Ibyron: Island of Discovery
Ibyron: Island of Discovery Rulebook
Table of Contents
Table of Contents
- Game Overview
- Game Contents
- Setup
- Player's Goal
- On the Outside
- Outside Actions
- Outside Actions Explained
- Village Actions
- End of Round
- End of Game
- Variant
- Beginner/Learning Game
- Solo Game
- Changes to the 3-4 Player Game
- Appendix
Game Overview
This game consists of Rounds with each player starting out performing Outside actions. Each round consists of multiple turns taken by the players in clockwise order from the Starting Player. Each turn a player will use 1 or more discs for an action. After the last disc is used by a player, that player ends their rounds of Outside actions and goes into their Village phase.
Players perform different actions in the Village than those when in the Outside phase. Players in the Village phase will continue performing village actions until they run out of discs again. Actions in the village will get progressively more expensive as those actions are chosen for that round.
Game Contents
- 1 Bonus Resource Mat
- 44 Workers (purple and green - 22 each)
- 11 Square Land Tiles (forest, field, and mountain spaces)
- 2 Player "Leader" Pawns (purple and green)
- 1 Starting Player Tile
- 2 Wells (blue small cylinders)
- 4 Wooden "Overseer" People, 2 each (purple and green)
- 2 Gold Mines (yellow wood cylinder)
- 4 Castle/Bonus Resource Markers (yellow rings)
- 2 Player Mats
- 4 Marketplace Dice (6-sided dice)
- 30 Wooden Resource Cubes, 1 for each resource and 3 for each tech track, per player
- 1 Large Village Mat: (library, tax collector, stablehand, farmer, shipwright, market, explorer)
- 23 Color Cubes: 8 red (barns), 10 orange (horses), 5 white (building permits)
- 2 Mats (cube resource storage)
Quantities of components may differ from actual contents and are not to scale.
Setup
(1) Place the village mat to the side of the center of the playing area. Place 1 land tile in the center of the playing area, along with 1 tile for each player, touching the center tile with at least one square.
(2) Place all white cubes in the Library Village space; Place all red cubes in the Farm Village space; Place all orange cubes in the Stablehand Village space. 2 yellow rings are placed near the bonus resource mat.
(3) Each player takes a player mat and resource storage mat (farm, permit, stable) and places them in front of them. Each player should take the following components:
- 22 worker discs of their color. 6 of these discs should be placed on the player mat in 2 stacks of 3 in the reserve worker area (top-left, next to the tech tracks) covering up two of the three starting buildings. 1 disc is placed over the Mayor space in the Village Box. The remaining 15 discs should be placed in the colonist supply box. These are the player's available workers.
- A leader in their color and a blue well. Place them and a worker disc from the Colonist Supply on your home field space (choose one field space on a separate tile from the opponent.
- 2 Overseers in their color.
- 9 tech markers (black cubes). Place a cube on the second, third, and fourth rows of the development (tech) tracks on the player mat.
- 1 red cube from the farm village space, placed on the player's farm storage space.
- 1 orange cube from the stablehand village space, placed on the player's stable storage space.
- 1 castle marker (yellow ring)
- 6 resource markers (black cubes), on the '0' space for the coins, lumber, ore, gold, and stone; Place the food resource marker on '4'.
- Each player will choose a starting building on the player mat, leaving it free of discs. Any benefits from these buildings are gained/effective immediately.
(The printed booklet has no step (4).)
(5) Randomly each player chooses a non-taken space on the Bonus Resource mat. Each player will gain the corresponding resource displayed on their chosen space: take a cube of the correct color from the village mat or move resource markers to indicate this. The player with the lowest number also takes the starting player marker.
(6) The START Player should roll the marketplace dice and place them in the respective market boxes for each resource. The lowest numbered die should go in the leftmost place, with the remaining placed in increasing order to the right.
Now you are ready to begin...
Player's Goal
The main goal of this game is to construct buildings in honor of the Motherland. Woodcutters bring the wood to lumber mills to build certain buildings. Miners bring ore and stone to your community to use for other buildings. Stone is brought out of the mountains with horses. These are the main resources in the game. During the game each player will control one group of people that have laid claim to this land. The resources are low, enough that not every community can survive. Each player will show their prosperity in this land to the Motherland to show they are the rightful founders. The first player to use all of their workers in buildings wins the game.
