Ahau: Rulers of Yucatán
Ahau: Rulers of Yucatán Rulebook
Table of Contents
Table of Contents
Overview
It is the dawn of the Classic period of the Maya civilization, ca. 250 A.D. Cities of staggering beauty rise out of the jungle as divine rulers take their throne. Constant warfare ravages the land, fortunes ebb and flow, and dynasties rise and fall. Will you make your mark on history as a great K'uhul Ahau?
In Ahau, you take on the role of a Maya royal family as you strive to expand the borders of your kingdom by gaining influence over the cities of the Yucatán peninsula, constructing your pyramid temple, winning military conflicts, or receiving the gods' favours. Gain the most Fame to be crowned K'uhul Ahau who unites the lands and brings lasting peace and prosperity!
Ahau is pronounced as "ah-HOW," with the emphasis on the second syllable.
Components
- 10 city tiles
- 5 3D temples
- 85 pyramid tiles
- 75 resource tokens: 15 of each type — Corn (yellow), Water (blue), Obsidian (black), Cacao (brown), and Limestone (white)
- 1 bag for the pyramid tiles
- 6 role cards
- 15 production site tiles
- 5 weapon tiles
- 1 double-sided game board
- 7 god scoring tiles
- 1 K'atun marker
- 5 100/200 fame markers
- 25 building tiles
- 5 gameplay summary cards
- In each of the 5 player colours: 7 player markers, 1 double-sided player board, 1 ruler standee, 12 workers, 6 region cards
Solo components
- 1 double-sided solo player board
- 6 personality cards
- 1 resource tracker card
Setup
- Select the side of the Game board corresponding to the number of players (2-3 or 4-5), as indicated by the player count icons on the Calendar track in the upper left section. Place this side face up in the centre of the play area.
- Place the City tiles at random face up on each of the marked hexagonal spaces on the board.
- Place the Production Site tiles at random face up on each of the marked circular spaces between the Cities. In a 2- or 3-player game, place the remaining tile face up on the first space of the Calendar track.
- Set aside the 5 Pyramid tiles showing the starting icon (these are "Starting Pyramid tiles" and will be used later in setup). If playing with fewer than 5 players, remove the 25 Pyramid tiles showing the 5-player icon and return those to the box. Place all the remaining Pyramid tiles into the bag and shuffle them. Draw and place 2 Pyramid tiles face up in each Region, 1 on each of the marked square spaces.
- If playing with fewer than 5 players, remove the 5 Building tiles showing the 5-player icon and return those to the box. Shuffle the Building tiles and deal 1 face up on each of the two rightmost offer slots in the lower left corner of the Game board (the game begins with the leftmost slot empty). Place the remainder in a face-down stack to the right of the offer.
- Place 1 Building tile, drawn from the Building tile stack, face up in each Region of the Game board. In a 2-3 player game there are 5 Regions, and in a 4-5 player game there are 6 Regions.
- Assemble the 3D Temples as shown, and place them next to the Game board. Place 1 God Scoring tile at random into the corresponding slot of each Temple. Return the remaining 2 God Scoring tiles to the box.
- Place the K'atun marker on the uppermost space of the K'atun track.
- Place the 100/200 Fame markers next to the "0" space of the Fame track.
- Shuffle the Role cards and, without looking at their faces, form a face-down deck next to the board consisting of cards equal to the number of players plus one. Return any remaining Role cards to the box unseen.
- Place all of the Resource tokens in a general supply near the Game board.
- Each player chooses a player colour and takes all components in that colour (1 Ruler Standee, 7 Player markers, 12 workers, 1 Player board, and 6 Region cards), placing them in their player area. Decide whether to play with the "Day" or "Night" side of the Player boards, with all players placing their boards with that side face up in front of them. For your first game, we recommend choosing the "Day" side. Return all components of any unused player colours to the box.
- Each player takes 1 Weapon tile and places it with the "+5" side face down (i.e., not showing) on the bottom-most space of their Weapon track (found on the right-hand side of their Player board). Return any remaining Weapon tiles to the box.
- Each player places 1 of their Player markers on the "0" spot of the Fame track, forming a stack. The order of markers in this stack does not matter.
AHAU FAMILY. Changes to setup and gameplay for Ahau Family, a simpler version of Ahau: Rulers of Yucatán intended for younger players aged 9 and over or for those wanting a lighter game, are presented in boxes like this, to be read alongside the main rules. If you are playing the full game, disregard these boxes.
Setup as for the full game, with the following changes:
Omit steps 5 and 6 entirely and return all Building tiles to the box (they are not used in this variant). Instead, place 2 Resources in each Region of the Game board, corresponding to the Pyramid tiles in that Region (for each wild tile, draw a non-wild tile from the bag and place a Resource of the corresponding colour in the wild tile's Region, then return any drawn tiles to the bag).
In step 7, return the God Scoring tile shown on the right to the box before shuffling the others. It is not used in this variant.
Omit step 10 entirely and return all Role cards to the box (they are not used in this variant).
In step 12, place the "Day" side of the Player boards face up (the "Night" side is not compatible with this variant).
In step 15, instead, starting with the oldest player and proceeding to the youngest, each player places one of their Player markers on the first place of the Might track to form a stack with the oldest player's marker at the bottom and the youngest's at the top.
Omit step 16 entirely.
In step 17, instead of players selecting Gameplay Summary cards and Starting Pyramid tiles, randomly deal one of each to each player.
Regions and Cities
The Game board is made up of both Regions and Cities. Depending on player count, there are 5 or 6 regions on the board, with the Regions separated by roads. There are 10 Cities which are represented by the City tiles placed during setup. There are 2 Cities corresponding to each God. Cities each straddle 2 or 3 Regions and are considered adjacent to those Regions. Cities are also considered adjacent to other Cities when connected by a road (solid white line) or water route (dotted white line).
Resources
There are 5 different Resources in the game, represented by tokens in 5 different colours (brown is Cacao, yellow is Corn, black is Obsidian, white is Limestone, and blue is Water). Each Production Site tile produces Resources of the colour shown on the tile. Whenever you gain a Resource, take a token of the corresponding colour from the general supply and place it next to your Player board, in your personal supply. When you are required to spend a Resource, take a token of the corresponding colour from your personal supply and return it to the general supply. There is no limit to the number of Resources you may hold in your personal supply.
Trading: At any time, you may gain Resources by trading, as follows:
- Spend 2 Resources of the same colour to gain 1 Resource of a different colour; or
- Discard 2 Pyramid tiles of any one colour (and/or wild) from your reserve to gain 1 Resource of the same colour.
Weapons
Weapons contribute to players' Military Strength when resolving Conflicts (see below). The number of Weapons each player has is shown by the position of their Weapon tile on the Weapon track on their Player board. Whenever you gain a Weapon, advance the tile on your Weapon track by one space to indicate this, flipping the tile over to show its "+5" side and returning it to the "1" space when you gain your 6th Weapon. Each player may have at most 10 Weapons; simply ignore any further Weapons that would be gained.
100/200 Fame Markers
If you reach 100 Fame, claim a 100/200 Fame marker and place it next to your Player board showing its "100" side, and continue tracking any additional Fame you earn on the Fame track. If you reach 200 Fame, flip the marker to show its "200" side, similarly.
Gameplay
The game takes place over a number of K'atuns. Each K'atun consists of one or more rounds, depending on when the end of the K'atun is triggered. The end of the game is triggered when a player has completed their Pyramid or placed their last Worker, or at the end of the third K'atun.
Each round consists of a Movement Phase and an Action Phase. During the Movement Phase, all players simultaneously select cards from their hands to determine the Regions into which they will move their Rulers, resolving Conflicts between players who have chosen the same Region. Then, each player takes a Pyramid tile from the Region occupied by their Ruler. During the Action Phase, each player must place a Worker in a City adjacent to their Ruler's Region, may summon the God corresponding to that City, and then may either produce Resources or build tiles. At the end of a round, if a K'atun has passed, a K'atun Celebration will be performed, during which Fame will be awarded to players by the Gods they have summoned during the K'atun, and to the players having the most workers in each City.
