Texto completo do manual

WWW.MIGHTY-BOARDS.COM SCOTLAND || 1
Following a series of calamities that left civilization in shambles, societies around the
world are being rebuilt anew in harmony with nature. Scotland lies in ruins, and the
ancient clans have taken it upon themselves to restore the land. As clan leaders, you
will compete for strategic control of the land and its prestigious castles.
SCOTLAND
RULEBOOK
(Ties also satisfy this condition.)
5
Occupy
the most
Port
spaces.
MOST
PORTS1 +
(Ties also satisfy this condition.)
5
Fully
occupy
the most
Medium
Settlements.
MEDIUM
SETTLEMENTS
OWNERSHIP
(Ties also satisfy this condition.)
5
Have
the most
Energy Farm
clusters of
3 or more
Tiles.
MOST
ENERGY FARMS
3
3 bonus points.
CATHEDRAL
BONUS
(Ties also satisfy this condition.)
5
Occupy
the most
spaces
adjacent to
Invergarry
Castle.
INVERGARRY
CASTLE
(Ties also satisfy this condition.)
5
Have
the most
Food Farm
clusters of
3 or more
Tiles.
MOST
FOOD FARMS
1. Energy/Food Farms break ties.
2. If still equal, active player loses tie.
1. Active player loses tie.
2. Further ties favor players in clockwise order.
SCOTLAND
1. Player controlling Edinburgh Castle
wins.
2. If still tied, the player controlling Stirling
Castle wins, even if not tied for fi rst place.
IRELAND
1. Player controlling Blarney Castle wins.
2. If still tied, the player or players who
occupy the most spaces adjacent to the
Hill of Tara now win, even if not tied for
fi rst place.
RESOLVING TIES
SETTLEMENTS
END GAME TIES
CASTLES
1 Board
Scotland Map
32 Mission

Cards
4 Player

Aid Cards
32 Cathedrals

8 per player color
56 Castles

14 per player color
4 Clan Boards

1 per player color
8 Scoring

Achievements
2 per player color
4 Scoring Counters

1 per player color
144 Tiles

36 per player color
Plus 8 spare blank Tiles
1
2
3
4
5
6
7
8
9
COMPONENTS
HOW TO PLAY
REINER KNIZIA
31 4 5
6 7 8
9
2-410 60
MINAGE PLAYERS
2
x36
x3
x12x12

---

2 || SCOTLAND
Turn Summary
On your turn, you do 3 things in the
following order:
1. Place the Tile from your
hand on the Board.
2. Score the Tile.
3. Draw 1 Tile from your
supply to your hand.
Game Summary
Score the most points by strategically
placing Tiles to build Energy Farms,
grow Food Farms, and establish Set-
tlements in Scotland. Gain additional
points by completing Private Missions
collected from Cathedrals, gaining
control of Castles, and opening Ports.
The game ends when every player
has placed all of their Tiles. Players
then compare scores to determine
the winner.
At the start of your turn, you become the active player. Place the
Tile in your hand face-up on an unoccupied hexagonal space on
the Board that matches the symbol on the Tile (
, or ).
A space with a player’s Tile is now considered occupied. You may
not place Tiles on Cathedral, Castle and water spaces.
The following rules apply when placing Tiles:
Exceptions: If you are attempting to place an Energy Farm Tile on your
turn but there are no unoccupied Energy Farm spaces or blank spaces
available on the Board, you may place the Energy Farm Tile on a Food
Farm space. Similarly, if you are attempting to place a Food Farm Tile
but all the Food Farm spaces and blank spaces are occupied, you may
place the Food Farm Tile on an Energy Farm space.
SETUP

FOOD FARMS
You may only place a Food Farm Tile on a space
that features a Food Farm icon or on a blank space
(a space with no icons).
ENERGY FARMS
You may only place an Energy Farm Tile on a space
that features an Energy Farm icon or on a blank space
(a space with no icons).
SETTLEMENTS
You may only place a Settlement Tile on a space that features the
Settlement icon . Settlement Tiles each feature 1 , 2 , 3 ,
or 4 Settlement icons. The number of Settlement icons shown
represents how much Influence that Tile will be worth when placed
in a Settlement (see Settlements on page 3).
1. Placing Tiles
Lay out the Board in the middle of the table, Scotland side up.
Create the deck of Mission Cards by shuffling them

together. Place the deck face-down on the Board in
the designated spot.
Each player chooses a color and places their Scoring
Counter on the
0
space of the score track that runs
around the perimeter of the Board.
Each player places the Clan Board and all the

Castles and Cathedrals of their color in front
of themselves. Then they place the Scoring
Achievement with a blank side in its slot next to
the Clan Board, blank side up.
With
players, use 32 Tiles of any
unused color and place these face-down
on the spaces marked with the yellow hex
icon .
Each player collects all the Tiles of their color.

