Full manual text
It is a time when the maps of the world are still being filled in. Seagoing
empires expand their frontiers by sending ships to the farthest reaches of the
globe in search of new lands, new alliances, and new conquests. Te wealth of
the newly-discovered worlds abroad is a tempting prize for those with the
strength and the cunning to seize it... and to hold it!
You represent a growing empire engaged in a glorious endeavor to expand your
influence and status at home and across the great oceans of the world. Trough
exploration and shipping, colonization and war, you will struggle with the
other great powers to control the resources and the regions that unfold before
you. You must strike a balance between cultural, political, industrial and
financial gains, making all of the right decisions to ensure your empire’s even-
tual dominance. Te paths you take, the battles you wage, and the choices you
make will determine the ultimate shape of the new world...
Once the maps of the world are all filled in,
will it be your empire that rises above the rest?
Te goal in Endeavor is to earn the most glory for your empire. Players earn glory by
increasing their scores in Industry, Culture, Finance, and Politics, as well as by occupy-
ing cities, controlling connections between cities, and by holding certain Asset Cards
and Building Tiles. Short-term goals of constructing useful buildings, gathering Trade
Tokens, and obtaining Asset Cards must be balanced with the overall goal of attaining
glory as you compete for control over the various regions of the world. Te game only
lasts seven rounds, and when it is over you want to be the one who has earned the
most Glory points!
OBJECTIVE
Te authors would like to thank their familes for all
the support. Carl thanks Bab, Tollo and Keld. Jarratt
thanks Evie, Trissa, Barbara, Brian and Lincoln.
Te authors would also like to thank Emma Hart for
proofreading and all the playtesters for their analysis,
suggestions and time; Lance Hudson, Ian Anderson,
Matt Edmonds, Anne Matheson, John Bingham,
Craig McGeachie, Leonie Secker, Matt Morris,
Andrew Parr, Lincoln Hely, Anthony Doornebosch,
Grant Robinson, Nick Cole, Nasia Ally, John Fouhy,
Darcy and Shannon Tomlinson, Donna Giltrap,
Malcolm Harbrow, Evangeline Gray, Dave Maclagen,
Phil Anderson, Gold, Seth Wagoner, John Morton,
Tim Oliver and everyone else who joined in for an
impromptu game at Confusion 07, Featherston
Gaming Club, Peter's Wednesday Games or one of the
Christchurch games groups. Your help was greatly
appreciated. Joshua would like to add thanks to
Helaina Cappel and Eric Gertzbein for their design
inspirations, to Jim Cote for his editing excellence,
and to Jarratt Gray for his beautiful and influential
prototype art and graphics.
Published by Z-man Games Inc.
6 Alan Drive, Mahopac, NY 10541
©2009 Z-Man Games Inc.
For any comments, questions,
or suggestions please contact
zman@zmangames.com
www.zmangames.com
Game Design
Carl de Visser
and
Jarratt Gr ay
Graphic Design
and
Rules Editing
Joshua Cappel
Ages 12+ • 3-5 Players • 90 Minutes
---
Te main playing area is divided
into seven regions which are
distinguishable by their color
and by the map borders that
separate them; Europe & the
Mediterranean, the Far East,
India, North America, the
Caribbean, South America, and
Africa.
Each region has cities with
connections to other cities, a
Shipping Track, and a place for a
stack of cards.
Europe & the Mediterranean is
often referred to as the starting
region of the game. It is unique
in that it has two card stacks,
and has no Shipping Track.
COMPONENTS
1 Game Board
Tere are eight different types of Trade Token. Te tokens with
brown backgrounds grant Status Track increases to the player who
holds them. Te tokens with blue backgrounds may be spent during
the game to perform the featured action. All tokens have a Glory
icon printed on the reverse. Tokens remain glory-side down until the
game is over, at which point they are flipped glory-side up and used
as scoring chips.
95 Trade Tokens
Tere are eight different six-card decks of Asset Cards; one deck for each region
plus a Slavery deck. Asset Cards will grant Status Track increases and/or Glory
points to the player who holds them, corresponding to the icons displayed on the
card. Each card has a stack icon to show which stack it belongs to.
