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2-5 players, 45 minutes, 12 years and older |
Authors | Inka Brand Markus Brand |
Illustrator | Dennis Lohausen |
Published by | HUCH! |
Online since | 2020-11-08 |
Developed by | (BloodyMary) |
Boardgamegeek | 318553 |
Complexity | 2,3/5 |
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! |
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Great Mogul Akbar wishes that the provinces of his local sovereigns – the rajas and ranis –
will prosper and develop further. They are to build roads and erect buildings, trade goods and
sail the Ganges river. Akbar himself and other key people in and around the palace are willing
to actively support the rajas and ranis on their way to wealth and fame. They will soon find
the karma they accumulate might also be instrumental in their growth. Who will manage to
rise to the position of the most respected sovereign?
This rules page only contains the rules of the game. If you like to have a detailed description of the game course including examples and a lot of images or if you need
to clarify an issue, please refer to the original rules of the publisher linked below.
Game Components
2
8
8 dice-depot tiles with sides for 2 players and 3-5 players
1 starting player elephant
Object Of The Game
The fame points and the
money you gain during gameplay are recorded on tracks that run in
opposite directions. The player whose tracks exceed
the intersection point the most at the end of the
game wins.
Make your province thrive! Use the dice to build
roads, erect buildings, collect and sell goods, sail the
Ganges and cleverly use your connections within
the Great Mogul's palace. The fame points and the
money you gain are recorded on tracks that run in
opposite directions. The player whose tracks exceed
the intersection point the most at the end of the
game wins.
Set-Up Of The Game
Each player takes a sheet. The
starting player gets the elephant.
Each player takes a pen and a sheet. (For the first game, we recommend
using the Sun side of the playing pad). This sheet represents a player's
personal sphere of influence. Additionally, everybody puts one of the
dice-depot tiles in front of him. In the two-player game, the side with
2 storing spaces should be face up; otherwise, use the side with
1 storing space. The dice are put in the middle of the table. The
youngest player becomes the starting player; he places the elephant
in front of him. And off you go!
Course Of The Game
The starting player rolls all 8 dice and chooses one of them. He places The second die of the same color on top of the
elephant.
After the starting player has finished his turn, the
next player chooses one of
the remaining dice and carries out the associated
action – and so on until all players have used
one die.
Then the round ends and the elephant
is passed on to the next player. He becomes the starting player of the
new round and rolls all 8 dice again.
→Special rules for the two-player game
The starting player rolls all 8 dice in the middle of the
table, then chooses one of them and puts it on his
dice-depot tile.
He takes the second die of the same color from
the middle of the table and places it on top of the
elephant. This die is no longer directly available to the
other players. Then the starting player carries out the
action of the die.
The color of the die determines where exactly you can
carry out an action.
If you earn fame points through an action, you record
these points on your fame track, from left to right. If
you get money through an action, you record this on
your money track, from right to left.
After the starting player has finished his turn, the
next player in clockwise order chooses one of
the remaining dice and carries out the associated
action – and so on until all players have used
one die. Then the round ends and the elephant
is passed on to the next player in a clockwise
direction. He becomes the starting player of the
new round and rolls all 8 dice again.
Note: In the rare case that there is no suitable die left on your turn and you don't have any
karma, you don't carry out any action on this turn.
The dice colors in detail
Purple – Obtain goods
You obtain the depicted goods. Take the first good that is still available, i.e. circle the
good that is furthest left in your market area.
If you opt for a purple die, you'll obtain 2 new
goods (tea, silk, and/or spices) and circle them in
your market area. To do so, you always have to
take the first good that is still available, i.e., the
not-yet-circled good of the respective kind that is
furthest left in your market area.
Green – Build roads
Draw a road within a region that has no road yet. The road
has to be connected to a road you have already drawn.
The game starts with the roads in the province space of your residence already drawn.
The half-roads can be
- combined to form a straight or bend to be drawn into an empty province space or
-
connected to already-existing roads
in order to form a fork or an intersection.
You are not allowed to mark a new province space
only half by drawing one half-road.
If you opt for a green die, you can expand the
road network in your province by drawing a road
(a straight or a bend) within a region that has
no
road
yet.
Your first road must start from your residence. Later
on, you can start again from the residence or connect
a new road to other roads that you have already
drawn. The orientation doesn't matter (for instance,
whether the straight is vertical or horizontal).
