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This game is set on the island of Sardegna during the 14th
century. Settle the provinces of Sardegna with your people
and your priest. Build villages, bring your ships to harbor
and increase your influence by building mighty forts.
Components
1 game board, 26 fort cards, 28 character cards, 4 score
markers, 4 priests, 8 ships, 12 forts, 16 villages, 20 villagers,
16 agriculture tokens, 4 summary cards
Game Setup
• Unfold the box to lay out the game board.
• Place the 16 agriculture tokens on the 16 island provinces:
place the 2 wheat tokens onto the 2 yellow provinces,
the 8 olive and wine tokens randomly onto the 8 green
provinces, and the 6 thyme and cheese tokens randomly
onto the 6 brown provinces.
• Each player chooses a color and takes a summary card
plus the 7 character cards, 1 score marker, and 15 pieces
in that color (1 priest, 2 ships, 3 forts, 4 villages, and 5
villagers).
• Each player places their score marker near the score track
and takes all 7 of their character cards into their hand.
• Shuffle the 26 fort cards to make a deck and place them
beside the game board. Deal out 11 fort cards in a face-
down row along the side of the deck, then turn the 2 left-
most fort cards face up.
• You are now ready to play Sardegna!
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The Game Board
The island is divided into 16 provinces separated by beige
borders, each containing an agriculture token.
Each province may contain a maximum of 7 priests,
villages, and / or villagers at a time. As soon as a province is
full,
no further priests, villages, or villagers may be added to it.
Crossing the border between 2 provinces costs 1
movement. Priests and villagers can move through full
provinces, but cannot end their movement there.
Forts: There are 26 square fort spaces are located at the
province intersections. Each fort space may hold only 1 fort.
Harbors: The island is surrounded by 7 harbors (indicated
by a ship's wheel symbol). There may only be 2 ships in
each harbor (only 1 ship in a two-player game), and no
player may place both their ships in the same harbor.
Taking Turns
Take turns in clockwise order, beginning with the youngest
player. On your turn, choose a character card from your
hand, play it face up in front of you, and take an action
shown on the card. Then, play passes to the next player.
Played character cards remain in front of you until any
player plays the Sentinel card (see pages 6-7).
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The Character Cards
Admiral
When you play the Admiral, you may either:
• Add 1 ship from your supply to a harbor; or
• Move any of your ships on the board to
harbors of your choice.
Commander
When you play the Commander, you may
either:
• Add 1 villager from your supply to any
province; or
• Move your villagers up to 4 times. You may
move a villager multiple times, or split this
movement across multiple villagers freely.
Priest
When you play the Priest, you may either:
• Add your priest from your supply to any
province; or
• Move your priest up to 3 times.
When a priest is in a province, opponents
may not move or add villages or villagers
that are already in the province unless they
also have a priest there. If your priest is in
a province, however, you may move or add
your villages and villagers there as normal.
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Farmer
When you play the Farmer, you may harvest 1 agriculture
token to score points, as follows.
Choose a harbor containing one of your
ships. You may harvest from a province
containing one or more of your villager(s) and
an agriculture token, so long as:
• that province is adjacent to your chosen
harbor; or
• there is an unbroken chain of provinces
containing your villager(s) connecting your
chosen harbor to the chosen province.
Add the harvested agriculture token to your supply and
score points. The first collected agriculture token of each
type is worth 1 point; the 2nd, 3rd, and 4th tokens of the
the same type are worth 2, 3, and 4 points respectively.
Architect
When you play the Architect, you may either:
• Add 1 fort from your supply to an empty
square fort space on the board; or
• Add a village from your supply to any
province. The maximum number of villages
you may have in play is equal to your
harvested agriculture tokens (e.g. if you
have 2 agriculture tokens in your supply,
you may have a maximum of 2 villages on the board).
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Queen
When you play the Queen, you may copy
any action from any character card you have
played since the last Sentinel was played
(i.e. you may copy an action from any
character card in front of you).
Sentinel
When you play the Sentinel, you initiate province scoring,
as follows:
1. Review the leftmost face-up fort card - this indicates
which fort space and adjacent provinces will
be scored (see Scoring Provinces, page 6).
