SETUP - Each player selects a nation/color and selects its historical power - Each player receives $10 and sets aside 5 Colonists - Randomly place one.

Slides:



Advertisements
Similar presentations
Learning Goals The students will understand the Colonists revolt against British power including events leading up to and causing the revolt and specific.
Advertisements

Do NOW!!! After taking your seat, take out your binder and get ready to start working on your bellringer. After taking your seat, take out your binder.
Game Setup Place the game board on the table, choosing one side Western Europe or Eastern Europe … in our case, the chosen map is Western EuropeNow, place.
Exploration and Expansion
Conquest in the Americas
Ch. 1 Causes for Exploration of the New World( ) By Matthew Pippin.
Mercantilism and Triangular Trade. Overview Mercantilism is an economic system practiced by European countries from around 1600 through the 1700’s. It.
CHAPTERS 1-8 CONNECTING THE DOT’S. MAKING CONNECTIONS IN HISTORY History is all about connecting the dots! In this activity I will provide you with four.
Civ 5 Social Policies. Tradition Aristocracy +20% Production when building Wonders Legalism Free Monuments in your first 4 cities Oligarchy Free maintenance.
Economic & Political Influence of the New Global Age ( ) Mercantilism & Capitalism.
. Review for test 1. Reasons for Exploration Looking for a safe water route to the Indies.
Europeans Explore the East
Francelette’s Kindness Adventure Card Game. I. Special Rules for different difficulties I. Beginning players to Expert Players II. Being a referee for.
Ch. 19 Discussion Questions
The Economics of the Commercial Revolution
 The Commercial Revolution In this lesson, students will be able to define the following terms: The Commercial Revolution Mercantilism Colonies Mother.
The Great Encounter Unit 4.
Civ89 Instructions for PowerPoint. Getting Started Civ89 is a game of military, technological, and economic conquest played with two people, identified.
Causes of the Revolution O. Mercantilism O Economic system that bases a nations wealth and power on the amount of gold and silver in its treasury.
The Atlantic Economy. Mercantilism and colonial wars Mercantilism – system of economic regulations aimed at increasing the power of the state by creating.
The Jamestown Colony  Times were hard in England in the 1500s- Wanted to travel to America: to bring fish, furs and timber back to England ($) to bring.
European Exploration and Expansion. The Age of Discovery Renaissance spirit of inquiry New technology --compass --gunpowder (cannons, firearms) --cartography.
The Age of Exploration.
European Exploration and Colonization Unit 2 Notes.
 Power Grid game play. Player roles  Game leader: This person will keep track of turns, player order, and game phases  Banker: This person keeps track.
Period 4 ( ) Aim: How did European companies facilitate new global circulation of goods and maintained established regional markets in Afro-Eurasia?
Usage Guidelines for Jeopardy PowerPoint Game Game Setup Right now, Click File > Save As, and save this template with a different file name. This will.
Imperialism - The Kidnapping of Nations. Reasons for Imperialism Economic Interest Political Interests Military Interests Humanitarian and Religious Goals.
Spanish Conquest of Central and South America
Planning your Utopia Board/Card Game Will your game focus on Politics? Resources? Jobs? A combination?
British Taxation Acts Fill out your chart as we go through the following Acts!
EuropeanExploration & Colonization Portugal, Spain, England, & France.
 OBSERVE  Who created this primary source?  When was it created?  Where does your eye go first?  REFLECT  What was happening during this time period?
An Age of Explorations 1400–1800 Motivated by Christian faith and a desire for profit, Europeans explore distant lands, while Japanese and Chinese rulers.
Do Now: Define Tribute System Key Terms/Questions: mercantilism, how rich a nation was depended on its balance of trade: whether it had more exports or.
Causes of the American Revolution Fill in note taking guide as you move through the lesson.
Developments leading to the discovery of the New World.
European Exploration of the americas
Warm-up: Wednesday List 3 things you learned from yesterday’s spice trade activity …
Triangular Trade and the Navigation Acts. Triangular Trade Settlers in Colonial America engaged in 3 types of trade –Trade with other colonies –Direct.
REVIEW ECONOMY UNIT. How was the territory of Quebec occupied by the 3 aboriginal families? ◦ The territory was divided in 3 sections. ◦ The St-Lawrence.
The Revolutionary War Standard 11.1 – Analyze the sig. events that lead to the development of our nation and its attempts to realize its guiding philosophies.
IMPACT OF THE AGE OF EXPLORATION.  European set out to discover riches and wealth of all kinds  Once the new world was discovered they began to search.
Age of Exploration SS6H6. Age of Exploration Time period: between the early 15 th century until the 17 th century (1400s-1600s) Time period: between the.
The Age of Discovery Review World History II Unit II.
Chapter 4 Frontiers of Empire Eighteenth Century America 1680 – 1763 read pg. 97.
THE AGE OF EXPLORATION Chapter 16. Reasons for European Exploration: God, Glory, & Gold!  Crusades  Exposed Europeans to the goods of the far east 
SOL 4 Exploration.
Colonial Economies, Slavery, and England’s Control.
Fact or Fib: Colonization
Colonial Economics.
The Economics of the Commercial Revolution
1a. Why did Europeans begin to search for new trade routes to Asia?
European Exploration.
Portugal, Spain, England, & France
On the way to revolution
Portugal, Spain, England, & France
Age of Exploration “Gazing on such wonderful sights we did not know what to say” A Spanish explorer, on arriving in the Aztec capital in How do.
AGE OF EXPLORATION UNIT 4
APUSHING 2.1 Europeans developed a variety of colonization and migration patterns, influenced by different imperial goals, cultures, and the varied North.
Age of Exploration SS6H6.
What Happened Previously?
Portugal, Spain, England, & France
The American Colonies Under British Rule
The Conquest of the Americas
Unit 1 Exploration/Colonization
Take Gas-X, Stop Global Warming
It's time for The Feudal Game.
France’s Empire -French areas of colonization
2019 SAIMC Puzzle Challenge General Regulations
Presentation transcript:

