Lebook en Web
Lebook en Web
Lebook en Web
GAME RULES
ame components
2-4 players
5 players
30 secret objective cards, 10 for each desired game length: short, medium, long
15
EXPANSIONISM
25 region hexagons, each double-sided with a different region on each side, stored in a separate storage tray
Exotic fruit Wood
= 5
15 12 10
Stone Iron
= = =
= 1
15
Y ou can perform one migration action without spending an action disc.
A33 / 48
Cattle
=
Fish
51 florin ( ) coins, including: 21 gold coins with a value of 5 , 30 silver coins with a value of 1
A01 / 48
Character card
Progress card
12 trend cards
15
48 evolution cards, including 24 character cards and 24 progress cards 5 sets of player pieces
82 resource cubes
Scoring track on reverse side
per player:
An evolution track, with room for 5 evolution cards 13 market / port tokens
24 explorer tokens
A colony stability board (III) with: one to represent the colony population, and one to represent the rebellion level A surplus workers board (IV) with: one to represent the surplus workers level
A rchipelago recounts the great Age of Discovery, an era of intensive exploration and colonization of the world by European explorers. T he game covers the period from 1492 (discovery of the Antilles by Christopher Columbus) to 1797 (colonization of Tahiti). E ach player portrays an explorer and his team commissioned by a European nation to discover, colonize, and exploit islands. T he mission is intended to be one of peace: to meet the needs of the local population while providing commercial returns to the continent. T he archipelago and its natives must be treated fairly or T o complicate matters, a separatist or a pacifist may hide among the players. One or the other will attempt to use his influence to tilt the balance away from equilibrium and towards his respective goal of chaos and uprising or absolute peace. Are you ready to take on your discovery mission to the archipelago?
they will rebel, potentially leading to an all-out war of independence. A balance must be found between expansionism and humanism, between commercial goals and respect for local values, between knowledge sharing and unbridled industrialization. Such balance can only be achieved through each players commitment to make the archipelago a happy and productive colony. If not, the reckless exploitation of the islands resources and their inhabitants will ultimately lead to chaos and revolt.
AME SETUP
1 10
5 9
place 6resource cubes, one of each color, in the corresponding zones. In each zone, place the cube in the upper-left-most corner.
4 9
All remaining resource cubes, florins, market/ port, and town/ temple tokens constitute the bank of available resources, money and buildings. With the 24explorer tokens, make 3piles of 8tokens each, storing them in the appropriate spaces in the storage tray. Assemble and place the evolution track next to the game box. Shuffle the 48evolution cards, ensuring that they all have the same facing and orientation (this is very important). Place the deck in the storage tray in the space indicated, with the side showing the balance of the archipelago information (reverse side) facing up as shown.
1. Place the four boards (I-IV) at the end of the table. 5. 2. On the domestic market board(I), 3.
On the colony stability board(III), position the population marker and rebellion marker on their respective icons (both start at zero at the beginning of the game).
8. 9.
6. 7.
On the surplus workers board(IV), position the surplus workers marker on its icon (it starts at zero at the beginning of the game).
4.
Each player chooses a color, takes the player screen aid, 1ship, 2citizens, 3action discs (AD), and the order marker of his color. He places the ship on the open sea hexagon, being careful not to cover any fish icons, and places the other pieces in front of his screen, visible to all. He also receives 10 which he places behind his screen. His other player pieces stay in the box until needed. P lace the action wheel within reach of all players, with the appropriate side showing for the number of players: one side for 2 to 4-player games; the other side for 5-player games.
10.
urn #
Randomly decide the order of play for this F F turn. Each player places his order marker on the evolution track in the icon corresponding to his position in the order of play.
FF FF
FF
Shuffle the 24region hexagons and deal each player 3 hexagons (providing 6different region choices).
Example: In a 4-player game, the population marker is at 8at the end of turn #0.
Most regions contain huts. Whenever a player successfully explores a new region by placing his hexagon in the archipelago, he must increase the surplus workers level by the number of huts on the region tile, moving the surplus workers marker accordingly. Note: On each region (except the volcano), the number of resources and huts always adds up to 5. Most regions also have resource icons corresponding to the 6resource types in the game. When a player successfully explores a new region, he selects one of the resources produced by the region. He transfers the corresponding cube from the bank to the appropriate section in the domestic market, placing it in the upper-left-most available spot and moving across, then down. He then selects another resource produced by the region and takes the corresponding cube from the bank, placing it behind his screen. If the region produces only one resource, that resource goes to the domestic market.
