Glass Road
Glass Road Rulebook
Table of Contents
Table of Contents
- Goal of the Game
- Components
- Setup
- Introduction
- Flow of Play
- Resolving a Specialist Card
- At the End of a Building Period: Refill the Buildings and Pass the Start Player Goblet
- Details on Rotating the Production Wheels
- Anytime-Actions
- The Specialist Cards and Building
- End of the Game and Scoring
- The 2-Player Game
- The Solo Game
- Appendix 1: The Specialist Cards
- Appendix 2: The Building Tiles
Goal of the Game
In Glass Road, you will produce glass over four building periods. Aside from glass, you will need to produce bricks and collect wood and clay to build buildings. Only the value of your buildings will determine your final score and whether you will win the game or not.
To accomplish this task, you will need the help of a variety of specialists. When choosing your specialists, try to anticipate which ones your opponents will choose to use your own more effectively.
There is a total of 15 different specialists offering their services. They provide goods and Landscape tiles, and build buildings for you.
Components
- 1 Building board used to organize the buildings (two-sided)
- 4 Landscape boards (displaying the Landscape spaces)
- 4 Production boards (displaying the Production wheels: a Glass wheel and a Brick wheel)
- 4 sets of 15 Specialist cards (in player colors)
- 40 Good tokens (wooden discs), specifically 4 each of Glass, Wood, Water, Quartz sand, Brick, Clay, and 8 each of Food and Charcoal
- 51 small Landscape tiles, specifically 17 each of Pits, Groves, and Ponds
- 24 large Forest tiles
- 93 Building tiles, specifically 31 each of Processing buildings, Immediate buildings, and Bonus buildings
- 1 Start player goblet
- 1 sheet with stickers for the Good tokens
- 8 plugs and 8 small cardboard rings to assemble the wheels
- 12 transparent zip-lock bags to organize the components
Setup
Before Your First Play
Each of you gets a Landscape and a Production board. Assemble the Production wheels by attaching the dials to your Production boards using the plugs and cardboard rings. Attach the stickers to the wooden discs of matching color.
To assemble the wheels, place a dial and a cardboard ring on a circle of the Production board and attach them with the plugs using a little force. The pieces for the Glassworks wheel are marked green and the pieces for the Brickworks wheel are marked red. Place the dials such that the numbers are facing up, and the cardboard rings such that the colored side is facing up.
The Production and Landscape Boards
Rotate both of your Production wheels so that the longer pointer points upwards. Place the depicted components on your boards as indicated on them. (With fewer than 4 players, remove the leftover boards, Good tokens and Forest tiles from the game.)
The Production wheel on the top of your Production board represents your Glassworks. You start the game with 0 Glass. Place the Quartz sand token in the brown sector 0, the Food token next to it in sector 1, the Charcoal token in sector 2, the Water token in sector 3, and the Wood token in sector 4.
The Production wheel on the bottom represents your Brickworks. As depicted, you start the game with 0 Bricks and 0 Charcoal. Place the Clay token in sector 1 on the right and the Food token next to it in sector 2.
Place 6 Forests, 2 Pits, 2 Groves and 2 Ponds as depicted on your Landscape board. Each Forest tile covers two Landscape spaces.
The Building Board and the Building Tiles
The Building board is two-sided. One side is used in games with 1 to 3 players, the other one is used in games with 4 players. Use the appropriate side of the Building board according to the number of players.
The back sides of the Building tiles display three different symbols (arrow, hour glass and purse). Sort the Building tiles according to their back sides in separate stacks and shuffle each stack. Take about half of the tiles from each stack and place them face-down to the left of the Building board. You can add more tiles later if needed.
In games with 1 to 3 players, draw 4 Building tiles from each stack and place them separately on the spaces next to the stacks. Draw 5 Building tiles per stack in games with 4 players. In games with 1 to 3 players, there is a total of 12 Building tiles on the Building board.
Uwe: "For an introductory game, we recommend only using the buildings that display a little wayside shrine in (the background of) the top right corner. (You may add the other ones later in the game if needed.) These buildings are easier to understand so you can concentrate on the game mechanics. If you are playing with 4 players for the first time, we also recommend using the side of the Building board for 1 to 3 players to keep the number of different buildings low."
Each player takes a set of 15 Specialist cards of one color and puts them into their hand. (Remove leftover sets of cards from the game.) Randomly determine who gets the Start player goblet.
Introduction
Over the course of four building periods, you will build a variety of buildings. You begin the game with three Start buildings that are printed on the left-hand side of your Landscape board (you can upgrade them later in the game). There are three types of Building tiles:
- Processing buildings
- Immediate buildings with a one-time effect
- Bonus buildings that provide bonus points at the end of the game for various accomplishments
Every Building tile is laid out like this: the building's name is at the top. The building costs are depicted on the left with symbols for Wood, Glass, Clay and Bricks (and other goods on some of them). Its point value is displayed on the right. Its ability is shown at the bottom. For example, the Cooperage costs 1 Wood and 2 Bricks, is worth 3 points at the end of the game, and (as a Processing building) allows you to trade 1 Wood for 2 Water.
You need Wood, Glass, Clay and Bricks to build buildings. Wood and Clay can be acquired directly with some Specialist cards. To produce Glass and Bricks, you will need a series of goods. The Production wheels are used to indicate the number of goods you have. The one on the top represents your Glassworks, the one on the bottom represents your Brickworks.
Example for how to use the Production wheel: when gaining 2 Quartz sand, move the Quartz sand token on the Glassworks wheel forward by 2 spaces in clockwise order.
The various goods needed in this game are spread over both Production wheels. Glass and Wood are located on the Glassworks wheel, Bricks and Clay on the Brickworks wheel. A few buildings require other resources, like Water. There is a Charcoal and Food token on both Production wheels.
Production
Whenever the brown sector 0 is empty (as depicted), the Production wheel immediately has to be rotated in clockwise order. (However, there is one minor restriction to this, see "Details on rotating the Production wheels".) The arrows on the pointers remind you of the direction of rotation.
In the previous example, the brown sector 0 became empty after moving the Quartz sand token. Therefore, the Glassworks wheel has to be rotated by one sector.
