Endeavor Rules

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8/8/2019 Endeavor Rules http://slidepdf.com/reader/full/endeavor-rules 1/12 It is a time when the maps of the world are still being lled in. Seagoing empires expand their frontiers by sending ships to the farthest reaches of the globe in search of new lands, new alliances, and new conquests. e wealth of the newly-discovered worlds abroad is a tempting prize for those with the strength and the cunning to seize it... and to hold it! ou represent a growing empire engaged in a glorious endeavor to expand your nuence and status at home and across the great oceans of the world. rough exploration and shipping, colonization and war, you will struggle with the other great powers to control the resources and the regions that unfold before you. You must strike a balance between cultural, political, industrial and nancial gains, making all of the right decisions to ensure your empire’s even- ual dominance. e paths you take, the battles you wage, and the choices you make will determine the ultimate shape of the new world... Once the maps of the world are all lled in, will it be your empire that rises above the rest? e goal in Endeavor is to earn the most glory for your empire. Players earn glory by creasing their scores in Industry, Culture, Finance, and Politics, as well as by occupy- g cities, controlling connections between cities, and by holding certain Asset Cards nd Building Tiles. Short-term goals of constructing useful buildings, gathering Trade okens, and obtaining Asset Cards must be balanced with the overall goal of attaining ory as you compete for control over the various regions of the world. e game only sts seven rounds, and when it is over you want to be the one who has earned the ost Glory points! OBJECTIVE e authors would like to thank their familes for a the support. Carl thanks Bab, Tollo and Keld. Jar thanks Evie, Trissa, Barbara, Brian and Lincoln e authors would also like to thank Emma Hart f proofreading and all the playtesters for their analy suggestions and time; Lance Hudson, Ian Ander Matt Edmonds, Anne Matheson, John Bingham Craig McGeachie, Leonie Secker, Matt Morri Andrew Parr, Lincoln Hely, Anthony Doornebos Grant Robinson, Nick Cole, Nasia Ally, John Fo Darcy and Shannon Tomlinson, Donna Giltrap Malcolm Harbrow, Evangeline Gray, Dave Macla Phil Anderson, Gold, Seth Wagoner, John Morto Tim Oliver and everyone else who joined in for impromptu game at Confusion 07, Featherston Gaming Club, Peter's Wednesday Games or one o Christchurch games groups. Your help was grea appreciated. Joshua would like to add thanks t Helaina Cappel and Eric Gertzbein for their desi inspirations, to Jim Cote for his editing excellen and to Jarratt Gray for his beautiful and inuenti prototype art and graphics. Published by Z-man Games Inc. 6 Alan Drive, Mahopac, NY 10541 ©2009 Z-Man Games Inc. For any comments, questions, or suggestions please contact [email protected] www.zmangames.com Game Design Carl de Visser and Jarratt Gray Graphic Design and Rules Editing Joshua Cappel Ages 12+ • 3-5 Players • 90 Minutes

Transcript of Endeavor Rules

Page 1: Endeavor Rules

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It is a time when the maps of the world are still being lled in. Seagoing

empires expand their frontiers by sending ships to the farthest reaches of theglobe in search of new lands, new alliances, and new conquests. e wealth of

the newly-discovered worlds abroad is a tempting prize for those with the strength and the cunning to seize it... and to hold it!

ou represent a growing empire engaged in a glorious endeavor to expand your nuence and status at home and across the great oceans of the world. rough

exploration and shipping, colonization and war, you will struggle with theother great powers to control the resources and the regions that unfold before you. You must strike a balance between cultural, political, industrial and

nancial gains, making all of the right decisions to ensure your empire’s even-ual dominance. e paths you take, the battles you wage, and the choices you

make will determine the ultimate shape of the new world...

Once the maps of the world are all lled in,will it be your empire that rises above the rest?

e goal in Endeavor is to earn the most glory for your empire. Players earn glory by creasing their scores in Industry, Culture, Finance, and Politics, as well as by occupy-g cities, controlling connections between cities, and by holding certain Asset Cards

nd Building Tiles. Short-term goals of constructing useful buildings, gathering Tradeokens, and obtaining Asset Cards must be balanced with the overall goal of attainingory as you compete for control over the various regions of the world. e game only sts seven rounds, and when it is over you want to be the one who has earned theost Glory points!