With
players, each player
returns the following to the box:
3 Energy Farm Tiles
3 Food Farm Tiles
1 Settlement Tile of each
value 2 , 3 , and 4 .
1
2
3
4
5
6
1
6 8
x14
9
5
Each player places their Tiles face-down in front of
themselves and shuffles them.
Each player draws 2 of their Tiles, looks at them privately,
and places them face-down on their Clan Boards. These
Tiles will not be used this game, but can be looked at
at any time. At this point, any Tiles remaining in front of
a player are considered their supply.
Each player randomly draws 1 Tile to their hand and
looks at it privately.
The player who last visited Scotland starts the game.
Play progresses clockwise until the end of the game.
7
8
9
10
2
3
x32
4
supply
7
x8
GAMEPLAY

---

SCOTLAND || 3
After placing your Tile on the Board, calculate the points you earn from placing that Tile, and
immediately move your Scoring Counter along the score track. Tiles score in the following ways:
1 SMALL SETTLEMENTS (1 space with a single outline)
Place a Settlement Tile in the single unoccupied Settlement space to immediately score points
equal to the Influence of the Settlement Tile (the number of Settlement icons on the Tile).
2 MEDIUM SETTLEMENTS (2 spaces with a double outline)
When both spaces have been occupied, the player with most Influence in the Settlement
immediately scores
5
. The other player scores 3. In the event of a tie, the player
who completed the settlement loses the tie and earns
3
, while the other tied player
earns 5. If a single player occupies an entire Medium Settlement with their own Tiles,
they score 5 + 3 = 8.
3 LARGE SETTLEMENTS (3 spaces with a triple outline)
When all 3 spaces have been occupied, the player with most Influence in the Settlement
scores
8
, and the player with the second most Influence scores 5. Other players with
less influence score no points. If a player has multiple Tiles in a Settlement, their values are
combined to determine their total Influence in the Settlement. If a single player occupies
an entire Large Settlement with their own Tiles, they score
8
+ 5 = 13. The player
who completed the Settlement loses any ties. Further ties favor players in clockwise order
from this player.
2
2. Scoring Tiles
SETTLEMENTS
Settlements are scored when all the spaces that make up that Settlement are occupied.
Players are awarded points based on their relative Influence in the Settlement. A player’s total
Influence in a Settlement is the total number of Settlement icons shown on all the Settlement
Tiles of their color in that Settlement.
ENERGY FARMS
When you place an Energy Farm Tile, score 1 point for
each Tile in the cluster of Energy Farms you have just
created or added to, including the Tile you just placed.
A cluster of Energy Farms consists of contiguous
Energy Farm Tiles of 1 color.
1
Example A: Although Blue places their
Energy Farm Tile adjacent to a previously
placed Energy Farm Tile, the Tiles do not
create a cluster because the other Tile
belongs to Beige. Blue immediately

scores 1
.
A
B
Example: Pink places a Settlement Tile next to Blue’s,
meaning both spaces in the Medium Settlement are now
occupied. Pink has 2 Influence in the Settlement, and
Blue has 1 Influence in the Settlement, so Pink scores
5

for having the most Influence, and Blue scores
3
.
/5 3
/5 3
Example: Blue has 2 Tiles, both of 1 Influence. Pink places a Tile worth 3 Influence, meaning all 3 spaces in the
Large Settlement are now occupied
. Pink has more Influence than Blue, so pink scores 8
and Blue scores 5.
FOOD FARMS
When you place a Food Farm Tile, score 1 point for
each Tile in the cluster of Food Farms you have just
created or added to, including the Tile you just placed.
A cluster of Food Farms consists of contiguous

