Old World New World
Old World New World Rulebook
Table of Contents
Table of Contents
Objective
To win, be the first player to get 3 points.
Component List
72 Cards
- 58 Terrain cards
- 14 Action cards
38 Counters
- 24 Units (6 in each color)
- 2 Natives
- 12 Border pieces
Component notes:
- Use Terrain cards to create paths, Deploy units, and Move across the board; these cards can contain Port and/or Camp symbols.
- Action cards allow you to manipulate the board and units in many different ways.
- Each player has 6 unit counters; each counter is double-sided, with a Ship on one side and a Soldier on the other.
- The Native units are Deployed and Moved using Action cards.
- The border for Old World New World is created using these puzzle-cut pieces; it shows you the positioning of the grid (gold stripes) and the scoring spaces (gold arrows).
- Board space types: Ocean Space (shows the Port symbol, for Ships), Land Spaces (Plains Space and Mountain Space), and the Camp symbol (for Soldiers).
Setup
- Put together the puzzle frame by combining the 4 edge pieces and 8 corner pieces as shown in the setup image.
- Shuffle the 72 cards together and place the deck face down in an easy-to-reach location with room for a Discard pile next to it.
- Each player should select their color and take all appropriate counters; place the two Native counters next to the card deck.
- Each player takes a side of the board; in a two-player game, the player going first may choose to sit next to or across from the other player.
- Deal each player 5 cards.
- The youngest player starts. (In a three-player game, the player with no one sitting across from them goes first.)
Sequence of Play
-
Play 2 cards and perform any Free Moves. Options for playing a card are:
- Place a card.
- Burn a card.
OR
Discard any number of cards from your hand.
Free Moves can be done before and/or after playing cards (see page 7).
-
Refresh hand to 5 cards.
-
Play passes to the left.
When all cards are drawn from the deck, the Discard pile is turned face down, shuffled, and used again.
Note: In a two player game, the first player only plays one card during the opening turn, but must play two as usual on all subsequent turns.
Place a Card
Terrain cards can be placed in any orientation on any empty map section on the board to create a path for the units to Move through or to block opposing units. Terrain cards must be aligned properly with the grid.
When a card is placed so that a Port or Camp symbol is on the bottom row of the board as seen by that player, called the Home Row, the player can automatically Deploy (see Deploy section) the corresponding unit on that symbol (Soldier on a Camp; Ship on a Port). Two units may be Deployed at the same time if the symbols line up appropriately.
Note: If a card is placed in the bottom row, a free Soldier Deploy is possible if the card is placed with the Camp symbol in the Home Row (shown by the color strip).
Volcano Terrain Card
The Volcano is a unique Terrain card that replaces a previously placed Terrain card that has at least one Mountain space on it. Any units on the previously placed Terrain card are destroyed (returned to players), the replaced Terrain card goes to the Discard pile, and the Volcano card takes its place; each space on a Volcano card is a Mountain space and is treated as such for the rest of the game.
Note: The Volcano card must be properly aligned with the grid, like all other Terrain cards.
Burn a Card
Burning a card allows players to perform specific actions by discarding it to the discard pile; the actions available are determined by the type of card Burned.
Terrain Cards
Players may Burn Terrain cards with Port or Camp symbols to take the following action(s): Deploy, Move, or Convert units.
If you Burn a card that has two symbols, you get two actions: You can Deploy two units, Move two units, Convert two units, or a combination of these actions.
Deploy
When Burning a Terrain card to Deploy you may only place a unit that corresponds to the symbol on the card: Ports correspond to Ships, and Camps to Soldiers. However, a unit may be Deployed to any legal space in your Home Row (Ships on Ocean Terrain and Soldiers on Plains or Mountain) without the need for there to be a Port or Camp symbol in the space. Units may never occupy the same space.
When Burning a card to Deploy you can only do so in your Home Row (as indicated by green circles) but may Deploy to any type of space whether or not it has a Port or Camp symbol.
