Glory to Rome

A Card Game of Ancient Architecture

 

In 64 A.D., a great fire originating from the slums of Rome quickly spreads to destroy much of the city, including the imperial palace.  Upon hearing news of the fire, Emperor Nero Caesar races back to Rome from his private estate in Antium and sets up shelters for the displaced population.

 

Reporting directly to Nero, you are tasked with rebuilding the structures lost in the fire and restoring Glory to Rome.

 

Object

The object of Glory to Rome is to earn victory points both by completing structures for Emperor Nero and by stealing resources to add to your own personal wealth.

 

Contents

180 playing cards

·   144 Orders (of 40 different available types)

·   30 Sites (building types are built at particular sties)

·   5 Jacks (handy for doing the job you need done)

·   1 Leader

5 oversized Camp cards

1 oversized Rome Demands… card

GTR_Orders6 Merchant Bonus chips

The Cards

 

ORDERS:

1.   Role.  The job you or your clients take on during a turn.

2.   Material.  Card type for laying foundations and building.

3.   Value.  How much influence is gained when the structure is completed and how many victory points the card is worth.

4.   Quote.  Say something this good and maybe people will remember you in two thousand years , too.

5.   Foundation name.  The structure that you will start to build if you play the card as a foundation.

6.   Picture.  How it might have looked in ancient Rome.

7.   Function.  The special abilities that are gained by a player who completes the structure. Jack Jack

GTR_Site

SITES : Show a material and its associated value.  You need a new site to start a new foundation—when they run out Rome is fully restored!

GTR_Jack

GTR_LeaderJACKS: Fictional Roman citizens of all trades.  Jacks may be used to lead as or follow any role.

 

LEADER: Signifies whose turn it is.  On your turn you can either direct play by leading a role or think and draw more cards.

 

 

 

 

Your Camp

1.   List of roles available for players to lead each turn.

2.   Stockpile. Keep materials here until you are ready to use them.

3.   Vault. Hidden stash of profit from filched materials. 

4.   Clientele. This is where you put your clients—loyal citizens of Rome who have agreed to work for you.

5.   Influence. This governs how much you can fit into your Clientele and Vault, and is also worth Victory Points. You start the game with two Influence.

GTR_Camp

Set-Up

Each player places a Camp face up in front of him.

 

Shuffle the Orders cards and deal one face up for each player.  The player whose card comes first in the alphabet starts—deal more cards to tying players to break ties.

 

Place the Leader card face-up in front of the player who is starting and place all the face up Order cards in the middle of the playing surface—they are the starting Pool.

 

Now deal each player four Orders cards.  Place the remaining Orders cards face down beside the Pool to form the draw pile. deck into multiple draw piles placed on either side of the Pool for easy access.

 

Deal each player a Jack card for a total hand size of five.  Place the remaining Jack cards to the side, out of play.

 

Take the Site cards and select a number of each type of Site equal to the number of players in the game.  So, for example, in a three-player game, select three each of the Rubble Sites, Wood Sites, Brick Sites, Concrete Sites, Stone Sites, and Marble Sites for a total of eighteen Sites.  Arrange these Sites beside the Pool so that the number of each type available is visible.  Leave the unselected Sites to the side, out of the game.

 

Game Play

Play proceeds in turns.  Here's how to play each turn:

 

1. The player with the Leader card may either “think” and draw additional cards (see below) or “lead” an Orders Card from his hand by playing it as a role on top of his Camp.

2. If the player “leads” then in clockwise order around the table each player may either play an Orders card of the same role to “follow” or “think” and immediately draw more cards (see below).

3. The Leader and each player that “followed” may then execute the role led in clockwise order.

4. Once all players have finished, move all Orders cards played as roles off the Camps into the Pool.

5. The Leader then passes the Leader card to his left and the player on his left leads the next turn.

 

Playing a Role

When you lead as or follow as a role, you may execute the role once that turn.  Note that this is a choice—you may also do nothing instead of executing the role that turn. 

 

If you have one or more clients of the type led  then each allows you to execute one additional role that turn, even if you decided to ’think’ rather than ’follow’ with a card from your hand.

 

Jacks

On your turn as Leader you may lead a Jack card as any role except Thinker by playing it onto your camp and announcing which role the Jack is. You may also follow any role with a Jack just as if it were a card of the type led.

 

At the end of each turn, any Jacks played return to a separate Jacks pile beside the Pool. Jacks cannot be taken or played as materials or clients.

