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2-4 players, 45-75 minutes, 10 years and older |
Author | Günter Burkhardt |
Illustrator | Michael Menzel |
Published by | HUCH! |
Online since | 2018-12-16 |
Developed by | Adrian Kügel (ak15) |
Boardgamegeek | 191876 |
Complexity | 2,7/5 |
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! |
Note: This online implementation uses slightly changed rules! |
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Ulm
Ulm at its historic heyday: There is a constant hustle and bustle in the
prosperous free imperial city. At the beginning of the 16th century, the
city has one of the largest municipal territories within the Holy Roman
Empire of the German Nation. Success and wealth are not only due
to Swabian thriftiness, but mainly the result of the citizens’ business
acumen and skilled craftsmanship.
Trade in works of art and commercial goods such as wood, wine, salt
and textiles is flourishing; for the most part, these goods are shipped by
barge or raft on the Danube river.
People are busy building the cathedral - the social heart of the city
- that will at one time have the tallest church steeple in the world.
Everybody of distinction meets around the cathedral. The influential
guilds and patricians dominate city life; and if you want to accomplish
something, you need to be in the good graces of the right people. Who
will make the best use of his means and resources over time and will go
down in the annals of the city’s history as an important
citizen?
Adaptation for the online game:
-
If you get an extra step for your barge on the Danube as a
bonus, the implementation gives you an extra barge action.
This makes it possible to do another action first before
taking the extra step.
-
A tower tile that affects an action changes the cost or
effect of that action. It does not provide an alternative
option nor a bonus effect.
As an example, the tower tile that allows you to purchase
one card for one coin when activating a card action changes
the rule how you can buy a card, so you cannot purchase a card
with action tiles in that round, but you can still use the card
action to play a card.
-
In the unlikely case that there is no action tile left in
the bag, and another action tile needs to be drawn, then
one extra action tile of each kind is added to the bag.
Game Components
Game Components
1
1 Cathedral (to be assembled)
12
1 Oath Charter (starting player marker)
50 Action tiles
4 barges in player colors
52 seals in player colors
12 family crests in player colors
33
12
8
26 coins
30
1 cloth bag
1 set of instructions in 2 parts:
the basic rulebook and
Object of the Game
Try to accumulate the most victory points through
activities in different areas of city life in Ulm. Each
round, you have three actions.
The game ends after 10 rounds.
Place the gameboard in the middle of the table.
-
Shuffle the 33 cards face down,
and form a draw pile that you
put on the card space.
-
Randomly choose 4 of the
8 Descendant tiles
and put them face up
on the Descendant spaces in the
Oath House quarter.
-
Assemble the Cathedral and place it on the
Cathedral space of the gameboard.
-
Shuffle the
city coats of
arms
, face down, and form a
stack that you put on the
coats-of-arms space.
-
Randomly distribute 1 brown,
2 turquoise, 2 orange,
2 white, and 2 gray
Action tiles in the inner 3-x-3
grid of the Cathedral area.
-
Put one Action tile of
each color in the
loading docks.
-
Then throw the remaining
Action tiles into the bag.
-
Place the coins and the
Ulm
Sparrows
next to the gameboard
as a face-up supply.
-
Each player gets 1 barge, 13 seals, 3 family
crests in his player color, 2 coins and 2 Ulm
Sparrows as well as an Action tile drawn
from the bag. Then he
-
places his barge on the first Danube space;
-
puts 1 seal as a counter on space 5 of the scoring track;
-
lays down his remaining things in front of him as his personal supply.
-
The most reliable player becomes
the starting player. He places the
Oath Charter in front of him.
Then he takes 10 of the 12
Tower
tiles
, stacks them (for the basic
game, with the front – the side with
the symbols – facing down), and
places this stack of Tower tiles on
the designated place on the Oath
Charter. The remaining 2 Tower
tiles are put back into the box.
Note:
The basic game is played without
the special function on the front
of the Tower tiles. (The symbols
of the individual Tower tiles are
explained in the Ulm Chronicle.)
Course of the Game
The game is played over 10 rounds.
The active player’s turn proceeds as follows:
-
Draw 1 Action tile from the bag and push it into the
3-x-3 grid of the Cathedral area.
-
Carry out the 3 actions of the row you have chosen
-
optional: play 1 hand card per round
The game is played over 10 rounds. Each round proceeds in
the following way:
At the beginning of the round, the starting player takes one Tower
tile – as a counter for the round – from the Oath Charter and puts
it on the Cathedral (with the symbol facing down in the basic
game). This way, the Cathedral tower gets taller and taller over the
game.
After that, the active player’s turn proceeds as follows:
Draw 1 Action tile from the bag and push it anywhere into the
3-x-3 grid of the Cathedral area.