Food Farm Tiles of 1 color.
Example B: Beige places another
Energy Farm Tile adjacent to 1 of their
own Energy Farm Tiles. They have created
a cluster of 2 matching Tiles, so they
immediately score
2
.
1
Note: Although Food Farm Tiles and Energy
Farm Tiles score in the same way, they do
not create mixed clusters. Only Tiles of the
same type and color create clusters.
PORTS:
Whenever a player
places a Settlement Tile on
a space with a Port, they
immediately score 
1
.
If this space is the only or last
space of the Settlement they
also trigger the Settlement
scoring.
/35
5 08/ /
1
2
3
=

---

4 || SCOTLAND
CATHEDRALS
Placing Tiles adjacent to Cathedral spaces allows
you to gain Mission Cards, which contain objectives
you can complete to earn points. The first time you
place a Tile adjacent to a Cathedral space, place
1 of your Cathedrals on that Cathedral space.
If there is already a Cathedral on that space, stack
yours on top of it. Draw 1 Mission Card from the top
of the deck, read it privately to learn your mission,
then place the card face-down in front of you so that
only you know your mission(s).
You can only gain 1 Mission Card from each
Cathedral space. Because there are 8 different
Cathedral spaces on the Board, you can obtain
a
 maximum of 8 Mission Cards during the game.

CASTLES
Players gain control of Castles by occupying the most spaces adjacent to the
Castle space. If your Tile is the first Tile placed adjacent to a Castle space, place 1 of
your Castles on the Castle space to show that you currently have control of the Castle.
If you are placing a Tile adjacent to a Castle space that already has another player’s
Castle on it, determine which of you now occupies the most Tiles adjacent to the
Castle space. If you now occupy more adjacent spaces, you gain control of the Castle.
Return the other player’s Castle to them and replace it with 1 of your own. If the
number of adjacent occupied spaces is equal, ties are broken in favor of the player
with the most Energy and Food Farm Tiles adjacent to the Castle space. If players
are tied on Energy and Food Farm Tiles, then ties are resolved against the player
currently placing the Tile.
Important: You can satisfy
the condition on a Mission
Card even if you are tied with
other players for the condition
shown on the card.
After you have scored the Tile you placed, conclude your turn by drawing a Tile from your
supply into your hand and looking at it privately. You will place this Tile in your next turn.
The next player in clockwise order now takes their turn.
3. Drawing Tiles
THE GAME ENDS
when all players have placed
all the Tiles from their supply
onto the Board. Players then
gain points from the following
sources:
Note: When your
score reaches 100,
flip your Scoring
Achievement. If you go over
200, change your Scoring
Achievement to 200 and flip it
if you reach 300.
x5
Note: Cathedral Bonus
Cards score a bonus
3

without needing any
condition to be fulfilled. 0
5 +3 +
4
Ties for the winner are broken in favor of the player who has control
of Edinburgh Castle (marked on the map with the White Shamrock
Icon ). If none of the players tied for first place control of Edinburgh Castle, the player
in control of Stirling Castle (marked on the map with the White Shamrock Icon )
now wins, even if they were not tied for first place!
FINAL SCORING
1. Incomplete Settlements
2. Castles
3. Mission Cards
Once the final scores have been calculated,
the player with the most points wins.
At the end of the game, players score 5

for each Castle they control on the Board.
Finally, players reveal their
Mission Cards and score any
points they have earned by
satisfying their conditions.
At the end of the game, each
Settlement Tile in a Settlement
that still has unoccupied spaces
is scored as if it were the only Tile
in a Small Settlement. In other
words, players score points equal
to the Influence of the Settlement
Tiles they have in incomplete
Settlements.
(Ties also satisfy this condition.)
5
Occupy
the most
Port
spaces.
MOST
PORTS1 +
(Ties also satisfy this condition.)
5
Control
the most
Castles
on the
board.
MOST
CASTLES
3
3 bonus points.
CATHEDRAL
BONUS
A Blue places an Energy Farm Tile next to a Castle space with Pink’s Castle on it. Both players have 1 Tile
adjacent to the Castle, so they are tied. Pink maintains control of the Castle.
If, later in the game, Blue placed another Tile adjacent to the Castle, they would then have the most Tiles
adjacent to the Castle and would gain control of the Castle, replacing Pink’s Castle with their own.
B Pink and Blue both have 1 Tile adjacent to the Castle. However, Blue's Tile is an Energy Farm Tile while Pink's
is a Settlement Tile, so Blue gains control of the Castle by occupying more spaces adjacent to the Castle with
Energy and Food Farm Tiles. Blue replaces Pink’s Castle with 1 of their own.
B A
Examples:

