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Tzolk'in: The Mayan Calendar

Tzolk'in: The Mayan Calendar Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Game Board
    • Bank
    • Jungle
    • Calendar
    • Starting Player
    • Scoring Counter
    • Player Setup
    • Buildings & Monuments
    • Starting Wealth Tiles
    • 2- or 3-Player Game
  • Course of Play
  • Player Turns
    • Begging for Corn
    • Placing Workers
    • Picking Up Workers
    • Free Choice Action
  • Advancing the Calendar
  • The Gears
    • Materials
    • Technologies (overview)
    • Buildings & Monuments (overview)
  • Palenque
  • Yaxchilan
  • Tikal
  • Uxmal
  • Chichen Itza
  • Starting Player Space
  • Temples
    • Angering the Gods
  • Buildings & Monuments (detail)
    • Buildings
    • Monuments
  • Technologies (detail)
    • Agriculture
    • Resource Extraction
    • Architecture
    • Theology
  • Food Days
    • Feed the Workers
    • Change the Buildings Offered
    • Take Rewards
  • End of the Game
    • Final Scoring
  • Round Summary
  • Starting Wealth Tiles and Building Effects
  • Monument Effects

Components

  • Game board (comprised of 4 interlocking pieces)
  • 6 gears of various sizes
  • 6 plastic fasteners
  • 1 sheet with stickers
  • 24 workers in 4 colors (6 per player)
  • 28 markers in 4 colors (7 per player)
  • 13 monuments
  • 32 buildings divided into 2 ages
  • 4 two-sided player boards in 4 colors
  • 1 starting player marker
  • 4 scoring counters in 4 colors
  • 65 wooden blocks representing resources (wood, stone, and gold)
  • 65 corn tokens of values 1 or 5
  • 28 harvest tiles (16 Corn Harvest Tiles and 12 Wood Harvest Tiles)
  • 21 starting wealth tiles

Materials icons: Corn, Wood, Stone, Gold, Resource (only wood, stone and gold are resources), Crystal Skull.

There are exactly 13 crystal skulls in the game and no more. When the 13th crystal skull is taken from the bank, no one can gain any more skulls. In rare cases you could run out of other pieces; if that happens, use a suitable substitute.

Setup

Game Board

Attach all the gears to the game board using the plastic fasteners, in the correct positions (there are 3 different sizes of gears). Then put the appropriate stickers on them, including 4 stickers representing Food Days on the corresponding teeth of the Tzolk'in gear. (The game board is designed so you don't have to remove the gears after playing.) Assemble the game board and place it in the middle of the table.

Bank

Put all the wood, stone, gold, crystal skulls, and unused workers in a bank where everyone can reach them easily. The corn bank is placed in the middle of the Tzolk'in gear.

Jungle

Associated with the Palenque gear are groups of four spaces representing fields in the jungle. Place one Corn Harvest Tile on each field. The group of fields corresponding to Palenque action 2 can only produce corn, but the other three groups (actions 3, 4, and 5) can also produce wood — put one Wood Harvest Tile on top of each Corn Harvest Tile in those groups.

Calendar

Rotate the Tzolk'in gear until the arrowhead points at one of the two teeth representing an end-of-age Food Day (the teeth marked by the blue-green stickers).

Starting Player

Give the Starting Player Marker to the player who most recently sacrificed something. In case of a tie, give it to the player who volunteers for the next sacrifice. The Starting Player Marker does not rotate; you can take it by placing a worker on the Starting Player Space.

Scoring Counter

Each player puts his or her scoring counter on space 0 of the scoring track.

Player Setup

Each player chooses a color and takes: 1 player board (begin with lighter side up), 3 workers, and 7 markers. Place player markers: 1 on the white step of each of the 3 temples, and 1 on the leftmost space of each of the 4 technology tracks.

Buildings & Monuments

Separate buildings and monuments into 3 face-down stacks according to their backs — Age 1 buildings, Age 2 buildings, and monuments. Shuffle each stack separately.

  • Monument spaces: Deal 6 monuments face up into the monument spaces (put the rest in the box).
  • Building spaces: Deal six Age 1 buildings face up into the building spaces. Place the Age 1 and Age 2 building stacks face down near the game board.

