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.
Progress! That’s what these Dark Ages need. Someone with a little get-up-and-go. You’ve been a serf in this one-pig town long enough,
and it’s time to shake things up. You’ve opened a guildhall for likeminded professionals from all over Europe to work together, build
their trades, and get some economic stability.
Now if only everybody else didn’t have the same idea.
Well, you’ll just have to do it faster than those other guys! Gather professionals into chapters, and use their combined might to reach
for victory.
Game Play
Each turn you get 2 actions. For each action, you can do one
of the following:
- Play 1 Card into your action area and resolve it.
- Discard any number of cards from your hand and draw up to 6.
- Buy 1 VP card from the center row.
Play 1 Card
Play one profession card into your action area face up, and
use its ability.
Play 1 Card
You cannot play a card of a given profession and color if that same
card is already in your guildhall.
You cannot play more than one card of a given profession during a
single turn.
Each card has abilities based on its profession and the number of
cards of that profession already in your guildhall. If the
number of cards in your chapter is below the lowest number listed,
you gain no benefit from that professional’s ability.
You do not have to use a card’s full effect when you play it. You
may choose to use its effect at a lower level (as if you had fewer
professionals in your chapter), or you may choose not to use the
effect at all. However, you may not choose to use only part of a
card’s effect.
Example: You already have two Weavers in your guildhall. You play
a third into your action area. This allows you to use the “2” ability
on the Weaver: Place two cards from your hand into your guildhall,
and take one card from your guildhall and put it into your hand.
If you do not have two cards you want to place into your guildhall,
you may use the “0” ability and place only one card from your hand,
or place no cards at all. However, you cannot place two cards into
your guildhall and then choose not to put a card into your hand.
You must do all of an ability at a given level or none of it.
You cannot play a card of a given profession and color if that same
card is already in your guildhall.
Example: If you have a blue Farmer in your guildhall, you cannot
play a blue Farmer with the Play 1 Card action.
You cannot play more than one card of a given profession during a
single turn.
Example: If you played a Dancer for your first action, you cannot
play another Dancer for your second action that turn.
Discard
Discard
Discard any number of cards from your hand, placing them on
the discard pile in any order. Then draw cards from the top of the
deck until you have six cards in your hand.
Discard any number of cards from your hand, placing them on
the discard pile in any order. Then draw cards from the top of the
deck until you have six cards in your hand. Although this always
results in a hand of six cards, there is no hand limit if you gain
cards some other way.
If you need to draw a card from the deck and it is empty, shuffle
the discard pile and place it face down to form a new deck. Draw
the remaining cards from the new deck.
Buy 1 VP Card
Discard completed chapters (see below) in any order from your
guildhall to buy one VP card from the center row.
Buy 1 VP Card
When you buy a VP card, immediately place the top card of the VP
card deck into the center row.
Note: On Yucata the next card is revealed after you have successfully discarded completed chapters.
The big number on the VP card is the number of VP it is worth at
the end of the game. The number of chapter icons shown on the
top of the card is the number of your completed chapters you must
discard to buy that VP card.
Place the VP card into your action area face up. Some VP cards
have abilities that take place immediately when they are bought.
As with abilities on profession cards, you may choose not to
use them.
When you buy a VP card, immediately place the top card of the VP
card deck into the center row. There are always 5 VP cards available
to buy in the center row.
Completed Chapters
Completed Chapters
When all five colors of a single profession are in your guildhall,
you have completed the chapter.
You can have a maximum of 3 completed chapters in your guildhall
at once. If you ever have 4 or more completed chapters, you
must discard chapters until you have only 3.
When all five colors of a single profession are in your guildhall,
you have completed the chapter. Immediately turn them all face
down in a stack. They now exist only as a completed chapter.
They no longer affect or are affected by other cards. You may use
completed chapters only to buy VP cards.
You can have a maximum of 3 completed chapters in your guildhall
at once. If you ever have 4 or more completed chapters, you
must discard chapters until you have only 3.
The player can rearrange the cards of a completed chapter he has
to discard.
At Yucata.de, excessive completed chapters are not discarded
until it is the player's turn again.
Example: You have a red, blue, yellow, and green Trader on your
guildhall, and a red Trader in your hand. Since you have a red
Trader in your guildhall already, you cannot play another one.
However, if you play a blue Historian and take a purple Trader from
the discard pile and place it into your guildhall, you immediately
complete the Trader chapter, and turn them face down. With no
Traders in your guildhall, you may play the red Trader on your next
action (even if it’s on the same turn) to start a new Trader chapter.
Duplicate Dos and Don’ts
Duplicates
Two profession cards of the same color can never be in
a single guildhall at the same time. You cannot play
or place cards that duplicate a card already in your
guildhall, and cannot place a duplicate card in another
player’s guildhall.
However, you can swap two identical cards (such as
two red Weavers) between your hand and guildhall or
between your guildhall and another player’s guildhall.
You can place a given profession and color in your guildhall
if that same card is already in your action area.
Two profession cards of the same color can never be in
a single guildhall at the same time. You cannot play
or place cards that duplicate a card already in your
guildhall, and cannot place a duplicate card in another
player’s guildhall. If an ability lets you move an entire
chapter to your guildhall, but one card in that chapter
duplicates a card you already have in your guildhall,
you cannot move the chapter.
However, you can swap two identical cards (such as
two red Weavers) between your hand and guildhall or
between your guildhall and another player’s guildhall.
You can place a given profession and color in your guildhall
if that same card is already in your action area.
If for some reason you find a duplicate card in a
guildhall, discard duplicates until only one of the
card remains.
End of Turn
End of Turn
When all of your actions and card abilities are resolved, move all
cards from the action area to your guildhall.
When all of your actions and card abilities are resolved, move all
cards from the action area to your guildhall. If this would move a
duplicate card (i.e., same color and profession) into your guildhall,
discard the duplicate card instead.
Arrange your cards into chapters by profession.
Score your points. All players must be able to see your total VP. If
you have fewer than 20 VP, play passes clockwise. If you have 20
VP or more, the game ends.