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Village holistic summary by Nathan Morse version 1.

Introduction: Raise your family to prominence, and help them make their mark in the village chronicle!

Setup
1. Place the gameboard in the middle of the table.
a. 5p: 5-player game without the Village Inn rules:
i. Cover the village chronicle with the roomier village chronicle.
ii. Cover the anonymous graves with the roomier anonymous graves.
b. VI: Village Inn rules:
i. Cover the village chronicle with the inn.
ii. Place the new village chronicle below the board, in the middle.
iii. VP: Replace Count, Traveller, Messenger, Toll Keeper with A dmiral, Helmsman, Quartermaster, Cartographer.
iv. Shuffle the villager cards, form 3 face-up stacks of 10 cards each, and set them below the inn.
v. Cover the anonymous graves with the brewery.
vi. Place the new anonymous graves below the board, near the brewery.
c. VP: Village Port rules:
i. Cover the travel area with the sea travel board.
ii. Sort the captain cards by cost to form 3 face-up stacks: 1-coin, 2-coin, and 3-coin. Place them by the sea travel board.
iii. Shuffle the treasure chests and put them on their island face-down.
iv. Put p+1 cocoa baskets and p+1 tea bales on their respective islands, is the number of players. Put the rest in the box.
where p
2. Each player chooses a color, and takes the following in that color:
a. Farmyard board.
b. 11 family members. Put the four of generation 1 on your farmyard; set the others aside.
c. 8 (VP: 2) markers (discs). Put one on the cloud to the right of your farmyard bridge. Put another on space 0 of the prestige track.
d. VP: Ship board and wooden ship; put the wooden ship in the p ort.
e. 1 coin (these do not have player colors).
f. VI: 1 beer (these do not have the player colors).
3. Shuffle the customer tiles face-down, and add a number face-up to the m arket, depending on the number of players (look at the spaces).
4. Use an unclaimed player color to block chronicle and anonymous grave spaces that are for more players than you have.
5. Put the ring (the next starting player marker) on its space of the council chamber.
6. Put the four monks (black meeples) in the b lack bag, and put it near the church.
7. Place the setup tile (VI: with a beer icon) (VP: with an anchor icon) matching the number of players, and the M ass overview tile near the board.
8. The oldest player starts; take take the starting player marker (tile depicting a loving pair of villagers).
9. LG: Look at the icon in the upper-right corner of the life goal cards, and remove any not matching the rules you are playing: beer = Inn, anchor =
Village Port.
a. Shuffle the silver goals, and deal one face-down to each player, who looks at it, but keeps it secret. Put the rest in the box.
b. Shuffle the gold goals, and deal one face-down to each player, who looks at it, but keeps it secret. Put the rest in the box.

Time: When time passes, move your time marker clockwise. As soon as the marker passes the bridge, one of your oldest family members dies.

Death: If someone dies on market day, immediately choose who; otherwise, do so at the end of your turn. Select one of your lowest-numbered, visible
family members in play to die. If there is a space matching the family members current occupation, lay the meeple there; otherwise, lay the meeple in an
anonymous grave (VP: unless at sea, then bury the meeple at sea and gain the prestige on the space).

Coins: Buy prestige in the council chamber, 1 coin draws 1 of your family members during Mass, and 1 coin = 1 wild influence cube.

VI: Villager cards: Single-use cards; after you play one, remove it from the game. Cards with a burned-out candle are for final scoring. You can play as
many of the other cards as you like on your turn.

LG: Life goals: At any point at which you meet or exceed all requirements on a life goal card, reveal it, gain the prestige, then put it in the box.

VP: Treasure chests: At any time, you can reveal a treasure chest youve brought home, take the coins indicated on it, and put it in the box.

Play (Note: Family members added to the board always come from your farmyard unless specified otherwise.)
1. Round setup
a. Seed the action spaces with influence cubes and plague cubes.
i. Add influence cubes to the green bag according to the setup tile (if any run out, just add what you can).
ii. Add all available plague cubes to the green bag.
iii. Draw random cubes from the green bag to p opulate the action spaces according to the setup tile.
2. Players take turns taking an action in clockwise order.
a. You must take 1 cube from an action space [unless you are using the w ell (see below)], then you m
ay perform that spaces action.
i. If it is an influence cube, it goes on your farmyard (no limit).
ii. If it is a plague cube, return it to the supply (not the bag), and immediately advance your time 2 spaces.
iii. Actions:
Harvest grain: If you have a family member on your farmyard, put 2 grain sacks (+2 for ox & plow; or +1 for horse & plow) on
empty spaces on your farmyard.
Reproduce: Add a lowest-number available family member from the supply to your farmyard.
or bring an employed family member back to your farmyard.
Craft: Acquire a good in one of the following ways:
Pay the indicated influence cubes to the supply for the good.
If you have no trained family member there, spend the indicated time to t rain and place one there, then
Use your trained family member there, and spend the indicated t ime for the good.

