Introductory Game
The Colonists is a strategic development game of epic dimension. Before you delve into its depths, you should play the following introductory variant. We describe the rules of this variant as it is played by two fictional characters, Alice and Bob. Play along with them and learn what you need to know “on the fly”. The game we describe here introduce the rules step by step and are not necessarily the best moves. This is the game board. It is comprised of Places where Alice and Bob will be able to carry out actions. Next to the game board is the draw pile with additional Places that will be later added to the game board. This is the supply. Here you can see the goods, Tools, Dollars, Food, Wood, Clay, Planks, and Bricks. You can also see the Workers, Farmers and Citizens, as well as the various Buildings that you can build during the course of the game. LIBRARY Your goal is to collect as many LIBRARY (1X) Dollars as possible. Buildings, for instance, have a Dollar value.
Builder
Farm
Librarian
Head Official
Hollow
The pile only contains tiles with the symbol on the back side.
This is the Round card. The introductory game ends when the Round indicator reaches the last space, i.e. after 5x2=10 Rounds. Next to it, there are the Market cards and Improvements with the symbol on the back side.
FACTORY
Builder
Developer Ma rk et
Builder
Market
Storage Shed
Storage Shed (3x) Riverbank Grove
Riverbank Grove
Day Laborer
Farm
Pub
Builder
Razing Buildings
Basic Storage
Smithy
Sustenance Cost
ngs
Activating Buildi
s:
Forester’s House
Employing colonist at any time building cost increase on the replacing building Important! Remodeling does not count as razing!
Bob
Library
Hunting Lodge
(1X)
Farm
Builder
Hunting Lodge
Flat
Forester’s House
Farm
Joiner
Start of Year:
Removing workers from buildings: only at the end of a year
Farm
Farm
Each player should take: one Community board with two Farms, with a Farmer on each of them. The Storage contains 3 Wood; the Warehouse contains 1 Food. There are 6 Tools in the Toolbox. Next to the Community board, there is the Steward who will move across the game board and carry out actions for the player.
Razing Buildings
Basic Storage
Smithy
Farm
ngs
Activating Buildi
s:
Important! Remodeling does not count as razing!
Farm
Sustenance Cost
Employing colonist at any time building cost increase on the replacing building
Removing workers from buildings: only at the end of a year
Farm
Farm
Warehouse
These are all the components you need for the introductory game— leave everything else in the game box. Let’s get started!
Alice -1-
Warehouse
starting player token
1st Summer Round - Alice Alice goes first (as indicated by the starting player marker). Before she takes her first turn, she draws a Market card and 3 Places from the pile, turning them face up. The starting player must do this in every Summer Round. Builder
Now Alice has 5 Storage spaces to store her goods. In this game, goods must be stored. If you cannot store a good in your Storage (or Warehouse), you must discard it. Only Tools and Dollars do not require storing—keep them in the Toolbox. The Toolbox has unlimited space.
Clay Delve
2
Joiner
Farm
Flat
or or or or Builder or Builder Builder or Builder Builder Builder
Then Alice may carry out actions. Before she does, she must first place her Steward on a Market of her choice. She decides to place him on the Market on the left.
1
In each Round, each player takes three consecutive turns by moving their Steward across the game board. On her first turn, Alice moves her Steward onto the Builder for Storage Sheds.
Storage Shed Storage Storage Shed Shed Storage Shed Storage Shed Storage Shed
Builder
Joiner
Builder
Developer
et
Storage Shed
2
1
Builder
Sustenance Cost Riverbank Grove
Important! Remodeling does not count as razing!
Farm
Librarian
Head Official
building cost increase on the replacing building
Farm
Library
rk
Smithy
Finally, Alice returns her Steward to the Market on the left, where she started her three turns. Usually, this is not allowed: you cannot end your three turns where you started them. Markets, however, are exempt from this rule.
Hunting Lodge
Razing Buildings
Basic Storage
3
Builder
Ma
Builders allow you to build certain Buildings—here: Storage Sheds for 1 Tool and 2 Wood. Alice pays the Tool from her Toolbox and the Wood from her Storage.
Riverbank Grove
This was Alice’s first turn. Now she can take her second and thenRiverbank Grove her third turn, before Bob can take actions. Alice moves her Steward to the adjacent Riverbank Grove. She gets 2 Wood there, which she places in her Storage.
or or or or or or
ings Activating Build
Riverbank Grove
3
Day Laborer
Farm
ts:
Employing colonis at any time
Market
Markets also provide actions: these are printed on the Market card. Every Market card provides three actions; you must choose one of them. Alice decides to take 2 Clay, which she must place in her Storage. Now her Storage is filled with 3 Wood and 2 Clay. She cannot place any more goods in her full Storage areas.
s Removing worker from buildings: only at the end of a year
Builder
Farm
Farm
Storage Shed (3x)
Forester’s House
Alice Next, she takes a Storage Shed from the supply and places it on the designated Building spot—each player has three such spaces. She makes sure the side with 2 Storage spaces is facing up. The other side is only used in the standard game. Basic Storage
Most Buildings do nothing, unless you place a Worker in them. So to get access to the 2 additional Storage spaces, Alice must place a Farmer in the Storage Shed. She does so immediately by moving a Farmer from a Farm to the Storage Shed. This is allowed at any time and does not cost an action.