 

Thinker Role

When you pass, you immediately execute the Thinker role.  You may choose ONE of the following actions:

·       Take one Jack (if available)

·       Draw as many Orders cards from the draw pile as you need to fill to your maximum hand size (normally five).

·       Draw one additional Orders card (if you are at or above your maximum hand size)

 

If you choose to draw Orders cards then you must draw to maximum hand size—you may not fill your hand partially. 

 

If on your turn as leader you choose to lead the Thinker role instead of leading a role card from your hand then the other players do not get a chance to follow.  When you are finished the turn ends and you pass the Leader card to the player on your left.

GTR_Lifecycle

Patron Role

You execute the Patron role by taking a card from the Pool and tucking it underneath the left edge of your Camp so that only the role name is showing. 

 

The card is now a client in your Clientele.  If you have more than one client, space the clients so each card has only its role name showing.  The size of your clientele cannot be greater than your Influence.  You begin the game with two Influence, but increase this by completing structures (see Craftsman and Architect roles).

 

Clients

Each client in a player's Clientele performs its role for its controlling player during any round in which that role is led.  The controlling player does not need to follow a lead to activate his clients; they follow independently. 

 

For example, if a player has two Laborer clients and another player leads with a Laborer card, the player could follow with a Laborer card and execute three Laborer roles or he could pass and execute the Thinker role at once and still execute two Laborer roles later in the turn. 

 

A player is not required to execute a role if he does not wish to.

 

A client does not execute a role in the round in which he is himself hired.  (exception: Bath, see Appendix)

Laborer Role

You execute the Laborer role by taking a card from the Pool (if available) and tucking it underneath you Camp on its bottom edge so that only the material name is showing. The card is now a material in your Stockpile.  You can use the materials in your stockpile either to help complete a structure (see Architect role) or to sell and stash the gold in your Vault  (see Merchant role).

 

Players execute the Laborer action in turn clockwise around the table; if there are not enough cards in the Pool then players later in the turn order may be unable take a card.  Note that the cards players use to lead as or follow the Laborer role are not yet in the Pool and may not be taken.

 

Laying a Foundation

You may start a new structure using either a Craftsman or Architect role (see below).  Place an Orders card from your hand in front of you—it is the foundation of the structure you are starting. Take a Site card of the matching material and tuck it underneath the top of the foundation so that the diagonal construction stripes are showing.

 

You may not lay an Orders card as a foundation if there is no Site of matching material left or it has the same name as a foundation or structure you have in play. However you may lay a foundation with the same name as an opponent’s foundation or structure.

Craftsman Role

You may execute a Craftsman role to either:

·       lay the foundation of a new structure (see page 10)

·       add material from your hand into an existing structure

 

To use a Craftsman role to add material into an existing structure, it must already have a Site and foundation. Take an Orders card from your hand and tuck it under the bottom of the foundation so only the material name is showing.

 

The material used to build the structure must match the material shown on the foundation card (i.e. the foundation and material cards must be the same color). 

 

Completing a Structure

Completing a structure requires a foundation, a site and one, two, or three material cards in addition to the foundation to be completed, depending upon the Value on the foundation card. 

 

When you complete a structure, take the Site card from underneath the foundation card and tuck it underneath the top edge of your Camp so that the Value (the gold coins) of the Site card is showing.  Your Influence increases by the Value of the structure completed.  In addition, you now gain the benefit of the structure's Function. Unlike clients, completed structures immediately grant you special abilities and bonuses as indicated by their Functions (see Appendix for details).

 

Legionary Role

You execute the Legionary role by revealing an Orders card (not a Jack) from your hand, placing it on the oversized Rome Demands... Card and saying "Rome demands {name of material}." If there is a matching material in the Pool then take it and place it into your Stockpile.  In addition, if either of your neighbors (the players sitting left and right of you) has that material in his hand, he must give it to you—again you place it into your Stockpile. If a player has more than one matching material, he chooses which to give you; if he does not have any he says "Glory to Rome," and you get nothing. Once you have completed the role you return the revealed Orders card back into your hand. In a two-player game, your opponent is your only neighbor. 

 

If you execute the Legionary role more than once in the same turn (e.g. by having a Legionary client), you reveal all materials you are demanding at once.  You may ask for any combination of materials in your hand, including multiples of the same material if you have duplicate cards.  If you have fewer Orders cards left in your hand than the number of Legionary roles you have available to execute you will only be able to demand with those Orders cards.  If a player demands multiple materials and a neighbor has part of what is demanded, he gives up as much as he has.

