ora et labora english rule book

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Ora et Labora Ora et Labora France Ireland in cardboard frames: 450 goods tiles: Ireland France France Ireland France Ireland 110 cards: France Ireland wooden components: additionally: Cloister Office Clay Mound Farmyard or Hillside Cloister Office Clay Mound Hillside Coast, Plains, Hillside Cloister Chapter House Coast, Plains, Hillside dwelling value at the end of the game Market Town Hillside, Mountain Castle build 1 of your own settlement Cloister Office or

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Ora et Labora Game Rule Book from Z-Man Games

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Page 1: Ora et Labora English Rule Book

Monastic Economy in the Middle AgesA strategic game for 1 to 4 players aged 13 and up,

by Uwe Rosenberg

The Detailed Game Rules

These rules apply mostly to the three and four player game. Special rules for the short, two player and solo games are included at the end (see pages 7 and 8).

Game Idea

Ora et Labora is a game about monastic economy during the Middle Ages.

There is prayer. But mostly, there is hard work – both within the cloister walls as well as outside them.

The players are cloister heads and send their clergymen (the prior along with two lay brothers) to buildings in which they produce goods.

How many goods are produced is indicated by the production wheel.

The players also send their clergymen to buildings that upgrade their goods.

To start, players have only their heartland, a small 2x5 space landscape with moors and forests that can be expanded with later purchases.

In total, the game is interrupted five times for a settlement phase. Players use them to add settlements to their landscape such that they gain as many points as possible for them by being next to buildings with high dwelling values.

Buildings and settlements can, for the most part, be built on any empty landscape spaces. The most important exception are the cloister buildings (distinguishable by their yellow colored title and symbol boxes). Cloister buildings must be adjacent to other cloister buildings, such that a cloister of ever-increasing size is created. (In the example to our right, the Cloister Chapter House is adjacent to the Cloister Office.)

Ora et Labora can be played in either a France or an Ireland variant. Depending on which variant the players choose, turn all building cards in the game to their appropriate sides.

Game Components

in cardboard frames: 2 game boards, only one of which is used each game 2 identical production wheels to indicate production amounts,

also only one of which is used each game 4 heartland landscapes (one for each player) 9 district landscapes (sorted according to cost: 2, 3, 4, 4, 5, 5, 6, 7, 8 coins) 9 plot landscapes (sorted according to cost: 3, 4, 4, 5, 5, 5, 6, 6, 7 coins)

450 goods tiles: 40 “peat“ tiles with “peat coal“ on their reverse sides 40 “livestock“ tiles with “meat“ on their reverse sides 45 “grain“ tiles with “straw“ on their reverse sides 45 “wood“ tiles (with “whiskey“ on their reverse sides

only used in the Ireland variant) 55 “clay“ tiles with “ceramic“ on their reverse sides 45 “1 coin“ tiles with “book“ on their reverse sides 30 “5 coins“ tiles with “reliquary“ on their reverse sides 40 “stone“ tiles with “ornament“ on their reverse sides 30 “grapes“ tiles with “wine“ on their reverse sides (only in the France variant) 30 “flour“ tiles with “bread“ on their reverse sides (only in the France variant) 40 “malt“ tiles with “beer“ on their reverse sides (only in the Ireland variant) 8 “Wonder” tiles with “5x“ markers on their reverse sides 2 starting player markers (for the three and four player game,

one each for France and Ireland)

These rules outline the game in a traditionally structured and detailed manner. They are well suited to looking up rules questions that may arise and to verify that everything has been played correctly. If you want a more narrative introduction to the game, then please refer to the other ruleset!

Important! Read the

Game Setup Sheet first!

110 cards: 41 double-sided building cards (with France on one side and Ireland

on the other) 32 settlement cards (a set of 8 different settlements for each player) 37 forest cards with moor on their reverse sides

wooden components: 3 clergymen in each of four colors (each 2x lay brother and 1x prior) 9 goods indicators in different shapes and colors 1 house-shaped, turquoise building marker to indicate

the next settlement phase

additionally: 2 pins to attach the production wheels to the game boards 1 game setup sheet 1 4-page general rules this 8-page detailed rulebook 1 12-page glossary of all buildings and settlements along

with game hints and summaries 4 play summaries (action options, goods and building types on front side,

buildings on back side) 1 scoring pad 15 plastic bags

Cloister Office

Clay Mound

Farmyard

or

Hillside

Farmyard

The Farmyard provides livestock or grain.

At the moment, 3 livestock would be produced.

Expanding above and below with districts provides you with additional forest and moor spaces. Buying a coastal plot expands your landscape to the left. Mountain plots are added to the right. In this manner, each player develops a picturesque landscape that spans from the coast across the plains to the mountains.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Coast, Plains, Hillside Cloister

Chapter House

Coast, Plains, Hillside

dwelling value at the end of the game

Market Town

Hillside, Mountain Castle

build 1 of your own settlement

of your own settlement

Hillside, Mountain Castle

build 1 of your own settlement

Dwelling values are indicated by this symbol .

Settlements are identified with this symbol .

Cloister buildings have a banner of this color behind their name.

Cloister Office

Clay Mound

Farmyard

or

Hillside

1

FarmyardHeartland

Coast, Plains, Hillside Cloister

Chapter House

dwelling value athe end of the game

dwelling value at the end of the game

Page 2: Ora et Labora English Rule Book

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Gameplay

Determine who will receive the starting player marker in the first round. Give that player either the French or Irish starting player marker (the starting player marker for the other variant is not used). Turn the starting player marker over so that the side with 1 coin is showing. The starting player marker rotates clockwise each round.

Course of a Round

In a three or four player game, the game is played in rounds with changing starting players.

A round consists of five phases, each of which is played through in order.

1) At the start of each round, all players check to see if they have all three of their clergymen on buildings. Those that do get them back.

•Ifyouhaveonlyused1or2clergymenthenyoudonotgetthemback.

•Youmust take your clergymen back.

2) Thereafter, rotate the production wheel one position in the direction of the arrow illustrated on it (i.e. counterclockwise).

The goods indicators indicate production levels. Production levels increase through the rotation of the production wheel.

