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3

Having a pawn on a board allows one to:

• Take actions on that game board

 (see 2)

.

• Collect the Earnings on that game board on turns 4 and 7 

(see IV)

.

2. U

SING

  

C

ONSTRUCTION

 C

ARDS

Each player starts with 4 Construction Cards in hand.
A player may only use Construction cards on a board where at least one 

of his Adventurer pawns is present.
Only two cards may be played per Adventurer pawn. The player may 

use these two cards on the same board or on two different boards if he  

decides to move the Adventurer pawn after playing the first card.
Depending  on  the  position  of  a  player’s  two Adventure  pawns,  the 

player may, therefore, use 4 cards on the same board or on different 

boards, before or after travelling in time.
If the Adventurer pawns are on the same board, the player may combine 

his cards to build a construction costing 3 or 4 cards.
If the player does not wish to use all 4 of his cards, he may discard the 

unused cards or keep them for the next turn.

On  the  Might  and  Faith  game  boards,  a  player  may  use  the 

Construction Cards to :

2.1. Construct a building.

2.2. Upgrade a building.

2.3. Demolish a small building.

These three actions must take into consideration:

A- Construction Rules.

B- Time Rippling Effects.

C- Domain Transformation.

On the Age of Reason game board, it is possible to use Construction 

Cards to:

2.4. Populate a Civil Building.

2.5. Renovate a ruin.

A Player may construct, upgrade, demolish, populate, and renovate as 

many times as he wishes during the same turn, limited only by the 

number of Construction Cards in his hand, and respecting the rules 

linked to each action.

2.1. Constructing a building 

(during the Ages of Might and Faith only)

The player must use Construction Cards in order to build a building.
• This  can  only  be  done  during  an  epoch  where  at  least  one  of  the 

player’s Adventurers is present.

• In order to construct a building, Construction Cards of 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 Age 

of Reason

.

A building must be constructed on empty squares on the game 

board and respect geographical, dominical, and hierarchical rules 

for construction 

(see A – The 3 Construction Rules)

.

When players construct Military or Religious buildings, they place one 

of their Control Cubes on the tile to show ownership.
Control Cubes are not placed on Civil buildings when they are created, 

as they belong to no one.

Construction bonuses

The construction of a small building (size 1: Hamlets, Watch 

Towers,  Chapels)  awards  no  bonus. 

The  construction 

of  bigger  buildings  (size  2  &  3:  Towns,  Cities,  Keeps,  Castles, 

Monasteries, or Abbeys) awards, at construction, 1 Ecu on the Age 

of Might board and 2 Ecus on the Age of Faith board.

A building can only be constructed if the building tile is available in 

the stock pile.

2.2. Upgrading a building  

(during the Ages of Might and Faith only)

A player uses Construction Cards to upgrade a Religious or Military 

building that

 he controls

 or any Civil building.

• The number of cards necessary for the upgrade is the difference in the 

cost of the original building and the newer version.
• To upgrade a building, Construction Cards of the appropriate building 

color must be played.

The blue player moves her first Adventurer Pawn from the Age of Might 

board to the Age of Reason, for a cost of 1 Ecu.

She also moves her second adventurer from the Age of Might to the 

Age of Faith board by spending another 1 Ecu.

The construction 
of a Keep 
requires two 
Military 
Construction 
Cards.

The Monastery is 
controlled by the Red 
player; the Watch Tower 
by the Green player.

The green player builds a Keep 
on the Age of Might board and 
immediately collects 1 Ecu.

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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