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    WelcomeBy the 6th century, the city of Constantinopolishad grown to become the greatest emporiumof ancient times. Strategically located betweenthe Golden Horn and the Sea of Marmara

    at the point where Europe meets Asia,Constantinopolis was extremely important as thesuccessor to ancient Rome and was the largestand wealthiest city in Europe throughout theMiddle Ages. It was known as the Queen ofCities.

    In Constantinopolis, players take the roles oflocal merchants striving to increase their wealthby producing different kind of goods to be soldoverseas, in the city markets, or out of their owncommercial buildings.

    The Object of the GameIn Constantinopolis, 25 players vie to becomethe most inuential merchant in the city ofConstantinopolis. By fullling delivery contractsto foreign cities, developing local commercialactivities, donating goods to the city, andnancing public buildings, players gain FamePoints (FP / ) that measure their inuence inthe city.

    At the end of the game, the player with the mostFame Points is the most important merchant inConstantinopolis and wins the game!

    ComponentsConstantinopolis includes:

    Tis Rulebook

    1 Game Board

    5 Player Sheets

    106 Contract Cards

    22 Ship Cards, divided into 3 types:

    9 Small Ships (Parvus Dromo)

    8 Medium Ships (Medius Dromo)

    5 Large Ships (Magnus Dromo)

    5 Market Cards

    68 Building iles, divided into ve types:

    24 Production Buildings (red)

    18 Commercial Buildings (yellow)

    12 Utility Buildings (green)

    8 Public Buildings (purple)

    6 City Walls (grey)

    85 Coin okens, with differing values:

    13 Coins with a Value of 30 Gold

    18 Coins with a Value of 10 Gold

    13 Coins with a Value of 5 Gold

    13 Coins with a Value of 2 Gold

    28 Coins with a Value of 1 Gold

    90 Wooden Goods okens, divided into vetypes:

    10 Luxury Goods (yellow)

    16 Military Goods (black)

    20 Industrial Goods (red)

    20 Consumer Goods (blue)

    24 Alimentary Goods (green)

    20 Wooden rading Post okens (4 for each

    color: black, blue, green, red, yellow)15 Wooden Player Markers:

    5 Public Office Markers (1 for each color)

    5 Fame Point Markers (1 for each color)

    5 Production Level Markers (1 for eachcolor)

    Component Overview Te following sections briey identify anddescribe the components ofConstantinopolis.

    Game Board Te main portion of the game board is a map ofConstantinopolis on which various componentsare organized and kept during the game. Tegame board features spaces for the various types

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    of available buildings, for the Market Cards andShip Cards, and for selecting and tracking publicoffices. Te Fame Point rack runs around theperimeter of the board. For more information, seeGame Board Breakdown on page 4.

    Player Sheets Tese sheets are used to track which buildingsplayers possess and the status of their tradingships, as well as to store their coins and goods.For more information, see Player SheetBreakdown on page 5.

    Contract Cards Tese cards indicate demand for goods overseasand passengers seeking transport. Players usetheir goods and ships to fulll these contracts,and they gain wealth, and often Fame Points, bydoing so.

    Ship Cards Tese cards represent the ships players can use tofulll contracts overseas. Te cargo space and costfor each ship varies based on the size of the ship,

    which can be small, medium, or large.

    Market Cards Tese cards indicate what can be bought,sold, or donated in the home markets ofConstantinopolis. Tey change regularly over thecourse of the game.

    Building Tiles Tese tiles represent buildings that can beacquired and used in the game. Depending onthe building, they can produce goods, can convertgoods into money and Fame Points, or mayprovide other benets.

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    1. Fame Point rack

    2. Round Summary Chart

    3. Available ProductionBuildings Area

    4. Available CommercialBuildings Area

    5. Future Market Area

    6. Available Utility Buildings Area

    7. Available Ships Area

    8. Available Public Buildings Area

    9. Current Market Area

    10. Available City WallSegments Area

    11. Public Office Area

    12. City Wall Segment FamePoint Chart

    13. Production Level rack

    Game Board Breakdown

    1

    223

    45

    6

    78

    9

    10

    1112 13

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    1. Long Voyage Space

    2. Short Voyage Space3. Harbor Space

    4. rading Post Area

    5. Starting Building Ager

    6. Constructed Buildings Area

    7. reasury Area

    8. Ledger Area

    9. Storage Area

    Player Sheet Breakdown

    Coin Tokens Tese tokens, in variousdenominations, representgold and are used to bidon public offices and tobuy buildings, ships, andgoods.

    Goods Tokens Tese wooden cubes represent the various typesof goods players can acquire, sell, or use. Tecolor of a cube indicates what type of goods itrepresents.

    Trading Post Tokens Tese wooden,house-shaped tokensrepresent additionalsales branches,allowing players tobetter manage theircontracts.

    Player Markers Tese wooden markers are used to indicate whatpublic office a player holds, what his productionlevel is, and how many Fame Points he has. Eachplayer has three markers in his own color.

    Luxury

    Military

    Industrial

    Consumer

    Alimentary

    Public Office Marker

    Production Level Marker

    Fame Point Marker

    12 3 4

    56

    7 8

    9

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    Setup1. Place Game Board. Place the game board inthe middle of the playing area.2. Prepare Contract Cards. Shuffle the ContractCards deck and place it facedown where everyplayer can reach it.3. Prepare Coins. Divide the coins accordingto their gold values and place them where everyplayer can reach them.4. Prepare Goods. Divide the goods according totheir types and place them where every player canreach them.5. Prepare Buildings. Place the required numberof building tiles on the game board in the spaces with names, pictures, and border colors that matchthose of the tiles. All of the Public Building and City Wall tilesare always used. Te number of each of the otherbuildings used is determined by the number ofplayers in the game. One of each of the otherbuildings is used in a two-player game, two ofeach of the other buildings are used in a three- orfour-player game, and all of the other buildings areused in a ve-player game.6. Prepare Market Cards. Shuffle the MarketCards and randomly place one faceup in theCurrent Market area on the game board

    (identiable by its picture of a market square,brown border, and scales symbol). Tis cardrepresents the rst market in play. Place the rest ofthe Market Cards faceup in a pile in the FutureMarket area on the game board (which lookssimilar to the Current Market area but lacks thescales symbol).7. Prepare Player Sheets. Each player receivesa player sheet, one Small Ship (Parvus Dromo)Card, and 30 gold. Te ship is placed near theplayer sheet, while the coins are placed in the reasury area of the player sheet. Te remainingships are placed, divided by type, on the matchingspaces of the game board.8. Receive Markers. Each player receives thepublic office, Fame Point, and production levelmarkers in his color, as well as four rading Post

    tokens, also in his color.9. Place rack Markers. Each player places hisFame Point marker on the 0 space of the FamePoint rack and his production level marker onthe 1 space of the Production Level rack.10. Place Public Office Markers. Randomlyplace each players public office marker on a PublicOffice space in the Public Office area of the gameboard, starting from the leftmost Public Officespace. Tis placement indicates the starting turnorder.