Carry out the 3 actions of the row you have chosen in any
order you wish. The Action tiles in the inner 3-x-3 grid of the
Cathedral determine the 3 possible actions; the 4th Action tile –
the one that has been pushed out – doesn’t give you any action.
Once you have acquired cards during the course of the game,
you may play 1 hand card per round (at any time during your
turn).
1. and 2. are always carried out by the player, but he may
resign from using certain actions. 3. is optional.
Then you pass the bag with the Action tiles to the next player.
The Cathedral area and its actions
Money action:
Take 1 coin from the general supply
Clear-away action:
Take the pushed-out Action tile(s) from any one side of the Cathedral
and put it/them down in front of you
Card action:
-
Throw any 2 Action tiles back into the bag and
take the topmost card from the draw pile.
For 2 tiles of the same color look at the
two top cards and choose one of them or
-
Play an additional hand card.
River action:
Move your barge forward 1 unoccupied
space on the Danube; skip occupied spaces.
Seal action:
Pay 2 coins into the general supply and
place one of your seals on an unoccupied space in
one of the two adjacent city quarters; get
the privilege of that quarter.
Rows that have already been pushed (i.e., that contain 4 tiles)
cannot be pushed further, back or forth, and can be reactivated
only after a Clear-Away action has removed the Action tiles outside.
If the situation arises that it is no longer possible to push
in a tile, all pushed-out tiles are thrown back into the bag.
There are 5 different Action tiles, and the corresponding actions
can be combined in any way, depending on how the disposition
in the Cathedral area allows it. You always activate and execute
only the 3 actions of the row into which you have just pushed in an
Action tile.
Money action:
Take 1 coin from the general supply.
Clear-away action:
Take the pushed-out Action
tile(s) (1 to 3) from any one side of the Cathedral area
and put it/them down in front of you. If there are 2
white Action tiles among the 3 activated Action tiles,
you may clear away the tiles from 2 outer rows of the
Cathedral area, etc.
Card action:
-
In order to buy a card, you throw any 2 Action tiles
from your personal supply back into the bag and
take the topmost card from the draw pile. For 2
tiles of the same color, you may have a look at the
two top cards, choose one of them and put the
other face up on the discard pile.
-
Instead of buying a card, you may instead play an
additional hand card (you are allowed to play one
hand card per round anyway without activating an
Action tile).
River action:
Move your barge forward 1 unoccupied
space on the Danube. Spaces that contain other
players’ barges are skipped and not included in the
count.
Seal action:
Pay 2 coins into the general supply and
place one of your seals on an unoccupied space in
one of the two city quarters (north or south of the
Danube) between which your barge currently
is. Then you get the corresponding privilege of that
quarter (as shown on the gameboard) as a bonus.
The meaning of the individual privileges can be looked up in
the Ulm Chronicle,
if necessary.
Note: You should consider that you need to push in your Action
tile in such a way that you can make use of as many of the three
actions as possible in a rewarding way. It could happen that –
especially with the Card action and the Seal action – you don’t
have the resources required (tiles or money) and thus can’t carry
out the action; in this case, the action goes to waste.
Rows that have already been pushed (i.e., that contain 4 tiles)
cannot be pushed further, back or forth.
These rows can be reactivated only when the Action tiles outside
the inner 3-x-3 grid have been cleared away – e.g., when a player
has used a Clear-away action to take the Action tiles from one
outer row of the Cathedral area.
As long as pushed-out Action tiles have not been taken by anybody,
with every turn there remain fewer shoving possibilities for
the players.
If the situation arises that it is no longer possible to push
in a tile, all pushed-out tiles are thrown back into the bag.
Acquire a card:
Activate Card action give up 2 of your Action tiles.
If you give up 2 tiles of the same color, you draw the 2 topmost
cards from the pile and choose 1 of them.
1 card as a privilege if you carry out a Seal
action in the Town Hall quarter or Goose Tower quarter.
Card usage:
One of two possibilities:
-
To receive the upper card bonus during the game, play the card
on the discard pile.
-
Play the card in front of you
to receive the lower card bonus
at the end of the game.
Each round you may play 1 hand card; to play
additional hand cards, you need card actions from the
cathedral area.
You can acquire cards in two ways:
The Card action: 2 tiles = 1 card
You can acquire cards during the course of the game through
the Card action. In order to be allowed to take the topmost card
from the draw pile, you have to activate the Card action and
give up 2 of your Action tiles. You throw these tiles back into the
bag. If you give up 2 tiles of the same color, you draw the 2 topmost
cards from the pile and choose
1 of them. The second card is put
face up on the discard pile.
1 card as a privilege
Besides this, you get a card as a privilege if you carry out a
Seal
action
in the Town Hall quarter or Goose Tower quarter.
