Game Idea Components - eggertspiele · Develop agriculture or expand your city, invest in culture...

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84 supply tokens • 42 fields/farms (two-sided) • 42 palazzi/banks (two-sided) 56 military tokens • 19 catapults • 37 condottieri/militia (two-sided) Italy during the Renaissance: Each player owns a principality and strives for prestige and wealth. Develop agriculture or expand your city, invest in culture or strengthen the military. After three game years have been played, the player who accumulated the most victory points wins the game. Game Idea Touko Tahkokallio A strategic board game for 2 to 4 players, ages 12 and up Components Impressum Designer: Touko Tahkokallio Illustrations: Dennis Lohausen Rule book: Thygra Board Game Agency Translation: Alfred Viktor Schulz © 2011 eggertspiele GmbH & Co. KG Hamburg www.eggertspiele.de 4 principalities 110 cards 98 action cards 2 military scoring cards 8 goal cards 1 summary card 1 starting player card 45 culture tokens • 15 monuments • 15 books • 15 paintings 90 wooden cubes • 39 food cubes • 39 money cubes • 12 favor cubes 40 military victory point bills 1

Transcript of Game Idea Components - eggertspiele · Develop agriculture or expand your city, invest in culture...

84 supply tokens

• 42 fields/farms (two-sided)

• 42 palazzi/banks (two-sided)

56 military tokens

• 19 catapults

• 37 condottieri/militia (two-sided)

Italy during the Renaissance: Each player owns a principality and strives for prestige and wealth. Develop agriculture or expand your city, invest in culture or strengthen the military. After three game years have been played, the player who accumulated the most victory points wins the game.

Game Idea

Touko Tahkokallio

A strategic board game for 2 to 4 players, ages 12 and up

Components

ImpressumDesigner: Touko Tahkokallio • Illustrations: Dennis Lohausen

Rule book: Thygra Board Game Agency • Translation: Alfred Viktor Schulz

© 2011 eggertspiele GmbH & Co. KG Hamburg • www.eggertspiele.de

4 principalities

110 cards 98 action cards • 2 military scoring cards • 8 goal cards • 1 summary card • 1 starting player card

45 culture tokens• 15 monuments• 15 books• 15 paintings

90 wooden cubes• 39 food cubes

• 39 money cubes

• 12 favor cubes

40 military victory point bills

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Each principality is divided into 5 areas: environs, city wall, city center, palace, and church.

You are allowed to own more tokens than you have spaces in your principality, but if an action gives you more cubes than you can store, the excess cubes are lost and remain in the stock.

Note: You may move matching cubes at any time from farms, banks, and the church tocondottiere and militia tokens. But you are not allowed to remove cubes from condottiere andmilitia tokens.

The principalities

Environs:field and farm

City wall:catapult, condottiere and militia

City center:palazzo and bank

Palace:monument, book and painting

Farm:food cubes(no more than 2 per token)

Bank:money cubes(no more than 2 per token)

Church:favor cubes(no more than 3)

Militia: food cube or favor cube(no more than 1 per token)

Condottiere:money cube or favor cube(no more than 1 per token)

Each token that you receive during the game should be placed on the matching spaces (in shape and color) of your principality:

The wooden cubes that you receive during the game are also allocated to places where they have to be stored:

environs

city wall

city center

palace

church

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Each player takes 1 principality and places it in front of him.

Remove the following action cards and return them to the box depending on the number of players:

2 players: every card showing the figures 3 or 4 in the lower corners3 players: every card showing the figure 4 in the lower corners4 players: none

Sort the remaining action cards and the two military scoring cards according to their backs and shuffle each pile separately. The S1 and S2 cards are your starting cards. Each player receives1 S1 card (for each player the same) and 1 S2 card (different for each player) that you distribute at random. (In a 2- or 3-player-game, return the remaining starting cards to the box.) Reveal both cards and place them next to your principality.

The 1, 2, and 3 piles represent the 3 game years. Reveal cards from pile 1 according to the number of players:

2 players: 5 cards3 players: 6 cards4 players: 7 cards

Place the revealed cards in the center in a row from left to right. This row is called the display. Place the remaining pile at the right side of the display, this pile is called refill pile. Piles 2 and 3 are put aside for now.

Separate the goal cards into 2 piles accord-ing to their backs. Shuffle those piles and deal1 card from each of the two piles to eachplayer. Place your goal cards face-down in front of you. You are allowed to look at your own goal cards at any time. (In a 2- or 3-player-game, return the redundant goal cards to the box.)

Separate the tokens and wooden cubes by type and place them as a stock in the center. Do the same with the military victory point bills. Additionally, sort the monuments, books, and paintings according to their victory point values.

