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Titania

Titania Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Goal of the Game
  • Course of Play
    • Placement Rules
  • Explanation of the Board Spaces
    • Fog Spaces
    • Bonus Spaces
    • Point Spaces
    • Building Spaces (Crane Spaces)
  • The Sea Stars
  • Drawing Cards
  • End of the 1st Era
  • Between the Eras
  • End of the 2nd Era and End of the Game
  • Credits

Components

  • 1 game board
  • 36 ship cards (8 each in blue, yellow and red, plus 4 each of the two-colored joker combinations)
  • 60 ships (20 each in blue, yellow and red)
  • 22 fog tiles
  • 30 point tiles (with values 3 to 5)
  • 60 small shells worth 1, in brown, green, black and white
  • 40 large shells worth 2, in brown, green, black and white
  • 64 tower parts (stories), in brown, green, black and white
  • 25 sea stars
  • 4 scoring markers
  • 4 animal tiles

Setup

  1. The board is placed in the middle of the table.
  2. The 22 round fog tiles are shuffled face down. One is placed on each fog space in the middle of the board.
  3. The point tiles are shuffled face down and placed next to the board.
  4. The 60 ships are sorted by color and placed next to the board. From each color, 2 ships are placed on the 3 spaces in the middle of the board, one ship on the matching flag. For the first era of the game, 3 ships of each color are set aside — these are not needed until the second era of the game.
  5. The 64 tower parts (stories) and 100 shells are sorted by the 4 colors and placed next to the board.
  6. The 25 sea stars are placed next to the board.
  7. Each player receives a scoring marker (this must be assembled before the first game) and a matching animal tile. The scoring marker is placed on space 0 of the scoring track; the animal tile is placed in front of the player for identification.
  8. The 36 ship cards are shuffled well, and each player receives 4 cards as a hand. The remaining cards are placed as a face-down draw pile next to the board, leaving room beside it for the (as yet empty) discard pile.
  9. The player who was most recently on a ship (in real life) is the start player.

Goal of the Game

The players slip into the role of the princes of Titania. They steer ships through sunken Titania and, over 2 eras, try — with the help of valuable shells — to rebuild the old towers and further adorn them with sea stars. Whoever gathers the most victory points in doing so wins the game.

Course of Play

The start player begins, then play continues clockwise until the 1st era ends. After the 1st era, the board is partly rebuilt and the 2nd era begins (see "Between the Eras").

On their turn, each player carries out one of the following two options:

Either The player draws 3 cards from the draw pile and their turn ends.

or They play 1, 2 or 3 cards one after another.

After playing each card, the player must place 1 ship (see "Placement Rules" below). The space on which the ship is placed determines whether the player then carries out an action or receives something (see "Explanation of the Board Spaces"). If the player does not want to, or is not allowed to, play any more cards, they draw cards (see "Drawing Cards"). The played cards are then placed on the discard pile. Their turn ends.

Placement Rules

This is how a ship is placed:

  • The placed ship is taken from the supply.
  • The placed ship must have the color of the card played. If the card shows 2 colors, the player must decide on 1 color.
  • The ship must be placed adjacent to at least 1 ship of the same color.
  • A maximum of 2 ships may stand on one space.
  • The 2 ships on one space must have different colors.
  • Ships may be placed on any space except tower spaces.

Example: "Turtle" plays a blue ship card in front of them. They may place the new blue ship neither on the tower space nor on spaces where 2 ships already stand. The 3 spaces marked by the 3 transparent blue ships remain available to them.

Explanation of the Board Spaces

Fog Spaces

(spaces on which fog tiles are placed)

If a fog space is occupied by 1 ship for the first time, the fog tile is revealed, and the player immediately receives what is shown on it. If a second ship reaches a fog space, the player likewise receives what is shown there. Afterward, they remove the tile and place it next to the board.

Reminder: at most 2 ships may stand on any space, and they must have different colors!

What is there on the fog tiles?

  • 2 or 3 shells: the player receives 2 or 3 shells of the color shown.
  • 4 shells: the player receives one shell of each color.
  • 2 or 3 multicolored shells: the player receives 2 or 3 shells of a color of their choice.
  • 1 or 2 sea stars: the player receives 1 or 2 sea stars.
  • Ship: the player takes another ship of the color just placed from the supply and immediately places it, following the placement rules, adjacent to the last ship placed. There, they proceed according to what is shown on that space.

Bonus Spaces

(spaces with shells, cards, points and/or sea stars)

If 1 ship is placed on such a space, the player receives what is shown there. On the spaces at the edge of the board, the player receives both things shown.

What is there on the bonus spaces?

  • 2 cards: the player draws 2 cards.
  • 3 points: the player receives 3 victory points.
  • Sea star: the player receives a sea star.
  • 2 shells: the player receives 2 shells of the color shown.
  • 2 multicolored shells: the player receives 2 shells of a color of their choice.

Example of an edge space: The player who places a ship there receives 3 points and 2 cards.

