Stephens: My Reference

Game

  • On your turn do 1 of 2 actions
    • Obtain glass, and activate corresponding action
      • Bottom left: white glass. Commit to a new contract
        • Choose from market, spend influence, slide down remaining and restock
        • Place into 1 of 3 available contract slots on your player board
      • Bottom right: white glass. Fund a new investment (bonus income during reset phase)
        • Choose from market, spend coins, slide down remaining and restock
        • Place in the leftmost slot of the row corresponding to the cube colour next to your player board. An investment with no cubes can go in any row.
      • All others: coloured glass: activate adjacent professions
        • Activation order decided by owners
        • Activation is optional
        • Master and Apprentice activate independently
    • Assign a worker to a new profession (bonus income/actions when professions activated)
      • Create a new one
        • Select from market, place
          • red cards on left side of board, blue on right
          • rows must have fewer professions than the next row below
        • place your worker in the top worker slot
          • if there is a small red cross, pay the pictured cost to place your worker
      • Reinforce existing (become apprentice)
        • place a worker in a vacant bottom slot of an existing profession
        • master and apprentice can’t be the same colour
  • Check for reset phase condition: 2 out of the 4 furnace locations are empty

During Play

  • When placing a worker a new ability is unlocked depending on where the worker came from
    • Influence Points maximum blocked by workers on the influence track
    • Left half of the book/board
      • 1VP each reset (must be unlocked before others in this area)
      • 1VP / 2 cubes at end game scoring
      • 1VP / 2 coins at end game scoring
      • 1VP / 1 influence at end game scoring
      • 5VP / set of 3 differenct accessories at end game scoring
    • Professions (in any order)
      • At the start of your turn you may discard either the 2 rightmost red or 2 leftmost blue professions from the market. Then take your turn as normal.
      • When creating a new profession you may add it to a row that will have an equal number of professions as the next row below
    • Contracts/Investments Section 1 (in order)
      • When completing a contract you may replace 2 matching cubes for 1 of another colour
      • When taking out a new contract or investment you may take 2 instead of 1
    • Contracts/Investments Section 2 (in order)
      • You may discard the lowest value contract or investment, and restock, before making your selection
      • Discount of 1, for one card only, when aquiring a new contract or investment. Can’t reduce a cost to zero.
    • Small factories (in order)
      • You may obtain 2 cubes from the same factory
      • You may obtain 3 cubes from the same factory
        • Additionally, you may opt to activate the effect of an empty furnace action, instead of activating the row of professions
      • You may obtain 4 cubes from the same factory
        • Additionally, you may opt to activate the effect of an empty furnace action, instead of activating the row of professions
  • Reset Phase
    • Advance the french army 5 spaces.
    • Replenish the 2 empty furnaces with the number of cubes indicated at the location of the French army (notation: 4/3/2 players)
    • Gain 1 VP if you have placed that worker
    • Empty the small factories
    • Activate personal investments
      • Each column of investments activated individually (and optionally)
      • all/none investments in a column are activated
      • A column composed of fewer than 3 investments may still be activated
      • Spend the indicated resources from the Forest and Dune tracks
      • Gain all VPs depicted
      • Gain all cubes depicted (place them on top of the corresponding investment card, not your supply)
    • Supply small factories
      • Distribute the cubes from your investment cards to the small factories in any quantity/combination that provides a benefit
      • Gain the benefit depicted for each valid combination you provide
    • Fulfill personal contracts
      • Optionally fulfill all/some/none of your contracts
      • Contracts may only be fulfilled during reset phases
      • Spend all of the required resources (some may require accessory tiles to be returned to the supply)
      • Place the completed contract into the rightmost slot of the corresponding row
  • Game End
    • Game end triggered when the army reaches/crosses the leading players scoring marker.
    • Player after the First Player take their turns, then everyone gets one more turn.
    • Additional reset phases can take place during these final turns – complete them as normal
    • After the final player takes their final turn perform one more reset phase

