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

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Presentation on theme: "SETUP - Each player selects a nation/color and selects its historical power - Each player receives $10 and sets aside 5 Colonists - Randomly place one."— Presentation transcript:

1 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)

2 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 16 -- 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


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