•Beforerotatingtheproductionwheel,usethechecking number to ensure that the correct player is the starting player. How this is done is explained in more detail on page 6.

•Shouldagoodsindicatorbelocatedonthelastspace(space 10) before the wheel is rotated, then it is pushed forward by the wheel beam. (In other words, the goods indicator stays on space 10).

•Inround8,thegrapesgoodsindicatorentersthegame(only in the France variant) and in round 13 the stone goods indicator enters the game. The new goods indicators get pushed onto space 0 of the production wheel.

3) Should the beam push the building marker forward and hence past the next pile of buildings and settlements (the A cards come into the game first, followed by the B, C and D cards), then the game is temporarily interrupted by a settlement phase (see page 5).

4) Each player, in clockwise order, then gets to carry out one action. At the end of the round, the starting player gets to carry out a second action.

•Soaroundinthethreeplayergameconsistsof4actionswhileafourplayer game round consists of 5 actions.

5) At the end of the round, pass the starting player marker to the next player in clockwise direction.

The Action Options

Phase4ofaroundistheactionphase.Youhavethree options for this action.

•Youcanplaceoneofyourown clergymen (prior or lay brother) or issue a work contract to another player: In that case, the other player must place one of his own clergymen.

•Youcanfell trees or cut peat and take the corresponding production amount.

•Youcanbuild a building.

Action Place a clergyman in order to use a building Youcaneitherplaceone of your own clergymen (a lay brother or the prior) or request that one of your opponents place one of their clergymen.

If you place one of your own clergymen, then you place it into one of your own, unoccupied buildings and use the building’s function.

The clergymen: 1 prior and 2 lay brothers

The arrow indicates the rotation direction: counterclockwise.

The starting player markers: French (red) and Irish (green).

The rotation has the effect that now 3 grain instead of 2 can be produced, as well as 4 livestock instead of 3.

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Hillside Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

The first settlement phase begins.

It is possible to combine the “build a building“ action withthe“placeaclergyman“action.Youwillneedyourprior for this (see page 4, “The effect of the prior when building“).

Placing a clergyman•Shouldaplayerhaveplacedallthreeofhisclergymenoverthecourseofaround,thenhisbuildingscannot

be used again until the end of the round. (Clergymen are only removed at the start of a round. See phase 1 of a round.) Exception: The Priory and Palace/Grand Manor provide alternative ways of using buildings (see glossary).

•Buildingfunctionsareonlytriggeredbyplacement, not by just being in a building. •Youcanplaceaclergymanonabuildingwithoutusingitsfunction.•Youcanonlyusebuildingsthathavebeenplacedontolandscapespaces.Buildingsnexttothegameboard

may not be directly used.

These rules do not refer to the individual functions of each building. Should the function of a building not be clear, please refer to its entry in the glossary outlining all of the buildings.

Cloister Office

Clay Mound

Farmyard

or

Hillside

CloisterOffice

Cloister Office

Clay Mound

Farmyard

or

Hillside

Function box

2

The checking numbers

The fact that a round’s start player gets two turns in the round effectively means that Ora et Labora is played in clockwise order. Players take turns carrying out actions, interrupted only by rotating the production wheel and the related settlement phases.

Page 3: Ora et Labora English Rule Book

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Work contractsIf you want to use one of an opponent’s buildings, then you must pay him 1 coin and, by doing so, issue a work contract: The other player must choose one of his own available clergymen and place it on the chosen building.

As soon as one player builds the Winery (in the France variant) or the Whiskey Distillery (in the Ireland variant), then the price for work contracts increases from 1 coin to 2 coins for all players. (This price increase is in effect until the end of the game and is indicated by flipping the starting player marker over to its reverse side.)

Presents for the host – The value of wine and whiskey for work contracts From the start of the game on, you may choose not to pay coins to use another player’s buildings. Instead, you can return 1 wine (in the France variant) or 1 whiskey (in the Ireland variant) back to the general supply; the owner of the building being used gets nothing (as the present is opened and drunk). (Wine is produced in the Winery and Whiskey is produced in the Whiskey Distillery.)

The production wheel

The production wheel is the central game element in Ora et Labora.

The players produce goods. How many goods of a particular type they produce is indicated by the production wheel. At the start of each round, rotate it one space counterclockwise (Phase 2 of a round). In this manner, nearly all goods production is increased at once.

Each time a goods is produced, move its corresponding goods indicator back to the 0 space. (Because of the relatively slow rotation of the production wheel, it will take a few rounds before this good will be interesting again.)

Using the jokerWhenever you carry out an action that uses the production wheel, you can choose to use the joker instead of the regular goods indicator. (Buildings that use the production wheel all have a game board outline in their function boxes.) Youareallowedtousethejokerindicatorforagoodstypewhosenormalgoodsindicator is not in the game yet (see Example 2). This rule affects stone as well as grapes in the France variant.

Action Fell treesRemove (maximum) 1 forest card from your landscapes. The production wheel indicates how many wood goods tiles you take from the general supply. Move the wood goods indicator to the 0 space of the production wheel.

Action Cut peatRemove (maximum) 1 moor card from your landscapes. The production wheel indicates how many peat goods tiles you take from the general supply. Move the peat goods indicator to the 0 space of the production wheel.

Work contracts•Whenyouwanttouseoneofanopponent’sbuildings,then

your opponent gets to choose if he wants to use his prior or one of his lay brothers for the action.

•Youcannotissueaworkcontracttoaplayerwhohasalreadyplaced all of his clergymen.

•Aworkcontractcannot be refused. •Youmustpaythepricefortheworkcontractimmediately.(Youcannotwait

to receive the building’s benefit first.) •Youareallowedtoissueaworkcontractwithoutactuallyusingthebuilding’s

function.

Goods tiles have a total of four types of icons on them: is for food, is the symbol for energy, is for money and is for points.

Every goods and their symbols can be found on the summary.

Using forest and moor cards• Important! Felling trees or cutting

peat does not use a clergyman.

•Youcannotuseotherplayers’forestormoorcards.