This is how the cards are used
All cards can give you one of two possible yields – depending on
how they are played:
-
If you put a card
on the discard
pile
, you obtain the upper bonus of
the card during the game.
-
If you place a card in front of you,
you obtain the lower bonus of the
card at the end of the game.
All cards are played face up.
Any cards that players still hold in their hands at the end of the
game remain unused and are put on the discard pile.
Normally, you may play 1 hand card per round. If you want to play
additional hand cards on the same turn, you need to activate the
corresponding number of Card actions in the Cathedral area.
For each Card action, you may either play one hand card or buy
another card from the draw pile.
The individual (types of) cards are explained in more detail
in the Ulm Chronicle.
The river is navigable only in one direction. It is not possible to
move backwards. A river space can’t contain more than 1 barge.
Other players’ barges are jumped over.
When carrying out a Seal action you have to choose between the two
quarters between which your barge currently is, one northern, one southern.
The last 4 river spaces provide additional
privileges; once and immediately
when your barge ends up on one of these river spaces.
On the "+8" river space the player receives a coin,
on the "+9" river space a sparrow,
on the "+10" river space the player can take an action tile
from the shipyard, and on the "+11" river space the
player draws a card from the draw pile.
At Game end all barges that haven’t gone under the bridge
get 1 minus point for each space that their
barge is before the bridge. Barges past get 1 victory point per space.
The river is navigable only in one direction. It is not possible to
move backwards. A river space can’t contain more than 1 barge.
Other players’ barges are jumped over.
The river divides the gameboard into a northern and a southern
part. If you want to carry out the Seal action, you can choose
between a southern or a northern city quarter, namely, the two
quarters between which your barge currently is.
The last 4 river spaces provide additional
privileges; you immediately
receive such a privilege if your barge
ends up on one of these river spaces
through the use of an Action tile or
a card (each move triggered by an
Action tile is executed individually; if triggered by a card, you advance
your barge the total of steps at once). At the end of the river, the
rule that no more than 1 boat may be on a river space still applies. If
you have already reached the end of the river, the River action is no
longer of use.
The bridge across the Danube divides the reach of the river into
two sections. For barges that haven’t gone under the bridge by the
end of the game, players get 1 minus point for each space that their
barge is before the bridge. Barges that have passed the bridge give
their owners 1 victory point per space.
Since opportunities for carrying out Seal action are limited in each
quarter, it is important to plan your advancement on the Danube carefully.
City coats of arms, they are valid for the entire duration of the game.
They provide a dual benefit:
- immediately and possibly also late getting victory points
- getting Ulm Sparrows
1. Getting victory points
Immediately
As soon as you obtain a city coat of arms, you immediately get the victory points indicated on
the top left of that coat of arms.
Place one of your 3 family
crests in the
respective city quarter.
You can get a maximum of 3 golden city coat of arms.
The silver city coats of arms give you immediate points only,
don’t place a family crest on the
board in this case.
Later in the game (golden coat of arms only)
Carrying out a Seal action in a city quarter that has already
been marked by a family crest, the owner of this crest immediately gets
the victory points indicated on the top right of the respective city coat of arms.
2. Getting Ulm Sparrows
The image of each city coat of arms is also shown on the outer spaces of the Cathedral area.
When you acquire a city coat of arms, you immediately place one of your seals next to the
corresponding coat-of-arms image at the outside of the Cathedral area.
Whenever a player
pushes an Action tile onto this space, the owner of the applicable seal gets 1 Ulm Sparrow.
Once you have acquired city coats of arms, they are valid for the entire duration of the game.
They provide a dual benefit: First, you get victory points – immediately and also later on, if
applicable (i.e., through Seal actions); second, you can obtain Ulm Sparrows when you push
Action tiles out of the 3-x-3 grid of the Cathedral area).
1. Getting victory points
Immediately
As soon as you obtain a city coat of arms, you immediately get the victory points indicated on
the top left of that coat of arms.
Each of the golden coats of arms shows
one building that is located
in a specific
city quarter
on the gameboard. In
order to mark your influence in this city
quarter, you place one of your 3 family
crests on the coats-of-arms space in the
respective city quarter.
With this, you can profit from Seal actions that you or one of the other players
carries out in this quarter in the future (see below). If you already have all of your
3 family crests on the board, you cannot pick any more golden city coats of arms,
but only silver ones (provided they are available).
The silver city coats of arms give you immediate points only, but no further
victory points through Seal actions later on, since they are not assigned to the
game-relevant city quarters. Therefore, you don’t place a family crest on the
board if you have chosen a silver city coat of arms.
