Introductory Game The Colonists is a strategic development game of epic dimension. Before you delve into its depths, you should play the following introductory variant. We describe the rules of this variant as it is played by two fictional characters, Alice and Bob. Play along with them and learn what you need to know “on the fly”. The game we describe here introduce the rules step by step and are not necessarily the best moves. This is the game board. It is comprised of Places where Alice and Bob will be able to carry out actions. Next to the game board is the draw pile with additional Places that will be later added to the game board. This is the supply. Here you can see the goods, Tools, Dollars, Food, Wood, Clay, Planks, and Bricks. You can also see the Workers, Farmers and Citizens, as well as the various Buildings that you can build during the course of the game. LIBRARY Your goal is to collect as many LIBRARY (1X) Dollars as possible. Buildings, for instance, have a Dollar value. Builder Farm Librarian Head Official Hollow The pile only contains tiles with the symbol on the back side. This is the Round card. The introductory game ends when the Round indicator reaches the last space, i.e. after 5x2=10 Rounds. Next to it, there are the Market cards and Improvements with the symbol on the back side. FACTORY Builder Developer Ma rk et Builder Market Storage Shed Storage Shed (3x) Riverbank Grove Riverbank Grove Day Laborer Farm Pub Builder Razing Buildings Basic Storage Smithy Sustenance Cost ngs Activating Buildi s: Forester’s House Employing colonist at any time building cost increase on the replacing building Important! Remodeling does not count as razing! Bob Library Hunting Lodge (1X) Farm Builder Hunting Lodge Flat Forester’s House Farm Joiner Start of Year: Removing workers from buildings: only at the end of a year Farm Farm Each player should take: one Community board with two Farms, with a Farmer on each of them. The Storage contains 3 Wood; the Warehouse contains 1 Food. There are 6 Tools in the Toolbox. Next to the Community board, there is the Steward who will move across the game board and carry out actions for the player. Razing Buildings Basic Storage Smithy Farm ngs Activating Buildi s: Important! Remodeling does not count as razing! Farm Sustenance Cost Employing colonist at any time building cost increase on the replacing building Removing workers from buildings: only at the end of a year Farm Farm Warehouse These are all the components you need for the introductory game— leave everything else in the game box. Let’s get started! Alice -1- Warehouse starting player token 1st Summer Round - Alice Alice goes first (as indicated by the starting player marker). Before she takes her first turn, she draws a Market card and 3 Places from the pile, turning them face up. The starting player must do this in every Summer Round. Builder Now Alice has 5 Storage spaces to store her goods. In this game, goods must be stored. If you cannot store a good in your Storage (or Warehouse), you must discard it. Only Tools and Dollars do not require storing—keep them in the Toolbox. The Toolbox has unlimited space. Clay Delve 2 Joiner Farm Flat or or or or Builder or Builder Builder or Builder Builder Builder Then Alice may carry out actions. Before she does, she must first place her Steward on a Market of her choice. She decides to place him on the Market on the left. 1 In each Round, each player takes three consecutive turns by moving their Steward across the game board. On her first turn, Alice moves her Steward onto the Builder for Storage Sheds. Storage Shed Storage Storage Shed Shed Storage Shed Storage Shed Storage Shed Builder Joiner Builder Developer et Storage Shed 2 1 Builder Sustenance Cost Riverbank Grove Important! Remodeling does not count as razing! Farm Librarian Head Official building cost increase on the replacing building Farm Library rk Smithy Finally, Alice returns her Steward to the Market on the left, where she started her three turns. Usually, this is not allowed: you cannot end your three turns where you started them. Markets, however, are exempt from this rule. Hunting Lodge Razing Buildings Basic Storage 3 Builder Ma Builders allow you to build certain Buildings—here: Storage Sheds for 1 Tool and 2 Wood. Alice pays the Tool from her Toolbox and the Wood from her Storage. Riverbank Grove This was Alice’s first turn. Now she can take her second and thenRiverbank Grove her third turn, before Bob can take actions. Alice moves her Steward to the adjacent Riverbank Grove. She gets 2 Wood there, which she places in her Storage. or or or or or or ings Activating Build Riverbank Grove 3 Day Laborer Farm ts: Employing colonis at any time Market Markets also provide actions: these are printed on the Market card. Every Market card provides three actions; you must choose one of them. Alice decides to take 2 Clay, which she must place in her Storage. Now her Storage is filled with 3 Wood and 2 Clay. She cannot place any more goods in her full Storage areas. s Removing worker from buildings: only at the