Shuffle the trend cards, draw one at random, and place it face up so that it is visible to all players at all times. Put the remaining trend cards back in the game box; they will not be used in the game. Sort the objective cards into decks of 10according to the duration icon on their backs. Select an objective card deck based on the desired game duration:
FF
FF
30 60 90
120 180
240
Example: T he newly discovered region produces 2wood and 2fish. T he player can decide to place one wood on the
domestic market and take one wood for himself, or he can do the same with thefish, or he can take one fish and place one wood on the domestic market, or vice-versa. Once all players have completed their first exploraF F tion, they return their two unused hexagons as well as any previously discarded hexagons back to the region deck. Shuffle the region deck again and place it in its dedicated storage tray.
FF
IRON MINE
T urn over the first 5cards from the evolution deck and place them along the evolution track in the orientation shown here:
LOCAL COMMERCE MERCHANT
1AD
Y ou may buy or sell an unlimited number of cubes of the same resource type on the domestic market. The corresponding amount goes to or comes from the bank. Destroy an enemy ship present on the same region as one of your ships. The owner of the destroyed ship must give you a resource of his choice. If he has none, he must prove it by lifting his screen up.
A02 / 48
PIRATE
Y ou can perform a transaction of your choice on the domestic market without spending an action disc.
A29 / 48 A44 / 48
A16 / 48
A06 / 48
ow to win
ARCHIPELAgO
independence
ach objective card indicates an end-of-game condition on its upper half and a victory condition on its lower half.
End-of-game condition
{ {
Game length
he game can end prematurely in case of archipelago independence. This happens if the rebellion marker moves past the population marker on the colony stability board(III).
Negotiating
Victory points (VP) iplomacy, negotiations, promises, agreements, understandings, alliances and treachery are commonplace activities in Archipelago. There can never be too much of it! This game is after all only semi-cooperative N egotiations and exchanges are authorized with the following constraints: Players can only negotiate during their round (Phase 5: Actions), during the resolution of a crisis, and when determining the order of play. Players can exchange, sell, give, or loan anything except their units or action discs. It is strictly forbidden for any player to voluntarily reveal his secret objective card.
Each player can also earn VP from the trend card in play,
and from certain character and progress cards (King, Pope, Cathedral, Colossus, etc.).
FF FF FF
1. D isengagement 2. Order of play 3. Population effects ipelago ch ar e th f o ce an al . B 4 5. Actions* rchase 6. Evolution card pu
: * In the order of your choice - Play one action ogress card - Use a character or prrt - Use a market or a po
layers disengage (rotate 90counterclockwise) all engaged character and progress cards they control. On each region, citizens and ships that harvested during the previous turn are moved off the resource icons. Make sure that all resource icons are clear of any citizen or ship. Players who have rebel citizens (meeples lying on their backs ) stand them up .
HASE
2: ORDER OF PLAY
5
o decide the order of play, each player secretly bets a number of florins ( ) from behind his screen, placing the bet in his closed fist. Betting nothing is allowed. Each player holds his fist above the table. Once all bets are placed, everyone opens his hand to reveal the amount of his bet. All bet amounts are considered spent and go to the bank.
T he player with the highest bet decides the order of play for all players. He can therefore change the order of the players order markers on the evolution track as he likes. At this time, negotiations and bribes of all kinds are encouraged to try to convince the deciding player to award a better spot on the order of play. If no one has bet anything, the order of play stays unchanged. If two or more players are tied for the highest bet, the bet amounts go to the bank, and then those players bet again. In case of another tie, the order of play stays unchanged.
HASE
3: Population effects
marker: Keeps track of the level of discontent and frustration on the islands.
Colony population marker: Keeps track of the entire colony population, that is, the total number of meeples present on the archipelago at any time. Citizen: a member of the colony, represented
by a colored meeple on the archipelago
R ebellion
using the
or each of the 6different resource zones, the row containing the lower-right-most cube indicates with a number of rebel or surplus workers icons by how much to move the surplus workers marker or the rebellion marker . Repeat for all 6zones.
he row containing the surplus workers marker indicates by how much to move up or down the rebellion marker .
T
E xample: 5fish resources on the domestic market
he row containing the population marker indicates with a number of rebel and surplus workers icons by how much to move the surplus workers marker and the rebellion marker .
moves the surplus worker marker up 1 on the surplus workers board (IV). 6iron resources moves the rebellion marker up 1 on the colony stability board (III).
E xample: With a surplus workers level between 13 and 17, move the rebellion marker up 2.
HASE
Skip this phase during turn #1.
he balance of the archipelago is threatened by consumption needs of its inhabitants and export demands from the continent. The nature of the crisis is determined by the back of the card on top of the evolution deck.
Event
Consumption crisis on the domestic market Consumption crisis on the export market
he backs of some evolution cards show an event instead of a domestic or export consumption crisis.
down 2
Important: In this phase, ignore any When all citizens are standing again, the crisis has passed
red-colored zones that might be present on the card (see Phase 6). T he corresponding crisis is not solved in this phase.
