1
The game is played over 7 turns and on 3 game boards, each representing
the same region, but during three successive time periods:
The
age of Might
The
age of Faith
The
age of Reason
Each player controls two time traveling adventurers, each voyaging to
allow him to construct military, religious and civil buildings. They give
players a chance at becoming the richest player by the end of the game.
Certain constructions produce money, Ecus, and that is one way to gain
wealth. As these buildings are grouped they form domains. This allows
players to establish dominant positions. In function of the period, the
criteria for dominion will be either military, religious or civil. Domains
allows players to earn tax and tithe revenue on turns 4 and 7 if they control
them. Earning Ecus in this manner is the second way to gain wealth.
The players also have the power to destroy certain buildings or attempt to
connect domains in an effort to change their overall ownership within an
epoch. Depending on their size, certain constructions cast time shadows
and are “rippled”, or copied, from one game board to the next, expanding
a player’s domination forward through time.
But beware; the echoes of time are difficult to hear and might surprise.
An edifice constructed during the age of Faith might very well disappear,
never to be remembered, if its geographical footprint is replaced by an
older structure. Time can be a most difficult river to navigate.
At the end of the 7th turn, the player holding the largest pile of wealth is
declared the winner.
G
AME
M
ECHANICS
AND
OBJECTIVE
Place the game boards in the center of the table as shown on page 2.
Turn Indicator
Place the “Turn Indicator” pawn on the first square of the game turn
counting ruler, found on the bottom of the Age of Might board.
Building Tiles
Organize the 155 tiles by color and place them in the compartments
found in the box:
• The Military buildings are orange; 20 Watchtowers, 24 Keeps
and 9 Castles.
• The Religious buildings are fuchsia; 20 Chapels, 20 Monasteries,
and 9 Abbeys.
• The Civil buildings are blue; 20 Hamlets, 24 Towns and 9 Cities.
10 Hamlets are already printed on each of the three game boards.
The value indicated on each tile corresponds to both its building’s
construction cost and the number of Ecus yielded during the revenue
phase of the 4th and 7th game turns.
The Keep, Castle, Monastery and Abbey tiles also have a back side
representing vestiges of the same building gone to ruins.
S
ET
-
UP
M
ATERIAL
“ My Faithful Companion,
The Master Clocksmith came to speak to me this morning revealing a fabulous secret... We can travel in time, my friend!
Not just dreaming about it like my astrologist does, but actually going there.
I can hardly believe it! There seem to be periods in our future where the strength of our walls will be nothing compared to the
strength of our collective faith. Or an even stranger future epoch where the people will rule themselves. The Master Clocksmith
has convinced me that our power is now limitless. Our lands and domains are ours forever.
My opponents will not wait and my Lords have already started preparing for their journeys. My dear friend, come with me,
for from this day forward, I will be remembered as the king who forged our own destiny... literally! “
Hichmat, Great Lord of the Western Lands
12+
90 min.
2-5
Ludovic Vialla, Arnaud Urbon
•
Art : Jean-Claude Adelmand, Geoffrey Stepourenko
© 2006 Editions du Matagot
Watchtower
Keep
Castle
Chapel
Monastery
Abbey
Hamlet
Town
City