Movement Phase
The Movement Phase consists of the following steps, in order:
- Select Regions
- Resolve Conflicts
- Take a Pyramid Tile
1. Select Regions
Simultaneously, all players secretly select two cards from their hands. At the start of the game, your hand comprises the 6 Region cards in your colour.
When selecting your cards, place one face down to the left of your Player board: this indicates the Region into which you will move your Ruler. Place the other card you have selected face down to the right of your Player board: this contributes to your Military Strength in the event of a Conflict.
Once all players have placed their two cards, each player flips both of their cards face up and moves their Ruler into the numbered Region corresponding to their left-hand card. Your Ruler may remain in the same Region, as long as your left-hand card shows the same number as the Region your Ruler is already in.
Note: In a 2- or 3-player game, cards showing the number 6 can only be placed as the right-hand card (since there is no Region 6 on that side of the board).
2. Resolve Conflicts
If multiple players now have a Ruler in the same Region, a Conflict is triggered and must be resolved. If there is more than one Conflict, resolve them in Region number order, starting from the lowest-numbered Region.
To resolve a Conflict, determine each involved player's Military Strength by adding the number shown on their right-hand card to the number of Weapons they have (as shown by the position of the tile on the Weapon track on their Player board). The player with the highest Military Strength wins the Conflict, and all other players involved in the Conflict lose.
Breaking ties: In all cases, ties for Military Strength are broken in favour of the tied player whose marker is highest on the Might track. Where more than one marker is on the same space of the Might track, the uppermost marker in the stack is considered to be highest.
The winner of a Conflict may advance their marker one space on the Might track. Whenever you advance on the Might track (through Conflict or otherwise), gain the reward shown on the space on which your marker ends its movement (place your marker on top of any other Player markers already on that space, if any). If you have reached the top space of the Might track, whenever you would advance your marker further, leave it on that top space (moving it to the top of the stack, if it is not there already) and gain 3 Fame.
See Pyramid, Building, and Might Track Rewards below for details of the Might track rewards.
When a player loses a Conflict, they gain 1 Weapon and must move their Ruler to an adjacent unoccupied Region, or, if all adjacent Regions are already occupied by Rulers, to any unoccupied region. In addition, during the Place a Worker step in the same round that they lost the Conflict, they cannot place a Worker adjacent to the Region they lost the Conflict in. If multiple players lose the same Conflict, they move their Rulers in order of Military Strength, starting with the player who has the highest Military Strength.
Example: The red, green, and purple players all selected Region 3 as their left-hand card. In addition to their right-hand cards, the red player has 1 Weapon, while the others have none, giving total Military Strengths of 6 for the green player, and 2 each for the purple and red players. The green player wins the Conflict and immediately advances on the Might track, gaining the corresponding reward. The red and purple players each gain 1 Weapon and must move their Rulers. Although their Military Strengths are tied, the red player is ahead of the purple player on the Might track and so moves first, choosing to place their Ruler in Region 4. Then, the purple player chooses to move their Ruler to Region 6.
3. Take a Pyramid Tile
Each player selects one of the 2 Pyramid tiles from the Region occupied by their Ruler and adds it to their reserve. Players complete this step in Region number order, starting with the player whose Ruler is in the lowest-numbered Region (alternatively, if all players agree, this step may be completed simultaneously). Tiles are only replenished at the end of each round.
Action Phase
Starting with the player whose Ruler is in the lowest-numbered region, and continuing in Region number order, each player takes a single turn. On your turn, perform the following steps, in order:
- Place a Worker
- Summon a God (Optional)
- Produce or Build (Optional)
- Discard and/or Redraw
1. Place a Worker
Place 1 of your Workers, standing up, in any City adjacent to the Region containing your Ruler. There is no limit to the number of Workers each City can contain.
Reminder: If you had to move your Ruler from a Region due to losing a Conflict in this round, you cannot place your Worker adjacent to that Region in this round.
Building tiles as Region bonuses: If you have at least one Worker in each City surrounding a Region, your Ruler is currently occupying that Region, and there is still a Building tile in that Region, you may take that Building tile and build it for free (follow the rules for building a Building tile below, but do not spend any Resources). See Building Tiles below for the effects of Building tiles.
Example: The purple player has Workers in all Cities surrounding Region 1 and their Ruler is also in Region 1. They take the Building tile from Region 1 and place it in the leftmost available slot on their Player board, without spending any Resources.
AHAU FAMILY. After placing a Worker, if you have a Worker in each City surrounding the Region your Ruler is currently occupying and there are still any Resources in that Region, you may take both Resources from that Region and add them to your supply.
2. Summon a God
After placing your Worker in a City you may summon the God corresponding to that City to use the power offered by that God. To summon a God, count the number of Pyramid tiles built into your Pyramid on your Player board that match the corresponding God. You may also discard any number of Pyramid tiles that also match that God from your reserve (place discarded tiles in a discard pile; do not return them to the bag). The total number of matching tiles in your Pyramid and/or that you discard from your reserve is the Action Strength of your summoning.
It is permitted to summon a God using only discarded tiles. If you do not have any matching tiles in your Pyramid and nor do you discard any, you cannot summon that God. The colours of the tiles you use when summoning a God do not have to match and will typically determine how you are able to use that God's power (when discarding a wild tile, you may choose its colour).
If your summoning uses at least 1 matching tile from your Pyramid and you do not already have one of your Player markers at the corresponding God's Temple, place one on the leftmost empty space there now, and gain the Fame shown on that space, if any. At the end of the K'atun, you will be awarded Fame based on that Temple's God Scoring tile (see K'atun Celebration below). You may summon each God any number of times during the game, but you may not have more than 1 of your Player markers in the same Temple at any time.
Example: The red player has placed a worker in Uxmal, and summoned the Rain God with an Action Strength of 2, depleting a brown Production Site and gaining 2 Cacao. The player places their marker on the leftmost empty space at the Temple of the Rain God and immediately gains 1 Fame.
AHAU FAMILY. You may only summon a God using tiles already built into your Pyramid. You may not discard any Pyramid tiles when summoning.
God Powers
REMEMBER: The Action Strength when you summon a God is the number of tiles in your Pyramid and/or discarded from your reserve that depict that God's symbol. The colours of the tiles you use to summon will typically influence how you may use that God's power.
Chief God (Itzamna). Choose a colour used in your summoning. Then, for each Action Strength, take 1 Pyramid tile of that colour (or wild) from any Region on the Game board or draw 1 tile at random from the bag, and add it to your reserve. When drawing a tile from the bag, its colour does not matter.
Example: The green player has placed a Worker in Tikal and summons the Chief God using 1 yellow and 2 brown Pyramid tiles. They take a yellow tile from Region 1, a wild tile from Region 4, and draw a blue tile from the bag.
Rain God (Chaac). Select a Production Site of a colour used in your summoning that is adjacent to any City, and move it to the next empty space on the Calendar track. For each Action Strength, gain 1 Resource of that colour. If there are no Production Sites matching the colour of at least 1 tile used in your summoning adjacent to any Cities, you cannot summon this God.
Example: The purple player has placed a worker in a Chaac City and summons Chaac using 2 brown Chaac tiles, for an Action Strength of 2. They deplete a Cacao Production Site, placing it on the next empty space on the Calendar, and then take 2 brown Resource tokens from the general supply.
God of Trade. For each Action Strength, you may move 1 of your Workers from any City to an adjacent City. You may move the same Worker more than once in the same summoning provided it does not visit any City more than once during the summoning (including the one it started in).
Note: It still only takes 1 Action Strength to move a laid-down Worker.