On the Outside
While Outside, the actions a player can perform are considered Outside actions (1 action per turn, except movement which may be combined or chosen alone to perform). All actions require "payment" of worker discs (some exceptions). To do an action requires the player to take an available worker (from their colonist supply) and place it into the village box on their player mat; this is the payment.
As a last Outside action a player can forfeit worker discs so less will need to be hired next round.
Outside Actions
These actions require payment of worker discs. The player must take an available worker from their supply and place it in the village box. Some actions will require the player to place tokens on the game board instead.
Available actions are:
- Move Leader/Explore
- Build a Work Camp
- Gather Resources
- Build a Ship
- Build Permanent Buildings
- Forfeit Workers (optional final action)
Outside Actions Explained
Actions are described in detail below.
Move Leader
Players may move their leader from one space to another by paying worker discs. They may then continue with another action if desired, or may end their turn immediately. Distance each point of movement will take you is equal to the tallest level of the buildings you own. Discs used for movement should be placed in the village box on the player mat. Horses may also be used for movement in place of worker discs. Each horse that is used allows for 2 points of movement. Move the horse (orange cube) from the player's storage tile to the Stable hand village space to use a horse.
NOTE: A player's leader may NOT end its movement on a space that another player currently occupies.
Explore
A player who has previously acquired a land tile, may choose to explore. When a player explores, their Leader must be in a position where the new tile will be placed. The tile is placed either next to another tile or on top of other tiles fully supported (second level tile). The player may then place their Overseers (if not used currently) on spaces to "hold" them until the end of the round or they are used by you.
Example: Purple decides to explore since he has a land tile at his disposal. He has 1 worker left in his supply, so at most he can travel is 2 for his 2 disc-size building he has (church). He can hop off the edge of the tile he is on, or he can move to the spaces with a smiley face; he may not add a land tile in the places with a "no" sign; the frowny face spaces are only available if the tile is place directly on top of the tile that it is on, placing it on top of the two tiles would make it cover up the church (the 2-disc building) which is not allowed. After placing the tile, he will have one overseer available to reserve a space (the other overseer is already in use).
Build a Work Camp
(Does not count towards winning the game; worker discs are removed from these structures to obtain a resource.) A player must pay for the distance to the appropriate space, after which workers are placed and an available Overseer is placed there. All discs come from the Colonist Supply.
NOTE: A maximum of 2 work camps may be in effect at one time because each player only has 2 Overseers.
1. Woodcutter (empty forest space)
To acquire lumber from the forests, a player needs to send in woodcutters. Place up to 4 on the empty forest space your leader is located on, along with an Overseer. Return your leader to your home space. Woodcutters bring back wood to use in your lumber mills according to your lumber mill development level and horses used.
2. Stone/Ore Miner (empty mountain space)
To mine the caves for ore or quarry for stone a player needs to send in miners. Place up to 4 discs on the mountain space. Pay Place an Overseer disc on the space.
3. Gold Miner (empty second level mountain space)
A player needs 4 worker discs, 2 wood, and 6 ore to build a gold mine (move cubes on resources tracks to indicate the expenditure of each). Place the 4 discs on the second level mountain space. Place your yellow wooden cylinder on the space to indicate the type of mine. Gold may only be taken off using normal means and is noted as gold on the player mat on a 1:1 basis (no bonuses or no speed up allowed).
Example: This player finds a second-level mountain available and decides to organize a work camp for a gold mine. He spends 6 ore and 2 wood, plus must have 4 available workers to place on the mountain space. He must also place the gold mine marker next to the stack of 4 discs.
4. Plant a Grain Field (empty field space)
To plant a grain field, a player must place 5 worker discs minus the number of barns (red cubes) the player currently has. Place an available Overseer on the same space. These Worker discs can only be removed in the Village Phase using the Farmer action.
Gather Resources from a Work Camp
To gain wood or ore, workers must be at work in the forests or mines respectively. To gather resources, the player must use a worker disc as foreman (discs are placed into the village box to indicate the foreman being used). When a foreman is used, the player may then remove 1 disc from the forest or mine and gain the resources for the woodcutter or miner removed from the game board according to their development level (refinery - ore, lumber mill - wood). Place the worker disc from the space and the foreman disc into the village box; they have finished their work and the type of resource is noted on the player mat. A horse may be used to take one additional wood when gaining wood.