Most decks contain a Governor card, which has special properties. Governor cards
are obtained differently from the other cards, and are marked with a Governor
ribbon to distinguish them.
48 Asset Cards
Tese are used to help count player scores at the end of
the game. Each has a “10 Glory” side and a “50 Glory” side.
26 Large Scoring Chips
Shipping
Track
Card
Stac k
City
AfricaSouth
America
The
Caribbean
N o rt h
America
India
The
Fa r
East
Europe
& The
Mediterranean
Connection
Card
Value
G l o ry
Side
Stac k
Icon
Status
Icons
G l o ry
Icon
Governor
Ribbon
---
Tirty discs in each player color. Tese markers are
used to represent each player’s shipping efforts to the
various regions of the board, presence in cities, and
activation of buildings.
150 Population Markers
Tis crown-shaped marker indicates
the current First Player.
1 First Player Marker
Four cubes in each player color. Tese mark-
ers are used on the Player Boards to track
player Industry, Culture, Finance, and Politics
scores.
20 Status Track Markers
Tere are fifteen different Building Tiles. Each building offers different status track
bonuses and/or actions to the players who construct them. A building’s Build Level
indicates how difficult it is to construct.
45 Building Tiles
Each Player Board allows the players to track their status in Industry, Culture, Finance,
and Politics. Players also build Buildings here and organize their Population Markers,
Trade Tokens, and Asset Cards.
5 Player Boards
Industry Track
Build
Level
Culture
Track
Growth
Level
Finance
Track
Salary
Level
Politics
Track
Card
Limit
Harbor
Card
Spaces
Free
Governor
S pac e
Building
Spaces
Colonial
House
Building
Name
Status
Icons Action IconsActivation Circle
Build
Level
During the game you will encounter
the following symbols many times.
Tese symbols are the keys to making
your empire great!
Iconography
Each player will build a new
building in every round. Tose with
greater Industry are able to build more
efficient and effective buildings to
greatly enhance the development of
their empire.
Industry
As the game progresses, your empire
will grow. Tose with greater Culture
attract more people to their society,
gaining the population resources
required to carry out their plans.
Culture
Without money and upkeep your
people would stop working. Tose with
greater Finance will be able to ensure a
happily paid workforce that will be
eager for new tasks and assignments.
Finance
Politics reflects the ability to make
deals and manage an empire. Tose
with greater Politics have greater
resources and holdings, which in turn
help to enhance every aspect of their
expansion efforts.
Politics
Glory is gained through trade,
conquest, and expansion. Tose with
the most Glory have truly shown the
greatness of their empire!
Glory
---
Place the game board in the middle of the table.
Randomly distribute the Trade Tokens across
the board, placing one token glory-side down
on every Shipping Track space, City, and
Connection.
Separate the Asset Cards by type, and stack
them face-up in their appropriate place on the
board. Each stack should be ordered from the
bottom up as follows: 5-4-3-2-1-Governor. (or
5-4-3-2-1-0 in the case of the Slavery and
Europe & Te Mediterranean decks, which do
not have Governor cards.)
Make stacks of identical Building Tiles.
Tere should be:
5 of each Level 1 Building
(Market, Shipyard, and Workshop)
4 of each Level 2 Building
(Bank, Barracks, and Guild Hall)
3 of each Level 3 Building
(Docks, Fortress, and Teater)
2 of each Level 4 Building
(Cartographer, Trade Office, and University)
1 of each Level 5 Building
(Exchange, Museum, and Parliament)
Arrange the stacks in a stockpile near the board,
keeping stacks of matching levels together. Tis will
make it easier for players to choose which buildings
they want to build during the game.
Give each player 1 Player Board, all 4 Status Mark-
ers and all 30 Population Markers of one color.
Return unused Player Boards, Status Markers, and
Population Markers to the box. Each player places
their Player Board in front of them, places their
Status Markers on the “0” spaces of the four Status
Tracks on their Player Board, and creates a supply
of Population Markers near their Player Board.
Randomly select a first player and give them the
First Player Marker.
