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Medico

Medico Rulebook

Table of Contents

Table of Contents

  • General Game Material
  • Personal Game Material (in the player colors blue, yellow, green, red)
  • Setup
    • Only for 2 players:
    • Personal Game Material
  • Course of Play
    • Overview
    • Before the First Round
    • At the Start of Each Round
    • Turn
  • Side Actions
    • Collect Remedies
    • Sell Remedies
    • Pay Apprentices
    • Deliver Letter
    • Buy Recipe Book
    • Meet the Medicus
  • Main Action
    • Take Money
    • Take Favor Card
    • Train Apprentice
    • Buy Instruments
  • End of Your Turn
  • End of the Round
    • 1. Prestige Duel
    • 2. Pass the Starting Figure Clockwise.
    • 3. After the Last Round, the Final Scoring Follows.
  • Game End and Final Scoring
  • Appendix
    • Favor Cards
    • Knowledge Markers
    • Rods of Asclepius

General Game Material

  • 1 game board made of 8 parts
  • 1 scoring board
  • 28 recipe books (front/back)
  • 28 markets (front/back); 7 starting markets with a different back
  • 49 instruments (front/back)
  • 37 coins (6 fives, 31 ones)
  • 42 letters (front/back)
  • 38 favor cards (front/back); 4 starting favor cards with backs in the player color
  • 7 place cards (front/back)
  • 56 remedies (8 each in 7 colors)
  • 14 rods of Asclepius (7 each in gold and silver)
  • 20 knowledge markers
  • 1 Medicus figure, 1 prestige marker
  • 4 neutral apprentices
  • 1 starting figure (horse)

Note: The coins, remedies, and knowledge markers are not limited in number: should they run out, use other material as substitutes.

Personal Game Material (in the player colors blue, yellow, green, red)

  • 4 player boards
  • 4 selection dials (assemble from disc, arrow, and pin before the first game)
  • 4 extra pouches
  • 4 tiles worth 50/100
  • 4 barber-surgeons (player figures)
  • 24 apprentices (6 each in the 4 colors)
  • 4 point markers, 4 prestige markers
  • 8 overview cards

Setup

  1. Assemble the game board from the 8 parts in any arrangement.
  2. Place the scoring board next to it.
  3. Place the remedies in the middle of the game board (ideally sorted by color): healing water, marigold, leech, rose quartz, mushrooms, herbs, mandrake.
  4. Shuffle the favor cards (without the starting favor cards) face down. Place 3 favor cards as a face-up stack at each place. Place the remaining favor cards as a face-down stack on the scoring board.
  5. Shuffle the instruments face down. Place 2 face-up stacks of 3 instruments each at each place. Place the remaining instruments as a face-down stack on the scoring board.
  6. Shuffle the recipe books face down. Place 3 recipe books as a face-up stack on their matching spaces. Place the remaining recipe books as a face-down stack on the scoring board.
  7. Sort the letters by their backs. Shuffle them and place them as face-up stacks on their matching spaces.
  8. Shuffle the markets face down. Place 3 markets as a face-up stack on their matching spaces. Place the remaining markets as a face-down stack on the scoring board.

Note: If you are playing for the first time, or want a simpler introduction: place the starting markets on the 7 stacks so that the remedy shown on the market lies immediately to the right of the remedy shown on the path. If you already know the game, you can leave out the starting markets or distribute them randomly across the 7 stacks.

Hint: For ease of handling, you have placed the stacks face up. You must not search through them, but it doesn't matter if you accidentally see the next tile. If this bothers you, you can also play with face-down stacks, from which the top element is turned face up each time.

Differences that depend on the number of players are shown in purple.

  1. Place 1 silver and 1 gold rod of Asclepius on the matching spaces of the scoring board, with the gold rod on top.
  2. Place the coins and the knowledge markers next to the game board.
  3. Randomly determine a starting place for the Medicus by drawing the top card of the shuffled stack of place cards. Place the Medicus and 1 neutral apprentice here (with 2 or 3 players: 2 neutral apprentices). Give him 2 prestige (i.e. place the Medicus's prestige marker on space 2 of the prestige track on the scoring board). You can put the place card stack back in the box, unless you are playing with two players.