Later, over the course of the game (golden coats of arms only)
As soon as you carry out a Seal action in a city quarter that has already
been marked by a family crest, the owner of this crest immediately gets
the victory points indicated on the top right of the respective city coat of arms; this can be you
or another player.
2. Getting Ulm Sparrows
The image of each city coat of arms is also shown on the outer spaces of the Cathedral area.
When you acquire a city coat of arms, you immediately place one of your seals next to the
corresponding coat-of-arms image at the outside of the Cathedral area.
Whenever a player
pushes an Action tile onto this space, the owner of the applicable seal gets 1 Ulm Sparrow from
the general supply.
Beginning of the game: Two Sparrows
Joker: Can be used as a joker by giving it up and then
exchanging the Action tile you have drawn from the bag for any other Action tile in the
loading docks.
Additional Sparrows: If you have acquired coats of arms and if an Action tile is
pushed from the Cathedral area onto the corresponding coat-of-arms space, or as a bonus
on the +8 Danube river space.
Game's End: 1 victory point for each unused Sparrow.
At the beginning of the game, each player has 2 Ulm Sparrows.
During the game, you can use a sparrow as a joker by giving it up and then
exchanging the Action tile you have drawn from the bag for any other Action tile in the
loading docks. You push this Action tile into the Cathedral area, instead of the Action tile
drawn. The Action tile originally drawn is put in the loading docks.
Note: You can use the sparrow only for exchanging an Action tile that you have drawn from the
bag at the beginning of your turn for another tile, but not for exchanging one of your own Action
tiles for a different one (for instance, in order to redeem a card).
You can get additional sparrows if you have acquired coats of arms and if an Action tile is
pushed from the Cathedral area onto the corresponding coat-of-arms space (see above). This can
happen during your own turn or another player’s turn.
Moreover you can get a sparrow as a bonus on the +8 Danube river space.
At the end of the game, each sparrow that you have not used as a joker gives you 1 victory point.
You can take Action tiles from here when you:
-
use a sparrow;
-
carry out a Seal action in the Tillage quarter, Town Hall quarter or Shipyard quarter;
-
have the ‘Abbot’ special ability and carry out the Clear-away action;
-
have the ‘Merchant’ special ability.
You can take Action tiles from here when you:
-
use a sparrow;
-
carry out a Seal action in the Tillage quarter, Town Hall quarter or Shipyard quarter;
-
have the ‘Abbot’ special ability and carry out the Clear-away action;
-
have the ‘Merchant’ special ability.
An empty space in the loading docks is immediately refilled with an Action tile drawn
from the bag.
You can score victory points during the game and at the end of the game.
During the game
Cards:
Victory points by playing
cards onto the discard pile.
Seals:
Seal actions in the Reichenauer Hof quarter give you immediate victory points.
City Coats of Arms:
When you acquire city
coats of arms in the Leaning House quarter or
in the Garden quarter. Each city coat of arms
gives you immediate victory points.
Additional victory points during the course of the game with
"City Coats of Arms"
with the golden rim.
Descendants:
Through the special ability of the City Guard
when shoving an Action tile into the Cathedral area.
Cards:
It is possible to obtain victory points by playing
cards onto the discard pile. What cards
give you which points is shown on the cards
themselves and in the Ulm Chronicle.
Seals:
Seal actions in the Reichenauer Hof quarter give you immediate victory points.
City coats of arms:
You get victory points when you acquire city
coats of arms in the Leaning House quarter or
in the Garden quarter. Each city coat of arms
gives you immediate victory points.
City coats of arms with a golden rim make it possible to earn additional
points during the course of the game – see the
"City Coats of Arms" section.
Descendants:
Through the special ability of the City Guard,
the owner of this tile can generate points when
shoving an Action tile into the Cathedral area
– see the section
Descendants in the Ulm Chronicle.
At the end of the game
The game ends after 10 rounds; then the final scoring takes place.
The following things are taken into account:
-
the number of Ulm Sparrows you have in front of you;
-
the position of your barge on the river;
-
the cards that you have lying face up in front of you
Ulm Sparrows:
For each Ulm Sparrow that you own, you score 1 victory point.
River scoring (-1 / +1):
Barges before the bridge: Deduct as many points as fields before the bridge.
Barges past the bridge: as many points as fields past the bridge.
Card scoring:
Cathedral cards
3 points per Cathedral card; if a Cathedral is complete,
+ 9 bonus points
Trade cards
3 points per Trade card; for a set of 3 Trade cards of
one type (fustian, works of art, or commercial goods), + 6 bonus
points; for a set of 3 different Trade cards, + 3 bonus points
Chronicle cards
See card texts.
The game ends after 10 rounds; then the final scoring takes place.