N ote: If the card stays visible on top of the evolution deck for multiple turns, the event is resolved in phase 4 of
each of those turns.
DOMESTIC
consumption crisis
he upper half of the card indicates the type of resource consumed and how many citizens can be sustained by one cube of that resource.
EXPORT
consumption crisis
he lower half of the card indicates the number and type of resource that must be provided to the export market.
O nce every player in turn has had a chance to participate, if the required number of resources
Explorer token
conversion
n explorer token can be turned into a single resource cube of any type during the resolution of a crisis. The explorer token is then removed from the game (do not put it back on the explorer token piles).
Active citizen:
meeple standing up
A n explorer token can only be converted during a crisis or when a player performs an action requiring one or more resources. A resource so obtained contributes towards the actions resource requirement, including selling that same resource. Multiple explorer tokens can be converted into resources during the same action or crisis.
HASE
5: Actions
Rounds: Starting with the first player, and continuing in the order of play,
each player plays one round by placing one of his action discs (AD) on the action wheel and performing the corresponding action. Players continue playing rounds until all players have used up their action discs or cannot play anything; then they proceed to phase 6.
T he action wheel provides 13 different possible actions identified by various zones, including 6actions to harvest the different types of resources. resource harvest
A t the beginning of the game, each player has 3action discs. Once the first explorer token pile becomes empty = +1 (see Exploration), each player immediately gets a 4th action disc of his color which he can use for the rest of the game, starting with this turn. Once the second explorer token pile becomes empty, each player immediately gets a 5th action disc of his color which he can use for the rest of the game, starting with this turn.
Unlimited action zones: The following actions can be performed more than once by the same or different players: the 6resource harvest actions,
recruitment, construction, transaction, and migration. Just pile up the various action discs on the same action zone (do not cover the action icon). There is no limit to the number of action discs that can be piled on these actions.
Limited action zones: Taxes, reproduction, and exploration can only receive a limited number of action discs, as indicated by the colored circles within the action zones. A player who wishes to perform one of these actions must place his action disc on the circle corresponding to his color if it is not yet occupied. If it is occupied, place the action disc on one of the multicolored circles if one remains available.
taxes
exploration
market T he port and market are not considered action zones. T hey port receive florins instead of action discs (see Port, Market).
HARvEST
Do not place the action disc on the icon!
resource icons they harvested until the next disengagement phase. They are considered engaged. Certain actions like harvest, construction of a building, using a port or market engage the units used to perform the action. T his means that they are not able to perform additional actions that would require moving them. However, they can still reproduce and recruit in their region.
Engaged units:
Active unit:
an active citizen or a ship (Ships are always considered active as they cannot rebel.)
hoose a resource to harvest. The active player deploys as many active, non-engaged units across the entire archipelago as desired on unoccupied resource icons of that type, one unit per icon.
TAXES
Transaction
T he taxes action can only be performed a limited number of times per turn.
ove the rebellion marker up1 each time a player performs this action. For each active citizen, ship, town and temple under his control, the active player receives the number of florins indicated on the tax table from the bank.
he active player may perform one transaction on the domestic market or the export market.
chosen resource zone. For a sale, place the cube on the upper-left-most available space of the corresponding resource zone.
E xample: Purchasing one fish cube will cost 4 , a second one also 4 , a third one 6 . Selling one fish cube would bring 4 , selling a second one 3 .
Exploration
The active player chooses a resource among the F F resources that the new region is capable of producing and takes a corresponding cube from the bank which he places on the domestic market. If there are other resource icons on the region, the active player receives a resource cube of his choice from the bank from the remaining resources that the new region is capable of producing. If the region produces only one resource cube, it goes to the domestic market and the player receives nothing.
3-citizen limit / : T here can never be more than 3citizens, whether active or rebel, controlled
by the same player on a single region. Having units of different colors in the same region is allowed as long as the limit of 3citizens per player is respected. T here is no limit on the number of ships.
FF
Recruitment
T he exploration action can only be performed a limited number of times per turn. he active player decides whether he wants the first visible hexagon of the region deck. If not, he discards it to a separate discard pile and takes the next one. He must make that choice without advance knowledge of the next hexagon and without looking at the other side of the first visible hexagon. The hexagon deck must stay in its dedicated storage tray at all times. Once he has picked a hexagon, the player can look at both sides and decide which region to use.
FF
Increase the surplus workers level by the number of huts shown on the region.
he active player can recruit as many workers as he wishes in a single action, as long as he can pay for them and place them.
