Tawantinsuyu Rules EN 1.53 2021 Updated EN Compressed

Download as pdf or txt
Download as pdf or txt
You are on page 1of 28

RULEBOOK

2021, UPDATED VERSION


Game Overview
The great Sapa Inca Pachacuti has just turned to his offspring and ordered them to worship Inti, the sun god,
and in his name to spread the empire as far as the llamas roam. In order to be named Pachacuti’s successor, players will
need to compete to see who can gain the most fame in the eyes of the the people. Fame can be gained from worshipping
the gods; constructing tapestries from beautiful weavings; performing conquests into Chinchaysuyu, Antisuyu,
Qullasuyu, and Kuntisuyu, the four regions of the new Empire; and more.
While there are many paths to the fame needed, one thing is certain: it is a long trip from the central great Coricancha
temple to the workshops of the hillside and the village below. As was customary in Inca culture, the slopes around the
Coricancha temple have been formed into terraces. These provide level land on which corn and potato can be harvested,
stone and gold can be quarried, and the weavers can produce their weavings and builders can build workshops.
Unfortunately, descending from the temple to these terraces is a back-breaking task; so, all who work on the hills are
eager to give fame and gifts to those who build steps to make this downwards journey easier.
There are many paths forward for Tawantinsuyu but no clear path to becoming the great Pachacuti’s successor. Help
expand the empire through conquest, craft tapestries that will be talked about for centuries, gain fame through
constructing steps for your people and statues of Inti, and secure your place as the next Sapa Inca.

Components
1 GAME BOARD 19x Production Buildings
(marked with the Production icon )

35x Weavings
TILES
Buildings
20x Passive Buildings
(marked with the Passive Ability icon )

4 of them marked as starting Weavings (#SW01-04)

2 GAME OVERVIEW & COMPONENTS


Statues 20x Gold

12x small Statues

6x large Statues Note: Resources (gold, stone, potato, and corn) are
not limited. Use the multiplier tiles provided or any
4x Multiplier tiles for resources proxy if necessary. All other components (Workers,
Step markers, and Conquest markers) are limited, and
no more can be added to the game.

1x Festival tile 1x Coricancha tile


WORKERS
45 Workers, 9 in each color:
* the box may contain a spare of each color.
Remove these before play.
Architect

RESOURCES
25x Stone Courier

25x Corn Craftsman

Priest

30x Potato

Warrior

COMPONENTS 3
High Priest
CARDS
1 per player color
42 God cards

Scoring marker
1 per player color

Steps markers
5 per player color

30 Army cards

1 DRAW BAG Temple marker


SOLO COMPONENTS (see page 22) 1 per player color

PLAYER COMPONENTS

Player aid Conquest markers


1 per player 10 per player color
TURN STRUCTURE WORKERS
On your turn, choose one option:
A. Place a Worker: Warrior: Take 1 adjacent Worker other than a Warrior. Draw 1 .
• Play a matching (which may trigger effects of Statues) or Craftsman: + 1 task when placed on a green space.
pay 1 to carry out tasks.
• Number of tasks = 1 + Worker abilities + 1 per adjacent Architect: + 1 task when placed on a blue space.
Worker of the same color.
B. Perform 2 different secondary actions: Courier: Decrease placement cost by 1 / ; gain +1 task if this is the first Worker in a segment.
• Moving the High Priest clockwise 1 or 2 steps and activate
Priest: Take 1 from the offer or the top of deck. You may pay exactly 1
or gain 1 . to gain +1 task.
• Praying: Take 2 from the offer or the top of deck.
• Training: Draw 2 , keep one, and discard the other. TASKS
• Recruiting: Take 1 Worker from Nomads for free, then refill
Nomads from the bag. / / / Collect Resources: Gain 3 /2 /2 /1 .
Recruit at the end of your turn: You may purchase a single Construct a Building: Pay its cost and construct 1 or 1 . (You may discard to
Worker from either end of the Village, paying 1 or 1 . remove 1 or 2 Buildings and replenish the market.)
Worker limit: 2 Workers, enforced at the end of your turn.
Build Steps: Pay 3 to build 1 , then gain 4 ,2 , and 1 . Then the owner of
Remove excess Workers from the game.
the above gains 2 .

Build a Statue: Pay 3 to build a


HIGH PRIEST SECONDARY ACTION and gain 3 , or pay 3 and 2 to build a
and gain 9 .
Produce: All players may flip face down to get Purchase Weavings: Draw 3 . Buy 1/2/3 for 1/3/6 . Remaining
benefits. Before or after producing, active player may can
be bought by other players (1 each, in turn order, for 2 ). Purchased must be
flip 1 face up.
immediately added to one end of an existing Tapestry, or used to start a new
Tapestry.
Worship: Active player may discard 1 to advance Training: Draw 2 , keep 1, and discard the other.
3 steps on the Temple track and/or 1 to advance
1 step. Each other player may discard 1 / to Produce One: Gain benefits of 1 face-up . (Do not flip it face down.)
advance 1 step on the Temple track.
Offering: Active player may pay 2/4/6 to advance Merchant : Gain rewards from all your Tapestries.
1/2/3 steps on the Temple track. Each other player
may pay 3 to advance 1 step.
WORKER PLACEMENT COST PASSIVE ABILITIES
Conquest: All players may play from hand for
• Roaming cost: 0/1/3 / when placing a Worker in
1 each. Active player may play 1 for free. Then, in • / trigger abilities of with
turn order, all players may place 1 Conquest marker the same/adjacent/non-adjacent section as your High
the same symbol.
in an empty Conquest space, discarding and flipping Priest.
• decrease the Descending cost
face down. Active player may then place a second • Descending cost: 0/2/5 / for highest/middle/lowest of placing Workers by 2 / , owner
Conquest marker following the same rules. Terrace.
gains 1 .
Rejuvenate: All players may flip and face up, • decrease the Descending cost by 2 / , owner • have passive abilities which
paying 1 for each of them. Active player may gains 1 (do not gain from using your own ). trigger at various times.
pay instead and may flip 1 / for free.

FESTIVAL END GAME (AFTER 3RD )


• Takes place 1 round after Village becomes empty. 5
3+
5 • Takes place after 3rd .
3+
• Free action for all players. 2
3+ 2 • Score Temple pinnacle: 2/6/12/20 .
3+
• Gain reward and from the Temple. 0
3+ 0 • Score Tapestries based on their
length: 0/1/3/6/10/15/21 .
3+
• Score for most markers in a Conquest region equal to
the number of Casualties of War. Rightmost marker breaks • Score Buildings, cards, gold, Workers:
1+0

1+0

any tie.
1+2

2 per (face-up),
1+2
1+5

1+5

• Pay 1 for each in hand (lose 2 per missing ). 0+0 = 0 /


1 per (in hand),
• Refill Village with . (Skip during 3rd .) 0+2 = 2 /
1 per (face-up, not in hand),
• Draw cards (skip during 3rd ): 1st/2nd/3rd/4th player (based
on current ) draws ( : 1/2; : 1/2/2; 0+5 = 5 / 1 per ,
: 1/1/2/2),
then each player may discard up to 3 to gain benefits.
1 per .

4 COMPONENTS
Setup
Important! We prepare each copy of the game with KEY CONCEPTS
great care. Regrettably, mistakes can still happen.
Therefore, during setup, please make sure that you are
1 Conquest region: Chinchasuyu
not missing any elements. This will ensure that your 2 Conquest region: Antisuyu
experience is not spoiled by a missing component. 3 Conquest region: Qullasuyu
If you notice any damaged or missing components, 4 Conquest region: Kuntisuyu
contact us via the customer support form found at 5 Temple
https://boardanddice.com/customersupport/.
6 Nomads
7 Village
8 Casualties of War
Anatomy of the central part of the board (the hill):
9 section 12 top terrace
10 bottom terrace 13 segment
11 middle terrace 14 Coricancha

1 2
8
10 13
11
12
7 14 5

6 9

4 3

SETUP 5
1. Lay out the main game board in the center of the play potato and corn icons. The game board shows how
area. Place all resources next to the board to form many Workers, depending on the number of players,
a general supply. need to be placed into the Village.