In a two-player game, your opponent is your only neighbor.

 

A player must say how many cards he has if asked.

 

Merchant Role

When you execute a Merchant role, take one of your material cards from your Stockpile and tuck it underneath the right edge of your Camp face-down.  The card has now been added to your Vault.  The Values of the cards in a your Vault count as Victory Points at the end of the game.

 

The number of cards in your Vault is public information, as is the identity of a card in your Vault on the turn that you put it in (exception: Atrium, see Appendix); however after the turn that it is put in no player may inspect the identity of a card in your Vault—not even you!

 

You cannot have more cards in your Vault than your current Influence—you start the game with two Influence.

 

Merchant Bonuses

At the end of the game all players uncover their Vaults and three-point bonus chips are awarded for each material to the player with most of that material in his Vault.

 

If there is a tie for a material, that bonus chip is not granted.

 

A word on strategy: We believe that most players don't Merchant enough. A card in your Vault is worth as many victory points as a completed structure. Your Vault is initially limited to two cards so you shouldn't ignore building structures but getting an extra card into your Vault is often the difference between winning and losing.

 

Architect Role. 

You may execute an Architect role to either:

·       lay the foundation of a new structure (see page 10)

·       add material from your Stockpile into a structure

 

To use an Architect role to add material into an existing structure, it must already have a Site and foundation. Take an Orders card from your Stockpile and tuck it under the bottom of the foundation so the material name is showing.

 

The material used to build the structure must match the material shown on the foundation card (i.e. the foundation and material cards must be the same color). 

 

Completing a Structure

Completing a structure requires a foundation, a Site and one, two, or three material cards in addition to the foundation to be completed, depending upon the Value on the foundation card. 

 

When you complete a structure, take the Site card from underneath the foundation card and tuck it underneath the top edge of your Camp so that the Value (the gold coins) of the Site card is showing.  Your Influence increases by the Value of the structure completed.  In addition, you now gain the benefit of the structure's Function. Unlike clients, completed structures immediately grant you special abilities and bonuses as indicated by their Functions (see Appendix for details).

 

Ending the Game

The game ends when any of the following occur:

·       The draw deck runs out (you may count it)

·       All Site cards have been claimed (see Page 10).

·       A Catacomb is completed (see Appendix : Catacomb)

·       Any player has a completed Forum structure and at least one of each client type (see Appendix : Forum)

·       All other players agree to `surrender' to a player for any reason (e.g. bribery, intimidation, etc.)

The game ends immediately—players do not continue with the current turn and do not execute any more roles. 

 

Winning the Game

In the event of a Forum or `surrender' victory that player wins—there is no need to score Victory Points.

 

You score Victory Points as follows:

1 Victory Point for each Influence

The combined Value of cards in your Vault

3 Victory Points for each Merchant Bonus chip

 

If you have completed structures whose Functions grant Victory Points (e.g. Marina, Statue, Wall) determine the amounts granted and add them to your Victory Point score.

 

The player with the most Victory Points wins.  If there is a tie, the tying player with the most cards in his hand wins.

 

Thank You!

Find the right door at MIT late Friday night and you’re likely to find us playing Glory To Rome. If you’re ever in the
Boston area we’d love to see you there sometime! 

 

Thanks to everyone who helped us play-test, especially:

 

MIT Strategic Games Soc. (web.mit.edu/sgs/www/home.html)

Dangerplanet Games Club (www.dangerplanetgames.com)

Dan, Dan, Jenn, Fred, John, John, Eric, Noel, Chris, Kris, Pat, Kevin, Ann, Peter, Peter, Jeremy, Dave, Charles, Jenya

 

By the way, we’re always looking for play-testers. 
Interested? Please email us at
info@cambridgegames.com.

 

Thanks also to the suppliers who provided our cards and pieces—we really couldn’t be happier with both the service we received and the quality of the products

 

Card Printing :  PrintingForLess (www.printingforless.com)

Pieces:              Rolco Games (www.rolcogames.com)


Finally, thank you for reading our rulebook!  We know you’ll enjoy playing Glory To Rome as much as we do!

 

CGF_Logo_CCAMBRIDGE GAMES FACTORY

Ed Carter             Managing Director

Carl Chudyk         Games Director

Erek Slater  Marketing Director

 

©2005 Cambridge Games Factory

 


Appendix – Building Functions

 

Each Orders card in the game can be laid as a foundation for one of 40 different structures.  A player may not lay a foundation for a structure of the same name as one she already has in play.