---

As the Scots work to rebuild their homeland, the Irish clans also seek to revive
their Celtic community to its former glory. Which clan will have the biggest
impact on the restoration of the Emerald Isle?
IRELAND
RULEBOOK
ADVANCED MODE
REINER KNIZIA
IRELAND || 5
The following components are required to play on
the Ireland side of the Board.
/
8 5
OCCUPY 4 SPACES
ADJACENT TO
1 CASTLE
/
8 5
OCCUPY 4 SPACES
ADJACENT TO
1 TOWER
OCCUPY
3 OFFSHORE
FARM SPACES
8
5/1 +
64/
OCCUPY 3 SMALL
SETTLEMENTS
8 5/
HAVE 2 CLUSTERS
OF FOOD FARMS
CONTAINING 3 OR
MORE TILES EACH
8
5
/
HAVE 2 CLUSTERS
OF ENERGY FARMS
CONTAINING 3 OR
MORE TILES EACH
You will also use these components used in the
Scotland version of the game:
144 Tiles - 36 per player color
32 Cathedrals - 8 per player color
56 Castles - 14 per player color
4 Clan Boards - 1 per player color
8 Scoring Achievements - 2 per player color
4 Scoring Counters - 1 per player color
4 Player Aid Cards.
You will not need the Mission Cards used in Scotland.
1 Board
Ireland Map
14 Round Tower Bonus Tiles

Plus 2 spare blank Tower Tiles
12 Public Mission Cards
4 Doubling Markers

1 per player color
1
2
3
4
COMPONENTS
2-410 60
MINAGE PLAYERS
3
1
4
2

---

SETUP
x14 x24 x8
8 5/
HAVE 2 CLUSTERS
OF FOOD FARMS
CONTAINING 3 OR
MORE TILES EACH
OCCUPY
3 OFFSHORE
FARM SPACES
8 5/1 + /8 5
OCCUPY 4 SPACES
ADJACENT TO
1 TOWER
8 5/
HAVE 2 CLUSTERS
OF ENERGY FARMS
CONTAINING 3 OR
MORE TILES EACH
128/
OCCUPY CONTIGUOUS
SPACES THAT LINK
4 TOWERS
8 5/
OCCUPY AT LEAST
1 SPACE IN 4 MEDIUM
SETTLEMENTS
/8 5
OCCUPY 4 SPACES
ADJACENT TO
1 CASTLE
6 4/
OCCUPY 3 SMALL
SETTLEMENTS
6 || IRELAND
Points in yellow differ from The Scotland setup (Setup on page 2).
Lay out the Board in the middle of the table, Ireland side up.
Shuffle the deck of Public Mission Cards, then create

a face-up row of these cards above the Board by dealing
8 from the top of the deck. Place the remaining Public
Mission Card deck face-down on the Board in the
designated spot.
Place the Round Tower Bonus Tiles face-down and shuffle
them. Then, randomly place 1 Round Tower Bonus Tile
on each of the Round Tower spaces on the Board (yellow
spaces that feature a Round Tower illustration) and flip them
face-up.
Each player chooses a color and places their Scoring
Counter on the
0
space of the score track that runs
around the perimeter of the Board.
Each player places the Clan Board and all the

Castles and Cathedrals of their color in front
of themselves. Then they place the Scoring
Achievement with a blank side in its slot next to
the Clan Board, blank side up.
Each player places the Doubling Marker of their
color on their Clan Boards.
With
players, use 24 Tiles of any unused color
and place these face-down on the spaces marked
with the yellow hex icon .
Each player collects all the Tiles of their color.

