Rio Grande Games 222 manual Optional Rule « Hold’em », END of the Game, Construction Cards

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2.5.Renovating a Military or Religious building on the Age of Reason game board

It is forbidden to construct any military building or religious building on the age of Reason board. A player may still use Construction cards, both military and religious, to restore existing buildings.

To restore a Watch Tower a player must spend one Military Construction card. To restore a monastery a player must spend one Religious Construction card.

To restore a Castle a player must spend 2 Military Construction cards. These cards may be played on two different turns and by two different players. To mark the first card spent, the player places a control cube on the ruin. To restore an Abbey 2 Religious Construction cards must be spent. Similar to the rule for restoring Castles, the Abbey may be restored progressively. To mark the first card spent, the player places a control cube on the ruin.

A restored building is turned over to the opposite side of the ruin and any previous cube markers are placed back in their owner’s stock pile. The renovation of a building increases the value of its domain during the Age of Reason.

On the Age of Faith board, if the player controls the most prestigious Religious building on a domain, he collects its Civil power in Ecus: meaning the sum of the values of all Civil buildings present on the domain. The player collects these donations from all the domains under his control.

On the Age of Faith board: Green collects 6 Ecus for his Abbey domain.

On the Age of Reason board, if the player possesses the majority of Control cubes in the Civil buildings on a domain, he collects the Military and Religious power of the domain. This means the sum of the values of all Military and Religious buildings present. The player collects revenue from all domains under his control. If several players have equal numbers of Control Cubes on a domain, each player will collect these taxes and tithes on his turn.

The Red player uses a Military Construction card to add a Control cube on the Keep and a Religious Construction card to add a Control Cube to the Abbey.

The Keep is restored. It is turned face up and the Cube is removed. The Abbey remains a vestige ruin. Any player may pay to add a cube and complete the renovation.

III- COLLECTING DOMAIN

EARNINGS ON THE 4TH AND 7TH

GAME TURNS

On the 4th and 7th turns, each player collects income from domains at the end of his turn. A player cannot collect earnings from the boards if he does not have at least one Adventurer there (and then).

On the Age of Might board, if the player controls the most prestigious Military building on a domain, he collects its Civil power in Ecus: meaning the sum of the values of all Civil buildings present on the domain. The player collects these revenue taxes from all the domains under his control.

On the Age of Might board: the Red player collects 7 Ecus for the domain with the Keep and 4 Ecus for her Watch Tower domain.

On the Age of Reason board: the White player collects 5 Ecus; 2 Ecus for the renovated Keep and 3 Ecus for the vestiges of the Abbey and the Monastery, all this thanks to her two Control cubes populating the domain.

IV- DRAW 4

CONSTRUCTION CARDS

At the end of his turns, the player may discard (first) any Construction cards that he did not play and draws cards until he again has 4 in his hand. These cards shouldn’t be shown to other players before they are played. If there are no more cards in the draw pile, the discard pile is shuffled and turned over to make a new draw pile.

END OF THE GAME

The game is over after the last player has collected revenue from his domains on the 7th turn. Each player counts up their Ecus and the richest player is declared the winner.

Optional Rule « Hold’em »

This optional rule is designed to take away a bit of randomness from the draw, giving you a choice of which cards to draw at the cost of revealing that choice to your opponents.

This choice is not obligatory. The player can also, even before using this option, change all of their cards by spending 2 ecus.

At the beginning of the game, three cards are turned face up next to the draw pile: one civil card, one military card and one religious card.

At the beginning of his game turn, a player can decide to exchange as many cards of the same type as they wish amongst these three cards, with the same number of cards from their hand. 3 cards are therefore always available for the entire game. The cards will change as the players exchange cards from their hands with those on the table.

The reserve below is made up of one Military card and two Civil cards.

The player has four options:

1)

Exchange no cards at all.

 

2)

Take the Military card in exchange for

one card from the player’s hand.

3) Take one of the Civil cards in exchange for a card from the player’s hand.

 

4) Take both Civil cards in exchange for

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any 2 cards from the player’s hand.

 

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Rio Grande Games 222 manual Optional Rule « Hold’em », END of the Game, Construction Cards