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2-4 players, 30-40 minutes, 8 years and older |
Author | Bruno Cathala |
Illustrator | Mathieu Beaulieu |
Published by | GameWorks Sàrl |
Online since | 2012-01-27 |
Developed by | Carsten (soccerking) Henrike (KleinesK) Adrian Kügel (ak15) |
Boardgamegeek | 67185 |
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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Sobek - Rules
Introduction and aim of the game
The construction of the temple dedicated to Sobek is in full swing.
A whole economy has set up next to the construction site: there’s a new
market, and the feluccas sailing up and down the Nile are constantly
bringing goods of all sorts. Competition between merchants is naturally
fierce and some are prepared to become corrupt beyond reason in
order to amass glory and riches. Mainly the riches, in fact...
You too are part of the local merchants’ guild and are prepared to do
whatever it takes to beat your rivals...
You have 3 rounds in which to acquire more money than your rivals,
but try not to become too corrupt!
Variants
Two variants of the game are offered: the first variant uses the original rules,
i.e., the hand cards of the other players are always kept hidden, and it is also unknown,
how many cards and which cards the other players have under their corruption tiles.
The second variant was developed for asynchronous plays and displays all information which
you would get if you remember everything in an offline play. Unfortunately this does not
give the real feeling for the original game, therefore it is recommended to play according
to the original rules if you have the opportunity to play a quick fast game without break.
Additional rule:
- If after the scoring of a round several players have the least total number of points, one of them will be selected at random for choosing the starting player of the next round.
The following rule changes apply for the second variant:
- All open cards which were taken will also be displayed open.
- If hidden cards are drawn or deposited in the corruption pile, an algorithm is used which tries to identify the hidden card based on the card back. Sometimes it is not possible to deduct the card which was drawn or deposited in the corruption pile, therefore the display of the hand cards or the corruption cards of another player may sometimes contain more cards than there are actually there. In this case all cards with the same back as the one which was drawn or deposited in the corruption pile will be displayed faded to show that not all of these cards are still there.
- The display of the draw deck also shows cards which a player has drawn using the character card Queen Sobek-Neferou. Moreover in the game with two players the 9 cards which are removed at the beginning of the game will be shown, too. Only the display of the hidden character cards will always show the actual number of character cards which are still in the draw deck.
Game components
1 gameboard
4 scoring markers
12 event tokens
4 corruption tiles
54 goods cards |
6 x
Ivory |
7 x
Ebony |
7 x
Marble |
9 x
Cattle |
10 x
Fish |
10 x
Wheat |
5 x
Amulets |
45 x
Beige back |
9 x
Green back |
9 character cards |
Queen Sobek Neferou |
High Priest |
High Priestess |
Vizier |
Scribe |
Scribe |
Thief |
Courtesan |
Merchant |
Orange back |
The goods cards
There are two types of card for each
good: those with a trade value (shown as scarabs), and
those without. Cards without a trade value
have as many spikes on their border as
the number of scarabs on the cards of the same type
with a trade value.
On each goods card there is an icon in the upper corners
which depicts the type of good.
goods without trade value |
3 x
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3 x
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4 x
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4 x
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5 x
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5 x
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5 x
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goods with trade value |
3 x
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4 x
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3 x
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5 x
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5 x
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5 x
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Amulets are used as jokers,
which is why they have all
the goods icons on them: Ivory, Ebony, Marble, Fish, Cattle and Wheat. |
The character cards
Each character card also belongs to a goods type. In addition to
the colour of the card’s border, this is also shown by the appropriate
icon.
Each character has a special power
whose effects are explained in
detail at the end of this rules.
The power is shown in the papyrus
at the bottom of the card.
During a round, a character card
can be played either as a goods
card or as the character using their
special power, but never both.
A character has no trade value.
Setup
1.Place the gameboard in the middle of the table.
2.
Players choose a colour and take the
corresponding marker, placing it on
the zero space of the scoring track...
3.
..as well as the corruption tile with
the same colour seal, which is placed
in front of them.
4.
Shuffle the cards with a green back and deal
2 to each player. These form the starting hand.
The remainder of the green cards are not used in the
current round and can be returned to the box.
5.
Shuffle the goods and character cards together
face down and put them next to the scoring
track as a deck. NB: With 2 players, remove
the first 9 cards from the deck. These 9 cards are
not used in the current round and can be returned
to the box.
6.
Fill the 9 spaces along the Nile (the quays),
always following these 3 rules:
- start with the space next to the temple (the rightmost space);
- goods cards (BEIGE back) are placed face up;
- character cards (ORANGE back)
are always placed face down.
Example: |
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Character |
Character |
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Character |
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7.
Shuffle the 12 event tokens face down. Choose 5 of them
at random and place them in a pile next to the board. The remaining
tokens are not used in the current round and can be returned to the box.
8. Randomly decide who will start the first round.
You are now ready to start playing.
Game turn
On your turn, you must choose one (and only one)
of the 3 actions shown below.
After which, your turn ends and it is now the player on your left’s turn
to choose one of the 3 actions, and then the next, etc.
The 3 different actions possible are:
- Take a card or
- Play a character or
- Play a set
Take a card
When you take a card, you must choose one of the 4 available
cards and add it to your hand.
By available, we mean one of the first 4 starting with the card nearest
to the “0” space.
Example: |
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1 |
2 |
3 |
4 |
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| These are the four available cards |
Corruption
Taking the first available card has no consequences since the order
of arrival of the feluccas is respected. However, taking one of the other
cards comes with a price... corruption!
The corruption rule is simple: all the cards that you skip end up
under your corruption tile.
Example: | You decide to take the character card (3). Since
you are skipping the wheat (1) and the
marble (2), you must put the latter two
face down under your corruption tile. |
Play a character card
Play one (and only one) character. To do this, play it face up on
the discard pile (next to the deck) and apply the power shown on its
papyrus.