•Youareallowedtoremoveaforestormoorcardevenwhenthewood or peat goods indicator is at 0, although you will not receive any goods. (This still costs an action.)

•Onceyourunoutofforestormoorcards,youcanstillcarryoutthe “Felling trees“ or “Cutting peat“ actions, although you won’t receiveanygoods.Youalsodonotadjustthegoodsindicators.

•Youcanusethejokerindicatortogetwoodorpeat.

•Removingforestormoorcardsresultsinemptylandscapespacesthat can be built on later (see next section, “Build a building“).

Example 1: The player places a lay brother on the Clay Mound. The clay goods indicator is on space 3 while the joker is on space 5. The player moves the joker to space 0 and takes 5 clay. (The clay goods indicator stays on space 3.)

Example 2: The player places a lay brother on the Quarry. The stone goods indicator isn’t in the game yet while the joker is on space 5. The player moves the joker to space 0 and takes 5 stone.

The forest and moor cards don’t have function boxes since they are not occupied by clergymen. The game board outline indicates that you can use them to obtain wood or peat.

Mountain

Quarry

Cloister Office

Clay Mound

Farmyard

or

HillsideClay Mound

Quarry

1

2

4 livestock were available. After livestock were produced, the production wheel shows that, for now, no more livestock are available.

Important! Doing this means that one of your opponent’s clergymen and not one of your own will be placed.

3

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Action Build a buildingYoumaybuildanavailablebuildingfromtheopendisplaybypayingthebuilding costs, located in the upper left hand corner of the building card. (There are four different building materials: wood, clay, straw and stone.) Place the building card onto an empty landscape space.

The building rules• Important! Cloister buildings, recognizable by their

yellow colored title and symbol boxes, must always be adjacent (horizontally or vertically) to other cloister buildings.

•Thelandscapetypeabuildingcardcanbebuiltonisindicatedintheupperlefthand corner of the card as well as in the illustration’s background color. There are five landscape types (see the overview): Water, Coast, Plains (which include spaces from which peat or wood has been removed), Hillside and Mountain. All landscape types are recognizable by their icons. (Coast spaces are also recognizable by their sandy beaches and proximity to water. Hillside spaces are recognizable by their pine trees and grey-green background. Mountain spaces are recognizable by their rock cliffs.)

•OnlytheQuarries or the Castle may be built on mountain spaces.

•OnlytheHouseboat may be built on water spaces. (The Houseboat only appears in the Ireland variant.)

The effect of the prior when buildingAfter having built a building, you can use your prior to immediately use the function of the building. Place your prior onto the newly-built building. (Youcanonlydothiswithyourprior,andonlyifyourpriorisavailable.)

Financing instead of buildingSome buildings do not require building materials to build; instead, you need to finance them with money. Building these buildings also counts as a building action (not as an additional action, see next section).

Additional ActionsIn addition to carrying out one of the actions outlined above, you may carry out as many additional actions on your turn as you wish (before or after your main action).

Extra Action Turn grain into strawYoumayflipgraingoodstilesovertobecomestrawatanytimeinthegame.Strawisused when building or as a source of energy. (Grain is the only goods tile that may be flipped at any time.)

•Strawcannot be turned back into grain.

•Somebuildingsrequiredifferenttypesofgoodstilesfortheirfunctions.Sincebothsides of a goods tile count as different types of goods, you will sometimes want to flip grain over to become straw as part of a building function; this lets you pay both 1 grain and 1 straw (provided that you have two tiles).

Extra Action Trade coinsYoumaytradecoinsatanytime:Youmaytradea5cointileinforfive1cointiles or vice versa. Additionally, you can trade in at any time wine for 1 coin or whiskey for 2 coins (see illustration to your right).

The building action•Youmayonlybuildasinglebuildingwiththe“Buildabuilding“action.

•Thefunctionofabuildingisindicatedinitsfunctionbox(see page 2). •CardssuchastheCloisterCourtyardalsocountas“buildings“.

•Youcannotbuildanybuildingsifyoudonothaveanyemptylandscapespaces.

•Youcannotbuyabuildingcardandsetitasideuntilyoucanfreeupalandscapespace.

•Buildings,onceplaced,maynotbemoveduntiltheendofthegame.

4

Grain can be turned into straw at any time.

Wood and clay are available from the production wheel. Straw is obtained by flipping grain goods tiles over (see Additional actions below).

Stone is a building material that changes over the course of a game. It is difficult to obtain at first but later becomes easier and easier to produce (see page 6, Stone).

Mountain

QuarryQuarryMountain

Quarry

Coast, Hillside Windmill

Coast, Plains, Hillside Cloister

Courtyard

6 identical basic goods

3 different goods

Coast, Plains, Hillside Cloister

Courtyard

6 identical basic goods

3 different goods

identical basic goods

differentgoods

Coast, Plains, Hillside Market

4 different goods different goods

Coast, Plains, Hillside

5 different goods

FilialChurch

different goods

Coast, Plains, Hillside Chamber of

Wonders

13 different goods

Coast, Hillside Windmill

Coast, Hillside Windmill

The Windmill can only be built on a Coast or Hillside space.

6 identical basic goods

The Cloister Courtyard is a cloister building.

These are the buildings that use different goods.

Mountain plots have 2 Hillside spaces and 1 Mountain space. M

ount

ain

Hill

side

Hill

side

Coastal plots have 2 Water spaces and 2 Coast spaces.

Wat

er

Coas

t

Wat

er

Coas

t

The Quarry costs 5 coins.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Page 5: Ora et Labora English Rule Book

Extra Action Buy a landscapeYoumaybuyalandscapeonceperturnandoncepersettlementphase(seebelow).There are rectangular districts as well as square plots. The topmost tile on both piles is available for purchase. Their prices are shown at bottom right. (Youmustplacethe landscape as soon as you buy it; you may not set it aside temporarily.)