Razing Buildings
Basic Storage
Smithy
Sustenance Cost or
building cost increase on the replacing buildin g Important! Remodeling does not count as razing! Razing Buildings
Smithy
Sustenance Cost
ings Activating Build
building cost increase on the replacing building Important! Remodeling does not count as razing!
Removing worker from buildings: only at the end of a year
or Builder
ts:
Employing colonis at any time
Farm
s
Farm
Farm
Farm
Warehouse
Farm Farm
Storage Shed (3x)
Farm
Farm
Alice
Storage Shed (3x)
-2-
Storage Shed
dings
Activating Buil
Employing colonists: at any time Removing workers from buildings: only at the end of a year
1st Summer Round - Bob 1 Now Bob can take actions. He also takes three consecutive turns and lets his Steward start on the Market on the left. From there, he moves his Steward to the Librarian, drawing 2 Improvements from the draw pile into his hand. He also gets $1, which he places with his Tools.
Stone Axe
3 Finally, Bob moves to the Developer, because he would like to play an Improvement. Before he can play a card, he gets 2 Tools. He must play a card though; you may not visit the Developer only to get the Tools! Also, you may not visit a Place without carrying out its action.
Building Contract
You made yourself a stone axe to cut some wood: unfortunately, it didn’t last very long.
You know what's good? More wood!
Forester’s House
101
draw pile
117
2
On his second turn, Bob lets his Steward jump to the Market on the right. This is only allowed with Markets. Normally, you must move your Steward to an adjacent Place. At that Market, Bob takes the Builder action and builds a Storage Shed for 1 Tool and 2 Wood. He, too, lets a Farmer work there right away.
Builder
Stone Axe
You made yourse lf axe to cut some a stone wood: unfortunately, it didn’t last very long.
Builder
Joiner
Library 101
Librarian
Head Official Hunting Lodge
Builder Ma rk et
or
1
2
Razing Buildin
Smithy
building cost incr on the replacing bu
3
Storage Shed
Riverbank Grove
Riverbank Grove
Since he has space in his Storage and because he could use some Wood, he plays the “Stone Axe”. He discards the “Stone Axe” and gets 4 Wood from the supply.
Basic Storage
Developer
Builder
or
discard pile
Farm
Important! Remodeling does count as razing
Market
Farm
Farm
Farm Farm
Day Laborer
Builder
Storage Shed (3x)
Builder
Storage Shed
Bob
Forester’s House
Razing Buildings
Basic Storage
Smithy
Important! Remodeling does not count as razing!
Farm
ings Activating Build sts: Employing coloni at any time
building cost increase on the replacing building
Farm
Sustenance Cost
Removing workers from buildings: only at the end of a year
This is the end of the Summer Round. They move the Round indicator to Winter and take another three turns each. The game board does not change yet. Start of Year:
Farm Farm
Storage Shed (3x)
Bob -3-
Warehouse
age
1st Winter Round - Alice Unfortunately, Bob has no space left in his Storage and Warehouse. He would like to keep the Clay though. Therefore, he discards his own and Alice’s Food and places Alice’s Clay in his Warehouse. You may discard goods at any time.
1
Alice would also like some hand cards, so she moves her Steward to the Librarian, where she gets $1; she draws the “Beaver’s Lodge” and the “Building Contract” for Storage Sheds. (Note that Alice entered the Market at the bottom and now leaves it at the top. You can enter and leave a Market from any of its two hexes.)
Building Contract Beaver’s Lodge
Every lad needs a shed!
The beaver is gnawed impressed.
Storage Shed
126
120
Warehouse
Bob
2
The “Building Contract” particularly catches her eye, so she moves to the Developer to play it right away. Razing Buildings
Smithy
Employing colonists: at any time
building cost increase on the replacing buildin g Important! Remodeling does not count as razing!
Farm
Farm
Joiner
Library
Removing workers from buildings: end at theOf only Head ficial of a year
Hunting Lodge
Librarian
2
Builder rk et
1
Builder
Storage Shed
However, she has no Food in her Storage but she does in her Warehouse. The Warehouse can store an extra good, which you may not pay with as long as it is in the Warehouse. So before Alice pays Bob, she quickly swaps 1 Clay in her Storage with that 1 Food in her Warehouse. You may move goods back and forth between your and Warehouse at any BasicStorage Storage time, except during an action.
Now that Alice has paid Bob, she can carry out her action. She takes 2 Tools and plays her “Building Contract”, paying 2 Wood and 2 Tools to build 2 Storage Sheds. Sadly, she has one unemployed Farmer left and so she can only activate one of the new Storage Sheds.
dings
Activating Buil
Sustenance Cost Builder
Ma
Unfortunately, the Developer is occupied by Bob’s Steward. Whenever you move onto a Place with other players’ Stewards, you must pay the Fee to them—except on Markets! Alice must pay 1 Building resource and either 1 Food or 1 Tool to Bob. She decides to give him 1 Clay and 1 Food.
Builder
Razing Buildings
Basic Storage
Farm Farm
:
Employing colonists at any time Removing workers from buildings: only at the end of a year
Farm Farm
Storage Shed (3x)
Storage Shed (3x)
Builder
Storage Shed (3x)
Forester’s House
Basic Storage
Razing Buildings
Sustenance Cost
Smithy
3
building cost increase on the replacing building Important! Remodeling does not count as razing!
