-down under its deck.
- 1 yellow citizen belonging to the player, coming from anywhere (their district, their Plaza card, or beside it). The citizen used this way is returned to the general reserve.
Prestige Building Scoring Reference
Each prestige building card shows two Prestige Point (PP) values separated by a slash: the first is earned by the player who built it, the second by every other player, per qualifying element (see End of the Game).
- Belfry (Beffroi): 4 PPs / 2 PPs per set of one yellow + one white + one red Level I or II card visible (buildings count the same as characters).
- Halle aux Draps (Cloth Hall): 2 PPs / 1 PP per yellow Level I or II card visible (building or character).
- Mint (Hôtel des Monnaies): 2 PPs / 1 PP per every 4 deniers.
- City Hall (Hôtel de Ville): 2 PPs / 1 PP per yellow citizen owned.
- Tour des Six: 2 PPs / 1 PP per character visible.
- Cathedral (Cathédrale): 4 PPs for the player who built it (no reward for other players).
- Saint-Quentin: 2 PPs / 1 PP per white citizen owned.
- La Madeleine: 2 PPs / 1 PP per prestige building visible (including this one).
- Saint-Brice: 4 PPs / 2 PPs per set of one yellow + one white + one red Level I or II card visible (buildings count the same as characters).
- Saint-Nicolas: 3 PPs / 1 PP per set of one yellow + one white + one red citizen owned.
- Saint-Jacques: 2 PPs / 1 PP per white Level I or II card visible (building or character).
- Pont des Trous: 3 PPs / 1 PP per set of one yellow + one white + one red citizen owned.
- Porte de la Vigne (Port): 2 PPs / 1 PP per red citizen owned.
- Tour d'Arras: 2 PPs / 1 PP per white building AND 2 PPs / 1 PP per yellow Level I or II building visible.
- Tour d'Henry 8: 2 PPs / 1 PP per built Rampart card.
- Tour Saint-Georges: 2 PPs / 1 PP per red Level I or II card visible (building or character).
Credits
Designers: Sébastien Dujardin, Xavier Georges, Alain Orban
Editing of the rules: Sébastien Dujardin
Illustrations and Graphics: Alexandre Roche (alexandre-roche.com)
English Translation: Nathan Morse
Thanks: The designers thank Etienne, Shadi, Emmanuel, Denis, Madeline, Anaëlle, Fanny, François, Muriel, Nathan, Marcus, Nicolas and all others who helped them finalize this project.
www.pearlgames.be — © 2011 Pearl Games