Starting Wealth Tiles

After setting up the game (including revealing buildings and monuments), mix up the Starting Wealth Tiles and deal 4 secretly to each player. Each player chooses 2 to keep and discards the other 2. When everyone has chosen, reveal the choices and give players the items depicted. Players keep their Starting Wealth Tiles in front of them; some have an effect that can be used during play.

2- or 3-Player Game

  • Monuments: Deal 5 for a three-player game; 4 for a two-player game.
  • Jungle: Each group of fields uses fewer Harvest Tiles — 3 in a three-player game; 2 in a two-player game.
  • Dummy Workers: After dealing Starting Wealth Tiles to each player, but before they choose 2 to keep, use workers in the non-player colors to block action spaces on the gears: (1) Mix up the remaining Starting Wealth Tiles and draw them at random, one at a time. (2) Each tile depicts a specific action space on one of the 5 gears — place a non-player worker there. (3) If this is the first worker placed on that gear, also place a second non-player worker on the opposite action space of the same gear (even if it has no number). Exception: this rule does not apply on the Chichen Itza gear. (4) Continue until you have placed all non-player workers: 6 in a three-player game or 12 in a two-player game. The dummy workers stay on the gears until the end of the game.

Course of Play

Each round of play has 2 or 3 phases:

  1. Players take their turns. Beginning with the starting player and proceeding clockwise, each player takes a turn.
  2. On a Food Day, feed the workers and take rewards. There are only 4 Food Days per game.
  3. Advance the calendar. Advance the central Tzolk'in gear — usually only one day. If a worker is on the Starting Player Space, the Starting Player Marker changes hands at this time.

The game ends after the second age, which corresponds to one revolution of the central Tzolk'in gear. Whoever scores the most victory points is the winner.

Player Turns

Begin with the starting player and proceed clockwise. On your turn you must do one of the following:

  • Place any number of workers and pay some amount of corn for that, or
  • Pick up any number of workers from the gears and perform actions.

You must either place workers or pick some up. You cannot skip your turn. You cannot place some workers and pick up others. (Your first turn of the game will always be a placement turn.)

Begging for Corn

At the start of your turn, if you have 2 or fewer corn, you may beg for corn: discard all your corn and take 3 from the bank (take corn until you have exactly 3). Your foolishness angers the gods and you must step down on one of the three temples. If you do not have enough corn to place a worker and you have no workers on the gears, then you must beg for corn.

Placing Workers

You begin the game with three workers and may acquire more during play. You must have at least one available worker (not on a gear and not still in the bank) to place workers. To place a worker, choose a gear and put one of your available workers on the lowest-numbered unoccupied action space. (The lowest action space is 0.)

Placing workers costs corn:

  • You pay an amount of corn equal to the number of the action space.
  • You also pay for the number of workers placed, at the rate depicted on your player board. (The boldfaced number is the total cost; the number in parentheses is the cost of adding that particular worker.)

You cannot place more workers than you can afford. You cannot choose to place zero workers. If you must place workers (because you have none on the gears already) and you cannot afford to do so, you must first beg for corn.

Note: There's also one action space between the Palenque and Chichen Itza gears — the Starting Player Space. You may place a worker there if it is unoccupied, just as though you were placing a worker on an action space 0.

Picking Up Workers

If you have at least one worker on one of the gears, you may pick up workers instead of placing them. You may pick up one, some, or all of your placed workers. For each worker you pick up, do one of the following:

  • Use the action where your worker was standing.
  • Use a lower-numbered action on the same gear by paying 1 corn for each step back. (You may do this regardless of whether another worker is occupying that lower-numbered action space.)
  • Do nothing (except pick up the worker).

You perform your chosen actions sequentially; you decide the order. (Note: order is important, because you must pay costs before receiving rewards.)

Free Choice Action

The highest numbered action spaces are free choice actions (actions 6 and 7 on most gears, and action 10 on Chichen Itza). When you pick up a worker from a free choice action space, you may perform any one of the actions on that gear without any extra payment.

Advancing the Calendar

After all players are done with their turns, the Tzolk'in calendar gear is rotated 1 day counter-clockwise. This advances all placed workers 1 action space. A worker on the highest numbered action space (7 on most gears, 10 on Chichen Itza) will be pushed off the gear. Return such workers to their owners — players get no action from workers returned this way. (You should use your worker before it is pushed off the gear.) Dummy workers are not pushed off; they stay on the gears for the whole game.