After the swap, she pays Bob.
dings
Activating Buil
Razing Buildings
Alice
dings
Activating Buil
Sustenance Cost
g colonists: EmployinSmithy at any time
: Employing colonists at any time building cost increase on the replacing building
It is time to increase her work force. Alice moves her Steward to the Builder for Farms, building 1 Farm for 1 Wood and 1 Tool there. Every Farm comes with a Farmer. Alice places her newly gained Farmer in her third Storage Farm Shed right away. Removing workers from buildings: only at the end of a year
Important! Remodeling does not count as razing!
Warehouse
Removing workers from buildings: only at the end of a year
Razing Buildings
Basic Storage
Farm
Farm
Farm
Sustenance Cost
Smithy
:
Important! Remodeling does not count as razing!
Farm
Farm
Storage Shed (3x)
Farm
Farm
Removing workers from buildings: only at the end of a year
Farm
Storage Shed (3x)
Storage Shed (3x)
Storage Shed (3x)
Alice
-4Warehouse
gs
Activating Buildin Employing colonists at any time
building cost increase on the replacing building
Warehouse
Storage Shed (3x)
gs
Activating Buildin
Important! Remodeling does not count as razing!
Market
Day Laborer
Farm
Sustenance Cost
Smithy building cost increase on the replacing building
3
Riverbank Grove
Riverbank Grove
Developer
1st Winter Round - Bob Bob builds 3 Farms at once for a total of 3 Wood and 3 Tools. If the Builder does not say otherwise, you can build as many Buildings of the depicted type as you like in a single action! Otherwise you can only build the indicated number of Buildings. There are Buildings that even limit how many copies of them you may have in total—this is indicated on the Building tiles to the right of Builder the name.
1
Then it is Bob’s turn again. He would really like to play his other card as well but, unfortunately, he is at the Developer already—and you may not simply stand still. So he moves to the Librarian to get another 2 Improvements and $1.
Ruin
Building Contract
You salvaged a brick from an old ruin.
Longer, wider, higher!
Farm Estate
107
115
2
Builder
On his second turn, he returns to the Developer (he is allowed to because this is not his third, last, action), takes 2 Tools and plays his “Building Contract” for a Forester’s House, costing 2 Wood and 2 Tools. He takes a Forester’s House from the supply and places it on an empty Building spot. He activates it immediately by placing his remaining Farmer there.
Storage Shed Builder
Joiner
Basic Storage
Sustenance Cost
Smithy
rk et
Builder
ngs
Activating Buildi
Removing workers from buildings: only at the end of a year
2
s:
Storage Shed
Riverbank Grove
Riverbank Grove
Farm
Important! Remodeling does not count as razing!
1
Developer Farm Farm
Market
3
Farm Farm
Farm
Farm
Storage Shed (3x)
Forester’s House
Farm
Day Laborer
Farm Farm
Builder Storage Shed (3x)
Bob
Forester’s House
Forester’s House
Bob 3
Warehouse
Bob has one turn left, before the Round ends. He does not need them right now, but soon he will need more Farmers. So he moves (gnashing his teeth) to the Builder for Farms. There he pays Alice 1 Tool (since he has no Food) and 1 Clay (which he moves to his Storage before paying it). Warehouse
supply
-5-
ngs
Activating Buildi
Employing colonist at any time building cost increase on the replacing building
s:
Important! Remodeling does not count as razing!
Razing Buildings
Librarian
Head Official Hunting Lodge
Employing colonist at any time building cost increase on the replacing building
Farm Farm
Sustenance Cost
Storage Shed
Library
Ma
Razing Buildings
Smithy
Storage Shed (3x)
Builder
Builder
Basic Storage
Storage Shed (3x)
Removing workers from buildings: only at the end of a year
End of 1st Year A Year ends after 2 Rounds (Summer and Winter). This is when the starting player adds the 3 Places revealed at the start of Summer to the game board. Alice remains starting player, because the starting player does not change automatically. How it changes will be explained later.
She can add the Places wherever she likes, as long as each Place she adds shares at least two edges with other tiles of the game board. After that, certain Buildings generate goods (Forester’s House, Hollow, Hunting Lodge, Pub). Bob gets 2 Wood, which he places on the Forester’s House that generated them. Each generating Building can hold one batch of goods. You can move goods from Buildings to your Storage at any time (except during an action)—never the other way round!
Alice decides to add the Places as follows:
Builder
Builder
Joiner
Forester’s House
Library
Additionally, each player generates 3 Tools per Year, as indicated on the Community board by the Smithy. So both Alice and Bob get 3 Tools each.
Clay Delve
Librarian
Head Official Hunting Lodge
Builder
Joiner
Developer
Ma rk
Razing Buildings
et
Basic Storage
Builder
Smithy building cost increase on the replacing building
Market
Important! Remodeling does not count as razing!
Storage Shed
Riverbank Grove
Riverbank Grove
Farm
Builder
Day Laborer
Builder
Farm
Flat
Forester’s House
-6-
Farm
Farm
Next up is the Summer Round of the second Year.
Sustenance Cost
2nd Summer Round Alice
Bob
Alice turns another 3 Places and a new Market card face up, discarding the previous Market card.
