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Century: A New World thumbnail

Century: A New World

Expansions
G1/H1 Location Board
Combines with
Century: Eastern WondersCentury: Spice Road

Century: From East to West Rulebook

Table of Contents

Table of Contents

  • Part I — Spice Road (SR) + A New World (ANW)
    • Part I — Game Setup
    • Part I — Taking a Turn
    • Part I — Work
    • Part I — Route
    • Part I — Actions on Merchant Cards
    • Part I — New Bonus Tile
    • Part I — Rest
    • Part I — Storage Limit
    • Part I — Cube Supply Limit
    • Part I — Game End
  • Part II — Eastern Wonders (EW) + A New World (ANW)
    • Part II — Game Setup
    • Part II — Taking a Turn
    • Part II — Work
    • Part II — Rest
    • Part II — Storage Limit
    • Part II — Cube Supply Limit
    • Part II — Game End
  • Part III — Spice Road (SR) + Eastern Wonders (EW) + A New World (ANW)
    • Part III — Game Setup
    • Part III — Taking a Turn
    • Part III — Work
    • Part III — Rest
    • Part III — Storage Limit
    • Part III — Cube Supply Limit
    • Part III — Game End

Part I — Spice Road (SR) + A New World (ANW)

The Spice Road is dead. Your family dismissed the Spice Islands. Now your rivals exceed your own prestige as your family's reputation has dwindled. Thankfully, the New World presents opportunities beyond your wildest dreams. Now is the time to set out to claim your destiny!

Part I — Game Setup

Set up the components of Century - A New World as follows:

  1. From the Location boards, retrieve out the boards A1, B1, E2 and C2. Then create the game board by placing those boards in the middle of the table as shown above.
  2. From the Point cards, remove all cards that have a black star on their bottom left corner and return them to the box. If you play with less than 4 players, also return any cards to the box that do not fit your player count: In a 2-player game, remove all cards with a "3+"- and "=4"-mark in their bottom right corner. In a 3-player game, remove all cards with a "=4"-mark. Afterwards, shuffle the Point cards and place one at random above each Fort location at the top of the game board face up. Place the remaining cards as a face-up draw deck close by.
  3. From the Bonus tiles, remove all tiles that show the icon III at their bottom and return them to the box. Shuffle the remaining 20 Bonus tiles. Then, onto each Bonus space on the game board, place a face-up stack that includes as many random Bonus tiles as the number on that space states. Return any spare Bonus tiles to the box.
  4. Shuffle the 10 Exploration tiles. In a 2- and 3-player game, place eight of them face up beside the game board and place the remaining two face up onto each location that is marked with a 2-3 icon. In a 4-player game, place all 10 exploration tiles face up beside the game board.
  5. Take as many player boards as there are players. Make sure the one with the first player symbol is included. Shuffle them and place one in front of each player with side A facing up. The player with the first player symbol will be the start player.
  6. Each player chooses a player color and takes the 12 settlers of that color. They place six of them on their player board (seven in a 2-player game). The remaining settlers are placed as a reserve to the left of their player board. These are not available to them yet.
  7. Beside the game board, put the cubes into the bowls separated by colour and arrange those four bowls in an ascending order: yellow > red > green > brown.
  8. According to his position in clockwise order, each player then takes his starting cubes and places them in the storage on their player board:
    • 1st player > 3 yellow cubes

From Century - Spice Road, take the Merchant cards:

  1. Remove all starting cards (with a purple border) and return them to the box. Shuffle the remaining Merchant cards and place one below each of the 4 market locations at the bottom of the game board face up. Place the remaining market cards as a face-down merchant deck close by.

Part I — Taking a Turn

Century - From East to West - Part I is played over a series of rounds. Each player will take one turn each round (starting with the first player and going clockwise).

On your turn, you must perform 1 of the following actions:

  • Work: Use one location of the game board by placing the required number of settlers there.
  • Route: Use one card of your private trade route by placing the required number of settlers on it.
  • Rest: Return all your settlers from the game board and your trade route to your player board.

Part I — Work

Choose one location on the game board.

You can choose any location that has neither an Exploration tile nor your own settlers on it.

Then: a) place the required number of settlers on that location and b) use that location's action(s).

a) Placing settlers on a location: Placing settlers on a location works exactly as explained in section "a) Placing settlers on a location" of the base game rule sheet.

b) Performing the location's action(s): After you have placed your settlers on the location, perform the action according to its type.

