GAME RULES
A GAME BY GIL D’OREY
2 1. INTRODUCTION This board game is for 2 to 6 players ages 8 and up. The game begins a few decades before LOURES becomes a county. The goal of each player on their turn is to contribute to the wealth of LOURES by developing the natural resources and historical monuments found in the area. The game ends in 1886 (the year Loures was declared a county). The player who best promotes trade with neighboring regions, protects local historical monuments and produces wealth from the fertile land of LOURES earns the most points and the right to become the first mayor of the City of Loures. Historical note – the game takes place on a current map of the county that includes the main towns. It also shows however, some features that have disappeared, such as the rivers, navigable waterways and salt flats. In addition, it emphasizes the natural resources (agriculture, vineyards, water wheels and windmills) and historical monuments more evident in the 18th and 19th centuries, which characterized the region. For reasons of simplicity and to facilitate the rules of the game, the map of the county in 1886 is not exactly the same as shown. Some villages only joined Loures County years later and others no longer belong to it (as shown on the board in relation to Odivelas).
How to read the rules – Players are not meant to memorize the rules after the first reading. First place the board, open in front of you, taking out the pieces and the cards and read the rules carefully from beginning to end. Then take a look at the illustrations in this book. If necessary, read the rules through again and then start playing, referring to the rule book whenever necessary.
2. GAME OBJECTIVES The object of the game is for players to earn the maximum number of points by the end of the final round. The player who succeeds is awarded the right to become the first mayor of the City of Loures. Players earn points by activating natural resources and exporting them during the game. To avoid losing points at the end of the game, players must also protect some architectural monuments.
3. GAME LENGTH AND ROUNDS The game lasts 10 rounds, beginning in 1706 and ending in 1886. Each round consists of every player taking a turn. After all players have done so and moved, the black cylindrical marker is moved ahead one space to the following year of play. When the marker reaches 1886, all players take their final turn and the game ends.
4. GAME PIECES - EXPLANATION 1 BOARD (see following page)
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
6 MEEPLES (PERSON-SHAPED PIECES) For each player to move around the board.
Número de CARTAS MOVIMENTO a que tem direito.
6 PLAYER’S CARDS These cards tell each player which natural resources they still have to activate and export.
12 COLORED COUNTERS One of these indicates how many Movement Cards the player can choose. The other marks the number of points each player has.
back
48 NATURAL RESOURCE CHIPS Each of these represents one of the county’s 8 natural resources: windmills, water wheels, salt flats, vegetable crops, fruit orchards, olive orchards, forests and vineyards. There are 6 identical cards for each resource.
front
front
1 BLACK CYLINDER For counting rounds of the game. verso
frente
48 HISTORICAL MONUMENT CARDS These cards allow players to protect architectural monuments. It is important for players to use up these cards (showing they have protected monuments) to avoid being penalized at the end of the game.
72 MOVEMENT CARDS For players to move on the board. There are 4 types of cards: › On foot – one move only. › On foot + boat symbol – one move on foot OR by boat. › By donkey – two moves. › By horse – 3 moves.
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front
front
3 5. GAME BOARD Crossroads. Count as one move
One of 4 places from which it is possible to export natural resources.
Place black cylinder here at beginning of game. After all players have taken a turn, move cylinder one space to the right to the next year, and so on. When the marker reaches 1886, all players take their final turn and the game ends.
The year Loures became a county.
Roads. On land, players must ALWAYS use these to travel between places and natural resources.
Loures County coat of arms. The water and oranges on the shield represent the county’s natural resources.
Point counter. To remind players how many points they earn or lose.
For simplicity’s sake and to clarify the game rules, the 1886 map of the county is not exactly the same as shown. Some villages only joined Loures County years later and others no longer belong to it.
Natural resources. Count as one move. Players must travel via these places to “activate” various natural resources.
Towns. Count as one move. Place a counter from each player on the space indicating zero points. During the game, record points earned and lost here.
Places with a pier. It is possible to travel on the river between piers.
Place unused or discarded Historical Monument Cards here, face up.
Place Movement Cards here, face down, ready to pick.
Places for exporting natural resources. In addition to these three, there is one other (see top of the board, next to Lousa).
Place discarded Movement Cards here, face up.