Only for 2 players:

  • You need 2 additional neutral apprentices and, from a third color, the barber-surgeon (from now on called the neutral barber-surgeon) and its prestige marker.
  • Reveal 1 additional place card. Place the neutral barber-surgeon and 2 neutral apprentices here. Give it 2 prestige (place its prestige marker on top of the Medicus's).
  • Afterward, shuffle the place cards; these form the deck for the neutral barber-surgeon's movements from round 2 onward.

Personal Game Material

  1. Each of you chooses 1 player color and takes the matching personal game material. Place the player board, the barber-surgeon, the selection dial, the starting favor card, and the overview cards in front of you.
  2. Take 1 recipe book each from the draw stack and place it to the left of your player board.
  3. Place your apprentices on the matching spaces of your player board.
  4. Place your point marker on the 0 of the point track on the scoring board.
  5. Randomly determine who begins. This person takes the starting figure.
  6. Take 3 coins each. Only with 3 and 4 players: the starting player gives 1 coin to the person to their right.
  7. The starting player places their prestige marker on space 0 of the prestige track on the scoring board. The others follow in clockwise order, forming a stack of prestige markers. Whenever someone receives prestige, you move the corresponding marker forward on the prestige track.
  8. Place the extra pouch and the 50/100 marker ready.
  9. Put the material of the unused player colors back in the box.

Course of Play

Overview

The game runs over 8 rounds. With 3 players you play 9 rounds, so that everyone begins the round equally often.

  • Before the first round: Determine the starting positions of your barber-surgeons.
  • At the start of each round: Simultaneously and secretly choose 1 new destination each for your barber-surgeon.
  • Turn: Beginning with the starting player, you reveal your selection dial, move your barber-surgeon to that place, and carry out side actions along the way and 1 main action at the destination.
  • End of the round: At every place with more than 1 barber-surgeon/Medicus figure, you carry out 1 prestige duel.
  • End of game: After the last round, the final scoring follows. Whoever has the most points wins.
    • The coin icon: points you receive immediately.
    • The number-in-circle icon: points you receive during the final scoring.

Before the First Round

Beginning with the person who has the starting figure, and then continuing clockwise, you each choose an unoccupied starting place (i.e. also without the Medicus) for your barber-surgeon. Each person then carries out the following steps at this place:

  1. Place your barber-surgeon on the market.
  2. Place 1 apprentice for free on the cheapest space.
  3. Take the letter and place it on your player board.

Tip: In your first game, you can also randomly draw your starting positions by revealing further cards from the place card stack after determining the Medicus's starting position. Once you know the game, though, you will certainly want to choose your own starting positions.

At the Start of Each Round

  • From round 2 on: The Medicus moves 1 place further, clockwise. He receives 2 prestige.
  • Only with 2 players, from round 2 on:
    • Reveal the next place card and move the neutral barber-surgeon there.
    • Place 1 matching remedy on the next free space of the market, from the left; apprentices receive the income as with the side action Pay Apprentices (see page 8).
    • If the market is now completely filled with remedies (see also the side action Sell Remedies, page 8): put the market back in the box.
    • The neutral barber-surgeon receives 2 prestige.
  • You simultaneously and secretly choose 1 new destination on your selection dial. You may not stay in place. Only reveal your selection dial once it is your turn!

Turn

When it is your turn:

  1. Reveal your selection dial.
  2. Place your barber-surgeon on the market of your current place.
  3. Move your barber-surgeon along the shorter path to the destination.
  4. At every waypoint it passes, you may carry out side actions.
  5. At the destination you carry out 1 main action.

All actions except Pay Apprentices and the main action are optional.

Side Actions

Collect Remedies

Along your way you collect the things you need for your work...