All the character powers are explained in detail at the end
of the rules.
Play a set
A set is a group of goods cards of the same type.
To play a set, you must place at least 3 goods cards
face up in front of you.
(You can, of course, play more.) A few notes:
Amulets can be used as goods cards of any type.
Each character, being associated with a goods type,
can therefore be included in a set of that same goods
type.
Note, though, that when a character is played as part
of a set, its power is ignored!
it is possible to add cards to a set that has already
been played (in order to earn more points during
scoring), but the same rule still applies: you must add
a minimum
of 3 new cards, and it must be of the same goods type.
Event tokens
As long as at least 1 of the 5 tokens hasn’t yet been played, playing
a set immediately triggers an event.
When you play a set, take all the remaining tokens, choose one, and
immediately apply its effect. The token is then discarded.
In order to prevent another player from taking advantage of a token,
you may choose a token whose effect cannot be applied or which has
no effect on you. In that case, you simply discard it.
Attention: it is not allowed to disregard the effect of a token, for example the flood token (which lets you take another turn) has always to be executed if you choose that token!
All the tokens are explained on the last page of the rules.
Goods deliveries
When a player takes the last of the cards along the Nile, he must prepare
a new set of cards for the following player: he draws 9 cards from
the top of the deck and places them according to the set-up rules.
During a round, therefore, there will be 6 deliveries of goods and
characters (5 in a 2-player game).
End of the round
As soon as a player takes the last card of the last delivery, the round
immediately ends.
Players with sets of 3 or more cards in their hand can play them, but
they must be played horizontally (they score fewer points). NB: during
this phase, cards cannot be added to existing sets on the table.
Attention, any cards that are still in your hand and that cannot be
played are added to your corruption pile.
The round is now scored.
Scoring
Each set of cards is scored separately. Each set scores points as follows: Number of scarabs times the number of cards
Each scarab scores only one point for horizontal sets, they are not multiplied by the number of cards.
The sum of the points is your score for the round, which is added
to the scoring track.
Corruption penalty
Now it’s time to settle debts: each player adds up the number of cards
under his corruption tile.
The player who has the most cards is going to lose some points:
For every 10 points scored during this round, he moves back along
the scoring track to the next symbol of the same type that his marker
just ended up on.
Example: | You’re playing Blue. You had 38 points
before this round’s scoring and you
have the most corruption cards.
Your sets earned you 23 points and so
your score is now 61.
Since you have scored 2 “lots” of 10
(the rest is ignored), you move back
2 Ankh symbols and end up with
52 points.
Your excess of corruption has
cost you 9 points out of the 23 earned
in the round. Not to be repeated too often!
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New round
The new round uses all the cards (including those under the corruption
tiles) and tokens.
Setup is exactly the same as at the beginning of the game.
Once the round is set up, the player with the lowest score decides
who will be the starting player. He can choose himself if he wishes.
End of the game
The game ends after the 3rd round is scored. The player with the
most points wins.
In the event of a tie, the players concerned share the victory.
A game finishes early if any player has more than 100 points at
the end of the 2nd round (after taking into account the corruption
penalty).
Notes and reminders
If there is a tie for the corruption, count up the number of scarabs
on the corruption cards. The player with the most is considered to be the most
corrupt. If it is still tied, all the players concerned are corrupt.
It is perfectly permissible to play a character whose power has no
effect at the time in order, for example, to have one fewer cards at
the end of the round or to skip a turn without having to take a card
because there’s nothing interesting currently available.
Don’t forget that a character can be used either for its effect or as
part of a set, but not both!
When a player takes the last card of the last delivery, the round
ends immediately. It’s often a good way of pulling the rug out from
under the feet of your opponents if they have got rather a lot of
cards in their hand that could end up under their corruption pile.
If a player has more than 100 points, use the 0 space as 100
and so on (1=101, 2=102, etc...)
- A player may look at the cards under his corruption tile at any time.
The characters
| Queen Sobek Neferou | Draw 3 cards | If Queen Sobek is played during a round, the last goods
delivery will only contain 6 cards.
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| High Priest High Priestess | discard all cards of one goods type
from your corruption pile. | Characters of the corresponding type can be discarded, but
not amulets. |
| Vizier | add a card of your choice to your hand from an
opponent’s corruption pile. | You may look through the pile to make your choice. |
| Scribe 2 x | your opponents reduce their hands to 6 cards. | The excess cards are added to their corruption pile. |
| Thief | steal a card from the hand of a player of your
choice. | The card is taken randomly but with the backs
displayed so that the colours can be seen. |
| Courtesan | add 1 or 2 cards from your hand to a set
that has already been played. | The added cards must be
from the same type as the set. |
| Merchant | add any card to your hand out of all those
remaining | without taking corruption or discarding ignored
cards. |
Event tokens
| Guild | move your scoring marker on to the next
space with the same symbol AND move an opponent’s
scoring marker back similarly. It is not allowed to choose a player whose scoring marker would have to be moved below the 0 points field, as no player can have a negative amount of points. |
| Flood | immediately take another turn. |
| Curse | to be “offered” to an opponent. It counts as
2 additional cards when calculating corruption at the
end of the round. The token is therefore not discarded after
being played but is kept with your opponent’s corruption pile
until the end of the round. |
| Prosperity | add this token to a set of wheat, fish or
cattle cards already in front of you. The value of the
set is increased by 2 scarabs. If you add the prosperity token to a set consisting of only amulets, you can only extend this set later using fish, cattle or wheat cards. |
| Embalming | add all the cards in your corruption pile
to your hand. |
| Deceit | reveal the number of cards in your corruption pile
and score that many points. Then replace the cards under your tile. |
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