6. GAME SET UP Open board face up in easy reach of all players. Put black cylinder on space indicating 1706. Each player chooses a color and gets a player’s card and puts it in front of him. Each player also gets a meeple and two matching color counters. Players put one of these counters on the 2 circle on their player’s card. The other counter goes on the board in the space that says 00 points. Shuffle the Historical Monument Cards and deal 5 cards to each player. The remaining cards are placed face up on the board on the space for Historical Monument Cards.
Place the Natural Resources Chips face up on the board in the spaces marked with the same resource (shown in dark green on the board). The 6 resource chips are identical. If 6 players are playing, all 6 chips for each resource are used. If 5 players are playing, only 5 chips for each resource are used (i.e. only 5 windmill chips are used, 5 forest chips, etc). If the game has four players only 4 chips for each resource are used. If the game has 2 or 3 players, see chapter 13. If there are 5 players, one space per resource is left empty. It makes no difference which one as long as one space per resource is left. In the case of 4 players, two spaces for each resource are left empty. In this case, players decide which ones to leave empty.
Shuffle the Movement Cards and deal 2 cards to each player. The remaining cards are placed face down on the board in the space for Movement Cards.
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4 7. TURN SEQUENCE AND END.
8. FIRST TURN
A player may do a variety of things on his turn. However, he doesn’t have to do anything except pick the number of Movement Cards he’s entitled to: › MOVES (see chap. 9) › ACTIVATE NATURAL RESOURCES (see chap. 10) › EXPORT NATURAL RESOURCES (see chap. 10) The player may do these three things in any order and as many times as is possible.
The players must randomly decide who begins first. On their first turn, each player chooses ONE of their 5 Historical Monument Cards. That card determines where the player will begin his turn. This card is discarded (placed face up on the pile for used historical Monuments Cards) and the player puts his meeple on the place shown. Players may not begin on the same place as another player.
› PROTECT ARCHITECTURAL HISTORICAL MONUMENTS (see chap. 11) › BUY MOVEMENT CARDS (see chap.12) If a player does one of these two things or both simultaneously his turn ends and all he can do is pick Movement Cards. › PICKING CARDS – this is always the last thing a player does. He picks the number of Movement Cards he’s entitled to, to use on following turns. If all Movement Cards are gone, shuffle the used-card pile and put cards face down on the board in the place for picking Movement Cards.
A player chooses this card to begin the game; he puts his meeple on the town of Santo Antão do Tojal and starts moving from here. Underneath the place name is the name and small description of the monument the player is “protecting”.
9. MOVES Players move using Movement Cards. On their turn, players may play cards they have and move their meeples on the board. Not all cards must be used. Players may use as many cards as they wish and in any order they choose. Players do not have to use the total number of moves on each card, but they cannot accumulate these either. For example: if a player only uses two spaces on a Movement Card with 3, the last move is lost and may not be saved for another turn. Cards have 1, 2, or 3 moves. A move is defined as moving between two points on the map along the brown roads – this may be between a brown circle and a town, a brown circle and resource or between two towns, etc. Moving on land is ALWAYS along a road. Players are not allowed to hop between points that are not connected by a road. Two meeples may not be on the same space at the same time, but one meeple can hop over another.
There is a card with a boat symbol. This card allows two things: either one move on land, as usual OR one move via the river. If a player is in a place with a pier he can move to ANY other place with a pier. The card may not be used later to move on land. It must be discarded. After cards are played they are discarded on the board face up in the spot marked for this. Afterward the player picks 2 more Movement Cards to use on the following turn (or 3, depending on the number of cards he is entitled to).
The red player has played a card with 1 move (on foot!). He moves his meeple 1 to an export location.
The red player has played a card with 3 moves (by horse!). He moves his meeple 3 spaces, from Loures to a place with a natural resource. He jumps over the white player since he cannot land on the same place as him.
The player must use two cards to move a total of 5 spaces.
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The red player has played two cards. The first is marked with a boat symbol so he can move his meeple from Sacavém to Santo Antão do Tojal. Next he moves 2 on land using a card with 2 moves.