If no worker was placed on the Starting Player Space this turn, take 1 corn from the bank and put it on the current tooth of the Tzolk'in gear. If there is a worker on the Starting Player Space, the rules for advancing the calendar are different (see Starting Player Space).

The Gears

Each gear represents a different location. The gears offer actions, each with a number. When you pick up a worker from a gear, you may perform the action indicated by the action space where your worker was standing. Alternatively, you may perform a lower-numbered action by paying 1 corn for each step back, or choose to perform no action. In general, higher-numbered actions are more valuable, and your workers advance to more favorable positions with each tick of the Tzolk'in gear.

Materials

When performing actions, players may gain or lose materials. When you gain a material, take the piece from the bank. When you pay a cost, return the pieces to the bank. If you don't pay the cost, you cannot perform the action. Wood, stone, and gold are called "resources" (represented by wooden blocks). Corn and crystal skulls are not resources.

Technologies (overview)

Technologies give benefits that apply every time you perform a certain action. The technology table has 4 different technology tracks, each with five spaces. When you advance in technology, you choose one track:

  • Advance from starting space to level 1: pay 1 block (wood, stone, or gold).
  • Advance from level 1 to level 2: pay 2 blocks (same type or different).
  • Advance from level 2 to level 3: pay 3 blocks. Level 3 is as high as you can go.
  • "Advance" from level 3: pay 1 block. You immediately receive the indicated bonus, your marker remains on the level 3 space, and this option remains open every time you use a technology advancement action.

Buildings & Monuments (overview)

Some actions allow you to construct buildings and monuments. Each has a cost depicted in the upper left corner; you must pay the exact cost. When you construct a building or a monument, pay the cost, take the tile from the game board, and put it in front of you. Monuments are not replaced when taken. Buildings are replenished between players' turns: at the end of your turn, add new buildings to the spaces you emptied. In the first half of the game only Age 1 buildings are available; at the midpoint, all remaining Age 1 buildings are discarded and Age 2 buildings are dealt.

Palenque

Palenque allows you to harvest food or wood from the jungle. Actions 2, 3, 4, and 5 correspond to the Harvest Tiles. Action space 2 has only Corn Harvest Tiles, while actions 3, 4, and 5 start with Wood Harvest Tiles on top of Corn Harvest Tiles.

When you use a harvest action, choose one of the four spaces in that group and remove the top Harvest Tile. If you removed a Wood Tile, take the depicted amount of wood; if a Corn Tile, take the depicted amount of corn. If all Harvest Tiles in that group are gone, you cannot use the action (unless you have level 2 agricultural technology). On actions 3, 4, and 5, you have to go through the wood to get to the corn.

Burning the forest: You can also get to the corn by burning the forest — discard the Wood Harvest Tile on top (return it to the box), take the Corn Harvest Tile uncovered, and gain the indicated corn. Then move down one step on one of the temples because you have angered the gods. (Keep Harvest Tiles you gain in front of you until the end of the game; certain monuments give points for them.)

Actions:

  • Action 1 — Fishing: Get 3 corn. (This action has no tiles, so it cannot be depleted.)
  • Action 2: Take one Corn Harvest Tile to get 4 corn.
  • Action 3: Take one Corn Harvest Tile to get 5 corn, or take one Wood Harvest Tile to get 2 wood.
  • Action 4: Take one Corn Harvest Tile to get 7 corn, or take one Wood Harvest Tile to get 3 wood.
  • Action 5: Take one Corn Harvest Tile to get 9 corn, or take one Wood Harvest Tile to get 4 wood.
  • Actions 6 & 7 (free choice): Perform any one action on the Palenque gear. (You do not have to pay extra to use a lower-numbered action.)

Yaxchilan

The mountains of Yaxchilan offer wood from the forest, stone from the quarry, gold from the mine, and crystal skulls hidden below the falls. These items are taken from the bank.

