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Manual — Hamlet: By the Lake

Mighty Boards · Jogo de tabuleiro · 2024
1–4 · melhor 4 Solo 60–90 min Peso 2.8/5 PDF oficial 6 páginas
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HAMLET
By the Lake

RULEBOOK

CLIFESIDE
3 FOR EACH CONNECTED
WATER SEGMENT
(NO ROAD REQUIRED)

2 MAY
OLLECT

MIGHTY
BOARDS

---

OBJECTIVE
In Hamlet: By the Lake, you take your village building lakeside! Form lakes, build Boats, go Fishing, and feed your Villagers seasonal meals that give them special abilities.
Hamlet: By the Lake adds variability, customisability and more individual control of resources, taking the strategy for Hamlet well above sea level.

Setup
Set up according to the instructions in the base game rulebook (page 4), with the following additional steps:
1. When sorting the new building tiles, place the Storeroom tiles (2) into the bag at the beginning of the game. Then, shuffle the other new tiles into their corresponding piles based on the icon displayed on the back of the tile:
* Timber: Dockyard
* Milk: Aquarium
* Brick: Cliffside
* Flour: Beach
2. Place the 30 Fish tiles (11 Common Fish, 10 Uncommon Fish, 9 Rare Fish) and place them in the new canvas bag.
3. Give each player their additional Flag token so each player has a total of 7.
4. Choose a season - Spring, Summer, Autumn, or Winter - and place its 2 Menu cards face up on the table. The Common Fish have the same Menu card in all seasons.

New Components
* 6 New Building tiles
* 30 Lake tiles
* 9 Menu cards (1 Common Fish, 2 Spring, 2 Summer, 2 Autumn, 2 Winter)
* 4 Flags (1 of each colour)
* 1 Canvas bag (for Fish tiles)
* 10 Boat Tokens
* 4 Villagers’ house Tiles
* 20 Fish tokens

EXAMPLE: Autumn
FISH MARKET
Gain 2.
YOU PAY 0 FOR BLUEPRINTS THIS TURN.

INFRASTRUCTURE
CONSTRUCT A BUILDING. DO NOT PAY ITS BUILDING COST AND DO NOT GAIN ITS REWARD.

Call in a favour
Gain 1. After your next action, refill ALL adjacent fishing spaces.

MIGRATION
Gain 1. If you have 2 or more donkeys, gain another donkey for free.

BREEDING
Gain 1. After your next villager action, place the fish token on the activated building. No player can take actions on that building until the beginning of your next turn.

MONOPOLY
Gain 1.

---

122
131
2
22
1-21-2
10/ /6.
3/
3/4
4106.
13
112
113
122
11
2
1
4
43
1
1
2
11
4
2
1
1
2 1
4
2
2
2
11
4
112
2
34
3
Gain 2.
FISH Market
corner-to-corner
enclosure
Not adjacent
to a building
tile = No Fish
Gameplay Concepts
Forming Lakes
Lake tiles are used to fill in empty spaces created
in between other building tiles. Whenever a player
places a building tile that fully encloses any
amount of empty
space between tiles, a lake is
formed in that enclosed
space.
5 Place
the space.
•
Lakes form even when tiles enclose a space
corner-to-corner, without touching segment to segment.