There are five basic goods on the Glassworks wheel (and only three on the Brickworks wheel). Consider what happens due to a wheel rotation. Before, we had 2 Quartz sand, 1 Food, 2 Charcoal, 3 Water and 4 Wood. Now, we have one fewer of each of them: 1 Quartz sand, 0 Food, 1 Charcoal, 2 Water and 3 Wood. In exchange, Glass went from 0 to 1. (The Glass token is on the other side of the pointer where the numbers increase in counter-clockwise order.) This represents the production process: we produced 1 refined good out of 5 basic goods.
The Specialist Cards
Another important aspect of Glass Road is its card mechanism. Each player has an identical set of Specialist cards in hand. Every Specialist card provides two abilities. At the beginning of each building period, you will choose a hand of 5 Specialist cards. Then the cards will be played over three card rounds. If you play a Specialist card that no other player has left in his hand, you will be able to use both of its abilities. However, if at least one other player has that card left in their hand, each of you will only be able to use one of the two abilities.
Uwe: "This is what this game is about: Choose cards that you think no other player will choose to use them more effectively, but also choose some that you think will be played by other players to benefit from that as well."
Flow of Play
Here are the rules for the 3- and 4-player game. (The rules for the 2-player and Solo game are below.)
The game goes through four building periods. Each building period consists of three card rounds. At the beginning of each building period, secretly choose 5 Specialist cards out of the 15 that are available. Put these 5 cards into your hand and set the other 10 cards aside, face-down. You may always choose from the full set of Specialist cards, regardless of the cards chosen in previous building periods.
Playing a Specialist Card
Over the course of three card rounds, each of you will:
- pick 1 card from your hand,
- and put it face-down in front of you;
- then you will reveal these cards one by one (i.e. turn them face-up)
- and resolve them immediately.
Whenever you reveal a Specialist card, your opponents must check if they have a copy of that card left in their hands. If they do, they must play their copy immediately.
Place the cards that you must play from hand in the indentations on the right of your Landscape board. There are only two such indentations. This means that, per building period, you can only play two cards from hand outside your turn. (If there is still space for another card in one of the indentations, you may not refuse to play a card from hand when forced to. Once both of your indentations are used, you may not and cannot play a card from hand outside your turn anymore.)
The Course of a Card Round
Immediately resolve the card you revealed or played from your hand. The next player must then reveal the card in front of them. Repeat this process until all the picked cards have been revealed. After all of the picked Specialist cards have been revealed and resolved, set the revealed cards aside face-up (leave the cards you were forced to play in the indentations) and proceed with another card round by picking a new hand card and placing it face-down in front of you.
The current building period ends after three card rounds.
Important Details on the Card Rounds
- On all three card rounds, reveal your face-down cards in clockwise order beginning with the player who has the Start player goblet in the current building period.
- Resolve the cards in clockwise order as well. The first one to resolve their card is the player who has (placed it face-down and has now) revealed it. Then the players who were forced to play a copy of that card from their hands resolve their copies.
- Quite often, two or more players will pick the same card. When another player reveals a card that you have placed face-down in front of you, you explicitly may not reveal (or resolve) your card. It stays face-down in front of you until it is your turn to reveal a card.
Further Details
- At the end of a building period, some players may have 1 or 2 cards left in their hand that cannot be played in this building period anymore.
- You can determine which card round you are currently in by counting the face-up cards that you have set aside.
Resolving a Specialist Card
Each Specialist card has two abilities. Some of them provide Landscape tiles (Pits, Groves, or Ponds). Other ones provide goods depending on the number of Landscape tiles you have. Goods can be used to build buildings. Many Specialist cards have entry fees. Other ones remove Forest tiles from your Landscape board: this makes room for new Building and Landscape tiles.
When resolving a Specialist card, there is an important distinction to make:
- Whenever you are the only one to resolve a specific Specialist card, you may use both abilities of that card in any order. (You may not, however, choose to use one of the abilities twice.)
- Whenever you reveal your card and at least another player plays a copy of that card from his hand, you and the involved players may only use one of the two abilities of that card.
Example (Forest Manager)
All players have secretly placed a card in front of them. Mary and Adele have both picked their Forest Managers. Chris left his Forest Manager in his hand and picked another card instead. (Tim, the fourth player, did not choose the Forest Manager for this building period.)
Mary is the Start player. She reveals her Forest Manager so Chris has to play his Forest Manager from his hand (assuming Chris has a free indentation left). Both of them may only use one of the Forest Manager's abilities.
After they have both finished resolving their Forest Managers, it is Adele's turn to reveal her card. She also reveals a Forest Manager. After Mary's Forest Manager, no other player can have one in their hand anymore. So Adele is the only one who may use both abilities of the Forest Manager. (Afterwards, Chris and then Tim reveal their cards.)
Uwe: "This example illustrates how convenient it may be to go later in play order: Like Adele in the given example, you will have a higher chance to use both abilities of your card."
Details
- When you resolve a card that other players have played as well, you may decide individually which ability you want to use (regardless of your opponents' choices).
- Each Specialist card ability can only be used once per building period.
- You may refuse to use a card ability. You may even play a card and not use it at all. The card is still considered played, though. Therefore, your opponents may still only use one of its two abilities.
- Some Specialist cards have an entry fee on their left. You have to pay this fee before using any of its abilities. Even if you may use both of its abilities, you only have to pay the entry fee once. You do not have to pay the entry fee if you play the card without using it at all.
Example: If you were the only one to play the Charcoal burner, you would have to pay 1 Wood to get 3+3=6 Charcoal using both abilities. If other players had played it as well, you would have to pay 1 Wood to get only 3 Charcoal via either ability.
Uwe: "There are two main advantages to being the only one to play a card: you may use both abilities of that card; and you increase the probability that your opponents will have leftover cards in their hands at the end of the building period since you did not give them the opportunity to play their cards outside their turn."
At the End of a Building Period: Refill the Buildings and Pass the Start Player Goblet
A building period ends after three card rounds.
- Refill empty spaces on the Building board with new buildings from the stacks. (Each row is refilled from the stack to the left of that row.)