    1. Player Area

    2. rading Post Supply(in players color)

    3. Player Sheet

    4. Starting Gold (30Gold)

    5. Starting Ship (1 SmallShip)

    6. Fame Point Markers (atstarting position)

    7. Production Building iles

    8. Commercial Building iles

    9. Future Market Pile

    10. Utility Building iles

    11. Ship Supply (dividedby size of ship)

    12. Public Building iles

    13. Current Market Card(randomly selected)

    14. City Wall iles

    15. Public Office Markers(randomly placed)

    16. Production LevelMarkers (at startingposition)

    17. Goods Supply (dividedby type)

    18. Gold Supply (dividedby value)

    19. Contract Cards Deck

    Starting Setup

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    Starting Setup (3 Player Game)

    1

    2

    3

    45

    6

    7

    8 9 10

    13

    16

    11

    14

    17

    12

    15

    1918

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    The Game Round A game of Constantinopolis takes place ina series of rounds divided into eight differentphases. Player turns during many of the phasescan be taken simultaneously by each player. Te

    phases always occur in the following order:1. Auction Public Office

    2. Move Ships/Fulll Contracts

    3. Produce Goods

    4. Construct Buildings

    5. Draw Contracts

    6. Accept Contracts

    7. Donate Goods

    8. End of Round Te End of Round Phase has two steps, whichare always carried out in order. Te steps of thatphase are enumerated in Te End of RoundPhase section on page 21.

    The Auction Public Ofce PhaseIn this phase, players bid in an auction for theright to hold particular public offices in thatround. Each public office grants a unique bonusand also determines the turn order for thatround. Te different public offices characteristicsand bonuses are described in detail on page 25.

    Tis phase of the game takes place using thePublic Office area of the game board, whichlists each office name and the symbol for eachoffices bonus. Te offices are numbered from Ito V. Tis numbering indicates the turn order ofthe players. In any phase in which turns are nottaken simultaneously, the player who resolves thephase rst is always the one holding the leftmostnon-vacant public office, i.e., the one with thelowest number. Te player with the next lowestnumbered office plays second, and so on.

    Resolving Auctions for Public Offices Te auction is performed in turn order. Eachplayer, on his turn, becomes the active player and

    chooses which public office he wants out of thefollowing:

    the same public office he currently holds

    a vacant public office

    a public office held by another player

    Same Office. If the active player chooses thesame office he held the round before, he doesnthave to bid; instead, he simply leaves his publicoffice marker where it is. Te next player thenbecomes the active player.

    Vacant Office. If the active player choosesa vacant public office, he must spend 2 gold,placing it on the coin area of the public officehe is choosing. He then moves his public officemarker onto the chosen public office.

    Occupied Office. If the active player choosesa public office held by another player, he mustbid an amount of gold greater than the amountof gold already present on the coin area of thechosen public office. Te player holding thecontested office can then raise the bid to keep hisoffice, or he can pass. If the incumbent raises thebid, the active player can raise the bid again orpass. Tis process continues until one of the twoplayers passes. At this point, the player who won

    the auction places his highest bid on the coinarea of that public office. Te player who lost theauction becomes (or remains) the active playerand has to make a new choice. A player wholoses a bid doesnt have to pay anything.

    A player who has lost his office after an auctionbecomes the active player and has the option ofimmediately taking the public office that was vacated by the opponent who took his office (ifit is vacant). Te player does not have to bid anygold to take that office. If he does not take that

    office, he remains the active player and choosesan office as normal.

    After the active player has made his choice, thenext player in turn order who hasnt been active yetbecomes the active player. After each player hasbeen active at least once and every player has anoffice, all the coins on the Public Office area of thegame board are discarded to the gold supply.

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    At the end of this phase, the player who holdsthe Praefectus Pretorio office receives one goodof a type his buildings can produce, and theplayer holding the Comes Tesaurorum officereceives 4 gold.

    An example of the Public Office Auction isdetailed below.

    Example: Given the initial situation in the diagramabove, the green player is the rst active player in theauction, as he holds the office with the lowest number.He decides to bid 1 gold on the Comes Tesaurorumoffice (held by the red player). Te red player decidesthat he doesnt want to raise the bid and passes. Te green player places 1 gold on the coin area of thecontested office and places his public office marker onthat office. Te red player now becomes active anddecides to occupy the office just left vacant by the green player. He can do that without bidding any gold.

    Te new situation is illustrated below.

    Example: Continuing from the previous example,the blue player is now the active player (as he is theleftmost player in turn order who hasnt been active

    before). He decides to stay where he is and doesnthave to pay anything to do that.Te yellow player becomes active next (as the green player has previously been active). He bids 1 gold forthe Magister Officiorum office held by the red player.Te red player passes, conceding his position, and the yellow player pays his bid, placing it on the coin area for the office. Te yellow player places his public officemarker on that office.

    Te red player is now active again (a player becomesactive every time he loses an auction even if he hasbeen active before) and choosesnot to take the officeleft vacant by the yellow player. Instead, he bids 1 gold on the Praefectus Pretorio office held by the blue player. Te blue player wants to keep his office andraises the bid to 2 gold, but the red player raises it

    again to 3 gold. Te blue player passes, relinquishinghis office, becomes active, and decides to pay 2 gold to get the vacant Consul office.

    Te nal situation is shown below.

    Example: Now there are no more players in turnorder that havent been active and every player holdsan office; therefore, this phase ends and the turn order for the round has been determined. Te 7 gold on the game board are discarded to the supply.

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    The Move Ships/Fulll ContractsPhase Tis phase can be played simultaneously by everyplayer.

    Tis phase is skipped during the rst round.

    In this phase, players ships carry cargo andpassengers to foreign destinations if the shipshave previously started on a voyage. (For moreinformation about starting a voyage, see AcceptContracts Phase on page 18.)

    ShipsIn order to engage in overseas commerce, playersmust use ships, which come in three sizes: SmallShips (Parvus Dromo), Medium Ships (MediusDromo), and Large Ships (Magnus Dromo).Each type of ship differs in speed and cargocapacity, as described below:

    Small Ship: Its the fastest type of ship andalways completes its voyages in one round,but it can only carry up to two goods and nopassengers.