2. Give each player their High Priest, all their Conquest


markers, and all their Step markers. Place their
Scoring marker on the 10 space of the score track and
their Temple marker on the bottommost space of the
Temple track.

The Village
8. Place a number of Workers (depending on the number
of players, as indicated on the game board) into the
Nomads space. These Workers do not form a queue.

Bottommost space on the temple track

3. Rotate the Coricancha tile


randomly, and place it on
the top of the hill. (Skip this
step for your first game, and
play with the Coricancha as
printed on the board.)
The Nomads

The Coricancha tile


9. If playing with 2 players, place one randomly drawn
Worker from the bag on each space with a on the
4. If playing with 2 players, remove 1 Worker of each top terrace. (Marked spaces on the middle terrace will
color from the game, returning them to the game box. be blocked after the first Festival; see page 17.)
There should be a total of 40 Workers in play.
5. If playing with 3 players, remove 2 Workers of each
color from the game, returning them to the game box.
There should be a total of 35 Workers in play. (Note
that this is fewer than if playing with 2 players.)
6. Place 2 Workers of each color in the draw bag. Each
player draws 2 Workers. If a player draws 2 Workers of
the same color, draw one more Worker (which is thus
a different color); then, return one of the duplicate
color Workers to the bag.
7. Add all remaining Workers to the bag. Randomly draw
Workers from the bag, and place them on the Village Initial Worker placement in a 2-player game
spaces on the board, forming a queue between the

6 SETUP
10. Separate Buildings by type: Production and Passive 16. Give each player 2 stone from the supply.
. Shuffle the Production and Passive Buildings 17. Shuffle the God cards to form a face-down deck, and
separately, and create two face-down stacks. Then, deal 8 to each player. Each player picks 3 to keep in their
reveal 2 Buildings of each type next to each of the hand and plays the remaining 5 on the table for their
Building stacks. This becomes the Building Market. benefits. In reverse turn order, each player receives the
benefits shown on the 5 played cards. (Players may use
the benefits of one card to pay for the cost of another.)

Example 1: You select the God cards on the left


side 1 to gain benefits and the cards on the right
side to keep 2 . You gain 5 potato, 1 stone, 1 corn,
1 Army card, and 5 VP 3 . You may also build
a Building 4 and you pay for it 1 stone and 1 corn,
Example Building Market
which you have previously received.
11. Shuffle the Army cards, and place them in a face-
down deck near the Building Market. Leave space for
a discard pile.
2
12. Separate the Statues by God icons ,
and lay them out near the Building Market.
1
13. Set the Weaving tiles aside, face up. Identify and set
aside the 4 starting Weavings 1 . In a 3-player game,
remove tiles labeled 2 . In a 2-player game, also
remove tiles labeled 3 . Shuffle the remaining
tiles into a face-down stack 4 , and reveal the top
Weaving. 3
4
1 4

Only replenish the Building Market, refill the Nomads,


2 and flip the top Weaving face up at the end of this
Example Weaving tiles procedure. After all players have finished receiving
the benefits of their played cards, shuffle these God
14. The last person to harvest a vegetable becomes the cards back into the deck. Leave space near the God
first player. Alternatively, randomly determine the first cards deck for a central offer of 3/4/5 face-up cards for
player using a method of your choosing. games of 2/3/4 players, respectively,
that will be created and used in the
15. Lay the 4 starting Weaving tiles face up on the table.
course of the game.
In turn order (starting with the first player and going
clockwise around the table), each player picks one. If 18. Keep the Festival tile near the game
applicable, remove any unused starting Weaving tiles board, as it will be needed later.
from the game. Festival tile

SETUP 7
O n e t u r n o f p l ay
On your turn, you must choose one of the following two
options:
1. Place a Worker: Discard 1 God card or 1 gold to place
COMMON TERMINOLOGY
a Worker from your supply on the game board.
VP = Victory Point 2. Perform 2 different secondary actions, in any order:
Resource = potato , corn , stone , or gold ; ◦ Moving the High Priest,
gold is a wild resource that can be spent ◦ Praying,
as any other resource
◦ Training, or
Food = potato or corn (or gold )
◦ Recruiting.
Additionally, as a free action at any time during your turn,
you may discard any number of Army cards from your
hand to gain the resources depicted on them. There is no
limit to the number of times you can take this free action
on your turn.
At the end of your turn, you have a chance to recruit one
Special First Turn Rule: Before taking your first turn more Worker, but you can never end your turn with more
of the game, start by placing your High Priest on the than 2 in your supply. For details, see Recruiting at the end of
Coricancha tile on any of the spaces (even one already the turn on page 16.
occupied by one or more High Priests belonging
If the VIllage is empty at the end of your turn, a Festival
to other players). This placement only serves to
(Scoring) is triggered. Triggering a Festival is explained in
determine the starting position of your High Priest
its own section on pages 17 and 18.
and should not be confused with the Moving the High
Priest secondary action described later in the rules. At the end of your turn, replenish the Building Market if you
constructed any Buildings. As in the Setup, there should
be exactly four face-up Buildings (two of each type) in the
Building Market before the next player takes their turn.

General rule of benefits: Every Weaving/Temple


step/God card ability that requires you to pay a cost
is optional. Otherwise it is mandatory to perform it,
even if the benefit is unwanted (for example a worker
or a God card at an inappropriate time).

8 ONE TURN OF PLAY


Placing a Worker
As your action, you may place a Worker from your supply
onto an empty space. This costs a matching God card or
1
1 gold. Additionally, you must pay food costs for Roaming 2
and Descending based on your Worker’s placement
compared the position of your High Priest

PLACING COST
The most common action—placing a Worker—has two
costs: Roaming and Descending. To calculate the total
placement cost, determine the Roaming cost and the
Descending costs separately (see below). You must pay the
total amount of food before performing any tasks with
your Worker.
The Roaming cost is based on the distance between the RESOLVING TASKS
section where your High Priest is standing to the space in
Each space is marked with a God symbol (
question. A section is one-fifth of the board; each side of
) and is adjacent to 3 task icons. You can perform
the hill is one section. It costs 0 food to place within the
tasks related to those icons.
same section as the High Priest, it costs 1 food to place in
an adjacent section, and it costs 3 food to place in a non- First, determine the number of tasks you may perform:
adjacent section.
• you automatically receive 1 task, just for placing the
The Descending cost is 0 food on the top terrace, 2 food on Worker;
the middle terrace, and 5 food on the bottom terrace. This • special abilities of different Workers, depending on
represents the effort needed to carry the tools and the their color, may grant additional tasks; and
benefits between the Coricancha at the top of the hill and • each adjacent Worker of the same color grants 1 task.
the farms and workshops further down. The Descending
Workers are considered adjacent if they are on the same
cost is decreased by 2 food for each Steps marker above
terrace and they are connected to your Worker via
the space in question and in the same section. The owner
a common path through exactly one task icon. See
of the Steps marker scores 1 VP (per Steps marker) each
Examples 3 and 4.
time an opponent places a Worker using their Steps.
It is mandatory to take the benefit of Steps; you may not Most commonly, you are able to perform 1 or 2 tasks,
choose to pay extra Descending cost to deny VP from the seldom 3 or 4, and very rarely 5 or more tasks.
owner of the Steps. Next, you may “spend” tasks, one at a time, to activate the
3 adjacent task icons. You must distribute tasks as evenly
as possible among those 3 task icons:
• If you have 1 task, you may choose any one of the 3 task
icons.
Example 2: In the following image, Purple is placing
• If you have 2 tasks, you must choose 2 different task
a Worker as depicted 1 . The cost of placement is:
icons.
• 1 / for Roaming
• If you have 3 tasks, you must choose all 3 task icons.
• 3 / for Descending
• If you have 4 or more tasks, split them into sets of 3;
The total Descending cost of 5 / is decreased by 2 due
perform each set according to the rules above.
to Black’s Steps 2 . Black gains 1 VP as their Steps are used
by Purple. As soon as you are no longer able to respect the rules
above, you must stop and forego any remaining tasks.

