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Villages of Valeria: Landmarks & Architects

Expansion for Villages of Valeria

Villages of Valeria: Landmarks & Architects Rulebook

Table of Contents

Table of Contents

  • Landmarks
    • Components
    • Game Setup
    • Concepts
      • Landmark Tokens and Icons
      • Landmark Cards
    • How To Play
      • Take One Action
      • Acquiring a Landmark
    • Scoring
  • Architects
    • Components
    • Game Setup
    • Concepts
      • Castle Grounds Cards
      • Architect Cards
    • How To Play
      • Build
    • Scoring

Landmarks

Components

5 Landmark Cards

35 Landmark Tokens: Windmill x7, Ward Tower x7, Gate x7, Statue x7, Silo x7.

5 Adventurer Cards

12 Building Cards

If you are missing any components, email us at: [email protected].

Note: The following rules explain how to integrate the new Landmark cards and Landmark tokens. All other cards follow the same setup and gameplay instructions found in the base game rulebook.

Game Setup

After step 7, place the 5 Landmark cards face-up in a line above the Adventurer cards in any order. (Note: If you are playing with the Monuments Expansion Pack, place the Landmark cards above the Monument cards.)

Sort the Landmark tokens by type and place them on their respective card. In a 2-player game, remove 2 of each Landmark token and place them back in the box; they will not be used.

Concepts

Landmark Tokens and Icons

This expansion introduces 5 new Landmark icons (Gate, Windmill, Statue, Silo, and Ward Tower) that correspond to the new Landmark tokens.

When you see these icons, they are referencing the Landmark tokens.

Landmark Cards

Landmark cards are placed in the play area during setup and may never be taken into a player's hand or Village.

(Card diagram labels: Landmark Type, Special Power, Victory Points, Landmark Name, Illustration, Acquisition Cost.)

Each Landmark card has a type, shown by a Landmark Type icon (Gate, Windmill, Statue, Silo, and Ward Tower) in the upper-left corner.

Each Landmark card shows the amount of Victory Points you will receive at the end of the game for having that Landmark token in your Village. (Note: All but the Gate give you 0 Victory Points in this way.)

Each Landmark card has a special power in the center of the card, below the name. This tells you you will gain 2 Victory Points at the end of the game for having the most Landmark tokens of that Landmark type.

Each Landmark card has an Acquisition Cost, shown at the bottom of the card which tells you how to take that type of Landmark token into your Village.

How To Play

Take One Action

(changes to base game rules appear in red, shown here in bold)

Choose one action by placing the Active Player Token on the Action Selection Card and take the action. This is called leading the action.

After you have taken your action, each other player may optionally follow your action or acquire a Landmark, in clockwise order starting with the player to your left.

When all other players have followed your action, acquired a Landmark, or declined to act, your turn is complete. Pass the Active Player Token and Action Selection Card to the player to your left.

Acquiring a Landmark

(precedes "Special Powers" section)

Instead of following the lead action, you may choose to acquire 1 Landmark token to add to your Village. Each Landmark has a different Acquisition Cost.

  • Gate: Discard any two cards from your hand to acquire a Gate token.
  • Silo: Discard a card from your hand that shows a Food icon in the Resource section to acquire a Silo token.
  • Statue: Discard a card from your hand that shows a Stone icon in the Resource section to acquire a Statue token.
  • Ward Tower: Discard a card from your hand that shows a Magic icon in the Resource section to acquire a Ward Tower token.
  • Windmill: Discard a card from your hand that shows a Wood icon in the Resource section to acquire a Windmill token.

Once you have paid the Acquisition Cost, take the corresponding Landmark token and place it on your Castle card. It is now in your Village.

Example: Rick led with a Build action, but Helen cannot perform the Build action. So, instead of following the Build action she discards the Village Square (which has a Stone icon in its Resource section) to acquire a Statue Landmark token.

You may possess multiples of each Landmark token.

Landmark tokens are not cards, so they do not count toward the total cards in your Village when determining the end-of-game trigger.

