The Great City of Rome - General game info
The Great City of Rome
2-4 players, 60 minutes, 10 years and older
AuthorsMatthew Dunstan
Brett J. Gilbert
IllustratorsMartin Hoffmann
Claus Stephan
Published byAbacusSpiele
Z-Man Games
Online since 2019-03-03
Developed byAdrian Kügel (ak15)
Boardgamegeek258466
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
The Great City of Rome - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

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The Great City of Rome

You are master architects of antiquity, working to rebuild Imperial Rome. Compete for access to blueprints and materials in the court of the Emperor, while strategically managing resources and laying out buildings to maximize your score.

Components
80
Building cards
8 Starting Buildings in 4 Player Colors: 2 each in Purple, Orange, White, and Brown
14 Deck I Buildings
22 Deck II Buildings
18 Deck III Buildings
18 Deck IV Buildings
6
Influence Cards
39
Coins
27 1-Value Coins
6 5-Value Coins
6 10-Value Coins
6
Brick Tokens
18
Point Tokens
33
Influence Tokens
6
Emissaries in 4 Player Colors
1 each in Purple and Orange
2 each in White and Brown
1
1 Gold Emperor Pawn
1
1 Silver First Player Marker
6
Action Strips (The backside is vertically mirrored)
1
Score Pad
1
Rulebook
1
Setup

Note: These rules are used for games with three or four players. To play with two players, see The 2-Player Game.

  • Choose a color and take the two starting buildings and one emissary in your color.
  • Each player takes five coins
  • Sort the remaining buildings into four decks based on the card backs. Then shuffle the four decks individually.
  • Add the 3-value, 6-value, 10-value and 14-value influence cards into deck I as follows: insert one after the third, the sixth, the tenth and the 14th card.
  • The player to the first player’s right draws a number of buildings equal to the number of players from deck II. They choose one to add to their hand. Then, they pass the remaining buildings facedown in counterclockwise direction. That player also chooses one building, and so on. The first player takes the last building.
  • Shuffle the 6 action strips in arbitrary orientation and place them in a stack.
  • Choose a color and take the two starting buildings and one emissary in your color. Return the unused emissaries and starting buildings to the box.

    Note: The second white and brown emissaries are used only in the 2-player game.

  • Place your two starting buildings next to each other in front of you to begin your city, and place your emissary next to them. It does not matter how your starting buildings are laid out relative to each other, but all buildings in your city should always be oriented so that the bar at the bottom of the building faces you. Leave enough space around your starting buildings to create a 4x4 grid of buildings.
  • Each player takes five coins. Place the remaining coins, influence tokens, brick tokens, and point tokens at the edge of the play area as the general supply.
  • Sort the remaining buildings into four decks based on the Roman numerals on the card backs. Then shuffle the four decks individually and place them facedown next to each other in the middle of the table.

    Note: Only use deck IV when playing with four players. When playing with less than four, return this deck to the box.

  • Add four influence cards into deck I as follows: insert the 3-value card into the deck between the third and fourth cards in the deck, the 6-value card between the sixth and seventh cards, the 10-value card between the tenth and eleventh cards, and 14-value card at the bottom of the deck. Return the 4- and 8-value cards to the box; these are used only in the 2-player game. Do not look at the cards in the deck while inserting cards.
  • The oldest player takes the first player marker and will take the first turn.
    At Yucata the first player is chosen randomly.
  • The player to the first player’s right draws a number of buildings equal to the number of players from deck II. Look at the buildings and choose one to add to your hand. Then, pass the remaining buildings facedown to the player to your right (i.e., counterclockwise), who also chooses one building, and so on. The first player takes the last building. Keep your hand of buildings secret throughout the game.
    At Yucata the buildings in your hand are displayed openly if all other players know them. E.g. in a 2-player game, the card taken by the first player is known to the other player.
  • Shuffle the six action strips, place them in a stack, and place the stack in the middle of the table next to the decks.
  • Place the emperor pawn in the recess at one end of the action strip stack.
Gameplay

The game is played over 14 rounds. Each round is divided into three phases:

  1. Upkeep Phase
  2. Emissary Phase
  3. Action Phase

1. Upkeep Phase

Flip over the topmost action strip and place it at the bottom of the stack./p>

Place one building from each deck face up next to their respective decks.

If applicable take the influence from the top of deck I and place it next to the deck.

First, take the topmost action strip (A), flip it over (B) and place it at the bottom of the stack (C).

Then, draw the top building from each deck and place them faceup in front of their respective decks. These buildings are the offer for this round.