PLACING A WORKER - PLACING COST & RESOLVING TASKS 9


GOD CARDS
If you have at least one Statue that matches the God symbol
( ) of the God card played when placing
Example 3: The blue Worker (Architect) placed on the a Worker, you may additionally receive the benefits shown
space 1 can perform 2 tasks: 1 simply for placing on the card. You can receive these benefits before or after
the Worker plus 1 because there is another blue Worker resolving your tasks (but after paying placement costs),
adjacent 2 to it. and you may take one, all, or none of them—taking your
benefits is optional.
2 At the end of your turn, add your played God card to the
central offer.

1 If playing a God card would cause a 4th/5th/6th card (in


a game of 2/3/4 players) to be added to the central offer,
remove all God cards from the central offer, and shuffle
them back into the draw deck. Only after you have done
this, place your played card in the offer.

Example 5: In a two-player game, a God card 1 is


Example 4: Now, the blue Worker (Architect) placed on used to place a Worker on a spot. At the end of the active
the space 1 can perform 5 tasks: 1 for placing the player’s turn — and before adding the new God card to
Worker plus 4 because of the adjacency of 4 other blue the offer — there are 3 God cards in the offer. Those 3 cards
Workers — this is a potent action indeed! The first three are immediately shuffled into the God card deck 2 . Then,
tasks must be the adjacent: construct a Building 2, the played God card is added to the God cards offer 3 .
gain potato 3 , and gain stone 4 . After these
tasks are performed, the placed Worker may perform two
(different) of the same three tasks again, finally using up all
5 available tasks.

3
2 3
2 1

4 1

Outside of being used to place a Worker (and potentially


gain resources depicted on the God cards when doing so),
God cards have the following additional benefits/effects:
• You may immediately return a God card to the bottom
of the deck before constructing a Building to replace
Note: If it is no longer possible to resolve a task due 1 or 2 tiles in the Building Market.
to the state of the board (such as no more Steps • During a Festival, you must pay 1 potato for every God
or Weavings being available), then you may spend card still in your hand.
1 of your available tasks to “skip” this and continue • Also during the Festival, you may play up to 3 God cards
resolving other tasks. to gain the benefits depicted on them.
• At Final Scoring, every remaining God card in your
hand is worth 1 VP.

10 PLACING A WORKER - GOD CARDS


DESCRIPTION OF TASKS

Note: When paying a gold instead of a God card, you Collect Resources (potato, corn, stone, gold)
may place your Worker on any God symbol. However,
even if you have a matching Statue, you do not receive Gain resources as depicted by icons: 3 potato ,
any associated benefit. 2 corn ,2 stone , or 1 gold .

Build Steps/Place a Steps Marker

WORKER SPECIAL ABILITIES The cost of building Steps is 3 stone. Upon building Steps
(by placing a Steps marker), you immediately receive 4 VP,
Each color Worker has a special ability that activates when 1 corn, and 2 potato.
placed.
Steps markers are placed in the dedicated spaces on the
Architect board, and you may build Steps on any valid empty space
regardless of the section into which you place your Worker.
Perform an additional task when placed on blue spaces.

Example of Steps marker location on the main game board.


Craftsman
In each section, you may build the lower Steps (furthest
Perform an additional task when placed on green spaces. from the top of the hill) only if the upper (closest to the top
of the hill) spot already contains a Steps marker. When you
build Steps on the lower spot, the owner of the upper Steps
marker immediately scores 2 VP. This means that even if
you are the owner of the upper Steps marker, you receive
the 2 VP.
Warrior When an opponent uses your Steps to decrease the
Draw 1 Army card into your hand (before or after resolving Descending cost of placing a Worker, you receive
your tasks). Then, you may retrieve 1 adjacent non-Warrior 1 VP. Although using your own Steps still reduces the
Worker from the board into your supply at no cost. Descending cost of placing your own Worker, you do not
receive any VP when doing so.
Courier
Pay a total of 1 food fewer for any Roaming/Descending Construct a Building
costs. Steps discounts still apply.
Pay the cost (top right corner of the tile 1 ) to construct
Additionally, if this is the first Worker placed within an available Building from the Building Market. Place
a segment, perform an additional task. (Reminder: that Building in your player area. At the end of your turn,
A segment is the intersection of a terrace and a section.) replenish the Building Market, as described previously in
In a 2-player game, this includes the Workers placed
these rules.
during setup.
1
1
Priest
You may pay 1 potato to gain 1 task for this Worker (once
per placement). You may also use food gained during the Example of Production and Passive Building.
initial tasks’ resolution for this. You must draw one God Production Buildings provide resources or VP;
card, from either the offer or the deck, after resolving the
however, their benefits must be triggered, as you will see
tasks (but before adding the God card you played this turn
into the central offer). later in the rules.

PLACING A WORKER - WORKER SPECIAL ABILITIES & DESCRIPTION OF TASKS 11


Passive Buildings provide ongoing abilities.
Detailed descriptions of all Buildings can be found in the
Appendix later in the rules.
Note: If any ability (Building, God card, etc) grants
Before constructing, you may return 1 God card from you one or more Weavings (as opposed to a Purchase
your hand to the bottom of the draw deck to remove 1 or Weavings task), you may choose to take either the
2 Buildings from the Building Market and immediately face-up tile or the face-down tile beneath the face-up
replenish it. Place the Buildings you removed this way face tile at no cost. If you take the face-down one, leave the
down at the bottom of their stacks in the order of your face-up one on the top of the pile; if you take the face-
choosing. up one, reveal the next one at the end of the ability.
Other players do not have the opportunity to purchase
Weavings when an effect like this is triggered.
Build a Statue

Weavings form Tapestries in the form of rows of Weavings.


Each player may have multiple Tapestries, but each
Note: VP are awarded even if you gain a Statue some Tapestry must be composed of Weavings with different
other way (e.g. Conquest or God cards). patterns. When you gain a Weaving, you must immediately
add it at either end of an existing Tapestry or start a new
Tapestry. Once placed, Weavings cannot be rearranged
and Tapestries cannot be split or merged. There are seven
different Weaving patterns, some more common than
Build one Statue in your player area. others.
• Small Statues cost 3 stone and immediately score you
3 VP.
• Large Statues cost 3 stone and 2 gold and
immediately score you 9 VP. Example 6: Add new Weaving to a Tapestry.
Statues can be used to trigger God cards (as explained in
the God Cards section on page 10) and can later be discarded
when performing Worship actions with the High Priest
(described on page 14).

Purchase Weavings
Draw 3 Weaving tiles from the top of the pile (including the
face-up Weaving from the top of the pile). Look at all 3 of
them, and choose any (including none or all) to purchase.
Purchasing 1/2/3 Weavings costs 1/3/6 corn. Any Weavings
you do not purchase are offered to other players; in turn
order, each other player may purchase 1 leftover Weaving
for 2 corn. If any remain, return all leftover Weavings face Note: The icons on the edges of the Weavings do not
down to the bottom of the Weavings stack. have to match in order to be placed adjacent to each
Finally, reveal the top Weaving. other in a Tapestry.

12 PLACING A WORKER - DESCRIPTION OF TASKS


During final scoring, each Tapestry yields VP based on its
size. Furthermore, each matching connection provides 1
its reward to the owner when resolving a Merchant task
(described in the next section). 3 4

Merchant
Receive rewards from your Tapestries. For each 5 6
connection where two matching rewards are shown,
gain that reward: 1 gold 1 , 2 stone 2 , 3 potato 3 ,
a God card plus 1 potato 4 , Rejuvenate (flip face-up, for
free) 1 Building or Army card 5 , draw one Army card 6 ,
pay 1 gold to climb once on the Temple 7 , or 3 VP 8 .