The following things are taken into account:
-
the number of Ulm Sparrows you have in front of you;
-
the position of your barge on the river;
-
the cards that you have lying face up in front of you.
Cards still in your hand are put on the discard pile without scoring.
Ulm Sparrows:
For each Ulm Sparrow that you own, you score 1 victory point.
River scoring (-1 / +1):
Depending on how far you have advanced on the Danube, you get
plus points or minus points. The bridge across the river is considered
the dividing line. Players with barges that still are before the
bridge at the end of the game get deducted 1 point for each space
that their barge is before the bridge. Players with barges that have
passed the bridge by the end of the game gain 1 victory point for
each space their barge has reached after the bridge.
Card scoring:
Cathedral cards
3 points per Cathedral card; if a Cathedral is complete,
+ 9 bonus points
A complete three-part Cathedral thus is scored 18 points.
Trade cards
3 points per Trade card; for a set of 3 Trade cards of
one type (fustian, works of art, or commercial goods), + 6 bonus
points; for a set of 3 different Trade cards, + 3 bonus points
This set is scored 15 points in total.
1 x Fustian, 1 x Works of art and 1 x Commercial goods: This set is
scored 12 points in total.
Chronicle cards
See card texts and explanations in the Ulm Chronicle.
The Winner
The player with the most points wins.
In case of a tie, the player whose seals are represented in more city
quarters than those of any other player wins.
If there is still a tie, the players involved share victory.
The player with the most points wins.
In case of a tie, the player whose seals are represented in more city
quarters than those of any other player wins.
If there is still a tie, the players involved share victory.
Content of the Chronicle
-
The City Quarters and their Privileges
-
The Descendants
-
The Cards
-
The Tower Tiles – Variant for Advanced Players
I. The City Quarters and their Privileges
Every time you carry out a Seal action and place one of your seals in a city quarter, you immediately
obtain a specific privilege as a bonus. The privileges vary from quarter to quarter.
If you have placed all your 12 seals on the board (city quarters and Cathedral area) over the
course of the game, you can no longer carry out the Seal action.
Tillage quarter:
Take 1 Action tile from the loading docks
collect 1 coin from the general supply
move forward 0 – 2 spaces (just as you like) on the Danube, in compliance
with the movement rule.
Leaning House quarter:
Take 2 city coats of arms from the coats-of-arms
stack, choose one of them and lay it out in
front of you.
Put the other city coat of arms face
down back underneath the stack.
Garden quarter:
Take 2 city coats of arms from the coats-of-arms
stack, choose one of them and lay it out in
front of you.
Put the other city coat of arms face
down back underneath the stack.
Each city coat of arms exists twice on the
gameboard: a big one (A) in a specific city
quarter and a small one (B) at the edge of the
Cathedral area.
Whenever you obtain a city
coat of arms, you take one of your seals and place it next to the corresponding
small city coat of arms at the edge of the Cathedral area. If the city coat of arms
has a golden rim, you additionally mark your area of influence by taking one
of your family crests from your personal supply and placing it on top of the
big city coat of arms on the gameboard. You can benefit from the coat of arms
during the further course of the game, scoring points and/or receiving Ulm
Sparrows. (See "City Coats of Arms".)
Oath House quarter:
Getting a special ability
– here, you place a descendant
at one of the laid-out professions; this gives you
a special ability.
If you carry out a Seal action in this city quarter,
you choose one of the laid-out Descendant tiles and lay it down in front of you.
Then you put one of your seals in the place of the appropriate tile on the board.
From now on, the special ability of the descendant
you have chosen is available to you.
Town Hall quarter:
Draw 1 card from the pile and take 1 coin or 1 Action tile from the loading docks.
Shipyard quarter:
Pick any one tile from the
loading docks and carry out an additional Card
action (buy a card or play an additional hand
card).
Reichenauer Hof quarter:
You get 1 victory
point for each city quarter that contains at least
one of your seals, including
the Reichenauer Hof
quarter.
Goose Tower quarter:
Select 1 card from the
discard pile or from the 3 topmost cards of the
draw pile. In the latter case, the cards not
chosen are put face up on the discard pile,
If you carry out a Seal action in the Oath House quarter,
you choose one of the laid-out Descendant tiles and lay it down in front of you.
Then you put one of your seals in the place of the appropriate tile on the board.
From now on, the special ability of the descendant you have chosen is available
to you.
Abbot:
If you carry out
the Clear-away action,
you may take any one
additional
Action tile
from the loading docks.
Builder:
You may draw
2 Action tiles (instead of
1) from the bag and then
choose which of the two
you want to push into the
Cathedral area. Put the
other tile back into the bag.
Scholar:
Instead of the
Action tile you have
drawn, you may choose to
push an Action tile from
your personal supply into
the Cathedral area and
keep the Action tile you
have drawn.