Score Points From

  • Final scoring
    • VP’s on the track
    • VP from position on Forest track (0/7/15)
    • VP from position on Dunetrack (0/7/15)
    • VP’s for master workers
      • 1VP per master in Stephens factory
      • 3VP per master in Lower small factory
      • 5VP per master in Upper small factory
    • 1VP per master with an apprentice
    • VPs for fulfilled contracts
      • Multiply the number of cards in the column with the number of cubes depicted in the column
    • VPs from unlocked abilities

7 Wonders Dual: My Reference

Game

  • Setup on pages 6 & 7
  • First player in Age 2 & 3 is player with weakest military (previous first player decides in case of a tie)
  • Take turns to draw an available card and play it in 1 of 3 ways
    • Construct it, either by covering the cost or having chaining symbol
    • Discard it for 2 coins + 1 coin for each yellow card in your city
    • Wonder construction (tuck it face down underneath), covering the cost of wonder
      • 8th wonder is discarded if 7th wonder is built

During Play

  • Trading with bank
    • Buy any resource at a cost of: 2 + number of matching resource symbols produced by opponents brown and grey cards
    • Some cards (Reserves and Custom House) reduce this to 1 for their specified resources
  • Military
    • When constructed, immediately move tracker towards opponent
    • When tracker crosses zone lines then opponent discards coins according to token, token is discarded too (if they don’t have enough coins they discard what they can)
    • If tracker reaches capital, game is immediately won
  • Science
    • Gain a progress token each time you gather a pair of matching symbols
    • If you gather 6 different science symbols, game is immediately won

End Game Scoring

  • If a Science or Military victory has not been claimed, scoring happens for a Civilian victory. Total up:
    • Military victory points
    • Buildings (blue green yellow purple)
    • Wonders
    • Progress
    • Treasure (3 coins = 1 point)
  • Ties won by player with most points from blue buildings

Sobek: My Reference

Game

  • Take turns doing one of 3 actions until 1 player can’t do a valid action
    • Take a tile from the market into your hand (no hand limit)
      • take it from the direction the ankh is pointing
      • move the ankh to the spot it was in (facing a direction you choose)
      • remove all the tiles it passed over (if any) and add them face down to your corruption board. (you can review the tiles on your corruption board, but not your opponents)
      • Special rules
        • if you take a tile with a deben token (coin) in the top right you may discard the tile to draw a deben token from the bag
        • if no tiles are available the fill the market first
          • take the ankh off
          • refill the market (do this as much as possible if tiles run out)
          • choose from the 4 center tiles as your tile
        • if you take a character tile you must orient the ankh to an available tile if you can (i.e. you can’t force a refill of the board)
    • Sell a set of tiles
      • Reveal at least 3 matching tiles
      • characters can be included if they have a matching icon
      • statues (crocodiles) are wild
      • if the set matches an existing set you may add to it (still must reveal at least 3 tiles)
      • a set of an icon you haven’t played before can’t be composed entirely of wild tiles
      • if any tokens are left when you play a set, look at them all and choose 1 to keep (they’re not replaced). The ability kicks in immediately.
    • Play a character
      • Discard a character tile from your hand, immediately apply its ability
      • You may play characters who’s abilities have no impact, but the ability kicks in if it can
  • Game End
    • Unscored sets (still in hand) are discarded from the game
    • All tiles left in hand (after discarding sets) are added to the players corruption tiles
    • The player with the fewest tiles on their corruption tile gains a draw of a deben token, and an additional draw for each set of 3 tiles they have less than their opponent. E.g. 1 tile vs 8 tiles = 3 token draws
  • Scoring
    • Sets score by number of tiles in set multiplied by number of scarabs in set
    • Deben tokens
    • Pirogue tokens (some score points)
    • Ties won by player with fewest corruption tiles

Caverna: My Reference

Grow your population, grow crops, keep animals, dig mines, go on expeditions: wealthiest people win.