Set aside the large Scoring Chips for now; they
will not be needed until the end of the game.
PREPARATION
---
Industry
Score (5)
Build
Level (3)
Te game lasts seven rounds, each consisting of four phases. Te player with the First
Player Marker goes first during each phase, with the other players following in clockwise
order. During the first three phases each player gets to act only once, but during the Action
Phase play continues around until all players have passed.
Players build new buildings for themselves.
PLAYING THE GAME
Phase 1: The Build Phase
Players gain more Population Markers.
Phase 2: The Growth Phase
Population Markers that were used to activate buildings become available to be used again.
Once each player has built one building, go to the next phase. Note that if the building
spaces on the Player Boards became full this round, this is the seventh and final round of the
game!
Phase 3: The Salary Phase
Players take turns performing various actions by activating their buildings or by spending
Trade Tokens. Ship to earn resources, establish presence in regions, and eventually open
up regions for other actions. Occupy to gain control over empty cities. Attack to drive
enemy forces from occupied cities. Make Payments to refresh your activated buildings and
free up your population for new tasks. Draw to gather a region’s resources and gain a big
boost to Status Tracks.
Phase 4: The Action Phase
In turn order, each player builds one building.
During the Build Phase, each player must choose one Building Tile from those available in
the stockpile, and add it to an empty building space on their Player Board. Each player’s
Industry score determines their Build Level. Each building belongs to one of the five
Build Levels, indicated by an icon on its tile. Players may only choose a building if it is from
a Build Level equal to or lower than their current Build Level. (If no such building
remains, players may choose a building that is from the next Build Level up.)
Players may build duplicates of buildings that they already have.
Players may not choose any building from Build Level 5 if they have already built a Level 5
building.
Some buildings feature one or more Industry, Culture, Finance, and Politics
icons. When buildings featuring such icons are built, the player increases their score in the
corresponding track by pushing the Status Marker on that track up by the amount of icons
shown.
•
•
•
Example: Green has 5 Industry, so she may
choose any building from Build Level 3 or
lower. Green chooses the Teater, and
places it into an empty building space on
her Player Board.
Example: Green’s new Teater features two Culture
icons. Green pushes her Culture Status Marker up two
spaces.
PHASE 1: THE BUILD PHASE
Increasing your scores on Status
Tracks will earn you the bonuses
detailed in the charts below.
Status Rewards
minimum
culture
required
growth level:
number
of markers
added
to harbor
Culture
minimum
industry
required
build level:
indicates
which
buildings
m ay be built
Industry Finance Politics
minimum
politics
required
card limit:
number
of cards you
m ay
hold after passing
minimum
finance
required
salary
level:
number
of payment
actions
permitted
---
Example: Purple has
a Culture score of 2,
which gives him a
Growth Level of 3.
Purple takes 3
Population Markers
from his supply and
adds them to his
harbor.
Example: White has a Finance score of 3,
which gives her a Salary Level that permits 2
Payment Actions. White returns 2 Population
Markers from her occupied buildings to her
Harbor.
Example: Red has acquired the Far East
Governor Card, which shows 2 Industry
Icons, 1 Culture icon, and 1 Glory icon.
Red increases his Industry score by 2, his
Culture score by 1, and will earn 1 Glory
if he still holds the card when the game ends.
Example: Red has acquired
a Trade Token featuring a
Politics icon. Red
increases his Politics
score by 1.
In turn order, each player gains Population Markers.
During the Growth Phase, each player adds Population Markers from their supply to
their Harbor. Each player’s Culture score determines their Growth Level. Each
Growth Level shows the number of Population Markers that are added from the
supply.
If a player does not have enough Population Markers in their supply, they add as
many as they can.
Once all players have added their Population Markers, go to the next phase.
•
PHASE 2: THE GROWTH PHASE
In turn order, each player performs Payments.
During the Salary Phase, each player performs a number of Payments. (A player
performs a Payment by returning a Population Marker from one of their buildings
back to their Harbor.) Each player’s Finance score determines their Salary Level.
Each Salary Level shows the number of Payments that it permits.