DistrictsThe heartland that each player receives at the start of the game defines the orientation that the districts must follow. The five district spaces must all be placed aboveorbelowtheheartland;theymaynotbeoffsettotherightortotheleft.Youcan place districts above or below other districts; in this case they must also not be offset. When placing a district, you can choose if you want to use the “Moor/Forest/Forest/Hillside/Hillside“ side or the “Forest/Plains/Plains/Plains/Hillside“ side. When you place the tile, it must be oriented such that the price remains at bottom right. Place forest cards onto the forest spaces and moor cards onto the moor spaces. (The remaining spaces remain empty.) PlotsTheplotshaveacoastalandamountainside.Youmustdecide,afterbuying the plot, which side to use when placing the tile. Coastal plots are added to the left of your land while mountain plots are added to the right. When placing plots:•AtleastoneCoastspaceofthenewcoastalplotmustbeplacedadjacent

to an existing heartland space, district space or other Coast space.

•AtleastoneHillsidespaceofthenewmountainplotmustbeplacedadjacent to an existing heartland space, district space or other Hillside space (see example).

•Whenyouplacethetile,itmustbeorientedsuchthatthepriceremainsatbottom right.

Fundamental rule: Each player should always be able to see how many tiles the other players have in their supplies (without having to ask).

Starting Player ChangeEach round ends by passing the starting player marker to the next player on the left.

Next RoundThe next round begins with all players who have used all three of their clergymen getting them back. (Players who have used only 1 or 2 of their clergymen do not get them back.) Rotate the production wheel tile one space (see “Course of a Round“, page 2).

The Settlement PhaseA settlement phase occurs whenever the production wheel beam moves past the next pile of building and settlement cards (first the A cards, then the B, C and finally the D cards). The turquoise building marker indicates when this will happen next.

A fifth and final settlement phase takes place at the end of the game.

The settlement phase consists of three parts.

1) Move the turquoise building marker. Until the first settlement phase, the building marker is located in front of the A cards. At the start of the first settlement phase, move it onto the production wheel space in front of the B cards. In the third settlement phase, move the building marker from the C cards to the D cards. After the fourth settlement phase, move the building marker onto the E space (see next section, page 6), where it indicates how many rounds are left before the bonus round is played (indicated by the indicates how many rounds are left before the bonus round is played

symbol on the game board).

5

The building marker is moved.The building marker is moved.

In this example, settlement phase A has been completed. Settlement phase B will follow. The beam moves past the D cards without triggering a settlement phase, since settlement phases B and C have to happen first.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Cloister Office

Clay Mound

Farmyard

or

Hillside

Heartland

Cost

Heartland with districts

Farmyard

or

Heartland with two plots. It is possible to place other plots below or above existing ones, even if they do not touch the heartland, as seen here.

Space for districts

Space for amountain plot

Space for acoastal plot

Page 6: Ora et Labora English Rule Book

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

ShantyTown

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Building settlements•Settlementcostsarepaidforwithgoodstilesthathaveenergyand

food symbols on them. No change is given for excess food or energy, so any excess is lost.

•Youcannotbuildasettlementifyouhavenoemptylandscapespaces.Youcannotbuildasettlement“forlater“andsetitasidetemporarilyuntil you can free up a (possibly better) landscape space.

•The“Buildabuilding”actionmaynotbeusedtobuildasettlement.

•Youcannotbuildyouropponents’settlements.

•Asummaryofthe8settlementsisprovidedonpage8oftheglossary.

•TheFishingVillagemayonlybebuiltonaCoastspace,while theHillsideVillagemayonlybebuiltonaHillsidespace.(This is easily missed.)

•Youcannotbuildsettlementsonmountainorwaterspaces.

•Youmaychoosenottobuildasettlement.

•Asettlement,onceplaced,cannotbemoveduntiltheendofthegame.

dwelling value athe end of the game

dwelling value athe end of the gameFirst rotation

Second rotation

The bold printed 3 shows that player 3 will be the first player to be able to build an A building.

This shows 25 pieces.

The Stone Merchant is a start building, the Quarry is a B building. (There is a second Quarry included with the C buildings in the France variant.)

Coast, Plains, Hillside Stone

Merchant

Mountain

Quarry

Youcanprepareforbuildingasettlementduring the next settlement phase by placing the settlement you intend to build onto a landscape space and then taking its food and energy costs from your supply and placing them on top of it. Remember that if you need to use these goods for something else first you must of course remove the card.

The Shanty Town is built with 1 food and 1 energy. These costs can be paid for with 1 grain and 1 wood, for example. The Shanty Town can then be built on any Coast, Plains or Hillside space.

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2) Each player may build a maximum of 1 settlement from their supply. To build a settlement, pay the required energy and food costs (located in the top left corner of the card) and place it (following any restrictions) onto an empty landscapespaceonyourheartlandorotherlandscapetile.You areallowedtobuya maximum of 1 landscape before building your settlement. (Should multiple players wish to buy a landscape, then they do so in player order, starting with the starting player.)

3) Distribute the current letter’s pile of settlement and building cards. Each player receives a new settlement card that may be built in later settlement phases or via the Castle’s function (see glossary, page 6).

•Yoursupplyofsettlementcardsisnotlimitedto4:Ifyouchoosenottobuilda settlement, then you may have more than 4 settlement cards in your supply.

•Eachplayerreceivesthesametypeofsettlementcard.

•Addthenewbuildingcardstothe“old“onesinthedisplay.The“old“buildings are not removed from the game. Review the functions of the new buildings. (Their functions are shown in the card’s function box as well as in detail in the glossary.)

Bonus Round In Three And Four Player Games

As soon as the production wheel beam moves past the E space (indicated by the corresponding building symbol and ) for the second time, the 25th and final round of the game begins.

Before the bonus round, each player takes his prior back. Each player, in player order, then gets exactly one more action (including the starting player) to either build a building or place his prior onto any built building ofhischoice.Itdoesnotmatterifthebuildingisoccupiedornot.Youdo not have to pay for a work contract if you place your prior on another player’s building. Placing your prior on another player’s building is only possibleinthebonusround.Youmayalsobuildabuildingandthenimmediatelyplaceyourpriorontoit.

A fifth and final settlement phase follows the bonus round. The game is then over ( ). Scoring is carried out as described on page 7.