Bob moves to the Day Laborer and gets 1 Wood and $1 there. Then he jumps to the Market on the left and takes 2 Wood. Finally, he moves to the Joiner, producing 2 Planks from 4 Wood. To do so, he first moves the 2 Wood from his Forester’s House to his Storage (moving 1 Wood would have sufficed). Then he pays 4 Wood and takes 2 Planks from the supply, placing them in his Storage. Like Builders, you can use Refiners any number of times per action.
or
or
Builder
Builder
Clayburner
Grove
Forester’s House Factory
First, Alice moves to the adjacent Riverbank Grove, where she gets 2 Wood; then she jumps to the Market at right. There she sells 2 Clay for a total of $2. (If she had Food, she could also sell that.) Finally, she moves to the Developer to play her “Beaver’s Lodge”, placing it face up in front of her. The “Beaver’s Lodge” generates 1 Wood per Year and does not require a Worker. Plus, it does not occupy a Building spot.
Builder
Builder
Joiner
Library
Clay Delve
Librarian
Head Official Hunting Lodge
Joiner
Developer Ma
3
Builder
Builder
rk et
Builder
Builder
Joiner
Riverbank Grove
Riverbank Grove
Clay Delve
Librarian
Head Official
Farm
Hunting Lodge
Builder
Builder
Joiner
Developer Ma rk et
3
Builder Storage Shed
Riverbank Grove
Riverbank Grove
Builder
1
Farm
Day Laborer
Market
+
1 3
+
1
Farm
2 3
–
Builder
Day Laborer
2
Farm
Flat
Builder
2
+
1
Forester’s House
Flat
Forester’s House
Market
Storage Shed
Library
Beaver’s Lod
ge
The beaver is gnaw
ed impressed.
126
-7-
2
+
2nd Winter Round Alice
Bob Bob builds the Library at the corresponding Builder for 1 Tool, 1 Wood, and 1 Plank. This is the only Building in the game that does not require a Worker to function. Bob wants to benefit from that immediately so he moves to the Librarian. Now he may draw 4 Improvements and keep 2 of them. Also, from now on, he may temporarily exceed the usual hand limit of 6 cards, only needing to discard at the end of his turn. Alice still must obey the 6 card limit at all times, unless she also builds the Library.
Alice jumps to the Market on the left and takes 2 Wood. Then she moves to the Riverbank Grove for another 2 Wood and, finally, returns to the Market on the left for yet another 2 Wood. Builder
Builder
Joiner
1
Library
Clay Delve
Librarian
Head Official Hunting Lodge
1
Builder
Joiner
Developer
Ma
Builder
1
Joiner
rk et
Builder Storage Shed
Riverbank Grove
Market
2
Clay Delve
Librarian
Head Official
Riverbank Grove Farm
Day Laborer
Builder
3
Builder Ma
2 3
rk et
Riverbank Grove
Riverbank Grove
2
Market
Storage Shed
Forester’s House
+
Joiner
Developer
Builder
Farm
Flat
3
Library
LIBRARY (1X)
Hunting Lodge
Builder
1
–
Builder
Builder
Day Laborer
Farm
Builder
+
Farm
Flat
Forester’s House
+
Bob draws the second “Stone Axe”, the “Wooden Shovel”, the “Cottage”, as well as the “Building Contract” for Hollows. He decides to keep the “Stone Axe” and the “Wooden Shovel” and discards the rest. He then moves to the Developer to play the “Stone Axe”.
X
Stone Axe
You made yourself a stone axe to cut some wood: unfortunately, it didn’t last very long.
X
+
I won’t say
Wooden Shovel Stone
Holid Axe Your goalract You was made to farm some Cont clay with your new axe to cutyourself aay stone unfortun shovel … “Crack!” some clay! wood: Cabin ately,Sma it didn’t nay to more ll, but last perf very long. ectly form ed!
Building
J
J
2
Building Contract
Wooden Shovel
Holiday Cabin
I won’t say nay to more clay!
Your goal was to farm some clay with your new shovel … “Crack!”
Small, but perfectly formed!
Hollow
Hollow
118 104 129 101
118 101
-8-
128
103
3
+
End of 2nd Year Alice adds the new Places:
Alice generates 1 Wood, placing it on the “Beaver’s Lodge”. Like generating Buildings, the “Beaver’s Lodge” can store one batch of what it generates. Bob generates 2 Wood via his Forester’s House again. Both get 3 Tools each. Builder
Builder
Joiner
Library
Clay Delve
Librarian
Head Official Hunting Lodge
Beaver’s Lodge The beaver is gnawed impressed.
Builder
Joiner
Developer Ma rk et
126
Builder
Market
Storage Shed
Riverbank Grove
Riverbank Grove
Farm
Builder
Day Laborer
Builder
Farm
Flat
Grove
Builder Forester’s House
Clayburner Factory
-9-
3rd Summer Round Alice
Bob
As usual, Alice turns 3 new Places and a new Market card face up. Builder
Baker
Bob jumps to the Market on the left and takes the starting player marker (as shown on the Market card). Next, he builds 2 Storage Sheds, activating them immediately. Finally, he jumps to the Market on the right and takes 1 Wood and 1 Clay there.
or
Builder
or Head Official
1
or
Farm
Farm
Estate
Builder
Flat
Alice moves so as to build 3 Farms, take 2 Wood at the Riverbank Grove and build 2 Forester‘s Houses, activating them immediately. Before she could do this last part, she had to move 1 Wood from the “Beaver’s Lodge” to her Storage so she could pay the required 6 Wood and 4 Tools for the Forester’s Houses.