OBJECTIVE

e authors would like to thank their familes for athe support. Carl thanks Bab, Tollo and Keld. Jar

thanks Evie, Trissa, Barbara, Brian and Lincoln

e authors would also like to thank Emma Hart f

proofreading and all the playtesters for their analy suggestions and time; Lance Hudson, Ian Ander Matt Edmonds, Anne Matheson, John Bingham

Craig McGeachie, Leonie Secker, Matt Morri Andrew Parr, Lincoln Hely, Anthony DoornebosGrant Robinson, Nick Cole, Nasia Ally, John Fo Darcy and Shannon Tomlinson, Donna Giltrap

Malcolm Harbrow, Evangeline Gray, Dave Macla Phil Anderson, Gold, Seth Wagoner, John MortoTim Oliver and everyone else who joined in for

impromptu game at Confusion 07, FeatherstonGaming Club, Peter's Wednesday Games or one o

Christchurch games groups. Your help was greaappreciated. Joshua would like to add thanks t

Helaina Cappel and Eric Gertzbein for their desiinspirations, to Jim Cote for his editing excellen

and to Jarratt Gray for his beautiful and inuenti prototype art and graphics.

Published by Z-man Games Inc.6 Alan Drive, Mahopac, NY 10541

©2009 Z-Man Games Inc.For any comments, questions,or suggestions please contact

[email protected] www.zmangames.com

Game DesignCarl de Visser

andJarratt Gray

Graphic Designand Rules Editing

Joshua Cappel

Ages 12+ • 3-5 Players • 90 Minutes

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e main playing area is dividednto seven regionswhich areistinguishable by their colornd by the map borders thateparate them; Europe & the

Mediterranean, the Far East,

ndia, North America, theCaribbean, South America,andAfrica.

ach region hascitieswithonnectionsto other cities, ahipping Track , and a place for atack of cards.

urope & the Mediterranean isften referred to as the starting egionof the game. It is uniquen that it has two card stacks,nd has no Shipping Track.

COMPONENTS1Game Board

ere are eight different types of Trade Token. e tokens withrown backgrounds grant Status Track increases to the player whoolds them. e tokens with blue backgrounds may be spent duringhe game to perform the featured action. All tokens have a Glory con printed on the reverse. Tokens remain glory-side down until theame is over, at which point they are ipped glory-side up and useds scoring chips.

95 Trade Tokens

ere are eight different six-card decks of Asset Cards; one deck for each regionlus a Slaverydeck. Asset Cards will grant Status Track increases and/or Glory oints to the player who holds them, corresponding to the icons displayed on theard. Each card has a stack icon to show which stack it belongs to.

Most decks contain a Governor card, which has special properties. Governor cardsre obtained differently from the other cards, and are marked with a Governoribbon to distinguish them.

48 Asset Cards

ese are used to help count player scores at the end of he game. Each has a “10 Glory” side and a “50 Glory” side.

26 Large Scoring Chips

ShippingTrack

CardStack

City

AfricaSouth America

The Caribbean

NorthAmerica

India

The FarEast

Europe & TheMediterranean

Connection

CardValue

GlorySid

StackIcon

StatusIcons

GloryIcon

GovernorRibbon

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rty discs in each player color. ese markers areed to represent each player’s shipping efforts to the

arious regions of the board, presence in cities, andctivation of buildings.

50 Population Markers

is crown-shaped marker indicatese current First Player.

First Player Marker

our cubes in each player color. ese mark-s are used on the Player Boards to trackayer Industry, Culture, Finance, and Politicsores.

0 Status Track Markers

ere are fteen different Building Tiles. Each building offers different status trackonuses and/or actions to the players who construct them. A building’s Build Leveldicates how difficult it is to construct.

5 Building Tiles

ach Player Board allows the players to track their status in Industry, Culture, Finance,nd Politics. Players also build Buildings here and organize their Population Markers,rade Tokens, and Asset Cards.

5 Player Boards

dustry TrackBuild Level

Culture TrackGrowth Level

Finance TrackSalary Level

Politics TrackCard Limit

Harbor

Card Spaces

FreeGovernor

Space

Building Spaces

olonial House

uilding Name

atus Icons Action IconsActivation Circle

Build Level

During the game you will encountethe following symbols many timeese symbols are the keys to makin

your empire great!

