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Brettspiel Adventskalender 2018

Expansion for AgraExpansion for Alubari: A Nice Cup of TeaExpansion for Carson CityExpansion for Carthago: Merchants & GuildsExpansion for The Castles of BurgundyExpansion for CodenamesExpansion for CrisisExpansion for DixitExpansion for ElfenlandExpansion for Great Western TrailExpansion for Ground Floor (Second Edition)Expansion for GùgōngExpansion for KeyflowerExpansion for LowlandsExpansion for LuxorExpansion for MenaraExpansion for MercadoExpansion for OutliveExpansion for Penny Papers Adventures: The Temple of ApikhabouExpansion for Rajas of the GangesExpansion for Santo DomingoExpansion for Spring MeadowExpansion for Teotihuacan: City of GodsExpansion for VisbyExpansion for War of the ButtonsExpansion for Wildlands

Brettspiel Adventskalender 2018 Rulebook

Table of Contents

Table of Contents

  • Game Setup
  • Playing the Game
  • End of the Game

Game Setup

All rules of the base game apply, except for the following exceptions and additions:

Take 1 Silverling and 2 worker tiles, plus a starting castle. Place the castle on any castle space on your player board. (The A side is better suited for beginners, the B side for advanced players.) Take 3 random goods and put them next to the board. In the solo game there is no restriction for the number of different types (= colors) of goods that you can collect.

Choose a color and take both playing pieces and dice of that color, plus the white die. Place one of your pieces on space 0 of the victory point track as victory point counter and the other piece on space 50* as target marker.

Continue setting up the game as usual for a 2-player game (hex tiles, goods, etc.).

Playing the Game

You are playing 25 rounds. At the beginning of each round, throw all 3 dice:

  • First, take the topmost goods tile and place it on the depot indicated by the white die.
  • Then remove a hex tile from that depot from the game, starting from top to bottom (depots 2, 3, 5, and 6) or left to right (depots 1 and 4) respectively. If a depot is empty, remove a hex tile from the next depot in clockwise order, etc.

Next, perform your 2 dice actions as usual, with the same effects and victory point gains as in the base game, except for the following restrictions and changes:

  • You can only expand to other territories via the rivers.

  • Whenever you place a ship, take all goods from a depot of your choice, then immediately remove all other goods from all other depots from the game.

    In addition, you now (and only now!) have the option to exchange any 5 of your goods for a single tile from the black depot (the 5 goods tiles are removed from the game). Place that tile face down (i.e. its black side up) on one of your three storage spaces.

    A "black tile" can be placed on any color space on your board, as long as you follow the base game placement rules. Placing a black tile helps you complete a region (to gain victory points, a color bonus, and for winning the game) but has no other effect (!). For example, a "black mine" won't generate Silverlings at the beginning of a phase. A "black ship" gains neither goods nor the option to exchange 5 goods for a "black tile".

  • Victory points from a yellow Knowledge tile are added immediately after placing it (instead of at the end of the game). (When you place tile no. 26, immediately move your victory point counter by 2 points for each color you have completed so far.)

  • You won't gain victory points as color bonus when completing a color. Instead, choose a tile from the black depot and place it directly on the board (!), with all its effects, following the base game placement rules. If that completes another color, take an additional tile from the black depot (if available), place it on your board, etc. (Note: Knowledge tile no. 6 won't help you here, nor when trading in 6 goods.)

  • Whenever you gain victory points, move your victory point counter that many spaces (just like in the base game). In addition, you may buy now further victory points. Each victory point costs you 1 Silverling.

    When your victory point counter reaches the target victory point marker, put it back on space 0 (any remaining victory points are lost), then move the target marker down 5 spaces (e.g. from 50 to 45, next time to 40, etc.).

    Immediately after resetting the victory point counter you may carry out a dice action of your choice (just as if you had added a castle to your estate).

    Note: The order in carrying out your actions (even parts of them) is completely up to your free decision.

End of the Game

You win the game if you managed to occupy all 37 hex spaces of your estate within your 25 rounds.

* If the game is too hard, start with the target victory point marker on a lower space (49, 48, or lower). A value of 45 makes the game significantly easier. If the game is too easy, set it on a higher space (51, 52, or higher). A value of 55 makes the game significantly harder. Note: You will still move the target marker down 5 spaces each time you reset the counter.