 

Each structure provides a Function to the building player only when the structure is complete. This is in addition to the Influence the player gains for completing the building.  A structure’s Function takes effect immediately as soon as it is complete.  The Function of each structure is explained on the bottom half of the card. 

 

This Appendix lists each structure name by type and gives examples of how each structure would operate in common situations.  You don’t need to read this Appendix to begin playing the game—although you should keep it handy to refer to for answers to specific game play questions that come up once the game is underway.

 

Rubble

 

Bar

You may choose to execute the Patron role as you lead or follow, instead of waiting for your place in the turn order.  You may do this with your clients even if you choose to think rather than follow the Patron role from your hand.

You own a Bar.  The player to your left owns a Bar.  There are two Craftsmen and a Legionary in the Pool.

 

The player to your right leads as a Patron.  You follow and execute your Patron role first, taking a Craftsman client.  The player to your left follows and also decides to execute his role immediately, taking the other Craftsman as a client.  Next the Leader to your right takes the Legionary client.

 

When executing the Patron role, you may take clients from your hand instead of from the Pool and place them in your Clientele.  If you execute more than one Patron role in a turn you may take from either or both as you see fit.

 

You own a Bar and have a Patron client.  In your hand are two Laborers and a Jack.  There is an Architect in the Pool.

 

You lead the Jack as a Patron, taking an Architect client from the Pool and a Laborer client from your hand and placing them in your Clientele.

 

Insula

Your maximum Clientele is increased by two.  This is in addition to the maximum Clientele increase you gain from the Influence you earn for finishing the Insula.

 

You complete an Insula as your first structure.  You now have three victory points and room for five clients but only room for three cards in your Vault.

Latrine

You may discard an Orders card from your hand into the Pool before executing the Thinker role.

 

You own a Latrine and have four Legionary cards in your hand.  The player to your right leads as an Architect.  You pass.  You discard one Legionary card into the Pool and then draw two cards from the Orders draw pile to reach your maximum hand size of five cards.

 

Road

You may use any material towards the completion of Stone structures.  You may use the Function of the Road on the same turn as the Road is completed.

 

You have a Road foundation with no material in it and a Catacomb foundation with one Stone material towards its completion.  You have an Architect client.  You have a Rubble and two Wood in your Stockpile.

 

An opponent leads as the Architect role and you follow with an Architect card from your hand.  When it is your turn to execute you get two Architect roles – one from following and one from your client.  With the first role you move the Rubble card from your Stockpile into the Road, completing it and activating its Function.  With the second role you move a Wood card from your Stockpile into the Catacomb.  The Catacomb now needs only one more material of any type to be complete.

 

Wood

 

Circus

You may play two cards of the same role as a Jack.  (Neither of these cards can themselves be Jacks.)

 

You have in your hand a Merchant card and two Laborer cards.  You own a Circus.  You lead the two Laborer cards, saying “I am leading as a Patron” and place them on your Camp.  The other players follow the Patron role.

 

Dock

You may choose to execute the Laborer role as you lead or follow, instead of waiting for your place in the turn order.  You may do this even if only your clients grant you Laborer roles and you do not follow yourself directly.

 

You own a Dock.  There are a Marble and a Concrete in the Pool.  The player to your left leads as a Laborer.  The player to your right follows.  You follow and execute your Laborer role first, taking the Marble into your Stockpile.  The Leader to your left takes the Concrete, and the player to your right gets nothing.

 

When executing the Laborer role, you may take Orders cards from your hand instead of from the Pool.  If you are executing more than one role in a turn you may take from either or both as you see fit.

You own a Dock and have a Laborer client. In your hand are two Laborers and a Merchant.  In the Pool are two Wood.  The player to your right leads as the Laborer role.  You follow and choose to execute your roles immediately.  You take Wood from the Pool and Stone (Merchant) from your hand and place them in your Stockpile.

 

Market

Your maximum Vault size is increased by two.  This bonus is in addition to the maximum size increase he gets due to the one Influence he gains from the Market.

 

You complete a Market as your first structure.  You now have three Victory Points, room enough for three clients, and room for five cards in your Vault.

 

Palisade

You do not lose cards to players executing the Legionary role.

