In this section per game clarifications will be posted as well as the English rules in case these are not provided with the game.
Rules download section
note: PDF files and can be read with Acrobat Reader (free for download).
- Game1 = Marco Polo
- Game2 = The Castles of Burgundy: The card game
- Game3 = Shakespeare
- Game4 = Automania
Please note registration starts at 10:00. Prize giving ceremony starts at approx. 18:15.
- Variant “Strategic Rest” is being played, indicating that in the rest phase, players block the activated characters except for one in the order of the Initiative track.
- In the Wager phase, we suggest that you move the discs from the Initiative track to your own playing board instead of placing it beneath it. In this way, it is more visible for you and less often forgotten to place it back on the Initiative track when activating an actor.
- You start with 5 prestige points as indicated on the Prestige Track
- Only the Jeweler is allowed to take yellow elements
- Is it allowed to use the +3 tokens for the Jeweler? no, +3 tokens are only allowed for craftsmen. Craftsmen are identified by a craftsmen symbol (costume mistresses, set dressers and handymen)
- The objective card “fire a character” means you don’t need to pay for one character. The character is not actually removed from your board, and yellow costume elements on the fired character still count.
- English rules of the game are leading, and can be found on www.zmangames.com as well on our website under rules clarification – games specific
- The expert variant is being played. Distribution of city bonuses, distribution of characters and distribution of goal carts is done per table, so every table will play with another combination.
- The same bonus action may be executed multiple times per turn (except take 1 black dice)
- When you get your resources (character and city bonuses) at the beginning of each round you are allowed to take them in any order. For example if you play with Matteo Polo are you allowed to look at your free contract before you chose a city bonus.
The Castles of Burgundy
- Players draw a new card immediately after finishing their turn (instead of draw them simultaneously after each player has played the first card). In this way, players all have the same time to think about possible actions.
- The stacks with animals and goods are positioned face down. Only the top cards are face open. In this way, next cards in the stack remain invisible if the stack is not neatly positioned.
- In case you choose action 2 “place a project in your estate”, the sequence is 1: function of the building à 2: round bonus (for completing a triple) à 3: “all 7 types” bonus. This cycle can be run repeatedly if you build a castle. For example, if you place an castle in your estate, as the function of the building you can decide to again perform action 2 (=1: function of the building), if this is your third castle you will receive the round bonus for the castles (= 2: round bonus), then you execute the function of the building that was placed in your estate by the castle (= 1: function of building 2), and if this leads to another triple you will receive the round bonus again (=2: round bonus for second set)
- The bonus card “all 7 types” is received if you have all 7 colours in your estate. If you have used a cloister as a wild card, it still counts as a purple card for the “all 7 types” bonus. So you may interpret this as a “colour bonus”. For triples of a specific type, you may combine this type with one or two wild cards.
- Players keep their two action cards hidden. You only need to reveal (place face up on the discard pile) the one you are currently playing to perform an action.
- You are allowed to place a project in your estate if you are not able to (fully) use the function of the building. E.g, if you place a ship and there are no goods anymore, you are still allowed to place the ship.
- You are allowed to play an action without getting the bonus (e.g. place a ship in your estate when there are no goods left)
- When you perform a silver action, you have to perform this in full, before continuing with your regular turn. You are not allowed to hold one of the three cards and play it later in your turn.
- The A side of the board is being played to have equal conditions for all players.
- There are different versions of the game rules. We will play according the rules that are in the box send to you.
- A grey worker counts as your own colour, so you are not allowed to replace a grey worker you placed in a previous turn with your own coloured worker. This in the sense of swapping the workers, so you would have a grey worker again available. Rephrase as it was not clear enough: a grey worker placed on the board may not be replaced by a worker of your own colour in later turn. For example: You played a grey and blue worker on a space. On your next turn you may not swap the grey worker with a blue one, so you would have the grey worker available again for an action.
- If you ONLY use grey workers to pay for an action, they don’t “belong” to anyone anymore, and so it is possible to use that same action space again on your next turn (e.g: if you pay with 2 grey workers for an action, on your next turn you can use the same action space again by placing 3 workers). When paying for an action, you are allowed to pay with a mix of grey workers and workers of your own colour. (the grey workers are then regarded as your own colour). In this case, you are NOT allowed to use the same space on your next turn with your own colour workers.
- If workers at an action space are replaced, you only receive your own coloured workers; grey workers don’t return to you until the end of the round (they go back to the general supply for the time being).
- You only get victory points for money if you have at least some money left. Zero money = no points.)
- The third sales office the contract card must be taken from the display, so one of the three open contract cards.