Setup

  • Randomly assign first player
  • 1st and 2nd player get 1 food each
  • 3rd player gets 2 food
  • 4th onwards get 3 food each

Game

  • Phase 1: Add new Action space
    • Reveal the next Action space card
    • Reveal the next Harvest token (from round 6)
      • There are 3 red tokens that go on the Harvest event card, top to bottom
  • Phase 2: Replenish accumulating spaces
    • If there’s a bracket this is for non-empty spaces
  • Phase 3: Work phase
    • In turn order, in ascending weapon level, each person takes an action
    • If you have fewer people than opponents you simply miss a turn
  • Phase 4: Return home to their dwellings, don’t stack so they’re visible
  • Phase 5: Harvest time
    • 5.1: harvest 1 token per sown field
    • 5.2: feed 2 meals per dwarf (1 per child)
      • conversions are free actions, conversion table reference on your player board
      • take 1 Begging Marker for each missing food (2 per dwarf), there is no way to remove these. -3 at the end of the game
    • 5.3: get 1 extra animal for each animal you have 2 or more of (not dogs)
      • parents may be in separate areas
      • There must be space to accommodate the babies, or they are not gained
      • breeding animal types may not be converted to food during this phase
      • (non-breeding animals can, however, be converted to food)
    • Red tokens
      • No harvest
      • 1 food per dwarf
      • skip field (5.1) or breeding (5.3) phase – chosen individually

During Play

  • Action Spaces
    • Twin Tiles
      • Play adjacent to existing tiles
      • If covering an icon, gain the resource
      • Note the tile type being covered
      • If there’s not sufficient space you may not downgrade to a single tile
    • Sow: Grain, Veg, Gemfruit, Mushrooms; up to 2 times each (quantities as pictured on action tile and reference card)
    • Furnishing
      • Placed in caverns, not tunnels, mines or unexcavated
      • Furnish a cavern includes dwellings
      • Furnish a dwelling is only dwellings
    • Family Growth
      • Must have space to house new person
      • New person can’t take an action this round
      • Max of 5 people
        • Additional Dwelling allows a 6th, use an extra token of a different colour
        • Goblins can also extend to a max of 6 total (with fewer normal people used if using multiple Goblins)
    • Goods & Mines
      • Ore Mine goes on 2 ordinary tunnels (not deep)
      • Ruby Mine can go on ordinary or deep tunnels
    • Animals
      • Farming action spaces create Pastures (fenced areas)
      • 2 animals in a small Pasture
      • 4 animals in a large Pasture
      • Stables double the Pasture capacity (e.g. 2x stables in large pasture = 16 capacity)
      • Stable in a Meadow = 1 animal
      • Stable in a Forest = 1 Boar
      • Ore/Ruby mine = 1 Donkey
      • Entry cave = 2 animals
      • Dogs can go anywhere
      • Dogs in Meadow or Pasture (not fields or forest) can keep one more Sheep than there are Dogs
    • Weapons
      • Pay 1-8 ore to get a weapon
      • People must be played in ascending weapon order
      • People with weapons can go on Expeditions for loot
        • Loot as per reference card
        • Weapon level dictates max loot level
        • Expedition level dictates how many loot items obtained
        • Loot items must be different
        • At end of Expedition weapon level increases for the person that did it
    • Starting Player
    • Imitation
      • You can’t imitate a space occupied by your own people
  • Rubies – free action to trade as per reference card
  • Gemfruits – swap for Rubies as a free action
  • Mushrooms – swap for Vegetables as a free action

Score Points From

  • 1 per animal (farm/dog)
  • -2 per missing farm animal type (4 types total: sheep, donkey, cattle, boar)
  • ½ per Grain
  • 1 per Veg
  • 1 per Ruby
  • 1 per Person
  • -1 per unused space
  • Tile Points
  • Tile Bonuses
  • 1 per Gold
  • -3 per Begging Marker

Tips

  • If only 1 player does expeditions they will probably win
  • If only 1 player doesn’t do expeditions they will probably win

Cascadia: My Reference

Setup

  • Tokens in bag, Tiles in stacks on table, nature tokens (pine cones) in a pile
    • 2 players: 43 tiles (remove 42)
    • 3 players: 63 tiles (remove 22)
    • 4 players: 83 tiles (remove 2)
  • Select 1 scoring card per animal type
  • 1 starter habitat to each player
  • Deal 4 tiles and 4 tokens