The Stone GoodAt first, stone is only available from the Stone Merchant, then via the joker goods indicator once the Quarry enters the game. Stone only gets its own goods indicator in round 13.

Checking NumbersWhen rotating the production wheel, use the checking numbers to verify that the right player is the starting player. The production wheel beam points (after rotation) at a pair of numbers. The pair of numbers refer to the first and second full rotation that the production wheel undergoes.

•Anumber1meansthattheplayerwhowasstartingplayerinround1isthe current round’s starting player.

•Anumber2meansthattheplayerwhowassecondinround1isthecurrent round’s starting player.

•Etc.

(Should the checking number show that a mistake has been made, then you can try and correct it.)

Bold print checking numbers indicate which player will be the first to choose from new buildings.

Goods Tile 5xAll tiles apart from the Wonders are in unlimited supply. Should the supply run out for some reason, then you can take a Wonder tile from the general supply, flip it upside down and place one other goods tile onto it. Thist counts as 5 goods of

that type. Should you run out of 5 goods tiles or should the tiles be needed as Wonders, then you will need to improvise.

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ScoringScoring consists of three parts.

1) Add up the points on the goods tiles: 5 coins 2 , book 2 , ceramic 3 , ornament 4 , reliquary 8 , Wonder 30 and either wine 1 or whiskey 1 . (Remember that wine/whiskey is not only worth 1 , but also 1 coin, which means that 1 wine/whiskey plus 4 coins are worth a total of 2 .)

2) Then, score the economic value of all buildings and settlements. (Their dwelling values are irrelevant here.)

3) Finally, score the settlements. Each settlement is worth points depending on the cards directly adjacent to it: Settlement points are calculated by adding the dwelling values of the settlement (recognizable by the house symbol Finally, score the settlements. Each settlement is worth points depending on the cards directly adjacent to it: Settlement points are calculated by

) and all adjacent buildings together.

The winner is the player with the highest total points. In the case of a tie there are multiple winners.

The Short Multiplayer GameYoucanalsoplayagameofOra et Labora in just one hour. Use the short game gameboard for both three and four player games. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, …).

Unlike the longer version, each player leaves the two landscape spaces in the upper left hand corner of their heartlands empty. In other words, each player will start with one fewer forest and moor card.

The short version of the game is played over 12 rounds plus a bonus round (indicated on the game board by the The short version of the game is played over

symbol) – the same number of spaces that the game board has. It is played with fewer buildings but with higher goods production. For a three player game, use the two player game buildings; for a four player game, use the two and three player game buildings. If you are playing the France variant with four players, you may choose to remove the C-Quarry from the game.

Each player has only 1 prior and 1 lay brother. Therefore: at the start of each round, all players who have both of their clergymen on buildings get them back.

The increased goods production comes from two special rules that are in effect only in the short version.

1. Whenever you use the production wheel to produce goods (this also applies to the Shipping Company and the Cooperage), then there is an immediate bonus production of this good: Each player (including yourself) takes one of the corresponding goods from the general supply.

2. The production wheel spaces for the short game each show two printed goods. At the start of each round, each player receives goods from the general supply corresponding to those printed on the production wheel space that the beam just passed.

Details regarding settlement scoring•Onlyhorizontallyandverticallyadjacentbuildingsarecounted.(Diagonal

does not count as adjacent.) •Shouldabuildingbeadjacenttomorethanonesettlement,thenits

dwelling value is counted for each of these settlements.

•Settlementsalsohaveadwellingvalue.Settlementsarethereforecountedas well when calculating the value of their neighboring settlements.

•Waterspaceshaveadwellingvalue 3 .

•Somebuildingshavenegativedwellingvalues. Important! These negative values only matter when the buildings are adjacent to settlements. (When they are far away from settlements, you can completely ignore negative dwelling values.)

•Eachmountainspaceborderstwohillsidespaces.(And the hillside spaces on the mountain plots each border one mountain space.)

Settlement phases A through D occur at the start of rounds 3,5,7 and 9. The grapes goods indicator enters the France version of the game in round 4. The stone goods indicator enters both variants of the game in round 6. This information is all shown on the game board.

The bonus round (round 13) and final scoring are carried out in the same manner as the longer game.

Youcanusethecheckingnumberstoverifywho is the starting player for each round. The first number is the starting player in a three player game, the second number is the starting player in a four player game.

The Two Player GameUse the one to two player game board. Remove all building cards from the game that have a 3+ or 4 symbol in their bottom right corners. Use the back side of the production wheel (the one whose numbers go 0, 1, 2, 2, …). Place the A through D building cards onto the indicated spaces around the edges of the two player game board.

In the three or four player game, the game is round-based with a rotating starting player. In the two player game the players simply take turns: At the start of each player’s turn, rotate the production wheel one space. Then, that player gets to take two actions instead of one, carried out one after the other.

In general, follow the rules of the three or four player game. In the following sections, replace the word “round“ with “turn“.

Cloister Office

Clay Mound

Farmyard

or

Hillside

If you want, you can distribute the tiles onto the game board before starting the game. Then, at the start of each round, one player takes the goods from the board while the rest take them from the general supply. This makes it easy to verify if the goods have been taken or not. It also makes it easy to fix any mistakes that have been made.

The grapes goods indicator enters the game in round 4 of the France variant. In the Ireland variant, nothing happens at this point.

The grapes goods indicator

The two player game

•Youmaybuyalandscapeonceperturnandoncepersettlementphase.

• Whenevertheproductionwheelbeampassesbythenextpileof building and settlement cards, the game is temporarily interrupted by a settlement phase. This happens at the start of a turn, not the start of a round in the two player game.

• Playersgettheirthreeclergymenbackatthestartofaturn(provided they were all used).

• Shouldaplayerhaveplacedallthreeofhisclergymenoverthecourseof a turn, then his buildings cannot be used again until the end of his turn. (Exceptions: Priory, Palace, Grand Manor)

7

Unlike the longer version, each player

Page 8: Ora et Labora English Rule Book

DET

AIL

S

The grapes (only in the France variant) and stone goods indicators enter the game in rounds 11 and 18 respectively, which means that stone does not enter the game until the second full rotation of the production wheel (indicated by a 2 in a spiral symbol).

