Texto completo do manual
Introduction
There are not enough castles in the world. Obviously!
In this game, you compete with other barons to build the greatest
castle in the kingdom. The players will place tiles to form a castle
with windows, roofs, soldiers and more. Building new tiles allows
your baron to move forward and collect bonuses and coins. The first
player to collect 7 coins wins the game.
Components
4 Foundations
This is the start of your castle.
4 Barons
These move around on the
market board to show your
progress.
36 Coins
You need 7 coins to
win the game. These
coins have effects on
the other side.
4 Tile holders
Before your first game, these need to be
assembled. See instructions on the component.
126 Tiles
For building the
castles.
1 Rule Book
1 Market Board
With a market for coins and
tiles, a path for your barons, and
a splendid castle to make it all
pretty.
Setup
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Setup
1. Form a Tile Pile by mixing all tiles face down.
2. Form a Coin Pile by mixing all coins face down.
3. Place the Market Board and assemble the castle. (See
picture below.)
4. Add 3 random tiles, face up, to the market, and also add
3 random coins with the effect side up.
5. Each player takes a Foundation, a
Baron, and a Tile Holder. All players
randomly draw 3 tiles and place them in
their holder.
6. Chose starting player. Each player
places their Baron on their space on
the market board path (number 1-4).
Note: the barons move clockwise, so the
starting player will start in last place.
3.3.
4.4.
1.1.
2.2.
5.5.
1) Fold up the 2 towers
on the sides (outer fold
line).
Assemble the castle:
2) Attach the wall to
the 2 knobs on the side
towers.
3) Fold up the castle until
its knobs snap into place
against the wall.
Rule: The market should always be full; whenever
a tile or coin is taken from the market it is refilled
immediately.
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Starting with the first player, players take turns in clockwise order.
The game continues until a player has gained 7 coins and wins the game.
On your turn you have only 2 options: Either draw 2 tiles or build a tile.
-Draw 2 tiles:
Draw 2 random tiles from the Tile Pile, and place them in your Tile Holder.
You cannot draw tiles from the market.
-Build a tile:
1. Choose 1 tile from your Tile Holder or from the Market.
2. Build the tile on your castle, following the placement rules below.
3. Move your baron forward on the path to gain coins and other bonuses.
Placing side
walls.
Note that the
sky cannot have
a stone pattern
underneath.
-The top side wall cannot be placed there because it
cannot be placed higher than the other tiles.
- The other side wall has air that does not match the
stone on the 3-tile below, so this is not allowed.
-The 5-tile cannot be placed here, because it doesn´t
match the sky underneath.
-Note that the 14-tile is allowed beside the 5-tile;
the sides don´t have to match.
-All tiles must match the pattern on the top and bottom of each
tile; you may not place stone directly on top of air (or empty
space), and you may not place air directly on top of stone. See
examples.
-Tiles with the
-symbol may only be placed on a floor where
you have already built other tiles; you may not start a new floor
with these tiles.
Rule: Discarded tiles are placed face up in a Discard Pile.
If all tiles in the Tile Pile run out, shuffle all discarded tiles
back into a new Tile Pile.
Rule: The Tile Holder can have a maximum of 7 tiles.
If you draw more tiles, you must immediately choose and
discard until you have 7 tiles.
Placement rules
Turn Order
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Jacob’s castle has a
4-tile and a 3-tile.
He can place a 7-tile
on top.
(4+3=7)
Any numbers are allowed on the
first level, even a . Even roofs are
allowed.
However, the side wall is not allowed
since it doesn´t match the stone pattern
on the foundation.
In this example you have a 10-
tile and a 14-tile at the bottom.
Added together, the tile on top
must be a massive 24-tile!!!
The prinsess is perfect! The
can be placed anywhere, ignoring
the numbers beneath.
Daniel builds a side wall
on top of the 6-tile. The
allows him to place it
on top of any number. It
was placed with air over
air, and it was not placed
above all other tiles ().
When placing a tile, its number must be the sum of the numbers it is placed on.
See example to the right.
-Some tiles have 2 numbers; the bottom number must be
matched when placing the tile itself, while the top number
counts for building on top of this tile later.
-Any number may be built on the foundation.
-The foundation has a door. The door isn´t considered part
of the foundation but counts as a 2-tile on top of it.
- can be built anywhere (as long as you match the air/stone
pattern on the tiles involved).
- cannot be built on a new level in the castle. There must be at
least 1 other tile on the same level.
