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Video: How to Play
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Objective of the Game
Nations: Dynasties is the first big expansion for Nations, introducing new Nations with dynasties and adding dynasties for the base game B-sides. The expansion significantly increases replayability with new Progress cards. The goal of the game is not explicitly stated in the provided context, but players will be managing their nations, making strategic choices, and interacting with new game elements like Dynasties and Turmoil cards.
Preparation (Setup)
Components
- 6 Two-sided Player Boards
- 34 Dynasties cards
- 6 Turmoil cards
- 43 Progress cards
- 1 Rulebook
Game Setup
- Progress Cards: Mix in all the new Progress cards into the appropriate stacks.
- Nations and Dynasties: At the start of the game, randomly select a number of Nations equal to the number of players. This selection should include all Nations from Dynasties and the B-sides from the base game.
- Dynasty Cards: Take the two Dynasty cards for each available Nation and place them together with the corresponding player board.
- Nation Selection: Players select Nations in the normal way (reverse turn order) after displaying the Progress cards.
Fluxo do Jogo
The game progresses through rounds, each consisting of a Maintenance Phase, an Action Phase, and a Resolution Phase.
Maintenance Phase
- Round Marker: Move to the next round.
- Progress Cards: Refill the Progress Board.
- Growth: Take
or
/
/
. - New Events: Draw a new Event Card.
- Architects: Refill Architect spaces.
- Turmoil: After placing Architects, place as many Turmoil cards beside the main board as the number of architects placed. Refill Turmoil Cards.
Action Phase
Players take actions in turn. The available actions are:
- A. Buy Progress Card
- B. Deploy

- C. Hire Architect
- D. Special Action
- E. Take Turmoil Card
- F. Explore
Resolution Phase
- Production: Resolve production from Building, Military, Colony, Wonder, and Advisor cards. Remember consumption/upkeep.
- Player order: Adjust if needed.
- War: If defeated, lose VP and pay resources.
- Events: Resolve both events on the Event Card.
- Famine.
- Discard Turmoil Cards: At the end of the Resolution phase, discard any active Turmoil cards and increase your Stability by two steps for each.
- Score: Score if it's the end of an age.
Ações e Como Jogar
General Actions
- Buy Progress Card: Consulte o manual para detalhes sobre esta seção.
- Deploy Worker: Consulte o manual para detalhes sobre esta seção.
- Hire Architect: Consulte o manual para detalhes sobre esta seção.
- Special Action: Consulte o manual para detalhes sobre esta seção.
Take Turmoil Card
As an Action, you may take one of the available Turmoil cards. Place it above your Nation board, close to your Special Rule, and immediately reduce your Stability two steps. The -2 Stability is shown on each Turmoil card. If you take several Turmoil cards in one round, you will have several active Turmoil cards. When there are no more Turmoil cards available in a round, a player may not take this Action.
When you take a Turmoil card, you must make a choice: either take two gold from the supply or play one of your Dynasty cards.
At the end of the Resolution phase, discard the Turmoil card and increase your Stability by two steps.
Play Dynasty Card
When you play a Dynasty card, it replaces your Special Rule and remains in effect until replaced by a new Dynasty card. If you have played both your Dynasty cards, you cannot play any more.
Explore (Natural Wonders)
Natural Wonders are bought like normal Wonders and placed "under exploration" on the "under construction" space. Any Wonder under construction is discarded. On the following turns, you must take the exploration action until your Nation discovers the Natural Wonder.
You cannot take any other action until the Natural Wonder is discovered. Each time you explore, you take an
from the supply (not from the available
this round) and place it on a spyglass marker on your Natural Wonder. When you have placed as many
as there are spyglasses on the card, the Natural Wonder is discovered and you move it to a Wonder space. On your next turn, you take a normal Action again.
Discovered Natural Wonders may not be replaced by any cards; they are permanent. If you have no Wonder spaces remaining that can hold a Natural Wonder, you may not buy one. Bonus effects for ready normal Wonders have no effect for discovering Natural Wonders.
In the solo game, you roll the die each time you explore a Natural Wonder.
Fim de Jogo e Pontuação
Consulte o manual para detalhes sobre esta seção.
Dicas para Vencer
- Strategic Use of Turmoil: Taking a Turmoil card immediately reduces your Stability by two steps, but it can grant you two gold or allow you to play a powerful Dynasty card. Weigh the temporary Stability loss against the immediate benefit. Remember that Stability is restored at the end of the round.
- Natural Wonder Commitment: When you start exploring a Natural Wonder, you cannot take any other action until it is discovered. Plan your turns carefully to ensure you can dedicate the necessary actions to complete the exploration without hindering other critical developments.
- Dynasty Timing: Playing a Dynasty card replaces your Special Rule and remains in effect. Consider when to play your Dynasty cards to maximize their impact, as you only have two per Nation.
More videos
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In English
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
What is the objective of Nations: Dynasties?
How do you set up Nations: Dynasties?
How do you play Nations: Dynasties?
How does Nations: Dynasties end, and how do you score?
What are some tips for winning Nations: Dynasties?
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