With
players, each player
returns the following to the box:
3 Energy Farm Tiles
3 Food Farm Tiles
1 Settlement Tile of each
value , , and .
Each player places their Tiles face-down and shuffles them.
1
2
3
4
5
6
7
8
9
Each player draws 4 of their Tiles, looks at them
privately, shuffles them face-down, and places
them face-down on their Clan Boards. At this point,
any Tiles remaining in front of a player are considered
their supply.
10
Turn Summary
On your turn, you do 3 things in the
following order:
1. Place the Tile from your hand
on the Board.
2. Score the Tile and check if you
have completed a Public Mission.
3. Draw 1 tile from your supply
to your hand.
At the start of your turn, you
become the active player. Place
the Tile in your hand face-up on
an unoccupied space. Follow
the rules from the Scotland
version of the game for placing
Food Farms, Energy Farms, and
Settlements (see Placing Tiles
on page 2).
Game Summary
Score the most points by strategically
placing Tiles to build Energy Farms, grow
Food Farms, and establish Settlements.
Gain additional points by completing
Public Missions for the people of Ireland,
gaining control of Castles, and building
Offshore Farms. The game ends when
every player has placed all their Tiles.
Players then compare scores to deter
-
mine the winner.
1. Placing Tiles
GAMEPLAY
1
2
3
Each player randomly draws 1 Tile to their hand and
looks at it privately.
The player who last visited Ireland starts the game.
Play progresses clockwise until the end of the game.
11
12
7
6
10
supply
x 14

---

IRELAND || 7
Follow all scoring rules from the Scotland version of the game related to Energy Farms,
Food Farms, Settlements, and Castles (see Scoring Tiles on pages 3-4). The following
aspects of the Ireland version of the game are different:
2. Scoring Tiles
OFFSHORE FARMS
These replace Ports from the Scotland
version of the game and are scored
in the same way. Whenever a player
places a Tile on a space featuring a 1+
,
they immediately score
1
.
SPRAWLING SETTLEMENTS
Small (single space), Medium (2 spaces), and Large Settlements (3 spaces) all follow
the same rules as in the Scotland version of the game (see Scotland page 3). However,
Ireland also has Sprawling Settlements marked with a quadruple outline that contain
4 spaces. When all 4 spaces have been occupied, the player with the most Influence in
the Settlement scores
12
. The player with the second most Influence scores 8.
The player with the third most Influence scores 5.
PUBLIC MISSION CARDS
When you place a Tile, check if you have completed a
mission on 1 or more of the Public Mission Cards in the row
above the Board. The first player to complete a mission
immediately scores the higher number of points shown
on the card, placing 1 of their Cathedrals below the higher
number on the card to track this. Any other players who
complete that card’s mission for the remainder of the
game will now score the lower number of points, placing
1 of their Cathedrals below the lower number on the card
to show this. While only the first player scores the higher
value, any number of players can score the lower value.
Each player can satisfy each of the 8 displayed cards only
once (no player may have 2 Cathedrals on the same card).
ROUND TOWERS
The first time you occupy a space adjacent to a Round Tower, you may
be eligible to activate the associated Round Tower Bonus. Refer to the Round
Tower Bonuses table on page 8 for more information on how to activate them.
You may activate each Round Tower Bonus once. Multiple players, however, can activate
the same Round Tower Bonus.
12
8/
OCCUPY CONTIGUOUS
SPACES THAT LINK
4 TOWERS
12
8/
OCCUPY CONTIGUOUS
SPACES THAT LINK
4 CASTLES
After you have scored the Tile you placed, conclude your turn by drawing a Tile from your
supply into your hand and looking at it privately. You will place this Tile in your next turn.
The next player in clockwise order now takes their turn.
3. Drawing Tiles
Ties are broken in the same way as in other Settlement types. If there are only
2 players represented in the Sprawling Settlement, the player with the most Influence
scores
12
+ 5 = 17 and the player with the second most Influence scores 8.
If all 4 Tiles in this Settlement belong to a single player they score the total of all the
points:
12
+ 5 + 8 = 25.
Example: Blue places the 4th Tile in the Sprawling Settlement and triggers scoring. Since Blue has the highest
Influence, Blue scores
12
. Pink has the second highest Influence, so scores 8. Orange and Beige are tied,
but Beige is sitting closest to Blue (the player who placed the last Tile) in clockwise order, so Beige scores
5

and Orange scores
0
.
8
12
///
Note: When the condition on a Public
Mission Card requires you to link
Castles or Round Towers, you do this
by occupying a number of contiguous
spaces that connect the Round Towers
or Castles in question. Castles and
Towers themselves do not count as part
of the connecting spaces since they can
never be occupied by any player.
5 0128/ //
5
I
0
II
1
II I
/8 5
OCCUPY 4 SPACES
ADJACENT TO
1 TOWER
8 5/
HAVE 2 CLUSTERS
OF FOOD FARMS
CONTAINING 3 OR
MORE TILES EACH
+
5
8
Example: Orange has just placed a Food Farm Tile on the Board. They check the row of Public Mission Cards above
the Board and notice they just completed a Public Mission Card A. Blue was already the first player to complete this
mission at another Tower, so Orange places 1 of their Cathedrals below the lower number
5
and scores that
number of points. Orange also notices that their Tile also satisfies another Public Mission Card B. Because they
are the first player to have completed this mission, they immediately place 1 of their Cathedrals below the
8