Besides the 4 basic types of locations (see section "Basic locations" on the OVERVIEW SHEET), there are 3 new ones:

Market locations: On a market location, perform one of the following:

a) Use the action of the Merchant card that lies directly below this market location (see section "Actions on Merchant cards" below). Afterwards, take that Merchant card and place it face down to the right of your player board in a discard pile.

OR

b) Take the Merchant card that lies directly below this market location (without using its action) and place it below your player board. Merchant cards below your player board form your private trade route (see below in section "Route" for how to use it). Each new Merchant card that you add to your trade route must be placed to the right of the ones you already have. However, your private trade route can only comprise a maximum of 5 Merchant cards. If you already have 5 Merchant cards there when you take a new one, exchange that new card for any of the other 5 and place the exchanged card face down to the right of your player board in a discard pile. If there were any settlers on that card, because you performed the Route action previously, those settlers are now placed on the new card without using its action. After aquiring a Merchant card, fill the empty slot by sliding the cards to the left, creating an empty slot just to the left of the merchant deck; then draw a card from the deck to fill that empty slot.

Refresh market location: Remove all four face-up Merchant cards displayed below the market locations and place them face down at the bottom of the merchant deck. Then draw 4 new cards from the merchant deck and place one of them below each of the 4 market locations. Then take another turn immediately.

Adjust trade route location: Take 1 yellow cube from the supply and add it to your storage. Then you may swap the places of 2 Merchant cards in your private trade route.

Part I — Route

To perform this action, choose one card of your private trade route. You can choose any of its cards that has no settlers on it.

Then: a) place the required number of settlers on that card and b) perform that card's action.

a) To use a card of your trade route, take the required number of settlers from your player board and place them on that card. The required number of settlers is determined as follows: You need 1 settler + 1 additional settler for each empty Merchant card to the left of that chosen card (i.e. each card that has no settlers on it).

b) After you have placed your settlers on the card, perform its action according to its type (see section "Actions on Merchant cards" below).

Example: Tom wants to use a Merchant card D of his trade route. To do so, he places 1 settler + 2 additional settlers on it (for the empty cards A and C).

Part I — Actions on Merchant Cards

  • Spice cards: Add the number and color of cubes shown on the card from the supply to your storage.
  • Upgrade cards: For each grey cube depicted on the card, you may upgrade 1 cube from your storage to the next level.
  • Trade cards: Do the trade shown on the card as many times as you like (at least once): For each time you do that trade, return to the supply the cube(s) shown above the arrow to take the cube(s) shown below the arrow from the supply and add them to your storage.

Part I — New Bonus Tile

For every 2 Merchant cards you have, gain 2 points. (This applies to all of your Merchant cards that are in your private trade route or in the discard pile to the right of your player board.)

Attention: In this game, when you gain the immediate benefit of an Exploration card, take one of the available Exploration tiles from beside the game board. (Only in a 2- or 3-player game you can uncover a new location by taking one of the 2 Exploration tiles directly from the game board.)

Part I — Rest

If you cannot or do not want to use a location on your turn, you must instead collect all of your settlers from the game board and your private trade route and place them back onto your player board.

Part I — Storage Limit

At the end of any turn, if you have more cubes in your storage than spaces available, you must return cubes of your choice to the supply until you reach your limit. Storage limit of 10 cubes.

Part I — Cube Supply Limit

The cube supply is considered unlimited. If a supply should be exhausted, use something else as a substitute.

Part I — Game End

Once a player claims their 8th Point card, finish the current round of play. Then the game ends.

At that point, players count all their points from:

  • Their Point cards
  • Bonus tiles they have gained during the game (see section "Bonus tiles" on the OVERVIEW SHEET for how to score them)
  • Exploration tiles they have gained due to certain Point cards (see section "Point cards" on the OVERVIEW SHEET)
  • Remaining cubes in their storage: Each non-yellow cube is worth 1 point.

The player with the most points wins. If there is a tie, the tied player who was last to take a turn wins.

Part II — Eastern Wonders (EW) + A New World (ANW)

The Spice Islands have been a lucrative opportunity for your trading charter. However, you can't ignore the whispers heard at ports. The New World has amazing trade goods for those brave enough to endure the wilderness. Cast your sails into the winds of fortune, unimaginable riches await you in the New World!