Builder
Joiner
Library
Clay Delve
Librarian
Head Official Hunting Lodge
1
Builder Ma
Builder
Joiner
Developer
rk et
Builder
Joiner
Storage Shed
Library
2 Riverbank Grove
Riverbank Grove
Clay Delve
Librarian
Head Official
Builder
Farm
Hunting Lodge
Builder
Farm
Ma et
Riverbank Grove
Riverbank Grove
Builder
Builder
2
Market
Forester’s House
3
Clayburner Factory
Farm
Flat Basic Storage
Grove
Builder
8x
Forester’s House
4x
Farm Farm
Razing Buildings
Sustenance Cost
Smithy
Basic Storage
5x
3x
Farm Farm
Sustenance Cost
Smithy
gs
Activating Buildin
:
Removing workers from buildings: only at the end of a year
Important! Remodeling does not count as razing!
Farm Farm
Farm
Farm
Factory
:
Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing!
Storage Shed (3x)
Removing workers from buildings: only at the end of a year
Forester’s House
LIBRARY (1X)
Farm
Storage Shed (3x)
Farm Farm
Farm
Farm
Storage Shed (3x)
Storage Shed (3x)
Forester’s House
Forester’s House
Farm
Farm
Storage Shed (3x)
Beaver’s Lodge
Storage Shed (3x)
The beaver is gnawed impressed.
Warehouse
Alice Warehouse
126
-10-
gs
Activating Buildin Employing colonists at any time
building cost increase on the replacing building
Clayburner Razing Buildings
Grove
Builder
Builder
Day Laborer
Farm
Flat
3
rk
1
Storage Shed
Builder
Day Laborer
Builder
Joiner
Developer
Market
Bob
3rd Winter Round Bob
Bob may have the starting player marker but it is not his turn yet. The starting player does not change until the end of the Year!
Bob moves to the Developer and plays the “Ruin”, getting 1 Brick (and 2 Tools as usual). He takes Wood and Clay on the Market and returns to the Developer to play his “Building Contract” for an Estate. He pays 1 Tool, 2 Wood, and 1 Brick and turns one of his Farms to the other side, getting 2 Farmers. The Estate shows 3 Farmers but these include the 1 Farmer that you already got from the Farm—you only get 2 new Farmers.
Alice So it is Alice‘s turn again. She jumps to the Market on the right and takes 1 Wood and 1 Clay. She gets another 2 Clay on the adjacent Clay Delve. Then she returns to the Market on the right and takes yet another 1 Wood and 1 Clay. Both times, she did not have to pay Bob, because the Fee does not apply to Markets.
Builder
Builder
Builder
Joiner
Builder
Library
Hunting Lodge
Clay Delve
Librarian
Builder Ma rk et
Builder
Developer Ma rk et
2
Builder
3
Joiner
Builder Storage Shed
Market
Storage Shed
Riverbank Grove
Farm
3 1 2
Market
Builder
Day Laborer
Builder
Farm
Flat
Builder
Forester’s House
1
Razing Buildings
Basic Storage
Sustenance Cost
Smithy
Grove
Builder
Grove
Builder
Farm
Flat
Forester’s House
Riverbank Grove
Riverbank Grove
Builder
Day Laborer
Farm
Joiner
Developer
Hunting Lodge
Riverbank Grove
Clay Delve
Librarian
Head Official
Library
Head Official
Joiner
building cost increase on the replacing building Important! Remodeling does not count as razing!
Clayburner Factory
Farm
Estate
Farm
Farm
Farm
Farm
+ Forester’s House
-11-
LIBRARY (1X)
Farm
Factory
dings Activating Buil Employing colonists: Clayburner at any time Removing workers from buildings: only at the end of a year
End of 3rd Year Now Bob becomes starting player and adds the 3 Places.
Alice generates a total of 5 Wood via her “Beaver’s Lodge” and her two Forester’s Houses. Bob still only generates 2 Wood via his Forester’s House, which contains 2 Wood from the previous Year. His Forester’s House, however, can only store 2 Wood—which is how much it generates. Therefore, Bob places the generated Wood Basic Storage Smithy in his Storage. Buildings generate goods directly into your Storage (or Warehouse) if there is no space left on the Building. Razing Buildings
Builder
Sustenance Cost
building cost increase on the replacing building
Builder
Joiner
+
Library
Alice
Farm
Farm Farm
Farm
Farm
Farm
Clay Delve
Librarian
Head Official
Important! Remodeling does not count as razing!
Hunting Lodge
Builder
Forester’s House
Joiner
Developer
Forester’s House
Farm
Farm
Ma rk et
Builder
Builder
Market
Basic Storage
Storage Shed
Riverbank Grove
Riverbank Grove
Farm
Builder
Day Laborer
Farm
Beaver’s Lodge
Flat
Builder
Farm
The beaver is gnawed impressed.
126
Baker
Flat
Grove
Builder
or Warehouse
Bob
Forester’s House
Storage Shed (3x)
+
Clayburner Factory
Builder
Farm
Estate
Both get 3 Tools, as usual. Warehouse
-12-
4th Summer Round Alice
Bob Now Bob goes first. He turns the remaining 3 Places face up and reveals a new Market card. Grove
Clay Delve
Builder
Alice is glad that Bob did not end his last turn at the Builder for Factories, which is where she wants to go next. There she builds one Factory for 3 Tools, 3 Wood, and 3 Clay. Then she takes 2 Clay on the Market to build another Factory right after.
or
or Joiner
Hollow
FACTORY
Unfortunately, she can only activate one of her Factories, because she has only one unemployed Farmer left. You may not simply displace Workers from other Buildings. So she activates only one Factory for now. With an activated Factory, her Forester’s Houses now generate 3 instead of 2 Wood per Year. Factories with a Farmer in them boost the output of all of your Forester’s Houses, Hollows, and Hunting Lodges (but not Pubs) by 1 good.