After drawing buildings, if an influence card is on top of deck I, place it in the middle of the table next to deck I.

Note: The buildings from deck I are special buildings, denoted by a gold outline around the symbols in the top corners. Because there are 14 buildings in deck I and the game is played over 14 rounds, each of these special buildings will be available in the offer every game.

2. Emissary Phase

Starting with the first player and proceeding clockwise, players take turns placing their emissaries on any unoccupied space of the topmost action strip.

Starting with the first player and proceeding clockwise, players take turns placing their emissaries on any unoccupied space of the topmost action strip.

  • The closer your emissary is to the emperor, the earlier you will be able to choose a building from the offer in the upcoming action phase, but the fewer bricks and cogs you will have to perform actions with.
  • The further your emissary is from the emperor, the more bricks and cogs you will have in the upcoming action phase, but the fewer choices you will have from the offer.

Bricks and cogs are used to perform actions during the action phase. Each action strip has five spaces—three bricks and two cogs—arranged in different configurations on each strip.

3. Action Phase

Players take turns resolving the action phase in the order of the emissaries on the action strip. The player whose emissary is closest to the emperor pawn goes first.

After all players have placed their emissaries, players take turns resolving the action phase in the order of the emissaries on the action strip. The player whose emissary is closest to the emperor pawn goes first.

Note: During the action phase, the first player marker does not matter. The order of play is determined by the emissaries.

Choose a Building From the Offer

First, choose one of the remaining buildings from the offer and add it to your hand.

Perform Actions

You may perform one build action and/or one produce action. You can use all cogs and bricks on the action strip between your emissary and the emperor pawn (also the symbol on the space where your emissary is standing on).

Then, you can perform up to two actions: one build action and one produce action. You can perform these actions in any order, but you can perform each action only once per turn. You must fully resolve your first action before performing a second action.

There are two symbols from the action strip used to perform actions: bricks, which are used during build actions, and cogs, which are used during produce actions. You gain bricks and cogs based on the position of your emissary on the action strip. You gain the symbol from the space your emissary is standing on, plus the symbols of every space between your emissary and the emperor pawn.

Note: You can perform both actions during your turn, regardless of whether your emissary is standing on a brick or a cog.

Buying Additional Bricks and Cogs

Additional bricks and cogs can be bought. Each brick costs two coins. Each cog costs one coin.

Before performing an action, you can spend coins to gain additional bricks and cogs:

Each brick costs two coins.

Each cog costs one coin.

Return the coins you spend to the general supply.

Note: Each coin will be worth one point at the end of the game. Consider the purchase of additional bricks and cogs carefully.

Build Action

You can build one building vertically or horizontally adjacent to one of your other buildings.

Exception: The aqueduct can replace another building, however there can be at most one aqueduct in each row or column (see building reference).

The maximal width and height of your city is 4.

When building a public building, you immediately use the effect of that building once.

If the building shows some star icon(s), you take that many influence tokens.

Any excess bricks are lost.

When you perform the build action, you can build one building from your hand. In the top-left corner of each building, you can see the minimum number of bricks required to build it. Any excess bricks are lost; they do not carry over to the next round.

Note: Because the build action can be performed only once per round, there is no benefit to having more than three bricks.

To build a building, place it so that at least one edge of the building is vertically or horizontally adjacent to one of your existing buildings. It must be built in an empty space, and buildings that are already in the city cannot be moved or replaced (aqueducts are the exception, see the building reference).

Your city can have a maximum of four buildings in any row or column. Thus, the largest your city can become is a 4x4 square. You can choose not to perform the build action during your turn, and thus your city can have fewer buildings at the end of the game.

When you build a public building, immediately use the effect of that building once. See the building reference for the effects of the different public buildings.

Some buildings from deck I have between one and three star icons above the bottom bar. When you build one of these buildings, take that many influence tokens from the supply and place them next to your city.

Produce Action

If you have two cogs, you can use the ability of each production building in your city once.

When you perform the produce action, you can use the abilities of each production building in your city once. To produce, you must have two cogs. See the building reference for the abilities of the different production buildings.

Note: Because you can produce only once per round, there is no benefit to having more than two cogs during your turn.

After performing actions, take your emissary off the action strip and place it next to your city.

Note: Any unused bricks and cogs are lost and do not carry over to the next round.

The player whose emissary is now closest to the emperor pawn then takes a turn, continuing until there are no emissaries remaining on the action strip.

