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
6 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.
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!
JACKS: 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.
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.
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!
CAMBRIDGE 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.