Subsequently, he jumps to the Market on the left, where he can choose between 2 Wood and 2 Clay. He takes 2 Clay. Next, he jumps to the Market on the right and takes another 2 Clay. Finally, he moves to the Clayburner, paying 4 Clay and 2 Wood to produce 2 Bricks. Builder
Builder Builder
Joiner
Library Builder
Joiner
Library
Clay Delve
Librarian
Head Official Hunting Lodge
Clay Delve
Librarian
Head Official
1
Builder
Hunting Lodge
Joiner
Developer
Ma rk et
Builder rk
Builder
et
Market
Joiner
Developer Ma
Builder Storage Shed
Builder
Builder
Market
Storage Shed
Riverbank Grove
Riverbank Grove
Builder
Day Laborer
Farm
Farm
Flat Riverbank Grove
Riverbank Grove
2
Builder
Farm
Builder
Grove
Farm
1 2 3
or
Forester’s House
3
Builder Forester’s House
Clayburner Factory
14 x
4x
Farm Estate
Razing Buildings
Sustenance Cost
Smithy
:
Important! Remodeling does not count as razing!
Farm Farm
Farm
gs
Activating Buildin Employing colonists at any time
building cost increase on the replacing building
Removing workers from buildings: only at the end of a year
Basic Storage
Builder
2x
Farm
3x
Farm Farm
Farm
Razing Buildings
Sustenance Cost
Smithy
Important! Remodeling does not count as razing!
Farm Farm
Farm
gs
Activating Buildin
Factory
Grove
Clayburner
:
Employing colonists at any time
building cost increase on the replacing building
Removing workers from buildings: only at the end of a year
Builder
Farm
Storage Shed (3x)
Farm Forester’s House
LIBRARY (1X)
Farm
Storage Shed (3x)
Forester’s House
Forester’s House
FACTORY
FACTORY
Farm
Farm
Storage Shed (3x)
Storage Shed (3x)
Storage Shed (3x)
Bob Warehouse
-13-
Alice
Baker
Flat
Estate
Storage Shed (3x)
Farm
Flat
Flat
Builder
Basic Storage
Builder
Day Laborer
Farm
Baker
Estate
or
4th Winter Round Alice
Bob
Alice jumps to the Market on the left and takes 2 Clay. She does not collect any Wood, because her Forester’s Houses will generate some shortly. So she moves to the Librarian, drawing 2 Improvements: the “Loam Hollow” and the “Anvil”. She plays the “Loam Hollow” right away (at the Developer). It generates 1 Clay per Year.
Bob moves to the Market on the right, producing 1 Plank there. Even if he had more Wood, he could only produce a single Plank. In this case, the depicted limit indicates how many refined goods you can produce. The “Joiner” tile does not have any limit. Fortunately, one Plank is all Bob needs to build 2 Pubs. He activates them immediately with Farmers. On his third turn, he takes 2 Clay at the Market on the right.
Builder
Builder
Joiner
Library
Hunting Lodge
Builder Joiner
Ma
Builder
rk
Library
et
3
2
Joiner
Developer
Builder
Clay Delve
Librarian
Head Official
Clay Delve
Librarian
Head Official
Builder
Builder
Market
Storage Shed
Hunting Lodge
Builder
Riverbank Grove
Riverbank Grove
Joiner
Developer
Farm
Builder
Day Laborer
Farm
Ma
Flat
rk et
Builder
Builder
Builder
Market
Riverbank Grove
Riverbank Grove
1
Day Laborer
Farm
2
Builder
Builder
Grove
Builder
or
Flat Clayburner Farm
Baker
Factory
Flat
Grove
Builder
Flat
1
Forester’s House
Farm
Baker
Farm
Storage Shed
Builder or
Forester’s House
1
Farm
Clayburner
Estate
Factory Basic Storage
Basic Storage
12 x
4x
Farm
Estate
Razing Buildings
Sustenance Cost
Smithy
ing Buildings
Activat
Builder
2x
:
Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing!
Removing workers from buildings: only at the end of a year
4x
Farm
Farm
Razing Buildings
Sustenance Cost
Smithy
:
Important! Remodeling does not count as razing!
Farm Farm
Farm
gs
Activating Buildin Employing colonists at any time
building cost increase on the replacing building
Removing workers from buildings: only at the end of a year
Farm
Farm Farm Farm
Farm
Farm
Estate
Storage Shed (3x)
Forester’s House
Storage Shed (3x)
Forester’s House
Farm
Farm
Storage Shed (3x) Forester’s House
LIBRARY (1X)
Farm
Beaver’s Lodge
Loam Hollow
The beaver is gnawed impressed.
Clay for days!
Storage Shed (3x) Storage Shed (3x)
Storage Shed (3x)
Pub
FACTORY
FACTORY
Pub
Bob
Alice
-14Warehouse
126
127
End of 4th Year Bob adds the remaining 3 Places:
Alice notices that she does not need that many Storage spaces in the final Year, so she moves a Farmer from a Storage Shed to her second Factory. You may only move Workers away from Buildings at the end of a Year; this happens before the Buildings generate goods.