End of Round

After all players have taken their turns during the action phase, the round ends. The player with the first player marker passes the marker clockwise, and the next round begins.

Influence Scoring

If there is at least one influence card in the middle of the table, the player with the most influence tokens returns all of them to the general supply and takes the available influence card(s).

If there is a tie, the influence scoring is postponed to the next round (at the end of the game, the remaining influence cards are not awarded).

If there is at least one influence card in the middle of the table, influence scoring happens before the next round begins.

If you have the most influence tokens, you win the influence scoring; take the influence card and place it next to your city, then return all of your influence tokens to the general supply. At the end of the game, players score points equal to the values shown on their influence cards.

If there is a tie, the influence card is not taken that round. It remains in play until a single player has the most influence tokens at the end of one of the following rounds. Thus, it is possible for more than one influence card to be in play. The player who wins the next influence scoring takes all these influence cards.

If, at the end of the final round, there is a tie for the influence scoring, the influence card (or cards) are not taken.

End of the Game
After resolving influence scoring in the 14th round, the game ends.

Final Scoring

You score points for your buildings, coins, influence tokens and influence cards. The player with the most points wins the game. The two tie breakers are: most influence tokens, then most coins.

At the end of the game, you score points for your buildings, coins, and influence. See the building reference for a detailed explanation of how you score points for each building type. Use the score pad to record your points in each category. The player with the most points wins the game. In the event of a tie, the tied player with the most influence tokens wins. If there is still a tie, the tied player with the most coins wins. If there is still a tie, the tied players share the victory.

Residential

Residential buildings with the same value (two, three or four) that are horizontally or vertically adjacent form a residential area.

For each residential area score points according to the total of the values of the residential buildings of that area multiplied by the number of public buildings of different colors adjacent to that residential area horizontally or vertically.

Residential buildings with the same value (two, three or four) that are horizontally or vertically adjacent form a residential area. A residential area can also consist of a single residential building if it is not horizontally or vertically adjacent to another residential building with the same value. There can be multiple different residential areas with residential buildings of the same value in your city.

Calculate the points scored for a residential area by multiplying the total of the values of the residential buildings of that residential area by the number of public buildings of different colors adjacent to that residential area horizontally or vertically.

If there is more than one public building of the same color adjacent to the same residential area, only one of these public buildings counts when calculating points for that residential area. However, one public building can count for multiple different residential areas adjacent to it.

Note: During final scoring, only the color of the public buildings matters. The special public buildings have improved effects when you build them, but are identical to standard buildings of the same color for the purposes of final scoring. For example, if an Arena and the Colosseum are adjacent to the same residential area, only one of them counts for scoring that area.

Note: A residential area that has no public buildings horizontally or vertically adjacent to it at the end of the game does not score any points.

Aqueduct

You score points based on the number of aqueducts in your city.

Number of Aqueducts 1 2 3 4
Victory points 4 12 24 40

Temple

You score points based on the conditions shown on the buildings. See the building reference for descriptions of how you score points for each temple.

Coins

You score one point for each coin you have at the end of the game.

Influence Tokens

You score one point for every two influence tokens you have at the end of the game.

Influence cards

You score points equal to the value printed on the cards.

Scoring Example


24 14 8 12 4 9 1 3 75

Residential areas with 2-value buildings

You have two residential areas with 2-value buildings: one in the top-left with one building, and one in the middle with three buildings. There is only one public building (red) adjacent to the first area. You score:

2 (total of the building values) x 1 (number of adjacent public buildings with different colors) = 2 points.

There are four public buildings adjacent to the second area, but only three different colors (two blue, and one each red and yellow). Only one of the blue buildings counts for scoring this area. You choose the blue building with the most point tokens on it. You score:

6 (total of the building values) x 3 (number of adjacent public buildings with different colors) + 4 (number of point tokens) = 22 points.

Residential areas with 3-value buildings

You have one residential area with 3-value buildings. It consists of two residential buildings, with two public buildings (red and blue) adjacent to it. You score:

6 (total of the building values) x 2 (number of adjacent public buildings with different colors) + 2 (number of point tokens) = 14 points.

Residential areas with 4-value buildings

You have one residential area with 4-value buildings. It consists of one residential building, with one public building (blue) adjacent to it. You score:

4 (total of the building values) x 1 (number of adjacent public buildings with different colors) + 4 (number of point tokens) = 8 points.

Aqueducts

You have two aqueducts, and score 12 points for them.