The half-roads can be:
-
combined to form a straight, or
-
combined to form a bend, or
-
connected to already-existing roads
(straight, bend or fork) ( 3 ) in order to
form a fork or an intersection.
You are not allowed to mark a new province space
only half by drawing one half-road. A new space
always has to be marked by drawing a complete
road (straight, bend, fork or intersection).
The principal rules are:
If you draw a road on a province space for the first time, the building, resp. the market
is immediately activated. Buildings earn you fame points. Markets allow you to sell goods (that you would have to have
in stock at this moment).
If you connect a bonus at the edge of your
province via a road to your residence, you
receive this bonus once on the same turn.
-
You always have to draw roads in such a way that
there is a connection to the residence.
-
If you draw a road on a province space with a
building for the first time, this building is then
considered erected, and gives you immediate
fame points.
-
If you draw a road on a province space with a
market for the first time, this opens up a market
where you can immediately sell the depicted
goods once (up to 3 goods of the same kind or
of different kinds that you would have to have
in stock at this moment).
-
If you connect a bonus at the edge of your
province via a road to your residence, you
receive this bonus once on the same turn.
-
Only half-roads enable you to expand a road (one
that you have already drawn on a province space) to a
fork or intersection – but not with a straight or bend.
-
Fame points for buildings or money for markets are
not granted a second time for the same province
space if you expand a road with a half-road.
Erected buildings:
At the beginning of the
game, each connected
building is worth 1 fame
point.
Later on, you can
upgrade the buildings
(see the section, "
The
upgrade of buildings
").
If you connect a building you gain as many fame points as indicated on the rightmost marked space.
If you have erected a building, you immediately gain
fame points according to the upgrade table.
At the beginning of the
game, each connected
building is worth 1 fame
point. Later on, you can
upgrade the buildings
(see the section, "
The
upgrade of buildings
").
For each type of building
you connect to the road
network, you gain as many
fame points as indicated on the rightmost marked space
of the respective row (3 fame points maximum).
Opened-up markets:
H If you have opened up a market, you can immediately
sell up to 3 goods once.
Depending on the type of the market you can sell either 1-3 goods of the same kind oder 1-3 different goods.
Important: You can sell only goods that you
already own.
Goods are sold from left to right and are immediately crossed out. The coin below
the respective column indicates how much money
you get for selling a good of this column.
If you have opened up a market, you can immediately
sell up to 3 goods once and get money for this. So, if
you open up a market, you should at this time have
goods in your stock that you can sell there.
-
1-3 goods of the same kind:
Here you sell 1 to 3 goods of
one kind.
-
1-3 different goods:
Here you sell 1 to 3 different goods.
Important: You can sell only goods that you
already own. To this end, they need to have been
circled in your market area. You sell your goods in
the respective rows from left to right. Sold goods
are immediately crossed out. How much money
you get depends on the number of goods you have
already sold. The more goods of one kind you have
sold, the more valuable is that kind. The coin below
the respective column indicates how much money
you get for selling a good of this column.
Blue – Advance on the river
You advance to the next
unoccupied river space with the corresponding
symbol.
You mark (only!) the target space. You immediately get theBonuses depicted
there.
You advance from your current position (= the rightmost river space
that you have marked)
When you have marked the third space of one
symbol, dice with this symbol will be of no more use
to you. When you have reached the last river space, you can
no longer use blue dice.
If you opt for a blue die, you advance to the next
unoccupied river space with the corresponding
symbol. You mark (only!) the target space you have
reached, and immediately get the earnings depicted
there (see the "Bonuses" section for an explanation
of the symbols). As a basic principle, you get all
earnings depicted on that target space.
If you choose a blue die again on a later game turn,
you advance from your current position to the
symbol of the now-chosen die.
The current position always is the
rightmost
river space
that you have marked.
When you have marked the third space of one
symbol, dice with this symbol will be of no more use
to you.
When you have reached the last river space, you can
no longer advance on the river and no longer use
blue dice.
Orange – Carry out a palace action
Cross out the leftmost space of the
chosen action in your palace area and carry out the corresponding palace action.
You can use each of the six palace actions
only three times during the game (regardless of
whether it is through dice or bonuses).