If, after you have finished moving all of the Workers you wish to move, you have at least 1 Worker in each City adjacent to the Region containing your Ruler and there is still a Building tile in that Region, you may use this power to take that tile and build it for free.
Choose a colour used in your summoning. Each time you move a Worker with this power, you may also swap a Resource from your personal supply for a Resource of another colour from the general supply. For each swap you make, either the traded Resource or the acquired Resource must match the colour you chose.
Example: The red player has placed a Worker in Tikal, a God of Trade City, and summons the God of Trade using 1 blue and 1 white Pyramid tile. They choose white as the colour to use for swapping Resources, so each swap they make must involve Limestone. They move 1 Worker from Uxmal to Chichen-Itza, swapping 1 Obsidian for 1 Limestone. Then they move another Worker from Quiriguá to Tikal, swapping 1 Limestone for 1 Corn.
Sun God (Kinich Ahau). For each Action Strength, you may take back into your hand any 1 of your discarded or played Region or Role cards.
You may lay down 1 of your Workers in a City that is adjacent to a Production Site matching the colour of any tile you used in your summoning. You may lay down only one Worker using this action. Unless otherwise stated, a Worker that is lying down counts as 2 Workers for all game purposes. Should you need to remove one of your Workers for any reason you may instead stand one of your laid-down Workers back up, making it a single Worker again.
Example: The purple player summons the Sun God using 2 blue Sun God tiles built into their Pyramid and discarding a wild Sun God tile for an Action Strength of 3. They take the 2 Region cards they played this round back into their hand along with their previously discarded Role card, and also lay down a Worker in Calakmul that is adjacent to a blue Production Site.
Jaguar God of the Underworld. Remove 1 of your Workers from any City adjacent to a Production site matching the colour of any Pyramid tile you used for summoning and return it to your play area. Then, gain 1 Fame for each Action Strength. In addition, you may advance 1 space on the Might track and gain the corresponding reward.
Instead of removing 1 Worker, you may stand one of your laid-down Workers back up so it counts as a single rather than a double Worker. If you cannot remove a Worker or stand one back up, you cannot summon this God.
Example: The green player has placed a Worker in Uxmal, which is a Jaguar God City. They summon the Jaguar God with 1 brown tile from their Pyramid along with 1 brown Pyramid tile and 1 wild Pyramid tile discarded from their reserve, remove their Worker from Chichen-Itza, and gain 3 Fame. They also advance on the Might track, and draw 2 Pyramid tiles from the bag as a reward.
Note: If, after using the power of the God of Trade or the Jaguar God, you have no Workers left in the City where you placed a Worker this turn, you will not be able to build any tiles this turn, but you may still be able to produce if you have Workers in adjacent Cities (see Produce or Build below for details).
AHAU FAMILY. The Action Strength when you summon a God is the number of tiles in your Pyramid that depict that God's symbol (do not discard any tiles). The colours of the tiles you use to summon do not matter.
When you summon a God, use the following powers instead of the ones above:
- Chief God: For each Action Strength, draw 2 Pyramid tiles at random from the bag, and add them to your reserve.
- Rain God: For each Action Strength, gain 1 random Resource. To do so, draw a number of Pyramid tiles from the bag equal to your Action Strength, and for each tile drawn gain a Resource in the corresponding colour (or for each wild tile, a colour of your choice). Then return all drawn tiles to the bag.
- God of Trade: For each Action Strength, you may move 1 of your Workers from any City to an adjacent City. You may move the same Worker more than once. If, after you have finished moving all of the Workers you wish to move, you have at least 1 Worker in each City adjacent to the Region containing your Ruler and there are still any Resources in that Region, you may take both Resources from that Region and add them to your supply.
- Sun God: For each Action Strength, take back into your hand 1 of your discarded or played Region cards.
- Jaguar God: For each Action Strength, gain 1 Fame.
3. Produce or Build
You may now either produce or build (but not both).
Produce
If you choose to produce, select a Production Site adjacent to the City into which you placed your Worker this turn. For each of your Workers in any of the Cities adjacent to that Production Site, gain 1 Resource of the Production Site's colour (if you have no workers in any of the adjacent Cities, then you cannot select that Production Site). Then, remove the Production Site tile from the board and place it on the next empty space on the Calendar track. That site is now "depleted" and cannot produce any further Resources during this K'atun.
Note: If there are no empty spaces on the Calendar track (because you are completing the round after a K'atun Celebration has been triggered; see below), place your depleted Production Site tile on top of any tiles already on the last space on the Calendar track instead.
Example: The red player chooses to deplete a black Production Site adjacent to the City where they placed a worker this turn. They now have 3 Workers adjacent to that Production Site and so they gain 3 Obsidian before placing the Production Site tile on the next available space of the Calendar.
Build
Instead of producing resources, you may build Pyramid and/or Building tiles on your Player board. You may build up to as many tiles as you have Workers in the City into which you placed your Worker this turn.
Pyramid tiles. To build a Pyramid tile, take one from your reserve and spend 1/2/3/4 different coloured Resources to place it on an empty space in the 1st/2nd/3rd/4th level of the Pyramid on your Player board. One of the Resources you spend must match the colour of the tile you build. In order to build a tile on the 2nd level or higher, there must already be a tile in each of the two spaces directly below the space in which you are building.
After building a Pyramid tile, gain the reward shown on the space where you placed it, if any (see Pyramid, Building, and Might Track Rewards below), and score adjacency bonuses: gain 1 Fame for each adjacent tile of the same colour and 1 Fame for each adjacent tile depicting the same symbol as the tile you've just built (i.e., gain 2 Fame for an adjacent tile that matches both).
When building a wild Pyramid tile (one showing all 5 colours), place 1 of the Resources you spend on the tile instead of returning it to the general supply; this tile is now considered to be the same colour as that Resource for the rest of the game (i.e., it is no longer wild).
Building tiles. To build a Building tile, choose one of those available from the offer, spend the Resources shown on the tile, and place it on the leftmost empty Building space along the bottom of your Player board. If the tile you chose was from the leftmost slot of the offer, spend 1 fewer Resource of your choice to build it. If it was from the middle or rightmost slot of the offer, immediately gain 1 or 2 Fame, respectively.
After building a Building tile, gain the reward shown on the space where you placed it (see Pyramid, Building, and Might Track Rewards below).
Each Building tile grants an ongoing power that takes effect as soon as it is built (see Building Tiles below for details of these effects). You may build more than one copy of the same Building; treat each one as a separate tile for the purposes of their effects. Each player may have a maximum of 5 Building tiles at any one time. If you already have 5 Building tiles on your Player board and wish to build another, you may replace one of your existing tiles, returning it to the box; spend the Resources required to build the new tile as normal, but do not gain the reward from the space again.
Remember: At any time you can trade for Resources by spending other Resources or discarding Pyramid tiles; see Resources above for details.
Example: The red player has 2 Workers in the City where they placed a Worker and so may build up to 2 tiles. They build a Building tile, taking it from the offer and spending the indicated Resources. Next, they build their brown Sun God tile onto the third level of their Pyramid, paying 1 Cacao, 1 Corn, and 1 Limestone to the general supply. The two adjacent tiles both match the colour of the newly built tile, and one of them also matches its symbol, so the player gains 3 Fame. They also gain 4 Fame from the reward shown on the space where they placed the tile.
AHAU FAMILY. When you choose to build, you may only build Pyramid tiles (Building tiles are not used in this variant).
4. Discard and/or Redraw
Discard any remaining cards you played this round by placing them face up in a personal discard pile to the side of your Player board. Discarded cards are considered open information.
If you now have fewer than two cards remaining in your hand (or in a 2- or 3-player game, additionally if you only have two cards numbered 6 in your hand), redraw all of your discarded cards into your hand.
End of Round
When all players have completed the Action Phase, the round ends. Replenish the Pyramid tiles on the board so that there are 2 Pyramid tiles in each Region. Discard the Building tile on the leftmost slot of the offer (if there is one) to a face up discard pile, then slide any remaining Building tiles to the left and draw new ones to fill up all 3 slots of the offer.