1 2 3 4
Training
Draw 2 Army cards, keeping 1 in your hand and discarding
the other. Discarded Army cards are placed in the discard
pile. When the Army card deck empties, shuffle the discard
5 6 7 8 pile to form a new draw deck.
At the bottom of each Army card is a resource. At any point
during your turn, you may perform a free action to discard
Army cards to gain the resources printed on them. There is
no limit to the number of times you may perform this free
All possible Weavings rewards action on your turn. Army cards also depict 1 or 2 Soldiers
on them. These Soldiers are relevant when taking the
Conquest High Priest action, where having them in greater
number results in more and/or better Conquests.

Example 7: In the following image, Purple performs the 1 Produce One


Merchant task. They have two Tapestries: the first one
made of 4 Weavings 1 and the second one 2 made of Immediately receive the shown benefits of one of your
5 Weavings. face-up Production Buildings. This Building remains face
In the first Tapestry, the leftmost Weaving connection up (as opposed to when producing as part of the Produce
matches and provide 3 potato 3 . Also, the rightmost High Priest Action, which is explained later in the rules).
Weaving connection matches, and the reward is advancing
one step up the Temple by paying 1 gold 4 . The other
Weaving connections do not match.
The second Tapestry, having two matching connections,
also provides Purple with resources: 1 Army card 5 and
2 stone 6 .

PLACING A WORKER - DESCRIPTION OF TASKS 13


Performing
2 secondary actions
Instead of placing a Worker, you may choose two different
secondary actions and perform them in any order. These Rejuvenate
actions often allow other players—in turn order—to
perform some version of the action you choose. All players may pay to flip face up any number of face-
down Production Buildings and/or Army cards.
HIGH PRIEST SECONDARY ACTION You may flip one for free, and you may pay 1 food for each
additional Building or Army card you wish to flip face up.
You may move your High Priest 1 or 2 steps (sections) Other players may pay 1 corn (not potato) per Building or
clockwise around the Coricancha and trigger that action Army card they wish to flip face up.
for all players.
You (as the active player) may always choose to gain 1 gold Conquest
instead of taking the action associated with the activation.
If you do so, the other players may still perform the action, Immediately upon initiating Conquest, you must select
and they can never choose to to gain 1 gold instead. a Worker from either end of the Village queue and place it
in the Casualties of War area. If the Village is empty, select
from the Nomads instead; then, draw a Worker from the
bag, and place it in the emptied Nomad space.
Worship All players may now (in turn order, starting with you) play
All players may discard Statues from their player area to any number of Army cards from their hand to their player
advance on the Temple track. area, face up, at a cost of 1 potato each. You may play your
first Army card at no cost.
You may discard 1 large Statue to advance 3 steps on the
Temple and/or 1 small Statue to advance 1 step. You may Each Army card depicts 1 or 2 Soldiers. Each Conquest
not discard more than 1 of each size Statue this way. Other space depicts a benefit and the number of Soldiers that
players may choose to discard one large or small Statue to are required for conquest. The number next to the
advance exactly 1 step (regardless of the type of Statue that indicates the minimum number of face-up Soldiers in your
is discarded). player area (not in your hand) that must be discarded. The
number next to the indicates the minimum number of
Remove Statues discarded this way from the game by face-up Soldiers in your player area (not in your hand) that
placing them back in the game box. must be flipped face-down.
Advancing on the Temple may trigger effects that are After all players who choose to do so have played their
described later in the rules. desired Army cards, in turn order (starting with you), each
player who still has available Conquest markers may place
1 Conquest marker on an empty Conquest space in any
region and immediately 1) gain the benefits of that space
Offering and 2) flip face down and/or discard the minimum number
of Soldiers for that conquest. Then, you (and only you) may
You may spend 2/4/6 corn to advance 1/2/3 step(s) on the
place 1 additional Conquest marker, gaining the benefits
Temple track. Other players may spend 3 corn to advance
and discarding and/or flipping face down the appropriate
exactly 1 step on the Temple track.
number of Soldiers.
Advancing on the Temple may trigger effects that are
Face-down cards can later be flipped back using
described later in the rules.
a Rejuvenate action, which is described in the previous
section.

14 PERFORMING 2 SECONDARY ACTIONS - HIGH PRIEST SECONDARY ACTION


Purple places a Conquest marker as depicted in
the following image 5 to gain 4 VP. To do so, Purple must
flip face down 2 Soldiers (and can do this with a single
Example 8: The following image depicts the situation in Army card) 6 and must also discard 1 Soldier 7 .
the four Conquest regions in a 2-player game before Purple
initiates a Conquest action. 5

7 6

Blue follows, placing a Conquest marker as depicted in


the following image 8 to gain 7 VP. To do so, Blue must
flip face down 2 Soldiers (and can also do this with a single
Army card) 9 and must also discard 2 Soldiers 10 .

Purple has 2 Army cards face-up in their player area 1 ;


then, they play 1 Army card for free and 2 more at the cost of
1 potato each 2 . Purple has a total of 7 Soldiers on face-up 9 10 10
Army cards.
Blue has 2 Army cards face-up in their player area 3 ; then,
they play 1 Army card at the cost of 1 potato 4 . Blue has
a total of 4 Soldiers on face-up Army cards.
Purple, as the active player, may place a second Conquest
marker and chooses to do so as depicted in the following
image 11 to take 1 God card and 1 free Weaving. To do
this, Purple must must discard 1 Soldier 12 .

11
1 3

2 4

12

PERFORMING 2 SECONDARY ACTIONS - HIGH PRIEST SECONDARY ACTION 15


PRAYING SECONDARY ACTION
Take 2 God cards. You may take (in any combination and
Note: If you choose to take gold instead of performing order) from the top of the God card deck or from the face-
Conquest, you may not play Army cards or place up offer. If you draw from the deck first, you may look at
a Conquest marker. You must still place a Worker in the drawn card before deciding where to take your second
the Casualty of War, and the other players carry out card from.
the procedure as normal.

Note: Any time you receive God cards (with the


exception of the last step of the Festival), you may
take those cards, one at a time, from the offer or from
Produce the draw deck.

You receive the shown benefits of any number of your face-


up Production Buildings; then, flip those Buildings face
down. Before or after doing so, you (and only you), may
choose one face-down Production Building to flip face up. TRAINING SECONDARY ACTION
Afterwards, every other player may also receive the shown Draw 2 Army cards, keeping 1 in your hand and discarding
benefits of any number of their own face-up Production the other. The effect of this secondary action is identical to
Buildings; then, flip those Buildings face down. Face- the Training task described previously in the rules.
down Production Buildings can later be flipped back using
a Rejuvenate action, which is described previously in the
rules. RECRUITING SECONDARY ACTION
You may take one Nomad Worker from the Nomad Workers
space. Then, immediately draw one Worker from the bag
(if it is not empty), and place it on the vacated Nomad
space.

Recruiting at the end


of the Turn
At the end of your turn, you may purchase a single Worker Each player has a limit of 2 Workers enforced at the end of
from the Village. Spend 1 potato or 1 corn to take a Worker their turn. This happens after a possible Worker purchase
from the respective end of the queue. If this is the last step, so the limit is enforced immediately. If you have more
Worker remaining, you may spend 1 potato or 1 corn to than 2 Workers, you must immediately give up any surplus
purchase it. Purchasing the last Worker empties the Village by removing those Workers from the game permanently
and triggers a Festival (Scoring), described later in the and returning them to the game box. You may purchase
rules. If there are no Workers in the Village, you may not a Worker or gain one through other game effects, even
recruit this way. when you have 2 or more Workers; the limit is only relevant
at the end of your turn.