If you opt for an orange die, you carry out the
corresponding palace action. First, cross out the
chosen action in your palace area. Remember to
always cross out the leftmost space first.
Note that you can use each of the six palace actions
only three times during the game (regardless of
whether it is through dice or bonuses).
The palace actions are:
-
The Great Mogul:
Choose from one of the other 5
palace actions, cross
out the chosen palace action and carry
out the respective action.
-
The Maharani:
Immediately advance
1 or 2 spaces on the
river.
-
The Trader:
You may immediately sell up to
2 goods of your choice or take 1 good.
-
Raja Man Singh:
Immediately make an →upgrade and get 1 money.
-
The Master Builder:
You immediately get 2 half-roads. You can build them in the same way as the 2 half-roads on the green dice.
-
The Portuguese:
From your current position,
you move 1 or 2 unoccupied spaces
back on the river.
When you move backwards, you don't
include already-marked spaces in the
count and thus cannot use them again.
You may take 1 good instead.
-
The Great Mogul: If you cross out a space
of the Great Mogul, you can
freely
choose
from
one of the other 5
palace actions. You additionally cross
out the chosen palace action and carry
out the respective action.
The original graphics are a bit misleading here and therefore the symbol was complemented with a crossed out Great Mogul.
-
The Maharani: You immediately advance
1 or 2 spaces (your choice) on the
river, mark the chosen space, and gain
the respective earnings.
-
The Trader: You may immediately
sell up to
2 goods of your choice
. If you are
not willing or able to sell any goods, you
get one good of your choice and circle it
in your market area.
-
Raja Man Singh: You get 1 money. Record
it on your money track and immediately
make an upgrade of one of your
buildings (see also "
→The upgrade of
buildings
").
-
The Master Builder: You immediately get
2 half-roads that you can combine to
form either a bend or a straight in order
to draw another road. Or you connect the
two half-roads to already-existing roads in
order to get access to adjacent spaces or
to bonuses at the edge of your province
(see "→Bonuses" section).
-
The Portuguese: From your current position,
you move 1 or 2 unoccupied spaces
back on the river, mark the chosen
space, and gain the earnings from there.
When you move backwards, you don't
include already-marked spaces in the
count and thus cannot use them again.
When you keep sailing on the river later on,
your current position on the river is considered
the starting point again, of course – that is, the
rightmost marked river space.
If there is no unoccupied space on the river that
you can move back to, or if you don't want to
move back, you obtain a good of your choice.
The scoring tracks
You enter your fame points and your money on two
different tracks. The fame track starts on the top
left of the sheet. The money track starts on the top
right of the sheet. Whenever you land on or pass a
space that shows a bonus, you receive this bonus
immediately.
Each type of building has a basic value of 1 fame
point. During the course of the game, this basic
value can be raised to up to 3 fame points.
The upgrades are marked from left to right for each
building type.
Each type of building has a basic value of 1 fame
point. During the course of the game, this basic
value can be raised to 2 and 3 fame points: through
the "Raja Man Singh" palace action, a river action,
or connected or achieved bonuses.
If you get an upgrade, you immediately choose the
type of building you want to upgrade, strike off the
current number and mark the next higher value in the
space to its right in the upgrade table.
The upgrades are marked from left to right for each
building type.
From then on, you get 2 (or 3) fame points for
buildings of this type.
As soon as you have upgraded
each type of building at least
once, you immediately receive
the bonus depicted below this
column. If you have upgraded
all building types twice, you
immediately receive the bonus
depicted below the second
column.
Karma
Karma allows the other players to reroll the die that
the starting player has placed on top of the elephant
at the beginning of the round, plus one yet-unused
die from the middle of the table.
At the beginning of the game, you have one karma.
You can get new karma through bonuses at the
edge of your province, on the money track or on the
river. You can use karma only at the beginning of
your turn.
When you use karma, you cross it out at the start of
your turn – from left to right. Then you take the die off
the elephant, plus any other die from the middle of
the table. Roll both dice. Choose the result of one of
these dice and carry out its action.
Put the chosen die on your dice-depot tile and the other die on top
of the elephant. The latter die will now be available
again to subsequent players using karma. After
that, you must carry out the action of the die on
the depot tile.
However, you are allowed to use any amount of
collected karma on one turn in order to roll the
two chosen dice multiple times.