If a K'atun Celebration has been triggered, carry out the corresponding scoring (see K'atun Celebration below). Otherwise, start a new round with the Movement Phase.
Running out of tiles: If the bag of Pyramid tiles ever becomes empty, return any discarded tiles back into the bag, shuffle them, and continue to draw tiles from the bag as needed. If there are still empty Pyramid tile spaces on the board after doing this, the player or players with the most Pyramid tiles in their reserve must discard tiles back into the bag until it contains enough tiles to fill the remaining empty spaces. If there are no Building tiles in the stack when you need to draw one, shuffle the discarded tiles to form a new face-down stack and continue drawing tiles as needed. If there are not enough discarded tiles to fill all 3 slots, leave the remaining offer slots empty.
AHAU FAMILY. Replenish only the Pyramid tiles (since Building tiles are not used in this variant).
End of a K'atun
A K'atun was a unit of time for the ancient Maya, representing approximately 20 years. K'atuns were also used to track the age of rulers and the time that passed during their rulership. At the end of a K'atun, the rulers held celebrations for the whole city, and sometimes even constructed pyramid complexes to make this occasion special.
A K'atun Celebration is triggered when a Production Site is placed on the last space of the Calendar track (the one corresponding to the number of players).
When this happens, complete the current round as normal and then perform a K'atun Celebration as follows.
K'atun Celebration
- Score each Temple in turn; each player who has a Player marker at a Temple earns Fame based on the God Scoring tile at that Temple (see God Scoring Tiles below for details of each tile). Each Temple awards Fame based on the performance of the player or players who have the highest value in that scoring category, irrespective of which players have placed their markers there.
AHAU FAMILY. Instead, each Temple awards Fame individually for each player who has a Player marker there, based on each player's own performance (this is the same as in the Personal Scoring variant below).
- For each City, award 2 Fame to the player who has the most Workers in that City. In the case of a tie for the most Workers in a City, all tied players gain 1 Fame.
Example: The purple player gains 2 Fame for having the most Workers in Tikal and another 2 Fame for having the single Worker in Lamanai. The orange player gains 2 Fame for having the most Workers in Calakmul. The orange and purple players each gain 1 Fame for being tied for most Workers in Yaxchilán.
-
If a player has completed their Pyramid or placed their last Worker, or if 3 K'atuns have passed (i.e., if the K'atun marker is on the third space on the K'atun track), the game ends (see End of the Game below). Otherwise, proceed with the next K'atun as follows:
I. Advance the K'atun Marker by moving it down one space on the K'atun track. II. Remove all of the Production Site tiles from the Calendar track, shuffle them, and place one at random face up on each empty Production Site space on the Game board. In a 2- or 3-player game, place the remaining tile on the first space of the Calendar track. III. Return all Player markers from the Temples to their respective players. IV. Start a new round with the Movement Phase.
Example: The green and red players are playing a 2-player game and a Production Site is now covering the 2-player symbol on the Calendar, which means it is the end of the first K'atun. After finishing the round, the players gain Fame as follows:
- The Rain God provides Fame based on the largest number of different symbols on built-in Pyramid tiles. The green player has 4 different symbols on tiles in their Pyramid, while the red player has 3. Each player has a marker at the Rain God's Temple, and so both the green and the red players gain 4 Fame.
- The God of Trade provides 1 Fame for every 2 steps on the Might track. The red player has the most with 2 advancements on the Might track. Therefore the red player gains 1 Fame for their marker here.
- The Sun God provides Fame for the largest number of different-coloured Resources in a personal supply, which is the green player's total of 4. Only the red player has a marker at the Sun God's Temple; they gain 4 Fame.
God Scoring Tiles
Remember: In a K'atun Celebration, each Temple will award Fame based on the global status of the game. That is, for each God Scoring tile, consider only the highest value achieved among all players against the corresponding criteria: each player who has a Player marker at that Temple earns Fame equal to that highest value.
The 7 God Scoring tiles read:
- 1 Fame for every 2 steps on the Might track (rounded down).
- 1 Fame for each different colour of Resource in personal supply.
- 1 Fame for each Pyramid tile built into the Pyramid with a different symbol.
- 1 Fame for each Building tile built on the Player board.
- 1 Fame for each different colour of Pyramid tile in personal supply (wilds do not count).
- 1 Fame for each City of a different god occupied by at least 1 Worker.
- 1 Fame for each Temple scored this K'atun (including this one).
AHAU FAMILY. In a K'atun Celebration, each Temple will award Fame based on the personal performance of each player who has a marker there (this is the same as the Personal Scoring Variant; see below).
End of the Game
The end of the game is triggered in one of three ways:
- If a player completes their Pyramid (by building a Pyramid tile in the space on the 4th level).
- If a player has placed all of their Workers on the Game board.
- If 3 K'atun Celebrations have been performed.
In the case of 1 or 2, complete the current round as normal and then perform a K'atun Celebration as described above, after which the game ends. In the case of 3, the game ends immediately (i.e., do not perform a fourth K'atun Celebration).
The player with the most Fame wins the game and is crowned K'uhul Ahau. In case of a tie, the tied player with the most Pyramid and/or Building tiles built on their Player board wins. In case of a further tie, all tied players share the victory.
Personal Scoring Variant
When playing with this variant, in each K'atun Celebration, score each Temple individually for each player who has a Player marker there, based on each player's own performance rather than the performance of the player or players who have the highest value in each scoring category.
Example: The purple and red players both have markers at the Temple of the Sun God. The Sun God awards 1 Fame for every 2 Might track steps. The purple player has advanced to the third step on the Might track, and therefore receives 1 Fame from the Sun God. The red player has reached the fourth step on the Might track, so receives 2 Fame from the Sun God.
Pyramid, Building, and Might Track Rewards
The Pyramid spaces, Building spaces, and Might track spaces show the following rewards:
-
Gain the indicated amount of Fame.
-
Draw the depicted number of Pyramid tiles randomly from the bag and add them to your reserve.
-
Gain 1 Weapon.
-
Take the depicted number of Resources of your choice from the general supply.
-
The first time you earn this reward, you may look through the deck of Role cards and select one, adding it to your hand, without showing it to the other players. Any subsequent time you earn this reward, you may redraw your played/discarded Role card back into your hand. See Role Cards below for details of the Role cards.
AHAU FAMILY. Instead, each time you earn this reward you may take back into your hand 1 of your discarded or played Region cards.
-
Place one of your Player markers on the leftmost empty space of any Temple where you do not already have a marker, gaining any bonus Fame shown on the space.
-
Lay down one of your Workers in any City. Unless otherwise stated, a Worker that is lying down counts as 2 Workers for all game purposes. Should you need to remove one of your Workers for any reason you may instead stand one of your laid-down Workers back up, making it a single Worker again.
-
Advance your marker 1 space on the Might track and claim the reward as normal.
"Maya are best known today for their apogee during the late Classic Period, approximately 600 A.D. to 1000 A.D., when Maya Ahau ruled over larger cities, commissioned works of art and architecture, and recorded their deeds in hieroglyphic inscriptions." — David S. Anderson
Building Tiles
Acropolis. At the end of each Movement Phase, gain 2 Fame if you have the most Workers in Cities adjacent to the Region occupied by your Ruler.
Ball Court. Whenever you build a Building tile (including this one), advance 1 space on the Might track.
City Walls. Whenever you lose a Conflict, you are not required to move your Ruler from that Region, and, whether you move your Ruler or not, you may place a Worker adjacent to the Region where you lost the Conflict. The order in which players in the same Region take Pyramid tiles and play their Action Phases is determined by their respective positions on the Might track, from highest to lowest on the track and from top to bottom where there is a stack of markers on the same space.