Iconography

Each player will build a newbuilding in every round. ose with

greater Industry are able to build moefficient and effective buildings t

greatly enhance the development otheir empire.

Industry

As the game progresses, your empiwill grow. ose with greater Culturattract more people to their society gaining the population resourcesrequired to carry out their plans.

Culture

Without money and upkeep your people would stop working. ose w greater Finance will be able to ensur

happily paid workforce that will beager for new tasks and assignmen

Finance

Politics reects the ability to makdeals and manage an empire. ose

with greater Politics have greater

resources and holdings, which in tuhelp to enhance every aspect of the

expansion efforts.

Politics

Glory is gained through trade,conquest, and expansion. ose withthe most Glory have truly shown th

greatness of their empire!

Glory

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Place the game board in the middle of the table.

Randomly distribute the Trade Tokens acrossthe board, placing one tokenglory-side down on every Shipping Track space, City, andConnection.

Separate the Asset Cards by type, and stack

them face-up in their appropriate place on theboard. Each stack should be ordered from thebottom up as follows:5-4-3-2-1-Governor. (or5-4-3-2-1-0 in the case of the Slavery andEurope & e Mediterranean decks, which donot have Governor cards.)

Make stacks of identical Building Tiles.ere should be:

5 of each Level 1 Building (Market, Shipyard, and Workshop)4 of each Level 2 Building (Bank, Barracks, and Guild Hall)3 of each Level 3 Building(Docks, Fortress, and eater)2 of each Level 4 Building(Cartographer, Trade Office, and University)1 of each Level 5 Building(Exchange, Museum, and Parliament)

Arrange the stacks in a stockpile near the board,keeping stacks of matching levels together. is will

make it easier for players to choose which buildingsthey want to build during the game.

Give each player 1 Player Board, all 4 Status Mark-ers and all 30 Population Markers of one color.Return unused Player Boards, Status Markers, andPopulation Markers to the box. Each player placestheir Player Board in front of them, places theirStatus Markers on the “0” spaces of the four StatusTracks on their Player Board, and creates a supply of Population Markers near their Player Board.

Randomly select a rst player and give them theFirst Player Marker.

Set aside the large Scoring Chips for now; they will not be needed until the end of the game.

PREPARATION

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IndustryScore (5)

BuildLevel (3)

e game lasts seven rounds, each consisting of four phases. e player with the Firstayer Marker goes rst during each phase, with the other players following in clockwiseder. During the rst three phases each player gets to act only once, but during the Action

hase play continues around until all players have passed .

ayers build new buildings for themselves.

LAYING THE GAME

hase 1: The Build Phase

ayers gain more Population Markers.hase 2: The Growth Phase

opulation Markers that were used to activate buildings become available to be used again.

nce each player has built one building, go to the next phase. Note that if the building aces on the Player Boards became full this round, this is the seventh and nal round of the

ame!

hase 3: The Salary Phase

ayers take turns performing various actions by activating their buildings or by spendingade Tokens. Shipto earn resources, establish presence in regions, and eventually open

p regions for other actions. Occupyto gain control over empty cities. Attack to driveemy forces from occupied cities. Make Paymentsto refresh your activated buildings and

ee up your population for new tasks. Draw to gather a region’s resources and gain a bigoost to Status Tracks.

hase 4: The Action Phase

turn order, each player builds one building.

uring the Build Phase, each playermust choose one Building Tile from those available ine stockpile, and add it to an empty building space on their Player Board. Each player’s

Industry score determines their Build Level . Each building belongs to one of the veuild Levels, indicated by an icon on its tile. Players may only choose a building if it is fromBuild Levelequal to or lower than their current Build Level.(If no such building mains, players may choose a building that is from the next Build Level up.)

ayersmay build duplicates of buildings that they already have.ayers may not choose any building from Build Level 5 if they have already built a Level 5

uilding.

ome buildings feature one or more Industry, Culture, Finance, and Politicsons. When buildings featuring such icons are built, the player increases their score in therresponding track by pushing the Status Marker on that track up by the amount of iconsown.

xample: Green has 5 Industry, so she mayhoose any building from Build Level 3 or wer. Green chooses the eater, and aces it into an empty building space onr Player Board.