Merchant:
Per round, you
may exchange 1 of your
own Action tiles for 1 tile
from the loading docks.
Mint Master:
Every time
you activate the
Money
action
, you may take
1 additional coin (this
doesn’t apply to bonuses
that are aresult of
privileges or cards).
Councilman:
If you buy
a card during the Card action,
you may choose
1 out of 2 cards even if
you give up two tiles of
different colors.
City Guard:
You earn
2 victory points if – on
your own turn – you push
an Action tile into the
Cathedral area in such a
way that at least one new
line-of-3 in one color is formed in the
inner 3-x-3 grid of the Cathedral area –
either vertically, horizontally or diagonally;
that means that there are now 3 tiles of the
same color lying in one line.
Barge driver:
Every time
you activate the
River
action
, you may make
1 additional move (this
doesn’t apply to bonuses
that are a result of
privileges or cards).
There are 3 types of cards::
1. Cathedral cards
The Cathedral cards symbolically stand for the population’s
personal commitment for the Cathedral (which was
exclusively financed by citizens of Ulm) and their donations
and endowments for the 3 different sections of the church
building.
The Cathedral cards can be used during the game. By
throwing
one of the two Action tiles indicated into the bag
and putting the card on the discard pile, you get 6 victory
points in return.
If you play the card and lay it out in front of you instead,
it remains there until the end of the game (for this, you
don’t give up any Action tile); in this case, a single laid-out
Cathedral card gives you 3 victory points in the end. If you
manage to take part in 3 Cathedral projects in different
sections of the church – i.e., use 3 cards to build a Cathedral
– you additionally gain a bonus of 9 victory points (a
complete Cathedral consisting of 3 cards is scored 18 victory
points in total).
2. Trade cards
In order to use Trade cards during the game, you
have to throw one of your own Action tiles of the
applicable color into the bag. In return, you get the
yield indicated and put the card on the discard pile.
Trade cards that you lay out in front of you count only at the end of the game (you don’t give
up any Action tile for this). A single Trade card that you have lying in front of you in the end
gives you 3 points. For certain sets that you have collected, you additionally earn bonus points:
If you have (at least) 3 of the same kind of goods (i.e., 3 bales
of fustian, or 3 works of art, or 3 commercial goods), you additionally
get 6 bonus points for this set; so, 3 bales of fustian, for
example, are scored 15 points.
If you have a set of 3 goods of different kinds (i.e., 1 bale of
fustian, 1 work of art, and 1 commercial good), you additionally
get 3 bonus points for this set; that means that such a set gives
you 12 points in total.
Each Trade card can only be part of one set (either the same or different Trade cards).
3. Chronicle cards
Each Chronicle card has special abilities both during the game
as well as at the end of the game. Details see card texts.
The cards in detail
Choir I
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Choir II
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Choir III
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Nave I
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Nave II
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Nave III
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Steeple I
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Steeple II
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Steeple III
during the game:
Put one of the shown Action tiles you own back into the bag and get 6 Victory Points
or at game end:
This card: 3 Victory Points
Full Cathedral set: 9 additional Victory points for the full set
Works of Art I
during the game:
Put a River action tile back into the bag. Get one coin and
2 Victory Points and move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Works of Art cards.
12 Victory Points altogether for a set of different Trading cards.
Works of Art II
during the game:
Put a Card action tile back into the bag. Get one coin and
2 Victory Points and move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Works of Art cards.
12 Victory Points altogether for a set of different Trading cards.
Works of Art III
during the game:
Put a Seal action tile back into the bag. Get one coin and
2 Victory Points and move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Works of Art cards.
12 Victory Points altogether for a set of different Trading cards.
Works of Art IV
during the game:
Put a Clear-away action tile back into the bag. Get one coin and
2 Victory Points and move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Works of Art cards.
12 Victory Points altogether for a set of different Trading cards.
Works of Art V
during the game:
Put a Money action tile back into the bag. Get one coin and
2 Victory Points and move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Works of Art cards.
12 Victory Points altogether for a set of different Trading cards.
Commercial Goods I
during the game:
Put a River action tile back into the bag. Get 3 coins and
move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Commercial Goods cards.
12 Victory Points altogether for a set of different Trading cards.
Commercial Goods II
during the game:
Put a Card action tile back into the bag. Get 3 coins and
move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Commercial Goods cards.
12 Victory Points altogether for a set of different Trading cards.
Commercial Goods III
during the game:
Put a Seal action tile back into the bag. Get 3 coins and
move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Commercial Goods cards.
12 Victory Points altogether for a set of different Trading cards.
Commercial Goods IV
during the game:
Put a Clear-away action tile back into the bag. Get 3 coins and
move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Commercial Goods cards.