end of a year Builder Farm Farm Storage Shed (3x) Forester’s House Alice Next, she takes a Storage Shed from the supply and places it on the designated Building spot—each player has three such spaces. She makes sure the side with 2 Storage spaces is facing up. The other side is only used in the standard game. Basic Storage Most Buildings do nothing, unless you place a Worker in them. So to get access to the 2 additional Storage spaces, Alice must place a Farmer in the Storage Shed. She does so immediately by moving a Farmer from a Farm to the Storage Shed. This is allowed at any time and does not cost an action. Razing Buildings Basic Storage Smithy Sustenance Cost or building cost increase on the replacing buildin g Important! Remodeling does not count as razing! Razing Buildings Smithy Sustenance Cost ings Activating Build building cost increase on the replacing building Important! Remodeling does not count as razing! Removing worker from buildings: only at the end of a year or Builder ts: Employing colonis at any time Farm s Farm Farm Farm Warehouse Farm Farm Storage Shed (3x) Farm Farm Alice Storage Shed (3x) -2- Storage Shed dings Activating Buil Employing colonists: at any time Removing workers from buildings: only at the end of a year 1st Summer Round - Bob 1 Now Bob can take actions. He also takes three consecutive turns and lets his Steward start on the Market on the left. From there, he moves his Steward to the Librarian, drawing 2 Improvements from the draw pile into his hand. He also gets $1, which he places with his Tools. Stone Axe 3 Finally, Bob moves to the Developer, because he would like to play an Improvement. Before he can play a card, he gets 2 Tools. He must play a card though; you may not visit the Developer only to get the Tools! Also, you may not visit a Place without carrying out its action. Building Contract You made yourself a stone axe to cut some wood: unfortunately, it didn’t last very long. You know what's good? More wood! Forester’s House 101 draw pile 117 2 On his second turn, Bob lets his Steward jump to the Market on the right. This is only allowed with Markets. Normally, you must move your Steward to an adjacent Place. At that Market, Bob takes the Builder action and builds a Storage Shed for 1 Tool and 2 Wood. He, too, lets a Farmer work there right away. Builder Stone Axe You made yourse lf axe to cut some a stone wood: unfortunately, it didn’t last very long. Builder Joiner Library 101 Librarian Head Official Hunting Lodge Builder Ma rk et or 1 2 Razing Buildin Smithy building cost incr on the replacing bu 3 Storage Shed Riverbank Grove Riverbank Grove Since he has space in his Storage and because he could use some Wood, he plays the “Stone Axe”. He discards the “Stone Axe” and gets 4 Wood from the supply. Basic Storage Developer Builder or discard pile Farm Important! Remodeling does count as razing Market Farm Farm Farm Farm Day Laborer Builder Storage Shed (3x) Builder Storage Shed Bob Forester’s House Razing Buildings Basic Storage Smithy Important! Remodeling does not count as razing! Farm ings Activating Build sts: Employing coloni at any time building cost increase on the replacing building Farm Sustenance Cost Removing workers from buildings: only at the end of a year This is the end of the Summer Round. They move the Round indicator to Winter and take another three turns each. The game board does not change yet. Start of Year: Farm Farm Storage Shed (3x) Bob -3- Warehouse age 1st Winter Round - Alice Unfortunately, Bob has no space left in his Storage and Warehouse. He would like to keep the Clay though. Therefore, he discards his own and Alice’s Food and places Alice’s Clay in his Warehouse. You may discard goods at any time. 1 Alice would also like some hand cards, so she moves her Steward to the Librarian, where she gets $1; she draws the “Beaver’s Lodge” and the “Building Contract” for Storage Sheds. (Note that Alice entered the Market at the bottom and now leaves it at the top. You can enter and leave a Market from any of its two hexes.) Building Contract Beaver’s Lodge Every lad needs a shed! The beaver is gnawed impressed. Storage Shed 126 120 Warehouse Bob 2 The “Building Contract” particularly catches her eye, so she moves to the Developer to play it right away. Razing Buildings Smithy Employing colonists: at any time building cost increase on the replacing buildin g Important! Remodeling does not count as razing! Farm Farm Joiner Library Removing workers from buildings: end at theOf only Head ficial of a year Hunting Lodge Librarian 2 Builder rk et 1 Builder Storage Shed However, she has no Food in her Storage but she does in her Warehouse. The Warehouse can store an extra good, which you may not pay with as long as it is in the Warehouse. So before Alice pays Bob, she quickly swaps 1 Clay in her Storage with that 1 Food in her Warehouse. You may move goods back and forth between your and Warehouse at any BasicStorage Storage time, except during an action. Now that Alice has paid Bob, she can carry out her action. She takes 2 Tools and plays her “Building