If a player has more Population Markers on Buildings than permitted Payments,
they may choose which of the Population Markers will return to the Harbor, and
which will remain on buildings.
If a player has more permitted Payments than Population Markers on Buildings, all
Population Markers are returned and the excess Payments are lost.
Paying salaries and returning markers in this way will allow buildings to be activated
in the Action Phase, since a building with a Population Marker on it cannot be
activated.
*Note: During the first round of the game, no players will have any Population Markers
on their buildings, so this phase will have no effect in that round.
•
•
PHASE 3: THE SALARY PHASE
Each player performs one action at a time, starting with the First Player and continuing clockwise around the table until all
players have passed (because they are not willing or are not able to perform any more actions).
During the Action Phase, players may acquire Asset Cards and Trade Tokens featuring Industry, Culture, Finance, and Poli-
tics icons. When tokens or cards featuring such icons are collected, the player immediately increases their score in the corresponding
tracks by pushing the Status Marker on those tracks up by the number of icons shown.
Players may never trade or give cards or tokens to other players.
Players may not discard cards or tokens at will. (However players may be forced to discard cards once they have passed, as described
below.)
Once a player passes, they may take no further actions this phase; the turn order continues as normal, skipping that player.
Once all players have passed, the phase–and the round–is over. Go to the End Of Te Round section.
•
•
•
•
•
PHASE 4: THE ACTION PHASE
Culture
Score (2)
Growth
Level (3)
Finance
Score (3)
Salary
Level (2)
Basic Rules Of The Action Phase
---
Example: Black moves an available
Population Marker from his Harbor to
the empty Activation Space of his
Shipyard. Tis will permit him to
perform the Ship action featured on the
Shipyard tile. Note that he could not
have activated his Bank because it does
not have an Activation Circle
Example: Black
has a token in his
Harbor with an
Attack action
icon on it. He
discards the token
and performs the
Attack action.
Example: White performs a Ship action by moving a marker from her Harbor to the third
space on the Far East’s Shipping Track. (Te first and second spaces on the track have already
been claimed by Black and White respectively.) White receives the Politics Trade Token
from the space as a reward.
Tere are two methods by which a player may take an action.
Te most common way to take an action is for a player to activate one of their buildings.
To activate a building, a player moves one of their Population Markers from their Harbor
to the empty Activation Space of a Building Tile. (A building can not be activated if it
already has a Population Marker in its Activation Circle, or if it does not have an Activa-
tion Circle.) Tey may then perform the action(s) featured on that Building Tile.
Some Trade Tokens (the ones with blue
backgrounds) feature Action icons instead
of Track icons. A player may spend such a
token from their Harbor to perform the
featured action. Te Trade Token is
discarded once spent.
TAKING ACTIONS
Te player moves a Population Marker from their Harbor to the Shipping Track of a
Region, taking the unclaimed space on the track that is farthest from the stack of cards.
Te player gets the Trade Token that was in that space as a reward, which they place face
up in their Harbor.
A player may still Ship to a Region even if the Shipping Track there is full – the Population
Marker is placed beside the Shipping Track and no Trade Token is rewarded.
Te central starting area of Europe & the Mediterranean cannot be Shipped to; the two
card stacks in that region do not have Shipping Tracks.
•
•
SHIP
THE ACTIONS
Ship Occupy Attack Payment
Draw Pass
/ Discard
Buildings and Trade Tokens will allow
you to perform a number of different
actions. Te Basic Actions each have
their own section in the rules, but there
are also a number of Mixed Actions
which have a few simple additional
rules. All Basic and Mixed Actions are
listed below.
Basic vs. Mixed
Mixed
Actions
Basic
Actions
Te player chooses which of the two
actions to take.
Ship/Draw
Te player chooses which of the two
actions to take.
Occupy/Draw
Te player chooses which of the two
actions to take.
Occupy/Attack
Te player may take one or both of the
two actions, in either order. Both
actions must occur in the same region.
Occupy & Ship
Te player may Ship once or twice; if
twice, both actions must occur in the
same region.
Ship & Ship
Te player may Draw once or twice; if
twice, both cards must come from the
same card stack.
Draw & Draw
See the rules in the Occupy section.