- Pass the Start player goblet to the next player in clockwise order.
Uwe: "You may notice here how convenient it may be to go early in play order: you will be the first to get your hands on the new buildings."
In the 3-Player Game Only
At the end of the third building period, the Start player goblet has to be passed to the player with the fewest buildings on their Landscape board. In case of a tie, pass the Start player goblet to the next player in clockwise order (among the tied players).
Once the Start player goblet has been passed, another building period begins. The game ends after four building periods.
Details on Rotating the Production Wheels
Some Specialist cards may provide goods that are indicated by the Good tokens on your Production wheels. Both wheels have two areas and each of these areas has one brown sector.
The pointers divide the Production wheels in two areas. The large area is for the basic goods and the small area is for the refined good. In the former, sector 0 is marked brown, and in the latter, sector 3 is marked brown.
Whenever both brown sectors of a Production wheel are empty at the same time, immediately rotate that wheel by one sector in clockwise order (indicated by the arrow). Continue to do so as long as both brown sectors are empty.
Detailed example: The Quartz sand token has been moved from sector 0 to sector 2. (The Water token is on 2, Wood on 3, Food and Charcoal are both on 4.) In the smaller area, Glass is on 2. Both brown sectors are empty: as a result, the Production wheel must be rotated. After one wheel rotation, the brown sector 0 is still empty. However, the other brown sector is not empty anymore since the Glass token was moved from 2 to 3. So the wheel will not be rotated again, for now.
Details
- Whenever both brown sectors are empty, you cannot prevent the wheel from being rotated.
- You may not rotate a Production wheel unless both brown sectors are empty.
- You may not rotate the wheels in the middle of a transaction, e.g. when paying the building costs of a building or gaining goods via an action.
- A wheel might have to be rotated multiple times in a row. This is considered a single process and may not be interrupted by anything else. (In particular, this "single process" may not be interrupted by anytime-actions.)
Uwe: "Small tip: Wood and Clay are important building materials. When you run out of them, it may happen that the next Wood or Clay you gain causes a wheel to be rotated, making you lose the gained good as soon as you get it. To prevent this from happening, you may consider leaving Food or Charcoal intentionally on 0 as some sort of 'wheel stopper'."
Anytime-Actions
There are actions that may be carried out at any time during the game and do not require a Specialist card. As long as you finish every action before starting another one, anytime-actions may literally be carried out at any time (especially outside your turn). Anytime-actions are:
The top row of the Building board displays the Processing buildings. Once you have built such a building, you may do the depicted trade (indicated by the blue ability box) at any time during the game (even multiple times in a row). For instance, you may trade 1 Wood for 2 Water with the Cooperage whenever you like. However, every single trade is considered an action and may cause wheel rotations.
You may remove Landscape tiles (i.e. Pits, Groves and Ponds) from your Landscape board at any time during the game (but you may not rearrange them). You may use the free space for other purposes. For example, you might remove a Pond to make room for a new building. (Forest tiles, on the other hand, can only be removed with the help of certain Specialist cards or buildings. Building tiles cannot be removed at all.)
Uwe: "The abilities of the Processing buildings may seem unimpressive at first. Yet they are very important as you can use them over and over again for the remainder of the game. If you take advantage of them, you can really jump-start your game."
The Specialist Cards and Building
You can gain new Landscape tiles by using the Pit Worker, Forest Manager or Pond Builder. As its first ability, the Pit Worker provides a Pit, the Forest Manager a Grove, and the Pond Builder a Pond. On top of that, you will get 1 Clay with the Pit Worker and 1 Wood with the Forest Manager. Their other ability provides a number of goods equal to the number of Landscape tiles you have of the respective type. You can always choose from two options: the Pit Worker provides Quartz sand or Clay, the Forest Manager Food or Wood, and the Pond Builder Quartz sand or Water.
All players have access to the buildings on the Building board. You can play the Feudal Lord to get private access to a set of 3 buildings that only you can build (your private offer). When using this ability, draw a Building tile from each stack of buildings and place it face-up in front of you. Its other ability provides 1 Wood and 1 Clay.
The Cultivator provides a Landscape tile of your choice. His other ability allows you to build a building.
In this section, values like "2 or 4 Wood" mean: the first value is what you get when you use one of the card's abilities, and the second value is what you get if you use both of its abilities.
How Does Building Work?
When a Specialist card allows you to build a building, you may build any one of the available buildings on the Building board or one of the buildings from your private offer (created with the Feudal Lord) by paying its building costs. Most of the buildings are built with Wood, Glass, Clay or Bricks. Empty spaces on the Building board will be refilled at the end of the building period.
Building tiles that show a wooden structure on the left, where the building costs are printed, have to be placed on an empty space of your Landscape board when built. Building tiles that show a brick pattern instead are upgrades and have to be placed on top of the indicated Start building. They may not be placed on empty spaces of your Landscape board. (Upgrading a Start building does not increase your number of buildings.)
The Forest Hut is an upgrade for the Forest Glassworks, which is located at the top left of your Landscape board. Building tiles like the Sand Island are still considered buildings, even though their name suggests otherwise.
Beside the Cultivator, there are three more Specialist cards that you can build buildings with. As its other ability, the Supplier provides you with 2 goods of the same type (except Glass and Bricks), but your opponents will also get 1 good of that type. The Builder provides two building actions but requires 1 Food to build at all. To use the Carpenter, you have to remove 1 Forest tile from your Landscape board. Its other ability provides 1 Wood.
Removing a Forest tile is mainly a good thing. It makes room for new buildings. There are two more Specialist cards beside the Carpenter that remove Forest tiles. If you remove a Forest tile with the Slash-and-burn Farmer, you will get 2 Charcoal and/or 2 Food. If you do so with the Woodcutter, you will get 2 or 4 Wood.