Contract”, paying 2 Wood and 2 Tools to build 2 Storage Sheds. Sadly, she has one unemployed Farmer left and so she can only activate one of the new Storage Sheds. dings Activating Buil Sustenance Cost Builder Ma Unfortunately, the Developer is occupied by Bob’s Steward. Whenever you move onto a Place with other players’ Stewards, you must pay the Fee to them—except on Markets! Alice must pay 1 Building resource and either 1 Food or 1 Tool to Bob. She decides to give him 1 Clay and 1 Food. Builder Razing Buildings Basic Storage Farm Farm : Employing colonists at any time Removing workers from buildings: only at the end of a year Farm Farm Storage Shed (3x) Storage Shed (3x) Builder Storage Shed (3x) Forester’s House Basic Storage Razing Buildings Sustenance Cost Smithy 3 building cost increase on the replacing building Important! Remodeling does not count as razing! After the swap, she pays Bob. dings Activating Buil Razing Buildings Alice dings Activating Buil Sustenance Cost g colonists: EmployinSmithy at any time : Employing colonists at any time building cost increase on the replacing building It is time to increase her work force. Alice moves her Steward to the Builder for Farms, building 1 Farm for 1 Wood and 1 Tool there. Every Farm comes with a Farmer. Alice places her newly gained Farmer in her third Storage Farm Shed right away. Removing workers from buildings: only at the end of a year Important! Remodeling does not count as razing! Warehouse Removing workers from buildings: only at the end of a year Razing Buildings Basic Storage Farm Farm Farm Sustenance Cost Smithy : Important! Remodeling does not count as razing! Farm Farm Storage Shed (3x) Farm Farm Removing workers from buildings: only at the end of a year Farm Storage Shed (3x) Storage Shed (3x) Storage Shed (3x) Alice -4Warehouse gs Activating Buildin Employing colonists at any time building cost increase on the replacing building Warehouse Storage Shed (3x) gs Activating Buildin Important! Remodeling does not count as razing! Market Day Laborer Farm Sustenance Cost Smithy building cost increase on the replacing building 3 Riverbank Grove Riverbank Grove Developer 1st Winter Round - Bob Bob builds 3 Farms at once for a total of 3 Wood and 3 Tools. If the Builder does not say otherwise, you can build as many Buildings of the depicted type as you like in a single action! Otherwise you can only build the indicated number of Buildings. There are Buildings that even limit how many copies of them you may have in total—this is indicated on the Building tiles to the right of Builder the name. 1 Then it is Bob’s turn again. He would really like to play his other card as well but, unfortunately, he is at the Developer already—and you may not simply stand still. So he moves to the Librarian to get another 2 Improvements and $1. Ruin Building Contract You salvaged a brick from an old ruin. Longer, wider, higher! Farm Estate 107 115 2 Builder On his second turn, he returns to the Developer (he is allowed to because this is not his third, last, action), takes 2 Tools and plays his “Building Contract” for a Forester’s House, costing 2 Wood and 2 Tools. He takes a Forester’s House from the supply and places it on an empty Building spot. He activates it immediately by placing his remaining Farmer there. Storage Shed Builder Joiner Basic Storage Sustenance Cost Smithy rk et Builder ngs Activating Buildi Removing workers from buildings: only at the end of a year 2 s: Storage Shed Riverbank Grove Riverbank Grove Farm Important! Remodeling does not count as razing! 1 Developer Farm Farm Market 3 Farm Farm Farm Farm Storage Shed (3x) Forester’s House Farm Day Laborer Farm Farm Builder Storage Shed (3x) Bob Forester’s House Forester’s House Bob 3 Warehouse Bob has one turn left, before the Round ends. He does not need them right now, but soon he will need more Farmers. So he moves (gnashing his teeth) to the Builder for Farms. There he pays Alice 1 Tool (since he has no Food) and 1 Clay (which he moves to his Storage before paying it). Warehouse supply -5- ngs Activating Buildi Employing colonist at any time building cost increase on the replacing building s: Important! Remodeling does not count as razing! Razing Buildings Librarian Head Official Hunting Lodge Employing colonist at any time building cost increase on the replacing building Farm Farm Sustenance Cost Storage Shed Library Ma Razing Buildings Smithy Storage Shed (3x) Builder Builder Basic Storage Storage Shed (3x) Removing workers from buildings: only at the end of a year End of 1st Year A Year ends after 2 Rounds (Summer and Winter). This is when the starting player adds the 3 Places revealed at the start of Summer to the game board. Alice remains starting player, because the starting player does not change automatically. How it changes will be explained later. She can add the Places wherever she likes, as long as each Place she adds shares at least two edges with other tiles of the game board. After that, certain Buildings generate goods (Forester’s House, Hollow, Hunting Lodge, Pub). Bob gets 2 