5 10. HOW TO EARN POINTS? In order to win, the player must earn the maximum number of points possible. Player may earn points in two ways, either by activating or exporting resources. › ACTIVATING NATURAL RESOURCES – Players earn 1 point for every natural resource they activate. All they have to do is go to a place with a Natural Resource Chip and place it face up on their player’s card. The player immediately earns 1 point, moving his counter up one space on the points table. Players do not have to stop on the place. They can continue to move as many spaces as their cards allow. And they can collect as many natural resources as possible during their turn. › EXPORTING NATURAL RESOURCES – Each time players export a natural resource, they earn 2 points. To do so, the player must pass a space marked with a large circle. There are 4 on the board. One is the town of Sacavém, which exports to Lisbon. The other is a circle next to Prior Velho, which exports to Lisbon as well. Another is next to Loures, with export to Sintra. And finally, next to Lousa there is a large circle with export to Mafra. All the players have to do to export is pass a space with a large circle. Then they flip over their Resource Chips and add 2 points for each chip, to the table. Players can export as many resources as they have at the time, and earn 2 points for EACH card exported. For example, if a player has 3 Resource Chips and exports them at one of the large circles (by flipping them face down) he earns 6 points. A player does not need to stop at the place. He may continue to move as many spaces as his Movement Cards allow. Players may not export from places where other players are found. Each player may only collect one chip for each resource. They are allowed to begin collecting a second set of chips only after collecting and exporting ALL resources. In practical terms, players may only begin to collect repeated chips when their player’s card is full and all of the resource chips are flipped over.
Número de CARTAS MOVIMENTO a que tem direito.
1 – The red player wants to collect the resource “Salt” and then export everything he has.
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
2 - He plays a Movement Card with three moves and collects the “Salt” resource chip and places it on his player’s card. He earns 1 point.
3 – He plays another Movement Card with three moves and passes through an export zone. He turns all of his cards over and earns 8 points (two for each resource). Finally he uses the remaining third move. If he has more Movement Cards he can continue playing! The player earns a total of 9 points on this turn.
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6 These are the 4 places where players can export from. If a player’s meeple is on Sacavém he can export since he is already in an export zone.
11. HISTORICAL MONUMENT CARDS At the beginning of the game the players receive 5 Historical Monument Cards. Each of these has a place name and description of an architectural monument found there. The purpose of these cards is for players to protect these monuments. After doing so, the card is placed face up on the place marked for discarded HISTORICAL MONUMENT cards. It’s easy to discard the first card. On their first turn, players decide where to begin the game by choosing one of these cards and automatically discarding it. This makes discarding the first card “free”. But to protect the remaining monuments and discard their respective cards, certain actions must be taken. Players must spend 2 points on every monument they protect. For example, if a player has 10 points and discards a Historical Monument Card that says LOURES, he loses 2 points to make 8 and immediately places his meeple on Loures. This is only allowed once per turn. In other words: the game has 10 rounds, so players only have 10 chances to protect historical monuments. And, since they MUST move to the place with the monument on the card, they can only protect a monument when no other player is occupying it.
If, by the end of the game, players still have any cards, each player is penalized 4 points for EACH card he has. That’s why it is essential that cards are used as quickly as possible to avoid penalizing final points. Players may not trade cards. A player who has zero points CANNOT use Historical Monument Cards and end up with negative points. A player may discard a card when anywhere in the county. When he does, he loses 2 points and moves his meeple to the place indicated on the card and his turn ends. He cannot do anything else on this turn. For example, a player moves 3 spaces and gets to UNHOS with several Resource Chips. Then he plays SACAVÉM, a Historical Monument Card he has and moves his meeple there. Although this is an export zone, the player is not allowed to export and his turn ends immediately. He is only allowed to export on the following turn.
12. MOVEMENT CARDS – HOW TO BUY MORE? At the beginning of the game, a player has a circle marked with number 2 on his player’s card meaning that at the end of each turn he can only choose two cards. But if a player wants to he can switch to picking up 3 cards. All he has to do is spend 2 points. Imagine a player has 6 points. If he spends 2 he will have a total of 4 points. He places the counter on the circle marked 3, meaning that now he is entitled to pick up 3 Movement Cards every time his turn finishes. This applies until the end of the game.
Número de CARTAS MOVIMENTO a que tem direito.
The player begins the game with a counter on the circle marked 2. This means he gets to choose 2 Movement Cards each time he picks.
To choose 3 Movement Cards the player must spend 2 points. He gets to choose 3 cards when he picks for the remainder of the game.