Game

  • Going clockwise players take turns until there are no tiles to replenish the market (20 turns each)
  • On your turn
    • select a pairing of tile and token
    • place the tile
      • must touch another tile
      • can’t go on top
      • can’t be moved once placed
    • place the token
      • tile must not already have a token
      • tile must show the matching token symbol
      • if it can’t be placed it is returned to the bag
    • restock market so there’s 4 tiles and 4 tokens again

During Play

  • If the 4 tokens are all the same they’re automatically wiped and replaced
  • If 3 of the 4 tokens are the same the active player can elect to have the matching tokens wiped and replaced
  • Nature tokens are gained by populating a keystone tile (1 animal, white triangle, white pine cone)
  • Nature tokens can be spent to:
    • Mix/Match tiles and tokens from different pairings
    • Wipe and replace any number of tokens
  • There is no limit to the amount of tokens you can spend in one turn
  • Unspent nature tokens are worth 1 point at the end

Score Points From

  • Scoring Cards
    • as per the cards selected during setup
  • Largest habitat tile count (personal)
    • 1 point per tile in a contiguous group of each habitat type
  • Largest habitat bonus (competition)
PlayersLargestDraw for Largest2nd Largest
22 Points1 PointNone
3/43 Points2 players drawing: 2 Point each
3/4 players drawing: 1 Point each
1 point, but only if there are no draws
  • Nature tokens – 1 point each
  • Ties: most nature tokens wins

Mandala: My Reference

Game

  • Play cards into each mandala, each colour can only be in one section of each mandala
    • it’s in opponent Field OR Mountain OR your Field
    • there can be more than one card of a colour in that section
  • A mandala is complete when it has all 6 colours in it – it is then destroyed
    • The player with the most cards in their field takes first turn to:
      • Choose a colour from the mountain and take all cards of that colour
      • If that colour isn’t in your river already place 1 card face up in the leftmost available space.
      • Place remaining cards face down in your cup
    • If a player has no cards in their field the process is still followed however all cards they claim go to the discard pile
    • Once all Mountain cards claimed then Field cards of that Mandala get discarded
    • Put 2 cards in the Mountain from the Draw pile
  • Turn: perform 1 of 3 actions
    • Build Mountain and Draw
      • Place 1 card into the mountain
      • Draw 3 cards (strict hand limit of 8 – do not draw over and then discard)
      • Destroy Mandala if it is complete
    • Grow Field, No Draw
      • Place 1 or more cards of one colour into one of your fields
      • You must keep at least 1 card in your hand
      • Destroy Mandala if it is complete
    • Discard and Redraw
      • Place 1 or more cards all of the same colour into the discard pile
      • Draw the same number of cards
  • Game End, either:
    • Draw deck is exhausted
      • Shuffle the discard pile to create a new draw deck so play can continue
      • The next Mandala completed is the final one
    • A player adds a 6th colour to their River
      • Finish destroying the current Mandala
  • Initial Setup
    • Put 2 cards in each mountain
    • 6 cards to each players hand
    • 2 cards, face down, to each players cup

Score Points From

  • Cards in your cup, multiplied by their value as dictated by the River
    • The card in the River does not score, only cards in the cup
  • Ties won by player with fewest cards in their cup

