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2

Decide  who  goes  first  in  a  random  manner.  Players  take  turns  in  a 

clockwise fashion.
The following phases are played by each player during his turn.

I. Exchange all or a part of his Construction Card hand.
II. The Action Phase:

1. Travel in time.
2. Use  Construction  Cards  to  construct,  demolish,  upgrade, 

populate or renovate a building. 

Note: certain buildings award an 

immediate Ecu bonus when they are constructed.

III. Fill Construction Card hand to 4 cards.
IV. Collect Earnings from domains (only on turns 4 and 7).

When a player finishes a game turn, the player to his left starts his 

turn. 
When the turn comes back to the first player, that player moves the 

Turn Indicator pawn up a notch.

During his turn, a player that is dissatisfied with his hand can discard 

it  entirely  or  partially.  Once  all  the  chosen  cards  are  discarded, 

he  draws  new  Construction  Cards  until  he  has  a  hand  of  4  cards.  

This action costs 2 Ecus.

This may only be done once per turn.

The  following  2  actions  (

Traveling  in  Time

  and 

Using 

Construction Cards

) are optional and can be done in any order, and  

several times.

1. T

RAVELING

 

IN

 T

IME

By spending 1 Ecu

, a player can use the Time Machine to travel in 

time.  Each  time  it  is  used,  the  player  moves  one  of  his Adventurer 

Pawns to one of the other two game boards.
A player can use the Time Machine as many times as he wants, with 

either the same Adventurer or both.

Adventurer Pawns

Each player takes two Adventurer Pawns of the same color and places 

them on their corresponding locations on the Age of Might board.

Control Cubes

Each player takes 25 Control Cubes in the same color.

Ecus

Each player starts the game with 4 Ecus, using 1 Ecu coin pieces. 
They can be kept face up or down in front of each player. Place the 

remaining Ecus in the 4th compartment in the game box. 
There are thirty 1 Ecu coins, fifteen 5 Ecu coins, and fifteen 10 Ecu 

coins. 

Construction Cards

Shuffle the 55 Construction cards are and placed them in a pile face 

down.  The  pile  is  made  up  of 

18  Military  Construction  cards 

(orange)

18  Religious  Construction  cards  (fuchsia)

  and 

19  Civil 

Construction cards (blue)

All players draw four cards to form their starting hands. They are kept 

hidden.

G

AME

 

TURN

II- A

CTION

 P

HASE

I- E

XCHANGING

 

ALL

 

OR

  

A

 

PART

 

OF

 

HIS

 

HAND

SUMMING IT UP

 

 Each player starts with :

• 

2 Adventurer Pawns

• 

25 Control Cubes

• 

4 Ecus

• 

4 Construction Cards.

Age of Might

Age of Faith

Age of Reason

Turn Indicator

Adventurer Pawns

Содержание Khronos 222

Страница 1: ...ge 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 Civ...

Страница 2: ...nding 1 Ecu a player can use the Time Machine to travel in time Each time it is used the player moves one of his Adventurer Pawns to one of the other two game boards A player can use the Time Machine as many times as he wants with either the same Adventurer or both Adventurer Pawns Each player takes two Adventurer Pawns of the same color and places them on their corresponding locations on the Age ...

Страница 3: ... the same color type for the chosen building and only that type must be spent Orange cards are used for Military buildings fuchsia cards for Religious buildings and blue cards for Civil buildings The number of Construction Cards necessary to build a building is indicated on each tile A building may be constructed on the Might and Faith boards but it is forbidden to construct a building during the ...

Страница 4: ... River squares The Forest Whenplayingwithtwoor threeplayers iftheconstruction or upgrade of a building covers at least one forest square the player must spend one additional Construction card of any color they wish For 4 and 5 player games the forest has no effect The Mountain Whenplayingwithtwoor threeplayers iftheconstruction or upgrade of a building covers at least one mountain square the playe...

Страница 5: ...structed without rippling at all or by only rippling to the age of Faith but not rippling to the age of Reason for lack of a tile The ripple of a Civil building might create a junction between domains on successive boards In that event domain rules are immediately applied see A2 Temporal Paradox If the legal construction or expansion of a building during the Age of Might creates a ripple on to the...

Страница 6: ... of equal power the building s to be downsized would be in priority those of the player who caused the junction or if the player has no building affected by the violation of the Hierarchical rule the building the player chooses The player proceeds in the same manner if the Hierarchical rule is not respected for Religious buildings During the Age of Faith The procedure is identical but the player w...

Страница 7: ...uilding are taken off the board An exception is made if a printed hamlet lies under the destroyed building in that situation the player possessing the most control cubes on the older building keeps one cube on the hamlet In the event of a tie for most cubes on the destroyed building the player who provoked the paradox takes cubes off first then it is decided if one and only one player has a majorit...

Страница 8: ...isting buildings To restore aWatchTower a player must spend one Military Construction card To restore a monastery a player must spend one Religious Construction card To restore a Castle a player must spend 2 Military Construction cards These cards may be played on two different turns and by two different players To mark the first card spent the player places a control cube on the ruin To restore an...

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