Occupy
See the rules in the Ship section.
Ship
See the rules in the Attack section.
Attack
See the rules in the Draw section.
Draw
See the rules in the Payment section.
Payment
Method A: Activate A Building
Method
B: Spend A Trade Token
---
Example: A bit later, Purple has Population Markers in both of the
African cities pictured, so he is in control of the connection between
them. (Note that he could have gotten the markers into either city by
using Occupy actions, Attack actions, or both; it makes no differ-
ence.) Since he is the first player in the game to control that specific
connection, he collects the Industry token there as a reward.
Example: Black has just claimed the last space of Africa’s
Shipping Track via a Ship action. Tis opens the region, so
the Governor card is awarded. Usually it would go to the
player with the most markers on the Shipping Track, but
Red and White are tied for most with 2 apiece. Te tie is
broken by “most-recently placed marker”, which in this case
is Red’s. Red receives the Governor card, and will raise his
Finance score by 2 and his Politics score by 1 thanks
to the icons on that card.
Example: Africa is an open region thanks to Black’s move in the
previous example. Purple performs an Occupy action and moves a
Population Marker from his Harbor to the unoccupied city
indicated. (He could have Occupied the other city if he wanted to
instead.) Purple receives the Politics Trade Token as a reward.
When the last unclaimed space on a Shipping Track is taken in a Region,
the Region becomes open .
Te top card of the Asset Card stack, called the Governor, is awarded to
the player that placed the most Population Markers on the Region’s
Shipping Track. (If two or more players are tied for most, then the Gover-
nor is awarded to the tied player with the marker closest to the deck of
cards—thus the most recently placed marker). Tis is the only way a player
can receive one of the 6 Governor Cards.
When a player is awarded a Governor card, it is placed in either the “free
Governor” slot or in one of the normal card slots on their Player Board
(or nearby if no slot is available) and the player immediately receives the
Status Track increases granted by the card’s icons.
Once a Region is open, Occupy, Draw, and Attack actions may take place
there. Te starting area of Europe & the Mediterranean is considered
open from the start of the game.
Te player moves a Population Marker from their Harbor to an
unoccupied city. Te player collects the Trade Token that was in
that city as a reward, which they place face up in their Harbor.
Only cities in open Regions may be Occupied.
To Occupy a city, the player must already have presence in that
Region. Tis means they need to have at least one Population
Marker already in the Region. (In other cities or on/beside the
Shipping Track.) All players are considered to have presence in
Europe & the Mediterranean regardless of whether they have any
markers there or not.
•
•
Many of the cities in the game are connected to other cities. When
a player has Population Markers in both cities at either end of a
connection (via Occupy and/or Attack actions), they are consid-
ered to be controlling that connection.
All connections begin the game with a random Trade Token
placed on them; the first player to control a given connection
during the game immediately collects its token as a reward and
places it face up in their Harbor.
*Note: Even after its token has been claimed, control of the connec-
tion remains valuable because it will be worth a Glory point at
the end of the game.
OCCUPY
SHIP
Opening A Region
(continued)
Controlling
Connections
---
Example: White performs an Attack action. She first moves a Population Marker from her
Harbor to her supply. Ten she moves a second Population Marker from her Harbor and
displaces Purple’s Population Marker from the city it currently occupies. Purple’s marker is
returned to his supply, and White’s marker stays in the city, occupying it.
Example: Black has 4 Finance tokens
and 3 Politics tokens. He stores them in
stacks on the 4 and 3 spots on the tokens’
corresponding tracks.
Example: White’s Culture score is 16, so
that track’s marker sits on 15. As it turns
out, she must discard a card to satisfy her
Card Limit; she discards the India “1” card.
Her Politics marker moves down 1 as
normal, but if she moves her Culture
marker down 1, it will be incorrectly
positioned on 14. She leaves that marker
on 15 instead of moving it.
Example: Black takes a Payment action.
He chooses the Population Marker
currently sitting on his Cartographer
building, and returns it to his Harbor. (If
he had wanted to, he could have chosen
the marker on his Market instead.)
