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Cortiça

Cortiça Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
    • 1. Place Workers
    • 2. Resolve Actions
    • 3. End of Round
  • Winning the Game
  • Additional Notes
    • Resources
    • Plan Cards
    • Actions
    • Action Icons
    • Interns

Components

  • 4 Worker Cards (2 in each color)
  • 6 Resource Cards (3 in each color)
  • 3 Plan Cards
  • 5 Action Cards

Setup

Actions, workers, and plans start star-side up. Players choose a color.

  1. Each player takes all Resource cards of their color and sets the starting resources as shown: the red player starts with 4 oak trees, 0 bark and 0 cork; the blue player (always first player) starts with 3 oak trees, 0 bark and 0 cork.
  2. Place the 3 Plan Cards in a row.
  3. Shuffle the 5 Action Cards and place them in a row. Flip the leftmost card to its "Rest" side.
  4. Create a stack of worker cards in this order: blue, red, blue, red.

Gameplay

Over a series of rounds, players try to produce the most cork by placing workers and resolving actions. Each round, both players proceed together through the following steps.

1. Place Workers

Starting from the top of the stack, players place their workers one-by-one onto empty action spaces. Players may place workers on actions they cannot or do not wish to perform.

2. Resolve Actions

Worker actions are resolved from left to right. For each worker, its player chooses whether to use that worker's action or skip it, then places that worker on top of the stack (return the worker even if the action is not used). Each player resolves their own workers' actions.

3. End of Round

After all actions are resolved in step 2, if any player has at least 6 cork, then the game ends and the player with the most cork wins (see Winning the Game).

If both players have less than 6 cork, the player whose worker is at the bottom of the stack flips 1 active action to its "Rest" side (A), and moves it to the leftmost position in the row (B). Then, flip the other "Rest" card to its active side (C). It becomes the second card in the row (D). Shift actions as needed to close gaps, and begin the next round starting with step 1.

Winning the Game

The player with the most cork wins. Break ties by checking who has the most bark, then the most trees. If all resources tie, the player with the worker at the top of the stack wins.

Additional Notes

Resources

Resource Cards track each player's Oak Trees, Bark, and Cork, such that the value on top is the current quantity. Flip and rotate them as needed to update their amounts. If a player would ever have more than 7 of a resource, set it to 7 instead.

Plan Cards

Plan Cards allow players to convert resources via the "Process" action. Each side offers one conversion (the conversion on the back is shown only for reference, and cannot be used until the plan is flipped).

Actions

Actions allow players to gain benefits such as new resources or interns. Some actions have a cost or other condition that limits the benefit. If an action presents a choice, a player using that action may choose either option; they may also skip it as with any other action.

Each action has 1 or 2 spaces, and each space can hold 1 worker or 1 intern. Actions without workers are never resolved.

Action Icons

  • Oak tree: Pay or gain 1 oak tree.
  • Bark: Pay or gain 1 bark.
  • Cork: Pay or gain 1 cork.
  • Hire: Hire 1 Intern (flip the worker on this action).
  • Use plan: Use 1 plan, then flip it.
  • Flip plan: Flip 1 plan without using it.

Interns

When using the "Hire" action, flip the worker on that action to an intern and return it, intern-side up, to the top of the stack for use next turn. Interns act like workers, except they may use their actions twice in one round, then flip back to normal workers after resolving actions. Flip the intern even if its action is not used or used only once. There is no effect when an intern is placed on the "Hire" action.

Interns using the "Process" action have great flexibility and can perform any of the following:

  • Complete and flip plans on up to two different cards.
  • Complete both sides of a single Plan Card, flipping it after completing each side.
  • Flip a plan card, then complete and flip the new side.
  • Complete a single plan twice before flipping it (this breaks the normal rule that a plan must be flipped after completing it).