Part II — Game Setup

Set up the components of Century - A New World as follows:

  1. From the Location boards, retrieve out the boards A2, B2, C1 and F2. Then create the game board by placing those boards in the middle of the table as shown above.
  2. From the Point cards, remove all cards that have a white star on their bottom left corner and return them to the box. If you play with less than 4 players, also return any cards to the box that do not fit your player count: In a 2-player game, remove all cards with a "3+"- and "=4"-mark in their bottom right corner. In a 3-player game, remove all cards with a "=4"-mark. Afterwards, shuffle the Point cards and place one at random above each Fort location at the top of the game board face up. Place the remaining cards as a face-up draw deck close by.
  3. From the Bonus tiles, remove all Bonus tiles that show the icons I or III at their bottom and return them to the box. Shuffle the remaining 17 Bonus tiles. Then, onto each bonus space of the game board, place a face-up stack that includes as many random Bonus tiles as the number on that space states. Return the spare Bonus tile to the box.
  4. Shuffle the 10 Exploration tiles. At random, place one tile face up onto every location that has an Exploration icon on it. In a 2- and 3-player game, place one of the remaining three Exploration tiles onto each location that is marked with a 2-3 icon and return the spare tile to the box. In a 4-player game, return the three remaining Exploration tiles to the box, leaving the locations with a 2-3 icon uncovered.
  5. Take as many player boards as there are players. Make sure the one with the first player symbol is included. Shuffle them and place one in front of each player with side B facing up. The player with the first player symbol will be the start player.
  6. Each player chooses a player color and takes the 12 settlers of that color. They place 6 of them on their player board (7 in a 2-player game). The remaining settlers are placed as a reserve to the left of their player board. These are not available to him yet.
  7. Beside the game board, put the cubes into the bowls separated by colour and arrange those 4 bowls in an ascending order: yellow > red > green > brown.
  8. According to their position in clockwise order, each player then takes their starting cubes and places them in the storage on their player board:

Set up the components of Century - Eastern Wonders as follows:

  1. To create the island map, place one Sea tile beside the game board.
  2. Then shuffle the Market tiles face down. Take three tiles of each trade symbol (ginger, chili, tea, cloves) and place those 12 tiles at random around the Sea tile face up. The layout of the island map is up to you, but make sure that each tile touches at least two other tiles. Return all remaining tiles to the box.
  3. Each player takes the boat in the color of their settlers and places it onto the Sea tile on the island map.
  4. Then each player takes 12 outposts in the color of their settlers and places one of them onto each numbered space on the outpost section of his player board.
  5. Return all other unused components to the box.

Part II — Taking a Turn

Century - From East to West - Part II is played over a series of rounds. Each player will take one turn each round (starting with the first player and going clockwise).

On your turn, you must perform 1 of the following actions:

  • Work: Use one location of the game board by placing the required number of settlers there.
  • Rest: Return all your settlers from the game board to your player board.

Part II — Work

Choose one location on the game board.

You can choose any location that has neither an Exploration tile nor your own settlers on it.

Then: a) place the required number of settlers on that location and b) perform that location's action(s).

a) Placing settlers on a location: Placing settlers on a location works exactly as explained in section "a) Placing settlers on a location" of the base game rule sheet.

b) Performing the location's action(s): After you have placed your settlers on the location, perform the action according to its type.

Attention: In this game, you do not gain Bonus tiles on Fort locations. When you use a Fort location, you can only claim its Point card.

Beside the 4 basic types of locations (see section "Basic locations" on the OVERVIEW SHEET), there are 3 new ones:

Move boat locations: When you use a Move boat location, move your boat on the island map as far as the location states:

  • Move to an adjacent tile on the island map.
  • Move to an adjacent tile on the island map. Then you may move to another adjacent tile.
  • Move to any tile on the island map.