Connections can come under a player’s control due to the Attack action. See the Control-
ling Connections rules in the Occupy section for details.
Controlling Connections
Tis action costs 2 Population Markers. Te player first removes a Population Marker from
their Harbor and places it in their supply. Ten the player selects a city that is already
occupied by an opponent’s Population Marker, and replaces the opponent’s marker with a
second Population Marker from their Harbor. (Te displaced marker is returned to the
opponent’s supply.) At the end of the Attack action, the attacked city is considered to be
occupied by the attacker.
Only occupied cities can be claimed with the Attack action.
To Attack a city, a player must already have presence in that Region. Tis means they need to
have at least one Population Marker already in the Region. (In other cities or on/beside the
Shipping Track.) All players are considered to have presence in Europe & the Mediterranean
regardless of whether they have any markers there or not.
•
•
ATTACK
Te player moves one Population Marker from the Activation Space of one of their
buildings back to their Harbor. Tis frees both the building and the Population Marker to
be used again later.
A building can not use its own Payment action on itself.•
PAYMENT
Your Harbor may grow crowded as you
collect Trade Tokens; you may find it
useful to stack your brown Trade
Tokens on their Status Tracks instead.
Tis will clear room in your Harbor
and help you to quickly count your
scores, especially if you keep the stacks
on the number that matches the height
of the stack.
Token Storage
Te maximum score on any Status
Track is 15; in the event that a score
rises above 15, the marker stays at 15.
Note however that if you lose icons
while you have greater than 15 in a
given score, make sure that your
marker is positioned to reflect your
actual total of held icons.
Track Limit
A different method for Phase Order
could be for each player to individually
complete the first three phases (Build,
Growth, and Salary) in order before
passing to the next player in turn order.
You may find that this method assists
in individual planning, or that it
speeds up the game.
Phase Order
---
Te value “5” card in the Europe & the
Mediterranean deck is special; it features a
label that announces the Abolition Of Slavery.
Te first time this card is drawn by any player,
all players must immediately set aside all
Slavery cards they hold, reducing their Status
Track scores as appropriate to reflect the lost
icons. Te set-aside Slavery cards are turned
face down and kept near the player’s Player
Board as a reminder that the player will lose 1 Glory per card
at the end of the game for resorting to Slavery. Tese set-aside
Slavery cards do not count toward the player’s Card Limit. Any
Slavery cards that remain on the main board are immediately
removed from the game; it will not be possible for players to
draw from the Slavery deck for the remainder of the game.
Example: Green takes a Draw action. North America is an open
region, and the value “3” card is on top of the card stack there. Green
needs to have at least three Population Markers in the region in
order to be allowed to draw the card. She has five. (3 on the Shipping
Track plus 2 in cities) So permitted, she takes the card and places it
in a card slot on her Player Board. She immediately raises her scores
for Industry and Culture by 2 apiece thanks to the icons on the
card.
Example: Someone has drawn the
“Abolition Of Slavery” card; it does
not matter who. Te Purple player
happens to hold two Slavery cards.
She turns them both face down and
places them beside her Player
Board. She reduces her Industry
score by 4 and her Finance score
by 2 to reflect the lost icons on those
cards. All other players holding
Slavery cards undergo the same
process, and the remaining Slavery
card on the main board is removed
from the game.
Abolition Of Slavery
Te player takes the top card from an Asset Card stack in an
open region and places it face-up in one of the card slots on their
Player Board. (If there are no slots available, the card is placed
nearby for now.) Te player immediately adjusts their Status
Tracks to reflect the icons on the acquired card.
Each region has a stack of cards. To draw a card from a region’s
stack, a player must have a number of Population Markers in the
region greater than or equal to the value of the card. Tese
Population Markers may be in the region’s cities, or on/beside the
region’s Shipping Track.
Tere are two card stacks (Slavery and Europe & the Mediterra-
nean) in the starting region of Europe & the Mediterranean, each
numbered 0-5. Note that because there is no Shipping Track in
this region, only the Population Markers in cities can be counted
toward the ability to draw cards. All of the cities in the region can
be counted for either deck. Te ‘0’ value cards in this region
require no Population Markers to draw.