12 Victory Points altogether for a set of different Trading cards.
Commercial Goods V
during the game:
Put a Money action tile back into the bag. Get 3 coins and
move your barge 0-2 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Commercial Goods cards.
12 Victory Points altogether for a set of different Trading cards.
Fustian I
during the game:
Put a River action tile back into the bag. Get 2 coins and
1 Victory Point and move your barge 0-3 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Fustian cards.
12 Victory Points altogether for a set of different Trading cards.
Fustian II
during the game:
Put a Card action tile back into the bag. Get 2 coins and
1 Victory Point and move your barge 0-3 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Fustian cards.
12 Victory Points altogether for a set of different Trading cards.
Fustian III
during the game:
Put a Seal action tile back into the bag. Get 2 coins and
1 Victory Point and move your barge 0-3 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Fustian cards.
12 Victory Points altogether for a set of different Trading cards.
Fustian IV
during the game:
Put a Clear-away action tile back into the bag. Get 2 coins and
1 Victory Point and move your barge 0-3 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Fustian cards.
12 Victory Points altogether for a set of different Trading cards.
Fustian V
during the game:
Put a Money action tile back into the bag. Get 2 coins and
1 Victory Point and move your barge 0-3 spaces.
or at game end:
Get
3 Victory Points for this card.
15 Victory Points altogether for a set of Fustian cards.
12 Victory Points altogether for a set of different Trading cards.
1. Ulm Chronicle
during the game:
Without activating a Seal action, you
may place one seal for one coin; this
has to be done in one of the two city
quarters between which your barge
currently is.
or at game end:
You get 2 victory points
for each city coat of arms
you own.
City Wall
during the game:
If you carry out a Seal action, you may
place a seal once in a city quarter of
your choice – regardless of where your
barge currently is on the Danube. (Pay
2 coins for the Seal action.)
or at game end:
Each city quarter in which
you have the sole majority
of seals gives you
2 victory points.
Construction Freeze
during the game:
You may take 2 coins from the general
supply or draw 2 Action tiles from the
bag.
or at game end:
You get 1 victory point for
each of up to 6 coins that
you have lying in front of
you.
Fishermen’s Jousting
during the game:
You may advance your barge up to
4 spaces (other players’ barges are
jumped over).
or at game end:
If your barge is furthest
ahead on the Danube, you
get 6 victory points. If your
barge ends up in second
position, you get 3 victory
points.
Patrician
during the game:
Instead of drawing blindly, you may
pick a tile of your choice from the bag.
or at game end:
You get 4 victory points.
Reformation
during the game:
You may take up to 2 pushed-out
Action tiles of your choice from the
Cathedral area.
or at game end:
You get 2 victory points
for each Cathedral card
that you have lying in
front of you.
Siege
during the game:
You may convert up to 3 coins into
victory points. For each coin that you
put back in the general supply, you get
2 points.
or at game end:
You get 1 victory point for
each card that you have
lying in front of you (incl.
this card).
Swabian League
during the game:
You may carry out one additional
action. You can choose the action
according to the Action tiles that you
have collected in front of you; however,
you don’t have to give up the respective
tile.
or at game end:
You get 2 victory points
for each color in which
you have Action tiles
lying in front of you.
Ulm Sparrow
during the game:
You may convert up to 5 sparrows into
money. You get 1 coin per sparrow from
the general supply.
or at game end:
You get 2 victory points
(instead of 1) for each of
up to 5 sparrows that you
have lying in front of you.
Variant for Advanced Players
In contrast to the basic game, the variant is not
played with the roof side, but with the symbol
side facing up.
At the beginning of the game, the starting player
mixes all 12 Tower tiles face down and puts two of
them back into the box, unseen. After the starting
player has counted the 10 Tower tiles and piled
them up, he turns the entire stack over and places
it on the Oath Charter in front of him. He immediately
puts the topmost tile on the Cathedral.
The event depicted on the tile applies to the first round. Besides this, the tile for the next
round is already visible on the stack on the Oath Charter; that means you already know what
event will occur in the next round, so you can get prepared for this.
If you activate the
River
action
in the Cathedral
area in this round, you may
move your own barge one
additional space on the
Danube. This applies once
for each activated turquoise
Action tile.
If you activate the Money
action in the Cathedral
area in this round, you may
take one additional coin
from the general supply.
This applies once for each
activated gray Action tile.
In this round, each player
may buy the topmost card
of the draw pile for only
1 coin if he activates
a Card action.
In this round, each player
may buy the topmost card
of the draw pile for only
1 Action tile if he activates
a Card action.
In this round, each player
may carry out a
Seal
action
without having to
activate the applicable
Action tile (it is an additional
action).