The next five Specialist cards are mainly used to collect goods and they all have entry fees. The Clay Worker requires 1 Water to provide 2 or 4 Clay. The Fuel Collector also requires 1 Water to provide 1 Charcoal per card left in your hand; its other ability provides 2 Wood. The Charcoal Burner requires 1 Wood to provide 3 or 6 Charcoal. The Fish Farmer requires 1 Charcoal to provide 2 Food and/or 1 Food per Pond you have ("smoked fish"). The Water Carrier requires 1 Food to provide 2 Water and 1 Wood, and/or 2 Water and 1 Quartz sand.
Uwe: "Make sure to choose enough Specialist cards with building abilities for the final building period. It is quite likely that other players will pull some of them from your hand at a time when you do not have all the building materials you need. This may result in your being unable to acquire the buildings you planned to get."
The Landscape Tiles
There are three types of Landscape tiles: Pit, Grove and Pond. The number of Landscape tiles is supposed to be unlimited. Improvise if you run out.
End of the Game and Scoring
The game ends after 4 building periods. Then all players may use their Processing buildings any number of times before the scoring begins. During the scoring, add up the values of your buildings. The value of your Bonus buildings depends on their requirements. For instance, the Start building "Glassmaker's Colony" is worth half a point per Quartz sand. (Do not round this value.)
The Glassmaker's Colony is the only building in the game that may have a non-integer value. For example, 3 Quartz sand left are worth 1.5 points.
If you upgrade a Start building, you will only get points for the upgrade (but not for the upgraded Start building). For example, if the Forest Glassworks was replaced by the Forest Hut, you will get 2 points for the Forest Hut.
The player with the highest score wins. In case of a tie, there are multiple winners.
Uwe: "If you like to play longer games, we recommend playing through five building periods. Determine the starting player for the fifth building period like in a 3-player game. The player who has the fewest buildings on his Landscape board at the end of the fourth building period will be the Start player for the fifth one. (Again, in case of a tie, simply pass the Start player goblet to the next player in clockwise order among the tied players.) In a 3-player game, make sure the Start player of the fourth building period will not be Start player again in the fifth one."
The 2-Player Game
Play according to the multiplayer rules but with the following changes.
Do not place hand cards face-down in front of you during a building period. Instead, beginning with the Start player, players take turns to play a card face-up from their hand until one of them runs out of hand cards. The building period ends immediately when this happens. Most often, one player will have some leftover hand cards that they cannot play anymore. However, as in multiplayer games, no player should have more than 2 cards left in hand. If a player has 3 cards left, they may play one of them and use it by themselves.
Uwe: "The 2-player game is still played like the multiplayer game. If your opponent plays a Specialist card that you have left in hand, you must play it from your hand, too. You may not refuse to do so unless you have already played two such cards (and placed them in the indentations of your Landscape board). In this case, you may not play the card on your opponent's turn. This will not happen too often in a 2-player game."
The Solo Game
Play according to the rules of the 2-player game but with the following changes. The goal of the solo game is to have as many points as possible at the end of the 7th building period. (30 points is considered a remarkable score.) For each building period, choose a number of Specialist cards as indicated by the following table. Set the other cards aside, face-down.
| Building period | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Number of cards | 3 | 4 | 5 | 6 | 3 | 4 | 5 |
Shuffle the chosen Specialist cards and draw one randomly. Play this card using only one of the two abilities on it. Continue to do so until you have only two cards left in your hand. Look at these cards and pick one of them. Play this card using both of its abilities and ignore the other card.
At the end of every building period, set the chosen cards aside (including the unused one), face-up and fanned out. You cannot choose from these cards in the following building period. Then take the cards that you had not chosen as well as the fanned out cards from the previous building period and choose a new set of cards — according to the table — for the next building period.
Example: Your choice for the first building period includes the Pit Worker, Cultivator and Water Carrier. You shuffle these cards and draw one of them randomly: the Pit Worker. You use one of its abilities. Between the remaining two cards, you decide to play the Cultivator. You may use both of its abilities. The Water Carrier remains unused. For the second building period, you cannot choose the Pit Worker, Cultivator or Water Carrier again since you had to set them aside, fanned out. You will be able to choose from them again in the third building period.
Details
- In the solo game, the first ability of the Supplier only provides a single basic good of your choice instead of two goods.
- You do not need to keep track of what building period you are in. Just look at the number of fanned out cards. Therefore, you do not need to count the seven building periods.
Appendix 1: The Specialist Cards
This is a detailed list of the 15 Specialist cards and their abilities. There are some general rules regarding basic goods and how they are indicated on the Production wheels:
- When gaining basic goods, move the corresponding token in clockwise order.
- When paying basic goods, move the corresponding token in counter-clockwise order.
- You cannot move a basic good past sector 7.
Reminder:
- Glass and Bricks are not considered basic goods.
- You may remove Landscape tiles (Pits, Groves, Ponds) at any time from your Landscape board (but you may not remove Forest or Building tiles).
- When you are allowed to use both abilities of a Specialist card, you may use them in any order.
General rules for all Specialist cards:
- (P1) When gaining goods, you may take fewer goods than provided.
- (P2) When gaining Food or Charcoal, you have to indicate the gain on one Production wheel or the other, your choice. You cannot split the gain between the wheels.
- (P3) When paying 1 Food or 1 Charcoal (entry fees), you may use either Production wheel to indicate the payment.
Feudal Lord
- There are three stacks of Building tiles. Draw a Building tile from each stack and place it face-up in front of you. When building, you may build one of these instead of a building from the Building board. (There is no limit to the number of buildings you may have in your private offer.)
- Move the Wood token on the Glassworks wheel 1 space forward. Additionally, move the Clay token on the Brickworks wheel 1 space forward.
Pit Worker
- Place a Pit tile on an empty space of your Landscape board and move the Clay token on the Brickworks wheel 1 space forward.
- Move the Quartz sand token on your Glassworks wheel, or the Clay token on the Brickworks wheel forward by a number of spaces equal to the number of Pits you have.
Forest Manager
- Place a Grove tile on an empty space of your Landscape board and move the Wood token on the Glassworks wheel 1 space forward.
- Move the Food token on your Glassworks or Brickworks wheel forward by a number of spaces equal to the number of Groves you have (see P2). Alternatively, move the Wood token on your Glassworks wheel forward by that number.
