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ErisEra

1
Content
The Short Story - pg 3

Game components - pg 4 -7

Main board - pg 4

Buildings - pg 5

Player boards - pg 6

Resources - pg 7

Set-up - pg 8

Gameplay - pg 9 - 16

Victory / End game condition - pg 9

Round phases - pg 9

The anatomy of a Building Card - pg 10

The Icons - pg 11

Building in the Common Town - pg 12-13

Building in your personal game space - pg 14

End game scoring (an example) - pg 15-16

Player Aid - pg 17

Solo Rules - pg 18 - 24
2
The Short Story
The destruction brought about by the civil war was surreal. Our
once great city was devastated, left in ruin before our very eyes and
things, we thought, would never be the same.

There was always animosity between the 4 Grand Orders but the
Old King had always found a way to maintain a fragile peace. With
his death, left unchecked, each Grand Order tried to push their
favourite to replace the king. They clashed head-on, each desperate
to win, each greedily lusting for power. But alas, strength invites
challenge and challenge creates conflict. And conflict, ...it breeds
catastrophe.

No one had the upper hand and for a year war was waged in the
streets and the fields. Only when it was already too late, a stalemate
happened. In the face of devastation the grand orders signed a
fragile truce. And established the Vision of Unity. An opportunity
open to all promising leaders that whoever shall show the greatest
ability to lead shall be anointed the new king.

But don't be fooled. War is still brewing underneath the surface.


And the grand orders are still secretly trying to push their agendas
on those who take up the challenge.

As one of those who see themselves worthy to be at the helm of


the new Vision you find yourself facing this great challenge. Rebuild
the ruined city, try to make peace between the Grand Orders or take
control of various buildings to keep the rewards for yourself.

3
GAME COMPONENTS

Central Game Board

Specific areas on the Game Board as depicted above:

1: Placeholder Marker for the 5 Buildings Decks

2: Action spaces available on the board, related to gaining specific resources as


depicted in the iconography

3: Grand Orders Harmony Index current position tracker (tracks the current level
of unrest within each of the Grand Orders) - Grand Order markers

4: VP Score tracker with markers in each player color (discs)

4
GAME COMPONENTS
5xBuilding cards Decks representing buildings associated with the 4
Grand Orders+Special Buildings

1 2 3 4 5

Depicted above are the 5 Building cards Decks:

1: Green Buildings - 4 cards

2: Yellow Buildings - 4 cards

3: Red Buildings - 4 cards

4: Blue Buildings - 4 cards

5: Special Buildings (white) - 5 cards

6
6: 2 Player Aids containing key
actions and iconography

5
GAME COMPONENTS

4x Player Boards in the player’s specific color (red, yellow, blue, green)

Depicted above are the 2 specific areas of the Player Boards:

1: Steward Meeples reserve (you will use these as workers)

2: Your warehouse - this is where you will keep the resources you collect during the
game;there is no limit to how many resources your warehouse can store

Shown above are 6 Steward Meeples; at the start of the game 2 of these are available
to use during your turns, as the game progresses, you will be able to use more of the
4 left in reserve, to the maximum of 6 - as depicted above

6
GAME COMPONENTS
1
2 3

5
4

The five resources available in the game, shown here organized into bags;

the resources are shown here as custom shaped wooden bits

The resources in the order of the numbering above are:

1: Wood

2: Iron

3: Silver

4:Gold

5:Exotics

6: 1st Player marker. This is passed at the end


of each turn to the next player, clockwise.
6
7
GAME SET-UP
1. Place the gameboard in the center of the table
2. Place the 4 grand order markers on the position ‘3’ of the Harmony Index tracker
3. Place the 5 resources beside the gameboard, organized into piles or each in it’s
separate resource bag
4. Each player receives his player board (you can tell these apart by the colors of
the steward meeple icons depicted on them), 6 steward meeples in her player
color out of which 4 are placed into reserve spots and 2 are placed beside the
player board to signify they are active and a player VP tracker disk which he
places on the position ‘1’ of the VP tracker on the central game board
5. Separate the buildings into 5 decks according to their color - green, yellow, red,
blue, white. Shuffle each deck individually. Place the 5 decks on the placeholder
spots atop the central game board as in the image below
6. 1st player marker moves clockwise to the next player at each round end.

5 1
2
4
4
6

Game Set-up is now finished! Enjoy playing :)


8
GAMEPLAY
In ErisEra, you are a young noble who whishes to accede to power in the midst of a
social conflict. While the Grand Orders signed a fragile truce between them, peace
hangs by a thread. While attempting to walk this fine line, you seek to make a name for
yourself and emerge from this period of turbulence as the ruler of this city.