After you have finished your movement, do the following:

a) If there are any opponent's boats on the tile with your boat, you must pay each of them 1 cube of your choice from your storage. (If you are unable to do so, you cannot move to this tile.)

b) If your boat is on a Market tile that does not have one of your outposts on it, you may now build one there. The cost to place an outpost is 1 cube for each outpost already present on that Market tile (2 cubes in a 2-player game). This means to be the first to build an outpost on a Market tile costs no cubes. To build your outpost, pay the cost (if any) by returning cubes of your choice from your storage to the supply. Then, from the outpost section of your player board, take the leftmost outpost of the row that matches the trade symbol and place it on that tile. After placing an outpost, check if you have emptied a vertical column of your outpost section. If so, choose the top Bonus tile from one of the stacks on the game board (on boards B2 and F2) and place it onto an empty bonus space of your player board. Note: There are 4 bonus spaces on side B of the player board.

c) Afterwards, regardless of whether you have an outpost built there or not, you may do the action shown on the Market tile as many times as you like: For each time you do that trade, return to the supply the cube(s) shown above the arrow to take the cube(s) shown below the arrow from the supply and add them to your storage. Note: In this game, you may do the action of the Market tile even if you do not have an outpost built there.

Outpost trade location: Choose one Market tile on which you have an outpost and perform the trade shown there as many times as you like (at least once).

Boat trade location: Do the trade shown on the Market tile that your boat is currently on as many times as you like (at least once).

Part II — Rest

If you cannot or do not want to use a location on your turn, you must instead collect all of your settlers from the game board and place them back onto your player board.

Part II — Storage Limit

At the end of any turn, if you have more cubes in your storage than spaces available, you must discard cubes of your choice until you reach your storage limit of 10 cubes.

Part II — Cube Supply Limit

The cube supply is considered unlimited. If a supply should be exhausted, use something else as a substitute.

Part II — Game End

Once a player claims their 8th Point card, finish the current round of play. Then the game ends.

At that point, players count all their points from:

  • Their Point cards
  • Bonus tiles they have gained during the game (see section "Bonus tiles" on the OVERVIEW SHEET)
  • Uncovered spaces on their outpost section (e.g. 1 + 2 = 3 points in this case)
  • Exploration tiles they have gained due to certain Point cards (see section "Point cards" on the OVERVIEW SHEET)
  • Remaining cubes in their storage: Each non-yellow cube is worth 1 point.

The player with the most points wins. If there is a tie, the tied player who was last to take a turn wins.

Part III — Spice Road (SR) + Eastern Wonders (EW) + A New World (ANW)

For centuries your family managed a trading company from the Spice Road to the Spice Islands and now to the New World. This network has allowed your family to prosper. With a trading network in place on the Spice Road and in the Spice Islands, you set out to continue your family's success into the next century. Your fate lies in the New World.

Part III — Game Setup

Set up the components of Century - A New World as follows:

  1. From the Location boards, retrieve out the boards A2, B2, C1, D2, E2 and F2. Then create the game board by placing those boards in the middle of the table as shown above.
  2. From the Point cards, remove all cards that have a black star on their bottom left corner and return them to the box. If you play with less than 4 players, also return any cards to the box that do not fit your player count: In a 2-player game, remove all cards with a "3+"- and "=4"-mark in their bottom right corner. In a 3-player game, remove all cards with a "=4"-mark. Afterwards, shuffle the Point cards and place one at random above each Fort location at the top of the game board face up. Place the remaining cards as a face-up draw deck close by.
  3. Shuffle all 25 Bonus tiles. Then, onto each bonus space of the game board, place a face-up stack that includes as many random Bonus tiles as the number on that space states. Return the spare Bonus tile to the box.
  4. Shuffle the 10 Exploration tiles. At random, place one tile face up onto every location that has an Exploration icon on it. In a 2- and 3-player game, place one of the remaining three Exploration tiles onto each location that is marked with a 2-3 icon and return the spare tile to the box.
  5. Take as many player boards as there are players. Make sure the one with the first player symbol is included. Shuffle them and place one in front of each player with side B facing up. The player with the first player symbol will be the start player.
  6. Each player chooses a player color and takes the 12 settlers of that color. They place 6 of them on their player board (7 in a 2-player game). The remaining settlers are placed as a reserve to the left of their player board. These are not available to him yet.
  7. Beside the game board, put the cubes into the bowls separated by colour and arrange those 4 bowls in an ascending order: yellow > red > green > brown.
  8. According to their position in clockwise order, each player then takes their starting cubes and places them in the storage on their player board:
    • 1st player > 3 yellow cubes
    • 2nd player > 4 yellow cubes

From Century - Spice Road, take the Merchant cards:

  1. Remove all starting cards (with a purple border) and return them to the box. Shuffle the remaining Merchant cards and place one at random below each of the 4 market locations at the bottom of the game board face up. Place the remaining market cards as a face-down merchant deck close by.

