Venice: Da Vinci's Workshop
Venice: Da Vinci's Workshop Rulebook
Table of Contents
Table of Contents
Changes to Setup
- Instead of the main board in the core game, use the one provided with this expansion.
One side has the basic locations, and can be used without these rules to play the base game – see reverse for changes to the board. The reverse, used for this expansion, is distinguished by the space for cards in the top-right hand corner (the Venetian Arsenal).
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Place the Admiral meeple on the Venetian Arsenal.
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Place the Da Vinci meeple and Contraption tokens (2 x the no. of players) on the Workshop.
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Set up the Mission deck: 7 / 10 / 14 / 17 cards (for 2 / 3 / 4 / 5 players). This replaces the numbers given in the base game rules' setup. From the unused cards, place a 2nd shuffled pile (equal to the no. of players) on the Venetian Arsenal, with the top card face-up.
These are the Admiralty missions. The top (face-up) card can be fulfilled by any player who stops here (ignore the location on the card).
The rest of setup is conducted as in the base game.
New Locations
This expansion introduces two new special locations to Venice. Much like the existing communal buildings (St. Mark's Square, Doge's Palace and Major Council) no assistants can be placed there.
However, these new locations also have an effect players may use when moving past or docking, called a Quick Activation. When they end their movement there, as well as using the Quick Activation, they can also use the Docking Activation of the location.
Da Vinci's Workshop
Quick Activation: Pay any 1 cube from your active gondola to take 1 contraption (players are limited to 2 Contraptions). Contraptions are not kept in the boat, they are placed on your player board, and used regardless of which boat collected them.
Docking Activation: Take the Da Vinci meeple and advance up to 2 different workers of yours on other buildings. Unlike regular advancement, you cannot use this ability to place a new assistant, only to advance already placed ones. Do not activate them.
Venetian Arsenal
Quick Activation: Pay 1 coin to advance 1 space on the Major Council track and lose 1 intrigue.
Docking Activation: Take the Admiral meeple, and optionally complete the Mission above the Venetian Arsenal.
If the Admiral is in another player's boat, they place their Gondolier on that boat immediately.
When you complete the Mission at the Venetian Arsenal, gain the coins, VPs, and optionally add it to one of your effect slots (otherwise add it to your set of completed Missions. It will count towards future taxes). Then, if it was not the last card, reveal the face-down card on the top of the stack.
Turn Structure Changes
(The source prints this list starting at step 2; no step 1 appears in the printed text.)
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Move Gondolier: After moving your Gondolier / paying, if you have the Admiral meeple you may swap it with your Gondolier (or vice versa).
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Move your Gondola: Instead of your free first movement, you may spend 1 Contraption to 'fly' to any other location, as if you just moved there. Continue your movement as normal (dock to advance and activate, or activate and move).
When you spend a Contraption token, return it to the supply. You do not need to place it on the board (as you would with the First Movement Token). As with your normal first movement, there is no cost for this (other than the Contraption you spent).
You may activate the building where you land (if you pass) or advance it (if you are docking) but only if your other boat is not present. If you use your Contraption to move to a space with another boat, resolve a Meeting as normal.
Meetings: If either boat in a meeting contains the Admiral, neither player gains intrigue.
The Admiral doesn't affect bridges or building effects.
- Complete a Mission: If you have Da Vinci, missions in your hand (i.e. not the Admiralty mission at the Venetian Arsenal) may be completed with 1 cube or Scroll missing.
There are no other changes to the rules.
In Summary
- Contraptions allow you to 'fly' anywhere instead of using your first free movement.
- Da Vinci allows you to fulfill your own missions with 1 cube or scroll missing.
- The Admiral can act as your gondolier, and does not generate Intrigue from meetings when doing so.
Game End
The game ends in the same way as the base game: if a player reaches the indicated spot on the Major Council track, or if both Mission decks are empty. The End Game Marker then moves to the end game countdown track (pictured), and two more rounds are played as in the base game rules.
Additional scoring occurs before carrying out the scoring detailed in the base game rules:
- Da Vinci and unused Contraptions are worth 2 VP each.
- Possessing the Admiral (on a boat or otherwise) allows you to lose 1 intrigue for free.
Board Changes
One side of the board included in this box offers the same gameplay as the core game, but with larger docks for players' boats, and dedicated spaces for Assistant Meeples.
To get the most out of these changes:
- Ensure the side of each Building Tile with its name is aligned with the '1' space (the first spot for an Assistant).
- When a boat arrives at an location, ensure they occupy the empty spot nearest to the building. This will help you remember who scores what points when subsequent boats arrive (each player scores 1 VP per boat that arrived after their own).
The Communal Buildings (Doge's Palace, St. Mark's Square and the Major Council) have a different appearance, but exactly the same functionality as described in the base game. The red gondola icon is a reminder that you may only use these abilities when you stop, not when you pass.
As the Major Council is different in each language, and is the only pre-printed location to which you will need to make deliveries, it is marked with its Italian name ('Maggior Consiglio') in order to remain usable with all language editions of the game.
As in the core game, the lower right corner of the board shows the VP reward for the 1st, 2nd, and (in 3+ player games) 3rd player on the Major Council track at the end of the game.
And finally, the End Game Countdown track functions in the same way as the original game (move the End Game tracker to the first space when it is triggered, then play two more full rounds, moving the token each time).
Two-Player / Solo Rules
In 1-2P games, Smugglers never visit the new locations.
In 1P games, when a Doge card instructs him to:
- Gain VP (cards 9, 13, 23, 24, and 27), or
- Reshuffle the Smuggler decks (card 25 or 26)
Immediately return the Admiral and Da Vinci meeples to their respective locations. Replace the Admiral with a Gondolier if necessary.
The Smuggler card icons referenced in the solo rules are: the icon for gaining VP (left) and the icon for shuffling the Smuggler decks (above). A card's number is listed in the top-left corner of the card.