    Medium Ship: It has an average speed and cargocapacity for ships, and two thirds of the time itcompletes its voyages in one round. It can carry up

    to four goods or three goods and one Passenger.Large Ship: It is the largest ship type availablebut also the slowest. wo thirds of the time itneeds two rounds to complete its voyages. It hasa cargo capacity of eight, up to three slots of which can be used to carry passengers.

    At the beginning of the game, each player starts with one Small Ship, but as the game progresses,players can buy Small, Medium, and Large Shipsfor the costs indicated in the upper-left corner ofthe Ship Cards (6, 9, and 12 gold, respectively).

    Each ships cargo capacity is written at the bottomof the card. Tis value indicates how manygoods a given ship can carry. Te number in theparentheses indicates how many passengers can betaken on board (if any). If there is no number inparentheses, as with the Small Ship, no passengerscan be carried. Players should keep in mind that

    the total number of goods and passengers carriedcannot exceed the cargo capacity of the ship.

    Any ship that has started a voyage will havealready been placed adjacent to the #1 or #2 spaceof the player sheet, depending on the voyage

    length listed on the Contract Cards associated with that ship. See Accept Contracts Phase onpage 18 for more information about starting a voyage.

    Contract CardsIn order to carry goods or passengers, ContractCards are required. Contract Cards representcommercial requests by foreign cities thatplayers can accept and fulll during the game. Te request on the Contract Card can be fortransporting one good, two goods, or one

    passenger, as indicated on the card itself. Te number and color of the goods symbols atthe top of a Contract Card indicate what goodsare desired, while a symbol of a person representsa passenger wanting transport.

    Ship Card Breakdown(Large Ship)

    Name

    Cost

    Picture

    CargoCapacity

    PassengerCapacity

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    Te number on the coin symbol on the cardindicates the amount of gold that will be awardedto the player for fullling that contract.

    A number on a Fame Point symbol in the lower-right corner of the card indicates the number ofFame Points awarded for fullling the contract,if any. Contracts for goods transportation arethe only ones that award Fame Points. Passengertransportation contracts do not award FamePoints, and such cards do not have a Fame Pointsymbol on them.

    Each Contract Card also indicates how long ittakes to complete the delivery according to theship used to fulll the contract. Tis informationis provided by the symbols of the three sizes ofships followed by an equals sign and a number.

    Te number indicates the number of rounds thatfullling the contract with that ship takes. A /indicates a ship of that size cannot undertakethat contract. Te / only appears on passengercontracts with reference to small ships. A shipbeginning a voyage starts on the Short Voyage(#1) or Long Voyage (#2) space of the player

    sheet, as indicated by the contracts that ship isfullling.

    For example, if a Contract Card has the numbers1, 1, and 2, reading from top to bottom, anda player is using a Small Ship (the rst number)or a Medium Ship (the second number) tofulll the contract, the voyage takes one round(a short voyage) to complete. If, however, theplayer is using a Large Ship (the third number),the voyage takes two rounds (a long voyage) tocomplete.

    Moving Ships and Fulfilling ContractsDuring the Move Ships/Fulll Contracts Phase,each player advances all the ships that are on hisplayer sheet, moving them one step to the right

    (that is, one step closer to the Harbor space andthus the end of their voyage). All the ships thatare in the Short Voyage space (#1) are moved tothe Harbor space, while all ships on the LongVoyage space (#2) are moved to the Short Voyagespace (#1). No ships are ever lost at sea, so allships arrive at their destination eventually.

    Contract Card Breakdown

    Cargo(Passengers)

    Cargo(Goods)

    Fame Point Award

    Small ShipVoyage Length

    Small ShipVoyage Length

    Medium ShipVoyage Length

    Medium ShipVoyage Length

    Large ShipVoyage Length

    Large ShipVoyage Length

    Gold Award Gold Award

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    Each ship that reaches the Harbor space hascompleted its voyage, and its owner receivesthe rewards indicated on the Contract Cardsassociated with that ship. Ships that havecompleted their voyage can be used to acceptnew contracts in the same round. (See Accept

    Contracts Phase on page 18.)For each contract fullled, the player collects theamount of gold shown on the Contract Card,plus a Fame Point if indicated on the card. Placecompleted contracts into a discard pile.

    Passenger transportation does not grant anyFame Points.

    The Produce Goods Phase Tis phase can be played simultaneously by everyplayer.

    Each player receives from the supply the numberand types of goods indicated on the lower-rightcorner of the Production Buildings he owns. Ten, he places them on his player sheet on thebuildings that generated them.

    During the rst round of the game, each playeronly owns the Ager Production Buildingdepicted on his player sheet, so each playerreceives two Alimentary Goods (green cubes)and places them on the Ager ProductionBuilding on his player sheet.

    Ship Movement and Fulfilling Contracts Diagram

    1. From their starting positions, the shipseach advance one space.

    3. Te ship in the Harbor space fullls itscontract and is removed.

    2. Te ships arrive in their new spaces.

    4. Te player receives gold and Fame Points(FP) for fullling the contract.

    Har bor Space

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    Production Level Advancement

    1. Te player buys a ProductionBuilding.

    2. Te player advances hisproduction level marker.

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    Te amount of goods and gold in the game isconsidered to be unlimited. If the supply runs outof any type of goods or of gold, players must usesome kind of substitute or must write down theadditional goods or gold they acquire until themissing goods or gold become available again.

    The Construct Buildings Phase Tis phase must be played following turn order.

    During this phase, players can buy buildings,buy/sell goods at the market, and use commercialbuildings.

    Buying BuildingsIn his turn, each player can buy up to onebuilding ofeach kind: Production, Commercial,Utility, and Public. City Walls count as their ownkind of building and can be bought only by theplayer holding the Praefectus Urbi office. (SeePublic Offices on page 25.)

    For each building that a player buys, he pays tothe supply the amount of gold indicated at theleft edge of the building tile. He then places thebuilding tile on his player sheet in one of theempty spaces provided for buildings. Exactly

    which space a building occupies makes nodifference to game play. With the exception of

    Public Buildings and City Walls, a player cannothave more than one building with the samename. One player, for example, could not ownmore than one Hospitium.

    Types of BuildingsOwning different buildings in the city is akey method for gaining fame and wealth inConstantinopolis. Tere are ve different typesof buildings in the game, each providing specicbonuses or abilities for its owner. For detailedcharacteristics (cost, abilities, etc.) for everybuilding, see Buildings on pages 2628.