Reproduction
F F The new region must be placed adjacent to at least two other regions. F F Place the region so as to create a coherent landscape with respect to the sea, field, and mountain connections. One of the adjacent regions must contain F F one of the players active, non-engaged units (see Engaged FF
units). That unit is moved to the newly discovered region, and must be able to get there by sea for a ship, or by land for a citizen (no sea convoy allowed, see Migration). Only one unit is moved to the new region for each exploration.
= +1
T he reproduction action can only be performed once per player per turn. n each region where the player controls exactly 2citizens, he can add 1citizen of his color, taking a meeple from the box. Move the population marker up by the number of new citizens generated by reproduction.
Example: If there are 5surplus workers before recruitment, the active player can recruit 1worker for 3 , and a 2nd worker for another 3 . However, a 3rd worker would cost 4 .
T he player takes as many meeples of his color from the
reserve as the number of workers recruited and places them on land areas in the regions of his choice where he is already present with at least one active unit, engaged or not. He cannot place them in regions where he already has 3citizens (see 3-citizen limit). by the number of workers recruited, and increase the population marker by the same number.
Effects of exploration
F F If the active player cannot place the new hexagon, his exploration fails and the hexagon is discarded. If the exploration is successful, the active FF player receives an explorer token from FF
the first available explorer token pile and places it behind his screen. When that pile becomes empty, each player immedi= +1 ately receives an extra action disc of his color (5 maximum).
must always match the exact number of citizens present on the archipelago.
Rebels do not reproduce; however, active, engaged citiA player can never control more than 10citizens of his
color. A player cannot reproduce in a region where he already has 3citizens, whether active or rebel.
10
Migration
Sea convoy
he active player can move all of his active, non-engaged units. Each unit can move to an adjacent region, or it can move to an unoccupied building on the same region or an adjacent region. Ships must move by sea and cannot enter land areas. Citizens must move by land and cannot cross seas unless transported by ships of the same player (see Sea convoy).
A ship can help one or more citizens cross the sea. A migration of citizens by sea convoy does not use up the ships migration action. However, citizens who are transported by ship use up their migration action by choosing to be convoyed by sea. T o perform a sea convoy, place the ship participating in the convoy at the junction line between the departure region and arrival region, staying on its region, or on a sea inlet separating two land areas on the same region. The ship can perform its own migration before or after the sea convoy. Linked convoy: By using multiple ships in a linked convoy, a citizen can be transported across more than one region with a single migration action. ship leaves port to migrate to adjacent region migration to building on same region migration by land to sea convoy to adjacent region an adjacent region
migration to building on an adjacent region sea convoy across a sea inlet on the same region; then ship moves
Construction
Building a ship
nstead of a building, the active player can build a ship of his color in a region containing a sea area. The ship is built by an active, non-engaged citizen.
that builds it. The newly built ship is placed on the sea
Controlling a building
I f a unit leaves a building, the building is no longer
controlled, and the first unit that comes to it during a migration, even an opponents unit, takes control of the building.
he active player can construct a building for the price indicated on the construction cost table above. The construction must happen in a region containing at least one active, non-engaged citizen of the players color, or alternatively, a ship of his color if building a port.
11
Ports
A n active, non-engaged citizen or ship
can build a port, occupy it, and operate it.
Markets
An active, non-engaged citizen can build
a market, occupy it, and operate it.
Temples
An active, non-engaged citizen can build
a temple, occupy it, and operate it. A citizen on a temple is never laid on its back during the resolution of a crisis. In addition, during the resolution of a crisis, when it is the turn of the player controlling the temple, this player may choose to stand any desired number of citizens present in the temples region up for freeof his color and/or other players colors.
spends 1 from behind his screen on the action wheel on the port zone matching his color. Each controlled port can be used once and only once during the entire actions phase. Therefore, a player controlling 2ports could use each port once for a total cost of 2 placed on the port area of his color.
Each player can use one port or market during each of his rounds. To do so, he
any other action that requires moving it. He may however use a port in one round, and a market in another. A town also provides control of all the resources present on a region. If other players wish to harvest those resources, they must ask for the town controllers permission. This provides another opportunity to enter negotiations and demand compensation from opponents for services rendered.
Controlling harvest:
the building and assume control since he controls the town in the region. He removes the rebel from the building and moves it elsewhere on the region, keeping it lying on its back (rebel state).
Towns
An active, non-engaged citizen can build
a town, occupy it, and operate it. town gives the player control of the region on which it is placed as long as he has an active citizen on that town. Controlling a region means that the player controls all the other buildings in the regionport, market, templeeven if he does not have active units engaged on the other buildings. The player can therefore benefit from the advantages provided by the port, market, or temple located in the region as long as he controls the town. Opponents cannot take control of any port, market, or temple on that region.
Sea inlets
T wo citizens on opposite banks of a sea
inlet cannot reproduce. A citizen cannot harvest a resource located on the opposite bank. A ship may recruit workers on either or both banks. A town controls the resources and unoccupied buildings on both banks. A temple allows that citizens may be stood up on both banks.