Of every kind of remedy that you pass on your way, you may take exactly 1 piece, if you can store it on your person in 1 of 2 ways:

  1. Place it on an empty pouch on your player board. You may return remedies from a pouch to the supply at any time, to make room.
  2. Place it on a matching symbol of one of your recipe books. If it is the 2nd remedy on the recipe book, the recipe counts as fulfilled. Immediately take the prestige shown on it (2 for matching remedies and 1 for different remedies) and place the recipe book face down on the space provided for it on your player board.

Once placed, you may not move remedies between a pouch and a recipe book!

Sell Remedies

Every place needs different things — hopefully you have the right one with you...

You may sell 1 or more remedies from your pouches to the market of your destination. Place them on matching symbols.

For each individual remedy the following applies:

  • First take as many coins as there are free spaces in the market, i.e. 1, 2, or 3. Then place the remedy on a free space.
  • You may sell several remedies to the same market, as long as spaces remain free.

When you occupy the last space of a market:

  • Put the remedies back in the supply.
  • Take the market and place it face down on your player board.

Should a knowledge marker be lying at the market from a previous round, you may take it if you have sold at least 1 remedy here. You place this at the end of your turn on your player board (page 9, End of Your Turn).

Pay Apprentices

Your investment in training pays off...

All apprentices except yours at this place receive 1 coin from the supply, if you sold at least 1 remedy on this turn. You yourself receive nothing for your apprentice.

Hint: Say out loud who is allowed to take the coin, so it isn't forgotten.

Example: Red delivers a mushroom. Blue receives 1 coin, Red does not.

Deliver Letter

As a traveler you declare yourself willing to deliver letters... eventually, anyway.

If the large coat of arms on the topmost letter of your player board shows the place you have just moved to, you deliver it:

  • Choose as a reward 1 prestige or 1 coin.
  • Keep the letter (for the final scoring).
  • Take the letter of the place and place it on your player board as your new target.

Example: You have successfully delivered the letter on your player board. As a reward you choose 1 coin; you also take the letter from the place and place it on the letter stack on your player board.

Buy Recipe Book

Learning new recipes is part of your craft — if only the books didn't always cost so much...

You may buy the displayed recipe book for 1 coin and attach it to the left of your player board, provided at least 1 of your 2 spaces for it is still free.

Meet the Medicus

You like to learn from the best, that's worth the money to you! Someday you'd like to be a Medicus yourself...

If the Medicus is at this place, you can obtain a knowledge marker from him for 2 coins. You place this at the end of your turn on your player board (see page 9, End of Your Turn).

Main Action

Decide on 1 of the 4 main actions. Place your barber-surgeon in the corresponding area.

Take Money

You let yourself be paid for the medical treatment.

Take 2 coins.

Take Favor Card

You have treated a noble, who shows you his favor as thanks — that is often more valuable than money...

Take the displayed favor card and place it next to your player board. Unless stated otherwise, you may play this card at any point during your turn, including immediately.

You may have and play any number of favor cards.

Train Apprentice

Having an apprentice trained costs money, but it's an investment in the future!

Pay the number of coins shown on the next free apprentice space, and place the next apprentice from your player board onto this space. Take the prestige shown for it on your player board. You may only have 1 apprentice per place.

Buy Instruments

A good set of instruments is very useful and impresses the clientele...

  • For 1 coin you may buy 1 instrument.
  • If at least 1 other figure (barber-surgeon or Medicus) is at the same place, you may instead pay 3 coins to buy both instruments.
  • You may not take both instruments from the same stack.

Example: Since besides your barber-surgeon the Medicus is also at the place, you may buy yourself both instruments for 3 coins, or 1 instrument for 1 coin.

Place each instrument above your player board. You must place instruments from left to right, and identical instruments must be stacked on top of each other. For each newly placed instrument: you receive coins and prestige immediately, but points only during the final scoring.

Example: You place your two new instruments. You immediately receive 1 coin and 2 prestige for them.

End of Your Turn

  • Did you collect new knowledge markers on this turn? Place them now on one of the marked spaces on your player board and thereby unlock additional abilities (see page 12, Knowledge Markers).