    Production Buildings Tese red-bordered buildingsare a key resource in the gamebecause they determine thenumber of contracts a player

    draws in a round and they also produce goodsthat are used to fulll those contracts or that canbe sold at the city market.

    Every time a player buys a Production Building,he must advance his production level marker on

    the Production Level rack of the game boardto reect the number of Production Buildings heowns. Te production level a players marker is atdetermines the base number of Contract Cardshe draws in a round (see Te Draw ContractsPhase on page 18).

    Each Production Building in Constantinopolis has a letter at the right edge of its tile. Tisletter indicates the Construction License (A,B, C, or D) of the building. For a player tobuild a given Production Building, he must ownat least one other building with an immediatelypreceding Construction License. For example,for a player to construct a building with a CConstruction License, that player must ownat least one building with a B ConstructionLicense. Since every player starts the game

    with a building with an A ConstructionLicense (Ager), Production Buildings with a BConstruction License can be bought right fromthe start.

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    Buying Buildings Example

    1. In order to buy a D building,Greg rst needs a C building, which he does not have. He settlesfor buying a B building, instead.

    14

    Example: It is the Construct Buildings Phase ofthe rst round of the game. All players start withthe Ager Production Building that is printed on the player sheets (an A Construction License building).Greg, as the starting player, has the rst opportunityto buy buildings. He would like to buy the Vinaria

    for 21 gold (a D Construction License building),but to do so he would have to already have a CConstruction License building, which he does nothave. So, instead, he buys the Metallum ProductionBuilding (a B Production License building) for 20 gold and the Emporium Commercial Building for 9 gold. He pays 29 gold to the supply.

    Jen, the next player, buys the extrinum ProductionBuilding (an A Construction License building) for11 gold and the Caupona Commercial Building for 9 gold. She pays 20 gold to the supply. She would haveliked to have bought a second extrinum as well, butshe could not both because a player cannot buy morethan one of the same type of building in a roundand because a player cannot own two Production,Commercial, or Utility Buildings with the samename.

    Commercial Buildings Tis yellow-bordered type ofbuilding allows a player to sellproduced goods directly to thepopulation of Constantinopolis

    in return for money and FamePoints. Each CommercialBuilding can be activatedonce per round by discarding to the supply thegoods indicated on the building tile to earn thecorresponding number of gold and Fame Points.(See Use Commercial Buildings on page 17.)

    Utility Buildings Tese green-bordered buildingsprovide different types ofservices that support theplayers commercial activities,giving various bonuses. Forexample, the RedemptorUtility Building can be used toreduce the cost of purchasing buildings.

    Public BuildingsFinancing the constructionof these purple-bordered

    buildings (treated as buying)is a great way to acquirefame. Tese buildings allowplayers to gain from 3 to 6 FP,depending on the building.

    Public Buildings are dividedinto four pairs of buildings.Each building in a pair has thesame Fame Point value, butdifferent costs. When a playerbuilds a Public Building, he must choose the

    Fame Point value he wants to obtain, and then hemust buy the most expensive building from thepair with that Fame Point value. Next, he gainsthe corresponding number of Fame Points andadvances his marker on the Fame Point rack.

    Example: Near the middle of the game, during theConstruct Buildings Phase, Kay wants to buy aPublic Building. She has saved up 40 gold to do so.

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    All Public Buildings are still available, but Kay canonly afford one from the two cheapest pairs (21/24 gold for a 3 FP tile and 32/36 gold for a 4 FP tile).She opts to buy a 3 FP tile. Te two 3 FP tiles cost 21 and 24 gold, respectively. Although she would

    prefer to buy the cheaper one, she is not allowed to.She is required to buy the more expensive of the pairand pays 24 gold to the supply.

    Jen, the next player in this round, also wants to buya Public Building. She has 45 gold to spend. Shecannot buy a 5 FP tile for 45 gold because the 50 gold tile of the 5 FP pair is still available. If shewants to buy a 4 FP tile, she must buy the moreexpensive one for 36 gold rather than the cheaperone for 32 gold. In the end, she decides to buy theremaining 3 FP tile for 21 gold.

    City WallsBuilding defensive walls is yetanother way to gain prestigein the city, but it also providesan immediate bonus. Eachof these grey-bordered wallsegment grants an abilitythat can be used right away,generally once per round.

    Wall segments also provide Fame Points at theend of the game, with the amount dependingon how many segments a player has built, asindicated as follows:

    1 Wall Segment: 1 FP

    2 Wall Segments: 3 FP

    3 Wall Segments: 6 FP

    4 Wall Segments: 9 FP

    5 Wall Segments: 12 FP

    6 Wall Segments: 16 FP

    Only the player holding the Praefectus Urbipublic office can build a wall segment that round.

    Consul Preemption Te player holding the Consul public officecan optionally use his preemption right in this

    phase to buy a building that has been chosenby another player in that players place. If theConsul does so, he pays the buildings full price

    with the gold he has at the moment and cannotuse any discounts given by Commercial or UtilityBuildings. (See Public Offices on page 25.)

    Example: During the Construct Buildings Phase,Kay, the active player, decides to buy the lastavailable Metallum Production Building. However, Jen, the player holding the Consul office, can use her preemption right to buy that building instead of Kayand decides to do so. Jen pays 20 gold to the supply,takes the building tile, and places it on her playersheet. Kay, who wasnt able to buy the Metallum,may now buy another Production Building instead.

    Te player holding the Consul public officecannot use her ability to buy a segment of theCity Walls during the Praefectus Urbis turn.

    Buy/Sell Goods at the Market At any time during the Construct BuildingsPhase, the active player may buy or sell goods atthe city market.

    Goods bought during a round can be usedimmediately or kept in the Storage area of theplayer sheet. When buying or selling goods,players must also take goods from the supplymatching those that were bought or sold at themarket and place them in the Ledger area ofthe player sheet. Goods in the Ledger area onlyindicate what goods the player has bought or soldin a round and cannot be used to any other effect.

    Tis tracking method allows players to recordtheir market transactions for that round andhelps prevent them from inadvertently exceedingthe market limit for that round. At the end of theround, the goods in the Ledger area are returned

    to the supply.Players may buy and sell their goods in one ofve different market locations, with differentprices according to the wealth of the location.

    Te locations are the following:

    I Regio Domus Regia. Te Imperial Palacearea, the wealthiest part of the city.