Wood, which he places on the Forester’s House that generated them. Each generating Building can hold one batch of goods. You can move goods from Buildings to your Storage at any time (except during an action)—never the other way round! Alice decides to add the Places as follows: Builder Builder Joiner Forester’s House Library Additionally, each player generates 3 Tools per Year, as indicated on the Community board by the Smithy. So both Alice and Bob get 3 Tools each. Clay Delve Librarian Head Official Hunting Lodge Builder Joiner Developer Ma rk Razing Buildings et Basic Storage Builder Smithy building cost increase on the replacing building Market Important! Remodeling does not count as razing! Storage Shed Riverbank Grove Riverbank Grove Farm Builder Day Laborer Builder Farm Flat Forester’s House -6- Farm Farm Next up is the Summer Round of the second Year. Sustenance Cost 2nd Summer Round Alice Bob Alice turns another 3 Places and a new Market card face up, discarding the previous Market card. Bob moves to the Day Laborer and gets 1 Wood and $1 there. Then he jumps to the Market on the left and takes 2 Wood. Finally, he moves to the Joiner, producing 2 Planks from 4 Wood. To do so, he first moves the 2 Wood from his Forester’s House to his Storage (moving 1 Wood would have sufficed). Then he pays 4 Wood and takes 2 Planks from the supply, placing them in his Storage. Like Builders, you can use Refiners any number of times per action. or or Builder Builder Clayburner Grove Forester’s House Factory First, Alice moves to the adjacent Riverbank Grove, where she gets 2 Wood; then she jumps to the Market at right. There she sells 2 Clay for a total of $2. (If she had Food, she could also sell that.) Finally, she moves to the Developer to play her “Beaver’s Lodge”, placing it face up in front of her. The “Beaver’s Lodge” generates 1 Wood per Year and does not require a Worker. Plus, it does not occupy a Building spot. Builder Builder Joiner Library Clay Delve Librarian Head Official Hunting Lodge Joiner Developer Ma 3 Builder Builder rk et Builder Builder Joiner Riverbank Grove Riverbank Grove Clay Delve Librarian Head Official Farm Hunting Lodge Builder Builder Joiner Developer Ma rk et 3 Builder Storage Shed Riverbank Grove Riverbank Grove Builder 1 Farm Day Laborer Market + 1 3 + 1 Farm 2 3 – Builder Day Laborer 2 Farm Flat Builder 2 + 1 Forester’s House Flat Forester’s House Market Storage Shed Library Beaver’s Lod ge The beaver is gnaw ed impressed. 126 -7- 2 + 2nd Winter Round Alice Bob Bob builds the Library at the corresponding Builder for 1 Tool, 1 Wood, and 1 Plank. This is the only Building in the game that does not require a Worker to function. Bob wants to benefit from that immediately so he moves to the Librarian. Now he may draw 4 Improvements and keep 2 of them. Also, from now on, he may temporarily exceed the usual hand limit of 6 cards, only needing to discard at the end of his turn. Alice still must obey the 6 card limit at all times, unless she also builds the Library. Alice jumps to the Market on the left and takes 2 Wood. Then she moves to the Riverbank Grove for another 2 Wood and, finally, returns to the Market on the left for yet another 2 Wood. Builder Builder Joiner 1 Library Clay Delve Librarian Head Official Hunting Lodge 1 Builder Joiner Developer Ma Builder 1 Joiner rk et Builder Storage Shed Riverbank Grove Market 2 Clay Delve Librarian Head Official Riverbank Grove Farm Day Laborer Builder 3 Builder Ma 2 3 rk et Riverbank Grove Riverbank Grove 2 Market Storage Shed Forester’s House + Joiner Developer Builder Farm Flat 3 Library LIBRARY (1X) Hunting Lodge Builder 1 – Builder Builder Day Laborer Farm Builder + Farm Flat Forester’s House + Bob draws the second “Stone Axe”, the “Wooden Shovel”, the “Cottage”, as well as the “Building Contract” for Hollows. He decides to keep the “Stone Axe” and the “Wooden Shovel” and discards the rest. He then moves to the Developer to play the “Stone Axe”. X Stone Axe You made yourself a stone axe to cut some wood: unfortunately, it didn’t last very long. X + I won’t say Wooden Shovel Stone Holid Axe Your goalract You was made to farm some Cont clay with your new axe to cutyourself aay stone unfortun shovel … “Crack!” some clay! wood: Cabin ately,Sma it didn’t nay to more ll, but last perf very long. ectly form ed! Building J J 2 Building Contract Wooden Shovel Holiday Cabin I won’t say nay to more clay! Your goal was to farm some clay with your new shovel … “Crack!” Small, but perfectly formed! Hollow Hollow 118 104 129 101 118 101 -8- 128 103 3 + End of 2nd Year Alice adds the new Places: Alice generates 1 Wood, placing it on the “Beaver’s Lodge”. Like generating Buildings, the “Beaver’s Lodge” can store one batch of what it generates. Bob generates 2 Wood via his Forester’s House again. Both get 3 Tools each. Builder Builder Joiner Library Clay Delve Librarian Head Official Hunting Lodge Beaver’s Lodge The beaver is gnawed impressed. Builder Joiner Developer Ma rk et 126 Builder Market Storage Shed Riverbank Grove Riverbank Grove Farm Builder Day