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Using a port or market: If a player uses the advantages of a port or market from the town, the citizen controlling the town becomes engaged and will therefore not be able to perform
HASE
Return all used action discs to their respective players. T he 1 coins on the port and market zones of the action wheel go to the bank.
t any given time, the evolution track contains 5cards representing the current set of evolution cards available for purchase.
KING
CATHEDRAL
A02 / 48
A12 / 48
A41 / 48
MERCHANT
BISHOP
of play,
A16 / 48
A02 / 48
Y ou may buy or sell an unlimited number of cubes of the same resource type on the domestic market. The corresponding amount goes to or comes from the bank.
card, the next card on top of the deck includes a red zone on its back, the corresponding crisis or event must be resolved immediately, following the rules in Phase 4 . Non-red zones are ignored in this phase. T hey will come into play in Phase 4 of next turn.
1AD
A06 / 48
Immediate crisis on
T wo more players also rotate the Pirate card. T he red
triangle now points to its skull icon, so it must be discarded.
or
Immediate event:
MERCHANT LOCAL COMMERCE BISHOP
Move the rebellion marker down 1 for each temple in the archipelago.
The cost of the card will change, going up or down depending on the card. If the red pointer points to the skull on the card after the card is rotated, discard the card. spaces on the evolution track become empty as a result, fill them with cards drawn from the evolution deck, one at a time, to fill the empty spaces. Each new card is oriented upright such that it can be read, like the Merchant on the example shown.
LO
IRON MINE
Once a card is purchased and/or cards are rotated, if any The space left empty is filled with the top card of the evolution
deck. T he new card is the Exporter. It is placed in the empty slot, oriented upright so it can be read. T he back of the card on top of the evolution deck contains a red zone, a crisis on the domestic market, which must be resolved immediately.
Y ou can perform a transaction of your choice on the domestic market without spending an action disc.
Y ou may buy or sell an unlimited number of cubes of the same resource type on the domestic market. The corresponding amount goes to or comes from the bank.
A16 / 48
A06 / 48
Immediate event:
MERCHANT
M M C ER E
Y ou may buy or sell an unlimited number of cubes of the same resource type on the domestic market. The corresponding amount goes to or comes from the bank.
BISHOP
PI
R E AT
T actical note: Unlike in a normal crisis resolved in Phase 4, in an immediate crisis, only the total number
of citizens still lying on their backs at the end of the crisis matters because they increase the rebellion level. It does not matter who they belong to, since all citizens will become active again in Phase 1 of the next turn.
hip 1 ys em e en sam ur e an e yo of th oy on th e of ner ust f his estr t on w m o he n D rese n as he o ship urce one, ng p gio . T ed eso s n fti re ips oy a r e ha by li sh estr you h it d ive e. If ove p. g oic pr n u ch ust ree m is sc 8 /4 h
L CA
AD
CO
o ice ho rc n ou g a f y din n o en tio t sp sac ou an ith a tr et w rm ark rfo m pe tic c. an es dis u c dom n Yo the actio 48 /
A4
A0
A29 / 48
A16 / 48
A06 / 48
13
HOW TO USE
evolution cards
Constructing the
wonders
volution cards (character or progress) can only be used during the actions phase. It is therefore not possible to use a card immediately after purchase because the actions phase is over at that time.
gLOSSARY
Only the player who owns the card can activate it to use its effects. He pays the cost in florins and resources to the bank. Any player can activate the card to use its effects. He pays the cost in florins, plus 1 , to the cards owner. If there are no florin costs, he still pays 1 to the owne r. Resource costs are paid to the bank. If the cards owner uses the card, he pays the normal cost in florins and resources to the bank. Spend the indicated number of action discs by placing them on the card. Pay the indicated cost in florins. Pay the cost as described on the card. Any mention of a minimal cost refers to the lowest cost in florins among the three costs shown in the cards corners. Pay the indicated cost in resources to the bank. Any resource cube. See text on the card for more information. Move the rebellion marker up or down by the number of icons shown. Move the surplus workers marker up or down by the number of icons shown. D uring harve st of the resource type shown, double the number of resource cubes received. Earns the player 1VP / medal at the end of the game. If the card is a wonder, it must be built first. See Card glossary for more information.
Icon
rogress cards with a construction icon are w o n d e r s . Wonder cards do not have activation arrows. They are not activated, they are built.
tion cost, engage it by rotating it clockwise one quarter of a turn, and apply its effects. Once a card is activated, it cannot be activated again in the same turn. It must first be disengaged during the disengagement phase.