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    Market CardBreakdown

    NameBuy/SellLimit

    BuyPrice

    Sell Price

    DonationBenet

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    III Regio Portus Iulianus. Te mostimportant port of the city.

    VI Regio Forum Costantinum. Te mainmarket of the city.

    VII Regio Opicies. Te artisan andcommercial district.

    Extra Regio Porta Aurea. Te Golden Gate. Te main gate into the city.

    Each location is represented by a Market Cardthat presents that markets characteristics.

    During the game, the Market Card on top ofthe Current Market area indicates the pricesat which goods can be bought and sold in thecurrent round. Only one market is ever open atany one time. Te remaining Market Cards areplaced in a faceup pile in the Future Market area.

    As a result, each player knows what market willbe open in the next round.

    Each Market Card has a table that provides theinformation needed to buy and sell goods in theCurrent Market for that round.

    Te rst column, with the scales symbol,indicates the maximum number of goods of eachtype that each player can buy or sell in thatround. Once a player has sold one type of goodsin a round, he cannot buy the same type of goodsand vice versa. For example, in the VI Regio Forum Costantinum (see sidebar), it is possibleto buy or sell (but not both) up to two Alimentary Goods (green cubes). Players tracktheir market transactions in the Ledger area oftheir player sheets.

    Te next column, with the buy symbol,indicates the price at which each type of goodscan be bought f rom that market. Te numbers inthe column are the amount of gold that a playerhas to pay when buying one of that type of goodsfrom the market. A playercannot buy a type ofgoods if he owns a Production Building thatproduces the same type of goods, unless he alsoown the aberna Utility Building.

    Example: Greg wants to buy one Consumer Good

    (blue cube). Since his Production Buildings do not produce that type of goods, he is able to make the purchase and pays 3 gold to the supply. He takes aConsumer Good from the supply and places it in hisStorage area. He also takes a second Consumer Good from the supply and places it in his Ledger area toremind everyone that he has performed a markettransaction involving one Consumer Good.

    Te third column, with the sell symbol,indicates the price at which each type of goods issold to that market. Te numbers in the column

    are the amount of gold that a player receives forselling one of that type of goods to the market.

    Example: Greg has three Alimentary Goods(green cubes). He decides to sell two of them at theCurrent Market, which right now is the ForumCostantinum. He cannot sell all three becausethere are only two green cubes in the Buy/SellLimit column. He sells his two Alimentary Goods

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    ++

    17

    for a total of 2 gold (1 per cube). He takes twomatching Alimentary Goods from the supply and places them in the Ledger area of his player sheetto track this market transaction. After selling histwo Alimentary Goods, he cannot buy or sell anymore of them. However, he can still buy or sell up totwo Industrial Goods (red) and one Luxury Good(yellow). He previously bought one Consumer Good,so he cannot sell any of those, although he could stillbuy one more of them. He may not buy or sell any Military Goods (black) because no black cubes are inthe Buy/Sell Limit column.

    Te last column, with the donate symbol,indicates the goods that can be donated to thepopulation in that round to receive the indicatednumber of Fame Points (see Te Donate Goods

    Phase on page 20).

    Use Commercial BuildingsPlayers can use Commercial Buildings to convertgoods into gold and Fame Points. At any timeduring the Construct Buildings Phase, the activeplayer may activate his Commercial Buildings,

    even ones that were built in the same round.Each Commercial Building can be used onceper round. As a reminder, the player must keepthe goods used to activate the building on thebuilding tile, discarding them at the end of theround. Tis way, players know if he has alreadyused that Commercial Building or not. (Seediagram below.)

    o activate a Commercial Building, a playercan only use goods that he can produce. Tisrestriction means that he must own a ProductionBuilding that provides the same kind of goodsthat he wishes to use to activate his CommercialBuilding.

    Example: Greg possesses the Commercial BuildingCaupona, which allows its owner to use it to discard

    exactly two Alimentary Goods (green cubes) to gain4 gold and 1 FP. Greg has two Alimentary Goods, sohe places the two goods on the Caupona to indicatethat he has used it and takes 4 gold from the supplyand advances his marker one space on the Fame Pointrack. At the end of the round, he discards the two

    Alimentary Goods from the Caupona, indicating thatit is available for use in the next round.

    Using a Commercial Building Example

    1. Greg owns a Production Buildingthat can produce green cubes and hastwo such cubes.

    3. He takes 4 gold and advances hismarker 1 FP on the Fame Point rack.

    2. He places two green cubes on theCaupona to indicate he is using itsability.

    4. At the end of the round, he discardsthe two green cubes on the Caupona.

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    The Draw Contracts PhaseIn this phase, following turn order, each playerdraws a number of Contract Cards accordingto his production level marker position on theProduction Level rack. A players production

    level equals the number of Production Buildingshe owns and indicates how many Contract Cardshe draws during this phase, as listed below:Production Level 1: Draw 1 Contract Card.Production Level 2: Draw 2 Contract Cards.Production Level 3: Draw 2 Contract Cards.Production Level 4: Draw 3 Contract Cards.Production Level 5: Draw 4 Contract Cards.Production Level 6: Draw 4 Contract Cards.

    Production Level 7: Draw 5 Contract Cards. Although players may have more than sevenProduction Buildings, the highest productionlevel a player may have is 7.

    Example: Greg owns four Production Buildings (placinghim at production level 4), so he draws three ContractCards in this phase. Jen owns six Production Buildings(placing her at production level 6), so she draws fourcards. Kay owns eight Production Buildings (placing herat production level 7), so she draws ve cards.

    In addition to drawing the number of contractsindicated by their production levels, players candraw one Contract Card for each unused radingPost they own (see Buy/Use rading Posts onpage 20).

    Also, the player holding the Magister Officiorumpublic office draws 3 extra Contract Cards (seeMagister Officiorum on page 25).

    A player who has bought the City Wall segmentthat allows him to draw an extra Contract Cardcan do so (see City Walls on page 28).

    At any time dring this plase, if there are noContract Cards available to draw, shuffle thedisard pile to form a new draw pile.

    The Accept Contracts Phase Tis phase can be played simultaneously by everyplayer.

    In this phase, players examine the Contract Cardsin their possession (those drawn in this roundand those that were optionally saved in previousrounds using rading Posts) and secretly decide which to accept and which to refuse. If the playersholding the Consul public office or the PraefectusUrbi public office have not used their specialabilities in the Construct Buildings Phase, theymay discard up to two Contract Cards and drawthe same number of Contract Cards from theContract Cards deck. (See Public Offices onpage 25.)

