Villannex (2nd Edition + expansions)
Villannex (2nd Edition + expansions) Rulebook
Table of Contents
Table of Contents
- Contents
- Overview and goal
- How to play the normal game (2-4 players)
- Score calculation
- Optional rules
- Solitaire game (for one player)
- Expansion set "Military power and economy power"
- Mini-expansion "Special products"
- Expansion 1 "Military power"
- Expansion 2 "Economy power"
- Explanation of symbols
- Explanation of cards
Contents
- 32 Village cards: 24 building cards, 8 occupation cards
- 8 production cards
Village card layout: a resource connected to the effect, the card name, the effect, and the resource frames. Building cards are shown as "Building card (Village card)" and occupation cards as "Occupation card (Village card)". Production cards have an arrow pointing at the produced resources (the "Pointing at produced resources" side).
Overview and goal
- The players are village mayors, trying to prove to the others that their village is the best.
- Each player's village is the 2 cards in front of them.
- Each player's resources are the resource frames (on his village cards) that are "set to produce", i.e. that have a production card underneath it, pointing at the frame.
- The value of a village, is the value of the resources plus the bonus from occupation cards.
- The value of resources and bonuses depend on all cards on the table.
- Building cards changes the value of each resource.
- Occupation cards gives a bonus to all villages that fulfill the requirements.
Example. This village produces one wood, two livestock, and one grain.
- The Charcoal hut causes wood to be worth 2 points each, and stone to be worth -3 points each.
- The Cook's effect gives 5 bonus points for each set of 1 livestock and 1 grain.
- So this village would get 2 points for its wood, and 5 bonus points; a total of 7 points.
How to play the normal game (2-4 players)
Preparations 1: Shuffle all the cards, and deal 6 to each player. These should not be shown to the other players.
Preparations 2: Deal 2 production cards to each player.
This game has no starting player. All players play simultaneously.
1. All players choose 4 cards from their hands and show 1 to the others.
- The rest of the cards aren't used; put them to the side.
2. When all players have seen the others' cards, all players retake their 4 cards to their hand.
- If it takes too much time, you can try set a time limit of 1 or 2 minutes.
3. All players simultaneously choose 2 of their hand cards and put down before them, and chooses which resource frames that will produce. Put a production card underneath each, with the arrow pointing at the frame of your choice.
- The other 2 cards aren't used; put them to the side.
4. Resolve all the resources and the effects of the cards, and calculate score. The village with the most points wins.
Example of a 3 player game
The example shows a left village, your village, and a right village. The score table has the columns You, Left and Right, with rows for each resource (the resource value per item is shown at the left: no such building, 0 points; stone bridge 4 points and walls 5 points, stone at 9; no such building, 0 points; grain field 4 points, grain at 4), an occupation bonus row for the Cook (5 points), and a "total points for that item" column. The printed totals are 27 for You, 26 for Left and 22 for Right.
Score calculation
- Write the name of the players (mayors) in the columns.
- Note down how much each village produces of each resource.
- Check all cards in all villages and determine the value for each resource.
- Note down how much points each village gets for their produces resources.
- Check all occupation card effects, and note down the bonus points for villages that meet the requirements.
- Total up the production value and occupation bonus for each village.
Details on the symbols
Conditions. If the left condition is fulfilled, the effect to the right happens. For buildings, you total the amount in all villages. For jobs, you count each village separately.
- If there's 3 or more grain (in all villages totalled), each stone gains +5 points worth (for everyone).
- If you have 3 or more livestock, your village gains 10 points.
Repeaters. For each time the left condition is fulfilled, the right effect happens. For building, you count everything in all villages, for jobs for each village separately.
- For each grain there is (in all villages), livestock gain +1 point worth. So if there are 3 grain, each livestock will gain +3 points worth.
- For each set of 1 wood, 2 livestock you have, your village gains 7 points.
Add a village. This counts as an imagined extra village (player) that produces the indicated resource. This is counted when you count things in all other villages.
The resources produced by this imagined village, or any points gained by it, are NOT related in any way to player who played the card. It counts fully as a separate village of its own.
Optional rules
Booster draft. During preparations step 1, after dealing 6 cards to each player, do a "keep one card, send the rest to the left" 6 times. If you do, you can skip play step 1 and 2, since most can guess what the others have.
2 round game.
- After scoring the first round, move all the village cards to a central, common area. These cards are no one's village, and the resource frames are ignored.
- Each player retakes the 4 cards they didn't use, to form a new hand.
- Deal 2 new cards to each player from those that weren't dealt at the start.
- Play another round with these new cards.
- This second round, the effects of the common area cards are also counted.
- The player with the highest total after these 2 rounds wins.
Revealing one at a time.
- Determine start player in any suitable fashion.
- During play step 1, instead of showing 4 at a time, the turn player chooses 1 card to show.
- Turn player then chooses one player who has shown less cards than he, to be the next turn player.
- If all players have shown equal amount of cards, turn player shows another card.
- When all players have shown 4 cards, play resumes as normal.
Solitaire game (for one player)
Preparations 1: Shuffle all cards, and make a deck.
Preparations 2: Draw 6 cards to form your hand, and take 4 production cards.
The solitaire game is 4 rounds long. You win if you manage to complete 4 rounds without failing.
1. [From round 2 and on] Place your village from the previous round (all four cards) in a common area (they're still in play), remove the production cards from them and draw cards from the deck until you have 6 cards in hand. Draw 2 sets of 2 cards from the deck.
2. These are the random villages. Choose one of the random villages to keep, discard the order.
3. Choose 2 cards from your hand and put beside the random village you chose. All these 4 cards count as "your village". Put one production card under each village card, your choice.