Temples

You have two temples: the Temple of Fortuna and the Temple of Luna

The Temple of Fortuna (in the lower-right) would score 15 points if you had at least one public building of each color. However, you have public buildings of only three colors. Thus, you score 0 points for the Temple of Fortuna.

The Temple of Luna (in the lower-left) scores one point for each star on the buildings in your city. You have four stars on your buildings, including the one on the Temple of Luna itself. Thus, you score 4 points for the Temple of Luna.

Coins

You have nine coins, and score 9 points for them.

Influence token

You have three influence tokens, and score 1 point for them.

Influence Cards

You have one influence card with a value of three, and score 3 points for it.

With two players, use the following rules:

Setup

  • Use the brown and white starting buildings and emissaries. Both players take the two starting buildings and the two emissaries in their color.
    At Yucata you can still choose one of the other colors, because in the digital space we also have 2 violet and orange emissaries.
  • Use only decks I and II. Return the unused decks to the box.
  • Use only the 4-, 8-, and 14-value influence cards. Add these cards to deck I, inserting the 4-value card between the fourth and fifth cards, the 8-value card between the eighth and ninth cards, and the 14-value card at the bottom of the deck. Return the unused influence cards to the box.

Playing the Game

The 2-player game is played over only seven rounds, instead of 14. Both players take two turns during the emissary and action phases.

During the upkeep phase, draw the top two buildings from both decks and place them faceup in front of their respective decks. The offer will consist of four buildings each round.

Note: As with three or four players, all 14 buildings from deck I will be available in the offer over the course of the game.

During the emissary phase, both players take two turns placing emissaries. Starting with the first player, players alternate placing their first emissary on the action strip. Then, in the same order, the players take another turn placing their second emissary.

During the action phase, both players take two turns (because both players have placed two emissaries on the action strip). The action phases for each emissary are resolved independently; the action phase for one emissary must be entirely resolved before resolving the next action phase, and unused bricks or cogs from one emissary cannot be used by another emissary.

End of the Game

After resolving influence scoring in the seventh round, the game ends. Final scoring is resolved as normal.

Mini-Expansion "The Shrine"

Setup

Each player receives the shrine card with the back in his player colour as an additional hand card.

Course of the game

The shrine is dealt with like any other temple card and may be built in the action phase as usual. Unlike other temple cards, the player does not need any bricks to build the shrine.

End of the game

During the final scoring, the player scores 2 victory points for each building card that is horizontally or vertically adjacent to the shrine.

Production Buildings

  • There are four different types of production buildings, each with a different ability.
  • All production buildings cost two bricks to build.
  • When you produce, you can use the abilities of each type of production building in your city once.
  • The special production building from deck I (the vineyard) has the abilities of both the vegetable farm and the grain farm.

Vegetable Farm (3x + 4x starting buildings)

Building costs: 2 Bricks

When you produce, take one coin for each vegetable farm in your city. For example, if you have three vegetable farms in your city, you would take three coins when you produce.

Grain Farm (3x)

Building costs: 2 Bricks

When you produce, place one brick token on each grain farm in your city that does not already have a brick token on it. There can never be more than one brick token on each grain farm. When you build, you can spend any number of brick tokens from your city to gain one brick per token spent. Return spent brick tokens to the supply. You can use brick tokens during the action phase you placed them, if you produce before you build. Brick tokens remain on grain farms between rounds until they are spent.

Sheep Farm (3x)

Building costs: 2 Bricks

When you produce, take one influence token for each sheep farm in your city. For example, if you have three sheep farms in your city, you would take three influence tokens when you produce.

Vineyard (1x - Deck I)

Building costs: 2 Bricks

When you produce, take one coin (because it is treated as a vegetable farm) and place one brick token on the vineyard if it does not already have a brick token. When you build, you can spend any number of brick tokens from your city to gain one brick per token spent. Return spent brick tokens to the supply. You can use brick tokens during the action phase you placed them, if you produce before you build. Brick tokens remain on the vineyard between rounds until they are spent.

Residential Buildings

  • Each residential building has a value of two, three or four, as shown by the number in the house in the top-right corner of the building.
  • Residential buildings cost one, two, or three bricks to build, based on the value of the building.
  • Adjacent residential buildings with the same value form a residential area. At the end of the game, you score points for residential areas based on adjacent public buildings (see Final Scoring).
  • The special residential buildings from deck I each have a star icon (meaning you will take one influence token when you build them); otherwise, they are identical to standard residential buildings.

2-Value Residential Building (11x + 4x starting buildings)

Building costs: 1 Brick

Points: 2 x number of differently colored public buildings adjacent to the residential area consisting of 2-value residential buildings.