Takenoko: My Reference

Game

  • On your turn perform 2 Different Actions:
    • Territory
      • Draw 3, place 1, discard 2 (draw pile replenished by shuffled discard pile)
        • Must be touching 2 existing plots (except if touching Pond plot)
      • Territory Objectives:
        • Various shapes of specific colours
        • A count of at least x many of a specific colour (not necessarily connected)
        • Flower hex is on 6 tiles
      • Irrigation
        • Objectives require irrigation:
          • adjacent to Pond
          • contains an oasis icon
          • building irrigation
          • clarification: gardeners cabin needs irrigation too (for flower hex)
        • When hex placed it grows bamboo immediately if irrigated
        • If irrigation reaches it later bamboo grows at time of irrigation
    • Water: Gain 1 irrigation (placed as free action on your turn)
    • Move Gardener
      • 1 or more hexes in a straight line
      • causes bamboo to grow on final hex and any directly adjacent of same colour
      • max of 4 sections
      • Fertiliser (rake) icon causes double growth
      • Gardener Objectives:
        • x stacks, y tall, of a specific colour
        • Can have icon requirements (presence or lack of)
        • + icon at top of stack: at least the number of section pictured below icon (2 or more)
    • Move Panda
      • 1 or more hexes in a straight line
      • eats 1 bamboo from final hex, stored in stomach until claiming objective
      • panda can not eat if enclosure icon present
      • Panda Objectives:
        • x sections of a specific colour(s)
        • Can have pond icon: requires panda to be on a pond hex
    • Draw Objective: top 1 from 1 deck of your choice (hand limit of 5)
  • Start of turn: roll the dice
    • Sun: extra action
    • Rain: bamboo grows
    • Wind: optionally do the same action twice
    • Storm: panda frightened, transports anywhere and eats 1 section of bamboo
    • Clouds: gain an improvement chip of your choice (store it or use it)
    • ?: your choice of above
  • Game ends after 9/8/7 objectives completed in a 2/3/4 player game
  • Player completing game-ending objectives gets emperor card (+2 points)
    • other players get 1 final turn

During Play

  • Free actions during your turn:
    • Claiming an objective
    • Placing an improvement icon
    • Placing irrigation channel
  • Special Plots
    • Triple coloured plot
      • 1 of each colour grow here
      • all directly adjacent plots grow (all colours), if irrigated
      • Panda still only eats 1 section (colour is players choice)
      • Rain only triggers 1 section of 1 colour to grow
      • For plot objectives this plot is all 3 colours (wild)
    • Sacred hill (flute playing monk)
      • gardener stopping here triggers growth of all irrigated plots of that colour (everywhere, not just adjacent)
    • Pond
      • same rules as first pond
      • immediately irrigates connected plots, can be used as irrigation source
    • Gardeners Cabin
      • when gardener stops here player may draw top card of all 3 decks, keep 1, return other 2 to bottom of their decks
  • Miss Panda
    • Miss Panda starts out of the game. She appears on first hex placed with a flower icon
    • Movement
      • All subsequent hexes with a flower icon cause her to move there upon placement
      • When the Storm weather is rolled players choose to move Panda OR Miss Panda anywhere
      • When a player performs a move action they choose to move Panda OR Miss Panda (standard 1 or more hexes in a straight line )
    • When Miss Panda finishes her movement in the same hex as Panda (but not vice versa) then the player may:
      • pay 1 section of bamboo of any colour
      • gain Baby token of corresponding colour
        • token to be chosen at random, but you may check which remain before selecting colour
    • Baby Benefits:
      • 2 points at end of game
      • Pictured benefit (optional):
        • Immediately place 1 irrigation channel from supply
        • Immediately place 1 improvement from supply (or move 1 if none available)
        • Return 1 objective from hand to bottom of the deck, replace it with top card from the same deck
    • Miss Panda does not eat bamboo

Score Points From

  • Score points by completing objectives (territory shapes, bamboo grown, bamboo eaten)
  • First to complete target number of objectives: +2 emperor card

7 Wonders: My Reference

Prepare

  • For all decks: Go through and remove cards according to the player count shown in bottom right corner
  • For Age 3: remove all purple, draw number of players +2, add them back into the deck and shuffle
  • Each player gets: 3 coins and a wonder board (choose a side, day is simpler than night)

Game

  • 3 rounds – deal out the deck, each player gets a hand of 7 cards.
  • Choose 1, play it, pass the hand (deck gets passed clockwise/anticlockwise as pictured on the back of the cards)
    • Playing a card can be done in 3 ways:
      • construct it into your city, paying the cost on the card (or for free if your have the matching chain symbol)
      • use it to construct a stage of your wonder (from left to right), face down paying the cost on the wonder board (not the card)
      • sell it for 3 coins
  • On the 6th turn, when you have a hand of 2 cards, 1 gets chosen, the other discarded.
  • At End of Round, Resolve military conflicts: compare the total of your military power with your neighbours (left and right)
    • equal: no tokens taken
    • less: take a defeat token
    • higher: take a victory token corresponding to the current age