 

You own a Palisade and have in your hand a Legionary and a Patron.  There are two Marble in the Pool.  The player to your right leads the Legionary role.  You follow.  He demands Marble, revealing Marble (Patron) in his hand.  He takes Marble from the Pool and from the player on his right and places it in his Stockpile. He does not get your Marble because of your Palisade.  You execute your Legionary role and demand Marble, showing your Marble (Patron).  You get Marble from the Pool, from him, and from the player on your left.

 

Brick

 

Academy

You may execute the Thinker role after any turn in which you execute the Craftsman role—even if it’s only with a client.  You gain the benefit of the Function of the Academy on the same turn as the Academy is completed.

 

You have an Academy and two Craftsman clients.  You have six cards in your hand (you are above maximum). 

 

The player to your right leads as a Craftsman.  You choose to pass and execute the Thinker role.  You draw an Orders card.  The player to your right executes his Craftsman role.  You execute your two clients’ Craftsman roles by playing two cards as materials into one of your structures.  You activate your Academy and draw another Orders card, ending your turn with six cards.

 

Archway

You may take cards from the Pool as materials instead of from your Stockpile and place them into structure foundations when executing the Architect role.  If you execute more than one role in a turn you may take from either or both places as you see fit.  You cannot use cards from the Pool as structure foundations.

 

You own an Archway and have an Architect client.   You have the foundation for a Gate.  You have a Brick in your Stockpile and there is also a Brick in the Pool.

 

You lead as an Architect and the other players all follow.  You take the Brick from the Pool and place it underneath your Gate foundation.  Next you take the Brick from your Stockpile and place it underneath the foundation as well, completing the Gate.

 

Atrium

When executing Merchant role, you may take an Orders cards from your hand instead of your Stockpile and place it in your Vault without showing other players.

 

If you execute more than one role in a turn you may take from either or both as you sees fit.

 

You own an Atrium and have a Merchant client. In your hand are two Laborers, a Jack, and a Merchant.  You have Stone in your Stockpile. 

 

The player to your right leads as the Merchant role.  You follow with your Jack.  She takes a Concrete from her Stockpile and puts it into her Vault.  You decide to take the Stone from your Stockpile and the Stone (Merchant) from your hand and place them in your Vault.

 

 

Bath

When you gain a new client, you execute that client’s role.

 

You own a Bath.  In the Pool are a Laborer, an Architect, a Merchant, and a Patron.  The player to your right leads as a Patron.  You and the player to your left follow.  The player to your right takes an Architect client.  You take the Patron as a client and gain an extra Patron role.  You execute the Patron role to take the Laborer as another client, gaining an extra Laborer role which you execute to take the Stone (Merchant) from the Pool into your Stockpile.  The player to your left doesn’t get a client—the Pool is empty!

 

When executing the Patron role you may replace a client with a new one.  The old client is in the Pool immediately.

 

You own a Bath and have two Merchants and an Architect in your Clientele.  There is a Laborer in the Pool.  You lead as a Patron and execute the role to take the Laborer as a client, replace one of your Merchant clients which you put back into the Pool. Because of your Bath, you now get to  execute a free Laborer role which you use to take the Stone (Merchant) from the Pool into your Stockpile.

 

Foundry

When executing the Laborer role you may choose to take a material into your Stockpile from the Orders draw deck in addition to the material you get from the Pool. As you execute each Laborer role, you draw from the deck before taking from the Pool.  You may take material from the deck even if there is no material in the Pool to take.

You own a Foundry.  There are two Stone and two Marble in the Pool.  You lead as a Laborer and the other players follow.  When you execute your Laborer role you first draw a material from the deck, a Marble, and place it into your Stockpile.  You then decide to take a Marble from the Pool.

 

Gate

You gain the Functions of your Marble structures as soon as their foundations are laid.  You do not gain the Influence from your Marble structures until they are completed.

 

You own a Temple foundation with no materials in it.  You finish a Gate.  You immediately gain the Temple’s Function (+4 Hand Size). Your maximum hand size is nine cards.

 

School

Whenever you would execute the Thinker role, you execute the Thinker role twice.  This effect is not circular.

 

You own a School and have only a Jack in your hand.  An opponent leads as Craftsman. You pass.  For your first Thinker role you draw four Orders cards, replenishing your hand.  For your second role you draw a Jack—a sixth card.

 

Shrine

Your maximum hand size is increased by two.

 

You complete a Shrine as your first structure. 

Your maximum hand size is now seven.

 

Concrete

 

Amphitheatre

When you complete an Amphitheatre, at this time once only, you may execute one Craftsman role for every point of Influence you have, including the Influence you get from finishing the Amphitheatre.