During the game players will collect resources by using different actions provided by
the game board or the abilities from buildings constructed in the common town. They
will then be able to use those resources to construct more buildings.

The purpose of the game is to have the most Victory Points at the end of the game.

The game’s end is triggered either when the 10 spots of the common town are all filled
or at least one of the Grand Order markers on the Harmony Trackers drops below 1. At
that point a final round of end-game scoring occurs and the player with the most VPs
wins.

ROUND PHASES
The game is played in rounds, each consisting of three phases. The phases are
always played in the same order as described below. There is no set number of rounds
for the game, rather the game ends depending on players choices and actions. The
three phases, in order, are:

1.ACCUMULATE

Players use their Steward Meeples to activate either action spaces on the central
board or the different buildings in the common town. They immediately perform the
according action and immediately gain the benefits of said action. Once a SM is
placed upon a specific location it cannot be moved from there until the end of the
round. When each player has finished placing all their SM the game progresses to the
next phase. Players place SM in turns, starting with the first player, activating one
location at a time and then passing the action to the next player.

2.INVEST (SPEND)

Players spend the resources they have in their ‘warehouse’ (depicted on their player
board) to construct various buildings by paying the cost displayed on each building
card to the supply. When constructing a building players are faced with a choice: they
can either construct the building in the common town or construct it for their own
benefit in their personal space. Buildings constructed in the common town give certain
bonuses and effects while constructing a building in their personal space has other
benefits and effects. These are described in detail below. Suffice to say for now that
the progress of the entire game hangs upon this choice that players will face each
round. There is no limit of buildings a player can construct within each INVEST phase. 9
GAMEPLAY
The construction process in the INVEST phase is played out in a turn based
order. This means that each player can only construct 1 building at a time. After this,
the next player, in turn order (clockwise), gets to construct 1 building, then the next,
and so forth. When a player can not or does not wish to construct any more he passes
and he can take no more actions this round phase. When all the players have passed,
gameplay progresses to the next round phase.

If at any time during this phase the 10th building is constructed in the common
town, the game ends immediately, with each other player (apart from the one who
constructed the 10th building) having one more construct action at their disposal.
When all players have taken their actions end-game scoring occurs after which the
winner is declared.

3.PROGRESS

At this point all players first retrieve their SM from the spots upon which they were
placed this round. After all players collect their SM the 4 trackers of the Grand Orders
each move to the left with one position, losing 1 point on the value scale of the
Harmony Index tracker. If at this point any tracker falls below ‘1’ then end-game
scoring occurs immediately, after which the winner is declared. If no tracker fell below
‘1’ then the game progresses to a new round, starting with phase 1, ACCUMULATE, as
described above. 1st player marker moves to the next player in clockwise order.

Before we proceed to explaining in more detail the actions and effects available to
players in the first 2 phases of a round, we need to detail the anatomy of a building
card.
Building’s end-game
scoring multipler
Building’s cost

Building’s name and color;


in this case
“Royal Court” which is
a yellow-type building

Building’s instant bonus


Building’s ability;
which you receive when
in this case you gain
you construct it into
2xGold and 2xSilver
your personal game
space
10
GAMEPLAY
The icons used on the building cards, as well as on the central gameboard and their
meaning are:

= WOOD = SILVER = EXOTICS

= IRON = GOLD = STEWARD MEEPLE

As stated above in the first phase of any round (ACCUMULATE) players use their
available SM to activate either action spaces on the central board or different
buildings constructed in the common town. Players start with 2 available SM and
through their choices and actions in the game they can increase the number of SM at
their disposal up to 6. To see how players can increase their number of available SM
check out the detailed explanation of phase 2(INVEST/SPEND) in the following
section.