Builder
Alice Builder
Joiner
Storage Shed (3x) FACTORY
Library
Clay Delve
Librarian
Head Official Hunting Lodge
Builder
Joiner
Developer
Ma rk et Builder
Builder
Market
Storage Shed
Riverbank Grove
Riverbank Grove
Farm
Builder
Builder
Day Laborer
Farm
Flat
Clay Delve
Farm
Baker
Flat
Builder
Grove
Builder
By doing so, Alice’s Forester’s Houses generate 4 Wood now (due to two activated Factories). Additionally, her “Loam Hollow” generates 1 Clay and her “Beaver’s Lodge” 1 Wood, which she places in her Storage, because there is Wood left from the previous Year. Note that Factories do not affect the “Beaver’s Lodge”.
Alice Forester’s House
or
Forester’s House
Forester’s House
Hollow
Clayburner
Grove Factory
Builder
Farm
Estate
-15-
Bob generates 2 Wood and $2. Both players get 3 Tools each.
Bob
Pub
Pub
5th Summer Round Alice
Bob Bob turns another Market card face up—in the 5th Year, there are no more Places to add. This is the final Year. Both players have a total of 6 turns left. Bob moves to the Clay Delve for 2 Clay; afterwards, he returns to the Market on the right for 1 Clay and 1 Food. Finally, he produces 2 Bricks at the Clayburner.
Alice builds 2 Farms, which she intends to turn into Flats later. Her Community board is full now. She cannot build any more Buildings, unless she razes a Building. You may raze Buildings at any time, but it costs 2 Tools to raze one. Plus, you lose all the benefits that the Building provided.
or
or Builder
Hunting Lodge
Alice, however, does not intend to raze anything. She jumps to the Market on the right and takes 1 Clay and 1 Food there. Then she produces 2 Planks at the Joiner. Remember: Alice could not return to the Developer on her last turn, even if she wanted to, because she started from there.
Builder
Builder
Joiner
Builder
Library
Clay Delve
Librarian
Head Official
Builder
Hunting Lodge
Builder
Developer
Joiner
Ma
1
rk et
Builder
Joiner
Library
2
Market
Builder
1
Builder Ma
Storage Shed
rk et
Riverbank Grove
Riverbank Grove
Farm
Builder
Grove
Builder
Baker
Riverbank Grove
Riverbank Grove
or
Builder
15 x Farm
Estate
Sustenance Cost
gs Activating Buildin :
Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing!
Razing Buildings
Hollow
Smithy
Important! Remodeling does not count as razing!
Farm
Estate
Removing workers from buildings: only at the end of a year
Farm
Farm
Farm
Farm
Farm
Farm
Farm
ings Grove Activating Build ts:
Employing colonis at any time
Removing worker from buildings: only at the end of a year
s
Clayburner Factory
B
Builder
Estate
Farm
Forester’s House LIBRARY (1X)
Farm
4x
Storage Shed (3x)
Pub
FACTORY
Bob Warehouse
Sustenance Cost
Farm Farm
Forester’s House
Pub
Grove
Builder
Farm
Storage Shed (3x)
Storage Shed (3x)
Farm
Builder
building cost increase on the replacing building
Smithy
Builder
Forester’s House
Basic Storage
6x
Builder
Farm
Flat
Clay Delve
3
Builder
Basic Storage
3
3
Baker
Flat
Factory
Razing Buildings
Day Laborer
Farm
Clayburner
Grove
Hollow
Market
Storage Shed
Flat
Forester’s House
Joiner
Developer
Builder
Farm
Flat
Clay Delve
Clay Delve
X
Builder
Builder
Day Laborer
Farm
2
Librarian
Head Official Hunting Lodge
-16-
Forester’s House
Farm
Farm
Farm
Farm
4x FACTORY
or
5th Winter Round Alice
Bob
Now Alice wants to build the Flats. To build a Flat, you must remodel a Farm—like Bob did when he built an Estate. Unlike the Estate though, a Farmer needs to be “at home” in order to remodel a Farm into a Flat. Empty Farms cannot be remodeled to Flats. Alice moves to the corresponding Builder, paying 2 Tools and 2 Planks there. She replaces two Farms with Flats and the Farmers who lived there with Citizens.
Bob moves to the Market on the left, selling 2 Bricks for a total of $6. Next, he moves to the Grove and takes 2 Wood. On his final turn, he returns to the Market and builds a Hunting Lodge, activating it with his remaining unemployed Farmer. He does not need the food; he is doing this for score only.
To realize her plan (you will see shortly what this is), she is still 1 Food short. This is why she moves to the Baker next, grabbing 2 Food there. On her final turn of this game, she sells her remaining 4 Wood for $2 at the Market.
Builder
Builder
Joiner
Library
Builder
Clay Delve
Librarian
Head Official Hunting Lodge
Builder
Builder
Joiner
Developer
Joiner
Ma
Library
rk et
Builder
Market
Builder
Farm
et
Clay Delve
Joiner
Developer
Farm
Flat
rk
Builder
Builder
Day Laborer
Farm
Hunting Lodge
Ma
Riverbank Grove
Riverbank Grove
Clay Delve
Librarian
Head Official
Builder
Storage Shed
Builder
Baker
1
Market
Storage Shed
Flat
Builder
2
Builder
Forester’s House
Grove
Clay Delve
Farm
Builder
Hollow
Farm
Razing Buildings
Farm Farm
Farm
gs
Activating Buildin
Builder
Removing workers from buildings: only at the end of a year
Farm
1
Storage Shed (3x)
Forester’s House
Hunting Lodge
LIBRARY (1X)
Farm
Farm
Farm
–
Farm Flat
Storage Shed (3x)
Storage Shed (3x)
Pub
Pub
Bob
or
Factory
:
Important! Remodeling does not count as razing!