16 RECRUITING AT THE END OF THE TURN


F e s t i va l - S c o r i n g
Each time the Village empties, the active player takes the c. If playing with 2 players, and only during
Festival token and immediately receives VP as follows: the first Festival, place one Worker randomly
1/2/4 VP for the first/second/third Festival (Scoring). The drawn from the bag on each space marked with
third Festival also marks that the game is about to come this icon on the middle terrace of the hill. If any
to an end. of those spaces are occupied, skip those spaces.
Before the beginning of the following turn of the player 7. Finally, proceed to the Festival Card Draw phase (see
holding the Festival token (i.e. after each other player had below).
another turn), resolve the Festival in the following order:
1. Each player performs a free Merchant task. FESTIVAL CARD DRAW
2. Each player receives the VP to the right of their current
position on the Temple track and the benefit (if any) After the first and second Festival, players draw God cards
depicted to the left of that position. The VP depicted from the deck (during this phase players are not allowed
at the center of the top four Temple track spaces are to draw cards from the offer) as follows (in order from the
scored only during Final Scoring. Ignore those for now. player with the fewest VP to the player with the most VP):
3. Check each Conquest region: the player who has the • In a 4-player game, the player with the fewest VP
most Conquest markers scores VP equal to the current draws 2 cards, the player with the second fewest draws
number of Workers in the Casualties of War area. (Ties 2 cards, the player with the second most draws 1 card,
are broken in favor of the player with the rightmost and the player with the most VP draws 1 card.
Conquest marker.) • In a 3-player game, the player with the fewest VP
4. Players must pay 1 potato for every God card in their draws 2 cards, the player with the second fewest
hand. Players lose 2 VP per missing potato; if any draws 2 cards, and the player with the most VP draws
player must lose more VP than they currently have, 1 card,
their scoring marker stays on the 0 space--you cannot • In a 2-player game, the player with the fewest VP
have negative points. draws 2 cards, and the player with the most VP draws
1 card.
5. If this was the third Festival, skip the next two steps
and proceed to the End of the Game and Final Scoring. • If tied, the player closest to the active player in
clockwise turn order (starting with the active player)
6. Return the Festival token next to the game board, then is considered to have “more” VP.
draw additional Workers from the bag to refill the
Village. Then, in turn order (starting from the active player), each
player may play up to 3 God cards to receive any benefits
a. It is possible for the draw bag to run out of Workers depicted on them. Cards used this way are shuffled back
before the Village is refilled. In this case, simply into the draw deck and do not affect the card offer.
place all remaining Workers on the Village.
At the end of this step, if any Buildings remain in the
b. It is rare but also possible for no Workers to
Building Market, remove them (placing them face-down at
remain in the bag before refilling. In this case,
the bottom of their respective Building stack(s)), and add
immediately trigger the next Festival: the same
four new Buildings (two of each type).
person who triggered the previous one receives
the Festival token and the associated VP, then each
player (this time including the player holding
the Festival marker) plays a single turn before
evaluating the next (and last) Festival.

FESTIVAL - SCORING 17
End of Game
and Final Scoring
After the third and final Festival, each player receives VP • 1 VP per face-up Army card in their player area (not in
as follows: their hand!).
• Tapestries: a Tapestry comprised of 1/2/3 / 4 / 5 /6 / 7 • 1 VP per leftover Worker in their supply.
different Weavings score 0/ 1 / 3/ 6/ 1 0/ 1 5/ 21 VP.
• 1 VP for each gold in their supply.
• If a player has reached one of the top 4 steps of the
The player with the most VP wins. In case of a tie, the tied
Temple track, they receive the VP printed at the center
player with the most resources (a total of all gold, stone,
of that step.
corn, and potato) wins. If still tied, the tied players share
• 2 VP per face-up Building (including Passive ones). a victory.
• 1 VP per God card in their hand.

Additional Rules
CLIMBING THE TEMPLE RECEIVING FREE WORKERS
Whenever you advance your Temple marker on the Temple Whenever you receive a free Worker (from a God card,
track, gain the benefit shown to the left of that step a Temple reward, or other ability), take the Worker from
(if any). If you move multiple steps, gain all resources the Nomads. Then, immediately refill the Nomads with
shown to the left of each step you advance. Any number a Worker from the bag, if the bag is not empty. If there are
of players may occupy the same step. You do not gain any no Workers in the Nomads space, then you do not receive
Victory Points, as that happens only during Festivals. your free Worker.

Gain 1 gold.

Take 1 God card from the top of the deck or


the offer. Draw 2 Army cards, keep 1, and
discard the other.

Gain 2 stone.

Gain 1 stone OR take 1 Worker from the


/ Nomads.

Draw 2 Army cards, keep 1, and discard


the other.

Gain 1 potato. Take 1 God card from the


top of the deck or the offer.

Table: Temple rewards

18 END OF GAME AND FINAL SCORING & ADDITIONAL RULES


Appendix 1
Passive Buildings
Z01 You may treat any Worker you place as a Courier.
Z02 You may treat any Worker you place as a Priest.
Z03 Whenever you place a Warrior, you may Rejuvenate up to 2 of your Production Buildings for free.
Z04 Whenever you create a new match in a Tapestry, receive that reward immediately.
Z05 Craftsmen may be used as Architects, and Architects may be used as Craftsmen.

At the start of each Festival, gain 4 potato. During endgame scoring, gain an additional 1 VP per God card left in your hand
Z06
(i.e. gain 2 VP per God card in your hand).

Z07 When placing a Worker, gain VP when you use your own Steps.

When you trigger a Purchase Weavings task, draw 5 tiles and discard 2 (place them face down at the bottom of the pile in
Z08
the order of your choosing) before proceeding normally with the task.

Z09 At the start of each Festival, gain 1 VP per Weaving in your longest Tapestry.
Z10 At the start of each Festival, gain 2 potato, 1 corn, and 1 stone.
Whenever any player activates the Offering High Priest secondary action, gain 1 Weaving (the top one or the one directly
Z11
underneath — your choice).
Whenever any player activates the Offering High Priest secondary action or immediately before a Festival, you may pay
Z12
one gold to advance on the Temple.
Whenever you place a Conquest marker, you may flip face down and/or discard one fewer Soldier (this works as a
Z13
discount). You are still required to flip or discard at least one Soldier.

Z14 Gain +2 Tasks when you place a Warrior.


Z15 You may freely spend 2 stone, 1 gold, and 2 corn as one of the other options.
Whenever any player activates the Produce High Priest secondary action, you may Rejuvenate for free 1 Production
Z16
Building or 1 Army card before or after producing.
Z17 Whenever any player activates the Conquest High Priest secondary action, you gain 1 gold and 1 VP.
Z18 Whenever any player activates the Rejuvenate High Priest secondary action, draw 1 Army card and gain 1 gold.
Z19 Any time during your turn, you may pay 1 potato to draw 1 God card.

Whenever you perform the task Collect Resources (potato, corn, stone, but not gold), receive 1 extra resource of that type
Z20
and 1 VP.

APPENDIX 1 - PASSIVE BUILDINGS 19


Appendix 2
symbols REFERENCE
Resources Temple / Conquest regions / Production Buildings /
Tapestries rewards
potato
Gain a free Weaving
corn
Build Steps for free, gain benefits
stone
Build a small Statue for free, gain its benefits
gold
Build a Building for free
Tasks
Collect Resources Gain a God card from the offer or deck
Gain 3 potato
x Gain X Victory Points
Collect Resources
Gain 2 corn Take a Worker from Nomads
Collect Resources
Gain 2 stone Advance one step on the Temple, gaining rewards
Collect Resources x Flip X Soldiers
Gain 1 gold
x Discard X Soldiers
Purchase Weavings
Pay 1 gold to advance on the Temple
Build a Statue
1 Rejuvenate 1 Building or Army card
Build Steps
Other symbols
Build a Building
Training Building
Draw 2 Army cards; keep one, discard the other
Production Building
Produce One
1 Gain benefits from 1 Building; do not flip it
Passive Building
Merchant
Gain rewards from Tapestries Army card