The central board has the following action spaces available:

1 2 3 4 5

1: Use 1xSM and gain 3xWOOD 2: Use 1xSM and gain 2xIRON

3: Use 2xSM and gain 3xSILVER 4: Use 1xSM and gain 1xGOLD

5: Use 1xSM and gain 1xEXOTIC

Action spaces on the central board do not have a limit to how many SM can be
placed on them so there can be multiple SM from multiple players at one time,
occupying the same action space. The only restriction here is that on space 3, where
you gain SILVER you must use a multiple of 2 number of SM to activate. Then gain
SILVER appropriately. 11
GAMEPLAY
When activating a building in the central town you follow the same general
principle as activating an action space from the central board. However, there are
limitations. Only 1xSM can be present at any time on a building from the central town.
That means that not only can 1 player have only 1 SM on a building during a round but
if a player activates a building than no other player can use it that round. Buildings in
the central town are always activated using only 1 SM, so there is no building which
requires 2xSM for activation. Buildings in the central town have only 2 types of
abilities: gain resources or gain VPs. It is demonstrated in the two images below,
depicting abilities from two different buildings:

This building, when activated, will This building, when activated, will
allow you to gain from the supply allow you to discard 1xSILVER and
2xGOLD and 2xSILVER gain 2VPs for each. You can
discard as many SILVER as you like
with one action
In the INVEST (SPEND) phase of the round you can use the resources previously
accumulated in your ‘warehouse’ to construct various buildings. There are two places
where you can construct buildings - either in the common town or in your personal
game space. The common town is limited to only 10 buildings spaces and once a
building is constructed there it cannot be demolished. Once all these 10 spaces are
filled, the game ends and end-game scoring happens.

12
GAMEPLAY
As you can see in the image above there are already, in this example, 6 buildings
constructed in the common town. The area of the game table where players choose to
consider the common town to be is up to them. The 6 constructed buildings will act as
additional action spaces available to players in the ACCUMULATE phase of the next
round. As previously stated you construct a building in the common town by paying it’s
indicated cost in resources to the supply and placing it’s card into the designated area.

Building into the common town has the following effects and benefits:

● the tracker for the Grand Order of the same color as the building advances one
position
● the player who constructed the building into the common town gains an extra
SM from his reserve, which will become available starting phase 1 the following
round ( if a player has already activated all 4 SM from his reserve, reaching 6
active SM he than cannot gain this bonus). A SM activated from the reserve this
way will stay activated until the end of the game
● the constructed building will be available as an action space for players to
activate starting phase 1 of the following round; this way more powerful actions
will become available starting next round; the buildings in the common town are
available as action spaces to all players in the game, not just the one who
constructed them!

Constructing a special (white) building into


the common town will advance not one but
two trackers for two different grand orders.
If you examine a card for a special(white)
building you will notice two flag colors next
to its name. The trackers of those colors
will be advanced by constructing that
special building in the common town.

13
GAMEPLAY
Instead of constructing in the common town you could choose to construct a
building into your personal game space. The following two images illustrate:

In these examples both the red and the yellow player have decided to construct
two buildings into their personal game spaces. When you construct a building into
your personal game space you instantly gain the bonus VPs depicted into the dark
area at the bottom of the building card (as shown on page 8 of this rulebook).
Whenever a player instantly gains VPs in the game they also move their corresponding
marker the appropriate number of space on the scoring area of the central game
board. In addition to this, buildings constructed in a player’s personal game space can
not be used as action spaces (!) by no one in the game, included the player who
constructed them. Obviously you cannot construct a building into another player’s
personal game space.

Apart from the instant bonus of VP the buildings constructed into your personal
game space count towards your end-game score, based on their multiplier value (top
right corner) and building color. Constructing special(white) buildings into your
personal game space follows the same rules and principles. You will instantly gain 4
VPs and bonus VPs in endgame scoring.

14
GAMEPLAY
ENDGAME SCORING
Let’s consider the following situation, depicted in the images below:

15
GAMEPLAY
Before end-game scoring is calculated the tracker for the Green Order is at ‘4’,
the one for the Blue Order is at ‘3’ and the ones for the Yellow and Red Order are at ‘2’.
Also all players have accrued some VPs during the game. Yellow player is currently at
‘6’, red is at ‘4’ and blue is at ‘3’. Now each player calculates their end-game bonus VPs
from buildings constructed into their personal game space by multiplying the buildings
multiplier value with the position the corresponding color token currently sits.

The blue player has a 2pt blue building and a 1pt green building. So her score will be

BLUEP= 3 (initial value) + 2*3 (blue building*blue position) + 1*4(green


building*green position) = 3+6+4 = 13 VPs

The red player has a 3pt blue building and a 2pt red building. So her score will be

REDP= 4 (initial value) + 3*3 (blue building * blue position) + 2*2 (red
building*red position) = 4+9+4 = 17 VPs

The yellow player has a 2pt yellow building and a 3pt green building. So her score
will be

YELLOWP= 6 (initial value) + 2*2 (yellow building*yellow position) + 3*4 (green


building*green position) = 6+4+12 = 22 VPs

Yellow has won! :)

In case of owning in your personal game space multiple buildings of the same
color just add the total multiplier values of all buildings of the same color and then
multiply it by the position value of the corresponding Grand Order tracker.

