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.