Example: The player takes 1 disc from the woodcutter stack, along with a number of discs (according to his level in lumber mill technology) from his colonist supply (as a foreman), and places them in the village box on the player mat. This adds wood to his resource supply, noted on the player mat by moving the wood marker to the right one space (according to his level in lumber mill technology). The number left of the colon is the amount of foremen needed. The number to the right of the colon is the number of resources gained per the one disc that is removed. Note: only 1 disc is ever removed from a stack per turn. 2nd level tech requires 2 foremen; all others, only 1 foreman is used per turn. A player may use a lesser tech level if they want to.
Using Speed Up Gathering
To use speed up gathering (costs a horse) a player performs a gathering action on one stack of discs (woodcutter or miner or quarry) but instead of removing 1 worker disc from the stack, all of the remaining discs are removed. All foremen disc costs must be paid, but it is done all at once. No bonuses can be used via horses or development level in refinery or lumber mill. When used, move the horse cube from the stable to the Stable hand village space to indicate its usage.
Shipbuilder (empty shipbuilder box on player mat)
To build a ship a player must have 4 worker discs in their Colonist Supply and spend 4 wood. Place the discs on that player's shipbuilder box. Requires player to have built a harbour (see Harbour).
Build a Permanent Structure
(workers are NOT removed from these buildings) A player must also have a building permit to take this action (exception: the buildings on the player mats do not require a building permit).
- Move your leader to the space the building will be constructed in. The leader will remain in this space after the building is built.
- The worker discs used to build these buildings must come from the Colonist Supply.
A player may never have more than 3 buildings of one type (and only one of the second level buildings, harbour and player mat buildings).
NOTE: A list of all the available buildings that may be built may be found in the appendix.
Example: This player decides to build a stable. First, he moves his leader (paying the cost to move) to the forest space to build on. Then, spends the 2 horses required and 5 wood. He, then, places 2 discs from his colonist supply on the forest space. Now, the player has a stable built, giving the ability to that player to save up to 2 horses from forfeit during the end of the Outside Phase.
Forfeit Workers (ends worker round for player)
- If a player desires to take no more Outside actions, he may choose to "forfeit" the rest of his worker discs. The remaining available worker discs are moved from the available supply to the Village box on the player mat.
- Move the player's leader from wherever it is currently located to the place on the resource track that corresponds to the number of workers being forfeited.
- Lose any remaining horses unless player has built stables. If player has stables, lose any excess horses above the retention limit.
Village Actions
If at the start of a player's turn, they have no more worker discs to place for Outside Actions, they go to the village. If the player did not take the worker forfeit action in the Outside phase, the player must first place their pawn on the resource track on the 0 and lose any horses over their retention limit (see stables). The first player to enter the village will have a greater chance to earn the money needed to hire more workers for the next week as well as cheaper costs for the village actions. The players who have not finished this round of Outside actions (still have discs in their supply), will continue to do Outside actions when it is their turn.
To perform a Village action, a player moves worker discs from their village box (and may also use their mayor disc) onto the village board and/or the rest box. The cost for the action is 1 more than the number of stacks currently on that action space. When placing the discs, place them in a stack on the village board so it is easy to see. For example, the first player to take the Stablehand action pays 1 worker disc to obtain one horse. The next player (and it may be the same player who went there previously) will pay 2 worker discs to obtain one horse. The third player would pay 3 workers discs for one horse and so on. After 4 discs are used for an action, further placement requires only 4 discs to use that space, this round.
Available actions in the village are:
- Stablehand: Gain a horse. Take an orange cube from the Stable hand village box; place it on the stable storage tile.
- Shipwright: A player removes one disc from their shipbuilder stack (on their player mat), placing it into the rest box. When the last disc is removed, the ship is sent back to the Motherland to return with 3 new citizen discs (from player reserve) to be placed into the rest box. Player also obtains the building under it after doing so. NOTE: This is only a valid action to take if a player has previously built a harbour and performed Shipbuilding in the OUTSIDE phase.
- The Market Patron: Player may sell 1 type of resource for coins according to set prices per visit. When a resource is sold, move the die away from the box to remind players to re-roll this die at the end of the round. Additionally, a player can exchange 2 food <-> 1 gold when using this action space if the player has built a court house.
- Library: Player may purchase a building permit for $2. That player will take a white cube from the library space and place it on their building permit tile. If no cubes exist on the library space, take one from the player with the most.
- Farmer: When a player has a grain field with any discs on it, they may use the harvest action to remove one of their discs. If it is the last disc, remove the Overseer and gain 2 food. Lose a barn (red cube) after the last disc is removed.
- Explorer: Player takes a land tile and pays $5. The player must place it in the Outside phase.
