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Step by step
Objective of the Game
In Roll Builder, players compete over fifteen turns to build up their city and score the most victory points on their map. The player with the highest score at the end of the game wins. Ties are shared.
Preparation (Setup)
- Each player needs a city sheet (which can be the same or different for each player).
- Two action dice are shared by all players.
Flow of the Game
Roll Builder is played over a series of fifteen turns. Each turn, all players play simultaneously using the same dice roll.
Turn Structure
- One player rolls the two action dice and places them where all players can see them. These dice remain untouched for the entire turn.
- Each player writes down the numbers rolled on their turn list for reference.
- In no particular order, each player uses both dice as they see fit on available actions (Road, Building, and Wonder). Players can use action dice on the same action. When a die has been used, players cross it off on their turn list.
When all players are ready to continue, the dice are rolled again for the next turn.
Turn Bonuses and Order of Effects
After the fifth, tenth, and fifteenth turns, players receive specific bonuses:
- After the fifth turn: an innovation bonus.
- After the tenth turn: a building action.
- After the fifteenth turn: a wonder action.
These bonuses are considered part of those turns or, if preferred, part of the turns that follow them. When resolving effects, always keep them in order, but nothing has to be resolved in a certain order. For example, you can use an Action Die to place five roads, but only place two, gain the resources you connected to, discover an innovation, then place the other three roads after.
Ações e Como Jogar
Each turn, players use the two rolled action dice to perform various actions.
Road Action
When performing a Road Action:
- Cross off the chosen die number on your turn list.
- Place that many roads. Roads are lines drawn on the map along one of the six edges, with one road placed per edge.
- Roads must be placed connected to an existing road. They do not have to be placed or clustered together and can be spread out in different areas, even on the same turn.
- Each city sheet has some starting roads. Any space that has a road touching it, even a corner, is considered connected.
- Some city sheets may have specific restrictions, such as not placing roads between water spaces. Roads cut off by the map edge are not available.
- Once a space is connected, you can mark it with a small X to gain the resources on it or use the ability on it.
- Points that are connected are scored at the end of the game. You can leave spaces unmarked to use them later instead.
Building Action
When performing a Building Action:
- Cross off the chosen die number on your turn list.
- Mark a connected land space with either the first letter or number of that building.
- Each space can only have one building mark.
- Once placed, you immediately gain the listed resources, bonuses, or ability.
- Unless stated otherwise, abilities on buildings only last the current turn.
- Buildings can be placed on used or unused resources and bonuses, but not on partial spaces.
Wonder Action
When performing a Wonder Action:
- Cross off the chosen die number on your turn list.
- Fill an available box on your wonder according to that wonder’s rules.
- Most wonders have some unavailable spaces, which are gray and have a dotted outline. These spaces must be made available according to the rules of that wonder, even if often necessary for bonuses and resources.
Resources
There are five types of resources: Food, Supplies, Wealth, Favor, and Strength. They are used to discover innovations, spent using abilities, and converted into points.
- Food and Supplies must be used immediately and do not 'roll over' to the next turn.
- Favor and Strength must also be used immediately. However, they can be converted permanently into points by crossing off spaces on the matching tracks on the city sheet from left to right, one space per resource converted.
- Wealth can be used immediately or stored by marking a circle in the matching section of the city sheet. Stored wealth can be crossed off and spent on a future turn, though it is no longer stored. Leftover stored wealth is worth 1 point for every 2 stored wealth, not counting what has been spent.
Innovations
Each city sheet has a set of abilities called innovations. Each has a cost that must be paid to discover it, normally by spending matching resources. This is done by crossing off any of the cost circles in any order on any innovations to spend the resource.
There is a special innovation bonus gained from the map, buildings, abilities, and more. When spent, the innovation bonus can allow for crossing off any cost circle, including the bonus innovation cost circle, which requires it.
Special, Road, and other Abilities
City sheets are very different and have various uncommon or unique abilities. Unless involving a one-time gain of resources or bonus actions, many abilities, including those on innovations, trigger "each" or "when" certain things happen, or may allow new choices like placing water roads.
- Special Abilities often occur multiple times when certain criteria are met or describe the value and purpose of the special icon, which sometimes appears on the map.
- Road Abilities are usually triggered multiple times in a game by placement of roads, such as placing six roads on a single space (forming a complete hexagon). They may be limited in use.
Bonus Actions
The map, various buildings, and more may give bonus actions, marked with the symbols for Building and Wonder actions. These allow for the immediate placement of a building of your choice and filling a wonder box of your choice, respectively.
Wonder Bonuses
Depending on how it works, a wonder may give bonus resources, actions, and more depending on how it is filled in. These gains are immediate and cannot be saved for later. Bonus Points on the Wonder are scored at the end of the game.
Fim de Jogo e Pontuação
The game ends after the final effects are resolved for the fifteenth turn. Players then score points in the following categories:
- City & Buildings: Gain 1 Point for each building mark you made on the map. Some buildings may share a space or have placed multiple marks (score each mark).
- Road Network: Gain Points connected to your roads, even if the road only touches one corner of the space.
- Innovations: Gain Points on discovered innovations.
- Resources:
- Gain Points from Wealth: 1 Point for every 2 stored Wealth, rounded down (not counting what has been spent).
- Gain Points from Favor and Strength based on the left-most number that was not crossed out on their respective tracks.
- Wonders: Gain 1 Point for each filled box on your wonder.
- Bonus: Gain Points from other modules and bonuses from your wonder.
The player with the most victory points wins. Ties are shared.
Dicas para Vencer
Consulte o manual para detalhes sobre esta seção.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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