and score that number of points.
A
B

---

8 || IRELAND
Game Designer: Reiner Knizia
Game Director: David Chircop
Art Director: Mark Casha
Game Developer: Gordon Calleja
Illustrator: Anna “Mikado” Przybylska
Cover artist: Kate “vesner” Redesiuk
Graphic Designer, 3D Designer

& Concept Artist: Max Kosek
Marketing Manager: Eveline Foubert
Community Manager: Harry Apartoglou
3D Sculptor: Gaston Santibañez
Editor: Eric Slauson
Special Thanks: Aphrodite Andreou,

Christopher Borg and Britta Stöckmann
Rebirth - Rulebook - Version 1
Game design: © Dr Reiner Knizia, 2024. All rights reserved.
This publication: © Mighty Boards Ltd, 2024. All rights
reserved. No part of this product may be reproduced
without authorisation from Mighty Boards.
Score 13 points (3x)
When you occupy a space adjacent to all 3 of these
Round Towers, score
13
.
Place a second Tile (4x)
When you occupy a space adjacent
to this Round Tower randomly draw
1 of the 4 Tiles you placed face-down
on your Clan Board during setup. Immediately place this
Tile, following all rules for placement and scoring.
Draw 3 Tiles (2x)
When you occupy a space
adjacent to this Round Tower,
conclude your turn, then draw 3 new Tiles from
your supply (if available) instead of 1. On your
next turn, choose 1 Tile as usual, then shuffle the
other 2 Tiles back into your supply face down.
Score 3 points (2x)
When you occupy a space adjacent to 1 of these
Round Towers, score
3
.
THE GAME ENDS when all players have placed
all the Tiles from their supply onto the Board. Players then gain
points from the following sources:
FINAL SCORING
2. Private
Mission Cards Finally, reveal any Private Mission
Cards and score the higher point score
shown on the card if you were able to
complete the mission.
8
5/
HAVE 2 CLUSTERS
OF ENERGY FARMS
CONTAINING 3 OR
MORE TILES EACH
Reiner Knizia thanks all the playtesters who contributed
to the development of this game, in particular Iain Adams,
Sebastian Bleasdale, Drak, Gavin Hamilton, Ross Inglis,
Kevin Jacklin, Simon Kane, Dave Spring, and Peter Wimmer.
SCAN TO LEARN MORE
ROUND TOWER BONUSES
WWW.MIGHTY-BOARDS.COM
Important: The “Place a second Tile” ability can only be
triggered once per turn. If the second Tile you place in a turn
is adjacent to a Tower that grants you this ability, ignore that
ability and gain only points for your Tile placement.
Draw a Public
Mission Card (1x)
When you occupy a space
adjacent to this Round Tower
draw the top card of the Public Missions deck,
look at it, and place it face-down in front of
yourself. This is now considered a Private
Mission Card, and only you can score points by
completing it. If you are able to complete the
mission shown on this card (or have already
completed it), you will earn the higher number
of points on the card. Only reveal and score your
Private Mission at the end of the game.
Doubling
Markers (2x)
When you occupy a space
adjacent to both of these Round
Towers, place your Doubling
Marker above any of the 8 Public
Mission Cards that you have not
completed yet. If you complete
this mission later in the game, you
score double the points.
8
5/
HAVE 2 CLUSTERS
OF FOOD FARMS
CONTAINING 3 OR
MORE TILES EACH
Ties are broken in favor of the player
who controls Blarney Castle (marked
on the map with the White Shamrock
Icon
). If none of the players tied for first
place control Blarney Castle, the player who occupies most spaces
adjacent to the Round Tower at the Hill of Tara (marked on the
map with the White Shamrock Icon ) now wins, even if they
were not tied for first place. If there is also a tie at the Hill of Tara,
then the tied players at the Hill of Tara share the victory.
The player with the
most points wins.
CREDITS
1. Incomplete
Settlements & Castles
Score Incomplete Settlements and Castles
following the rules from the Scotland version of the game
(see Final Scoring on page 4).

---