Laborer Builder Farm Flat Grove Builder Forester’s House Clayburner Factory -9- 3rd Summer Round Alice Bob As usual, Alice turns 3 new Places and a new Market card face up. Builder Baker Bob jumps to the Market on the left and takes the starting player marker (as shown on the Market card). Next, he builds 2 Storage Sheds, activating them immediately. Finally, he jumps to the Market on the right and takes 1 Wood and 1 Clay there. or Builder or Head Official 1 or Farm Farm Estate Builder Flat Alice moves so as to build 3 Farms, take 2 Wood at the Riverbank Grove and build 2 Forester‘s Houses, activating them immediately. Before she could do this last part, she had to move 1 Wood from the “Beaver’s Lodge” to her Storage so she could pay the required 6 Wood and 4 Tools for the Forester’s Houses. Builder Joiner Library Clay Delve Librarian Head Official Hunting Lodge 1 Builder Ma Builder Joiner Developer rk et Builder Joiner Storage Shed Library 2 Riverbank Grove Riverbank Grove Clay Delve Librarian Head Official Builder Farm Hunting Lodge Builder Farm Ma et Riverbank Grove Riverbank Grove Builder Builder 2 Market Forester’s House 3 Clayburner Factory Farm Flat Basic Storage Grove Builder 8x Forester’s House 4x Farm Farm Razing Buildings Sustenance Cost Smithy Basic Storage 5x 3x Farm Farm Sustenance Cost Smithy gs Activating Buildin : Removing workers from buildings: only at the end of a year Important! Remodeling does not count as razing! Farm Farm Farm Farm Factory : Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing! Storage Shed (3x) Removing workers from buildings: only at the end of a year Forester’s House LIBRARY (1X) Farm Storage Shed (3x) Farm Farm Farm Farm Storage Shed (3x) Storage Shed (3x) Forester’s House Forester’s House Farm Farm Storage Shed (3x) Beaver’s Lodge Storage Shed (3x) The beaver is gnawed impressed. Warehouse Alice Warehouse 126 -10- gs Activating Buildin Employing colonists at any time building cost increase on the replacing building Clayburner Razing Buildings Grove Builder Builder Day Laborer Farm Flat 3 rk 1 Storage Shed Builder Day Laborer Builder Joiner Developer Market Bob 3rd Winter Round Bob Bob may have the starting player marker but it is not his turn yet. The starting player does not change until the end of the Year! Bob moves to the Developer and plays the “Ruin”, getting 1 Brick (and 2 Tools as usual). He takes Wood and Clay on the Market and returns to the Developer to play his “Building Contract” for an Estate. He pays 1 Tool, 2 Wood, and 1 Brick and turns one of his Farms to the other side, getting 2 Farmers. The Estate shows 3 Farmers but these include the 1 Farmer that you already got from the Farm—you only get 2 new Farmers. Alice So it is Alice‘s turn again. She jumps to the Market on the right and takes 1 Wood and 1 Clay. She gets another 2 Clay on the adjacent Clay Delve. Then she returns to the Market on the right and takes yet another 1 Wood and 1 Clay. Both times, she did not have to pay Bob, because the Fee does not apply to Markets. Builder Builder Builder Joiner Builder Library Hunting Lodge Clay Delve Librarian Builder Ma rk et Builder Developer Ma rk et 2 Builder 3 Joiner Builder Storage Shed Market Storage Shed Riverbank Grove Farm 3 1 2 Market Builder Day Laborer Builder Farm Flat Builder Forester’s House 1 Razing Buildings Basic Storage Sustenance Cost Smithy Grove Builder Grove Builder Farm Flat Forester’s House Riverbank Grove Riverbank Grove Builder Day Laborer Farm Joiner Developer Hunting Lodge Riverbank Grove Clay Delve Librarian Head Official Library Head Official Joiner building cost increase on the replacing building Important! Remodeling does not count as razing! Clayburner Factory Farm Estate Farm Farm Farm Farm + Forester’s House -11- LIBRARY (1X) Farm Factory dings Activating Buil Employing colonists: Clayburner at any time Removing workers from buildings: only at the end of a year End of 3rd Year Now Bob becomes starting player and adds the 3 Places. Alice generates a total of 5 Wood via her “Beaver’s Lodge” and her two Forester’s Houses. Bob still only generates 2 Wood via his Forester’s House, which contains 2 Wood from the previous Year. His Forester’s House, however, can only store 2 Wood—which is how much it generates. Therefore, Bob places the generated Wood Basic Storage Smithy in his Storage. Buildings generate goods directly into your Storage (or Warehouse) if there is no space left on the Building. Razing Buildings Builder Sustenance Cost building cost increase on the replacing building Builder Joiner + Library Alice Farm Farm Farm Farm Farm Farm Clay Delve Librarian Head Official Important! Remodeling does not count as razing! Hunting Lodge Builder Forester’s House Joiner Developer Forester’s House Farm Farm Ma rk et Builder Builder Market Basic Storage Storage Shed Riverbank Grove Riverbank Grove Farm Builder Day Laborer Farm Beaver’s Lodge Flat Builder Farm The beaver is gnawed impressed. 