In the case of a special building in your personal


game space end-game scoring is very similar. As it
was the case with constructing a special building into
the common town, scoring special buildings that you
own takes into account the two colored flags next to
the building’s name. In the case of the ‘Monastery’
they are yellow and blue. Thus the Monastery would
score 3(it’s multiplier)* (yellow position + blue
position). In the example above the Monastery would
score 3*(2+3) = 3*5 = 15 VPs. That is a lot! :)

16
Player Aid

17
ERISERA
Solo Rulebook
ErisEra SOLO uses the same components as the normal version and adds
two new ones:

The Chaos Cards

The Lord Nox board


In the SOLO mode of ErisEra you will be fighting against the doings of the
secret Order of Chaos and one of its leaders - Lord Nox. They seek to further
unbalance the other Grand Orders, pit them against each other and ultimately
destroy them from within to emerge as the new rulers of our city. They follow a
‘divide et impera’ strategy where by using intrigue, manupulation, bribery and
scheming they are able to raise the unrest within the Grand Orders and thus
pushing them to continue the very conflict which consumes them.

To illustrate this the game uses Chaos Cards as pictured above. Their ability
comes into play in phase 2 - INVEST (SPEND) of a round where when you
construct a building of a certain color (pictured on the card), they will
manupulate and seed discord within a Grand Order of another color, thus briging
that Order’s Harmony Index tracker down by 1 position.

In ErisEra SOLO you only construct in the common town.

In ErisEra SOLO there are no VPs.

The aim of the game is to succeed in bringing back harmony between the
Grand Orders and successfully maintaining the fragile truce and equilibrium
between them, in spite of the Chaos Order’s and Lord Nox best efforts. You do
this by constructing in the common
town as in the usual gameplay. Like in the normal gameplay the common town is
considered to have 10 building slots. So the victory condition for SOLO
ErisEra is:

Construct all 10 buildings in the common town before any of the Grand
Order’s Harmony Index trackers drops below ‘1’ on the scale.

GAME SET-UP:

4
5 6
2
3

The set-up for ErisEra SOLO proceeds just as the set-up for the usual game,
albeit with some differences. Here is the process:

1. Set up the five resources on the game table, separating them into 5 piles
depending on the type; they are Wood, Iron, Silver, Gold and Exotics. In the
image above they are placed each within their on bag, with one piece of each
resource in front of the bag to mark it.
2. Place the central game board on the game table, with the resources to one
side of if. Of the 4 sides of the game board one will be occupied with the
resources and building cards decks (like in the image above), ony with the
player’s personal board for his meeples and resources, one for Lord Nox, the
Chaos Cards and their actions and one should be left free (like in the image
above) so that you will build the common town beside it.
3. Place the 4 Harmony Index trackers representing the unrest within the 4
Grand Orders on the position marked ‘5’ of the scale.
4. Separate the building cards into 5 decks, according to color - green, yellow,
blue, red, white and shuffle each deck individually. Then place each deck with
the bottom of the card covering the placeholder space on the central game
board, as shown in the image above.

5. Set up your player board. Take from the box a player board with your
preffered color, take 6 Steward Meeples of that color and set 2 beside the board.
They are your starting active Steward Meeples. The other 4 are in reserve and
you will be able to activate them within phase 2 of each round, by constructing
the buildings of the common town.

6. Finally take out Lord Nox’s board and place it on the table. Take the Chaos
Cards from the box and shuffle them into a face down deck, placing the deck
beside Lord Nox’s board. At the start of each round you will draw 1 card and
place if face up un his board - this will determine his actions this round.

Set-up is now complete. You can start playing. Good Luck! :)

GAMEPLAY

The game is played very similarly to the normal one. The gameplay
progresses in rounds, which have the same 3 phase structure. The only
difference is for phase 1 and phase 2. Here are the 3 phases, with the
differences highlighted.

