Throne of the World
Throne of the World Rulebook
Table of Contents
Table of Contents
Contents
- 13 race cards
- 101 general cards
- 4 help cards
- 39 money cards
- 2 pages of these rules
Note: where these rules refer to "cards" without further specification, they mean general cards.
Object of the Game
A player wins immediately by fulfilling one of the following victory conditions:
A. Having at least 45 coins.
B. Having at least 3 complete sets of professions, and having at least 15 coins. (The number of cards that form a complete set can be found on the cards; see below.)
C. Having units of all 7 different professions, and having at least 15 coins.
D. Being the last player remaining in the game.
How to Play
The game begins with the first player and proceeds clockwise until someone announces their victory. (For the player order in a 4-player game, see Setup.)
Each player's turn consists of 4 phases.
1. Choose one of the following actions
A. March: Draw 2 cards and gain 3 action points.
B. Trade: Discard all cards in the trading area, draw 5 new cards and place them in the trading area, and gain 4 action points.
C. Charge: Gain 4 action points.
D. Recover: Draw 5 cards. When you recover, your turn is over, and you do not pay for your units and do not discard cards from your hand.
Translator's note: the French original reads "vous ne devez pas payer pour vos unités ou vous ne devez pas défausser de cartes en main"; "ou" is rendered here as "and", reading the clause as a double exemption.
2. Play cards
For each action point, you may play one card. Place it on the table in front of you. Profession cards that have been played are considered to be "in play". If you do not use all of your action points during your turn, the remaining points are lost.
In addition, you may pay to exchange cards. Pay 2 coins for each card in your hand that you want to exchange for a card in the trading area. Exchanging cards does not cost action points.
3. Pay for your units
Pay 1 coin for each of your units in play. You may choose not to pay for a given unit, but in that case you must discard that unit's card.
4. Discard
You may discard any number of cards from your hand, but you may not have more than 8 cards in your hand at the end of this phase.
When you have no money left, you are eliminated from the game, and all cards you had in your hand, as well as the profession cards in play, are discarded.
When there are no cards left in the draw pile, shuffle the discarded cards to form a new draw pile.
Setup
- 2 or 3 players: Each player forms a team that belongs to them alone.
- 4 players: Form teams A and B. The turn sequence is A1, B1, A2, B2. Players on the same team share their money, but they control their units in play, their cards in hand and their special abilities separately. We advise players on the same team to sit on the same side of the table, but they must not discuss their moves, nor even show each other the cards in their hands. When one of the players fulfils a victory condition, both players on the team win.
- Shuffle the race cards. Each player draws two of them and decides which of the two races they will play. The other card is discarded. All players do this action at the same time, and then they reveal their races.
- Choose a first player.
- Shuffle the general cards and place them on the table to form a draw pile.
- In a 2-player game, the first player receives 3 cards and the other player receives 4.
- In a 3-player game, the players receive 3, 4 and 5 cards respectively.
- In a 4-player game, the players receive 3, 4, 4 and 5 cards respectively.
- Each team receives 20 coins.
- Turn over 5 cards and place them in the middle of the play area to form the trading area.
The Cards
A. Unit Cards (U)
Unit cards belong to 7 different professions. Each profession has different abilities, a different damage tolerance and a different maximum complete set size.
When you play a unit card, place it with another card of the same profession in your play area. The total number of units of a given profession in your play area cannot exceed the complete-set maximum for that profession (example: 2 cards form a complete set of Royal Family members, 4 cards form a complete set of Farmers). Each player may have only one set of units of a given profession.
The more units a player has of the same profession, the greater their efficiency when working together (one miner produces 2 coins, but 3 miners produce 8 coins, for example).
On the card shown here you can see: the unit's profession (a), its damage tolerance (b), the unit's efficiency and the number of cards needed for a complete set (c). (Example: when you have 1/2/3 miners in play, they produce 2/5/8 coins each time they are activated, and when you have 3 miners in play, your set of miners is complete.)
Professions that can attack: Soldiers, Wizards, Knights. With these professions you can injure another player. That player must either pay you a certain sum of money, or their units suffer damage. The total of the damage tolerance points plus the payment must be greater than or equal to the damage suffered. Units that suffer damage return to their owner's hand.
Example: Player A causes 9 points of damage to player B. B may choose to remove 2 soldiers (damage tolerance: 4) and pay 1 coin, or pay 9 coins, or remove 2 soldiers (damage tolerance: 4) and 1 miner (damage tolerance: 3).
Professions that produce: Farmers, Miners, Hunters. These units produce money each time they are activated. They are the main sources of income in the game.
Profession that captures cards: Royal Family members. When you activate Royal Family members, you may ask a player for a card from their hand, but the targeted player may decide which card to give you, or may instead pay 3 coins.
B. Action Cards (A)
Units in play do not perform actions automatically. Instead, you must use an action card to activate a unit. Each of your professions can only perform one action per turn, unless it is activated by a double action card (see below).
B-1 General action card: You may activate one profession, but not any profession marked with an "X" (see the sample cards below: every profession performs its action when you play this card, except Wizards and Royal Family members).
B-2 Double action card: You may activate one profession twice, but it must be the profession shown on the card (see the example below: only Farmers can perform their action when you play this card, but they can perform it twice).
C. Skill Cards (S)
You may use the special effect printed on the card, but each type of skill card may only be played once per player turn.
Explanation of skill card effects
| Card name (English) | Card name (French) | Effect |
|---|---|---|
| Supply | Réserve | Draw 3 cards. |
| Assemble | Rassembler | Play 3 unit cards. |
| Harvest | Récolter | You do not have to pay your units this round. |
| Assassinate | Assassiner | Choose a unit in play belonging to another player and discard it. |
| Purchase | Acheter | Take a unit in play belonging to another player and add it to your own. You must pay 2 coins to that player. The profession of the unit cannot be changed. |
| Steal | Dérober | Draw a card from another player's hand. |
| Hunger | Affamer | Force another player to pay their units again. *The targeted player is not allowed to discard cards to reduce the payment. |
Races
Each race has its own special abilities.
| Race (English) | Race (French) | Abilities |
|---|---|---|
| Humans | Humains | Unity: When you have a complete set of farmers, miners or hunters, you receive 5 extra coins during the "Paying for units" phase. Agriculture: You receive one virtual farmer card that does not require payment, but it cannot be used to defend against an attack. It counts toward a complete set of farmers, and it can be activated even if you have no other farmers in play. |
| Mermaids | Sirènes | Swimming: You only need to pay 1 coin to exchange a card with the trading area. Seduction: Whenever the Mermaid player uses an action card, they may choose a player who then loses 1 coin. |
| Zergs | Zergs | Frugality: You only need to pay half the usual price for your units (rounded up). If another player uses a "Hunger" card against you, you cannot reduce the payment. Carnivore: Zerg Hunters may choose to attack instead of producing; they deal as many points of damage as the amount of money they would have produced. |
| Dwarves | Nains | Diligence: Your farmers, miners and hunters may produce any number of times within your turn, as long as you play one action card each time. When you play a miner, or when the miners produce, you may draw one extra card from the draw pile. |