Scoring

In addition to the other sources of Victory Points in the base game rulebook, this expansion adds 3 additional Victory Point sources to count at the end of the game:

  1. Most: The player with the most of each type of Landmark token gains 2 Victory Points. (Note: This is shown in the special power section of each Landmark card.) In the event of a tie, no one receives the Victory Points for that Landmark.
  2. Gates: Each Gate token on your Castle card gives you 1 Victory Point. (Note: This is shown in the Victory Point section of the Gate Landmark card.)
  3. Sets: You gain 3 Victory Points for each set of the 5 different Landmark tokens acquired during the game.

Example: Helen has 2 Gate tokens, 3 Silo tokens, 2 Statue tokens, 4 Ward Tower tokens, and 2 Windmill tokens. This collection yields two complete sets of Landmarks and earns Helen 6 Victory Points.

Architects

Components

6 Architect Cards

5 Castle Grounds Cards

7 Adventurer Cards

24 Building Cards

If you are missing any components, email us at: [email protected].

Note: The following rules explain how to integrate the new Architect and Castle Grounds cards. All other cards follow the same setup and gameplay instructions found in the base game rulebook. The Architect and Castle Grounds are not explicitly meant to be played together and can be treated as separate modules for you to include into your game independently of one another.

Game Setup

During step 1, after giving each player their Castle card, give each player the matching Castle Grounds card. Each player places their Castle Grounds card to the left of their Castle card. Return unused Castle Grounds cards to the box; they will not be used.

After step 1, shuffle the Architect cards and deal one face down to each player. This is each player's Architect for the game, which they keep secret. Return unused Architect cards to the box; they will not be used.

Concepts

Castle Grounds Cards

Castle Grounds cards are given out during setup, and function similarly to your Castle or any developed Resource.

(Card diagram labels: Resource Section, Illustration.)

Each Castle Grounds card has a Resource section at the top of the card. When taking a Build action, you may place a Gold on this card to discard a card from your hand and produce one Wild Resource.

Architect Cards

Architect cards are secret goals assigned to each player during setup.

(Card diagram labels: Illustration, Name, Secret Goal.)

Your Architect is kept secret during the game. You may look at your Architect at any time during the game.

The description at the bottom of each Architect card shows how you earn extra Victory Points when you add up your score at the end of the game. You will earn extra Victory Points for having Building cards with matching Building Type icons in your Village.

Extra Victory Points are only awarded for Building cards, not for Adventurer cards.

How To Play

Build

(added text to the end of the section)

Castle Grounds and Wild Resources: Your Castle Grounds provide you with one Wild Resource if you discard a card from your hand. You may spend a Wild Resource as if it were any other kind of Resource: Food, Wood, Stone, or Magic.

Example: Helen wants to build the Vardo, which costs Wood and Magic. She places 3 Gold coins: 1 on her Castle which gives her a Wild Resource of her choice (she'll choose a Wood Resource), 1 on her Wood Resource, and 1 on her Castle Grounds. To complete the Castle Grounds power, she discards a card from her hand to produce a Wild Resource of her choice - she chooses the final Magic Resource she needs to build the Vardo.

You may spend Gold to use other players' Castle Grounds. (Note: Gold placed on other players' Castle Grounds will belong to those players when it is their turn to lead an action.)

Example: Helen wants to build the Tannery, which costs Food to build. All of her Resources are tied up from her last Build action but she has 1 Gold available. She places her 1 Gold on Rick's Castle Grounds, discards a card from her hand, and produces the Food Resource she needs to build the Tannery.

Scoring

In addition to the other sources of Victory Points detailed in the base game rulebook, Architects add one additional Victory Point source:

Secret Goal: Reveal your Architect and gain 1 Victory Point for any Buildings you have in your Village that match each of the 2 Building Types listed in your secret goal.

Example: Helen reveals Don't Glaver as her Architect at the end of the game. He gives 1 Victory Point for every crossed-swords Building Type icon and every second Building Type icon. She has 4 crossed-swords Buildings and 3 second-type Buildings in her Village. Helen gains an extra 7 Victory Points from her Architect.