126 Baker Flat Grove Builder or Warehouse Bob Forester’s House Storage Shed (3x) + Clayburner Factory Builder Farm Estate Both get 3 Tools, as usual. Warehouse -12- 4th Summer Round Alice Bob Now Bob goes first. He turns the remaining 3 Places face up and reveals a new Market card. Grove Clay Delve Builder Alice is glad that Bob did not end his last turn at the Builder for Factories, which is where she wants to go next. There she builds one Factory for 3 Tools, 3 Wood, and 3 Clay. Then she takes 2 Clay on the Market to build another Factory right after. or or Joiner Hollow FACTORY Unfortunately, she can only activate one of her Factories, because she has only one unemployed Farmer left. You may not simply displace Workers from other Buildings. So she activates only one Factory for now. With an activated Factory, her Forester’s Houses now generate 3 instead of 2 Wood per Year. Factories with a Farmer in them boost the output of all of your Forester’s Houses, Hollows, and Hunting Lodges (but not Pubs) by 1 good. Subsequently, he jumps to the Market on the left, where he can choose between 2 Wood and 2 Clay. He takes 2 Clay. Next, he jumps to the Market on the right and takes another 2 Clay. Finally, he moves to the Clayburner, paying 4 Clay and 2 Wood to produce 2 Bricks. Builder Builder Builder Joiner Library Builder Joiner Library Clay Delve Librarian Head Official Hunting Lodge Clay Delve Librarian Head Official 1 Builder Hunting Lodge Joiner Developer Ma rk et Builder rk Builder et Market Joiner Developer Ma Builder Storage Shed Builder Builder Market Storage Shed Riverbank Grove Riverbank Grove Builder Day Laborer Farm Farm Flat Riverbank Grove Riverbank Grove 2 Builder Farm Builder Grove Farm 1 2 3 or Forester’s House 3 Builder Forester’s House Clayburner Factory 14 x 4x Farm Estate Razing Buildings Sustenance Cost Smithy : Important! Remodeling does not count as razing! Farm Farm Farm gs Activating Buildin Employing colonists at any time building cost increase on the replacing building Removing workers from buildings: only at the end of a year Basic Storage Builder 2x Farm 3x Farm Farm Farm Razing Buildings Sustenance Cost Smithy Important! Remodeling does not count as razing! Farm Farm Farm gs Activating Buildin Factory Grove Clayburner : Employing colonists at any time building cost increase on the replacing building Removing workers from buildings: only at the end of a year Builder Farm Storage Shed (3x) Farm Forester’s House LIBRARY (1X) Farm Storage Shed (3x) Forester’s House Forester’s House FACTORY FACTORY Farm Farm Storage Shed (3x) Storage Shed (3x) Storage Shed (3x) Bob Warehouse -13- Alice Baker Flat Estate Storage Shed (3x) Farm Flat Flat Builder Basic Storage Builder Day Laborer Farm Baker Estate or 4th Winter Round Alice Bob Alice jumps to the Market on the left and takes 2 Clay. She does not collect any Wood, because her Forester’s Houses will generate some shortly. So she moves to the Librarian, drawing 2 Improvements: the “Loam Hollow” and the “Anvil”. She plays the “Loam Hollow” right away (at the Developer). It generates 1 Clay per Year. Bob moves to the Market on the right, producing 1 Plank there. Even if he had more Wood, he could only produce a single Plank. In this case, the depicted limit indicates how many refined goods you can produce. The “Joiner” tile does not have any limit. Fortunately, one Plank is all Bob needs to build 2 Pubs. He activates them immediately with Farmers. On his third turn, he takes 2 Clay at the Market on the right. Builder Builder Joiner Library Hunting Lodge Builder Joiner Ma Builder rk Library et 3 2 Joiner Developer Builder Clay Delve Librarian Head Official Clay Delve Librarian Head Official Builder Builder Market Storage Shed Hunting Lodge Builder Riverbank Grove Riverbank Grove Joiner Developer Farm Builder Day Laborer Farm Ma Flat rk et Builder Builder Builder Market Riverbank Grove Riverbank Grove 1 Day Laborer Farm 2 Builder Builder Grove Builder or Flat Clayburner Farm Baker Factory Flat Grove Builder Flat 1 Forester’s House Farm Baker Farm Storage Shed Builder or Forester’s House 1 Farm Clayburner Estate Factory Basic Storage Basic Storage 12 x 4x Farm Estate Razing Buildings Sustenance Cost Smithy ing Buildings Activat Builder 2x : Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing! Removing workers from buildings: only at the end of a year 4x Farm Farm Razing Buildings Sustenance Cost Smithy : Important! Remodeling does not count as razing! Farm Farm Farm gs Activating Buildin Employing colonists at any time building cost increase on the replacing building Removing workers from buildings: only at the end of a year Farm Farm Farm Farm Farm Farm Estate Storage Shed (3x) Forester’s House Storage Shed (3x) Forester’s House Farm Farm Storage Shed (3x) Forester’s House LIBRARY (1X) Farm Beaver’s Lodge Loam Hollow The beaver is gnawed impressed. Clay for days! Storage Shed (3x) Storage Shed (3x) Storage Shed (3x) Pub FACTORY FACTORY Pub Bob Alice -14Warehouse 126 127 End of 4th Year Bob adds the remaining 3 Places: Alice notices that she does not need that many Storage spaces in the final Year, so she moves a Farmer from a Storage Shed to her second Factory. You may only move Workers