Example: If you are the only player to play the Forest Manager, you may first gain a new Grove tile and place it on an empty space of your Landscape board. Then choose Wood or Food, determine your total number of Groves and gain that number of Wood or Food according to your choice. Thus, the newly gained Grove has already paid back.
Pond Builder
- Place a Pond tile on an empty space of your Landscape board.
- Move the Quartz sand or the Water token on your Glassworks wheel forward by a number of spaces equal to the number of Ponds you have.
Cultivator
- Place a Pit, Grove, or Pond tile on an empty space of your Landscape board.
- Pay the building costs of a building on the Building board and place it on an empty space of your Landscape board. Alternatively, build one of the buildings from your private offer (see Feudal Lord).
Example: If you are the only player to play the Cultivator, you may first gain a new Pond tile and place it on an empty space next to another empty space of your Landscape board. If you then build the Sand island on that other space, you will gain 2 Quartz sand.
Supplier
- Choose one of the following types of goods: Charcoal, Food, Wood, Quartz sand, Water or Clay. You get 2 goods of the chosen type (mind P2). Then each of your opponents also gets 1 good of that type. In the solo game, you only get 1 good instead of 2.
- Pay the building costs of a building on the Building board and place it on an empty space of your Landscape board. Alternatively, build one of the buildings from your private offer (see Feudal Lord).
Details on the Supplier's first ability:
- When you choose Charcoal or Food, your opponents may decide individually which Production wheel they use to indicate the gain.
- Your opponents may refuse to gain the good.
- You cannot gain a good on a Production wheel that already has seven units of that good.
Example: Your opponent plays the Supplier to get 2 Wood, but you already have 7 Wood. However, if you have a Processing building that takes Wood as an input, you may use that building before gaining 1 Wood via your opponent's Supplier (see Anytime-actions).
Builder
- Pay 1 Food (see P3). If you do not have any Food left or do not want to pay it, you cannot use the Builder. Regardless of that, it is still considered played and will reduce the efficiency of your opponents' Builders.
- Pay the building costs of a building on the Building board and place it on an empty space of your Landscape board. Alternatively, build one of the buildings from your private offer.
- Pay the building costs of a building on the Building board and place it on an empty space of your Landscape board. Alternatively, build one of the buildings from your private offer.
Note on the Builder: If you carry out both building actions, carry them out separately and one after another. You may have to rotate the Production wheels in-between the two building actions.
Carpenter
- Remove a Forest tile from your Landscape board. If you do not have any Forest tiles left, you cannot use the Carpenter. Move the Wood token on your Glassworks wheel 1 space forward.
- Pay the building costs of a building on the Building board and place it on an empty space of your Landscape board. Alternatively, build one of the buildings from your private offer.
Keep in mind: The buildings in the middle row of the Building board have an ability that can only be used once during the game when the building is built. There are buildings that have to be placed on top of the Start buildings (the so-called upgrades).
When building a building, strictly abide by the following rules when in doubt:
- Pay 1 Food when playing the Builder. Remove a Forest tile when playing the Carpenter.
- Unless you are building an upgrade for a Start building, you need to have at least one empty space on your Landscape board. Remove a Landscape tile (Pit, Grove, Pond) if needed.
- On some rare occasions, you may have to rotate the Production wheels after removing a Landscape tile (e.g. when you have the Building Firm or the Builder's Hut).
- Now pay the entire building costs of the building. Do not rotate any Production wheels while paying.
- Once you are finished paying the building costs, you may have to rotate the Production wheels. (This might be the case when you use Glass or Bricks.)
- Place the newly acquired building on an empty space of your Landscape board (unless it is an upgrade for a Start building). If it is an upgrade for a Start building, place it on top of the appropriate Start building.
- If the new building is a Processing building, you may now use it for the first time. If it is an Immediate building, you have to carry out its one-time effect immediately.
Slash-and-burn Farmer
- Remove a Forest tile from your Landscape board. If you do not have any Forest tiles left, you cannot use the Slash-and-burn Farmer. Move the Charcoal token on your Glassworks or Brickworks wheel 2 spaces forward (see P2).
- Move the Food token on your Glassworks or Brickworks wheel 2 spaces forward (see P2).
Woodcutter
- Remove a Forest tile from your Landscape board. If you do not have any Forest tiles left, you cannot use the Woodcutter. Move the Wood token on your Glassworks wheel 2 spaces forward.
- Move the Wood token on your Glassworks wheel 2 spaces forward.
In the rare case that you do not have any Forest tiles left, you still have to reveal or play a Forest-removing card. Even if you cannot use it, it still reduces the efficiency of your opponents' cards.
All of the following Specialist cards have an entry fee. If you cannot pay the entry fee of a Specialist card, you may not use that card. Regardless of whether you pay its entry fee or not, the card is still considered played. If your opponents have played it too, they may only use one of its abilities.
Clay Worker
- Pay 1 Water. Move the Clay token on your Brickworks wheel 2 spaces forward.
- Move the Clay token on your Brickworks wheel 2 spaces forward.
Fuel Collector
- Pay 1 Water. Move the Charcoal token on your Glassworks or Brickworks wheel forward by a number of spaces equal to the number of Specialist cards left in your hand (see P2). This way you can get up to 4 Charcoal (or 5 in the solo game).
- Move the Wood token on your Glassworks wheel 2 spaces forward.
Charcoal Burner
- Pay 1 Wood. Move the Charcoal token on your Glassworks or Brickworks wheel 3 spaces forward (see P2).
- Move the Charcoal token on your Glassworks or Brickworks wheel 3 spaces forward (see P2).
(P2 only applies to each ability individually. If you use both abilities, you may gain 3 Charcoal on one Production wheel and 3 on the other. You may of course gain all 6 of them on the same wheel.)
Fish Farmer
- Pay 1 Charcoal (see P3). Move the Food token on your Glassworks or Brickworks wheel 2 spaces forward (see P2).
- Move the Food token on your Glassworks or Brickworks wheel forward by a number of spaces equal to the number of Ponds you have (see P2).
Water Carrier
- Pay 1 Food (see P3). On your Glassworks wheel, move the Water token 2 spaces and the Wood token 1 space forward.