Once you have finished your turn it is the other player’s turn. (The players can decide if they want to use the starting player marker to keep track of this.) Each time the turn passes the following counts for both players: Any player who has used all three of his clergymen (1x prior and 2x lay brother) takes all of his clergymen back.

There is no bonus round unlike in the three or four player game.

Important! The two player game has no fixed game end. The game enters its final phase when the D buildings are in the game and there is at most 1 building left in the open display. Play the current turn through to the end. Rotate the production wheel. The other player then gets one final action.

The game is then over without a final settlement phase taking place (as would be the case in three and four player game). Scoring is carried out in the same manner as in the multiplayer game (see page 7).

The Long Two Player GameYoucanalsoplayOra et Labora as a two player game with nearly all of the buildings. (The game will then last up to 3 hours.) The following rules are

changed.

The only buildings that are not used are the Carpentry, the C-Grapevine and the C-Quarry in the France variant (represented by the crossed-out 2 on the cards). (All buildings are used in the Ireland variant.)

Play according to the normal two player game rules with the following exceptions.

Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, …), unlike the normal two player game. (Keep the one to two player game board, however.)

The long two player game is round-based, like the multiplayer game. Each round, the starting player first carries out two actions (one after the other), after which the other player carries out one action. The round is then over and the starting player role changes. Rotate the production wheel. The other player then carries out two actions, after which the original starting player carries out one action.

The long two player game

•Duringyoureffectivelythreeactionsinarow,youcanbuyupto two landscapes (districts and plots); one during your first action and another in either your second or third action.

There is no bonus round like in the three or four player game. As with the regular two player game, the long version has no fixed game end. The game enters its final phase when the D buildings are in the game and there are no more than 3 buildings left in the open display. Play the current round through to the end. The game is then over and scoring is carried out (see page 7).

The Solo GameGame Setup

Use the one to two player game board. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, …).

Use all 41 buildings in the Ireland variant. In the France variant, remove the Carpentry, both Grapevines and the C-Quarry from the game (represented by the crossed-out 1 on the cards). These buildings are not used in the solo game.

Place the Start buildings into the display. Place the A through D building cards onto the spaces intended for them around the edges of the solo game board. Add the joker to the rest of the goods indicators on the space with the “A“ symbol.

Remove the grapes and stone indicators from the game entirely.

Turn the district and plot piles upside down. (So the most expensive landscapes are on top are the first ones that can be bought.)

Gameplay

Whenyouplaythesologame,youstartwithnothing.Youdonot receive any starting goods.

Otherwise, the game is played following the rules of the two player game. (Take two actions after each rotation of the production wheel.)

When the production wheel is rotated while a goods indicator is on space 10, it is not pushed along. Instead, it is removed from the game entirely.

The Neutral Player

The neutral player is a special feature of the solo game. • TheneutralplayeralsogetsaheartlandwithaFarmyard,

a Cloister Office and a Clay Mound. He does not receive any moors or forests.

• PlacetheBuilders’Marketontotheupperlefthandspaceof the neutral player’s heartland (represented by the N on the card).

• Givetheneutralplayer2laybrothersand1priorofthesamecolor.• Wheneveryouwanttousethebuildingfunctionofoneoftheneutral

player’s buildings, you must pay 1 coin to the general supply. Place oneoftheneutralplayer’sclergymenontothechosenbuilding.Youdecideif it will be the prior or a lay brother. The cost increases to 2 coins as soon as the Winery or the Whiskey Distillery is built. The cost is indicated by the starting player marker. (As with the two to four player game, you can choose to give a present instead of paying the 2 coins.)

• Atthestartofeachsettlementphase,youmustplaceall remaining buildings in the display onto the neutral player’s heartland.

• Buildingrulesfortheneutralplayer:Sincetherewon’tbeenoughroomonthe heartland for all of the buildings that the neutral player will build, you may overbuild any unoccupied buildings (including basic buildings).Youmayoverbuildmorethanonce.Youmayonlyoverbuildcloisterbuildingswith other cloister buildings, and you may only overbuild non cloister buildings with other non cloister buildings. Additionally, you must ensure that all cloister buildings are adjacent to at least one other cloister building. YoudonotneedtoworryaboutCoast,Plains,HillsideorMountainspacerestrictions (upper left corner of the cards); these do not restrict building. (Only the neutral player gets to ignore these building restrictions.)

• Assoonastheneutralplayerhasfinishedbuilding,youmayuseone of the newly-built buildings. Outside of your regular game turn, place the neutral player’s prior onto the chosen building. The neutral player’s prior must be available or you cannot perform this action. (Youmaynotchoosenewly-built but immediately overbuilt buildings.) Youmustpaytheworkcontractpricefortheneutralplayer’sprior.

This work contract price is often forgotten.

• Atthestart of each turn (regardless of whether there was a settlement phase or not), check to see if the neutral player gets all three of his clergymen back (remember to check for yourself as well).

A round with a settlement phase looks like this:

1. Return your or the neutral player’s clergymen should all three have been used.

2. Rotate the production wheel.

3. The neutral player builds all remaining buildings.

4. Optional: Place the neutral player’s prior onto one of the newly-built buildings. Pay the work contract price for this.

5. This may result in the neutral player now getting all three clergymen back.

6. Carry out the settlement phase.

7. Carry out your normal game turn.

Unlike settlement phases A through D, in the last round (settlement phase E), step 7 takes place between steps 2 and 3 instead. (The neutral player’s building and the settlement phase only take place after your turn. This is similar to what happens in the multiplayer game.)

The game ends after this last settlement phase.

The goal of the solo game is to reach 500 points. This is slightly easier to achieve in the Ireland variant.

Coast, Plains, Hillside Builders’

Market

8

Page 9: Ora et Labora English Rule Book

Game Setup

The Gameboard

Use only one of the two game boards, depending on the number of players taking part. One board has the three player board on one side and the four player board on the other; the other has the board for the short three/four player game on one side and the solo/two player game board on the other.

Place the game board in the middle of the playing area. It shows – arranged in a circle – the 13 production wheel spaces. Accompanying these spaces is a round production wheel and beam.