Now, each player receives 1 field, 1 farm,1 palazzo, and 1 bank token, as well as 1 food cube, 1 money cube, and 1 favor cube. Place these in your principality as described above.

Determine a starting player at random.He receives the starting player card.

Set up

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Set up example in a 3-player-game

The game lasts for 3 game years. In the course of each year you take your turns in clockwise player order, beginning with the starting player. At the end of each year a military scoring round takes place. Afterward, the next year begins. When the third year is over, the game ends.

Taking your turn

Playing the game

In your turn you may always perform 2 actions. It is up to you in which order you perform the two actions, and you may even take the same action twice. You may pass at one or both of the actions.

A) Activate an action card

At any point in the game you have exactly two action cards at your disposal. At the beginning of the game those are your two starting cards.

To activate an action card, you simply perform the action (that is shown at the top of the card) once. You‘ll find a complete description of the action cards on page 8.

If the activated card shows the exchange symbol on the left and right, you must exchange this card after you have activated it. To do so, just take a card of your choice from the display and place it in front of you. Then you move the activat-ed card to the open spot in the display.

If the activated card does not show the exchange symbol, you are not al-lowed to exchange it dur-ing the same action.

B) Change an action card

This action allows you to exchange one of your two action cards for a card of your choice from the display. The exchanged card is not activated! (This is the only way to ex-change a card that lacks the exchange symbol.)

C) Take a favor cube

Simply take a favor cube from the stock and place it in your principality. A favor cube may be used as a „wild“ cube and may replace either a food cube or a money cube when paying for activating cards or supply-ing the military.

End of your turn

After you have finished your second action, you remove the leftmost action card from the display and return it to the box. Move the other cards one position to the left and fill up the display by revealing the next card form the refill pile and placing it as the rightmost card in the display. Then it is the next player‘s turn.

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There are 3 different actions to choose from:

A) Activate an action card B) Change an action card C) Take a favor cube

As soon as a player is unable to fill up the display at the end of his turn (since the refill pile is emp-ty), the current turn ends. The cards in the display remain in place for the next year. Now a military scoring round takes place.

Military scoring round

End of a year

First, each player is allowed to move food cubes from their farm tokens to their militia tokens,and they are allowed to move money cubes from their bank tokens to their condottiere to-kens. Favor cubes can be used as either food cubes or money cubes.

Note: Sometimes the player order is impor-tant. In that case, the player owning the most military tokens is the first to decide how much money and/or food he wants to supply his mili-tary with. He is followed by the player own-ing the second most military tokens and so on. In the case of a tie, the starting player or the player seated closest to him (clockwise) is the first to decide.

After all players have supplied their military, de-termine the military strength of each player:

Each catapult scores +1.

Each condottiere scores +1, if it is supplied with a money cube.

Each condottiere scores -1, if it is not supplied with a money cube.

Each militia scores +1, if itis supplied with a food cube.

Each militia scores -1, if it isnot supplied with a food cube.

Negative values may occur because military units revolt when they are not paid or fed.

Example: Philipp owns 2 catapults and 3 mili-tias. 2 militias are supplied with food cubes, the 3rd militia is not. Philipp’s military strength is 3: +2 for catapults, +2 for fed militias, -1 for one hungry militia.

Compare the total values of your military strength and allot victory points (in form of the military victory point bills) according to the number of players, using the following table:

In the case of a tie, the affected players get an equal share of the combined victory points (rounded up).

1st 2nd 3rd 4th

5 06 3 07 4 2 0

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Ranking

Numberof players

Beginning the next year

At the end of the 1st year you take the pile for the 2nd game year and place it as the new refill pile next to the display. Then you fill up the display with the uppermost card. Correspondingly, you use the pile for the 3rd year as the new refill pile at the end of the 2nd year and fill up the display. Each player must always have the same number of cards available to choose from.

The next player begins the new year by taking his turn.

Additional military scoring roundsscoring card to the box and fill up the display as usual.

Special case: If a military scoring card is the last card to be revealed from the refill pile, the year ends with the additional military scoring round, since the display cannot be filled up. Therefore, two military scoring rounds take place back-to-back and are evaluated separately.

After the first of those military scoring rounds, you must remove all money and food cubes from your condottiere and militia tokens and may choose to remove condottiere or militia tokens as usual. Then you may supply the remaining condottiere and militia tokens again, starting the second military scoring round.

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Example: In a 4-player-game, Tobias and Marti-na have a military strength of 5 each, Philipp‘smilitary strength is 3 and Wolf‘s 2.Tobias and Martina share 1st and 2nd place; they share the combined victory points: 7+4=11 and divide them by 2. So each of them gets 6 victo-ry points (rounded up from 5,5). Philipp comes in 3rd and receives 2 victory points. Wolf gets nothing.