    For every accepted contract, players must placethe Contract Card, with the corresponding goodson top of it, next to one of his ships (that is notalready at sea) with enough cargo space to carry

    the goods (see Ships on page 10).For passenger contracts, no goods are placed onthe contract, but the player who wishes to acceptthis kind of contract must own a ship eligiblefor passenger transportation (Medium or LargeShips) with enough cargo space remaining.

    Contracts that require the transportation of oneor two goods take up one or two cargo spaces,respectively, and are worth 1 FP (as indicated bythe Fame Points symbol on the lower-right cornerof the Contract Card) as well as the indicatedamount of gold. Passenger transportation contractsalways take up only one cargo space each, but theygive only gold, not Fame Points.

    Te only limit to the number of contracts that canbe accepted in this phase is the number of cargospaces on the ships a player owns.

    Once each player has nished accepting contracts,he reveals to the other players the contracts he hasaccepted (see diagram). After the other playershave had the opportunity to see his arrangement

    of contracts, he places his goods and contracts onhis ships and then places the ships on his playersheet in the spaces corresponding to the voyagelengths: the Long Voyage (#2) space for a voyagelength of two rounds or the Short Voyage (#1)space for a voyage length of one round. Since eachship can carry more than one contract, the voyagelength is calculated using the longest voyagelength shown on the Contract Cards carried by

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    Accepting Contracts Diagram

    1. Te player loads his ships with his accepted contractsand the corresponding cargo. 2. Te player lines up his ships in theVoyage spaces of his player sheet.

    19

    that ship, including both goods and passengertransportation alike.

    Tere is no limit to the number of contracts or

    ships that can be simultaneously on the samespace on the player sheet, as the spaces do notrepresent physical space but a lapse of time.

    At the end of this phase, every contract that hasnot been loaded on a ship is discarded unlessthe player decides to save one or more contractsusing rading Posts.

    Example: Gregs Medium Ship has a two goodscontract that requires a long voyage (two rounds)and a one good contract and a one passenger contractthat require short voyages (one round). Tese threecontracts take up 2 + 1 + 1 = 4 cargo spaces, one ofwhich is used by the passenger, lling the ship and preventing it from accepting any more contracts.

    Since the length of the ships voyage is calculatedusing the longest voyage needed by any one of thecontracts that the ship is carrying, Greg places theship on the Long Voyage (two rounds) space of his player sheet.

    Long Voyage BonusIf a ship undertakes a long voyage (two rounds),the owner immediately gains 1 FP. Tis extra

    Fame Point is gained for every ship thatundertakes a long voyage, so if two ships are eachloaded with at least one contract that requires along voyage, each of the ships garners the player1 FP immediately (so 2 FP total). Tese extraFame Points are awarded based on the numberof ships, not the number of contracts, so a shipundertaking a long voyage with two long voyagecontracts still only provides 1 extra FP, not 2.

    An additional Fame Point is gained if the shipundertaking the long voyage (two rounds) is a

    Large Ship. Terefore, a Large Ship carrying atleast one contract that requires a long voyagegrants 2 FP to its owner in addition to the FamePoints normally granted by the contracts it iscarrying (as indicated on the Contract Cards).

    A reminder of these long voyage bonuses canbe found in the Long Voyage (#2) space of theplayer sheet.

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    Storing and Discarding Goods Example

    1. Greg discards downto one good.

    2. Jen keeps her onegood.

    3. Kay keeps her twogoods.

    22

    Te rst time that the Future Market area isempty, all the cards in the Current Market area(except the one on top) are shuffled and placedfaceup on the Future Market area of the gameboard. If this is the second time it has happened,then the Future Market area is left empty, andthe game will end in one more round (when aFuture Market Card is supposed to become theCurrent Market but no Future Market Card isavailable). See Winning the Game on page 23.

    Example: Continuing the previous example, at theend of the next round, Greg takes the Opicies fromthe Future Market and places it on the Current Market area. Te Opicies is now the Current Market, but the Future Market area is now empty,as the Opicies was the last card in that area. Since

    this moment is the rst time the Future Market areahas been emptied during the game, Greg takes all ofthe cards from the Current Market area, except theOpicies, shuffles them and places them in the Future Market area. As it turns out, the Domus Regia isnow the Future Market.

    2. Store/Discard Goods. At the end of everyround, except the nal one of the game, playersmust store or discard any goods they haveremaining (goods currently on a voyage do notcount). Any goods that a player cannot or doesnot want to store must be discarded and returnedto the supply. Once goods are stored or discarded,a new round then begins.

    Each player is allowed to store up toone good. A player who has bought the Horreum UtilityBuilding can store up to ve goods of any types(see Buildings on page 26). Stored goods canbe used in the following round in addition tothe ones that are produced during the ProduceGoods Phase. Stored goods are kept in theStorage area of the player sheet.

    Example: In the Store/Discard step, Greg has threeConsumer Goods, Jen has one Industrial Good, andKay has one Consumer Good, one Luxury Good, andalso owns a Horreum. Greg must discard down toone good, Jen keeps the one good she has, and Kay,because of her Horreum, keeps both her two goods.

    At the end of the last round of the game, nogoods are discarded, and instead, they may needto be used as a tiebreaker when determining a winner. (See Winning the Game on page 23.)

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    Winning the Game Te game ends when one of the followingconditions is met:

    a player buys the last Public Buildingavailable (in this case, the game ends at theend of that round), or

    the Future Market area is emptied for thesecond time during the game (in this case,one full nal round is played). Tis endgamecondition means that a total of nine rounds isthe maximum number of rounds that can beplayed in the game.

    Once the game has ended, nal Fame Pointscores are determined using the following steps:

    raveling Ships. Any ships that have notcompleted their voyage over the course of play

    immediately reach their destination port at theend of the game. Each player then gains gold andFame Points as normal f rom contracts loadedon his ships. Each player adds his gold to his

    reasury and advances his marker on the FamePoint rack by the number of Fame Points hereceives for those contracts.

    City Walls. Each player adds up the Fame Pointsgranted by the City Walls he owns, if any. (Teamount of Fame Points depends on the numberof Wall segments owned, see City Walls onpage 28.) He advances his marker on the FamePoint rack by the number of Fame Points hereceives for his City Walls.

    Gold. Each player gains 1 FP for every full 15gold he has. For example, a player with 30 goldreceives 2 FP, while a player with 40 gold alsoreceives 2 FP. He advances his marker on theFame Point rack by the number of Fame Pointshe receives for his gold.

    At this point, no more Fame Points can begained, and the spaces the Fame Point markersare on indicate the nal scores. Te player withthe most Fame Points is the supreme merchant

    of Constantinopolis and is the winner of thegame.