 

You complete an Amphitheatre as your first structure.  You now have four Influence.  You now have a one-time option to execute the Craftsman role up to four times.  You decide to execute two Craftsman roles.  You play the foundation for a Shrine from your hand, and then put one Brick into the foundation from your hand.

 

Aqueduct

Your maximum Clientele is increased by four.  This is in addition to the maximum Clientele increase you get from the two Influence you gain from finishing the Aqueduct.

 

You complete the Aqueduct as your first structure.  You now have four Victory Points, room for eight clients, and room for four cards in your Vault.

 

Bridge

You may choose to execute the Legionary role as you are leading or following, instead of waiting for your place in the turn order.  You may do this even if you do not follow yourself and only your clients grant you
Legionary roles. In addition, you demand materials from all opponents’ hands, even if they own Palisades or are not sitting next to you.

 

You own a Bridge.  There are four players in the game.  The player to your left owns a Bridge and a Palisade. 

 

The player to your right leads as a Legionary.  You follow and immediately demand material from the Pool and all three of your opponents.  The player to your left follows and immediately demands from the Pool, from you, and from the other two opponents.  The player across from you now decides to follow.  The player to your right then gets to demand from the Pool, from you, and from the player across from you.  Finally, the player across from you demands from the Pool and from the player to your right.

 

Senate

You may execute the Thinker role after executing all your roles for a turn which you led.  If you complete a Senate on your turn as Leader, you may use the Function that turn.

 

You own a Senate and lead as Patron.  The player to your left follows.  The player to your right passes, taking a Jack.  You take a client from the Pool and draw up to maximum hand size.  The player to your left takes a client from Pool.

 

Storeroom

When you complete a Storeroom, at this time once only, you may execute a Laborer role for each point of Influence you have, including from finishing the Storeroom.

 

In the Pool are three Brick, and two Marble.  You complete a Storeroom as your first structure and  now have four
Influence.  You have the one-time option to execute
Laborer roles up to four times.  You take  two Brick and two Marble from the Pool into your Stockpile.

 

Tower

You may use Rubble towards completion of any type of foundation and may also place any building foundation on a Rubble Site as long as one is still available.  This does not change the number of material needed to complete the structure, however a structure built on a Rubble Site only provides one Influence when complete. You may use the Function of the Tower the same turn that it is completed.  If the Tower is stolen by an opponent’s Prison, foundations built on Rubble Sites may still be completed with Rubble. 

 

You have a Tower foundation with one Concrete in it and two Craftsman clients.  You have a Concrete, a Rubble and a Stone (Sewer) in your Hand.  You lead as Craftsman.  With your first role you move Concrete from your Hand into the Tower, completing it.  With the second role you start the Sewer on a Rubble Site.  With the third role you move the Rubble card from your Hand into the Sewer.  The Sewer still requires two more Stone or Rubble to be complete.

 

Vomitorium

You may discard all the cards from your hand before you execute the Thinker role.

 

You own a Vomitorium and have three Patrons and a Jack in your hand. The player to your right leads as an Architect. You pass. You discard all three of your Patron cards into the Pool. You discard your Jack to the pl

 

Wall

You gain a Victory Point at the end of the game for each two materials in your Stockpile, rounded down. 

 

At the end of the game the structures you have completed are a Wall and an Insula.  You have five materials in your Stockpile and do not have any cards in your Vault.  Your Victory Point total is five Influence, plus the two point Wall bonus, is seven.

 

Stone

 

Catacomb

Upon completion of a Catacomb the game ends and the  winner is determined.  You do not continue with the turn.

 

You have a Catacomb foundation in play with two Stone in it.  You have two Craftsmen clients.  The player to your right leads as a Craftsman.  You do not follow, and draw up to your maximum hand size.  The player to your left follows.  The Leader lays a new foundation.  You now get to execute two Craftsman roles.  With the first role you choose to
complete the Catacomb with a Stone from your hand.  You gain three influence for completing the Catacomb and then the game ends immediately.  You may not execute your second Craftsman role and the player to your left does not execute his Craftsman role.

 

Circus Maximus

You may play any card as a Jack when you are leader.

 

You own a Circus Maximus.  You have a Legionary and a Jack in your hand.  You have a Concrete in your Stockpile.  As your lead you place the Legionary card on your Camp and say “I am leading as a Merchant.”  The other players follow the Merchant role.  You move the Concrete from your Stockpile into your Vault.