away from Buildings at the end of a Year; this happens before the Buildings generate goods. Builder Alice Builder Joiner Storage Shed (3x) FACTORY Library Clay Delve Librarian Head Official Hunting Lodge Builder Joiner Developer Ma rk et Builder Builder Market Storage Shed Riverbank Grove Riverbank Grove Farm Builder Builder Day Laborer Farm Flat Clay Delve Farm Baker Flat Builder Grove Builder By doing so, Alice’s Forester’s Houses generate 4 Wood now (due to two activated Factories). Additionally, her “Loam Hollow” generates 1 Clay and her “Beaver’s Lodge” 1 Wood, which she places in her Storage, because there is Wood left from the previous Year. Note that Factories do not affect the “Beaver’s Lodge”. Alice Forester’s House or Forester’s House Forester’s House Hollow Clayburner Grove Factory Builder Farm Estate -15- Bob generates 2 Wood and $2. Both players get 3 Tools each. Bob Pub Pub 5th Summer Round Alice Bob Bob turns another Market card face up—in the 5th Year, there are no more Places to add. This is the final Year. Both players have a total of 6 turns left. Bob moves to the Clay Delve for 2 Clay; afterwards, he returns to the Market on the right for 1 Clay and 1 Food. Finally, he produces 2 Bricks at the Clayburner. Alice builds 2 Farms, which she intends to turn into Flats later. Her Community board is full now. She cannot build any more Buildings, unless she razes a Building. You may raze Buildings at any time, but it costs 2 Tools to raze one. Plus, you lose all the benefits that the Building provided. or or Builder Hunting Lodge Alice, however, does not intend to raze anything. She jumps to the Market on the right and takes 1 Clay and 1 Food there. Then she produces 2 Planks at the Joiner. Remember: Alice could not return to the Developer on her last turn, even if she wanted to, because she started from there. Builder Builder Joiner Builder Library Clay Delve Librarian Head Official Builder Hunting Lodge Builder Developer Joiner Ma 1 rk et Builder Joiner Library 2 Market Builder 1 Builder Ma Storage Shed rk et Riverbank Grove Riverbank Grove Farm Builder Grove Builder Baker Riverbank Grove Riverbank Grove or Builder 15 x Farm Estate Sustenance Cost gs Activating Buildin : Employing colonists at any time building cost increase on the replacing building Important! Remodeling does not count as razing! Razing Buildings Hollow Smithy Important! Remodeling does not count as razing! Farm Estate Removing workers from buildings: only at the end of a year Farm Farm Farm Farm Farm Farm Farm ings Grove Activating Build ts: Employing colonis at any time Removing worker from buildings: only at the end of a year s Clayburner Factory B Builder Estate Farm Forester’s House LIBRARY (1X) Farm 4x Storage Shed (3x) Pub FACTORY Bob Warehouse Sustenance Cost Farm Farm Forester’s House Pub Grove Builder Farm Storage Shed (3x) Storage Shed (3x) Farm Builder building cost increase on the replacing building Smithy Builder Forester’s House Basic Storage 6x Builder Farm Flat Clay Delve 3 Builder Basic Storage 3 3 Baker Flat Factory Razing Buildings Day Laborer Farm Clayburner Grove Hollow Market Storage Shed Flat Forester’s House Joiner Developer Builder Farm Flat Clay Delve Clay Delve X Builder Builder Day Laborer Farm 2 Librarian Head Official Hunting Lodge -16- Forester’s House Farm Farm Farm Farm 4x FACTORY or 5th Winter Round Alice Bob Now Alice wants to build the Flats. To build a Flat, you must remodel a Farm—like Bob did when he built an Estate. Unlike the Estate though, a Farmer needs to be “at home” in order to remodel a Farm into a Flat. Empty Farms cannot be remodeled to Flats. Alice moves to the corresponding Builder, paying 2 Tools and 2 Planks there. She replaces two Farms with Flats and the Farmers who lived there with Citizens. Bob moves to the Market on the left, selling 2 Bricks for a total of $6. Next, he moves to the Grove and takes 2 Wood. On his final turn, he returns to the Market and builds a Hunting Lodge, activating it with his remaining unemployed Farmer. He does not need the food; he is doing this for score only. To realize her plan (you will see shortly what this is), she is still 1 Food short. This is why she moves to the Baker next, grabbing 2 Food there. On her final turn of this game, she sells her remaining 4 Wood for $2 at the Market. Builder Builder Joiner Library Builder Clay Delve Librarian Head Official Hunting Lodge Builder Builder Joiner Developer Joiner Ma Library rk et Builder Market Builder Farm et Clay Delve Joiner Developer Farm Flat rk Builder Builder Day Laborer Farm Hunting Lodge Ma Riverbank Grove Riverbank Grove Clay Delve Librarian Head Official Builder Storage Shed Builder Baker 1 Market Storage Shed Flat Builder 2 Builder Forester’s House Grove Clay Delve Farm Builder Hollow Farm Razing Buildings Farm Farm Farm gs Activating Buildin Builder Removing workers from buildings: only at the end of a year Farm 1 Storage Shed (3x) Forester’s House Hunting Lodge LIBRARY (1X) Farm Farm Farm – Farm Flat Storage Shed (3x) Storage Shed (3x) Pub Pub Bob or Factory : Important! Remodeling does not count as razing! 