- On your Glassworks wheel, move the Water token 2 spaces and the Quartz sand token 1 space forward.
Example: Even with the Water Carrier, it may matter in which order you use its abilities. Here, you may use both abilities, which is 4 Water in total, but you can only get 3 more Water. If you use the second ability first, you will have to rotate the Production wheel after gaining the Quartz sand. Then you will have enough room for 2 more Water from the first ability.
Appendix 2: The Building Tiles
Beside the three Start buildings that are pre-printed on your Landscape boards, there are a lot of other buildings in this game that you can build. The buildings that you should use in an introductory game (that have a wayside shrine) are indicated by an asterisk (*).
Among the buildings, there are 6 upgrades for the Start buildings (without a wayside shrine). They are indicated by a brick pattern on the left side and have the word "replaces" on them. (Upgrading a Start building does not increase the number of your buildings. This matters in the 3-player game when you have to determine the Start player of the last building period.) Upgrades are placed on certain Start buildings. You may not place them on empty spaces of your Landscape board.
General rules for all buildings:
- (G1) When gaining goods, you may take fewer goods than provided.
- (G2) When gaining 1 Food or 1 Charcoal, you may indicate them on either Production wheel. When gaining 2 or more Food, or 2 or more Charcoal in a single action, you have to indicate them on one Production wheel or the other. You may not split the gained goods between the wheels.
- (G3) You may not use the same good or Landscape tile for more than one Building tile or Specialist card. (For example, if you have a building that turns 1 Wood into 2 Water and another one that turns 1 Wood into 2 Food, you may not pay 1 Wood and gain both 2 Water and 2 Food. Either pay 2 Wood to gain both, or gain one or the other.)
- (G4) Two spaces or buildings are considered "adjacent" if they share an edge, i.e. if they are horizontally or vertically (but not diagonally) adjacent to each other.
- (G5) Building tiles like the Sand Island are still considered buildings even though their name suggests differently.
There are three types of buildings: Processing buildings, Immediate buildings and Bonus buildings. Bonus buildings do not have an in-game effect but they may provide additional points at the end of the game.
Start Buildings
Each player starts with the same three buildings. The Start buildings are considered Bonus buildings and do not have an in-game effect.
| Name | Points | Bonus points at end of game |
|---|---|---|
| Brotherhood of the Masons* | — | 1 point per Brick |
| Forest Glassworks* | — | 1 point per Glass |
| Glassmaker's Colony* | — | 0.5 points per Quartz sand |
The Start buildings are connected by the Glass Road.
Processing Buildings
Processing buildings are indicated by the blue ability box and a yellow arrow on the tile. You can use them at any time and any number of times during the game — unless you are in the middle of an action. When using them multiple times in a row, check if you have to rotate the Production wheels after each usage. (Also, always keep G3 in mind.)
Uwe: "The Processing buildings are the most important buildings in the early game. If you concentrate on the first Processing buildings you get and make good use of them, you are very likely to win the game."
Costs are listed as Wood / Glass / Clay / Bricks (and other goods where noted).
| Name | Cost | Points | Ability |
|---|---|---|---|
| Boarding House* | 4 Wood, 1 Glass | 2 | Pay 1 Charcoal and 1 Water to gain 4 Food (see G2). |
| Builder's Hut* | 3 Wood, 1 Bricks | 2 | Remove 1 Grove to gain 2 Clay. |
| Building Firm | 1 Wood, 2 Clay | 2 | Remove 1 Pit to gain 2 Clay and 1 Quartz sand. |
| Carving Workshop* | 1 Wood, 1 Glass | 1 | Pay 1 Wood to gain 2 Food (see G2). |
| Charcoal Kiln* | 3 Clay | 0 | Pay 1 Wood to gain 2 Charcoal (see G2). |
| Clay Basin | (no cost) | 0 | Pay 1 Food and 1 Water to gain 3 Clay. |
| Clay Pit* | 2 Glass | 0 | Pay 1 Water to gain 2 Clay. |
| Colonization House* | 1 Wood, 1 Clay | 1 | Remove 1 Forest to gain 1 Charcoal. |
| Cooperage* | 1 Wood, 2 Bricks | 3 | Pay 1 Wood to gain 2 Water. |
| District Offices | 1 Wood, 1 Glass | 3 | Remove from the game 2 buildings from your private offer to gain a Landscape tile of your choice (Pit, Grove, Pond). Place it on an empty space of your board. |
| Farmstead | 1 Glass, 2 Clay | 1 | Remove 1 Pond to gain 2 Food and 1 Water (see G2). |
| Forester's Hut* | 2 Clay, 1 Bricks | 2 | Remove 1 Pit to gain 2 Wood. |
| Hardware Store* | 1 Wood, 1 Bricks | 1 | Pay 1 Wood to gain 2 Clay. |
| Inn* | 2 Wood, 1 Glass, 1 Bricks | 3 | Pay 1 Charcoal to gain 2 Quartz sand (see G2). |
| Joinery* | 1 Glass, 3 Clay | 2 | Pay 1 Wood and remove 1 Forest to gain 4 Food (see G2). (If you do not pay the Wood, you may not remove the Forest.) |
| Kiln* | 2 Wood, 2 Bricks | 3 | Pay 1 Charcoal to gain 2 Clay. |
| Office | 1 Glass, 1 Clay | 2 | Remove from the game 1 building from your private offer to gain 1 basic good of your choice. (Basic goods are Charcoal, Clay, Food, Quartz sand, Water and Wood.) |
| Potash Manufacturer | 1 Wood, 1 Clay, 1 Bricks | 1 | Pay 1 Water and 1 Wood to gain 4 Charcoal (see G2). |
| Reed Hut | 1 Clay | 0 | Remove 1 Pond to gain 2 Wood. |
| Roofing Company | 1 Glass, 3 Clay | 3 | Pay 1 Brick to gain 2 basic goods of the same type (see G2). (You cannot gain 2 different goods.) |
| Sand Factory* | 3 Wood, 1 Clay, 1 Bricks | 2 | Pay 1 Food to gain 2 Quartz sand. |
| Sand Pit* | 1 Glass | 0 | Pay 1 Water to gain 2 Quartz sand. |
| Sand Producer* | 1 Wood, 1 Clay | 0 | Pay 1 Wood to gain 2 Quartz sand. |
| Sand Screening Plant* | 3 Glass, 1 Bricks | 2 | Pay 1 Clay to gain 2 Quartz sand. |
| Sandstone Factory | 2 Glass, 2 Bricks | 4 | Pay 3 Quartz sand to gain 1 Brick. |
| Sawmill | 1 Wood, 2 Clay, 2 Bricks | 2 | Remove 1 Forest to gain 2 Wood. |
| Shingles Manufacturer | 1 Wood, 3 Clay | 1 | Remove from the game 2 buildings from your private offer to gain 1 Brick. |
| Soup Kitchen* | 2 Wood, 2 Clay | 1 | Pay 1 Water to gain 2 Food (see G2). |
| Spa* | 1 Wood, 2 Glass, 3 Clay | 4 | Pay 1 Charcoal to gain 2 Water. |
| Swamp Hut* | 2 Clay | 1 | Remove 1 Pond to gain 2 Charcoal (see G2). |
| Tree Nursery | 2 Clay | 0 | Remove 1 Grove to gain 2 Wood and 1 Food. |
Immediate Buildings
Immediate buildings are indicated by the parchment-like ability box. After building an Immediate building, you have to carry out its one-time effect immediately. Once this is done, the building has no more use in the game (except the Tavern).