  • Action 1: Get 1 wood.
  • Action 2: Get 1 stone and 1 corn.
  • Action 3: Get 1 gold and 2 corn.
  • Action 4: Get 1 crystal skull. (After the 13th skull has been taken, this action no longer has any effect.)
  • Action 5: Get 1 gold, 1 stone, and 2 corn.
  • Actions 6 & 7 (free choice): Perform any one action on the Yaxchilan gear.

Tikal

Tikal is the center of architectural and technological development. These actions allow you to construct buildings or advance on a technology track. Developments cost wood, stone, or gold.

  • Action 1: Advance one level in one technology and pay the appropriate number of blocks.
  • Action 2: Construct one building and pay the appropriate cost.
  • Action 3: Advance 1 or 2 technology levels. (The 2 may be either once on two tracks or twice on one track.) Pay the appropriate amount for each advancement.
  • Action 4: Construct one or two buildings or one monument and pay the appropriate cost. If you construct two buildings, you can apply your architecture technologies to either the first or the second, but one of them must be built without architecture technologies. (Architecture technologies never apply to monuments.) If the first building gives you a new architecture technology, resource, or action, you may use it for the second building.
  • Action 5: Climb up 1 step on two different temples. This costs 1 block.
  • Actions 6 & 7 (free choice): Perform any one action on the Tikal gear.

Architecture interaction: If the first building gives you a new architecture technology, you may apply that effect (and any others) to the second building, as long as you applied no architecture effects to the first one.

Uxmal

Uxmal is the commercial center. Here a player can make offerings to the gods and engage in commercial enterprises in the market.

  • Action 1: Climb up 1 step on one temple. This costs 3 corn.
  • Action 2: Exchange corn and resources as many times as you want. The exchange rate is given by the resource exchange table.
  • Action 3: Take one worker of your color from the bank and put it in front of you. (This action has no effect once you have all 6 workers in play.)
  • Action 4: Construct a building and pay for it with corn. This works almost like construction on Tikal, except that instead of paying with resource blocks, you pay 2 corn per resource required. You must pay entirely in corn. You cannot use this action to construct a monument.
  • Action 5: Perform one action on either the Palenque, Yaxchilan, Tikal, or Uxmal gear. This costs 1 corn (in addition to any costs of the chosen action). Actions on the Chichen Itza gear are not available here.
  • Actions 6 & 7 (free choice): Perform any one action on the Uxmal gear. (If you choose action 5, you still have to pay the 1 corn specified by that action.)

Chichen Itza

Chichen Itza is a sacred place. Here you may leave your crystal skulls and earn the favor of the gods. Each action has a place for a crystal skull. When you perform an action, you must place a crystal skull inside the oval corresponding to that action. You cannot perform the action if someone else has placed a skull there already — each action can only be used once per game.

When you perform the action, place the skull and receive immediate rewards: a specific number of victory points, a step up on a specific temple, and sometimes a resource block of your choice (wood, stone, or gold).

Each action pleases a specific god:

  • Chaac has the brown temple on the left.
  • Quetzalcoatl has the yellow temple in the middle.
  • Kukulcan has the green temple on the right.

Like the other gears, Chichen Itza has an action space (10) that allows you to perform any action on the gear without paying extra corn.

Starting Player Space

The Starting Player Space is between Palenque and Chichen Itza. If it is unoccupied, it is one of the action spaces you may choose when placing your workers. As usual, you pay for the number of workers placed and the cost of each action space chosen. The Starting Player Space has a cost of 0.

When you play here you get several benefits:

Take Accumulated Corn. In any round in which no one chooses this action, 1 corn is placed on a tooth of the Tzolk'in gear. If you play here, you get all the corn that has accumulated on the teeth, as soon as your turn is done. (You cannot use this corn to pay for placing workers this round, but you can use it to feed workers if this round is a Food Day.)

The following things happen at the end of the round, during the Advance the Calendar phase:

Take Back Your Worker. Your worker returns to you automatically at the end of the round (you do not wait for a pick up turn).

Move the Starting Player Marker. The Starting Player Marker always changes hands if you choose this action. If you already have it, you pass it to the player on your left. Otherwise, you take it and become the starting player. This is the only way the Starting Player Marker can change hands.