Point Spaces

(spaces with diamonds)

If a player places the first ship on a point space, they immediately take a point tile from the supply, look at it, and place it face down in front of them. If a player places the second ship on a point space, they likewise draw a point tile from the supply. If there is no longer a point tile in the supply, the player receives nothing. The point tiles show 3 to 5 victory points, which are only revealed at the end of the game.

On these spaces, the player carries out an action:

Building Spaces (Crane Spaces)

If the player places a ship on a building space, they may build on all adjacent tower spaces. They must build on at least one of the adjacent tower spaces.

Example: "Turtle" has placed the red ship and must now build at least 1 story.

This is how building works:

  • To build, the player needs shells.
  • The first story of a tower costs 1 shell, the second 2 shells, the third 3 shells, and the fourth 4 shells of the matching tower color.
  • A tower may never have more than 4 stories.
  • The player takes a story from the supply and returns the required number of shells to the supply. Then they place it as a new story on the chosen tower.
  • The player may build several stories of a tower in the same turn. They may also build on several different towers.
  • For each story built, they immediately receive 3 points, or 4 points if a sea star lies on the space.

Example: "Turtle" plays 1 red ship card and places 1 red ship on the building space between two tower spaces. They build the second story of the black tower and pay a black 2-shell for it. Then they build the first story of the white tower on the same tower space and pay 1 white shell for it. In addition, they build the first story on the tower to the right of the ship and pay 1 brown shell for it.

"Turtle" has built 3 stories. They get 3 points per story and so move forward 9 spaces on the scoring track.

To build, "Turtle" returns the following shells to the general supply:

  • Black 2-shell for the 2nd story
  • White 1-shell for the 1st story
  • Brown 1-shell for the 1st story

The Sea Stars

Whenever a player receives 1 sea star, they may immediately occupy tower spaces or save the sea star for later.

To occupy a tower space, the player must pay as many sea stars as there are towers shown on that tower space. The player places 1 of the sea stars on the tower space and returns the rest to the supply. They then receive as many points as there are towers shown and stories already standing on the space.

Afterward, the player may occupy further tower spaces and use sea stars for them, if they still have any.

Only 1 sea star may lie on each tower space.

If, later in the game, a story is built on a tower space that has a sea star, the building player receives 4 points per story instead of the usual 3.

Occupying tower spaces is only possible directly after receiving sea stars, at no other time!

A player may collect as many sea stars as they like before using any of them.

Example: "Turtle" places the red ship and receives 1 sea star. They have already collected some and now want to use them. "Turtle" chooses the tower space at the top left (they could also have chosen other tower spaces on the board on which no sea star yet lies). "Turtle" places 1 sea star from their collected supply on the tower space and returns 1 further sea star to the general supply (1 sea star for each tower shown). They receive 1 point for each tower shown and for each story on the space, for a total of 5 points. Any player who later builds further stories here receives 4 points per story for it.

Drawing Cards

When a player has ended their turn, they draw cards. The number of cards drawn depends on the number of cards played.

If the player has:

  • played 0 cards, they draw 3 cards.
  • played 1 card, they draw 2 cards.
  • played 2 cards, they draw 1 card.
  • played 3 cards, they draw 0 cards.

The sum of the cards played and drawn is always 3.

Only now do they place the played cards on the discard pile.

A player may not have more than 7 cards in hand at the end of their turn. If they have more than 7 cards after drawing, they must discard cards until they have only 7 left. If the face-down draw pile is used up, the face-up discard pile is shuffled and becomes the new face-down draw pile.

End of the 1st Era

If a player places the last ship of a color onto the board, they proceed as indicated on the space. This ends the era and the player's turn, even if they could still play further cards. The player only still draws cards from the draw pile, according to the rules stated above.

Between the Eras

Now the board is prepared for the 2nd era:

  • All ships on the board, except the 6 ships on the castle, return to the supply.
  • All sea stars on the board return to the supply.
  • All revealed fog tiles, including those that were removed from the board, are shuffled face down and distributed again onto the empty fog spaces.
  • In addition, the ship supply is replenished with the 9 ships set aside at the start, so that 18 ships of each color are available in the 2nd era.

The players keep their cards, sea stars and shells. The towers built in the 1st era remain on the board.

The game continues with the player to the left of the player who ended the 1st era.

End of the 2nd Era and End of the Game

If a player places the last ship of a color in the 2nd era, they still proceed as indicated on the space, after which the game ends immediately. Each player now reveals their point tiles and moves their scoring marker forward on the scoring track according to the sum of their point values. Whoever has the most points wins the game.

In case of a tie, among the tied players whoever has the most shells and sea stars wins. If there is still a tie, there are multiple winners.

Credits

© 2010 Hans im Glück Verlags-GmbH.

Do you have suggestions, questions or criticism? Write to us at [email protected] or to Hans im Glück Verlag, Birnauer Str. 15, 80809 München. www.hans-im-glueck.de

The publisher thanks Gregor Abraham, Dieter Hornung, Karl-Heinz Schmiel and Hannes Wildner for many test rounds.

The author thanks his wife Maja for her tireless effort in bringing out the best in the game.

Rules editing: Hanna & Alex Weiß.