High Priest Secondary Actions Large Statue

Produce Festival

God symbols
Worship

Offering

Conquest

Rejuvenate

20 APPENDIX 2 - SYMBOLS REFERENCE


credits
Tawantinsuyu: The Inca Empire Playtesters:
Nick Shaw, Charlotte Levy, Kieran Symington, Wai-yee
Game design: Phuah, Neil HK, Ben Hodgson, Fabio Lopiano, Denholm
Dávid Turczi Spurr, Jimmy Durden, Noralie Lubbers, Jonathan Bobal,
Gary Perrin, Anthony Howgego, Jeroen van den Hark,
Game development:
Robert Plesowicz, Łukasz Włodarczyk, Daniel Dubel,
Dávid Turczi, Rainer Åhlfors, Andrei Novac, Błażej Kubacki,
Mateusz Pasek, Iwona Jaworowska, Konrad Sass, Anna
Małgorzata Mitura
Czarnacka, Bartosz Folta, Anita Sokołowska, Jakub
Illustrations: Muliński, Weronika Nogaś, Katarzyna Meszczyńska,
Jakub Skop, Michał Długaj, Alexander Zawada Łukasz Juras, Krzysztof Jurzysta, Marek Mańko, the board
Graphic design: game group at Game Grid (Lehi, UT).
Zbigniew Umgelter
Thanks for the help with the 2021 rulebook
Rulebook: improvements:
Dávid Turczi, Andrei Novac, Błażej Kubacki, Rainer Åhlfors Nick Shaw, Jeremy Avery, David Digby, Emanuela &
Rulebook editing: Robert Pratt, Xavi Bordes
Emanuela & Robert Pratt
Rulebook DTP: Board & Dice
Agnieszka Kopera
Executive Manager: Andrei Novac
Special thanks to Daniele Tascini for his inspiration
and ideas. Operations Manager: Aleksandra Menio
Head of Marketing: Filip Glowacz
Additional solo playtesting and development:
Nick Shaw, Jonathan Bobal, Gary Perrin, Jimmy Durden, Head of Sales: Ireneusz Huszcza
Noralie Lubbers. Art Direction: Kuba Polkowski
Development Lead: Błażej Kubacki

© 2020 Board & Dice. All rights reserved.


For more information about Tawantinsuyu: The Inca Empire please
visit WWW.BOARDANDDICE.COM.

CREDITS 21
SOLO RULES
EXTRA COMPONENTS draw bag (in the same way you do).
• You place your High Priest first; then, roll the die,
Axomamma board and place Axomamma’s High Priest the number of
1 2 3 4
HIGH PRIEST ACTIONS: HIGH PRIEST REACTIONS:
spaces clockwise from your High Priest equal to the
value you rolled.
Gains rewards of all its face-up Gains rewards of all its face-up
Production Buildings, then flips Production Buildings, then flips
face down all but the highest- them all face down.
3 1 2 numbered Building.
As much as it can afford
As much as it can afford (costs as usual).
(costs as usual).
As much as it can afford
As much as it can afford

3. Place the 8 numbered tokens on their respective


(costs as usual).
(costs as usual).
Plays all Army cards in hand for
Plays all Army cards in hand for
free. Chooses space with most
free. Chooses space with most
in any Conquest region (fewest
in any Conquest region (fewest
markers > fewer than 3 of its
markers > less than 3 of its markers

starting spaces.
markers > fewest of your markers
> fewest of your markers > Antisuyu
> Antisuyu > Chinchasuyu >
2 4 1
> Chinchasuyu > Kuntisuyu >
Kuntisuyu > Qullasuyu).
Qullasuyu). For its second Conquest,
it chooses the space across regions Flips up half (round up) of its
with fewest for free. face-down Buildings and half
Flips face up all its Production (round up) of its face-down Army
Buildings & Army cards for free. cards.

4. Draw 4 God cards and slide them under the 4 spaces


Then:
• Draws 1 Army card and
• Discards up to 2 God cards from market.

BOARD ACTIONS:
Axomamma triggers the action:

at the top of Axomamma’s board so that only the God


2 3 Buys 2 Weavings if possible (unique
in largest set > red > green > yellow>
2 Gains 2 VP.

highest number), otherwise it buys


1 Weaving and gains 1 gold. Takes 1 Army card, face down,
You trigger the action: Buys 1 Weaving into its hand.
if it can & it’s unique. Regular Weaving

symbol remain uncovered.


costs apply. Takes 1 Worker* from potato-side
of the Village.
HIGH PRIEST Buys a large Statue if possible,
ACTIVATION CONDITIONS: NO WORKER ACTION: otherwise a small one it doesn’t have. Takes 1 Worker* from corn-side
of the Village.
• Recruits a random Worker from Nomads (refill as usual); Builds random of required type,
2+ face-up Production Buildings • Discards up to 2 God cards from market, gains 1 VP for each; for 1 stone or 1 gold (preferring Takes 1 random Worker* from
• Draws 1 Army card; and to pay stone). the Nomads (refill as usual).
4+ corn • Moves High Priest 1 spot clockwise (does not perform secondary action). Builds in its High Priest’s section * Whenever taking any Worker, Axomamma gains

5. Axomamma places 1 free Steps marker in the section


if it can; otherwise, next sections
FESTIVAL: clockwise in a valid spot. Avoids
a color-based recruiting reward as shown on this board.
1+ Statue
• Free Merchant action: Axomamma gains 1 VP per Weaving instead. building under yours, if possible,
• Axomamma does not pay potato for its tucked God cards. Takes depicted resources
to build elsewhere. Axomamma into its supply.
More available* Soldiers than • Draw cards: Instead of drawing God cards, if it has fewer VP than you, always prefers to build upper Steps,
number of Casualties of War Axomamma scores 2 VP.

where its High Priest starts (but does not gain any
if possible.
* Soldiers on face-up Army cards + 1 Soldier per
Army card in hand ACTION FAILURE: RECRUITING REWARDS:
3+ face-down Buildings
and/or Army cards
If a middle-row action fails, Axomamma
gains 1 gold. : 1 : 1 : : :

benefits from this placement).


8 numbered tokens (of values 1, 1, 2, 2, 2, 3, 3, 4)
6. Give Axomamma a Personality token to affect what
type of action it will favor during the game:
• Select one of the 2 double-sided personality tokens
at random, and select one side at random (return
6-sided die (with faces showing values 1, 2, 2, 3, 3, 4) the unused Personality token to the box).
1 2 3 • Place the
4 chosen token over the top of the spot in
the topHIGH
rowPRIEST
of actions
ACTIONS: on Axomamma’s HIGH PRIEST REACTIONS: board.
Gains rewards of all its face-up Gains rewards of all its face-up
• For your first game
Production (for
Buildings, an easierProduction
then flips
face down all but the highest-
experience),
Buildings, then flipsleave
them all face down.
3 1 2 all Personality tokens in the box, Asand
numbered Building.
much asleave
it can affordthe Gold
As much as it can afford (costs as usual).
2 double-sided Axomamma Personality tokens icon visible.(costs as usual). As much as it can afford
As much as it can afford (costs as usual).
(costs as usual).

GAMEPLAY
Plays all Army cards in hand for
free. Chooses space with most
Plays all Army cards in hand for
free. Chooses space with most
in any Conquest region (fewest
in any Conquest region (fewest
markers > fewer than 3 of its
markers > less than 3 of its markers
markers > fewest of your markers
You are the starting player and play your turns normally.
> fewest of your markers > Antisuyu
> Antisuyu > Chinchasuyu >

Axomamma or “it” refers to2the automated


4 opponent, while “you”1
> Chinchasuyu > Kuntisuyu >
Kuntisuyu > Qullasuyu).
Axomamma plays its turns in a slightly different way.
Qullasuyu). For its second Conquest,
it chooses the space across regions
Flips up half (round up) of its
refers to the lone human player. with fewest for free. face-down Buildings and half

Unless stated explicitly otherwise, Axomamma


Flips face up all its Production
Buildings & Army cards for free.
resolves
(round up) of its face-down Army
cards.

SETUP an effect the same


Then:
way
• Draws 1 Army card and
you would, paying costs, receiving
benefits. However, Axomamma ignores all printed effects
• Discards up to 2 God cards from market.