Gateway. When taking a Pyramid tile at the end of the Movement Phase, you may take a tile from an adjacent Region instead of the one occupied by your Ruler.
Giant Stele. Whenever you win a Conflict, gain 3 Fame (whether or not you choose to advance on the Might track), and gain 1 Weapon.
Market. Whenever you build tiles in the "Produce or Build" step of your Action Phase, you may treat up to 2 Resources spent from your reserve as if they were Resources of any type.
Observation Tower. When taking a Pyramid tile at the end of the Movement Phase, you may take both tiles from the Region occupied by your Ruler. If you have also built the Gateway, you may instead take 1 tile from the Region occupied by your Ruler and 1 tile from an adjacent Region. In a 5-player game, if you have also built both Gateways, you may instead take 2 tiles from adjacent Regions.
Palace. During K'atun Celebrations, gain 1 additional Fame for each City where you have the most Workers (including any ties).
Plaza. Whenever you build a Building tile (including this one), gain 3 Fame.
Produce Market. Whenever you produce Resources in the "Produce or Build" step of your Action Phase, you may count any adjacent Workers in one other player colour as well as your own when determining how many Resources you gain from the depleted Production Site.
Raised-Bed Farm. Whenever you produce Resources in the "Produce or Build" step of your Action Phase, gain 2 additional Resources of the depleted Production Site's colour.
Royal Monument. Whenever you build tiles into your Pyramid, gain 2 Fame (instead of 1) for each adjacency bonus you score.
Royal Palace. You win all ties you are involved in during Conflicts and when scoring majorities for Workers in Cities during a K'atun Celebration.
Temple. During K'atun Celebrations, gain 1 Fame for each Temple at which you do not have one of your Player markers.
Workshop. Whenever you build tiles in the "Produce or Build" step of your Action Phase, you may build 1 additional tile (i.e., you may build 1 more tile than the number of Workers you have in the City into which you placed your Worker this turn).
Role Cards
The first time you build on the Pyramid or Building tile spaces showing the Role card reward, you may look through the deck of Role cards and select one, adding it to your hand, without showing it to the other players. Return the other cards face down next to the Game board. (Any subsequent time you earn this reward, you may redraw your played/discarded Role card back into your hand.)
Each Role card has a number and a special ability. You may play a Role card from your hand in the Movement Phase, using its number to choose a Region or determine your Military Strength under the same rules as for Region cards. In addition, you may use the special ability of a Role card only during a round in which you play it.
Note: Each player may only ever have 1 Role card.
Master Builder. Ability: Benefit from a 1 Resource discount on each of the first two Pyramid and/or Building tiles you build this round.
High Priestess. Ability: You may summon any God this round, not just the God of the City where you placed your Worker. Gain +1 Action Strength when summoning.
Dancer. Ability: You may summon a God instead of producing or building in this round's Action Phase. If you choose to do so, you must skip the "Produce or Build" step of your Action Phase. If you summoned a God in the "Summon a God" step this round, you may not summon the same God with this ability.
Merchant. Ability: If you choose to produce this round, you may deplete a Production Site anywhere on the Game board, instead of one adjacent to the Worker you placed this round. If you do so, gain as many corresponding Resources as the number of your Workers adjacent to the depleted Production Site, as well as 2 additional Resources in the colours of your choice.
War Captain. Ability: After all players have revealed their cards in this round's Movement Phase, you may move your Ruler from the Region indicated by your left-hand card to any adjacent Region (whether occupied by another player's Ruler or not), before resolving Conflicts.
Queen. Ability: Once this round, you may spend 1 Resource from your reserve to lay down one of your Workers in any City.
Unless otherwise stated, a Worker that is lying down counts as 2 Workers for all game purposes. Should you need to remove one of your Workers for any reason you may instead stand one of your laid-down Workers back up, making it a single Worker again.
Shadow Player Mode
This variant may be used with 2, 3, or 4 players to increase the likelihood of fights for dominance over Cities and Regions. This variant is compatible with the Personal Scoring Variant, but is not suitable for use with the Ahau Family or Solo versions of the game.
Set up and play the game as normal, with the following changes:
Setup
In step 1, the Shadow Player does not count as a player for the purposes of selecting which side of the Game board to use.
At the end of normal setup, create the Shadow Player's player area as follows:
- Select an unused player colour for the Shadow Player. Place the Ruler standee, Workers and Region cards in that colour next to the Game board, and 1 Player marker in that colour on top of the stack of Player markers on the first space of the Might track. (The remaining Player markers in its colour are not required by the Shadow Player; return those to the box.)
- Shuffle the Shadow Player's Region cards and form a face-down deck.
- Give the Shadow Player a Player board and place a Weapon tile on the "1" space of its Weapon track.
- Deal 1 random Personality card (from the Solo Game components) face up in the Shadow Player's area.
Movement Phase
1. Select Regions. After all players have revealed their chosen cards and placed their Rulers, but before resolving Conflicts, draw the top 2 cards from the Shadow Player's Region card deck, placing the first face up to the left and the second face up to the right of its Personality card. These are its "left-hand" and "right-hand" cards respectively. Place the Shadow Player's Ruler in the Region indicated by its left-hand card. In a 2- or 3-player game, if the Shadow Player's left-hand card shows the number 6, switch the positions of its two cards so the number 6 is now its right-hand card (since there is no Region 6 on the 2/3-player side of the board).
2. Resolve Conflicts. Treat the Shadow Player as a normal player for the purposes of triggering and resolving Conflicts, subject to the following rules:
I. If the Shadow Player wins a Conflict, advance its marker on the Might track, but ignore any associated rewards. II. If the Shadow Player loses a Conflict, give it 1 Weapon and move its Ruler to an adjacent, unoccupied Region containing a Pyramid tile depicting a God ranked as high as possible on its Personality card (its most-preferred God is at the top, with the others shown in decreasing order of preference below it). Break ties first in favour of the tied Region for which the Shadow Player has the most Workers in adjacent Cities, and then if still tied, the lowest-numbered tied Region. If there are no unoccupied adjacent Regions, determine the most-preferred unoccupied Region from those available, in the same manner.
3. Take a Pyramid Tile. Determine the Shadow Player's preferred Pyramid tile from the Region occupied by its Ruler by comparing the tiles' symbols against the ranking on its Personality card (if both Pyramid tiles depict the same symbol, the Shadow Player's preferred tile is the one that is wild; or if neither or both are wild, its preferred tile is the leftmost one). Remove that tile from the board and discard it.
Action Phase
When it is the Shadow Player's turn to act during the Action Phase, place one of its Workers in the City adjacent to its Ruler that contains the fewest of its Workers (if the Shadow Player lost a Conflict this round, first disregard any Cities adjacent to the Region where that Conflict occurred, since these are not permitted as per the normal rules for losers of Conflicts). If tied, select the tied City depicting the God shown highest in the ranking on its Personality card. If still tied, select the tied City that is closer to the top of the board. If, after placing a Worker, the Shadow Player now has a Worker in each City adjacent to the Region occupied by its Ruler and there is still a Building tile in that Region, remove the Building tile from the game. The Shadow Player does not Summon any Gods, produce Resources, or build any tiles. At the end of its turn, discard the 2 Region cards drawn from its deck this round to a discard pile in its player area.
End of Round
At the end of the round, if the Shadow Player has no cards remaining in its deck, recover all of its cards from its discard pile and shuffle them to form a new face-down deck.
K'atun Celebration
Take into consideration the Workers of the Shadow Player when awarding Fame for the most Workers in each City. The Shadow Player does not gain Fame itself (for this or for any other reason), but it can reduce or prevent Fame being earned by other players for City majorities.
End of the Game
The Shadow Player will trigger the end of the game if all of its Workers are placed in Cities on the board, as normal.