1. ACCUMULATE

At the beginning of each phase , draw 1 Chaos Card and place it on Lord
Nox’s player board. This will indicate which Grand Orders will suffer from his
influence this round and decrease their Harmony Index tracker as you construct
in the common town. If the pile next to Lord Nox’s board is finished simply
reshuffle all the used Chaos Cards into a new stack, place it face-down beside
his board, and draw a new card from there. You will use your Steward Meeples
to activate either action spaces on the central board or the different buildings in
the common town. Then immediately perform the according action and
immediately gain the benefits of said action. Once a SM is placed upon a
specific location it cannot be moved from there until the end of the round.
Whenyou have finished placing all your SM the game progresses to the next
phase. You are the only one placing SM in the Solo mode, Lord Nox does not
take any actions like this.
2. INVEST (SPEND)
You can now spend the resources in your ‘warehouse’ (depicted on your
player board) to construct various buildings by paying the cost displayed on
each building card to the supply. You will only construct in the common town,
thus helping with the reconstruction efforts going on your city and trying to
harmonize the Grand Orders and bring peace among them to avoid the restart
of another civil war. Buildings constructed in the common town give certain
bonuses and effects - these are described on the specific building card and
include gaining resources or VPs. Since there are no VPs in the Solo Mode,
constructing buildings which have as their ability gaining VPs will not offer you a
new action usable starting next round, but they will still count towards the
progress to peace of the associated Grand Order.When you can not or do not
wish to construct any more you will pass and the game will progress to the next
round.
In this phase Lord Nox will come into play. Each time you construct a
building you must also check the active Chaos Card displayed on his
board. Each Chaos Card has this simple annatomy:

CONSTRUCT DESTABILIZING
CONDITION EFFECT

The construct conditions depict two flags, with a green ‘+’ sign on the
left side of the cards. They represent a condition which activate the
destabilizing effect of his manipulations and intrigue. Thus each time you
will construct a building associated with one of the two flags depicted on
the left (here Red or Green) a destabilizing effect will happen on the
Harmony trackers of the colors depicted on the right (here yellow and
blue) which will decrease their position by 1. So, in the example above,
each time you will construct a Red building this round, the yellow
Harmony tracker will move one position to the left. Simillarly with
constructing Green buildings and moving the Blue tracker.
The condition still applies to unique buildings. If you construct the
Harbour for example, which is connected to the Red and Blue orders, you
will first increase the Harmony tracker’s position for the Red and Blue but
then, because of Lord Nox’s manipulations you must decrease the Blue
position by 1 since you constructed a building associated with Red. So in
the case of unique buildings simply check with the active Chaos Cards for
both the flags which are associated with it.
If at any time during this phase the 10th building is constructed in the
common town, the game ends immediately and you win because you
succeeded and restoring a much more stable peace between the Grand Orders
thus thwarting the Chaos Order’s and Lord Nox’s efforts. Congratulations!

3. PROGRESS

At this point you will first retrieve your SM from the spots upon which they
were placed this round. After this the 4 trackers of the Grand Orders each move
to the left with one position, losing 1 point on the value scale of the Harmony
Index tracker. If at this point any tracker falls below ‘1’ then you have
immediately lost the game as Lord Nox and the Chaos Order have
succeeded in plunging our city into civil war again. This time though the
Grand Orders are so frail they will surely destroy each other and the
Chaos Order will arise from the conflict as the new rulers. Fun times
ahead… :(
If no tracker fell below ‘1’ then the game progresses to a new round, starting
with phase 1, ACCUMULATE, as described above.
In conclusion…

In essence, on each round, a new Chaos Card is drawn and it will describe the
destabilizing effects of Lord Nox’s intrigues. So be careful, when you construct, if
you build a building associated with one of the conditions depicted on his card,
another Grand Order’s tracker will suffer a penalty and decrease it’s position on
the Harmony Index scale. Thus, apart from the usual decrease of positions in
phase 3 of each round, Lord Nox introduces a new challenge to players forcing
them to either accept and deal with a penalty or to avoid constructing for a
specific Grand Order, thus leaving it to fall further behind thant he other Orders
on the Harmony Index.

At first the gameplay above may prove to be a bit to tough for you. In this case
you can try the 2 settings below which offer a less complexity start level, to
prepare you for the challenge:
EASY - You will start with 4 active SM instead of 2 and the common town
has only 7 building spots, so if you manage to construct 7 buildings before any
tracker falls below ’1’ you’ve won!
MEDIUM - You will start with the usual 2 active SM and the common town
has only 8 building spots instead of 10. If you manage to construct 8 buildings
before any tracker falls below ’1’ you’ve won!
Don’t hesitate to contact me at any time shall you have any questions or feedback. I
am always reacheble on my FB account and on email at stefan.acalin@gmail.com

Enjoy the game! :)

Stefan Calin 25

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