Advance the Calendar. Normally the calendar advances 1 day, but you may choose to advance it 2 days instead. This privilege is subject to limitations:

  • You cannot use this privilege if your board is darker side up. When you use it, you must flip your board over to the darker side. (If you reach the top step of a temple, you can flip it back.)
  • You may not use this privilege to push off a worker that would not normally be pushed off a gear (i.e., if there is a worker on action space 6 of one of the four smallest gears or action space 9 of the Chichen Itza gear).

Even if you cannot use the time-speeding privilege, you still get all the other benefits. It is not possible to use this privilege to avoid Food Days; if the next day is a Food Day, you may still advance 2 days, but the new round will be the Food Day that was skipped over.

Temples

The three gods each have a temple on the game board. Each temple has a different height. The top step of each temple is in the shape of the god. The god's symbol marks the white step on which players start the game.

You can climb one step on a temple by: choosing a starting tile with this bonus; leaving a crystal skull in Chichen Itza; paying 3 corn on Uxmal action space 1; paying 1 resource block on Tikal action space 5; constructing a building that gives this privilege; or applying a technology that gives this privilege. If you receive the privilege of climbing on a temple where you can go no higher, that privilege is wasted.

On each temple, the top step can only be occupied by one player. Once a player has reached the top step, no one else can get there (unless that player angers the gods and steps down). All other steps can be shared. When you reach the top step, you immediately place your board lighter-side-up (this can allow you to speed up the Tzolk'in gear more than once per game).

Angering the Gods

Certain actions anger the gods. When you anger the gods, you choose one temple and move down 1 step. You cannot choose a temple where your marker is already on the lowest step.

  • Burn the Forest: On Palenque action spaces 3, 4, and 5, you can burn the forest by discarding a Wood Harvest Tile and taking the Corn Harvest Tile underneath. This angers the gods. If you are already at the bottom step of every temple, you cannot burn the forest.
  • Beg for Corn: If you have 2 or fewer corn at the beginning of your turn, you may beg for corn by discarding all your corn and taking 3 from the bank. This angers the gods. If you are already at the bottom step of every temple, you cannot beg for corn. (Rare Special Case: if you have no workers on the gears at the beginning of your turn, you must place workers; if you cannot afford it and cannot beg because you're at the bottom of every temple, the gods take pity and allow you to place exactly 1 worker on the lowest-cost action space, giving all your corn to the bank.)

Buildings & Monuments (detail)

When you construct a building or a monument, you place it on the table in front of you.

Buildings

When you construct a building, deal a new building from the current age to replace it at the end of your turn. If all current-age buildings have been dealt, the space is left blank. At the end of Age 1 (halfway through the game), after all players have fed workers, remove all Age 1 buildings remaining in the building row and deal out 6 new buildings from the Age 2 stack.

  • Single-Use Buildings (civic, tombs, shrines): When you construct one, you immediately gain all the bonuses depicted.
  • Farms: Provide a benefit you can use when it is time to feed your workers (e.g., one of your workers requires no corn; three of your workers require no corn; each of your workers requires 1 less corn — with two of these buildings, feeding all your workers costs no corn). It is not possible for any worker to require less than 0 corn.

Monuments

Monuments are dealt only at the beginning of the game. If you construct one, you do not deal out a new monument to replace it. Monuments have effects that apply only at the end of the game. You may construct more than one monument. You can construct a monument only with Tikal action 4, and the architecture bonus doesn't apply to it.

Technologies (detail)

Technologies make certain actions more valuable for the rest of the game. There are four technology tracks; each has a starting space, three levels of technology, and a bonus space. If you have reached the third level, you cannot advance any more — whenever you take an action that would advance you on that track, you gain a bonus instead (you can gain this bonus multiple times). If your marker is on a higher level, you also have the benefits of all lower level technologies on that track.

Agriculture

  • Level 1: Take 1 more corn any time you harvest corn from the jungle (Palenque action 2, 3, 4, or 5; but not action 1).
  • Level 2: Take 2 more corn any time you harvest corn from the jungle (Palenque action 2, 3, 4, or 5). If you cannot see any Corn Harvest Tiles on the Palenque action space you're using, you can still use it to get corn (but you do not get a Corn Harvest Tile).
  • Level 3: Immediately move up 1 step on the temple of your choice. Also, take 1 more corn every time you fish (Palenque action 1).