Solo Mode
King Pakal: Ahau Solo Game
In the Solo Game, you will be playing against King Pakal, a famous Maya ruler who made Palenque a formidable city-state, increasing its wealth and power throughout the region. Ascending to the throne at the age of 12, Pakal ruled from 615 to 683, which is the sixth longest reign in world history. He is most renowned for constructing some of Palenque's monumental buildings, including the Temple of Inscriptions, the largest Mesoamerican stepped pyramid structure at Palenque, within which he was buried in a colossal sarcophagus.
For a Solo game, set up and play as for a normal 2-player game, with the following changes:
Setup
First, choose a Personality card for King Pakal to use (or select one at random) and place it in his player area. Return the remaining Personality cards to the box.
Each Personality card shows the 5 Gods ranked in an order of preference from top to bottom. This influences many of the choices King Pakal will make during the game.
When the rules for an action or effect refer to King Pakal's "highest-ranked" or "lowest-ranked" God, this means specifically the topmost or bottommost God, respectively, on his Personality card. References to his "most-preferred" (or "least-preferred") God, on the other hand, mean the God from those available in a given situation that appears closest to the top (or bottom) of his Personality card.
At the beginning of step 5, remove the Royal Palace Building tile from the game. Then shuffle the remaining Building tiles and proceed with the rest of step 5 as normal.
At the beginning of step 10, set aside the Role card matching King Pakal's Personality card (it will be needed in step 12). Then shuffle the remaining Role cards and proceed with the rest of step 10 as normal, forming a deck of 3 Role cards.
In step 12, choose a colour for King Pakal and gather all components of that colour with the exception of the Player board; take the Solo Player board instead. Place this board, "Day" side up, in his player area (or, for a harder game, place the board "Night" side up; see below for difficulty levels). Then, take the Role card you set aside above (the one matching his Personality card) and shuffle it into his Region cards to form a face-down deck. In addition, place an extra set of Player markers in an unused player colour in King Pakal's player area (these may be needed for tracking certain things during the game) before returning the rest of the unused player components to the box.
Instead of step 15, simply place one of your Player markers on the first space of the Might track, with one of King Pakal's Player markers on top of it.
In step 17, first place the Starting Pyramid tile corresponding to the topmost God on King Pakal's Personality card in his player area and return the Gameplay Summary card it was on to the box. Then select a Gameplay Summary card and Starting Pyramid tile for yourself and take the corresponding Resources as normal. Do not give King Pakal any Resources; instead, place the Resource Tracker card in his area with one of the unused-colour Player markers on its "3" space.
AHAU FAMILY. The Ahau Solo Game is NOT compatible with Ahau Family.
Finally, choose a difficulty level for this game and carry out additional setup as follows:
Easy. Place one of King Pakal's Player markers on the middle space at the Temple corresponding to his lowest-ranked God (i.e., the bottommost one on his Personality card).
Moderate. Give King Pakal 1 Weapon. Place one of King Pakal's Player markers on each of the middle spaces at the Temples corresponding to his 2 lowest-ranked Gods (i.e., the 2 lowest on his Personality card).
Hard. Give King Pakal 3 Weapons. Place one of King Pakal's Player markers on each of the middle spaces at the Temples corresponding to his 3 lowest-ranked Gods (i.e., the 3 lowest on his Personality card).
Night Mode: For a harder game at any difficulty level, flip the Solo Player board to the "Night" side. This side features stronger bonuses and the Royal Palace Building, which means that King Pakal will now win all ties for Conflicts and City scoring!
Gameplay
Movement Phase
1. Select Regions. Select King Pakal's cards by drawing the top 2 cards from his deck and placing them face down, one to the left and one to the right of his Player board.
Reveal King Pakal's cards after you flip yours, and place his Ruler into the Region indicated by his left-hand card. If his left-hand card shows the number 6, switch the positions of his two cards so the number 6 is now his right-hand card (since there is no Region 6 in the Solo Game). If both of King Pakal's cards are showing the number 6, shuffle them back into his deck and then draw and reveal his 2 cards again (if these 6s were the last 2 cards from his deck, shuffle them together with his discarded cards to form a new deck before drawing).
King Pakal does not use Resource tokens. Instead, whenever he gains a Resource, move the marker along 1 space on the Resource Tracker card, and whenever he needs to spend a Resource, move the marker back 1 space. King Pakal treats all Resources as if they were any colour, and the number of Resources he has at a given time is shown by the position of the marker on the Resource Tracker card.
Special Case: Whenever King Pakal would gain Resources that would take his total to more than 12 Resources, he instead gains no Resources and builds a Building tile following the normal rules (see King Pakal's Action Phase below). This may occur when King Pakal gains Resources from any source and does not count as a building action: place an unused-colour Player marker on each Building tile built in this way to distinguish from those built via building actions.
Example: King Pakal has 11 Resources. He produces and would gain 3 more, but since this would mean he has more than 12 Resources he builds a Building tile instead, selecting one from the offer following the normal rules. He spends the 2 Resources shown on the tile, reducing Resources to 9, and gains 1 Fame based on the offer slot the tile came from. He places the Building tile face down as normal on his Player board (with an unused-colour Player marker on top) and gains the reward shown on that space as well as Fame based on the difficulty level.
2. Resolve Conflicts. Resolve any Conflicts as normal. If King Pakal wins a Conflict, advance his marker on the Might track and give him the corresponding reward as normal. If King Pakal loses a Conflict, give him 1 Weapon and move his Ruler to the adjacent Region that contains a Pyramid tile corresponding to his most-preferred God. If tied, select the tied Region where he has the most Workers in adjacent Cities; if still tied, select the lowest-numbered tied Region.
Night Mode: Due to the Royal Palace Building tile printed on this side of King Pakal's Player board, King Pakal will win any ties during Conflicts.
3. Take a Pyramid Tile. When it is King Pakal's turn to take a Pyramid tile from the Region occupied by his Ruler, select the one showing his most-preferred God and place it in his reserve. If both tiles show the same symbol, select a wild tile if there is one; otherwise select the one in the colour of which King Pakal has the most tiles built into his Pyramid (if tied, select the leftmost tile).
King Pakal's Action Phase
1. Place a Worker. Place one of King Pakal's Workers in a City adjacent to the Region containing his Ruler, selecting the City as follows:
I. If there is still a Building tile in the Region occupied by his Ruler, and there is only one adjacent City where he does not have any Workers, select that City (since it will allow King Pakal to claim the Building tile and build it for free). II. Otherwise, if there is an adjacent City that does not have any of King Pakal's Workers and that is also adjacent to a different Region that still contains a Building tile, select that City.
Break ties in favour of:
- Cities showing the God that matches the most tiles built into King Pakal's Pyramid; then
- Cities showing the God most-preferred by King Pakal; then
- Cities where King Pakal would not yet win majority; then
- The City closer to the top of the board.
III. Otherwise, select the adjacent City showing the God that matches the most tiles built into King Pakal's Pyramid.
Break ties in favour of:
- Cities showing the God most-preferred by King Pakal; then
- Cities where King Pakal would not yet win majority; then
- The City closer to the top of the board.
Night Mode: Remember King Pakal wins majorities if he has the same number of Workers as you.
Note: If King Pakal lost a Conflict this round, when selecting a City to place his Worker, first disregard any Cities adjacent to the Region your Ruler now occupies, since these are not permitted as per the normal rules for losers of Conflicts.
Building tiles as Region bonuses: If, after placing a Worker, King Pakal now has at least one Worker in each City adjacent to the Region occupied by his Ruler and there is still a Building tile in that Region, King Pakal will build it for free: place it face down in the leftmost empty Building space on his Player board with an unused-colour Player marker on top of it, and give him the reward shown on the space where the tile was placed, as well as 4/8/12 Fame in an easy/moderate/hard game respectively.
2. Summon a God. If there is at least 1 matching tile in his Pyramid, King Pakal will summon the God corresponding to the City in which he placed a Worker this round. When he does so, for every 3 Pyramid tiles (of any kind) in his reserve, discard 1 tile matching the summoned God from his reserve, if possible (in case of ties, discard coloured tiles at random first, and discard wilds last). Determine the Action Strength of his summoning as normal.