Set up the components of Century - Eastern Wonders as follows:

  1. To create the island map, place one Sea tile beside the game board.
  2. Then shuffle the Market tiles face down. Take three tiles of each trade symbol (ginger, chili, tea, cloves) and place those 12 tiles at random around the Sea tile face up. The layout of the island map is up to you, but make sure that each tile touches at least 2 other tiles. Return all remaining tiles to the box.
  3. Each player takes the boat in the color of their settlers and places it onto the Sea tile on the island map.
  4. Then each player takes 12 outposts in the color of their settlers and places one of them onto each numbered space on the outpost section of his player board.
  5. Return all other unused components to the box.

Part III — Taking a Turn

Century - From East to West - Part III is played over a series of rounds. Each player will take one turn each round (starting with the first player and going clockwise).

On your turn, you must perform 1 of the following actions:

  • Work: Perform the location's action by placing the required number of settlers there.
  • Rest: Return all your settlers from the game board to your player board.

Part III — Work

Choose one location on the game board.

You can choose any location that has neither an Exploration tile nor your own settlers on it.

Then: a) place the required number of settlers on that location and b) use that location's action(s).

a) Placing settlers on a location: Placing settlers on a location works exactly as explained in section "a) Placing settlers on a location" of the base game rule sheet.

b) Performing the location's action(s): After you have placed your settlers on the location, immediately use it according to its type. These are:

The 4 New World locations (Production locations, Upgrade locations, Trade locations, Fort locations): These locations work as described in the section "Basic locations" on the OVERVIEW SHEET with one exception: On Fort locations, you do not gain Bonus tiles. When you use a Fort location, you can only claim its Point card.

The Eastern Wonders locations (Move boat locations, Boat trade location, Outpost trade location): These locations work exactly as described in the section "b) Performing the location's action(s)" on the Part II - From East to West sheet.

Market locations: In contrast to From East to West - Part I, you can only perform one action on a market location now:

Use the action of the Merchant card that lies directly below this market location (see section "Actions on Merchant cards" on the Part I sheet). Then take that Merchant card and place it face down to the right of your player board in a discard pile. After aquiring a Merchant card, fill the empty slot by sliding the cards to the left, creating an empty slot just to the left of the merchant deck; then draw a card from the deck to fill that empty slot.

This means in this game, you do not build a trade route but only collect Merchant cards beside your player board. However, for every fourth Merchant card you take, you may immediately choose the top Bonus tile from one of the stacks on board D2 (not from B2 or F2) and place it onto an empty bonus space of your player board. Once all 4 of your bonus spaces have a Bonus tile each, you cannot gain any more Bonus tiles.

Refresh market location: Remove all four face-up Merchant cards displayed below the market locations and place them face down at the bottom of the merchant deck. Then draw 4 new cards from the merchant deck and randomly place one of them below each of the four market locations. Then take another turn immediately.

Part III — Rest

If you cannot or do not want to use a location on your turn, you must instead collect all of your settlers from the game board and place them back onto your player board.

Part III — Storage Limit

At the end of any turn, if you have more cubes in your storage than spaces available, you must discard cubes of your choice until you reach your limit. Storage limit of 10 cubes.

Part III — Cube Supply Limit

The cube supply is considered unlimited. If a supply should be exhausted, use something else as a substitute.

Part III — Game End

Once a player claims their 8th Point card, finish the current round of play. Then the game ends.

At that point, players count all their points from:

  • Their Point cards
  • Bonus tiles they have gained during the game (see section "Bonus tiles" on the OVERVIEW SHEET for how to score them)
  • Uncovered spaces on their outpost section
  • Exploration tiles they have gained due to certain Point cards (see section "Point cards" on the OVERVIEW SHEET)
  • Remaining cubes in their storage: Each non-yellow cube is worth 1 point.

The player with the most points wins. If there is a tie, the tied player who was last to take a turn wins.

  • 2nd player > 4 yellow cubes
  • 3rd player > 4 yellow cubes
  • 4th player > 3 yellow cubes and 1 red cube
    • 1st player > 3 yellow cubes
    • 2nd player > 4 yellow cubes
    • 3rd player > 4 yellow cubes
    • 4th player > 3 yellow cubes and 1 red cube
  • 3rd player > 4 yellow cubes
  • 4th player > 3 yellow cubes and 1 red cube