Era: Medieval Age – Collector Set 1
Era: Medieval Age – Collector Set 1 Rulebook
Table of Contents
Table of Contents
Components
Harbor, Great Hall, 3 Dice.
Setup
In addition to the normal setup, do the following:
1a) Return 1 of the cathedrals to the game box (except with 2 players). Only 1 cathedral is used with this expansion.
1b) Place the harbor, the great hall, and the remaining cathedral, along with their three associated dice near the other buildings in the supply.
How to Play
Play the game as usual, with the changes described below.
In addition to the other normal buildings, players also compete to be the first to build one or more of the special buildings – the harbor, the great hall and the cathedral.
To build the harbor, the great hall or the cathedral, you must return to the game box one of your dice of the appropriate color (blue/gray/white) in addition to the required resources. You get the corresponding die (not being rolled yet) from this expansion (dark blue/black/off-white) in return and place the building (according to the specific conditions described in the box below).
You can't build a special building if you don't have the needed die. Dice returned to the game box this way are out of play for the rest of the game (e.g., any swords on a noble die are lost when it is spent to built the great hall). A player may build more than one special building.
Important: When a special building is built, do not flip over a tracking token.
Special Buildings
The source rulebook's table gives each building's shape as a pictogram, which is not reproduced here. Its cost is shown in icons: wood, stone, trade goods, and the die returned to the game box.
| Structure | Cost | Points | Effect |
|---|---|---|---|
| Harbor | 7 wood, 2 stone, 1 blue die (returned) | 3 | Must be placed so that one of its three sides showing water touches the edge of your domain. (As such, this building cannot be completely walled.) At the end of the game, score 4 bonus points for each of your burgher dice. |
| Great Hall | 5 stone, 2 trade goods, 1 gray die (returned) | 4 | Must be completely walled when built. At the end of the game, score 4 bonus points for each of your noble dice. |
| Cathedral | 2 wood, 4 stone, 6 trade goods, 1 white die (returned) | 5 | At the end of the game, score 1 bonus point for each of your dice. |
Note: the cost icons were read from the source's page-2 table and the setup text; the wood/stone/trade-goods names follow the icons as used in the same rulebook's Bishop and Merchant effects.
Dice
The three dice are the Merchant, Baron and Bishop dice. The faces of each die are listed below in the order they appear in the source rulebook. Faces are not numbered in the printed rulebook.
Merchant Die
- Collect 3 stone
- Build up to 3 times
- Collect 2 culture
- Exchange trade goods 1:2 for a different kind of resource during the Build step (e.g., exchange 1 trade good for 2 stones and/or 1 trade good for 2 food). There is no limit to the number of trade goods you can exchange.
- Collect 2 trade goods
- Collect 1 trade good, 1 stone and build once; add 1 skull when determining your disaster
Baron Die
- Add 2 to your strength
- Add 3 to your strength
- Add 5 to your strength
- Block all extortion and attacks (against you) this turn
- Collect 2 trade goods
- Collect 2 trade goods; add 2 skulls when determining your disaster
Bishop Die
- Collect 1 stone and 2 wood
- Collect 4 food
- You may reroll this die after your third roll, optionally rerolling another die with it (incl. a die with a skull on it). You may continue doing this as long as you get a feather result.
- Add 2 to your defense and set one of your dice, even this one (you lose the 2 defense, if you decide to set this die), to any result after your third roll. You may resolve feathers and scrolls in any order (e.g., with a feather, you could reroll the bishop die and then resolve the scroll if you happen to roll it).
- Collect 2 culture
- Collect 2 culture; add 1 skull when determining your disaster