Note: King Pakal never summons a God using only discarded tiles.
When King Pakal summons a God, if there is not already one of his Player markers at that God's Temple, place one on the leftmost available space and award him the Fame shown on the space. If one of his markers is already on the middle space at this Temple (because it was placed there during setup or at the end of a K'atun Celebration), move that marker to the leftmost available space and award him the Fame shown on the space.
The God powers for King Pakal's summonings are as follows:
Chief God. For each Action Strength, draw 1 Pyramid tile from the bag and place it in King Pakal's reserve.
Rain God. Of all Production Sites that match the colour(s) used in his summoning, deplete the one at which you have the most adjacent Workers. Break ties in favour of: I. Production Sites at which King Pakal has the fewest adjacent Workers; then II. The tied Production Site closest to the top of the board.
Place the depleted Production Site on the next empty space on the Calendar track as usual. King Pakal gains 1 Resource for each Action Strength.
God of Trade. Move a number of King Pakal's Workers (whether standing up or lying down) up to the Action Strength in one of two ways as follows:
I. If there is still a Building tile in the Region containing King Pakal's ruler, and if it is possible to do so, move his Workers so he can claim that Building tile. Do so using the fewest moves possible, and for each remaining Action Strength not used for moving Workers (if any), give King Pakal 1 Resource. Then place the Building tile from the Region face down in the leftmost empty Building space on his Player board with an unused-colour Player marker on top of it, and give him the corresponding reward. II. Otherwise, check if King Pakal has 2 or more Workers in any Cities; if so, he will attempt to claim as many City majorities as possible by moving Workers from those Cities (but never moving his last Worker from any City). Move King Pakal's Workers from Cities in which he has a majority by the highest margin, into Cities that need the fewest of his Workers to win majority, but do not move a Worker from a City if it would cause you to gain the majority there. If there are multiple Cities that meet the above criteria for moving Workers from or to, break ties in favour of: a. Cities containing the fewest total Workers; then b. Cities matching King Pakal's most-preferred God; c. The City closer to the top of the board.
For each remaining Action Strength that could not be used to gain majorities by moving Workers (if any), King Pakal gains 1 Fame.
Example: King Pakal's Ruler is in Region 5. There is still a Building tile present but King Pakal would need to place in 2 more Cities to claim it, so option I does not apply. The two Cities that don't contain any of his Workers are both adjacent to other Regions that contain Building tiles, so King Pakal selects option II. He places his worker in Calakmul, as he has more God of Trade tiles in his Pyramid than Sun God ones.
Example: King Pakal summons the God of Trade with an Action Strength of 2. There is still a Building tile in Region 1, where his Ruler is. Chichen-Itza is the only City adjacent to Region 1 where he does not yet have a Worker. Using all of his Action Strength, he can move a Worker from Lamanai to Chichen-Itza and claim the Building tile.
Jaguar God of the Underworld. Remove (or stand up) 1 of King Pakal's Workers (other than the Worker he placed this turn) from a City where you have the largest majority of Workers. Break ties (including if you have the majority in no Cities) in favour of: I. Cities where King Pakal has the most Workers; then II. Cities corresponding to King Pakal's least-preferred God among those in tied Cities; then III. The tied City closer to the top of the board.
King Pakal gains 1 Fame for each Action Strength, then advances 1 space on the Might track and gains the corresponding reward.
Sun God. For each Action Strength, return 1 of King Pakal's cards to his deck. If one of his played or discarded cards is his Role card, return that first, then shuffle the rest of his played and discarded cards together and select the remaining cards to return at random, leaving the rest in his discard pile. Shuffle all returned cards into his deck.
Then, check the Cities adjacent to his Ruler and lay one of his Workers in one of those Cities down, selecting the City in the following order of preference: I. A City in which King Pakal can win majority. II. Otherwise, a City containing the fewest total Workers.
In each case, break ties in favour of: a. Cities adjacent to at least 1 Production Site; then b. Cities matching King Pakal's most-preferred God; then c. The tied City closer to the top of the board.
Note: When determining which tile King Pakal will build next with the build action, only take into account tiles that have been built with the build action; disregard any Building tiles he has built in any other way (i.e., those with unused-colour Player markers on them).
3. Produce or Build. King Pakal will always choose to build if he is able to build at least 1 tile (respecting the build order set out below); if he cannot build any, he will produce.
Build. King Pakal builds tiles in a specific order. Provided he is able to build at least the next tile in this sequence, he will choose to build. Otherwise, he will choose to produce.
The first four tiles King Pakal builds via the build action will be those on the first level of his Pyramid, from left to right. Once he has completed that level, the next tile he builds will be a Building tile, on the leftmost empty Building space. After this, he will build the three Pyramid tiles on the second level of his Pyramid followed by another Building tile, in the same fashion. Then, he will complete the third and fourth levels of his Pyramid (note that after completing the third level, the next tile he builds is the very top of the Pyramid, not a Building tile). If King Pakal builds further tiles after this, they will all be Building tiles.
If possible, King Pakal will build as many tiles as he is permitted to (as per the normal rules he may build up to as many tiles as he has Workers in the City into which he placed his Worker this turn). If, after building at least 1 tile, he is unable to build all of his permitted tiles (because he has no tiles of the type required for his next build and/or insufficient Resources), he earns 2 Fame for each tile he could not build.
When King Pakal builds a Pyramid tile, select the one that would gain him the most Fame if placed in the next Pyramid space. If tied, select the tile that matches his most-preferred God corresponding to a Temple where he does not have a marker. If King Pakal builds a wild Pyramid tile, assign it the colour that would gain him the most Fame (take a corresponding Resource from the general supply and place it on the tile to indicate its assigned colour). Break any ties for colour first in favour of the colour of which King Pakal has the most tiles in his reserve (preferring a coloured tile over a wild), and then at random. Give King Pakal the benefit of any reward shown on the space where the tile was placed (see Pyramid, Building, and Might Track Rewards below for details of his rewards), and award him Fame for adjacency bonuses as per the normal rules.
Trading when building Pyramid tiles: I. When King Pakal builds a tile in the first or second levels of his Pyramid, he never trades Pyramid tiles for Resources. II. When King Pakal builds a tile in the third level of his Pyramid, if he does not have enough Resources to build as many tiles as he has Workers in the City where he placed a Worker this turn, if possible discard any 2 tiles at random from his reserve to reduce the cost of the built tile by 1 Resource. III. When King Pakal builds the tile at the top of his Pyramid, if he does not have enough Resources to build as many tiles as he has Workers in the City where he placed a Worker this turn, if possible discard either any 2 or any 4 tiles at random to reduce the cost of the tile by 1 or 2 resources, respectively.
When King Pakal builds a Building tile, select the tile that costs the fewest total Resources (taking into account the discount from its slot in the offer, if any). If tied, select the rightmost tied tile. Give King Pakal any Fame shown on the offer slot the tile came from, as well as the benefit of any reward shown on the space where the tile was placed (see Pyramid, Building, and Might Track Rewards below for details of his rewards). Place all Building tiles King Pakal builds face down; he does not use any of their effects. Instead, whenever he builds a Building tile during the game (including any he claims as Region bonuses), award him Fame based on your chosen difficulty level: 4/8/12 Fame in an easy/moderate/hard game respectively.
Night Mode: The Royal Palace printed on King Pakal's Player board is built before the start of the game and he does not earn any Fame or bonuses from its construction. Instead, as an exception, King Pakal benefits from the normal effect of the Royal Palace.
Produce. If King Pakal cannot build any tiles, he instead produces, following the normal rules. Select the Production Site at which he gains the most resources. If tied, choose the tied Production Site at which you have the most adjacent Workers. If still tied, select one at random.