 

Coliseum

You may take cards from the Clienteles of every opponent from which you demand materials.  The slain clients you take go into your Vault.  If you do not have room in your Vault, the clients survive.  If you have room for some but not all, you choose which clients are slain.  If Legionary clients are slain they do not provide roles for their owner to execute this turn.  Palisades protect against an opponent’s Coliseum.  A Bridge expands the reach of a Coliseum.

 

The only structure you own is a Coliseum. In your hand are two Legionaries, a Patron and a Merchant.  There are two Marble in the Pool.  You have a Legionary client and three Architect clients.  The player to your right has a Legionary client and a Merchant client.  The player to your left has a Legionary client and an Architect client.  The player to your right leads as the Legionary role.  You follow.  The player to your left passes, taking a Jack.  The Leader demands two Marble by revealing two Marble cards in his hand.  You give him the Marble from your hand, which he puts in his Stockpile, along with two Marble from the Pool.  You reveal Brick (Legionary) and Stone (Merchant) in your hand and demand these.  The player to your left surrenders a Stone which you place in your Stockpile.  You take the Legionary client and Merchant client from the player on your right and the Legionary client from the player on your left and place them into your Vault as a Stone and two Brick.  The player on your left does not execute a Legionary role as his client was slain in your Coliseum.

 

Fountain

Each client in your Clientele counts as a Craftsman client in addition to its natural identity.  Clients that are naturally Craftsmen are not affected. The Function of a Fountain takes effect immediately.

 

You have a Craftsman client and a Patron client in your Clientele.  You have a Fountain foundation with two Stone materials in it. 

 

You lead as a Craftsman.  The other players follow.  You get two Craftsman roles to execute.  With the first role, you add a Stone from your hand to the Fountain foundation, completing the structure.  Your Patron client now also counts as a Craftsman and so grants you an additional  Craftsman role this turn.  With your two remaining roles you play a Circus foundation from your hand and then place a Wood material into it from your hand, completing it.

 

Garden

When you complete a Garden, at this time once only, you may execute one Patron role for each point of Influence you have, including the Influence you get from finishing the Garden.  The new clients do not provide you with additional roles this turn (unlike structure Functions, clients do not provide benefits the turn they are gained).

 

 

 

You have no clients.  In the Pool are two Legionaries, a Craftsman and two Patrons.  You lead as a Craftsman, and the other players follow.  You complete a Garden as your first structure.  You now have five Influence and have room for five clients.  You have the one-time option to execute the Patron role up to five times. You decide to execute four Patron roles.  You take a Patron, a Craftsman, and two Legionaries from the Pool as clients.  You decide against filling the last spot in your Clientele with another Patron.

 

Prison

Upon completion of the Prison you choose a completed structure owned by an opponent and place it on top of your Prison.  You now gain the benefit of the Function of that stolen structure as if you had just completed it, and the original owner loses the benefit of the Function, although he keeps the Influence he gained from finishing the stolen structure.  You gain Influence from completing the Prison as with any other structure. The original owner’s structures, hand, clients, and materials in his Vault are not affected even if the configuration is impossible without the Function of the stolen structure.  You may steal a structure which was previously stolen by another player’s Prison.  You may not steal a structure with the same name as a structure foundation you already have in play.  You may not lay a structure foundation with the same name as a structure you have stolen with a Prison.  “Upon completion” effects in the Function of a structure trigger for the new owner when the structure is stolen.

 

Prison Example:

You complete a Prison and steal an opponent’s Foundry. 

 

You may now use Rubble in any structure.  Your opponent has a Marble and a Rubble in a Temple foundation.  These remain, but his Temple can now only be finished with one Marble material as he has lost the Function of the Foundry.

 

Prison Example:

You complete a Prison and steal an opponent’s Marina.

 

You flip the Wood in your Vault face up.  The original owner keeps the Wood in his Vault face up.  Since the number of materials in his Vault (including the face up Wood) is now greater than his maximum Vault size as
 determined by his Influence he may not place more
materials in his Vault until at some time later his maximum Vault size becomes greater than the number of materials in his Vault.  Any new Wood materials he places in his Vault go facedown and count against his maximum.  Each Wood in his Vault is worth only one Victory Point.

 

Sewer

You may discard all the cards from your hand before you execute the Thinker role.

 

You own a Sewer and have three Patrons and a Jack in your hand.  The player to your right leads as an Architect.  You pass.  You discard all three of your Patron cards into the Pool.  You discard your Jack to the pile of Jacks beside the Pool.  You then draw five cards from the Orders draw pile to reach your maximum hand size of five cards.