4. Calculate score. Villages from previous rounds do not produce, but still work for all other purposes. You clear the round if you manage to reach the designated score for the round. The score goal is 20 points times the round, i.e. 20 for round 1, 40 points for round 2, 60 points for round 3, and 80 points for round 4. Note that only the score for the current round counts, you do not total your score from previous rounds. You can't continue to the next round unless you complete the current. If you clear round 4, you win. If you clear it with 100 or more points, it's a complete victory.
Expansion set "Military power and economy power"
In a different place, other villages are also to be annexed. And just like always, the mayors are again bragging about who's best. But this time, it's a bit different. Each village have their own military and economy, and they try to affect the annexing with this power. Use the power of your village to overpower the others. The next mayor might be you!
Contents of the expansion set:
- Mini-expansion "Special products": Special products cards, 4 pcs
- Expansion 1 "Military power": Village cards, 8 pcs; Weapon production card, 5 pcs
- Expansion 2 "Economy power": Village cards, 8 pcs; Market Demand cards, 4 pcs; Market Supply cards, 5 pcs
Mini-expansion "Special products"
Normal game and solitaire game.
This expansion is to solve the problem that two villages who produce the exact same resources will be worth the exact same amount of points.
Normal game. After "preparations 2", deal 1 Special products card to each player, face up.
After "scoring 6", add the points as per the special products cards. Each special products card will give 1 bonus point per indicated resource to the owning village only.
Solitaire game. After preparations 2, put out 1 Special products card. Add the score as per the rules above.
It will increase the possible points, and make the solitaire game slightly easier than without the expansion.
Expansion 1 "Military power"
Normal game. Special resource: Weapon.
This expansion adds another way of gaining points, thus broadening the field. It also increases interaction, and an extra need of reading the other players.
- During "preparations 1", shuffle the M cards together with the rest of the village cards before dealing.
- During "preparations 2", give each player a weapon production card.
"How to play" is changed by adding the following:
3. Use a normal production card with a weapon production card.
- Produce a Weapon.
- NO Produce Weapon.
During "scoring 2", also note the weapon. During "scoring 6", add the points for weapon. The points for weapon is calculated for each village separately, according to either case A or form B below:
- A. If you have at least 1 Weapon, and another village has the exact same amount, you lose 5 points. Extra "imagined" non-player villages also count for this purpose. (Please also note that several imagined villages don't count as they are the same village.)
- B. If there is no village with the same Weapon as you, you gain 5 points for each village that has lower power than you. Imagined villages also count for this purpose.
Example 1
| village | WP | case | points |
|---|---|---|---|
| vill-a | 0 | B [0vic] | 0pt |
| vill-b | 1 | A [vill-c] | -5pt |
| vill-c | 1 | A [vill-b] | -5pt |
| vill-d | 4 | B [3vic] | 15pt |
Example 2
| village | WP | case | points |
|---|---|---|---|
| vill-a | 0 | B [0vic] | 0pt |
| vill-b | 0 | B [0vic] | 0pt |
| vill-c | 2 | A [Amphitheatre] | -5pt |
| vill-d | 3 | B [5vic] | 25pt |
| Amphitheatre | 2 | Non-player village | |
| Trading post | 0 | Non-player village |
This can be mixed with the expansion 2 "Economy power".
Expansion 2 "Economy power"
Normal game and solitaire game. Special resource: Coin.
This expansion increases the necessity of reading your opponents, as the resources will vary in value. It also increases the amount of resources produced, and will create a more bombastic game.
Normal game.
- During "preparations 1", shuffle the E cards together with the rest of the village cards before dealing.
- After "preparations 2", shuffle the market supply cards and market demand cards separately, and draw and reveal one each of them.
- After "scoring 2", coins are generated by the resources. For each set of the resources indicated by the Market Demand card, the village generates 1 coin.
- After that, resources are generated by the coins. For each coin in the village (generated by the Market Demand card or Village card), the village generates 1 resource indicated by the Market Supply card.
- The remaining scoring is done as normal.
The Market Demand card shows the combination of resources that generate Coin. The Market Supply card shows the resource that is generated by Coin.
Example 1. If the Market Demand and Market Supply cards are the ones in the image of the manual:
| Resource | Produce | Demand | Supply | Total |
|---|---|---|---|---|
| Wood | 2 | +2 | 4 | |
| Stone | 2 | 2 | ||
| Livestock | 0 | 0 | ||
| Grain | 1 | 1 | ||
| Coin | 0 | +2 | 2 |
Example 2. If the Market Demand and Market Supply cards are the ones in the image of the manual:
| Resource | Produce | Demand | Supply | Total |
|---|---|---|---|---|
| Wood | 1 | +3 | 4 | |
| Stone | 1 | 1 | ||
| Livestock | 1 | 1 | ||
| Grain | 1 | 1 | ||
| Coin | 1 | +2 | 3 |
Solitaire game. Add the cards and use the Market supply and demand as in the normal game. Like with Special production cards, you'll get more points and it will be slightly easier.
Explanation of symbols
- A purple "any resource" symbol means "any resource". Which one, is indicated by the text.
Explanation of cards
- The Weapon dealer's Weapon bonus happens precisely before the comparison step. The Blacksmith shop, Thermae, Watchman and Grave digger are done during scoring 5, that is, before the bonus.
- The Weapon generated by Training grounds and Catapult is done at the beginning of when the building effects begin (scoring 3). The Blacksmith shop, Thermae, Watchman and Grave digger are done after the Weapon has been added.
- The imaginary villages added by Amphitheatre and Trading Post will generate their resources during "scoring 2". They have no further effect than that. When comparing Weapon, they count as one village each.
- Lumber port means all cards that have a wood in their symbol. The manual shows five example marks (drawn as icons) that all count as a wood mark.