SETUP - Each player selects a nation/color and selects its historical power - Each player receives $10 and sets aside 5 Colonists - Randomly place one Colonist from each player in the Turn Order box, players receive $(Turn # - 1); or use alternate start order rules - One Colonist from each player is placed on the scoring track - Place a random Discovery tile face down in each region except for the Caribbean - Place the corresponding trade good in each region - Place 5 random Age I Capital Buildings face up near the board - Place 4 random trade good tiles near the Trade Good event box - Place a Merchant Ship in the Merchant Shipping event box - If less than 6 are playing, place a Merchant Ship on the first unused space (2 * (# of players)) on the Colonist Dock - Place a Merchant Ship on the Turn 1 space of the time track VICTORY POINTS (VPs) - At the End of Each Age -- For each colony that has at least 3 Colonists/Specialists belonging to a single player: --- Player with most pieces in colony receives 6 VPs --- Player with second most pieces receives 2 VPs --- If 2 players tie for most pieces, each receives 2 VPs --- Any other tie situations, no VPs are awarded --- Each Builder present = +4 VPs for 1 st & +2 VP for 2 nd - At the End of the Game -- Capital Buildings => collect the VPs shown on the tile -- Discovery tiles/cards => collect the VPs shown -- Economy => VPs equal to trade good income -- Player with most VPs wins the game -- Tie Breakers => Colony VPs for 3 rd Age, $, trade goods TURN PHASES 1. Colonist / Specialist Placement 3. Income - In turn order, place one Colonist/Specialist in an event box - In turn order, receive income from trade goods/ships - Initiative, Colonist Dock, Trade Goods, Capital Buildings, Warfare - Any 3 goods = $1; 3 of a kind = $3; 4 of a kind = $6 -- Colonists/Specialists are placed from left to right - Merchant Ships are wild cards; only one per set - Merchant Shipping & Discovery 4. Capital Building Benefits -- Colonist/Specialists are placed anywhere within the box - In turn order, confer benefits as stated on tile - Specialist 5. Refresh Capital Buildings -- A Colonist is placed in the slot of the desired specialist - Refresh the number of Capital Buildings back to 5 2. Resolution - At end of each Age, refresh with new Age buildings - Each event box is resolved one at a time from top to bottom 6. Refresh Trade Goods - Initiative: decides turn order for next turn; get $ = initiative # - Put remaining goods back into the trade goods pool - Colonist Dock: in placement order, move to discovered colony - Randomly draw 4 new trade goods -- first player with 3 colonists gets that colony’s trade good 7. Refresh Merchant Ship - Trade Goods: in placement order, choose from trade good pool - Place a new Merchant Ship in Merchant Shipping - Merchant Shipping: player with high value gets the ship 8. Players Receive New Colonists -- if there’s a tie, the player earliest in the turn order wins - Each player receives 5 new Colonists to place - Capital Building: in placement order, pay for desired building 9. New Turn Order - Discovery: (optional) in turn order, send pieces on expedition - Move Colonists from Initiative to Turn Order track -- player pieces must be equal or greater than the Natives - Otherwise, players maintain their relative position - Specialists: receive Specialist shown in occupied box 10. Advance Turn Marker -- for the training box, select Builder or pay $5 and select any - Colonies score after each Age; game ends after turn 8 - Warfare: in placement order, declare battle (free) or war ($10) NOTE: All event boxes are emptied except for Discovery Age of Empires III Reference (w/ Builder expansion)