During play

  • You can’t build the same thing twice
  • It’s a good idea to tuck constructed brown and silver cards under the top left of your wonder board
  • When constructing
    • Coin costs must be covered at time of selecting the card, i.e. not depending on income from neighbours during the turn
    • Resource costs can be covered by resources from your own city
      • Each resource can only be used once per turn
      • Can be the starting resource on your board
      • Can be a grey, brown or yellow card in your city
    • Resource costs can be covered by buying resources from a neighbouring city for 2 coins
      • Each resource can be bought once per turn per player
      • Can be the starting resource on their board
      • Can be a brown or grey resource (not yellow)
  • Clarification: “construct the first age card in each color for free” e.g. If you have 0 green (scientific) cards in your empire, the first green card you build is free.

Score Points From

  • Wonder Board victory points
  • Treasure: 3 coins = 1VP
  • Military conflict tokens
  • Blue cards, add the total up
  • Yellow cards, according to effects
  • Purple Cards, according to effects
  • Green cards
    • Each set of 3 different symbols = 7VP
    • For each symbol type: number of identical symbols:
      • 1 = 1VP
      • 2 = 4VP
      • 3 = 9VP
      • 4 = 16VP
      • 5 = 25VP
      • 6 = 36VP

Tips

Don’t forget the starting resource at the top left of your wonder board
Green (science) cards have the best chaining – each enables 2 chains in the next Age
Age 1 blue cards chain to blues in Age 2 or Age 3
Yellows chain through all 3 ages

King Of Tokyo: My Reference

Game

  • Setup
    • Make a market of 3 face up power cards
    • Set aside the green dice (they’re used by some cards)
    • A monster figure and board to each player
      • 10 Health
      • 0 Points
    • If playing with “power up”:
      • draw 2 evolution cards, keep 1, discard 1
  • Clockwise until end of game (20 Points or last player standing)
    • If you are in Tokyo at the start of your turn, gain 2 Points
    • Roll 6 black dice up to 3 times (2 rerolls of all/any dice of your choosing)
    • Resolve Dice
      • Points: 3 of a kind = score the number. Each additional of the number = +1
      • Energy: 1 energy cube each
      • Smash: monsters not where you are lose 1 health each
        • if injuring monster(s) in Tokyo they may now yield (they still lose the health)
        • if a monster lost their last health they’re eliminated. Cards and cubes discarded.
      • Heal
        • if outside Tokyo gain 1 health each to a max of 10
        • If playing with “power up”:
          • 3x health allows you to draw 2 evolution cards, keep 1, discard 1
          • If draw pile is empty then shuffle discard pile
    • Enter Tokyo if it is empty (this is non-optional)
      • Gain 1 Point when entering Tokyo
    • Buy Power Card(s) – restock is immediate
      • Optionally spend 2 Energy to discard and replace the market

Score Points From

  • Rolling points on the dice: 3x number = score the number. Each additional of the number = +1
  • Entering Tokyo: 1
  • Starting your turn in Tokyo: 2
  • Power Cards do crazy things
  • Power Up Cards do crazy things

Barenpark: My Reference

Game

  • Place a tile from your supply
    • No overhangs/overlaps
    • Rotate/Flip freely
    • Not cover the pit (where the statue goes)
    • First tile can go anywhere
    • Orthogonally adjacent to a previous tile
  • Evaluate icons you covered
    • Get corresponding tile for Green/White/Orange
    • Get a park area (from either stack) for the construction crew (to a max of 4 areas)
      • Park area goes orthogonally adjacent to existing area
      • Rotation is not allowed
      • Can’t be lower/closer than the park entrance
  • Place a Bear Statue if all squares in an area are covered
  • Claim an achievement
    • When you meet the criteria claim the topmost achievement tile
    • Only one of each type may be claimed per player
  • Game ends when 1 player has filled 4 areas (or no player can go and all are passing)
    • All other players get one more turn

During Play

  • If you can’t go then you may pass and take a free Green area of your choice.
    • Your turn ends, you may not place the free tile this turn
    • You can’t pass if you can go

Score Points From

  • Buildings/statues in your park
  • Achievements (if included)