Players are limited to the 6 unit counters supplied. If you have all 6 units in play and need to Deploy another, you must choose a unit to remove from the board to place as the newly Deployed unit; you may not remove scored units in this way.
Note: If a unit is Deployed on a space with a Port or Camp symbol, it can make a Free Move that same turn.
Move
To Move a unit, you will have to Burn a Terrain card in your hand with the corresponding symbol for that unit (e.g., to Move a Soldier, you must Burn a Terrain card with a Camp symbol).
Pieces Move like rooks in Chess — through as many adjacent spaces up, down, left, or right as you choose within the corresponding Terrain but may not change direction without beginning a new Move action. Units may not Move through another unit, even a unit of the same color. Units cannot move through empty spaces (i.e., where cards are yet to be placed). Ships can Move freely through Ocean Terrain, while Soldiers can Move freely through Plains Terrain. It does not matter which player placed a Terrain card; all players can Move through any eligible Terrain.
Mountains
Any Soldier unit entering a Mountain Terrain space must immediately halt movement, ending that movement action. Multiple Mountain Terrain spaces in a row will require Burning multiple Terrain cards to continue moving that unit.
Free Movement
Any unit on a Port or Camp symbol may Move without Burning a card; this does not count as one of your two card plays and can be done before and/or after playing cards. Free Movement must still obey all Terrain restrictions, but you may chain multiple Free Moves in a row if the symbols and Terrain permits. This does allow a unit to change directions when beginning a new Free Move.
Convert
Units may be Converted (i.e., flipped to their opposite side) to avoid terrain restrictions. However, the unit must be adjacent to a symbol corresponding to the unit it wants to Convert to.
To Convert a Unit:
- Burn a Terrain card with the matching symbol.
- Flip the unit counter over and place it on the adjacent symbol.
As the unit is now on a symbol, it may immediately perform a Free Move.
Note: Converting from a Mountain Terrain space does not require the player to Burn an additional card.
Flip: After Burning a Terrain card with a Port symbol, the Soldier is placed onto the Port Ocean space and flipped to its Ship side. The new Ship may now make a Free Move.
Action Cards
Burn any Action card to perform whatever action is described on the card. If there are any conflicts between Action cards and these rules, the Action card takes precedence.
Scoring and Winning
Each unit scores a point when it reaches one of the six spaces next to an arrow on the opposite side of the board to the player's Home Row; the point is scored immediately upon the unit reaching the space (the border is not part of the playing space). At the end of the turn, mark that the unit has scored by placing it on top of the arrow, covering it from view and preventing other pieces from scoring on that space.
The winner is the first person to score 3 units; if immediately playing another game they have the privilege of going first.
Figure notes: Arrows still available for earning points. The red player currently has 2 points.
Action Card Gallery
- Barbarians - Pick any Camp space on the board. All units on that space and the eight adjacent spaces are destroyed.
- Bribery - Choose an opponent's unit (or Native unit) that is adjacent to one of your units. Replace that unit with one of your color and return the replaced unit to its owning player/stockpile.
- Continental Drift - Move a Terrain card of your choice one map section up, down, left, or right onto an empty map section, or rotate it 90 degrees either way. All units on the card Move with it.
- Convert - Convert a unit of your choice. You do not need to Burn a Terrain card and the adjacent space you Move into does not need a symbol.
- Natives - Place a Native unit anywhere on the board. Other units cannot Move through it. It is affected by cards like any other unit, e.g., it can be destroyed, bribed, etc. If all Native units are on the board when played, you may remove one and place it elsewhere.
- Pirates - Pick any Port space on the board. All units on that space and the eight adjacent spaces are destroyed (returned to players).
- Tornado - Move any unit two spaces up, down, left, or right, skipping over anything in between. If it is a Soldier, it must end on a land space; if it is a Ship, it must end on an Ocean space.