Resource Extraction

  • Level 1: Take 1 more wood any time you get wood from Yaxchilan (action 1) or Palenque (action 3, 4, or 5).
  • Level 2: Take 1 more stone any time you get stone from Yaxchilan (action 2 or 5).
  • Level 3: Take 1 more gold any time you get gold from Yaxchilan (action 3 or 5). Also, immediately take two resource blocks of your choice.

Note: You get the extra resource only when you acquire a resource of that same type. These technologies only apply to Yaxchilan and Palenque; they do not give you extra resources when you acquire resources in other ways.

Architecture

  • Level 1: Take 1 corn any time you construct a building (Tikal action 2 or 4, Uxmal action 4).
  • Level 2: When constructing a building at Tikal (action 2 or 4), you may pay for it as though 1 of the resource blocks in its cost was not required (you choose which block). When constructing a building at Uxmal (action 4) you may pay 2 fewer corn.
  • Level 3: Score 2 victory points any time you construct a building (Tikal action 2 or 4, Uxmal action 4). Also, immediately score 3 victory points.

Note: When performing Tikal action 4, these technology levels apply to only one of the buildings constructed. The other building costs full price. These technologies do not apply to monument construction.

Theology

  • Level 1: Take 1 more crystal skull any time you get a crystal skull from Yaxchilan (action 4). (Does not apply to crystal skulls you get elsewhere.)
  • Level 2: On the Chichen Itza gear, when you pick up your worker, you may choose to perform the action that is 1 space ahead. You do not pay extra corn. This action is instead of any other action the worker could perform.
  • Level 3: After performing an action on the Chichen Itza gear, you may immediately spend 1 resource block to move up 1 step on the temple of your choice. Also, immediately take 1 crystal skull from the bank.

Food Days

A Food Day is a round in which you must feed your workers. There are 4 Food Days per game. Four teeth on the Tzolk'in gear are marked as Food Days. When the gear turns so that the arrowhead points to a Food Day (or when a player uses the Starting Player privilege to skip over a Food Day), the new round is a Food Day. (The first round of the game is not a Food Day, even though the game starts with the arrowhead pointing to a Food Day; that tooth represents the final Food Day.)

A Food Day is played like a normal round, except that after everyone has had a turn (and before advancing the Tzolk'in gear), the players must do the following:

Feed the Workers

To feed your workers, you must pay 2 corn for each worker you have in play. A worker is in play if it is in front of you or on one of the gears (the only workers not in play are the ones still in the bank). You must feed as many of your workers as you can. If you fail to feed them all, you lose 3 victory points for each worker you could not feed. It is not possible to half-feed a worker. Victory points can go negative. Certain buildings called "farms" allow you to pay less corn.

Change the Buildings Offered

Buildings change from Age 1 to Age 2 at the midpoint of the game. On the second Food Day, after feeding workers, remove all Age 1 buildings remaining on the game board and deal out six Age 2 buildings. Monuments are not affected. Buildings already constructed are not affected.

Take Rewards

After everyone has fed workers, the temple gods give out rewards to the pious. Rewards take the form of either commodities or victory points, depending on whether the Food Day is at the middle or the end of an age.

Middle-of-Age Rewards (brown-orange Food Days) occur at the one-quarter and three-quarter marks. Players are rewarded with resources and crystal skulls. For each temple, you get the resource or crystal skull depicted on your current step, as well as all resources and crystal skulls on lower steps of that same temple. (If the bank does not have enough crystal skulls to reward everyone who should get one, then no one gets a crystal skull.)

End-of-Age Rewards (blue-green Food Days) occur at the midpoint and end of the game. Players are rewarded with victory points:

  • On each temple, you score the number of victory points indicated by your current step only. (If you are on the bottom step, you will lose victory points. Victory points can go negative.)
  • The highest player on each temple receives bonus victory points. The numbers above each temple indicate the amount: the lower left number is the bonus at the end of the first age; the upper right number is the bonus at the end of the game. If multiple players are tied as highest, all tied players receive half the bonus.

End of the Game

The game ends after the fourth Food Day. The Tzolk'in gear will have made one complete revolution. Players convert all commodities to victory points and score their monuments. Then the player with the most points wins.

In case of a tie, whoever has the most workers left on the gears wins. If it is still a tie, then all tied players win.