D uring his round, instead of using a normal evolution card, the active player can build one of his wonders purchased in a previous turn. He pays the cards building cost, and applies its one-time
effect ; once built, a wonder cannot be built again.
Progress card
SAWMILL
T hen, he removes one of his active, non-engaged citizens from anywhere on the archipelago and places it on the wonder just built. Move the population marker down 1.
A27 / 48
to player B, the normal 1 cost and an additional 1 (see Icon glossary), and engaging his card. If he sends 3citizens to 3different wood resource icons on the archipelago, he will harvest 6wood resources instead of 3. Now player B can no longer use his Sawmill card until it is disengaged again in the next disengagement phase.
E xample: Player A wants to harvest wood. He uses player Bs Sawmill card to double his harvest, by paying 2
GREAT LIGHTHOUSE
Character card
1AD
PIRATE
1AD
Destroy an enemy ship present on the same region as one of your ships. The owner of the destroyed ship must give you a resource of his choice. If he has none, he must prove it by lifting his screen up.
A02 / 48
A40 / 48
E xample: T he player must control at least one port to be able to build the Great Lighthouse. Spend 1iron resource, 2stone resources, and one action disc, and place one of the players active, non-engaged citizen on the card. Every player adds a ship in each region where he controls a port. T he Great Lighthouse earns its controller 1VP at the end of the game.
14
Only he can use it. He engages it, places 1 action disc on the card and applies its effects.
nd of game
W ar of independence:
T he rebellion marker
the population marker stability board(III). T he immediately.
Each player is also ranked according to the criteria specified on the trend card, earning between 2 and 4VP: Victory points (VP)
game ends
End-of-game condition
Who wins? If a war of independence is declared and no player has F F the Separatist objective card, all players have lost. If a war of independence is declared and one player F F has the Separatist objective card, he alone wins the game.
All other players have lost. If the game ends because an end-of-game condition F F is reached, all players have won the game. Players then count the victory points earned to determine the
Victory condition
{ {
Game length
Ranking criteria
Benefactor
Victory points (VP)
Players who have nothing that can match the criteria are
not ranked. If two players are tied on a given criteria, they both get the points corresponding to their ranking. T he earn VP if they place in the top 3 rankings.
grand
next players in the ranking are not shifted down: they take the next spot. Players can only
A t the end of the game, the player who has the most
florins in his zone of the Benefactor card scores 4VP, the second highest scores 3VP, and the third highest 2VP. Players can replace five 1 coins with a single 5 coin if needed during play.
winner.
E xample: Yellow and Red are tied for first place, so they both earn 3VP. Blue takes second place and earns 2VP, and Green gets 1VP for third place.
Pacifist objective: If, at the end of the game, the difference between the population marker and the rebellion marker is achieved as described on the Pacifist card, the Pacifist player alone scores 3VP. For a list of all possible victory conditions:
See List of objective cards at the end of this rulebook.
Scoring evolution
CARDS
Some character cards, such as the King and the Pope, earn
the players VP at the end of the game, as shown by the medal on the card. All built wonders earn the players VP.
15
T emple trend
Iron objective
Progress objective
T emple objective
Separatist objective
SCORING EXAMPLE
A 4-player game ends with two resources running out. One of the players has
the Separatist objective but was unable to trigger a war of independence, so he does not earn any VP from his card. It is shown in reduced size in the example. The objective cards of the other 3players are laid down side by side along with the trend card. Temple trend: Green controls 4temples, Blue controls 3temples, Red controls 2temples, and Yellow controls 1temple. Green ranks first scoring 4VP, Blue ranks second and scores 3VP, Red ranks third and scores 2VP. Yellow ranks fourth and does not earn any VP. Iron objective: Yellow reveals 6iron cubes from behind his screen, ranks first, and scores 3VP. Red ranks second with 4iron cubes and earns 2VP. Blue and Green have no iron and do not participate in the ranking. Progress objective: Blue has 3progress cards, Yellow also has 3, Red has 1. Blue and Y ellow are tied on this criteria and score 3VP each. Red ranks in second place and scores 2VP. Temple objective: Just as for the temple trend card, Green is first and scores 3VP (fewer VP than with the trend card), Blue is second and scores 2VP, Red is third and scores 1VP.
Wonders: Blue built the Great Lighthouse which earns him 1VP. Character cards: Green controls the King, which earns him 1VP. Grand winner: A tally of the score shows that Blue is first overall with 9VP, Green is second with 8VP, Red comes in third with 7VP, and Y ellow is fourth with 6VP. N ote: Since two cards involved temples (trend and objective), players scored VP twice
for this criteria.
Hint: To speed up and simplify the scoring, use units in the color of each player, taken from
the reserve in the storage trayor, if the reserve is empty, from units on the map not related to any of the objectivesand place them on each card on the line corresponding to their respective ranking, as shown in the example. It makes it easy to add up each players score across all the cards. As an alternative, flip over the evolution track and use the scoring track printed on the back with ship units to mark the scores.