After everyone got their share of victory points, you have to remove all cubes from condottiere and militia tokens and return them to the stock. Then you may remove any number of condottie-re and militia tokens from your principality and return them to the stock. But you may as well keep all of them. If the player order is important when removing the tiles, use the same order as when scoring the military.

Tobias:

Martina:

Philipp:

Wolf:

Example: Philipp removes both food cubes from his militia tokens and returns them to the stock. Then he chooses to return 1 militia token to the stock and keep the other 2.

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Beside the 3 military scor-ing rounds at the end of each year, there are 2 addition-al military scoring rounds which are triggered when a military scoring card is re-vealed from the refill pile in the 2nd and 3rd year. Therefore, each game includes 5 mili-tary scoring rounds in total.

As soon as a military scoring card is revealed from the refill pile, an additional military scoring round occurs immediately. Proceed in the same way as during the other military scoring rounds. After the additional military scoring round is completed, return the military

ArmoryYou receive 1 victory point for each of your catapults.

Fertile soilIf you have more than 6 field and farm tokens in total, you receive 1 victory point for each field and farm token in excess of 6.

Municipal lawIf you have more than 6 pal-azzo and bank tokens in total, you receive 1 victory point for each palazzo and bank token in excess of 6.

StrongholdYou receive 1 victory point for every 4 military victory points you collected in the form of military victory point bills.

ChapelYou receive 2/5/8 victory points for 1/2/3 monument and painting pairs.

City hallYou receive 2/5/8 victory points for 1/2/3 monument and book pairs.

PalaceYou receive 5/10/15 victory points for 1/2/3 monument, book and painting sets.

VillaYou receive 2/5/9 victory points for 1/2/3 book and painting pairs.

Goal cards Goal cards

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End of the game

Goal cards

When the 3rd year is over, the annual military scoring round takes place for the last time. Afterward, each player adds up their victory points according to …

The player who has the most victory points in total wins the game. In the case of a tie, the player with the higher total number of food, money, and favor cubes is the winner.

The goal cards give victory points at the end of the game. The cards are described below.

… the military victory point bills they received during the game.

… the value shown on each culture token (monument, book, painting) they collected during the game.

… the degree to which they managed to complete their goal cards. (For a com- plete description of the goal cards see the bottom of this page.)

Return 1 food cube to the stock and in exchange place 1 bank token from the stock into your principality. - OR - Return 3 food cubes to the stock and in exchange place 2 bank tokens from the stock into your principality.

1st and 2nd year: Return 1 money cube and 1 food cube to the stock and in exchange place 1 catapult token from the stock into your prin-cipality. - OR - Return 2 money cubes and 3 food cubes to thestock and in exchange place2 catapult tokens from the stock into your principality.

3rd year: Return 1 food cube to the stock and in exchange place1 catapult token from the stock into your principality. - OR - Return 1 money cube and 2 food cubes to the stock and in exchange place2 catapult tokens from the stock into your principality.

Return 1 money cube to the stock and in exchange place 1 farm token from the stock into your principality. - OR - Return 3 money cubes tothe stock and in exchange place2 farm tokens from the stock into your principality.

Return 1 food cube to the stock and in exchange place 1 palazzo token from the stock into your principality. - OR - Return 3 food cubes to the stock and in exchange place2 palazzo tokens from the stock into your principality.

Take as many food cubes from the stock as there are field tokens in your principality and place them in your principality.

Take as many condottiere tokens from the stock as you want and place them into your principality.

Return 1 money cube to the stock and in exchange place 1 field token from the stock into your principality.- OR - Return 3 money cubes to thestock and in exchange place2 field tokens from the stock into your principality.

Take as many money cubes from the stock as there are palazzo to-kens in your principality and place them in your principality.

Return 5 money cubes to the stock and in exchange place 1 paint-ing token of your choice from the stock into your principality.

Take as many militia tokens from the stock as you want and place them into your principality.

Return 1 food cube and 2 money cubes to the stock and in exchange place 1 monument token of your choice from the stock into your principality. - OR - Return 1 money cube and 2 food cubes to the stock and in exchange place 1 monument token of your choice from the stock into your principality.

Take 2 money cubes OR 1 food cube and 1 money cube OR2 food cubes from the stock and place them in your principality.

Take 3 money cubes from the stock and place them in your principality.

Take 3 food cubes from the stock and place them in your principality.

Return 4 food cubes to the stock and in exchange place 1 book token of your choice from the stock into your principality.

The action cards enable you to produce food and money, construct buildings, hire soldiers, and collect culture commodities. The descriptions of the cards are sorted alphabetically according to their names. Every mentioned action may only be performed once when the card is activated (never more than once).

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Overview of the action cards