2
Baker
Clayburner
Grove
Employing colonists at any time building cost increase on the replacing building
12 x
Farm Estate
Sustenance Cost
Smithy
3
Grove
Builder
Forester’s House
Estate
12 x
Farm
Flat
Flat
Builder
Basic Storage
Builder
Day Laborer
Farm
Builder
Clayburner
Factory
Riverbank Grove
Riverbank Grove
or
1
Grove
Hollow
3
Builder
2 -17-
+
3
Flat
Estate
The game is basically over now. Alice and Bob still have to go through the end of the Year, after which they will score their Communities.
End of 5th Year
Scoring
Finally, Alice can realize her master plan. She “fires” the two Farmers working in her Factories and returns them to their Farms. Instead, she lets her Citizens work in the Factories, which costs 1 Food per Citizen. Unlike Farmers, Citizens require 1 Food of Sustenance when they are put to work. FACTORY
Flat
Every Building shows a Dollar value—this is how much it is worth during scoring. Permanent Improvements in play—like Alice’s “Beaver’s Lodge” and “Loam Hollow”— also have a Dollar value. Cards left in hand as well as goods (except Dollars) are not worth anything. Including the Dollars in their Toolboxes, Alice has $39 and Bob has $45.
6x
Basic Storage
Farm
Alice
Razing Buildings
Sustenance Cost
gs
Activating Buildin
Smithy
:
Employing colonists at any time building cost increase on the replacing building
Removing workers from buildings: only at the end of a year
Important! Remodeling does not count as razing!
Farm
Farm
Farm
Farm
Farm
Farm
Storage Shed (3x)
Forester’s House
FACTORY
Flat
Forester’s House
Farm
Farm
Beaver’s Lodge
Storage Shed (3x)
Loam Hollow
The beaver is gnawed impressed.
Farm
Clay for days!
FACTORY
Storage Shed (3x)
FACTORY
Flat
Flat
126
Alice
127
14 x However, employed Workers are Bob also worth Dollars. Unemployed Farmers and Citizens, who are not working in any Building and are, thus, still “at home”, are not worth anything. Alice has 5 working Farmers and 2 working Citizens— one Farmer is “home” doing nothing and, thus, worthless. Bob has put all of his 7 Farmers to work. Each working Farmer is worth $2; each working Citizen is worth $6. Therefore, Alice gains an additional $22 and Bob an additional $14 via Workers. Razing Buildings
Basic Storage
In the Introductory Game, the Factory is the only Building in which you can put your Citizens to work. Plus, it is the only Building that can take any type of Worker. However, Factories will only boost the output of your generating Buildings if they are operated by Farmers. This is why Alice’s Forester’s Houses revert to generating just 2 Wood per Year (which is also how much they can store again now). This does not matter though, because goods, except for Dollars, are worth nothing during scoring.
building cost increase on the replacing building
Warehouse
Important! Remodeling does not count as razing!
Farm
Estate
Farm
Farm
Farm
Forester’s House
Hunting Lodge
LIBRARY (1X)
Farm
Storage Shed (3x)
Forester’s House
X X
X X
Alice
Farm
Storage Shed (3x)
Storage Shed (3x)
Forester’s House
Sustenance Cost
Smithy
Pub
Pub
Warehouse
Name
Now that Alice has unemployed Farmers again, she can activate her third Storage Shed for scoring. Bob does not change a thing in his Community. Both players would generate goods but the only thing that matters is Bob generating $2 via his Pubs. After that, they score their Communities.
Buildings
Bob
30
31 –
Embassies
–
Improvements
3
–
Dollars
6
14
39
45
Farmers (2
)
10
14
Citizens (6
)
12
–
Merchants (16
)
–
–
Sub-Total
22
14
Total
61
59
Sub-Total
-18-
Alice
In total, Alice scores $61 and Bob $59. Alice barely wins over Bob; and Bob regrets not having built another Pub towards the end …
g
Activating Buildin :
Employing colonists at any time Removing workers from buildings: only at the end of a year
What’s Next? Before you leap into the standard game, you should play the introductory version a couple of times. The board used throughout this Introductory Game is of easy difficulty. If you would like to increase it, try one of these:
Medium Difficulty
Riverbank Grove
Builder
Builder
Developer
Market
Builder
Farm
Head Official
Riverbank Grove
Market Library
Builder
Builder
Day Laborer Hunting Lodge
Joiner
Librarian Forester’s House
-19-
Storage Shed
Hard Difficulty Head Official
Market
Joiner
Builder
Market
Developer
Builder
Builder
Builder
Forester’s House
Library
Riverbank Grove
Librarian
Storage Shed
Day Laborer
We also suggest each player start with any combination of Wood and Clay in their Storage (instead of always starting with 3 Wood). Finally, you can try the introductory version with a variable setup, as described in chapter 4, “Game Board“ on page 5 of the main rule book. If you do, remove the “Diplomat” tile and replace it with the “Day Laborer” tile. Have fun!
-20-
Builder Hunting Lodge
Farm
Riverbank Grove
Sustenance works a little differently in the standard game as described in the Introductory Game. The described procedure is a simplified version of the normal rules, but sufficient for the Introductory Game.