    If two or more players have the same number ofFame Points, the winner is the tied player withthe most gold. If the tie still persists, the tiedplayer with the most goods is the winner. If thetied players have an equal number of goods as

    well, the tied players all win.

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    Calculating Final Score Example

    Ships arrive and generate FP.

    City Walls are counted and generate FP.

    Gold is counted and generates FP.

    Fame Points (FP) at theend of the nal round.

    Players advance FP markers.

    Players advance FP markers.

    Players advance FP Markers.

    ++ +

    +

    +

    +

    + +0

    +24

    1

    2

    3

    4 5

    6 7

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    Example: Greg, Jen, and Kay have completed thelast round of the game. Tey look at the location oftheir markers on the Fame Points rack: Greg (red)has 45 FP, Jen (blue) has 47 FP, and Kay (green)has 52 FP. Tey follow the steps below to determine

    the winner.Traveling Ships step. Greg, Jen, and Kay each haveone ship still on a voyage. At this step, all travelingships arrive in the Harbor space. Gregs Small Shiphas two goods on it and one contract for each. Hereceives 12 gold and 2 FP when his ship completes itsvoyage. He advances his marker to the 47 FP space. Jens Large Ship has ve goods on it (three contracts).She receives 23 gold and 3 FP. She advances hermarker to the 50 FP space. Kays Small Ship has one good (one contract), providing her with 10 gold and

    1 FP. She moves her marker to 53 FP.City Walls step. Greg has two City Walls (givinghim 3 FP), Jen has one City Wall (giving her 1 FP),and Kay has no City Walls (0 FP). Greg advanceshis marker to 50 FP, Jen advances hers to 51 FP, andKays marker is still at 53 FP.

    Gold step. Greg has 17 gold, providing him with 1FP. Jen has 27 gold, giving her 1 FP also. Kay has32 gold, giving her 2 FP. All three players advancetheir markers on the track the appropriate amounts.

    Te nal scores are as follows: Greg 51 FP, Jen 52FP, and Kay 55 FP. Kay has won the game!

    If a player gains more than 80 FP, he moves hisFame Points marker to the beginning of theFame Points rack and continues to advance hismarker as needed to mark his score. With respectto his marker, the numbers of the spaces on thetrack are considered to be 80+ the number of thespace. For example, the 1 space would count as81 FP, the 2 space 82 FP, and so on.

    Other Rules Te following sections contain additional rulesfor playingConstantinopolis.

    GoodsGoods tokens in Constantinopolis representdifferent kinds of materials. Some goods aremore commonly requested than others, and someare of greater value than others. Te differentcolors of the tokens indicate what type of objectsthe goods consist of:

    Public OfcesListed below are the ve offices players may holdduring the game and a description of each.

    Magister Officiorum (Offices Overseer) Te player holding this office receives three extraContract Cards during the Draw ContractsPhase, giving him a wider choice during the

    Accept Contracts Phase.

    Praefectus Pretorio (Logistics Administrator) Te player holding this office receives one freegood of his choice at the end of the AuctionPublic Office Phase. He must choose a type ofgood that he can produce.

    Color Category Value Demand

    Luxury Very High Very Low

    Military High Low

    Industrial Average Average

    Consumer Low High

    Alimentary Very Low Very High

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    Name Cost Produces License

    Ager (Farm) A

    Pistrinum (Mill) 6 A

    Venatoris Domus(Hunters Lodge) 10 A

    extrinum(Weaver) 11 A

    Lignarii Officina(Carpenters Workshop)

    12 B

    Cura(Animal Breeder) 16 B

    Figulina(Potters

    Workshop)17 B

    Metallum(Mine) 20 B

    Armorum Faber(Weaponsmith) 14 C

    Fabri Officina(Forge) 18 C

    Conatorium(Foundry) 23 C

    Sculptoris Domus(Sculptors House) 17 D

    Vinaria(Cantina) 21 D

    26

    Comes Thesaurorum (Treasurer) Te player holding this office receives 4 gold atthe end of the Auction Public Office Phase.

    Praefectus Urbi (City Prefect) Te player holding this office can:

    Build a segment of the City Walls of his choiceduring the Construct Buildings Phase.

    or

    discard up to two Contract Cards and drawthe same number of new Contract Cards fromthe Contract Cards deck during the AcceptContracts Phase.

    Consul (Consul) Te player holding this office can:

    Use a preemption right to buy a building thatanother player is about to buy during that playersConstruct Buildings Phase (not including wallsegments), paying for it immediately and placingthe corresponding building tile on the playersheet.

    or

    discard up to two Contract Cards and drawthe same number of new Contract Cards fromthe Contract Cards deck during the AcceptContracts Phase.

    Praefectus Urbi and Consul AbilitiesNote: Since the Praefectus Urbi and the Consulabilities can only be used once per round, it issuggested that when a player uses one of thoseabilities he turn his public office marker sidewaysto indicate that the ability has been used.

    Buildings Te various buildings available inConstantinopolis are listed as follows, along with their characteristics.

    Production

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    Name Cost Requires Produces

    Caupona( avern) 9 4 Gold +

    Vesticina( ailor) 9 5 Gold +

    Emporium(Emporium) 9 7 Gold +

    Armamentarium(Armory) 9 10 Gold +

    Antiquarius(Antiquarian) 9 6 Gold +

    Hospitium(Inn) 9 5 Gold

    Name Cost Ability

    Mensae(Sales Booth) 5

    Te owner of this buildinggains 1 extra gold for eachgood he sells to the market.

    Redemptor(Property

    Developer)5

    Once per round, theowner of this building

    can discard one IndustrialGood (red cube) to get

    a 5 gold discount onthe construction of any

    building, but only if he canproduce Industrial Goods.

    aberna(Reseller) 5

    Te owner of this buildingcan buy goods from the

    market that he can produce.

    Horreum(Warehouse) 5

    At the end of the round,the owner of this buildingcan store up to ve goods(can be different types) onhis player sheet instead of

    only one good.

    Name Cost Fame Points

    Hippodromus(Hippodrome) 21 3 FP

    Domus Regia(Imperial Palace) 24 3 FP

    Hippodromus 32 4 FP

    Domus Regia 36 4 FP

    Hippodromus 45 5 FP

    Domus Regia 50 5 FP

    Hippodromus 60 6 FP

    Domus Regia 66 6 FP

    27

    Commercial

    Utility

    Public

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    Name Cost Ability

    Moenia(City Wall) 10

    : Once perround, the owner of

    this segment can tradeone of his goods for anyother good of his choice

    that he can produce.