• Lakes may touch any type of edge
– Mountains, Forests, Roads,
or Water.
6 Score 1 Point for every 2 Lake tiles placed
(rounding down, up to a maximum of
10 Points per lake).
7 Place a Fish token on each new Lake tile that
is adjacent to a building tile.
8 If the lake is 2 tiles or bigger, you may place
a Boat on the lake and place a Flag token of your colour in it.
Boats
Boats allow you to move workers and transport materials across lakes. They are not on a specific Lake tile, but “on the lake”
– meaning they can be
used to connect all building tiles that are adjacent to that lake.
•
Unlike Paths and Bridges, Boats can only be used
by the player who placed them.
• After you place a Boat and a Flag, they cannot be
removed for the rest of the game.
• You may not place a Boat if you do not have any
Flags left in your personal supply.
If you use a Boat to deliver resources to
a building, it costs an extra 1 Wheat.
Deliver the 1 Wheat to the same
building, then remove it from the board. This 1 Wheat
allows you to use the Boat for the
entirety of that Villager action.
If you use a Boat to move workers, it does not cost
any extra resources.
Boats do not count as Paths/Bridges/Roads for
the purpose of scoring, such as scoring the longest
road or a Landmark. However, you may build a Path
or Bridge connecting two tiles that are already
connected by a Boat even if you cannot otherwise
access them.
1
2
3
4 Fishing
Fishing is a new Villager action.
9 To go Fishing, you must place one of your
Villagers on a building tile adjacent to at least
one Lake tile containing a Fish token. A Lake
tile is adjacent to a building tile if it shares
a segment with that building tile - not if only
a corner touches the building tile.
10
Remove all Fish tokens from all Lake tiles
adjacent to the tile your Villager is on (this can be multiple lakes).
11
Randomly draw Fish tiles from the bag
equal to the number of Fish tokens you removed from the Lake tiles.
1
2
3
• You have in your
personal supply at the end of your turn. If you have more than 3, choose which 3 tiles you want to keep and place the rest back into the bag.
Selling and Eating Fish At any time during your turn, you may Sell or Eat your Fish. This does not require a Villager action.
Depending on the rarity of the Fish, you can
either Sell it for Gold or cook a delicious meal to
gain the ability on the corresponding Menu card.
Each ability can be activated once per player per turn. Each type of Fish can be consumed once
per player per turn.
1
3
7xx
9xx
2
4
When you exchange any
number of Fish tiles for Points, Gold,
or abilities, place them back into the bag.
season
(Summer)
Additional
2 only
for the owner
(Beach effect)
1
3
not
adjacent
2
Common Fish (green):
Gain 2 Gold.
Uncommon Fish (blue):
Gain 1 Gold and
the
ability on the
corresponding
Menu card.
Rare Fish (red):
Gain the ability on
the corresponding
Menu card.
cost
(Fish
type)
1
Gain 1.
After your next
action, refill ALL
adjacent fishing
spaces.
MIGRATION
Discard up to
10 fish,
Score 1 each.
The FISH CONSUMED FOR THIS
ACTION COUNTS AS ONE OF THE
DISCARDED ONES.
FISH FESTIVAL
Fish tokens do not replenish after they are removed (unless otherwise specified) and it is not possible to go Fishing on tiles that no longer have adjacent Fish tokens (except the Beach, if you own it - see page 4).
After collecting your Fish tiles, you may sell them
or cook them into meals - see Selling and Eating Fish.
4
reward
(gold)
reward
(ability)
Fish and Boats are not limited, if you run out of
tokens, use a suitable substitute.

---

Storeroom Activation (worker required)
stored resources (refined/raw) Slot x2
Owner’s bonus
Owner’s flag
Building reward
Building COST
© Copyright 2024 Mighty Boards.
Published by Mighty Boards.
All rights reserved.
www.mighty-boards.com
Credits
Game Design: David Chircop
Expansion Design: David Chircop & Johnathan Harrington
Solo Mode: Nick Shaw
Illustration: Yusuf Artun & Max Kosek
Graphic Design: Andrew Cachia, Max Kosek, Chris Borg & Mark Casha
MARKETING: Eveline Foubert
Special Thanks: Chad Samuelson, Tom Culley, Cory Cunningham & big Thank you to all our Kickstarter backers!
* The Hamlet base game is required to play this expansion.

New Buildings
The new buildings follow the same rules as buildings in the base game. You gain blueprints by visiting the Town Hall, build them by providing the required materials, place them following the Adjacency rules and score Points as stated on their Reward slot.
All new building tiles have a Flag icon, meaning the player who built them must mark them with a Flag token. Only the owner of a building may activate it and use any of its abilities or benefits.

Building Placement: Water Edges
New buildings work the same way as in the base game, but have a new type of segment: Water. These segments can only be placed adjacent to other Water segments.

The Villagers’ house
Hamlet: By the Lake includes a Villagers’ house in each of the player colours. At the end of your turn, instead of keeping your Villagers on the board, take them off and put them to sleep on their beds in your Villagers’ house. Whenever you would hire a new worker, place them asleep in the Villagers’ house, ready to be used at the beginning of the next turn.
At the beginning of your turn, wake up all your hired Villagers by standing them up and take actions by placing them one by one on any building connected through the road network or using Boats.

Game End
The game ends when a player makes the last Church delivery, or a player places their last Flag on a building or Boat.
Complete the current round so that every player will have played the same number of turns (until the player sitting to the right of the starting player has completed their turn). Then proceed to End Game Scoring as described in the base game rules (page 11).
Note that Hamlet: By the Lake includes an additional Flag, so each player has 7 Flags, not 6.

Storerooms:
Activate the Storeroom by transporting Raw/Refined materials to the tile and placing them in the slots. Only you can activate the Storeroom and only you can use the materials stored on the Storeroom.
When you move Refined materials to the Storeroom, the players who produced those materials immediately gain the rewards. They do not gain rewards when those materials are moved off the Storeroom. You may not purchase materials from the Market to place them in the Storeroom.

Aquarium:
Apart from scoring Points for leftover Fish, the Aquarium can join two lakes together through a water channel between the islands on its tile. Once the Aquarium is constructed, Lake tiles are placed according to Forming Lakes rules. However, for the sake of Adjacency and Transportation, the whole body of water is considered a single lake.