The Production Wheel

Place one of the two production wheels, front side up as shown, onto the game board. Note: Use the reverse side of the production wheel in the normal two

player game. (The other production wheel is not used.)The production wheel assigns values between 0 and 10 to the production wheel spaces. Place the seven goods indicators - clay, coins, grain, livestock, wood, peat and joker - onto the production wheel space with value 0. (This space is indicated with a large “A”. Over the course of the game, this symbol has no further significance.)

The Buildings

The players should agree whether they want to play the France or the Ireland variant.

Sort the building cards in three steps.

First, for a three player game, remove from the game all cards with a 4 in their lower right hand corner. For a two player game, additionally remove all cards with a 3+ from the game. (Specific instructions for the short and solo games are provided on pages 7 and 8 of the detailed game rules.)

Afterward, make sure that each card is turned to the side of the chosen country variant (France or Ireland). The correct side can be recognized by the icons in the upper right hand corner – a fleur de lis

. The correct side can be recognized by for France and a

clover for Ireland. (Many cards show the same building on both sides.)

Finally, sort the buildings according to their letters: The bible symbol indicates the start buildings. The letters A, B, C and D stand for the corresponding game stages.

3 players 4 players short game 1-2 players 3-4 players

Ora et Labora has two sets of rules with the same contents: general rules for learning the game quickly and detailed game rules for looking up specific questions. Before reading either, please read this game setup sheet first!

We recommend playing your first game – regardless of which variant you choose – with only two or three players. If you want to play your first game with four players, then we recommend the short game.

Place the production wheel tile onto the game board so that the beam points to the bible symbol.

All four game boards

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Priory

use a building occupied by a prior

Coast Harbor Promenade

Coast, Plains, Hillside Builders’

Market

use a building occupied by a prior

Coast, Plains, Hillside Priory

use a building occupied by a prior

HarborPromenadeCoast Harbor

Promenade

The Harbor Promenade from the France variant.

The Builders’ Market is removed in two and three player games.

occupied by a priorThe Priory is a Start building.

Production wheel spaces

Monastic Economy in the Middle Ages

Page 10: Ora et Labora English Rule Book

The Buildings

Place the Start buildings (recognizable by the bible symbol ) in an open display next to the game board so that they are visible to all players. Form A, B, C and D piles with the remaining buildings and place them onto the indicated spaces around the edge of the game board. (The building order within a pile is irrelevant.) Stone and Grapes

Place the black stone goods indicator onto the indicated position next to the game board. (It will not enter play until later). For the France Variant, also place the purple grapes goods indicator onto the indicated position next to the game board. (This indicator is not used in the Ireland Variant.)

Place the turquoise house-shaped building marker onto the production wheel space in front of card pile A.

Give each player:

• 1 heartland landscape, onto which each player distributes 2 moor and 3 forest cards as shown on the board.

• 3 clergymen in their color, to be placed next to their heartlands.

• all 8 settlement cards in their color (recognizable by their reverse sides). Settlements marked with A, B, C and D are to be placed onto the correspond-ing piles of building cards.

• 1 game summary, onto which each player places their remaining settlement cards. Make sure the game summaries are placed such that the chosen country variant is face up.

• Starting goods, that is, 1 tile of each of the six basic goods: 1 clay, 1 wood, 1 peat, 1 coin, 1 grain and 1 livestock. (It is important that the goods tiles be placed with the right side up.)

• Remove any excess player materials from the game.

• The malt/beer tiles are not used in the France variant.

• The flour/bread and grapes/wine tiles are not used in the Ireland variant.

The Landscapes

In addition to the heartland landscapes that each player has one of, there are rectangular districts and square plots. Sort the districts and plots according to their cost and place each of them in a pile such that the districts / plots with the lowest costs are on top. (It does not matter which side of a landscape is face up, as the costs for all district and plot tiles are the same on both sides.)

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Estate

The A and D building cards pile in a four player game.

The stone goods indicator enters the game later.

Pile A

Pile D

The building marker indicates when the next building cards enter the game.

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Builders’ Market

Coast, Plains, Hillside

Estate

Coast, Plains, Hillside

dwelling value at the end of the game

ShantyTown

Coast, Plains, Hillside

dwelling value at the end of the game

FarmingVillage

Coast, Plains, Hillside

dwelling value at the end of the game

Market Town

dwelling value at the end of the game

Coast FishingVillage

3 clergymen

Cloister Office

Clay Mound

Farmyard

or

Hillside

Heartland

Players begin the game with these four settlements.

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

dwelling value atthe end of the gameThe Artist’s Colony is added

to the pile of A buildings.

The starting goods

Goods tiles that remain in the game do not need to be sorted. Gameplay is not hindered significantly if you just form a single, reasonably spread out pile instead.

DistrictPlot

Page 11: Ora et Labora English Rule Book

Monastic Economy in the Middle AgesA strategic game for 1 to 4 players aged13 and up,

by Uwe Rosenberg

General RulesThese rules apply only to the three and four player game. For the short version of the game, the two player game as well as the solo game, please refer to pages 7 and 8 of the other ruleset included with the game.

IntroductionEach player starts with a 2x5 space heartland landscape on which he can build many buildings that are useable by all players. Additional landscapes can be bought so that each player develops a small diocese, stretching from the coast up to the mountains. The winner is the player with the most valuable diocese at the end of the game.

Starting PlayerDetermine a starting player for the first round. Give that player either the French or Irish starting player marker (the starting player marker for the other variant is not used). Turn the starting player marker over so that the side with 1 coin is showing. The starting player marker rotates clockwise each round.

Game RoundA game of Ora et Labora is played over 24 rounds plus a bonus round. Each player (in clockwise order) carries out one action each round. The starting player gets to carry out an additional action at the end of each round.

There are 3 choices when carrying out an action.

1st Action Option

Place a clergyman in order to use a buildingThe most important action option in the game involves placing a clergyman onto an unoccupied building in order to use the building’s function. (A building’s function can only be used when entering a building, not when remaining in one. Buildings with clergymen on them count as occupied and cannot generally be used as long as they remain occupied.)