    Moenia 10

    : Once perround, the owner of this

    segment can trade threegoods (can be differenttypes) for 10 gold.

    Moenia 10

    : Once per round,the owner of this

    segment receives oneextra contract during theDraw Contracts Phase.

    Moenia 10

    : For each goodpurchased from the

    market, the owner ofthis segment receives a 2gold discount from theprice of the good (thisdiscount cannot bring

    the price below 1 gold).

    Moenia 10

    : During thePublic Office Auction,

    every raising bid for theoffice of this segments

    owner by the ownersopponent must be by atleast 3 gold.

    Moenia 10

    : Once perround, the owner of

    this segment receives a3 gold discount on the

    purchase of a ship.

    28

    City WallsIn addition to the listed abilities, City Wallsgrant a varying number of FP (1, 3, 6, 9, 12, or16) at the end of the game, depending on howmany wall segments a player owns.

    Optional Rule: Free TradeOnce players have become familiar with thestandard rules forConstantinopolis, they can, ifall players agree, use the Free rade optional rule.

    During the Accept Contracts Phase, playersmay freely trade with each other any numberof Contract Cards, goods, and gold. radeditems dont have to be of the same type: a playercan trade a Contract Card to another player inexchange for goods or gold.

    Example: Kay has a contract that she cannot or doesnot want to fulll. Jen is interested in that contract,so she offers one Consumer Good (blue cube) for it.Kay isnt satised by the offer and asks for 1 gold inaddition to the Consumer Good. Jen agrees, and the

    trade takes place.

    Frequently Asked QuestionsQ: Before making a bid for a public office, can I seehow many gold the other players have? A: No. Not unless players volunteer thatinformation. Each player can choose to show orhide the amount of gold he owns.

    Q: Can I look at the Contract Cards drawn byanother player? A: Yes. As long as they havent been loaded on aship, Contract Cards are placed faceup in front ofeach player.

    Q: Can I look at the contracts loaded on another players ship? A: No. Tis rule is to avoid delays in gameplay,but if that doesnt worry you and everyone agreesat the beginning of the game, you can decidedifferently.

    Q: Can I deliberately discard production goods? A: Yes. In some circumstances you will have to.

    Q: If I buy a Production Building that produces akind of good that I was not producing before, howdoes that affect my ability to buy that kind of good atthe Current Market? A: A Production Building begins to produce atthe beginning of the round after the one it has

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    Credits Author: Giancarlo Fioretti

    Development: Giancarlo Fioretti and HomoLudens

    Illustration and Graphic Design: AntonioDess Additional Graphic and Layout: DrunkenMonkey Studio

    Additional Illustraitions: Aberto Celletti

    Rules Editing: Guido Te Goblin Ceccarelliand Silvio Negri-Clementi

    Historical Advice: Associazione CulturaleBisanzio www.imperobizzantino.it

    Linguistic Advice: Eugenia and Narsete Iori

    Development and Prototype Creation: RobertoGennaro and Homo Ludens

    English Edition Editor: Mark OConnor

    Additional English Graphic Design: BrianSchomburg

    English Edition Producer: Sally Karkula

    English Edition Production Manager: GabeLaulunen

    English Edition Executive Developer: Corey

    KonieczkaEnglish Edition Executive Producer: MichaelHurley

    English Edition Publisher: Christian . Petersen

    Our thanks to: All those who contributed to theplaytesting and realization of this game.

    Special Tanks to: Stefania Cantarelli,Giuseppina Caprari, Silvio De Pecher, IvanoFioretti, Massimo Fioretti, Eugenia Iori, NarseteIori, Stratelibris staff, and Valeria (Our Precious)

    Tis game was planned and created by a memberof the association La ana dei Goblin.

    Constantinopolis creation and developmenthave been possible thanks to the cooperationbetween members and founders of La ana deiGoblin, Homo Ludens, and Stratelibri.

    2010 Fantasy Flight Publishing, Inc., allrights reserved. No part of this product maybe reproduced without specic permission.

    Constantinopolis , Fantasy Flight Games, FantasyFlight Supply and the FFG logo are trademarksof Fantasy Flight Publishing, Inc. Fantasy Flight

    Games is located at 1975 West County Road B2,Suite 1, Roseville, Minnesota, 55113, USA, andcan be reached by telephone at 651-639-1905.

    Retain this information for your records.

    Visit Us on the Web: www.F antasy Flight G ames.com

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    Poor and rich, strong and weak, Patrician and Plebeian, hear the words of theTribune ! He is one of you; he is primus inter pares the rst among equals!

    Welcome to the seat of the most powerful empire of the ancient world Rome... a city full of trade, politics, and intrigue. Its denizens come from

    backgrounds as varied and divided as the empire itself. But beneath thosedivisions they proudly share a common heritage they are Romans.

    In Tribune , a board game for 2-5 players, you play as one of the great patricianfamilies that once held substantial power and in uence. Gain dominance over

    the seven controlling factions of the city, and use their resourcesto unite all of Rome under a common banner... yours.Become the most powerful family in Rome! Willthe Legions stay faithful? Will you be honoredwith the favor of the Gods? Will you be hailedTribune? Prepare to write history!

    Tribune is Heidelberger Spieleverlag. All rights reserved. Tribune is a trademark of Heidelberger Spieleverlag

    TM

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    1. Auction Public Office

    2. Move Ships/Fulll Contracts

    3. Produce Goods

    4. Construct Buildings

    Buy Buildings

    Buy/Sell Goods at Market

    Use Commerial Buildings

    5. Draw Contracts

    6. Accept Contracts

    Accept Contracts

    Buy/Sell Goods at Market

    Use Commercial Buildings

    Buy/Use rading Posts

    Buy Ships

    7. Donate Goods

    8. End of Round

    Change MarketsI.

    Store/Discard GoodsII.

    1. Place game board.

    2. Prepare Contract Cards deck.3. Prepare coins.

    4. Prepare goods.

    5. Place available buildings.

    6. Prepare the Future and Current Markets.

    7. Distribute player sheet, one Small Ship Card(Parvus Dromo), and 30 gold to each player.Place available Ships.

    8. Distribute public office, Fame Point, andproduction level markers. Distribute available

    rading Posts.9. Place Fame Point markers on the 0 space of

    the Fame Point rack and production levelmarkers on the 1 space of the ProductionLevel rack.

    10. Randomly place public office markers onPublic Office spaces.

    Setup Summary

    The Game Round