Luxury 2-Value Residential Building (1x - Deck I)

Building costs: 1 Brick

When bulding: The player receives 1 influence token.

Points: 2 x number of differently colored public buildings adjacent to the residential area consisting of 2-value residential buildings.

3-Value Residential Building (9x)

Building costs: 2 Bricks

Points: 3 x number of differently colored public buildings adjacent to the residential area consisting of 3-value residential buildings.

Luxury 3-Value Residential Building (1x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 1 influence token.

Points: 3 x number of differently colored public buildings adjacent to the residential area consisting of 3-value residential buildings.

4-Value Residential Building (4x)

Building costs: 3 Bricks

Points: 4 x number of differently colored public buildings adjacent to the residential area consisting of 4-value residential buildings.

Luxury 4-Value Residential Building (1x - Deck I)

Building costs: 3 Bricks

When bulding: The player receives 1 influence token.

Points: 4 x number of differently colored public buildings adjacent to the residential area consisting of 4-value residential buildings.

Public Buildings

  • There are four different types of public buildings (green, red, yellow, and blue), each with a different effect. When you build a public building, you immediately use its effect once.
  • All public buildings cost three bricks to build.
  • The special public buildings from deck I have improved effects when you build them, but are otherwise identical to standard public buildings.
  • At the end of the game, you score points for residential areas based on adjacent public buildings (see Final Scoring).

Market (3 x)

Building costs: 3 Bricks

When you build a market, take one coin for each building horizontally or vertically adjacent to that market.

Forum Romanum (1 x - Deck I)

Building costs: 3 Bricks

When you build the Forum Romanum, take one coin plus one for each building horizontally or vertically adjacent to that market.

Arena (3 x)

Building costs: 3 Bricks

When you build an arena, take one influence token for each building horizontally or vertically adjacent to that arena.

Colosseum (1 x - Deck I)

Building costs: 3 Bricks

When you build the Colosseum, take one influence token plus one for each building horizontally or vertically adjacent to that arena.

School (3 x)

Building costs: 3 Bricks

When you build a school, choose one deck other than deck I and draw one building from it for each building horizontally or vertically adjacent to that school. Choose one of those buildings to keep in your hand, and put the rest at the bottom of that deck in any order.

University (1 x - Deck I)

Building costs: 3 Bricks

When you build the University, choose one deck other than deck I and draw one building from it plus one for each building horizontally or vertically adjacent to the University. Choose one of those buildings to keep in your hand, and put the rest at the bottom of that deck in any order.

Thermal Baths (3 x)

Building costs: 3 Bricks

When you build a thermal bath, place one point token on that thermal bath for each building horizontally or vertically adjacent to it. During final scoring, when scoring residential areas, each residential area horizontally or vertically adjacent to a thermal bath scores you one additional point for each point token on that thermal bath. However for each residential area, only the adjacent thermal bath with the highest number of point tokens is considered.

Imperial Thermal Baths (1 x - Deck I)

Building costs: 3 Bricks

When you build the Imperial Thermal Bath, place one point token on that Imperial Thermal Bath plus one for each building horizontally or vertically adjacent to it. During final scoring, when scoring residential areas, each residential area horizontally or vertically adjacent to a thermal bath scores you one additional point for each point token on that thermal bath. However for each residential area, only the adjacent thermal bath with the highest number of point tokens is considered.

Aqueducts

  • You can build only one aqueduct in each row or column of your city. Thus, you can have a maximum of four aqueducts in your city. When you build an aqueduct, you can either build it following the normal building rules, or replace an existing building in your city with the aqueduct. You must still follow the building rules when replacing an existing building. If you replace an existing building, return the replaced building to the box
  • The special aqueduct from deck I has a star icon (meaning you will take one influence token when you build it), but is otherwise identical to standard aqueducts.
  • Aqueducts cost one brick to build.
  • During final scoring, you score points based on the number of aqueducts in your city (refer to Final Scoring).

Aqueduct (8 x)

Building costs: 1 Brick

In each row and column only 1 aqueduct can be built (replacing a building is allowed). For 1 / 2 / 3 / 4 aqueducts you get 4 / 12 / 24 / 40 points during the final scoring.

Grand Aqueduct (1 x - Deck I)

Building costs: 1 Brick

When bulding: The player receives 1 influence token.

In each row and column only 1 aqueduct can be built (replacing a building is allowed). For 1 / 2 / 3 / 4 aqueducts you get 4 / 12 / 24 / 40 points during the final scoring.

