User Manual
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Description of the symbols
Age I cards
the card produces the pictured raw material.
Clay Ore Stone Wood
the card produces one of the two pictured raw resources
each turn.
Clarication : the player can use one OR the other resource to build a struc-
ture (or a wonder phase) but NOT both in a given turn. Neighboring players
may purchase either, regardless of what the owner chooses to produce.
the card produces the pictured manufactured goods.
Glass Loom Papyrus
the card is worth the number of victory points pictured.
the card grants 1 Shield.
the card comes into account when counting victory points.
the card comes into account when counting victory points.
the card comes into account when counting victory points.
the card is worth the amount of coins pictured, the coins are taken
from the bank only once, when the card is played.
starting on the turn following the one in which this
building was constructed, the player purchases raw
materials from the neighboring city indicated by
the arrow for 1 coin instead of 2.
from the turn following the one in which this
structure was built, the player pays the manu-
factured goods bought from his or her neighbors
1 coin instead of 2.
Clarication for the Eastern Trading Post, the Western Trading Post and
the Marketplace : arrows show to which neighboring city or cities to which
the discount applies.
Boards
Once per age, a player can construct a building from his or her
hand for free.
The player can play the last card of each age instead of discar-
ding it. This card can be played by paying its cost, discarded to
gain 3 coins or used in the construction of his or her Wonder.
The player can look at all cards discarded since the begin-
ning of the game, pick one and build it for free.
The player can, at the end of the game, “copy” a
Guild of his or her choice (purple card), built by one
of his or her two neighboring cities.
Age II cards
the card produces two units of the pictured raw material.
the card grants 2 Shields.
the card is worth 1 coin per brown card built in the
player’s city AND in the two neighboring cities.
Clarication : The brown cards built in the neighboring
cities on the same turn as the Vineyard are counted.
the card is worth 2 coins per gray card built in the
player’s city AND in the two neighboring cities.
Clarication : The gray cards built in neighboring
cities on the same turn as the Bazaar are counted.
each turn, the card produces a unit of one of the
four raw materials pictured, of the player’s choice.
Clarication : these resources cannot be bought
by neighboring cities.
the card produces one unit of one of the three
manufactured goods pictured of the player’s choice.
Clarication : these resources cannot be bought
be neighboring cities.
Age III cards
the card grants 3 Shields.
the card gives 3 coins per Wonder stage constructed in its
home city at the time it comes into play (3, 6, 9 or 12 coins).
At the end of the game, the card is worth 1 victory point
per Wonder stage built in its home city (1, 2, 3 or 4 points).
the card gives 1 coin per brown card present in a player’s city
when it is played. At the end of the game, the card is worth 1
victory point for each brown card present in the player’s city.
the card gives 2 coins for each gray card present in the player’s
city when it comes into play. At the end of the game, the card
is worth 2 victory points for each gray card present in the
player’s city.
the card gives 1 coin per yellow card in the player’s city, itself
included, when it is played. At the end of the game, the card
is worth 1 victory point for each yellow card present in a
player’s city.
Clarication for the Arena, the Port, the Chamber of Commerce and the
Lighthouse : the coins are taken only once, when the structure is built. The
victory points are counted at the end of the game, according to the cards
and Wonder phases built at that point.
Guilds
Most Guilds are worth victory points based on buildings built by your
neighbors.
Note : the two arrows, on both sides of the pictured card, means that
the cards from the neighboring cities are counted, but not those of the
player with this card.
Spies Guild : 1 victory point for each red card
present in both neighboring cities.
Magistrates Guild : 1 victory point for each
blue card present in the neighboring cities.
Workers Guild : 1 victory point for each brown
card present in the neighboring cities.
Craftmans Guild : 2 victory points for each
gray card present in the neighboring cities.
Traders Guild : 1 victory point for each yellow
card in the neighboring cities.
Philosophers Guild : 1 victory point for each
green card present in the neighboring cities.
The other Guilds earn victory points according to specic rules.
Builders Guild : 1 victory point for each Won-
der stage built in the neighboring cities AND
in your own city.
Shipowners Guild : 1 victory point for each brown,
gray and purple card in your city.
Clarication : the Shipowners Guild counts towards
this total.
Strategists Guild : 1 victory point for each defeat
token present in the neighboring cities.
Scientists Guild : the player gains an extra
scientic symbol of his or her choice.
Clarication : the choice of the symbol is made
at the end of the game and not when the
Guild is built.
Clarication: Ressources produced by boards are NOT considered as cards
(Vineyard, Bazar, Guilds, ...).
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