 

Villa

If you have a Villa foundation you complete it whenever you use an Architect role to put a material into the Villa.

 

You have a Villa foundation with no materials in it and no completed structures.   You have a Stone in your Stockpile.  You have no cards in your Vault. 

 

You lead as an Architect.  The other players follow.  You take the Stone from your Stockpile and put it into your Villa.  The Villa is complete and you gain three Influence.  You now have five Victory Points, room for five clients, and room for five cards in your Vault.

 

Marble

 

Basilica

Your maximum Vault size is doubled.  This is on top of the maximum Vault size increase you get from gaining three Influence for finishing the Basilica.

 

You have a Market.  You have no cards in your Vault.  You complete a Basilica as your second structure.  You now have five Victory Points, room enough for five clients, and room for fourteen (five Influence plus two from the Market Function, doubled) cards in your Vault.

 

Forum

You win immediately whenever you have a client of each type in your Clientele.

 

You and the player to your left each have a client of each type.  You each have a Forum foundation with two Marble in it. 

 

You lead as a Craftsman role and the other players follow.  You move Marble from your hand into the Forum, completing it.  You win. She doesn’t.

 

Forum combined with Fountain

If you have completed both a Forum and a Fountain then  any client may count as a Craftsman towards the Forum victory condition instead of its usual role. Clients may not count as both at once.

 

Forum combined with Ludus Magna

If you have completed both a Forum and a Ludus Magna then each Merchant client may be counted as any one role towards the Forum victory condition.

 

Ludus Magna

Each Merchant client in your Clientele counts as every type of client.  As with all structures, the Function of a Ludus Magna takes effect immediately.

 

You have a Craftsman client and an Merchant client in your Clientele.  You have a Ludus Magna foundation with two Marble materials in it. 

 

You lead as a Craftsman.  The other players follow.  You get two Craftsman roles to execute.  With the first role, you place a Marble from your hand into the Ludus Magna foundation, completing the structure.  Your Merchant client becomes every client type including Craftsman and grants you an additional Craftsman role this turn.  With your two remaining Craftsman roles you play an Insula foundation from your hand and then place a Rubble material into it from your hand, completing the Insula.

 

Palace

You may lead or follow with many cards of the same role including Jacks and execute one role for each card played.

 

You own a Palace.  You have three Merchants, a Laborer, and a Jack in your hand.  You have a Merchant client.  You lead the three Merchants and the Jack as a Merchant.  The other players follow.  You execute five Merchant roles and move five materials from your Stockpile into your Vault.

 

Scriptorium

You may lay any foundation on any available Site.  Any structure on a Site of a different material may be completed using material matching either the Site or the foundation, even if the Scriptorium is stolen by an opponent building a Prison.  The structure requires a number of material matching the value of the foundation to complete.  A structure built on a Site of a different material is worth the Influence listed on the Site card when it is complete.

 

You own a Scriptorium and have an Architect client.  You have a Wood in your Stockpile. 

 

You lead the Architect card and the other players all follow.  You play the foundation for a Shrine from your hand on a Wood Site.  You take the Wood from your Stockpile and place it underneath the Shrine foundation.  The Shrine now needs either one additional Wood or Brick to be complete.

 

Stairway

You complete a structure whenever you move a material into the structure’s foundation using the Architect role.  This Function is active immediately.

 

You have a Stairway foundation with two Marble in it. An opponent has an Archway and a Shrine. You have two Architect clients. You have a Marble and A brick in your Stockpile. You lead as the Architect role and the other players follow. You place the Marble from your Stockpile into your Stairway, completing it. You place the Brick from your Stockpile into your opponents Archway, making the Function available to everyone. You then use the Archway’s Function to move the Brick from the Pool into the opponent’s Shrine. Your maximum hand size is now seven. 

 

Statue

You may select any Site when playing a Statue foundation.  The Statue can be completed with any combination of three material matching the Site or the
foundation (Marble). The Influence you gain from completing the Statue depends on the Value of the Site.  Owning a
completed Statue gains you three Victory Points in addition to the Victory Points you get from the increase in Influence.

 

You have no cards in your Vault.  You complete a Statue on a Brick Site as your first structure.  You now have seven Victory Points, room enough for four clients, and room for four cards in your Vault.

 

Temple

Your maximum hand size is increased by four.

 

You complete a Temple as your first structure, increasing your maximum hand size to nine.