2. Score each province which borders that
fort space, one at a time, recording points
on the score track.
3. After scoring these provinces, discard
the scored fort card to the bottom of the
deck, and turn over the next face-down fort
card in the row. You may either leave the
revealed card in the row or discard that card to the bottom
of the fort deck and replace it with a new card drawn and
placed face up from the deck. When you are done, two fort
cards will be face up. These are the next two forts that will
be scored.
Once scoring is complete, all players collect their played
character cards and add them to their hand. Play then
continues clockwise as normal.
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Scoring Provinces
Players score points from a province based on their
relative influence. Each player gains influence for their
pieces in or adjacent to the province, as follows:
• 1 influence per priest or villager in the province
• 2 influence per village in the province
• 1 influence per ship in a harbor adjacent to the province
• 1 influence per fort on the province's border
The player(s) with the most influence in a province score
the full victory points shown in that province (inside the
laurel wreath). The player(s) with the second-highest
influence score half the province's victory points, rounded
down.
In a two-player game, or if players tie for most influence in
a province, no players score points for second place.
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Example – Province Scoring (4-player game):
The yellow player plays a Sentinel card, initiating province
scoring. The leftmost revealed fort card is #6.
Provinces A, B, and C will be scored during this province
scoring, since they are adjacent to fort space #6.
Province A: Blue has 1 villager and Purple has 1 fort
on the border, giving each player 1 influence there. Both
players get the full 5 points for the province and advance
their markers on the score track accordingly.
Province B: Yellow has 1 village, 1 ship in an adjacent
harbor, and 1 fort on the border, for a total of 4 influence,
while Purple and Green each have 3 influence. Yellow gains
5 points 5 points, and Purple and Green each gain 2 points.
Province Scoring - 4 players
AA
CC
BB
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Province C: Blue has 1 village and 1 fort (3 influence),
Yellow has 1 villager and 1 fort (2 influence), and Purple
has 1 fort (1 influence). Blue scoes 2 points, Yellow scores 1
point, and Purple scores no points.
Example – Fort Cards:
At the beginning of the game, fort cards 6 and 17 are dealt
face up. The first scoring will occur around fort space 6 and
the second around fort space 17.
Yellow plays her Sentinel card, initiating scoring. After all
provices are scored, Yellow removes fort card 6 and reveals
the next card in the row – fort card 8. Yellow now has a
choice: she can either keep fort card 8 or discard it to the
bottom of the fort card deck and draw a new fort card to
replace it in the row.
End of Game
The game ends after the 11th fort card is scored. The player
with the most points wins!
Fort Cards
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Variant: Alternate Sentinel Rules
This advanced variant is for experienced players and gives
you more control over province scoring. The rest of the
game remains unchanged.
Setup
After dealing out the fort row, each player draws 1 fort
card from the top of the deck. Keep these fort cards face
down in your supply. You may review your private fort card
at any time.
Sentinel Card Changes
You may only play the Sentinel when you have 3 or more
other character cards played in front of you.
When you resolve the Sentinel and reveal the leftmost
face-down fort card, you may do one of the following:
• Leave the revealed fort card in place. Add the top card of
the fort card deck to your supply, review both fort cards in
your supply, and discard one of them to the bottom of the
fort deck; or
• Discard the revealed fort card to the bottom of the fort
card deck and replace it with another fort card drawn and
placed face up from the deck; or
• Discard the revealed fort card to the bottom of the fort
deck and replace it with the fort card from your supply,
played face up. Add the top card of the fort card deck to
your supply.
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Designed by Stefan Dorra.
Illustrated by Wanjin Gill.
Published by Gameology Inc. playte playte . www.playte.com
© Stefan Dorra, Gameology Inc. All rights reserved.
* 'Sardegna' is a product of a licensing agreement between
Stefan Dorra and Gameology Inc. The rules and artwork
may not be copied.
* The illustrations on the game box and some of the cards
were generated by AI, and the illustrator adjusted and
finalized them.
* The functions of Sardegna’s game board and box (L
BOARD) are patent registered.
(KR)10-2530766 / PCT-P-220710
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