Numbers and Building
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When you build a tile (either from your tile holder or the market) you may change its number up or
down 1 step, by discarding 1 tile from your tile holder. This allows you to build a tile where the number
is off by exactly 1 step. Once the tile is built, it regains its printed value.
Nico wants to build the 11/1
tile, but the place demands a
number of 12 (10+2=12)
The number is almost right, just
1 step off.
Nico discards 1 tile from his tile
holder to place the tile.
Later, Nico wants to build
the angry noble tile, but the
place demands a number of 11
(2+9=11)
Nico discards 1 tile from his
tile holder to place the tile.
When Nico builds the angry noble tile he
moves his Baron 3 steps: 2 because it´s the
second level +1 for the ruby.
Next turn he places the lady and moves 4
steps: 3 for the level +1 for the ruby.
When a tile is placed, your Baron moves along the market board path
based on how high up in the castle it was placed, and the number of
rubies on the placed tile:
-The bottom level gives NO steps. Not even the rubies count. No
steps!
-The second level gives 2 steps + 1 step per ruby
-The third level gives 3 steps + 1 step per ruby
-The fourth level gives 4 steps + 1 step per ruby
and so on...
Pay to change numbers
Moving the Baron
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Martha (green player) places a tile on the 3rd level
giving her 3 steps to move.
She moves her Baron 3 steps and lands on the
red player. She then glides over all the three other
barons and ends up on the ruby, giving her one
more step.
Note that she didn´t get the extra tile ()because
she didn´t stop there.
-When moving, count all areas on the path (including occupied areas). However,
there can only be one Baron on each area, so if the last step takes you to an area with
another baron, you must ”glide” to the next empty area.
- If you end up on an area with a
, move your Baron 1 more step.
I would like to thank all who have played the game and given feedback. Thank you for bringing this game to life. Special
thanks to all the FryxGames team, you have all been very supportive and encuraging.
Thanks to my sister Naomi for the wonderful artwork!
Thanks to my brother Jacob. This game was developed from one of his game ideas.
And thanks to the Lord and Creator of everything.
We have not forgotten you.
Reach the Sky: Play to 9 coins instead of 7.
Royal Strategy: • When building, you may discard ANY number of tiles from your tile
holder to change the number that many steps.
•Before starting the game give 1 prince and 1 princess to each player. They are placed
beside the tile holder and cannot be stolen, discarded or affected by opponents.
During the game the owner may build them as if they were on the tile holder.
Peaceful Times: The coins with a red tile icon (Catapult, Thief and Bitter Lady)
will take 1 tile from the market to your tile holder, instead of their normal coin effects.
Optional Rules
Designer Thanks
- If you end up on an area with a, take a tile from the Tile Pile.
- After your movement, if you reached or passed a Coin, select one of the three coins from the market.
Resolve its effect (see next page), then flip the coin and keep it in front of you.
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When you take a coin from the market, immediately refill the market and then perform the effect of the
coin - even if the effect doesn´t benefit you! Keep the coin in front of you with the coin side up. If you
now have 7 coins, the game ends immediately, even if players have not played the same amount of turns.
Most Windows: The player(s)
with the most windows (at least 1!) gains
2 tiles.
Most roofs: The player(s) with the
most roofs (at least 1!) gains 2 tiles. All
tiles with any variant of red roof count.
Bitter Lady: Randomly draw and
discard 1 tile from each opponent´s tile
holder.
Mill: Discard the tiles on the market.
After refilling with new tiles, select 1 of
the new tiles to take to your tile holder.
Crumble: Discard 1 tile in your
castle that has no other tiles built on top
of it. Don´t move your Baron for this.
Highest Tower: The player(s)
with the highest castle (count your
levels) gains 2 tiles.
Most persons: The player(s) with
the most persons (at least 1!) gains 2
tiles.
Monk: The player(s) who have the
fewest coins (before this coin!) gains 3
tiles.
Thief: Randomly take 1 tile from 1
opponent´s tile holder and place it in
your own tile holder.
Catapult: Discard 1 tile in an
opponent´s castle that has no other tiles
built on top of it. The opponent doesn´t
move his/her Baron for this.
Ruby: Move your Baron 1 extra step
(this may result in further bonuses).
Coin Effects
Credits
Game design: Daniel Fryxelius
Assistant game design: FryxGames
Artwork: Naomi Fryxelius
(This product is AI free.)
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