As soon as the player “buys” this bonus, his turn ends. When it ends he must choose his Movement Cards. Don’t forget that now he has the right to 3 cards. A player with 0 points may not spend points to buy the right to 3 cards (and end up with negative points). It is not possible to choose more than 3 cards.
Número de CARTAS MOVIMENTO a que tem direito.
13. RULES FOR 2 AND 3 PLAYERS.
14. TIE
If only 2 or 3 people are playing, each player receives two player’s cards, i.e. if there are 2 players, 4 chips for each resource are placed on the board. If there are 3 players, 6 chips for each resource are placed on the board. For example, 2 players are going to play the game. One chooses to be blue and red. At the end, his total number of points is the sum of the blue and red. Although the blue and red are effectively on the same team however, the player cannot trade cards and resource chips, between them. It’s as if they are two separate players.
If the points are tied at the end of the game, the winner is decided as follows: › the player who has activated the most resources wins. If they are still tied the player who has exported the most natural resources wins.
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7 15. RULES NOT TO FORGET AND STRATEGIES IMPORTANT TO WINNING THE GAME. Don’t forget the rules in chapter 7: › protect architectural monuments; › buy Movement Cards. If a player does one of these two things or both simultaneously his turn ends and all he can do is choose Movement Cards. This rule has important implications on turns. See what you can do BEFORE protecting architectural monuments and buying Movement Cards, because after you do so your turn ends.
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
The Historical Monument Cards are a key factor for the game to work. Each time they are used, players must spend 2 points. But this has a big advantage. Because the player has to move his meeple to the place on the card, it allows him to move for “free”. It’s the only way to move around the board without using Movement Cards. If a player uses these “free” moves with the correct strategy, he can quickly move around the board, saving Movement Cards (which may be used later, all at once, for example) and also making it unnecessary to spend points on choosing 3 Movement Cards. Of course, players may have better (cards with a variety of places) or worse luck and end up with cards from the same place or nearby places. But each player has to decide where it’s worth spending points on Movement Cards or not, and when to use Historical Monument Cards, for example, to block another player’s access to a place. And this may be decisive on the final turn. Try not to leave the Historical Monument Cards to the end of the game. It may be impossible to get there (if another player is there) and then you will be prevented from discarding that card. Exporting earns many points. Try to quickly export some natural resources to earn some points so you can protect monuments or buy Movement Cards At the end of the game, the Historical Monument Cards that a player cannot protect (i.e. those still in his possession) are very penalizing – negative 4 points for each unused card! Try to avoid this at all costs, even if you have to go somewhere that doesn’t make sense on your last turn. It’s better to spend 2 points during the game than lose 4 at the end!
Número de CARTAS MOVIMENTO a que tem direito.
Número de CARTAS MOVIMENTO a que tem direito.
In the illustration we see the game ready to be played by 4 players. Notice that only 4 chips per resource were placed on the board. That leaves 2 places without resources on the board. It makes no difference which places are left empty. It’s important only that the correct Resource Chips are placed on the corresponding symbols. If 6 people were to play the game, all Resource Chips would be placed on the board.
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The rules end here. The following pages contain some photos of the county and a short historical note about the 1st Mayor of the City of Loures.
16. ACKNOWLEDGEMENTS AND FINAL NOTES
17.CONTACTS
Inventing and producing a game like this is never a solitary process. There are always people involved who believe in us and encourage us to keep going, give us advice on how to improve things or simply stand by our side. For this I would like to thank: City Councilman João Galhardas for believing in this project; Ana Benedito, for her professionalism and kindness; Sérgio Pratas for being the first one to envision the possibility of making a game like this for Loures; The historians, José Júlio and Jorge Aniceto; Teresa Bessa for thinking of me; The Guru, who makes me multiply my talents; All the players who tested and critiqued this game at AbrantesCon 2009. All graphics and illustrations are by Gil d’Orey except for the illustrations on the “movement cards” which are by João Menezes. The photographs of the county are by Dr. João Patrocinio. The historical notes about Anselmo Braamcamp Freire were written in generous collaboration with Professor Francisco Contente Domingues, from the Department of Letters, University of Lisbon.
For any game related issues please contact the game designer at the following e-mail address:
[email protected] www.giloreydesign.pt
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If you want to find more information about the County of Loures visit their website: www.cm-loures.pt