Market: Start a market day, in which all players can participate. Clockwise, starting with you, either

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Village holistic summary by Nathan Morse version 1.2

Pass, and serve no more customers this market day, or


VP: Sell a cocoa basket at its stand for prestige, or a tea bale at its stand for prestige and a coin. Put the item in the box.
Pay the price shown on the adjoining tent to give a customer in a b lue space what it wants; take the customer, put it
face-down in front of you. Exception: The first customer that y ou, who triggered the action, serve has no tent cost.
Once everyone has passed, slide customers to the left to fill any gaps (respecting the number of players), then fill the spaces
on the right from the face-down pile. If the customers run out, so be it.
Travel: Start a family member traveling from the gate or move someone already traveling.
Move to an adjacent city.
Pay the travel cost indicated on the path.
If you dont already have a marker there, put a marker on the city, and take the reward indicated on the city.
VP: Sail: Instead of normal travel, you can sail.
Set sail from port:
i. Hire a captain: Pay any captains cost to take it from the captain stacks, and place it face-up beside your ship.
ii. Load your ship: Place up to 3 different things (horse, ox, plow, wagon, scroll, grain, family member, cocoa basket,
tea bale, treasure chest) total in the three holds.
iii. Move your ship: Your first step in an action is free; pay for subsequent steps according to your captain card. For each
time space you enter, spend 1 time. If you opt to land on an island space, the ship is done moving this action:
Sell goods or grain that are in demand on the island for prestige.
Load the top cocoa basket, tea bale, or treasure chest from the island.
Pay the indicated cost to place a family member from the ship on an empty missionary space on the island for
immediate prestige. The missionary stays until it dies.
Continue sailing from any time space: Same as Move your ship above.
Return to port: Spend 1 time to return to port from anywhere. Unload your ship. Put your captain in the box.
Council chamber:
If you want to, Pay the cost indicated in the next council chamber stage t o advance a family member to the next stage.
Take the privilege shown at the bottom of that family members stage or a previous stage.
Church: Pay the indicated cost to add 1 of your family members to the black bag.
VI: Inn: Acquire a villager card.
If you have no family member there, spend the indicated time to check in and place one there, then
Use your family member there, and spend the indicated t ime, cycle the top card of 1 stack to the bottom if you wish, then
take a card from the top of 1 stack, and pay the cost indicated in the upper-right corner of the card.
Well: If actions are still available, i nstead of taking a cube, pay 3-of-a-kind to the supply to take any action above.
b. If no cubes remain, the round ends.
i. Mass: A total of 4 meeples will be drawn from the bag.
1. Clockwise, starting with starting player, each player may pay 1 coin per family member of theirs they want drawn from the bag. 4
and only 4 will come out of the bag.
2. After this bribery endowment is done, flesh out the 4 by drawing from the bag.
3. Family members go on the rightmost window; monks go back in the bag.
4. Clockwise, starting with starting player, each player may advance each family member in the church once by paying the cost left
of its current window.
5. Whoever has the most family members in the church gains 2 prestige; tie goes to player whose leftmost family member is farther
left in the church; still tied, then each tied player gets the 2 prestige.
ii. Whoever has the ring, take the starting player marker, and return the ring to the council chamber. Otherwise, same start player.

End of the Game: When either the last space of the village chronicle is taken, or the last anonymous grave is taken, or the last sea burial space is
taken, the other players each get 1 turn. If it was during a market day, and the player whose meeple died is not the player whose turn it is, all players
get 1 turn. If there are still players left after the last cube is gone, they take the well action for f ree. Hold one final Mass.

Final Scoring:
1. Score for how many markers you have on the travel map. (VP: Skip this, because there is no travel map.)
2. Score family members in the council chamber.
3. Score family members in the church.
4. Score for how many family members you have in the v illage chronicle.
5. Score your face-down customers.
6. VI: Score your villager cards with burned-down candles.
7. Each coin = 1 prestige.
8. Highest prestige wins; tie broken by most customers; tie broken by more living family members.

Legend
black Village base game
red VI Village Inn
pink 5p 5-player game without using the new VIllage Inn elements.
blue VP Village Port
gray LG Life Goals (Village Port)

Revision Log
1.1 Setup: Added chests, ship clarification, ring, clarified market. Market Action: Fixed crazy selling-to-customer text. Improved ring-handling text.
Final Scoring: Skip travel points for VP; score villager cards for V
I. Added cube legend. Changed 5 p color from purple to pink.
1.2 Clarified taking a villager card, per Mike Insides suggestions.

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