Example: Green’s new eater features two Cultureicons. Green pushes her Culture Status Marker up two spaces.

HASE 1: THE BUILD PHASE

Increasing your scores on StatuTracks will earn you the bonuse

detailed in the charts below.

Status Rewards

minimumculture

required

growth level:number of markersadded to harbor

minimumindustryrequired

build level:indicates which

buildings may be built

minimumpolitics

required

card limit:number of cards you

may hold after passing

minimumfinance

required

salary level:number of payment

actions permitted

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Example: Purple hasa Culture score of 2,which gives him aGrowth Level of 3. Purple takes 3 Population Markers from his supply and adds them to hisharbor.

Example: White has a Finance score of 3,which gives her a Salary Level that permits Payment Actions. White returns 2 Populati Markers from her occupied buildings to her Harbor.

Example: Red has acquired the Far East Governor Card, which shows 2 IndustryIcons, 1 Culture icon, and 1 Glory icon.Red increases his Industry score by 2, his

Culture score by 1, and will earn 1 Gloryf he still holds the card when the game ends.

Example: Red has acquired a Trade Token featuring a

Politics icon. Red increases his Politics score by 1.

turn order, each player gains Population Markers.

uring the Growth Phase, each player adds Population Markers from their supply toeir Harbor. Each player’s Culture score determines their Growth Level . Eachrowth Level shows the number of Population Markers that are added from thepply.

a player does not have enough Population Markers in their supply, they add asany as they can.

nce all players have added their Population Markers, go to the next phase.

HASE 2: THE GROWTH PHASE

turn order, each player performs Payments.

uring the Salary Phase, each player performs a number of Payments. (A playererforms a Payment by returning a Population Marker from one of their buildingsack to their Harbor.) Each player’s Finance score determines their Salary Level .

ach Salary Level shows the number of Payments that it permits.

a player has more Population Markers on Buildings than permitted Payments,ey may choose which of the Population Markers will return to the Harbor, andhich will remain on buildings.a player has more permitted Payments than Population Markers on Buildings,all

opulation Markers are returned and the excess Payments are lost.

aying salaries and returning markers in this way will allow buildings to be activatedthe Action Phase, since a building with a Population Marker on it cannot betivated.

Note: During the rst round of the game, no players will have any Population Markersn their buildings, so this phase will have no effect in that round.

HASE 3: THE SALARY PHASE

ach player performs one action at a time, starting with the First Player and continuing clockwise around the table until all ayers have passed (because they are not willing or are not able to perform any more actions).

uring the Action Phase, players may acquire Asset Cards and Trade Tokens featuring Industry, Culture, Finance, and Pcs icons. When tokens or cards featuring such icons are collected, the player immediately increases their score in the correspondiacks by pushing the Status Marker on those tracks up by the number of icons shown.

ayers may never trade or give cards or tokens to other players.ayers may not discard cards or tokens at will. (However players may beforced to discard cards once they have passed, as describe

elow.)nce a player passes, they may takeno further actions this phase; the turn order continues as normal, skipping that player.nce all players have passed, the phase–and the round–is over. Go to the End Of e Round section.

HASE 4: THE ACTION PHASE

CultureScore (

GrowthLevel (3

FinanceScore (3)

SalaryLevel (2)

asic Rules Of The Action Phase

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xample: Black moves an availableopulation Marker from his Harbor toe empty Activation Space of hishipyard. is will permit him toerform the Ship action featured on thehipyard tile. Note that he could not ave activated his Bank because it doesot have an Activation Circle

Example: Black has a token in his Harbor with an Attack actionicon on it. Hediscards the tokenand performs the Attack action.

xample: White performs a Ship action by moving a marker from her Harbor to the third ace on the Far East’s Shipping Track. ( e rst and second spaces on the track have alreadyen claimed by Black and White respectively.) White receives the Politics Trade Tokenom the space as a reward.

re are two methods by which a player may take an action.

most common way to take an action is for a player to activate one of their buildings.activate a building, a player moves one of their Population Markers from their Harborthe empty Activation Space of a Building Tile. (A building can not be activated if it

ready has a Population Marker in its Activation Circle, or if it does not have an Activa-n Circle.) ey may then perform the action(s) featured on that Building Tile.

me Trade Tokens (the ones with blueckgrounds) feature Action icons instead

Track icons. A player may spend such aken from their Harbor to perform theatured action. e Trade Token isscarded once spent.