Uwe: "Immediate buildings are much like the Specialist cards: You pay something to get something else. After that it does not influence any of your decisions anymore. You can build them in the early game as well as in the end game."
| Name | Cost | Points | Ability |
|---|---|---|---|
| Artists' Colony | 1 Glass | 1 | Place this building on top of your Start building "Glassmaker's Colony". Immediately gain 1 Glass. (You cannot build this if you have already upgraded your Glassmaker's Colony.) |
| Boathouse | 1 Wood, 2 Clay | 2 | Immediately gain 1 Charcoal per Pond you have. Indicate the Charcoal on one Production wheel. |
| Builders' Depot* | 1 Bricks | 0 | Immediately gain 3 Wood and 3 Clay. |
| Buttery* | 2 Wood, 1 Clay | 1 | Immediately gain 3 Food on each of your Production wheels. |
| Carpenter's Workshop* | 1 Clay, 2 Bricks | 2 | Immediately gain 7 Wood. |
| Clay Depot | 1 Clay, 1 Bricks | 2 | Immediately gain 2 Clay per empty space that is adjacent to this building (see G4). |
| Clay Lake* | 2 Glass | 0 | Immediately gain 7 Clay. |
| Country House* | 2 Wood, 1 Glass, 1 Bricks | 4 | Immediately place up to 2 Landscape tiles of the same type on empty spaces that are adjacent to this building (i.e. 2 Pits, 2 Groves or 2 Ponds; see G4). |
| Fishery | 1 Glass, 1 Bricks | 2 | Immediately carry out the following action any number of times (or not at all): remove 1 Pond to gain 3 Food and 1 Water. (Choose one Production wheel to indicate the Food on for each action individually.) Rotate the Production wheels after every action if necessary. |
| Forest Hut | 1 Glass, 1 Clay | 2 | Place this building on top of your Start building "Forest Glassworks". Immediately gain 5 Wood. (You cannot build this if you have already upgraded your Forest Glassworks.) |
| Fuel Depot* | 1 Wood, 1 Bricks | 1 | Immediately gain 7 Charcoal (see G2). |
| Grain House* | 2 Wood, 3 Clay | 2 | Immediately gain 7 Food (see G2). |
| Grove Court* | 2 Wood, 2 Glass | 4 | Immediately place 1 Grove on each empty space that is adjacent to this building (see G4). |
| Hot Springs | 2 Glass, 2 Clay | 4 | Immediately gain a number of Charcoal equal to the number of Water you have. Indicate the Charcoal on one Production wheel. (Keep the Water.) |
| House of the Brotherhood | 3 Wood, 2 Glass | 4 | Place this building on top of your Start building "Brotherhood of the Masons". Immediately gain 4 Clay. (You cannot build this if you have already upgraded your Brotherhood of the Masons.) |
| Landscaping Office | 2 Glass, 4 Clay | 3 | Immediately carry out the following action any number of times (or not at all): remove 1 Pit to gain 2 Clay and 2 Quartz sand. Rotate the Production wheels after every action if necessary. |
| Loess Island | 2 Clay | 1 | Immediately gain 2 Clay per Pond that is adjacent to this building (see G4). |
| Loess Plateau | (no cost) | -1 | Immediately place 1 Pit on each empty space that is adjacent to this building (see G4). |
| Log Driver* | 3 Clay | 1 | Immediately gain a number of Wood equal to the number of Water you have. (Keep the Water.) |
| Lumber Storage* | 1 Glass | 1 | Immediately gain 4 Wood. |
| Sand Deposit* | (no cost) | 0 | Immediately gain 3 Quartz sand. |
| Sand Island | 1 Glass | 1 | Immediately gain 2 Quartz sand per Pond that is adjacent to this building (see G4). |
| Sculpture Workshop | 1 Glass, 2 Clay | 2 | Immediately gain a number of Food equal to the number of Wood you have. Indicate the Food on one Production wheel. (Keep the Wood.) |
| Shed* | 1 Wood | 0 | Immediately gain 1 Glass. |
| Storage* | 2 Wood, 2 Clay | 1 | Immediately gain 2 Bricks. |
| Tavern | 1 Wood, 1 Clay | 0 | Immediately carry out the one-time effect of an Immediate building that is adjacent to this building (see G4). (You may not use adjacent Processing buildings.) |
| Water Tank* | 3 Wood, 1 Clay | 1 | Immediately gain 7 Water. |
| Water Tower* | 1 Clay, 3 Bricks | 4 | Immediately place 1 Pond on each empty space that is adjacent to this building (see G4). |
| Winery | 1 Glass, 1 Clay, 2 Bricks | 4 | Immediately carry out the following action any number of times (or not at all): remove 1 Grove to gain 3 Food and 1 Wood. (Choose one Production wheel to indicate the Food on for each action individually.) Rotate the Production wheels after every action if necessary. |
| Wood Depot | 1 Clay | 1 | Immediately gain 2 Wood per empty space that is adjacent to this building (see G4). |
| Wood Trader | 1 Wood, 2 Clay, 1 Bricks | 1 | Immediately carry out the following action any number of times (or not at all): pay 1 Wood to gain 2 other basic goods of the same type, i.e. 2 Charcoal, 2 Clay, 2 Food, 2 Quartz sand or 2 Water. Your choices may differ every time. Rotate the Production wheels after every action if necessary. |
Bonus Buildings
Bonus buildings are indicated by the purse in the ability box. When scoring a Bonus building, you do not lose any goods. (Thus, the same goods may score multiple times for different Bonus buildings.) The requirements of these buildings do not need to be met during the game. It is sufficient that they are met at the end of it.
