As they are the first player to pass, they take the First Player tile. From now on, Black, Green, and Red will have to spend 1 additional Worker for each Worker they place. Black chooses to pass as well, Green places 1 Worker then pays the additional cost by returning 1 Worker to the Camp , and Red also passes.
Green is now the only one to play: they place 1 last Worker and return 1 Worker to the Camp , then choose to pass. Buildings are activated one after the other, going from the City Gate on the lower left side corner and following the Road up to the Provost.
A player who has 1 Worker on an activated Building can apply its effect once. Then, they return that Worker to the Camp. The player spends 1 and places 1 of their Houses above any Building on the Road provided that it has a yellow flag. That Building will be transformed into a Residence during the Stewardship Phase Phase 4 of the game round.
The player chooses 1 Wood Building from the supply, spends the Resources depicted on the upper left side, then places this Building Construction side faceup on the first empty space on the Road. Then, they place 1 of their Houses above that Building to mark ownership and immediately gain the Prestige Points depicted on the upper right side of the tile.
Note: It is not allowed to perform this action if there is no available space on the Road. When this symbol is depicted in the construction cost, the player can either spend 1 , 1 , 1 or 1. Example: Red has 1 Worker on the Carpenter and wants to construct a Quarry. They spend 1 and 1 and place the tile on the first empty space on the Road. Then, they place 1 House above it to show the Quarry is theirs and immediately gain 2 Prestige Points.
The Provost moves along the Road, between Buildings and empty spaces. Each move is 1 step. The Provost is always placed on the Road, never on an empty space or a Building. The Provost cannot move backward beyond the Guilds Bridge. If he reaches the end of the Road, he can be moved to the spaces bearing this symbol:. Each player can move the Provost from 1 to 3 steps, forward or backward, returning 1 Worker to the Camp per step. At the beginning of the game, the city is nothing but a small village.
Apart from special buildings an inn, a stable,.. However, players have to develop the economic activity along the road, because huge resources are needed to build the castle. They must therefore install better production sources, and maybe find a mason who will help them build stone buildings, or even reach that remote gold mine But those things are very expensive, and the master builders will have to watch their purse carefully! Indeed, every time a worker goes to work, his master must pay him.
Moreover, if his master sends him to work in another master's building, the latter will gain prestige. To win the game, you must take advantage of the other players' resources without uselessly giving them an advantage. Slowly but surely, the village is developing into a town.
Old production buildings are becoming obsolete, unless the lawyer transforms them into residential buildings, whose rent brings you additional income. If an architect enters your service, you may embellish the city with some prestige buildings a statue, or even a cathedral. But of course, master builders do not lay down the law in town; they must abide by the orders of two royal agents: the bailiff and his assistant, the provost. The provost is a powerful and zealous officer.
According to his position along the road, he decides which buildings may be activated and, consequently, which workers will be able to work during this turn.
Fortunately, the provost is corruptible. For a few deniers, it is easy to help him reach a specific building, or even have him go backward along the road to prevent another master's workers from working. As for the bailiff, he's only interested in the castle building's progress.
He always moves forward along the road, forcing the masters to build faster The castle is composed of 3 sections: a dungeon, walls, and towers. The bailiff's movement along the road determines the advance of work in the castle, and the shift from one section to the other. By advancing quickly and well!
If you are shrewd, you will also be able to gain the King's favor! At the end of the game, each player adds up the prestige points they have earned since the beginning. The master who has the largest number of points wins. His future at the King's service will be glorious! Putting a worker on a prestige building blue , on a residential building green or on an unbuilt space is forbidden. Placing a worker on a space where there already is another worker is also forbidden, except in three cases stable, inn, castle - see below.
Passing is free, but placing a worker costs some deniers. If a player wants to pass or must pass because of a lack of workers or money, they put their color marker located on the bridge on the first available space that is, on the smallest unoccupied number of the passing scale. The first player who passes gets 1 denier from the stock immediately. The player gives the stock a sum of money that is equal to the smallest unoccupied number on the passing scale between 1 and 5 deniers according to the number of players who have already passed.
If the worker is placed in the stables, the player puts him on the smallest number available. Up to 3 workers can be placed in the stable, but a given player can place only one. If the worker is placed in the inn, the player puts him on the circle on the left. As a consequence, this worker will possibly spend some time with another worker placed on the other circle on the right one player may have two of their workers in the inn simultaneously.
The player who places the worker gives the stock a sum of money that is equal to the smallest unoccupied number on the passing scale between 1 and 5 deniers according to the number of players who have already passed. Then, the player places one of their workers on the opponent's building of their choice. The owner of the building instantaneously earns one prestige point.
The players will count the number of castle pieces that they have built before a new turn. When the count is completed, the players have to concentrate on the next part of the castle. They are unable to go back. Once the towers are counted, the game comes to an end.
The game comes to an end when the count of Towers section ends. The players will then tally their points, adding three points for each gold cube they have, one point for every three cubes they have, and one point for every four deniers they have. The player with the most points will win the game! If there is a tie, everyone who is tied for first place, wins the game. Author Recent Posts. Ellie Phillips. My name is Ellie! I do earn rent from my residence buildings. Economic managementStrategic thought.
I can already picture people complaining about a leader toward the end of the game who gules out first and jacks the prices up on everyone just to displace him at the Stables, let alone do something more constructive. Analysis-paralysis may set in. One of the players takes all the markers which have been next to the turn order scale. Buildings are activated in order following the road from the xaylus space after the bridge to the space the provost is now occupying, included.
Caylus has some direct nastiness, too, which may limit its appeal. With the international attention gained via BoardGameGeek and Essenthe first printing of Caylus sold out in December The game ends when caylu bailiff reaches the Tower scoring point, or when all the tower spaces have been built automatically triggering the scoring of the Tower section.
In case of draw for the first place, all the players who are tied win. By using this site, you agree to the Terms of Use and Privacy Policy.
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