Final Scoring

  1. Convert all resources to corn using the exchange rate for the market.
  2. Score 1/4 victory point for each corn.
  3. Score 3 victory points for each crystal skull you still have.
  4. Score your victory points from your monuments.

Round Summary

1. Player Turns. Begin with the starting player and proceed clockwise. Your turn proceeds in order:

  • a. Beg for corn: If you have 2 or fewer corn, you may replenish to 3. This angers the gods.
  • b. You must choose one of two options: (I) Place any number of workers — a worker is always placed on the lowest-numbered unoccupied action space; the amount paid depends on the number of workers placed (per the player board table) and the action spaces used. (II) Or pick up any number of workers, one by one — for each, perform the action at the worker's space, or a lower-numbered action (paying 1 corn per step back), or no action.
  • c. If you constructed any buildings, deal out new buildings from the current age.
  • d. If you placed a worker on the Starting Player Space, take all the corn accumulated on the teeth of the Tzolk'in gear.

2. Feed Workers and Get Rewards (only on Food Days).

  • a. Pay 2 corn for each worker in play. Lose 3 victory points for each worker you cannot feed.
  • b. If the Food Day is the end of Age 1, discard all buildings from the board and deal Age 2 buildings.
  • c. At each temple, players get rewards (resolved separately). Middle-of-age (brown-orange): resources or crystal skulls from your current step and all below. End-of-age (blue-green): victory points from your current step (not below), plus the highest-ranked player gets a bonus (tied players get half).

3. Advance the Tzolk'in Calendar.

  • a. If no worker is on the Starting Player Space: put 1 corn on the current tooth of the Tzolk'in gear, then advance the gear 1 day (workers pushed off return to their players).
  • b. If your worker is on the Starting Player Space: take back your worker; either take the Starting Player Marker from another player or, if you already have it, pass it to the left; advance the calendar 1 day (or 2 if your board is lighter-side-up and the extra day does not push any worker off — flip your board to darker side if you use this).

Starting Wealth Tiles and Building Effects

Starting Wealth Tiles / building effects include: Gain 6 corn; Gain 2 wood; Gain 1 stone; Gain 1 gold; Gain 1 crystal skull; Score 2 victory points; Take one of your workers from the bank; Advance 1 level in a specific technology (agriculture, resource extraction, architecture, or theology) without paying resources; Advance 1 level in the technology of your choice without paying resources; Advance 2 levels in any one technology or 1 level in any two technologies without paying resources; Climb up 1 step on a specific temple (brown, yellow, or green) or the temple of your choice; One of your workers requires no corn; All your workers require 1 less corn (with two of these effects, feeding costs no corn); You may construct a building (as though performing Tikal action 2); You may exchange at the market (as though performing Uxmal action 2); Pay 1 corn and immediately perform any action on the Palenque, Yaxchilan, Tikal, or Uxmal gear.

Monument Effects

  • Score 4 victory points for each tomb (gray-bordered) building or monument you constructed. (This monument counts, too.)
  • Score 4 victory points for each civic (green-bordered) building or monument you constructed. (This monument counts, too.)
  • Score 4 victory points for each shrine (blue-bordered) building or monument you constructed. (This monument counts, too.)
  • Score 2 victory points for each building you constructed and 2 victory points for each monument you constructed.
  • Score victory points for each monument constructed during the game, regardless of who constructed it (this monument counts, too): 6 points per monument in a two-player game, 5 in a three-player game, 4 in a four-player game.
  • Score 4 victory points for each Corn Harvest Tile you harvested.
  • Score 4 victory points for each Wood Harvest Tile you harvested. (Wood that was burned does not count.)
  • Score victory points based on the number of workers you have in play: 0 for three, 6 for four, 12 for five, or 18 for all six.
  • Score 3 victory points for each level of technology you have. (A marker on the starting space counts as 0 levels.)
  • Score victory points for technologies in which you reached the third level: 9 for one, 20 for two, 33 for three or all four.
  • Choose one temple. Count the number of steps your marker is above the starting space. Score 3 victory points for each step.
  • In each temple, score the victory points indicated by your current step. (You get to score your end-of-age points again, but not the bonus points for being highest.)
  • Score 3 victory points for each skull placed in Chichen Itza. It doesn't matter who placed it.