Uwe: "You may play towards specific Bonus buildings from the beginning of the game, but do not waste your resources too early on them. In the early game, you should only build Processing and Immediate buildings, if possible, to get your game going. The more expensive a Bonus building is, the more you should wait before getting it. (To estimate their relative costs, count Glass as 5 basic goods and Bricks as 3.)"
| Name | Cost | Bonus points at end of game |
|---|---|---|
| Bathhouse | 1 Wood, 2 Glass | 2 points per Pond that is adjacent to this building (see G4) |
| Clinker Plant* | 3 Wood, 1 Glass, 3 Bricks | 1 point per Brick paid as building costs (58 Bricks are used to build the 93 buildings) |
| Coal Facility | 3 Wood, 3 Bricks | 1 point per Charcoal on the Production wheel with the lower number of Charcoal (in case of a tie, only one Production wheel counts) |
| Coal Storage* | 3 Bricks | 1 point per 3 Charcoal (i.e. 0/1/2/3/4 points for 0-2/3-5/6-8/9-11/12-14 total Charcoal) |
| Estate* | 2 Wood, 1 Glass | 2 points per full set of 3 different Landscape tiles (Pit + Grove + Pond) |
| Extension* | 1 Wood, 2 Bricks | 1 point per building that is adjacent to this building (see G4) |
| Factory | 4 Wood | 2 points per Pit that is adjacent to this building (see G4) |
| Fish Yard | 1 Wood, 2 Bricks | 4 points if you have at least 4 Ponds left in a 2x2 shape. (You cannot gain more than 4 points with this building.) |
| Floodgate* | 1 Wood, 3 Bricks | Determine the largest network of connected Pond tiles on your board. 1 point per Pond in that network (see G4). |
| Food Locker* | 1 Bricks | 1 point per 3 Food (i.e. 0/1/2/3/4 points for 0-2/3-5/6-8/9-11/12-14 total Food) |
| Forester's Lodge | 3 Wood | 4 points if you have at least 4 Groves left in a 2x2 shape. (You cannot gain more than 4 points with this building.) |
| Forester's Office* | 1 Wood | 1 point per Forest |
| Friends of Nature House | 2 Wood, 1 Bricks | 4 points if you have at least 4 Pits left in a 2x2 shape. (You cannot gain more than 4 points with this building.) |
| Glassmaker's Village | 3 Wood, 2 Bricks | (Immediately place on top of your Start building "Glassmaker's Colony"; you cannot build this if you have already upgraded it.) 1 point per Quartz sand (instead of 0.5 points) |
| Glassworks | 3 Wood, 1 Glass | (Immediately place on top of your Start building "Forest Glassworks"; you cannot build this if you have already upgraded it.) 3 points per Glass (instead of 1 point) |
| Glazier's Workshop* | 1 Wood, 1 Bricks | 1 point per Glass paid as building costs (39 Glass are used to build the 93 buildings) |
| Half-timbered House | 2 Wood, 1 Glass, 1 Bricks | 1 point per Immediate building (indicated by the parchment-like ability box on the front and the hour glass on the back) |
| Hunting Lodge | 1 Glass | 3 points if you have at least 4 Forests left at the end of the game |
| Mansion | 2 Glass, 2 Clay | 2 points per Grove that is adjacent to this building (see G4) |
| Masons' Guild | 2 Wood, 1 Glass, 4 Clay | (Immediately place on top of your Start building "Brotherhood of the Masons"; you cannot build this if you have already upgraded it.) 3 points per Brick (instead of 1 point) |
| Plant Nursery* | 1 Wood, 2 Glass | Determine the largest network of connected Grove tiles on your board. 1 point per Grove in that network (see G4). |
| Potter's Parlor* | 1 Wood | 1 point per 2 Clay (i.e. 0/1/2/3 points for 0-1/2-3/4-5/6-7 Clay) |
| Pottery* | 2 Wood, 1 Glass, 1 Clay | 1 point per Clay |
| Sediment Factory* | 2 Wood, 3 Clay | Determine the largest network of connected Pit tiles on your board. 1 point per Pit in that network (see G4). |
| Slipway* | 2 Wood, 2 Clay | 1 point per Wood |
| Springhouse* | 1 Wood, 2 Clay | 1 point per 2 Water (i.e. 0/1/2/3 points for 0-1/2-3/4-5/6-7 Water) |
| Storehouse | 2 Wood, 1 Glass | 1 point per Food on the Production wheel with the lower number of Food (in case of a tie, only one Production wheel counts) |
| Village Church | 2 Wood, 2 Glass, 2 Clay | 4 points + 1 point per empty space that is adjacent to this building (see G4, and keep in mind that you may remove Landscape tiles from your board at any time) |
| Warehouse | 2 Wood, 3 Clay | 1 point per Good token in sector 4, 5, 6 and 7 at the end of the game |
| Water Mill* | 4 Wood, 4 Clay | 1 point per Water |
| Woodcarver's House* | 1 Glass, 1 Clay | 1 point per 2 Wood (i.e. 0/1/2/3 points for 0-1/2-3/4-5/6-7 Wood) |