BOARD ACTIONS:
1. Place Axomamma’s player board in its play area. of its Passive Buildings.Axomamma triggers the action:
2 3 Buys 2 Weavings if possible (unique 2
Gains 2 VP.
in largest set > red > green > yellow>
2. Set up a 2-player game, with the following exceptions: highest number), otherwise it buys
1 Weaving and gains 1 gold. Takes 1 Army card, face down,

General Notes You trigger the action: Buys 1 Weaving into its hand.
if it can & it’s unique. Regular Weaving
• When gaining a starting Weaving, Axomamma Takes 1 Worker* from potato-side
of the Village.
costs apply.
HIGH PRIEST Buys a large Statue if possible,
gets a random starting Weaving tile before you get
ACTIVATION CONDITIONS: NO WORKER ACTION: otherwise a small one it doesn’t have. Takes 1 Worker* from corn-side
of the Village.
to pick yours. 2+ face-up Production Buildings Gaining
• Recruits a random Worker from Nomads (refill as usual);
• Discards up to 2 God cards from market, gains 1 VP for each; Workers Builds random of required type,
for 1 stone or 1 gold (preferring Takes 1 random Worker* from
• Draws 1 Army card; and to pay stone). the Nomads (refill as usual).
• Axomamma does not get a starting hand of God
4+ corn
Whenever
• Moves High Priest 1 spot clockwise (does not perform secondary action).
Axomamma
Builds in its
gains
High Priest’s
a Worker
section
if it can; otherwise, next sections from the Village or * Whenever taking any Worker, Axomamma gains
FESTIVAL: a color-based recruiting reward as shown on this board.

cards. Instead, it 1+receives


Statue additional • Free2 stone
Merchant (for agains 1 VPNomads
action: Axomamma per Weaving instead.area, it also
building gets a reward
clockwise in a valid spot. Avoids
under yours, if possible, based on the color of
Takes depicted resources
• Axomamma does not pay potato for its tucked God cards.
total of 4 stone), 2More
corn,
available*1Soldiers
gold, than and •1Draw
number of Casualties of War
Army card
cards: Instead
Axomamma scores 2 VP.
face
of drawing God cards, if itthe Worker, as shown
has fewer VP than you,
to build elsewhere. Axomamma
always on its player board.
prefers to build upper Steps,
into its supply.
if possible.
down in its hand at the bottom of its ACTIONboard. * Soldiers on face-up Army cards + 1 Soldier per
FAILURE:
Army card in hand RECRUITING REWARDS:

• Axomamma receives and/or Army2cards


random Workers
3+ face-down Buildings
gains 1 gold. from the
If a middle-row action fails, Axomamma
: 1 : 1 : : :

22 SOLO RULES - COMPONENTS, SETUP & GAMEPLAY


After gaining this benefit, the color of the Worker becomes Temple Benefits
irrelevant for Axomamma.
Axomamma receives all benefits when moving up the
Whenever Axomamma has more than 2 Workers, it Temple track, except for drawing God cards into its hand
immediately discards down to 2 Workers. Discard excess (see Drawing God cards earlier).
Worker at random and remove them from the game.
When it gains the / Temple bonus, it takes
whichever of these two it has the fewest of:
Drawing God cards
• If there is a tie, Axomamma takes a Worker if it has 0 or
Whenever Axomamma may draw a God card as an effect 1 Workers; otherwise it takes .
(e.g. when climbing the Temple track or placing a Priest), it • If there are no Workers available in the Village or
instead removes the oldest God card in the offer, places it Nomads area, Axomamma takes .
at the bottom of the God card deck, and scores 1 VP. If there
• When Axomamma must take a Worker, it takes it
are no cards in the offer, it simply does nothing (and does
from the potato-cost side of the Village. If the Village
not score 1 VP).
is empty, it takes a random Worker from the Nomads
area.
Drawing Army cards
Whenever Axomamma draws Army cards, it keeps them High Priest Action
face down below its board, in its “hand.” If Axomamma
receives an effect that allows it to draw 2 cards and keep 1, If Axomamma meets the conditions (see High Priest
it draws 1 card instead. Activation Condition below) of one of the next 2 High Priest
actions accessible from its High Priest’s current position, it
1) moves its High Priest to the closest of these actions it can
Resources perform and 2) performs that action. You may follow the
Axomamma uses potato differently than you. Whenever action, as per the standard rules.
Axomamma has 5 or more potato in its supply, Whenever Axomamma performs a High Priest action,
it exchanges 5 of them for 5 VP until it has fewer than it also
5 potato left. Axomamma does not use gold as a wild
resource to stand in for potato for this purpose, but it does • draws 1 Army card, placing it face down below its board
for all other purposes. Axomamma uses all other resources and
the same way you do, including paying for building Steps, • discards up to 2 God cards from the central offer,
Statues, Temple advances, etc. discarding the oldest 2 if there are 3 to choose from.
(It does not score VP for discarding these cards.)
Statue Benefits
High Priest Activation Conditions
When building a Statue (or gaining one for free),
Axomamma receives 3 or 9 VP the same way as you would. • Offering: Axomamma has 4 corn or more.
If Axomamma owns a Statue (of any type) and it selects • Produce: Axomamma has at least two face-up
a God card tucked under its board for a main action that Production Buildings.
matches that Statue, Axomamma scores 5 VP (ignoring • Worship: Axomamma has one or more Statues.
anything else depicted on the God card). • Conquest: Axomamma has more “available Soldiers”
than the number of Workers in the Casualties of War
Building Steps area (available Soldiers are Soldiers on face-up Army
cards on the table, plus one “Soldier” per Army card in
If Axomamma places more Steps (after setup) it gains VP
its “hand”).
and resources the same way as you would.
• Rejuvenate: Axomamma has a combined total of three
or more face-down Buildings and/or Army cards.

SOLO RULES - GAMEPLAY 23


High Priest Actions & Reactions

High Priest Action If Axomamma takes the Action If Axomamma follows your Action

Axomamma activates all its face-up Production Buildings. If a Building gives a choice of
resources, Axomamma takes whichever it has the fewest of. If tied, choose in the following
priority order: gold, corn, stone, potato.
Produce Then, Axomamma flips all activated Buildings face down.

It keeps the highest reference number


Building face up.

Offering
Perform as if in a multiplayer game. Axomamma offers/worships as much as it can for the
standard costs.
Worship

Axomamma plays all of its Army cards in-hand for free.


Then, it chooses the available Conquest space with the highest Conquest cost (see box below)
it can “pay” for. Amongst the tied options, it prefers to place in an empty region > a region it can
take over from you > a region it does not have 3 or more pieces in > a random region (use die
roll, with #1 corresponding to the region below the village, proceeding clockwise).
It then discards and flips Army cards face down according to standard rules. Axomamma
favors discarding 1-Soldier cards over 2-Soldier cards and flipping 2-Soldier cards over
1-Soldier cards.
Conquest

For its second Conquest, Axomamma


chooses the space with the lowest Conquest
cost, using the same tie-breakers as above.
This placement is free, Axomamma does not
discard or flip cards for this..

Axomamma does not pay any cost to flip Buildings or Army cards face up.

Axomamma flips face up half (rounding up)


of its total number of face-down Production
Rejuvenate Axomamma flips all of its face-down Buildings and half of its face-down Army
Buildings and Army cards face up. cards. (E.g. If Axomamma has 3 face-down
Buildings and 3 face-down Army cards, it
flips up 2 Buildings and 2 Army cards.)

Conquest Cost: Each Conquest space has an


associated cost: The total number of depicted and
required. Amongst spaces where this total is equal,
the space with more required are considered more
costly.