2 Baker Clayburner Grove Employing colonists at any time building cost increase on the replacing building 12 x Farm Estate Sustenance Cost Smithy 3 Grove Builder Forester’s House Estate 12 x Farm Flat Flat Builder Basic Storage Builder Day Laborer Farm Builder Clayburner Factory Riverbank Grove Riverbank Grove or 1 Grove Hollow 3 Builder 2 -17- + 3 Flat Estate The game is basically over now. Alice and Bob still have to go through the end of the Year, after which they will score their Communities. End of 5th Year Scoring Finally, Alice can realize her master plan. She “fires” the two Farmers working in her Factories and returns them to their Farms. Instead, she lets her Citizens work in the Factories, which costs 1 Food per Citizen. Unlike Farmers, Citizens require 1 Food of Sustenance when they are put to work. FACTORY Flat Every Building shows a Dollar value—this is how much it is worth during scoring. Permanent Improvements in play—like Alice’s “Beaver’s Lodge” and “Loam Hollow”— also have a Dollar value. Cards left in hand as well as goods (except Dollars) are not worth anything. Including the Dollars in their Toolboxes, Alice has $39 and Bob has $45. 6x Basic Storage Farm Alice Razing Buildings Sustenance Cost gs Activating Buildin Smithy : Employing colonists at any time building cost increase on the replacing building Removing workers from buildings: only at the end of a year Important! Remodeling does not count as razing! Farm Farm Farm Farm Farm Farm Storage Shed (3x) Forester’s House FACTORY Flat Forester’s House Farm Farm Beaver’s Lodge Storage Shed (3x) Loam Hollow The beaver is gnawed impressed. Farm Clay for days! FACTORY Storage Shed (3x) FACTORY Flat Flat 126 Alice 127 14 x However, employed Workers are Bob also worth Dollars. Unemployed Farmers and Citizens, who are not working in any Building and are, thus, still “at home”, are not worth anything. Alice has 5 working Farmers and 2 working Citizens— one Farmer is “home” doing nothing and, thus, worthless. Bob has put all of his 7 Farmers to work. Each working Farmer is worth $2; each working Citizen is worth $6. Therefore, Alice gains an additional $22 and Bob an additional $14 via Workers. Razing Buildings Basic Storage In the Introductory Game, the Factory is the only Building in which you can put your Citizens to work. Plus, it is the only Building that can take any type of Worker. However, Factories will only boost the output of your generating Buildings if they are operated by Farmers. This is why Alice’s Forester’s Houses revert to generating just 2 Wood per Year (which is also how much they can store again now). This does not matter though, because goods, except for Dollars, are worth nothing during scoring. building cost increase on the replacing building Warehouse Important! Remodeling does not count as razing! Farm Estate Farm Farm Farm Forester’s House Hunting Lodge LIBRARY (1X) Farm Storage Shed (3x) Forester’s House X X X X Alice Farm Storage Shed (3x) Storage Shed (3x) Forester’s House Sustenance Cost Smithy Pub Pub Warehouse Name Now that Alice has unemployed Farmers again, she can activate her third Storage Shed for scoring. Bob does not change a thing in his Community. Both players would generate goods but the only thing that matters is Bob generating $2 via his Pubs. After that, they score their Communities. Buildings Bob 30 31 – Embassies – Improvements 3 – Dollars 6 14 39 45 Farmers (2 ) 10 14 Citizens (6 ) 12 – Merchants (16 ) – – Sub-Total 22 14 Total 61 59 Sub-Total -18- Alice In total, Alice scores $61 and Bob $59. Alice barely wins over Bob; and Bob regrets not having built another Pub towards the end … g Activating Buildin : Employing colonists at any time Removing workers from buildings: only at the end of a year What’s Next? Before you leap into the standard game, you should play the introductory version a couple of times. The board used throughout this Introductory Game is of easy difficulty. If you would like to increase it, try one of these: Medium Difficulty Riverbank Grove Builder Builder Developer Market Builder Farm Head Official Riverbank Grove Market Library Builder Builder Day Laborer Hunting Lodge Joiner Librarian Forester’s House -19- Storage Shed Hard Difficulty Head Official Market Joiner Builder Market Developer Builder Builder Builder Forester’s House Library Riverbank Grove Librarian Storage Shed Day Laborer We also suggest each player start with any combination of Wood and Clay in their Storage (instead of always starting with 3 Wood). Finally, you can try the introductory version with a variable setup, as described in chapter 4, “Game Board“ on page 5 of the main rule book. If you do, remove the “Diplomat” tile and replace it with the “Day Laborer” tile. Have fun! -20- Builder Hunting Lodge Farm Riverbank Grove Sustenance works a little differently in the standard game as described in the Introductory Game. The described procedure is a simplified version of the normal rules, but sufficient for the Introductory Game.
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