    They may already have an effect on the next prestige duel, but no longer on the current turn.

  • Check whether you have fulfilled 1 or more of the conditions for 1 or more of the rods of Asclepius for the first time (see page 12, Rods of Asclepius). If so, take the corresponding rods, if any are still available, and place them on your player board.

  • If necessary: If one of the spaces for favor cards, instruments, recipe books, or markets is empty, draw from the supply on the scoring board. If the supply here is also used up, the space remains empty.

End of the Round

1. Prestige Duel

For your efforts you have earned a reward! Making yourselves popular among colleagues, however, is not part of it...

Starting with the Medicus and then continuing clockwise, check whether 2 or more figures (barber-surgeon or Medicus) are at the same place. If so, a prestige duel takes place there:

  • Whoever has the highest prestige wins the duel (in case of a tie: whoever is higher up on the stack).
  • The winner may carry out 1 additional main action as a reward, but a different one than during their turn.

Example: As your main action you took 1 favor card, so you must now choose a different main action as your reward, e.g. buying instruments.

  • Whoever wins a prestige duel loses 1 prestige (this applies to the Medicus too).
  • If the Medicus or the neutral barber-surgeon wins: Place 1 knowledge marker on the market. Whoever next sells 1 remedy here receives this in addition.

2. Pass the Starting Figure Clockwise.

3. After the Last Round, the Final Scoring Follows.

The help for counting rounds differs depending on the number of players:

4 players: The last round begins when the Medicus moves at the start of the round to the same place where he started (his apprentice stands here).

3 players: Since you play 9 rounds here, the Medicus must walk 1 place further than with 4 players.

2 players: Here you use the place cards as a round counter. As a reminder: after the starting setup for round 1, the place card stack for the barber-surgeon of the third color is reshuffled and used for rounds 2-8. With the last card of the stack, the barber-surgeon reaches its last place for this game.

Game End and Final Scoring

After the last round you carry out a final scoring. Determine the points for the individual categories and record them on the point track.

  • ? points: First count the number of your face-down recipe books and markets and increase both values by 1. Multiply these two results together.
  • 2-6 points for your placed apprentices (points shown on the player board).
  • 1 point for each letter, or 2-3 points for each letter if you have 1 or 2 Courier knowledge markers.
  • 1-4 points for each instrument (see player board).
  • 4 points for each gold and 2 points for each silver rod of Asclepius.
  • 1 point for every 2 coins and leftover remedies (in pouches and on recipe books).
  • 5 points for every 3 identical instruments, if you have the Specialist knowledge marker.

In case of a tie, whoever has more prestige has the advantage, or in case of a further tie, whoever is higher up (on the prestige stack).

Scoring example for Red:

  • 3 recipe books and 2 markets -> 4×3 = 12 points
  • Sum of all instruments: 19 points
  • Sum of apprentices: 2+3+4 = 9 points
  • 4 letters × factor 3: 12 points
  • Rods of Asclepius: 4+4+2 = 10 points
  • 1 unused favor card: 2 points
  • 3 coins and 2 remedies: 2 points
  • Specialist: 5 points

Total: 71 points

Appendix

Favor Cards

  1. Favor of the Individual Path: Change your destination, if someone before you in the current round chose the same destination.

    Hint: This is the starting favor card that you receive at the beginning of the game. The backs are colored in the player color.

  2. Favor of the Early Bird: Carry out 1 main action of your choice at your starting place.

  3. Favor of the Optimal Condition: You receive a rod of Asclepius with 1 fewer requirement.

  4. Favor of the Friendly Gift: Take 2 coins at your start or destination place for every other present person (Medicus/barber-surgeon).

  5. Favor of the Long Fingers: After your main action, take as many remedies as you like from the market of your destination. You also receive 2 points.

  6. Favor of the Great Demand: Sell 1 remedy at the market other than the one shown.

  7. Favor of the Rich Find: During the side action Collect Remedies, take of exactly 1 kind as many as you can store, instead of only 1. You may fill all pouches with this remedy and also fill all recipe books with it if this remedy is required.