4. Discard and/or Redraw. Place any remaining cards King Pakal played this round face up into his discard pile. If he now has fewer than two cards in his deck, gather all of his cards, shuffle them, and place them face down to form a new deck.
K'atun Celebration
K'atun Celebrations are triggered and carried out as normal, with King Pakal earning Fame as per the usual rules. Score the God Scoring tiles as normal, with the following addition: when scoring the tile based on King Pakal's Resources, award 1 Fame for every 3 Resources he has (rounded down).
Night Mode: Due to his Royal Palace Building, King Pakal will win any ties when scoring majorities for Workers in Cities.
After completing the first K'atun Celebration, place one of King Pakal's Player markers on each of the middle spaces at the Temples corresponding to his 1/2/3 lowest-ranked Gods (in an easy/moderate/hard game respectively).
After completing the second K'atun Celebration, place one of King Pakal's Player markers on each of the middle spaces at the Temples corresponding to his 0/1/2 lowest-ranked Gods (in an easy/moderate/hard game respectively).
Summary of King Pakal's Player markers placed at Temples, by difficulty:
| Difficulty | During Setup | After 1st K'atun | After 2nd K'atun |
|---|---|---|---|
| Easy | 1 | 1 | 0 |
| Moderate | 2 | 2 | 1 |
| Hard | 3 | 3 | 2 |
End of the Game
Treat King Pakal like a normal player for the purposes of triggering the end of the game and determining a winner.
Pyramid, Building, and Might Track Rewards (Solo Mode)
The items set out below detail the rewards which work differently for King Pakal. For those not shown below, King Pakal gains the same rewards as a normal player.
-
Give King Pakal the depicted number of Resources.
-
Lay down one of King Pakal's Workers in a City, selected in the following order of preference: I. A City in which he can win majority. II. Otherwise, any City where he has at least 1 Worker.
In each case, break ties in favour of tied Cities matching King Pakal's least-preferred God. If still tied, select the tied City that is closer to the top of the board.
-
Place one of King Pakal's Player markers on a Temple where he does not yet have one and that would currently gain him the most Fame in a K'atun Celebration scoring (but do not award that Fame now). If tied, select the tied Temple corresponding to his least-preferred God. Award him the Fame shown on the space where his marker is placed. If King Pakal already has markers at all Temples, do nothing instead.
Role Cards in the Solo Mode
King Pakal will use the ability of his Role card during each round that he plays it, as follows:
Master Builder. King Pakal will benefit from a 1 Resource discount on each of the first two Pyramid and/or Building tiles he builds this round.
High Priestess. When summoning a God this round, King Pakal gains +1 Action Strength and will, if possible, summon a God corresponding to a Temple where placing or moving his marker earns him 2 Fame (if tied, select his most-preferred tied God). If he cannot do so, he will summon the God for which he will achieve the highest Action Strength (break ties first in favour of tied Gods whose Temples he does not already have a marker at, and then in favour of his most-preferred tied God).
Dancer. King Pakal will summon a God instead of producing or building in this round's Action Phase. Select his most-preferred of the Gods he is able to summon (excluding the one he has already summoned, if applicable). If King Pakal is unable to summon any God with this ability, he will revert to building or producing as normal this round.
Merchant. King Pakal will produce this round, even if he would be able to build. When he does so, he gains 2 additional Resources. As an exception, if King Pakal would otherwise build at least one of the last 3 tiles in his Pyramid, he will build instead of producing; ignore the ability of this Role card this round.
War Captain. During the Movement Phase this round: I. If King Pakal would beat you in a Conflict, he places his Ruler in your chosen Region, regardless of the number shown on his left-hand card. II. Otherwise, if King Pakal has chosen the same Region as you and he would lose the resulting Conflict, he avoids the Conflict, instead placing his Ruler in the adjacent Region that contains a Pyramid tile his most-preferred God (if tied, select the tied Region where he has the most Workers in adjacent Cities; and if still tied, select the lowest-numbered tied Region). III. Otherwise, if possible, King Pakal places his Ruler in the Region that contains a Pyramid tile corresponding to the highest-ranked God on his Personality card, regardless of the number shown on his left-hand card (if tied, select the lowest-numbered tied Region). IV. Otherwise, King Pakal leaves his Ruler in the same Region it was in for the previous round (if this is the first round of the game, he places his Ruler in the Region indicated by his left-hand card).
Queen. At the end of his Action Phase this round, King Pakal spends 1 Resource and lays down the Worker he placed this turn.
Gameplay Summary
Movement Phase
- Select 2 cards, then reveal and place Ruler in left-hand card's Region.
- Resolve Conflicts: Military Strength = right-hand card + Weapons (tie-breaker: Might track). Winner may advance 1 step on the Might track. Losers each gain 1 Weapon and relocate Rulers.
- Take a Pyramid tile from your Region.
Action Phase
- Place a Worker in adjacent City (Conflict losers: also not adjacent to Conflict Region). Region bonus: If Workers in all Cities surrounding Ruler's Region, take Building tile from Region and build it for free (Ahau Family: take both Resources from Region).
- Optional: Summon a God matching the City you placed a Worker in. If summoning with at least 1 built-in tile, place marker at Temple.
- Optional: Produce or Build.
- Produce: Select a Production Site adjacent to the City you placed a Worker in; gain Resources equal to the number of your Workers adjacent to it, and move the Production Site to the Calendar track.
- Build: Up to as many Pyramid and/or Building tiles as you have Workers in the City you placed a Worker in. Trading (at any time) and Bonus Fame for adjacency both apply.
- Discard remaining played cards, then redraw if fewer than 2 cards in hand.
End of Round
- Replenish Pyramid tiles.
- Discard leftmost Building tile in offer, slide others left, and draw new ones.
K'atun Celebration Triggered by full Calendar.
- Score Temples: Each player with a marker earns Fame equal to the highest value among all players.
- Score Cities: Each City awards 2 Fame to the player with the most Workers there. Tied players each gain 1 Fame.
- Check for Game End: If 3 K'atuns have passed, a Pyramid is completed, or all of a player's Workers are placed, the game ends. Otherwise, prepare for a new round: I. Advance the K'atun marker. II. Shuffle depleted Production Sites and randomly distribute on the empty spaces on the board. III. Return all Player markers from Temples.
End of the Game
- If a Player completes their Pyramid or places all of their Workers on the board: complete the round and perform a final K'atun Celebration, then the game ends.
- If 3 K'atun Celebrations have been performed: the game ends immediately.
- The player with the most Fame wins (tie-breaker: most tiles built).
God Powers
Action Strength: Number of matching God tiles used for summoning (built-in + discarded). Ahau Family: Number of matching God tiles built into Pyramid.
| God | Full Game | Ahau Family |
|---|---|---|
| Chief God | Choose a colour used in your summoning. For each Action Strength, take 1 Pyramid tile of that colour (or wild) from the board, or draw a tile from the bag. | For each Action Strength, draw 2 Pyramid tiles at random from the bag. |
| Rain God | Deplete a Production Site matching the colour of any tile used for summoning (place it on the Calendar track); gain Resources equal to Action Strength. | For each Action Strength, gain 1 random Resource. |
| God of Trade | Choose a colour used in your summoning. For each Action Strength, you may move 1 Worker to an adjacent City. Each time you move a Worker, you may trade 1:1 with/for a Resource in your chosen colour. | For each Action Strength, you may move 1 of your Workers from any City to an adjacent City. |
| Sun God | For each Action Strength, you may take back a card. Also, you may lay down 1 Worker adjacent to a Production Site matching the colour of any tile used for summoning. | For each Action Strength, take back into your hand 1 of your discarded or played Region cards. |
| Jaguar God | Remove 1 of your Workers adjacent to a Production Site matching the colour of any tile used for summoning. Then gain 1 Fame for each Action Strength. You may advance 1 space on the Might track. | For each Action Strength, gain 1 Fame. |