Beach:
The Beach tile counts as having 2 permanent Fish on it that can always be Fished. You may take a Fishing action here even if there are no Fish in the surrounding lakes or if there are no lakes surrounding the Beach. Other players may take a Fishing action on the Beach, using the surrounding lakes, but they may not Fish the additional two Fish that are on the Beach.

Dockyard:
Score 3 Points for each of your Boats on the board at the end of the game.

Cliffside:
Score 3 Points for each Water segment that is adjacent to a lake. No road is required to score this building at the end of the game.

1-4
25min
per player
10+

---

SOLO RULES
Solo Components
Solo Mode
Setup Changes
1
When setting up Botric’s action tiles below its board, include the new Fishing token with the others when randomly laying them out.
2
There will be one more action tile than the number of recesses under Botric’s board - the 6th tile just goes to the right of the others.
3
Do not give Botric a Villagers’ house tile.
1
2
3
1
+ -1
-3
-2
5
Solo action token: Fishing action tokens IN ACTION LINE
FAVOUR TILE
SOLO ACTION TILE
NEW
1 2

---

Botric Gameplay Changes

Fishing action
When Botric goes Fishing, place a Villager on a tile adjacent to a lake where they can catch the most Fish. Fish all tokens from the chosen lake(s) adjacent to the tile the worker is on.
• If there’s a tie for which lake to pick from, Botric picks one adjacent to its closest worker, and if still tied, you may choose which tied lake they Fish from.
• Botric draws a Fish tile from the bag for each Fish token they Fished.

Construct a Building action
When constructing a building, Botric has a change in priority for how it chooses where to place its building tile. The placement choice is now as per the following (bold showing the additions vs the base-game solo rules):
• In all cases below, Botric avoids joining a road network relying on your roads if possible, and avoids joining to your Landmark tiles if possible.
• Next to a tile as far along the longest road network with none of your roads on it, where they can form a lake to place the most Lake tiles, then where they can match at least one terrain type to a segment (Road-to-Road, Forest-to-Forest, or Mountain-to-Mountain).
• Next to a tile as close to the Church as possible, where they can form a lake to place the most Lake tiles.
• If multiple locations are still available, the player may choose where the tile is placed from the tied options.
Botric will place the tile in a way that lets them form a lake with the most Lake tiles possible, then tries to join road-to-road if possible, otherwise Forest-to-Forest or Mountain-to-Mountain (equal priority).
Placing Forest-to-Mountain is a last resort.
Botric will always try to match as many sides as possible when placing.

Forming Lakes
When Botric forms a lake, they gain Points for the Lake tiles placed, as usual.

Placing Boats
After creating any lakes, Botric decides whether to place a Boat in one of the just-formed lakes. They will choose to place a Boat if they formed a lake of at least 2 Lake tiles, and they have any Flags left, and if either of the following is true:
1 A lake they just formed is adjacent to a Refinery tile they don’t currently have access to (via a road or another of their Boats);
2 They can trigger the end of the game by placing their last Flag as a Boat.
If Botric chooses to place a Boat, they place it in the lake they just formed. If they formed multiple lakes at once, the Boat goes into the lake that complies with point 1 above. If still tied, the Boat goes into the largest (tied) lake formed (if tied for largest, you may pick which tied lake is used).

Using Boats
When Botric wants to use one of their Boats to transport resources across, they have to be able to pay 1 Wheat, just like a player would.

The Villagers’ house
Botric does not use a Villagers’ house - keep their workers on the map between their turns (as a number of their action tiebreakers use “nearest to one of their workers”).

Game End
Game End is triggered as usual. Before scoring up, Botric discards any remaining Fish tiles, gaining the same rewards as per their Selling & Eating Fish section. Then, score up as usual.

Selling and Eating Fish
At the end of their turn, if Botric now has more than 3 Fish tiles, they immediately discard any surplus Fish tiles in least-rare order (green > blue > red), until they only have 3 remaining. For each tile discarded, they ignore the Sell and Menu abilities of the Fish types, and instead gain the following rewards:
Common Fish (green):
Gain 1 Gold onto the Favour tile (even if on its X side).
Uncommon Fish (blue):
Gain 1 Gold onto the Favour tile (even if on its X side) and gain 1 Point.
Rare Fish (red):
Gain 2 Points.

CREDITS
Game Design: David Chircop
Expansion Design: David Chircop & Johnathan Harrington
Solo Mode: Nick Shaw
Illustration: Yusuf Artun & Max Kosek
Graphic Design: Andrew Cachia, Max Kosek, Chris Borg & Mark Casha
MARKETING: Eveline Foubert
Special Thanks: Chad Samuelson, Tom Culley, Cory Cunningham & big Thank you to all our Kickstarter backers!

10/6. 3/3/4 4106. 11 4 13 1 1 2 1 4 112
not adjacent 2 + 2 1-4 25min per player 10+
© Copyright 2024 Mighty Boards. Published by Mighty Boards. All rights reserved. www.mighty-boards.com

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