AKING ACTIONS

player moves a Population Marker from their Harbor to the Shipping Track of aegion, taking the unclaimed space on the track that isfarthest from the stack of cards. player gets the Trade Token that was in that space as a reward, which they place facein their Harbor.

player may still Ship to a Region even if the Shipping Track there is full – the Populationarker is placed beside the Shipping Track and no Trade Token is rewarded.

central starting area of Europe & the Mediterraneancannot

be Shipped to; the tword stacks in that region do not have Shipping Tracks.

HIP

HE ACTIONS Ship Occupy Attack PaymentDraw Pass / Discard

Buildings and Trade Tokens will allo you to perform a number of differeactions. e Basic Actions each hav

their own section in the rules, but thare also a number of Mixed Actionwhich have a few simple additiona

rules. All Basic and Mixed Actions listed below.

Basic vs. Mixed

Mixed Actions

Basic Actions

e player chooses which of the twoactions to take.

Ship/Draw

e player chooses which of the twoactions to take.

Occupy/Draw

e player chooses which of the twoactions to take.

Occupy/Attack

e player may take one or both of the

two actions, in either order. Bothactions must occur in the same region

Occupy & Ship

e player may Ship once or twice; if twice, both actions must occur in the same region.

Ship & Ship

e player may Draw once or twice; iftwice, both cards must come from the

same card stack.

Draw & Draw

See the rules in the Occupy section.Occupy

See the rules in the Ship section.Ship

See the rules in the Attack sectionAttack

See the rules in the Draw section.Draw

See the rules in the Payment section.Payment

ethod A: Activate A Building

ethod B: Spend A Trade Token

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Example: A bit later, Purple has Population Markers in both African cities pictured, so he isin control of the connection betthem. (Note that he could have gotten the markers into eitherusing Occupy actions, Attack actions, or both; it makes no di

ence.) Since he is the rst player in the game to control that sconnection, he collects the Industry token there as a rewa

Example: Black has just claimed the last space of Afr Shipping Track via a Ship action. is opens the regiothe Governor card is awarded. Usually it would go to player with the most markers on the Shipping Track, Red and White are tied for most with 2 apiece. e tiebroken by “most-recently placed marker”, which in this Red’s. Red receives the Governor card, and will rai

Finance score by 2 and his Politics score by 1

to the icons on that card.

Example: Africa is an open region thanks to Black’s move in previous example. Purple performs an Occupy action and mo Population Marker from his Harbor to the unoccupied cityindicated. (He could have Occupied the other city if he wanteinstead.) Purple receives the Politics Trade Token as a rew

When the last unclaimed space on a Shipping Track is taken in a Region,he Region becomesopen.

e top card of the Asset Card stack, called the Governor,is awarded tohe player that placed the most Population Markers on the Region’shipping Track.(If two or more players aretied for most, then the Gover-or is awarded to the tied player with the marker closest to the deck of ards—thus the most recently placed marker). is is the only way a playeran receive one of the 6 Governor Cards.

When a player is awarded a Governor card, it is placed in either the “freeovernor” slotor in one of the normal card slots on their Player Board

or nearby if no slot is available) and the player immediately receives thetatus Track increases granted by the card’s icons.

nce a Region is open, Occupy, Draw, and Attack actions may take placehere. e starting area of Europe & the Mediterranean is consideredpen from the start of the game.

e player moves a Population Marker from their Harbor to annoccupied city. e player collects the Trade Token that was inhat city as a reward, which they place face up in their Harbor.

nly cities in open Regions may be Occupied.

o Occupy a city, the player must already have presencein that

egion. is means they need to have at least one PopulationMarker already in the Region. (In other cities or on/beside thehipping Track.) All players are considered to have presence inurope & the Mediterranean regardless of whether they have any

markers there or not.