SPECIALISTS Missionary: - Colonist Dock: add 1 Colonist when placed in colony Merchant: - Colonist Dock: collect $5 when placed in colony - Merchant Shipping: counts as 2 Colonists Soldier: - Colonist Dock: eliminates pieces during Warfare - Discovery: generates $ upon successful expedition Captain: - Merchant Shipping: counts as 2 Colonists - Discovery: counts as 2 Colonists Builder: - Colonist Dock: increases 1 st /2 nd Colony VP by 4/2 - Capital Building: decreases price by $5 DISCOVERY - Cards are used only after all region tiles are “discovered” => number of Natives => extra plunder generated per Soldier => plunder & number of VPs - Distribution of Natives on Discovery Tiles/Cards -- Tiles: 1 Native => 2 of Cards: 3 Natives => 3 of 16 2 Natives => 3 of 16 4 Natives => 7 of 16 3 Natives => 6 of 16 5 Natives => 3 of 16 4 Natives => 3 of 16 6 Natives => 3 of 16 5 Natives => 2 of 16 CAPITAL BUILDINGS (Spoils of War are free) Age I Buildings ($10 each): Age II Buildings ($14 each): Age III Buildings ($20 each): - Settlers (x2): extra Colonist per turn - Indian Allies: place 2 Soldiers in 1 Colony - Militia: extra Soldier in defense - Monastery: extra Missionary per turn - Privateers: collect $1 per ship from each player - Mercantilism: 1 VP per trade good - Trade Routes: extra Merchant per turn - Ship Yards: extra Captain per turn - Population: 1 VP per 2 Colonists - Training Grounds: extra Soldier per turn - Cathedral: Missionaries add 2 Colonists when placed - Navy: 4 VPs per Merchant Ship - Indentured Servitude: free Colonist per turn on Dock ‘X’ - Taxation: generates an extra $10 per turn; 2 VPs - Power: 2 VPs per Soldier in colonies - Conquistador: free Soldier per turn in Discovery box - University: move to front of 1 event box (one time); 5 VPs - Prosperity: 2 VPs / Capital Building - Navigator: free Captain per turn in Discovery box - West Indies Company: one random trade good per turn - Glory: 2 VPs per populated Colony - Conquest of the Inca Empire: $20 (one time) - Colonization Laws: free Colonist per turn on Dock ‘Y’ - Wealth: 1 VP per $5 - Trading Post: generates an extra $5 per turn - Rum Distillery: generates $3 for each Sugar per turn - Migration: Move 2 Colonists - New World Cartography: free New World Discovery; 4 VPs - Marketplace: extra Merchant per turn - Factory: extra $30 per turn; 4 VPs - Magellan: Captains count as 3 in Discovery Box - Military Academy: extra Soldier per turn - Age of Discovery: 4 VPs per Discovery - New World City: extra Builder per turn - Fortress: extra Soldier per turn - Capital City: 3 VPs per Builder - New World Mission: extra Missionary per turn - Stable: move 1 Soldier per turn to an adjacent Colony - Age of Reason: 4 VPs/ Specialist track - Overpopulation: place 3 Colonists in any discovered colony - Stone Masonry: extra Builder per turn - Re-write History: take 1 Discovery tile - Smuggler: swap 1 trade good each turn - Papal Edict: owner & another player place 2 Colonists from 2 players - Mint: +$2 for each Gold or Silver - Mayflower: Merchant Ships may transport Colonists to New World - Spoils of War: take 1 free Merchant Ship (one time) - Trading House: may sell trade goods for $5 each - Spoils of War: take 2 free Specialists (one time) - Reformation: your Missionaries neutralize enemy Missionaries - Spoils of War: take $5 (one time) - Spoils of War: take $7 (one time) - Spoils of War: take 2 trade goods (one time, random draw) TRADE GOODS - Merchant Ships are wild cards - # on goods = how many are available