2 -PLAYER RULEs
VARIANTs
T he following variants will provide different game
experiences. Most of them can be combined for even more diversity.
NO sECRETs BETWEEN
FRIENds
P layers do not draw objective
cards at the beginning of the game. Remove the Separatist and Pacifist cards from the deck. Reveal as many objective cards as there are players. Leave them visible for all players to see for the duration of the game. These cards show end-ofgame and victory conditions that are common to all players. In a way, they behave as trend cards. Do not use trend cards if using this variant.
Remove the Pacifist and Separatist cards from the F F objective deck. DEsERT sTART Each player draws and plays with 2 objective cards. Use the desert village region as the FF One player controls the warm colors (red and starting region. Players start the game F F yellow), the other controls the cool colors (green and without a ship. Each player starts with blue). If they run out of ships or citizens in their first color, they can start using the second color. However, players are still limited to 5action discs each, not 10.
In case of a tie while determining the order of F F play, there is not a second bet. The order of play stays
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unchanged.
2citizens on the desert region. Since the desert region has 5huts, start the surplus workers marker at 5. Play turn #0 as for the normal open sea start. After placing his first hexagon, each player moves one of his two citizens to the newly discovered region. The rest of the game is played normally.
More control
R eveal two trend cards at the
beginning of the game.
CHOOSE THE
trend
their 3hexagons, they discuss and collectively choose the trend card they want to use.
Benefactor
Use the Benefactor trend card, and
draw a second trend card from the deck. Remove the Separatist and Pacifist objective cards from the deck. Choose this variant to reduce the odds of a war of independence breaking out. Players still draw objective cards. This variant is recommended in a 2-player game.
MORE SPICE
E ach player draws two objective cards at the beginning of the game, chooses one, and discards the other.
CARD gLOSSARY
E arn 2 from the bank and move
the rebellion marker down 1.
Amphitheater
Emigration
down 1 for each port in the archipelago.
zone appears on the 6th card now on top of the evolution deck, resolve it immediately.
Pirate
The destroyed ship goes back to the players
reserve and can be rebuilt at a later time.
Archbishop
down as determined by the total number of temples in the archipelago:
Exporter / Merchant
T he price of each cube is determined by the row in which the cube is placed or from which it is taken, as in a regular transaction action.
0-2temples: move the marker down 1 3-4temples: move the marker down 2 5temples or more: move the marker down 3
Barbarian
The coin stays on the pillaged resources for
the rest of the game indicating that they can no longer be harvested. Note: Towns do not protect against the Barbarian.
M ove the rebellion marker down 1 for each temple in the archipelago. The Pope earns its controller 1 VP at the end of the game.
Pope
Cathedral
Y ou must control at least one
temple to be able to build the Cathedral. Spend 3stone resources and 2action discs. Move the rebellion marker down 1 for each temple in the archipelago. The Cathedral earns its controller 2VP at the end of the game.
2action discs. Move the rebellion up 2. The Pyramid earns its controller 2VP
Pyramid
Great Lighthouse
Y ou must control at least one
port to be able to build the Great Lighthouse. Spend 1iron resource, 2stone resources, and one action disc. Every player adds a ship in each region where he controls a port. The Great Lighthouse earns its controller 1VP at the end of the game.
Recruiter
T he workers recruitment cost is determined by the surplus workers board(IV), as in a regular recruitment action.
Colossus
T hief
If the targeted player only has one resource,
he places it in one hand and leaves the other hand empty. If he has none, he must lift up his screen to prove it.
Head-hunter / Researcher
I gnore any red-colored zones
on the 5 revealed cards. However, if a red-colored
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CREDITS
CHRISTOPHE Blinger JEAN-CHARLES MOUREY
1AD
VINCENT BOULANGER
Principal illustrator: Covers Progress illustrations Game components Icons Pencil sketches etc.
Occupation - Artist
ismal
CHRIS QUILLIAMS
1AD
Tile artwork
Character artwork
Thank you!
W e are very grateful to all the playtesters who have
followed and contributed to the evolution of Archipelago since its inception. There are so many of you that it would be impossible to make a list here. Thank you all!
(Sherinford), Xavier Saissy, Eric Franklin, Olivier Grassini, Henri Bendelac, V esna Six, Christian Senksis.
Thank you to Stefan Blessing from Ludofact for his efficiency and friendliness. Thank you to Lonidas V esperini from Ravage for his support.