Many of the cities in the game are connected to other cities. Whenplayer has Population Markers in both cities at either end of aonnection (via Occupy and/or Attack actions), they are consid-red to be controlling that connection.

All connections begin the game with a random Trade Tokenlaced on them; the rst player to control a given connectionuring the game immediately collects its token as a reward andlaces it face up in their Harbor.

Note: Even after its token has been claimed, control of the connec-on remains valuable because it will be worth a Glory point at

he end of the game.

OCCUPY

SHIPpening A Region

(continued)

ontrolling Connections

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xample: White performs an Attack action. She rst moves a Population Marker from her arbor to her supply. en she moves a second Population Marker from her Harbor and

splaces Purple’s Population Marker from the city it currently occupies. Purple’s marker isturned to his supply, and White’s marker stays in the city, occupying it.

Example: Black has 4 Finance and 3 Politics tokens. He stores th stacks on the 4 and 3 spots on the tocorresponding tracks.

Example: White’s Culture score that track’s marker sits on 15. As it tout, she must discard a card to satisfCard Limit; she discards the India “ Her Politics marker moves downnormal, but if she moves her Culmarker down 1, it will be incorrectly positioned on 14. She leaves that maon 15 instead of moving it.

xample: Black takes a Payment action.e chooses the Population Marker

urrently sitting on his Cartographer uilding, and returns it to his Harbor. (If e had wanted to, he could have chosene marker on his Market instead.)

onnections can come under a player’s control due to the Attack action. See theControl-ng Connectionsrules in the Occupy section for details.

ontrolling Connections

s action costs 2 Population Markers. e player rst removes a Population Marker fromeir Harbor and places it in their supply. en the player selects a city that is already

ccupied by an opponent’s Population Marker, and replaces the opponent’s marker with acond Population Marker from their Harbor. ( e displaced marker is returned to the

pponent’s supply.) At the end of the Attack action, the attacked city is considered to beccupied by the attacker.

nly occupied cities can be claimed with the Attack action.

o Attack a city, a player must already have presencein that Region. is means they need toave at least one Population Markeralready in the Region. (In other cities or on/beside thehipping Track.) All players are considered to have presence in Europe & the Mediterraneangardless of whether they have any markers there or not.

ATTACK

e player moves one Population Marker from the Activation Space of one of theiruildings back to their Harbor. is frees both the building and the Population Marker toe used again later.

building cannot use its own Payment action on itself.

AYMENT

Your Harbor may grow crowded as ycollect Trade Tokens; you may nd

useful to stack your brown TradeTokens on their Status Tracks instea

is will clear room in your Harborand help you to quickly count you

scores, especially if you keep the ston the number that matches the heig

of the stack.

Token Storage

e maximum score on any StatusTrack is 15; in the event that a sco

rises above 15, the marker stays at Note however that if you lose icowhile you have greater than 15 in given score, make sure that your

marker is positioned to reect youactual total of held icons.

Track Limit

A different method for Phase Ordecould be for each player to individuacomplete the rst three phases (BuiGrowth, and Salary) in order befo

passing to the next player in turn ordYou may nd that this method assis

in individual planning, or that it speeds up the game.

Phase Order

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e value “5” card in the Europe & theMediterranean deck is special; it features alabel that announces the Abolition Of Slavery.

e rst time this card is drawn by any player,all players must immediately set asideall Slavery cards they hold, reducing their StatusTrack scores as appropriate to reect the losticons. e set-aside Slavery cards are turnedface down and kept near the player’s Player

oard as a reminder that the player will lose 1 Glory per card the end of the game for resorting to Slavery. ese set-asideavery cards donot count toward the player’s Card Limit. Any avery cards that remain on the main board are immediately moved from the game; it will not be possible for players to

raw from the Slavery deck for the remainder of the game.

Example: Green takes a Draw action. North America is an operegion, and the value “3” card is on top of the card stack there.needs to have at least three Population Markers in the region inorder to be allowed to draw the card. She has ve. (3 on the ShTrack plus 2 in cities) So permitted, she takes the card and placin a card slot on her Player Board. She immediately raises her

for Industry and Culture by 2 apiece thanks to the iconcard.