- Tax Collector: Player gains $1 per level in taxing development.
Example: This player is in the Village phase, deciding to gather some needed money. He is not the first one to go to the Tax Collector space, so he must pay 1 more disc than the tallest stack already there. In this case 3 is all he needs to use since the only other stacks are 1 and 2 discs tall. He moves up the money track 1 space per level in taxing on his player mat.
Taking a Bonus Resource
When a player forfeits their remaining discs from the village box (they are placed in the Rest box on the player mat) or all of their discs are used from the village box, they must take one of the bonus resources (the number on the bonus space may be disregarded for remainder of game). Player gains the resource shown on the selected space. If the player forfeits 4 discs in the village phase they may take an additional resource of the type shown on their space. Mark the space as taken with a bonus resource marker.
End of Round
-
Cleanup: When all players have used all of their discs for this round (they have no discs in their village box, including their Mayor), the round is over. Each player moves their discs from the village board to the rest box on their player mat. Each player places their Mayor back over the space on the player mat to be used in the next village phase. Remove bonus resource markers from the bonus resource mat.
-
Feed your Workers: a. Take a number of worker discs from the Rest box equal to the value of your food track and place them into your player supply (at the bottom of the player mat).
b. Take a number of workers from the Rest box equal to the number of worker discs you forfeited at the end of the Outside phase (your leader should be sitting on this value on your resource track) and place them into your player supply (at the bottom of the player mat).
c. Pay $1/worker to move additional worker discs from the rest box to your player supply (at the bottom of the player mat). NOTE: Unless you have built a Bank or a castle treasury, you may only keep 2 money from one round to the next, so use your money to hire additional workers!
-
Lose any remaining coins unless you have a bank or have built the castle treasury, which allows saving some unused coins from round to round.
-
The New Round begins with the next player clockwise from the Starting Player. Re-roll the used dice (re-roll all dice once if the values on the dice of three or more are greater than the coins gained) and rearrange the marketplace dice according to the new dice rolls, lowest to highest as in the setup.
Starting Player is given to the player to the left of the current player and that new Starting Player may purchase one land tile for $2 TO BE PLACED IMMEDIATELY, without Overseers placement allowed as with the normal Exploring.
End of Game
The end game is triggered when a player has a total of 3 or less worker discs (not including the Mayor) in total to use. (REMEMBER: Worker discs in the reserve, rest box, and all discs used for mines, woodcutters, ship-building and grain fields are considered available for use as they can be still be removed and so are not considered used).
This player wins!
Variant
If the players choose, they can use the flip side of the bonus resource track. If using this side, the players pay the amount of discs that will take them to their chosen space on the track, one disc for each space on the track. The bottom space is free to take. On the 2x wood/ore space, a player may take one of each resource type if that player would like to. By switching this board for the other one, some player-interaction will be lost in when to leave the Village phase.
Beginner/Learning Game
Perform setup in the same manner. Gameplay is the same except:
- Play 10 rounds. Take 9 tiles and place them face down.
- The Library Village action space is not used.
- Building permits are not needed to build buildings.
- At the end of the round, the Starting Player will add one tile to the island according to normal rules.
At the end of the 10th round or sooner add up victory points:
- 1 for level 1 building (including starting buildings on the player mat)
- 3 for each level 2 building
- 6 for a level 3 building
- 10 points for a completely built castle
- 1 point for each 1 gold
- 1 point per 10 coins
- 1 point per food track value
- 3 for a harbour (do not count the starting farm if a harbour is built)
- -1 for each non-reserve disc not used in a building
- -5 points per 3 reserve workers (less than 3 equals no minus points)
Solo Game
Play the Beginner game but you may add more than one land tile at the end of the round. By adding a second tile, you will gain an additional $3, using the money immediately or if you can keep money from round to round, you may do so. But, in doing so, you will lose 1 round for the game time.
Use 1 bonus resource space at the beginning of the game, and thereafter at the end of each round use 1 other. Use all before being able to use them again. Place black cubes over the spaces until all have been used, then remove them all.
At the end of the 10th round (or less if more $3 were taken during a round), add up points as with the Beginner game.
Changes to the 3-4 Player Game
During setup, the players place their food marker on the 7.
During Village phase, when a player has to pay discs to take an action, there is a cap at 3 discs i.e. if there are already a 3 stack in a space, then all actions taken from that space will require 3 discs for further uses.