In this round, the Seal action costs one coin less.
In this round, the Seal action costs one coin more.
In this round, each player
has to give up 2 Action
tiles. If somebody is not
able or willing to do this
by the end of his turn, he
loses 5 victory points.
In this round, each player
has to pay a tax of 2 coins.
If somebody is not able or
willing to do this by the
end of his turn, he loses
5 victory points.
In this round, the active
player may take the Action
tile he has just pushed out.
In this round, each player
may pick one Action tile of
his choice from the bag.
In this round, players may
carry out a Seal action
also 3 spaces in front of or
3 spaces after the current
position of their own
barge.
Placing an action tile
The action tile which you can place is displayed in the action panel
(scroll background). To place an action tile into the 3 x 3 grid of
the cathedral area, you need to click on one of the arrows surrounding
the grid. The action tiles in the grid will be pushed into the direction
of the arrow, and the new action tile will be placed in the newly formed
gap.
If it is not possible to place the action tile, a button will appear
next to the lower left corner of the grid which allows to remove all
pushed out action tiles.
Action panel
The action panel (scroll background) shows actions which either still
need to be performed, or are currently available.
It is notably used to activate the 3 action tiles, which can be chosen
in this round due to the placement of the action tile in the cathedral area.
Moreover the effects of descendant tiles and tower tiles will be handled
through the action panel.
Playing a card
When you can play a card, a button with the caption "Play card" appears
in the action panel. In case a card action tile has just been activated,
playing a card will use the action of this tile, otherwise it will use
your ability to play one card each round. You can always play a card
for its end game bonus. To play a card for its one-time bonus and then
put it on the discard pile, you may need to pay one action tile. If you
don't have that required action tile, the option to use the one-time
bonus will not show up in the UI. Also, there are two cards where the
one-time bonus is tied to a certain action. For the "Patrician", you will
be asked at the beginning of your turn whether you want to use him.
For the "City wall", you will be asked during a seal action whether you
want to use it.
Pass
If you do not want to activate all action tiles (e.g. you cannot pay
for a card, but also do not want to play a card), you can click the
"Pass" button in the lower right corner of the window.
Descendant tiles
The descendant tiles which have already been chosen by a player have
a border in the color of the corresponding player. If you can choose
a descendant tile, it has a smaller blue border.
Seal actions
If a player has his family crest in a city quarter in which a seal
action is performed, that player receives 2 points. An exception to
this is the Shipyard quarter, in which
the player with the family crest receives only 1 point.
This is also shown on the city coat of arms, but the city coat of arms
collected by each player are not shown in this implementation.
Tower tiles
The tower tile for the current round is displayed in the top left of
the cathedral area next to the 3 x 3 grid. The tower tile for the next
round is displayed in the bottom right of the cathedral area.
Animations
Animations can be turned on and off (to do that, click on the heart icon
in the side panel). You can also configure the animation speed there.
Last round
In the last (10th) round the round marker has a red background. You should
take care in the last round, because it might not be worthwhile to buy
a card if you do not have enough actions to play all your handcards and the
newly bought card. Only played cards are worth victory points!
Help and info popups
There are many game elements with rule excerpt popups. To open such a popup,
click on the
symbol next to the game element.
The info popups for game elements can be opened with a click on the
symbol.
In some popups, there are links to the rules. To use the link, click on the
symbol. This
opens the rule tab in the side panel, and it automatically scrolls to the
corresponding position in the rules. Since the rules sometimes need to be
loaded first, the scrolling might not immediately hit the correct position,
but with the second click it should scroll to the correct position.
Finish turn
There are some actions (e.g. play a card, or the action of the merchant)
which you can still use if you have done all your other actions.
In that case, the info text shows "Finish your turn", and you can decide
if you want to immediately finish your turn, or use one of those optional
actions first.
Player info
The player infos are shown in turn order (with the "own" player info on top).
Left of the name of the starting player the string "(S)" is displayed.
In the upper right you can see how many points a player has gathered.
In brackets you see the number of points under the assumption that the game
would finish in that moment. If you click on the info symbol, you get a
popup with an overview how the preliminary end score is calculated.
In the second row of the player info the current number of sparrows
and coins are displayed, followed by the number of remaining seals and
the number of remaining family crests. Rightmost in the line is the number
of cards the player has played in front of him, and the number of hand cards.
If you click on the info symbol, you see those cards in a popup.
In the third row of the player info you can see how many action tiles
of each kind a player owns.
Bag content
Since the number of action tiles is known, and all action tiles, which are not
in the bag, are openly displayed, the implementation shows you how many
action tiles of each kind there are in the bag. This is displayed below the
player infos. In addition to that there are help popups for each kind of action tile
which explain what each action tile does when it is activated.
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