Example: Someone has drawn the“Abolition Of Slavery” card; it doesnot matter who. e Purple player happens to hold two Slavery cards. She turns them both face down and places them beside her Player Board. She reduces her Industry score by 4 and her Finance scoreby 2 to reect the lost icons on thosecards. All other players holding Slavery cards undergo the same process, and the remaining Slaverycard on the main board is removed

from the game.

bolition Of Slavery

e player takes the top card from an Asset Card stack in anpen region and places it face-up in one of the card slots on theirayer Board.(If there are no slots available, the card is placed

earby for now.) e player immediately adjusts their Statusracks to reect the icons on the acquired card.

ach region has a stack of cards. To draw a card from a region’sack, a player must have a number of Population Markers in the

gion greater than or equal to the value of the card. eseopulation Markers may be in the region’s cities, or on/beside thegion’s Shipping Track.

ere are two card stacks ( Slaveryand Europe & the Mediterra-ean) in the starting region of Europe & the Mediterranean, eachumbered 0-5. Note that because there is no Shipping Track inis region, only the Population Markers in cities can be countedward the ability to draw cards. All of the cities in the region can

e counted for either deck. e ‘0’ value cards in this regionquire no Population Markers to draw.

When drawing cards during the Action Phase there isno striction on how many cards a player may hold, and cards may

e freely moved into and out of slots. Only when a playerpasses ill they have to discard down to theirCard Limit , which isetermined by their Politics score.(Card Limit is discussed inetail in the Pass / Discard section.)

DRAW

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You begin the game with Colonial House , which w you start your campaign tcontrol local cities.

e Market is the basiccard-drawing building in game, and will be useful beginning to end. A Shipyard built early in

game will allow you to st shipping to other regions providing a cultural boost

e Workshop gives yourempire a strong early booindustrial ability, openingnew building options.

Building a Bank will boos nancial score and help yworkforce to rotate smoot

A Barracks is the key to edominance of cities, espe

the important starting reg

e Guild Hall offers int exibility between shippiregions and drawing from

Docksare a good step up Shipyard, as they allow yboth Ship and Occupy in same turn. A Fortress will give you a political gain, and lets yoOccupy empty cities or Aoccupied ones. Building a eater will pra great cultural increase tempire that will attract population.

A Cartographer will prov you with the nautical knoto perform two Ship actioone turn. Building aTrade Officeimproves upon the Markeletting you Draw twice frregion in a single turn A University contributes glory of your empire, scovaluable points at the end game.

e Exchange improves y nances and also lets you perform Payments on othbuildings. Building a Museum will bcultural boost for you, anlet you perform Paymentsother buildings. A strong Parliament gran good political power, and

you perform Paymentson other buildings.

xample: Red has passed, so now must eck to see if he needs to discard anything.ed’s Politics score is 3, which gives aard Limit of 2. Red can keep 2 cards, plusne Slavery card, plus one Governor card

the “free Governor” slot. Red happens toone card over his Card Limit; he choosesdiscard his South America value “1” rd, and returns it to its card stack. Red ses 2 from his Culture score to reect e lost icons on the discarded card.

nce all players have passed, the round is over. is is a good time for players to recalcu-te their Status Tracks to make sure that they are accurate. Once discards are complete,e player simply counts up the total number of icons held (counting icons on held Assetards, Trade Tokens, and Buildings) in a given category, then positions the Status Markerorrectly on the Status Track if it is incorrect.

nce everyone’s Status Tracks are conrmed correct, the First PlayerMarker is passed to the left, and the next round begins.If it was the

venth round that was just completed, the game is immediately

ver! ( is is easily checked: If all building spaces on the Player oards are full, the seventh round has just ended.)

END OF THE ROUND

ach player has aCard Limit , which is determined by their Politics score. A player’sard Limit determines how many Asset Cards the player is permitted to keep afterssing. e absolute maximum will be 5 cards, one card per normal card slot.dditionally, a player may keep one bonus Slavery card beyond their Card Limit, not toceed the 5-card maximum. (More than one Slavery card may be kept, but only one avery card per player gets this special bonus.)re is also a special space on each Player Board where each player may keep one “free”

overnor card. is free Governor card does not count towards the player’s Card Limit,towards the maximum of 5 total cards. (Players arenot limited to one Governor carderall, and they arenot forced to keep a held Governor card in their “free Governor” sloten if that slot is empty. Governor cards in normal card slotsdo count towards the card

mit and the 5-card maximum.)

hen a player passes, they must discard cards down to their Card Limit if necessary.scarding cards will result in the loss of the featured icons, therefore the Status Markersthe corresponding tracks must be pushed down accordingly.