When drawing cards during the Action Phase there is no
restriction on how many cards a player may hold, and cards may
be freely moved into and out of slots. Only when a player passes
will they have to discard down to their Card Limit, which is
determined by their Politics score. (Card Limit is discussed in
detail in the Pass / Discard section.)
•
•
•
DR AW
---
You begin the game with the
Colonial House, which will help
you start your campaign to
control local cities.
Te Market is the basic
card-drawing building in the
game, and will be useful from
beginning to end.
A Shipyard built early in the
game will allow you to start
shipping to other regions while
providing a cultural boost.
Te Workshop gives your
empire a strong early boost in its
industrial ability, opening up
new building options.
Building a Bank will boost your
financial score and help your
workforce to rotate smoothly.
A Barracks is the key to early
dominance of cities, especially in
the important starting region.
Te Guild Hall offers interesting
flexibility between shipping to
regions and drawing from them.
Docks are a good step up from a
Shipyard, as they allow you to
both Ship and Occupy in the
same turn.
A Fortress will give you a small
political gain, and lets you
Occupy empty cities or Attack
occupied ones.
Building a Teater will provide
a great cultural increase to your
empire that will attract
population.
A Cartographer will provide
you with the nautical knowledge
to perform two Ship actions on
one turn.
Building a Trade Office
improves upon the Market by
letting you Draw twice from a
region in a single turn
A University contributes to the
glory of your empire, scoring
valuable points at the end of the
game.
Te Exchange improves your
finances and also lets you
perform Payments on other
buildings.
Building a Museum will be a
cultural boost for you, and will
let you perform Payments on
other buildings.
A strong Parliament grants
good political power, and lets
you perform Payments
on other buildings.
Example: Red has passed, so now must
check to see if he needs to discard anything.
Red’s Politics score is 3, which gives a
Card Limit of 2. Red can keep 2 cards, plus
one Slavery card, plus one Governor card
in the “free Governor” slot. Red happens to
be one card over his Card Limit; he chooses
to discard his South America value “1”
card, and returns it to its card stack. Red
loses 2 from his Culture score to reflect
the lost icons on the discarded card.
Once all players have passed, the round is over. Tis is a good time for players to recalcu-
late their Status Tracks to make sure that they are accurate. Once discards are complete,
the player simply counts up the total number of icons held (counting icons on held Asset
Cards, Trade Tokens, and Buildings) in a given category, then positions the Status Marker
correctly on the Status Track if it is incorrect.
Once everyone’s Status Tracks are confirmed correct, the First Player
Marker is passed to the left, and the next round begins. If it was the
seventh round that was just completed, the game is immediately
over! (Tis is easily checked: If all building spaces on the Player
Boards are full, the seventh round has just ended.)
END OF THE ROUND
Each player has a Card Limit, which is determined by their Politics score. A player’s
Card Limit determines how many Asset Cards the player is permitted to keep after
passing. Te absolute maximum will be 5 cards, one card per normal card slot.
Additionally, a player may keep one bonus Slavery card beyond their Card Limit, not to
exceed the 5-card maximum. (More than one Slavery card may be kept, but only one
Slavery card per player gets this special bonus.)
Tere is also a special space on each Player Board where each player may keep one “free”
Governor card. Tis free Governor card does not count towards the player’s Card Limit,
or towards the maximum of 5 total cards. (Players are not limited to one Governor card
overall, and they are not forced to keep a held Governor card in their “free Governor” slot
even if that slot is empty. Governor cards in normal card slots do count towards the card
limit and the 5-card maximum.)
When a player passes, they must discard cards down to their Card Limit if necessary.
Discarding cards will result in the loss of the featured icons, therefore the Status Markers
on the corresponding tracks must be pushed down accordingly.
*Note: Loss of Politics
icons in particular may result in a player’s Card Limit being lowered.
In such a case the player must continue to discard cards until their Card Limit is satisfied.
Once a player has passed, they may take no further Actions this phase.
•
•
Discarded cards are returned to the card stack that they came from. Cards are always
arranged in increasing value order from the top down, with the lowest-value card on the
top of the stack.