Appendix
Summary of Actions
A player's Outside turn consist of taking an action. An action is one of the following:
- Movement (an additional action is allowed after moving)
- Each worker provides a distance of 1 multiplied by the amount of discs in the player's erected buildings. Max of 4 (castle tower). A horse provides two workers amount of movement points.
- Send out Gatherers
- Wood/Ore/Stone/Gold/Food gatherers may be sent if the appropriate conditions are met for the type. See Appendix.
- Up to 4 workers may be sent as gatherers. Pay the movement of Overseer to location to be sent to (distance from Leader pawn).
- Place worker discs in a stack on the chosen space, along with an Overseer.
- Erect a building
- Move the leader to the correct location and type to build on.
- Pay the resource costs involved in construction of the building, including a building permit and number of free workers from the colonist supply.
- Place the discs on the space. Gain the benefit.
- Explore
- A player who has a land tile may place it on the location his leader is located, add available Over-seers to spaces on it. The tile may not be placed over any discs, and must be fully supported if placed on top of other land tiles.
Players in the Village phase of the round may only perform Village actions. Village actions require a player to use workers that are currently in the Village Box. Each space on the Village Board requires a player to place +1 more discs than the amount in the tallest stack on that space. A cap of 4 discs exists, so a stack 5 is not allowed, only additional stacks of 4. Actions included are:
- Stablehand: Gain 1 horse per visit
- Shipwright: Builds ships; removes 1 ship disc per visit. When all discs removed, gain 3 reserve workers, +Starting Building bonus.
- Farmer: Harvest grain for food by removing 1 disc from a grain field, gaining 2 food when all discs are removed. Lose a barn when finished.
- Tax Collector: Taxes the village: gain $1 per taxing level, per visit.
- Market Patron: Sell gold, stone, wood or ore. Trade 2 food <-> 1 gold with court-house.
- Explorer: Pay $5 to take a land tile.
- Library: Gain a building permit for $2 each visit.
Before the next round, coins earned may be spent, for hiring workers at a cost of 1 coin per worker.
Starting Player is given to the player to the left of the current player and that new Starting Player may purchase one land tile for $2 TO BE PLACED IMMEDIATELY, without Overseers placement allowed as with the normal Exploring.
Buildings
| Building | Discs | Location | Cost | Benefit |
|---|---|---|---|---|
| Bank | 0 | Player mat | Starting Building. | +5 Coin when built. Allowed to retain 5 Coins. May not be built, but are acquired after retrieval of 3 reserve workers by normal methods. |
| Garden | 0 | Player mat | Starting Building. | +1 Food when built. May not be built, but are acquired after retrieval of 3 reserve workers by normal methods. |
| Foundry | 0 | Player mat | Starting Building. | 2 Stone and 1 Ore to replace 4 Stone needed in costs to build. May not be built, but are acquired after retrieval of 3 reserve workers by normal methods. |
| Lumber Mill | 1 | Empty Forest | 5 Wood | Move down Lumber Mill Track 1 step. Remove black cube; it is free to use now. |
Work Camps
| Work Camp | Location | Workers | Cost | Notes |
|---|---|---|---|---|
| Grain Field | Empty Field | 5, subtract 1 per number of barns the player has | N/A | Take 2 Food and lose a barn when last disc is removed. Requires Village action to harvest |
| Woodcutter | Empty Forest | 4 or less | N/A | Take wood equal to current lumber mill track for each disc. |
| Ore Miner | Empty Mountain | 4 or less | N/A | Take ore equal to current ore refinery track for each disc. |
| Gold Miner | Empty 2nd Level Mountain | 4 | 2 Wood, 6 Ore | Take 1 gold for each disc. |
| Stone Quarry | Empty Mountain |
Castles
| Building | Discs | Location | Cost | Benefit |
|---|---|---|---|---|
| Castle Gate | 1 | Any empty space | 1 Gold, 3 black tech cubes | Gain 2 horses. Place a Castle marker on disc. See refinery/lumber mill, and 3-disc buildings above for acquiring tech cubes. |
| Castle Treasury | 1 | Castle Gate | 2 Gold | +2 Coin when built; Allowed to retain 10 Coins |
| Castle Walls | 1 | Castle Treasury | 3 Gold | Move down 1 step on Taxing. Remove black cube; it is free to use now. |
| Castle Tower | 1 | Castle Walls | 4 Gold | Retrieve up to 6 workers from Reserve (to Rest Box). Starting Buildings are gained. |