  8. Favor of the Free Decision: Take the longer path.

*Note: If gaps arise because the newly placed instruments are placed on identical instruments, these remain open for the time being.

Knowledge Markers

Haggling: You receive, for every remedy sold, as many coins as remedies are shown on the market (instead of 1 per free space). The already-covered pictures on the market count as well too.

Example: At this market you receive 3 coins for every sale, no matter how many remedies already lie on the market.

Luminary: You receive 2 points immediately upon fulfilling a recipe, when the recipe book shows 1 prestige. You receive 3 points immediately upon fulfilling a recipe when the recipe book shows 2 prestige.

Obolus: From now on you receive, for the side action Pay Apprentices, 1 coin per remedy sold instead of at most 1 coin, and this also applies for your own sales.

Example: Red sells 2 remedies. Since Blue and Red both have the Obolus knowledge marker, Blue receives 2 coins instead of 1. Red also receives 2 coins for its own apprentice, in addition to the 3 coins for selling the two remedies.

Courier's Wage: You receive immediately 1 prestige and 1 coin. For every letter you deliver from now on, you receive both rewards, i.e. 1 prestige and 1 coin (instead of only 1 of the two).

Jack-of-all-trades: After a won prestige duel, you may carry out all main actions not yet carried out by you this round (instead of only 1).

Privilege: At the start of your turn you may place the remedy exactly opposite your place into 1 empty pouch.

Boredom: You receive 4 points immediately.

Specialist: You receive, during the final scoring, an additional 5 points for each instrument that you have at least 3 of.

Courier: You receive 1 additional point for each letter during the final scoring. So you receive 3 points for each letter if you have both Courier knowledge markers.

Extra Pouch: Place your extra pouch on the game board. From now on you can store 1 additional remedy. You may also move remedies from pouches onto recipe books during your turn. You may still not move remedies from a recipe book back into a pouch.

Rods of Asclepius

You receive rods of Asclepius for fulfilling certain conditions before the others do:

  • Whoever fulfills a condition first receives the corresponding gold rod (value: 4 points).
  • Whoever fulfills a condition afterward receives the corresponding silver rod (value: 2 points), if any is still available.

Place the rods on your player board.

The conditions are shown on your player boards and on the scoring board:

  • 6 letters
  • 15 prestige points
  • 5 knowledge markers
  • 6 different instruments
  • 4 fulfilled recipe books
  • 5 markets
  • 5 apprentices at 5 places
  • Favor of the Ringing Coin: For 3 coins you may carry out all main actions of the destination instead of only 1.

  • Favor of Happy Lingering: Choose your starting place as your destination. Skip the side action Collect Remedies; instead take 1 remedy of your choice and carry out all steps from the market onward.

  • Favor of the Glorious Deed: Receive 2 prestige immediately.

  • Favor of the Private Instruction: You receive 2 knowledge markers from the Medicus for 3 coins (instead of 1 for 2 coins).

  • Favor of Privileged Trade: If you sell the last remedy to a market, you receive 2 favor cards from the draw stack.

  • Favor of Good Friendship: If 3 or more people (Medicus/barber-surgeon), including yourself, are at the same place, you receive 4 points.

  • Favor of Wise Foresight: If you deliver 1 letter and thereby receive the next letter, this one also immediately counts as fulfilled. So also take 1 prestige or 1 coin for this one. In addition, take the next letter from the place shown on the letter and place it on your player board.

  • Favor of Mutual Exchange: At your destination, exchange 2 instruments of your choice with the display. First take 2 instruments back from your player board into hand, before you place down the 2 new ones. You receive the bonuses of the newly placed instruments*.

  • Favor of the Free Extra: When you have bought 2 instruments at one place, you receive 1 further instrument from the draw stack.

  • Favor of the Generous Gift: If you buy exactly 1 instrument, you receive the other instrument for free (even if you are alone).

  • Favor of the High Return: Sell 1 instrument for 5 coins*.