You receive one bonus each when you circle karma
for the third, for the fourth, and for the fifth time.
Bonuses
During the game, you can receive various bonuses. Once you have released a bonus, you immediately
circle it.
After you have carried out the actual
die
action, you cross out the bonus and use it.
If you receive several bonuses while carrying out the die
action, the order in which you want to use them is up
to you.
During the game, you can receive bonuses in
various ways:
-
When you connect
bonuses at the edge
of your province.
-
When you have sold all
goods of one tent.
-
When you have marked a complete column at
the palace or in the upgrade table.
-
When you have collected the third, fourth,
and fifth karma.
-
When you land on or pass a bonus on the tracks.
Once you have released a bonus, you immediately
circle it.
After you have carried out the actual
die action
, you cross out the bonus and use it.
If you receive several bonuses while carrying out the die
action, the order in which you want to use them is up
to you. Cross out each bonus right before you use it.
By the end of your turn, make sure that you have
used and then crossed out all these bonuses.
Below, you'll find explanations of the
different symbols that come up on different
occasions in the game:
You find the people from the palace
also as bonuses at the edge of your
province. Their function is the same
as described under "Palace actions."
If, for example, you get the Portuguese
as a bonus at the edge, you cross him
out at the palace and move 1 or 2
unoccupied spaces backwards on
the river. Each of the palace actions
can be used only a maximum of
three times. So, if you have already
used the Portuguese three times, it
is not worth it for you to connect
him as a bonus, since you can't use
him anymore.
Carry out a palace action of your choice
by crossing out the next space at the
respective character and carrying out the
associated action.
Receive an upgrade for one type of building.
Get a karma.
Earn one or more fame points and
immediately record them on your
fame track.
Earn one or more money and
immediately record them on your
money track.
Get 2 goods according to the current
result of one of the two purple goods
dice. Choose the goods of one of the two
dice. It doesn't matter whether the die
is lying in the middle of the table, with
one of the other players, or on top of the
elephant. The die stays where it is; you
get only the two goods shown on it.
Get 1, 2 or 3 different goods. If you
get 3 goods, circle 1 good of each
kind. If you get fewer goods, you may
choose which different goods you
want to circle.
Sell any 1, 2, 3 or 1-2 goods of your
choice. To do so, cross out circled
goods in your market area and get
the applicable amount of money.
Sell 1-3 goods of the same kind or of
different kinds.
Sell 2 different goods.
Connect a half-road to an already-existing
road in your province, thus building a fork
or intersection.
Attention:: Special case: If you manage
on the same turn to release 2 half-roads
as bonuses (column bonus at the palace +
bonus on the money track), you may also
combine these to form a straight or a bend.
Draw a straight, fork or intersection
on an unoccupied province space;
it has to be connected to your
residence via already-existing roads.
Starting from your current position on
the river, move forward to the next river
space, mark it, and gain the earnings
from there.
Starting from your current position
on the river, move back to the next
unoccupied river space, mark it, and
gain the earnings from there.
Starting from your current position on the
river, move back to any yet-unmarked river
space, mark the chosen space, and gain
the earnings from there.
Note:: If you connect a bonus that you can't use on
this turn, it goes to waste – e.g., if you would be
allowed to sell a good but don't have any, or if you
would be allowed to connect a half-road but haven't
yet drawn any roads, etc.
End Of The Game
The game ends as soon as one player's entries on
his money and fame track intersect. The round is still
completed, so that all players have had the same
number of turns. If one or more of the other players
manage to intersect their two scoring tracks, the
player whose tracks exceed the intersection point
the most wins.
In case of a tie, the player who has collected
(i.e., has circled) more karma wins. If players
have collected the same amount of karma, the
tied player who has used (i.e., crossed out) more
karma wins. If there is still a tie, the tied players
share the victory.
In the two-player game, players alternate using
one die each until both players have had two turns.
Then the starting player changes, and the dice are
rolled anew.
Special karma rule: When it is the starting
player's second turn to take a die in a round, he
now also has the possibility to use his collected
karma (if he has any).
Special rule for the game end: If a player
already fulfills the game-end condition with the
1st die, the game ends after the current turn.
Appendix
The 8 Dice
1 die with the sides
1 die with the sides
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