24 SOLO RULES - HIGH PRIEST ACTIONS & REACTIONS


Axomamma Board Action Actions in the top row require no payment. These actions
can always be performed. On the fifth option (stone or
If Axomamma has no Worker to place, see the No Worker corn), Axomamma takes whichever it has the fewest of.
section on page 26.
Actions in the middle row require payment. If a middle row
action cannot be fully performed (e.g. Axomamma cannot
If Axomamma does not trigger a High Priest action and it
pay enough stone for a Building/Steps/Statue, it does not
has at least one Worker, it will place a Worker on the board
have enough corn for Weavings, etc.), Axomamma gains
and perform an action. If it has multiple Workers to pick
1 gold instead. Remember that Axomamma may also use
from, it places its “oldest” (or if this is its first placement of
gold (as it is a wild resource) to pay for costs, but only if
the game, pick randomly).
necessary.
To place a Worker, roll the die to select one of the four God
Actions in the bottom row require no payment, but they
cards tucked under the top of its player board.
may be impossible to perform.
• Axomamma finds a space on the main board
If an action cannot be performed (e.g. Axomamma wants
that matches the God symbol of the selected card
to gain a Worker from the Village when there are none
(prioritizing the top terrace of the hill before the first
left), Axomamma skips that action.
Festival, the middle terrace between the first and
second Festival, and the bottom terrace after the
second Festival).
◦ If there is no matching space on the desired terrace,
Axomamma tries to find a matching space on the
next terrace up if possible, then on the next terrace Note: Actions performed by Axomamma are not
down. connected in any way with the placement of the
• If multiple valid spaces exist on the desired terrace, Worker on the board.
Axomamma chooses the space with the lowest
combined Descending and Roaming cost.
◦ If still tied, choose randomly between the tied
options. Finally, Axomamma moves all the matching numbered
• In the extremely unlikely case of no matching spaces tokens forward (clockwise) a number of spaces equal to
being available, draw another God card from the deck the token’s value (e.g. if you roll a 3, do all actions under
to pick another symbol (discarding the original God the #3 tokens; then, move all #3 tokens 3 spaces clockwise
card to the central offer); repeat this step as many times around their respective loops).
as necessary to find a valid space to place on.
Place the Worker on the space selected. Axomamma does
not pay Roaming and Descending costs. Then, discard
the chosen God card from its board to the central offer,
and draw a God card from the top of the deck to replace Note: Multiple tokens can share the same spot;
it (tucking it under Axomamma’s board). If Axomamma’s therefore, spots with existing tokens do count as
Worker uses your Steps, you gain VP normally. spaces when counting moves for other tokens.
It then performs all actions under the tokens on its player
board matching the rolled number (top to bottom order).

SOLO RULES - AXOMAMMA BOARD ACTION 25


Action Details Personality Actions
/ / / : Axomamma gains the resources When using a Personality token, Axomamma gains gold
normally. and takes one of the actions shown below. It gains these
for free (it does not pay any usual costs for them) and gains
: Axomamma ignores benefits when adding
the benefits/bonuses associated with them.
Weavings to Tapestries.
: Build a randomly chosen small Statue for free (and
• If Axomamma initiates a Weaving task, it buys
gain the associated 3 VP).
2 Weavings, if it can afford to do so. If it can only
afford 1 Weaving, it buys 1 but also gains 1 gold. When : Take 1 Weaving for free from the top of the Weavings
choosing Weavings, it prefers to add a new one to its stack.
largest Tapestry, before adding to a smaller Tapestry or
: Advance on the Temple track one space, gaining the
starting a new one. If more than one possibility exists,
corresponding bonus.
following the rules above, Axomamma chooses the
Weaving with a higher reference number. : Construct 1 Building for free. If Axomamma has fewer
• If you initiate the Weaving task, it always buy 1 Weaving than 2 face-up Production Buildings, it constructs random
if it has 2 or more corn, unless any leftover Weaving Production Building. Otherwise, it constructs one random
would require starting a new Tapestry. Passive Building.

: Axomamma favors large Statues over small Statues,


if it can afford the cost. To determine which Statue No Worker
Axomamma builds: If Axomamma has no Workers and does not meet the
• Roll its die to select one of its tucked God cards (it does conditions of a High Priest secondary action, it does all of
not discard this God card), and build the Statue that the following:
matches the symbol on that God card. • recruits a random Nomad Worker (refilling Nomads as
• If no matching Statue exists, perform the step above for usual);
the next card in clockwise direction. • discards up to 2 God cards from the offer (oldest first),
• If there are no matching Statues for any of its tucked scoring 1 VP for each discarded card;
God cards, Axomamma builds a Statue at random, • draws 1 Army card and places it face down into its hand
again favoring large Statues over small Statues. below its board; and
: If Axomamma has at least 1 stone or 1 gold, it pays • moves its High Priest one spot clockwise on the
that stone or gold (preferring to pay stone) to choose and Coricancha tile without triggering that activation.
build a random Building (of the type specified by the action
space on Axomamma’s board) from the Building Market. Festival
Axomamma ignores the printed cost of Buildings.
A Festival is performed according to normal rules, except:
: If it can, Axomamma builds Steps between the top
and middle terrace in the section where its High Priest is. • instead of Axomamma taking a free Merchant action,
Otherwise, move clockwise from there to find a valid spot. it scores 1 VP per Weaving it owns;
If no section is available, proceed to lower spots, following • Axomamma does not pay any potato for the 4 God
the same rule. If possible, Axomamma avoids building cards tucked under its player board; and
Steps which would grant you VP. • Axomamma skips the Festival Draw Cards step and
/ : Axomamma recruits a Worker from the instead gains 2 VP if it is behind you on the score track.
Village from the potato/corn side of the queue, respectively,
for free. It then receives the reward associated with that
color Worker (printed on its board).
: Axomamma recruits a random Nomad Worker
(and refills the pool as usual). It then receives the reward
associated with that color Worker (printed in its board).

26 SOLO RULES - NO WORKER & FESTIVAL


END OF GAME Increasing Difficulty
• High Priest secondary action:
Before scoring, Axomamma takes a final Rejuvenate
action; if it has any remaining Statues, it also takes a final ◦ Worship/Offering: If Axomamma initiated this
Worship action. You may not follow either of these activation, it first advances once for free on the
actions. Temple track (before spending corn/Statues to
advance per standard rules).
The rest of the final scoring proceeds as per standard rules.
◦ Conquest:
ʞ Axomamma’s Soldier strength only needs
to equal the number of Casualties of War in order
to take a Conquest action;
ʞ To conquer a region space, Axomamma gets
Note: Axomamma has no God cards in hand. a 1-Soldier discount on the flip requirement and
a 1-Soldier discount on the discard requirement.
◦ Whenever Axomamma chooses a High Priest
secondary action, it scores 2 VP.
• During a Festival, it scores an additional 1 VP (for
You must score at least 120 VP and be ahead of Axomamma a total of 2 VP) per Weaving.
to win the game!
• If Axomamma takes a No Workers action, it scores
an additional 2 VP.
ADJUSTING DIFFICULTY • Axomamma scores 1 VP for each leftover resource
(so, 2 VP per gold ) it has at the end of the game.
If you are able to win by a large margin (25 VP or more)
against Axomamma or if you lose to it by a large margin,
choose some of the following options to increase or
decrease the difficulty.

Decreasing Difficulty
• Axomamma does not use a Personality token.
• Axomamma must spend 2 to construct Buildings
instead of 1.
• High Priest seccondary action:
◦ Worship: Axomamma’s Condition to initiate this
activation is to have at least 2 Statues to sacrifice.
◦ Conquest: If Axomamma initiated this activation, it
does not perform the second (easier) Conquest.
• If Axomamma takes a No Workers action, it does not
gain an Army card.

SOLO RULES - END OF GAME & ADJUSTING DIFFICULTY 27


quick REFERENCE
Resources Temple / Conquest regions / Production Buildings /
Tapestries rewards
potato
Gain a free Weaving
corn
Build Steps for free, gain benefits
stone
Build a small Statue for free, gain its benefits
gold
Build a Building for free
Tasks
Collect Resources Gain a God card from the offer or deck
Gain 3 potato
x Gain X Victory Points
Collect Resources
Gain 2 corn Take a Worker from Nomads
Collect Resources
Gain 2 stone Advance one step on the Temple, gaining rewards
Collect Resources x Flip X Soldiers
Gain 1 gold
x Discard X Soldiers
Purchase Weavings
Pay 1 gold to advance on the Temple
Build a Statue
1 Rejuvenate 1 Building or Army card
Build Steps
Other symbols
Build a Building
Training Building
Draw 2 Army cards; keep one, discard the other
Production Building
Produce One
1 Gain benefits from 1 Building; do not flip it
Passive Building
Merchant
Gain rewards from Tapestries Army card

High Priest Secondary Actions Large Statue

Produce Festival

God symbols
Worship

Offering

Conquest

Rejuvenate

You might also like