Temples

  • There is only one copy of each temple, and you score points for each temple in a unique way during final scoring. Some temples score points only when a specific condition is met. You score for these temples only once, even if the condition would be fulfilled multiple times.
  • Standard temples cost three bricks to build.
  • Special temples cost two bricks to build.
  • The special temples from deck I have different scoring conditions, as well as between one and three star icons (meaning you will take that many influence tokens when you build them).

Temple of Luna (1 x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 1 influence token.

During final scoring, score one point for every star icon on buildings in your city (including the icon on the Temple of Luna.

Temple of Mars (1 x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 3 influence tokens.

During final scoring, score five points if you have at least one 4-value residential building in your city.

Temple of Venus (1 x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 1 influence token.

During final scoring, score two points for each 2-value residential building in your city.

Temple of Jupiter (1 x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 2 influence tokens.

During final scoring, score two points for each temple in your city (including the Temple of Jupiter).

Temple of Mercury (1 x - Deck I)

Building costs: 2 Bricks

When bulding: The player receives 2 influence tokens.

During final scoring, score one point for every three coins you have (in addition to the points normally scored for coins).

Temple of Minerva (1 x - Deck II)

Building costs: 3 Bricks

During final scoring, score ten points if there are sixteen buildings in your city.

Temple of Fortuna (1 x - Deck III)

Building costs: 3 Bricks

During final scoring, score fifteen points if you have at least one public building of each color in your city.

Temple of Cupid (1 x - Deck III)

Building costs: 3 Bricks

During final scoring, score ten points if you have at least four 2-value residential buildings in your city

Temple of Juno (1 x - Deck IV)

Building costs: 3 Bricks

During final scoring, score ten points if you have at least four temples in your city (including the Temple of Juno).

Temple of Saturn (1 x - Deck IV)

Building costs: 3 Bricks

During final scoring, score fifteen points if you have at least four production buildings in your city.

The Shrine (4 x - mini expansion)

Building costs: 0 Bricks

During the final scoring, the player scores 2 victory points for each building card that is horizontally or vertically adjacent to the shrine.

Appendix

Building cards by deck

Deck I Deck II Deck III Deck IV
Production Buildings 1x 3 x (one of each type) 3 x (one of each type) 3 x (one of each type)
2-value residential 1x 5x 3x 3x
3-value residential 1x 3x 3x 3x
4-value residential 1x 2x 1x 1x
Public buildings 4x (one of each color) 4x (one of each color) 4x (one of each color) 4x (one of each color)
Aqueducts 1x 4x 2x 2x
Temples 5x 1x 2x 2x
14 Cards 22 Cards 18 Cards 18 Cards

Display

The buildings you have built will always be displayed centered within the 4 x 4 grid that you have available. If the current width or height of your city increases, all buildings you have built so far will shift accordingly.

In the action phase you can see in the upper right corner how many bricks and cogs you have available. For the bricks, the number of brick tokens you have (if any) will be displayed as the second number, e.g. 2 + 1.

The starting player is indicated with a (S) in front of the player name. In addition to that, the silver first player marker is shown in his player display.

Build Action

You can choose which building you want to build by directly clicking on your hand card, or you click on the brick symbol and then choose the building via a popup. If you are missing bricks for the building, they will be automatically bought with 2 coins each (however it will first use up your brick tokens if possible).

Next you click on the position where the building should be placed. Valid positions are highlighted with a white square (if it is a space outside the current city border, it may also show a white triangle instead). If you are building an aqueduct, it will also highlight buildings that you can replace with a blue border.

Produce Action

The produce action will only be allowed if theoretically it could make sense to produce. This means that at least one of the following conditions must hold:

  • You already have 2 cogs and therefore don't need to use a coin to be able to produce.
  • You can gain at least one influence token.
  • The sum of produced coins plus 2 * brick tokens is greater than the number of coins you need to pay in order to be able to produce.

Any missing cogs you need in order to be able to produce will be bought automatically.

Passing

If you want to end the action phase because you don't want to perform another action, you can click on the "Pass" button in the lower right corner.

Automatic Actions

If there is no (reasonable) choice for a player for an action, it will be performed automatically. In the game log these automatically performed actions are denoted by .

When the last player in player order can place his last emissary, it is never bad (and may in fact be beneficial) to choose the latest position from adjacent empty positions on the action strip. When playing with 2 players, this also holds if only the second own emissary is in between. When this restriction to reasonable positions is applied and the number of choices becomes 1, the emissary is placed automatically.

 
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