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www.ludically.com
email: [email protected]
Table of contents
Game components. . . . . . . . . . . . . . 2 Game setup. . . . . . . . . . . . . . . . . . . . 3 urn #0: Discovering the archipelago 4 T How to win. . . . . . . . . . . . . . . . . . . . 5 Archipelago independence . . . . . . . 5 Negotiating. . . . . . . . . . . . . . . . 5 Game turn. . . . . . . . . . . . . . . . . . . . . 5 Phase 1: Disengagement. . . . . . . . 5 Phase 2: Order of Play. . . . . . . . . . 5 Phase 3: Population effects. . . . . . . 6 Phase 4: Balance of the archipelago 7 Domestic consumption crisis. . . . . . 7 Export consumption crisis . . . . . . . 7 Event. . . . . . . . . . . . . . . . . . . 7 Independence . . . . . . . . . . . . . . . 8 Explorer token conversion . . . . . . . 8
2-Player rules . . . . . . . . . . . . . . . . . 16 Phase 5: Actions . . . . . . . . . . . . . . . 8 Variants. . . . . . . . . . . . . . . . . . . . . . . 16 Taxes . . . . . . . . . . . . . . . . . . . 9 Card glossary . . . . . . . . . . . . . . . . . . 17 Harvest. . . . . . . . . . . . . . . . . . 9 Credits . . . . . . . . . . . . . . . . . . . . . . . 18 Transaction . . . . . . . . . . . . . . . . 9 Exploration. . . . . . . . . . . . . . . . 10 List of objective cards. . . . . . . . . . . 19 0 1 Reproduction. . . . . . . . . . . . . . . Recruitment . . . . . . . . . . . . . . . 10 ef initions Migration. . . . . . . . . . . . . . . . 11 Meeple. . . . . . . . . . . . . . . . 2 Construction, Ships . . . . . . . . . . . 11 Region. . . . . . . . . . . . . . . . . 4 Markets, Ports, Temples, Towns.12 . . . . . . . . 6 Markers Phase 6: Purchase an evolution card 13 . . . . . . . . . . . 6 Citizen How to use evolution cards. . . . . . 14 Rebel vs. active citizens . . . 8 Icon glossary . . . . . . . . . . . . . . . 14 Active player, Unit, Active unit. 9 Constructing the wonders. . . . . . . . 14 Engaged units. . . . . . . . . . . . . 9 End of game. . . . . . . . . . . . . . . . . . . 15 Transaction . . . . . . . . . . . . . . 9 Who wins?, Scoring, Grand winner 15 3-citizen limit . . . . . . . . . . . . 10 Benefactor. . . . . . . . . . . . . . . 15 Scoring example . . . . . . . . . . . 16
version: 2.0
End-of-game condition
Long game
objectives
total number of markets in play: 5 markets in a 2-player game, 6 markets in a 3-player game, etc.
total number of towns in play: 5towns in a 2-player game, 6towns in a 3-player game, etc.
total number of ports in play: 5 ports in a 2-player game, 6 ports in a 3-player game, etc.
Victory condition
any 3 resources run out at the bank number of ports controlled by each player
total number of ships in play: 6 ships in a 2-player game, 8 ships in a 3-player game, etc.
Each player adds up the total number of fish resources in regions he controls with towns. surplus workers level higher than 21
Pacifist: If the difference between the population marker and the rebellion marker is higher than 10, the Pacifist alone scores 3VP.
Each player adds up the total number of exotic fruit resources in regions he controls with towns.
all 3 explorer token piles are exhausted number of character cards controlled by each player
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End-of-game condition
SHORT gAME
objectives
2 explorer token piles
exhausted amount of money behind each players screen
total number of towns in play: 3 towns in a 2-player game, 4 towns in a 3-player game, etc.
any 2 resources run out at the bank number of temples controlled by each player
total number of character cards in play: 4 characters in a 2-player game, 5 characters in a 3-player game, etc.
total number of progress cards in play: 4 cards in a 2-player game, 5 cards in a 3-player game, etc.
Victory condition
total number of temples in play: 2 temples in a 2-player game, 3 temples in a 3-player game, etc.
number of iron resources behind each players screen all 3 explorer token piles exhausted
Separatist: If the rebellion marker moves past the population marker , the Separatist wins alone.
End-of-game condition
MEDIUM gAME
objectives
total number of markets in play: 4 markets in a 2-player game, 5 markets in a 3-player game, etc.
all 3 explorer token piles are exhausted Each player adds up the total number of iron resources in regions he controls with towns.
Population marker reaches or exceeds: 20 citizens in a 2-player game, 27 citizens in a 3-player game, etc.
Victory condition
total number of temples in plays: 4 temples in a 2-player game, 5temples in a 3-player game, etc.
Each player adds up the total number of wood resources in regions he controls with towns.
total number of ports in play: 4 ports in a 2-player game, 5 ports in a 3-player game, etc.
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