Note: Loss of Politicsicons in particular may result in a player’s Card Limit being lowered.such a case the player must continue to discard cards until their Card Limit is satised.

nce a player has passed, they may take no further Actions this phase.

scarded cards are returned to the card stack that they came from. Cards are alwaysranged in increasing value order from the top down, with the lowest-value card on thep of the stack.hen Slavery cards are discarded they arenot returned to the Slavery stack. Instead they e turned face down and kept near that player’s Player Board as a reminder that the playerll lose 1 Glory per card at the end of the game for resorting to Slavery. ese set-asideavery cards donot count toward the player’s Card Limit.hen Governors are discarded, they are removed from the game.ayers may reposition their cards into whatever slots they wish during the Discardocess, as long as their Card Limit is obeyed when they are done.

ASS / DISCARD Buildings by Leve

PoliticsScore (3)

freegovernor

bonusslavery

card limit of 2; mustdiscard one of these

CardLimit (2)

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Example: e game has ended... Red tallies his poi

Red earns a grand total of 71 Glory for his nal score. With luck, the gloryof his empire will be great enough to

Remove any remaining Trade Tokens from the game board and the PlayerBoards. ( Be sure that all players’ Status Tracks are correct before their TradeTokens are removed! ) ey will be used (glory-side up) along with previ-ously discarded tokens to help count points. Each token represents 1

Glory point. Trade up to the larger Score Chips when you reachincrements of 10 and 50.

Cities and Connections. One player at a time must do this, but otherplayers can assist in order to speed up the process. On each city in which

the player has a Population Marker, place Glory tokens to match theGlory icons printed on those cities.(Most cities have 1 Glory icon…

there are a few cities that have 2.)Now place 1 Glory Token on eachconnection controlled by that player. at player then takes all of those

Glory tokens. Repeat the process for each player.

Status Tracks. Each Status Track has spaces with icons, and spaceswithout icons. Status Markers on spaces with icons stay where they are.Status Markers on spaces without an icon now get pushed down to therst space they reach that does have an icon. ese are the Glory pointvalues for the Status Tracks. Each player adds up the points from theirStatus Tracks and takes that many Glory tokens.

Cards. Many of the Asset Cards feature Glory icons. Each player addsup the Glory icons on their cards and takes that many

Glory tokens.

Governor Space. Any player without a Governor card in their “freeGovernor” space takes 3 Glory tokens.

Universities. Any player with a University takes 3 Glory tokens perUniversity.

Extra Population. For every 3 Population Markers remaining in a player’sHarbor, the player earns 1 Glory token.

Slavery Subtraction. Any player with discarded Slavery cards by theirPlayer Board loses 1 Glory token per card.(Note that face-up Slaverycards on Player Boards (if any) donot incur this penalty.)

e game ends at the conclusion of the seventh round. e buildings act asreminder of this; once the building spaces ll up during the Build Phase,is the seventh and nal round of the game. After the seventh round ends,e game ends and Glory points are tallied.

layers earn Glory points based on their levels of Industry,Culture, Finance, and Politics,as well as from city occupation,

ontrolling connections, holding certain cards and buildings, and for having

opulation Markers in their Harbor. Some players will lose points as well, if ey have Slavery discards by their Player Boards.

otal Points and Victory ach player adds up their Glory tokens, and the player with the mostoints wins! In the case of a tie, all tied players share victory.

GAME END AND VICTORY16 points for occupied cities. (fourteen 1-pcities and one 2-point city.)9 points for controlled connections.

10 points for his Industry score.7 points for his Culture score (whichwas pushed down from 8).7 points for his Finance score (whichwas pushed down from 9).12 points for his Politics score.

5 points for Glory icons on cards.3 points for his empty “free Governor” sp3 points for his University.1 point for the three Population Markers in his Harbor.Minus 2 points for his two set-aside Slavery cards.