When Slavery cards are discarded they are not returned to the Slavery stack. Instead they
are turned face down and kept near that player’s Player Board as a reminder that the player
will lose 1 Glory per card at the end of the game for resorting to Slavery. Tese set-aside
Slavery cards do not count toward the player’s Card Limit.
When Governors are discarded, they are removed from the game.
Players may reposition their cards into whatever slots they wish during the Discard
process, as long as their Card Limit is obeyed when they are done.
•
•
•
•
PASS / DISCARD Buildings by Level
Politics
Score (3)
free
governor
bonus
slavery
card limit of 2; must
discard
one of these
Card
Limit (2)
are discarded they are not returned to the Slavery stack Instead they are turned face down and kept near that player s Player Board as a reminder that the player will lose 1 Glory per card at the end of the game for resorting to Slavery Tese set aside Slavery cards do not count toward the player s Card Limit When Governors are discarded they are removed from the game Players may reposition their cards into whatever slots they wish during the Discard process as long as their Card Limit is obeyed when they are done PASS DISCARD Buildings by Level Politics Score 3 free governor bonus slavery card limit of 2 must discard one of these Card Limit 2
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Example: Te game has ended... Red tallies his points:
Red earns a grand total of
71 Glory
for his final score. With luck, the glory
of his empire will be great enough to
win the game!
Remove any remaining Trade Tokens from the game board and the Player
Boards. (Be sure that all players’ Status Tracks are correct before their Trade
Tokens are removed!) Tey will be used (glory-side up) along with previ-
ously discarded tokens to help count points. Each token represents 1
Glory point. Trade up to the larger Score Chips when you reach
increments of 10 and 50.
Cities and Connections. One player at a time must do this, but other
players can assist in order to speed up the process. On each city in which
the player has a Population Marker, place Glory tokens to match the
Glory icons printed on those cities. (Most cities have 1 Glory icon…
there are a few cities that have 2.) Now place 1 Glory Token on each
connection controlled by that player. Tat player then takes all of those
Glory tokens. Repeat the process for each player.
Status Tracks. Each Status Track has spaces with icons, and spaces
without icons. Status Markers on spaces with icons stay where they are.
Status Markers on spaces without an icon now get pushed down to the
first space they reach that does have an icon. Tese are the Glory point
values for the Status Tracks. Each player adds up the points from their
Status Tracks and takes that many Glory tokens.
Cards. Many of the Asset Cards feature Glory icons. Each player adds
up the Glory icons on their cards and takes that many
Glory tokens.
Governor Space. Any player without a Governor card in their “free
Governor” space takes 3 Glory tokens.
Universities. Any player with a University takes 3 Glory tokens per
University.
Extra Population. For every 3 Population Markers remaining in a player’s
Harbor, the player earns 1 Glory token.
Slavery Subtraction. Any player with discarded Slavery cards by their
Player Board loses 1 Glory token per card. (Note that face-up Slavery
cards on Player Boards (if any) do not incur this penalty.)
Te game ends at the conclusion of the seventh round. Te buildings act as
a reminder of this; once the building spaces fill up during the Build Phase,
it is the seventh and final round of the game. After the seventh round ends,
the game ends and Glory points are tallied.
Players earn Glory points based on their levels of Industry,
Culture, Finance, and Politics,
as well as from city occupation,
controlling connections, holding certain cards and buildings, and for having
Population Markers in their Harbor. Some players will lose points as well, if
they have Slavery discards by their Player Boards.
Total Points and Victory
Each player adds up their Glory tokens, and the player with the most
points wins! In the case of a tie, all tied players share victory.
GAME END AND VICTORY
16 points for occupied cities. (fourteen 1-point
cities and one 2-point city.)
9 points for controlled connections.
10 points for his Industry score.
7 points for his Culture score (which
was pushed down from 8).
7 points for his Finance score (which
was pushed down from 9).
12 points for his Politics score.
5 points for Glory icons on cards.
3 points for his empty “free Governor” space.
3 points for his University.
1 point for the three Population
Markers in his Harbor.
Minus 2 points for his two set-aside
Slavery cards.
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