Players can use their own buildings as well as those of the other players. (How to use another player’s building is described on page 4.)

The Basic Buildings

All players begin with the same three basic buildings. Over the course of the game, many other buildings will be added to their holdings. The basic buildings provide the players with the basic goods:

• the Barnyard provides a choice of either livestock or grain,

• the Clay Mound provides clay, and

• the Cloister Office provides coins.

If you send a clergyman to a basic building, then the production wheel determines how many goods tiles of the corresponding type you take. Each basic good has an indicator on the production wheel: The location of the goods indicator determines how many tiles to take.

This is how goods production changes.

Whenever you receive goods via a production wheel action, reset the corresponding goods indicator back down to 0.

These general rules explain the game in a narrative and extensively illustrated manner. I’ve marked common mistakes in first games with . If you’d prefer reading the rules in a traditionally structured and detailed manner, then please refer to the other ruleset!

Cloister Office

Clay Mound

Farmyard

or

Hillside

Heartland with basic buildings

Forest and Moor resource cards

Landscape

Landscapes

Landscapes might look like this over the course of the game.

The French starting player marker

A clergyman is placed onto the Cloister Office.

So the first round of a four player game is played in 1-2-3-4-1 order, the next round in 2-3-4-1-2 order, etc. This rule means that nobody’s turn is skipped when the starting player changes.

These rules do not refer to the individual functions of each building. Should a building’s function not be clear, please refer to the glossary outlining all of the buildings in detail.

Cloister Office

Clay Mound

Farmyard

or

Hillside

CloisterOffice

Cloister Office

Clay Mound

Farmyard

or

HillsideThe Basic Buildings

Farmyard

or

Farmyard

Cloister Office

Clay Mound

Farmyard

or

Hillside

Important! Read the

Game Setup Sheet first!

In this situation, 2 tiles of any of the basic goods would be produced.

Should a player use the Cloister Office in this situation, he would receive 2 coins. He would then reset the coins goods indicator back to 0.

Fundamental rule: Each player should always be able to see how many tiles of each type the other players have in their supplies.

Cloister Office

Clay Mound

Farmyard

or

Hillside

CloisterOffice

Page 12: Ora et Labora English Rule Book

Production of all basic goods is increased as follows: At the start of each round, rotate the production wheel one position counterclockwise. (The figure on page 1 shows the production wheel after the first rotation of the game.)

The production wheel is only rotated at the start of each round in multiplayer games (not before each turn).

Special Case: Should a goods indicator be located on the last space (space 10) before the wheel is rotated, it is then pushed forward by the wheel beam. (In other words, the goods indicator stays on space 10.)

Grapes and StoneNot all goods indicators are present in the game at the start. After the wheel rotation in round 8, place the grapes indicator onto the 0 production space (only in the France variant). In round 13, the stone goods indicator enters the game.

Over the course of the game, additional production buildings (recognizable by the game board outline in their function boxes) other than the basic buildings enter the game: Grapevine and Quarry provide grapes and stone. These do not count as basic goods, even after the grapes and stone goods indicators have entered the game.

Of the six basic goods, thus far only livestock, grain, clay and coins have been discussed.

2nd Action Option Fell trees and cut peat

Wood and peat are two basic resources that are not obtained through building actions. To obtain these goods, players do not use clergymen. Instead, remove a corresponding resource card (forest or moor) from one of your landscapes. Doing so provides you with as many wood or peat goods tiles as indicated by the appropriate goods indicator. (Reset the indicator back to 0 afterward.)

Felling trees and cutting peat do not use a clergyman.

Removing a resource tile results in a new landscape space becoming available.

3rd Action Option Build a building

To build a building, choose one of the openly available building cards and pay the building costs indicated in the upper left hand corner of the card. (Building is accomplished with wood, clay, stone and straw. Coins are occasionally required.) Place the newly built building onto one of your empty landscape spaces.

Two building rules must be observed.

• Cloister buildings (recognizable by the yellow color behind their name) must be adjacent to another cloister building (vertically or horizontally).

It is occasionally missed that cloister buildings must be located adjacent to other cloister buildings.

• Most buildings can be built on plains landscape spaces as well as on Coast or Hillside spaces. Some, however, may be built only on Coast spaces or only on Hillside spaces. (This is indicated in the upper left hand corner of the card as well as with the background color of the illustration.)

• Only Quarries or the Castle may be built on mountain spaces.

• Only the Houseboat may be built on water spaces (in the Ireland variant).

The arrow indicates the rotation direction: counterclockwise.

The Slaughterhouse is built with 2 clay and 2 wood. Spaces with forest, moor or other cards on them do not count as empty.

With one move, production of (nearly) all goods is increased. The locations of the goods indicators remain unchanged.

The stone goods indicator is placed onto the 0 production space as soon as the production wheel beam moves past the stone goods indicator.

Cloister Office

Clay Mound

Farmyard

or

Hillside

The player cuts 2 peat.

Cloister Office

Clay Mound

Farmyard

or

Hillside Coast, Plains, Hillside Slaughterhouse

Coast, Plains, Hillside Slaughterhouse

Coast, Plains, Hillside Slaughterhouse

Goods tiles have a total of four types of icons on them: is the symbol for food, is the symbol for energy, for money and is for points. Every goods and their symbols are found on the summary.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Coast, Plains, Hillside Fuel

MerchantCoast, Hillside Windmill

HillsideGrapevine

Coast Harbor Promenade

HillsideGrapevine

Clay MoundHillside

Watch out! This player won’t be able to build any more cloister buildings for the remainder of the game. (The Cloister Office is surrounded by other buildings of a different color.)

Coast HarborPromenadeCoast Harbor Promenade

HillsideGrapevineHillside

Grapevine

Water Space

Each mountain plot has two hillside spaces and one mountain space.

Mountain plot

Coast and Hillside spaces are more versatile building locations than Plains spaces.

Page 13: Ora et Labora English Rule Book

The PriorEach player has three clergymen: one prior and two lay brothers. The prior functions in the same way as the lay brothers, although he has a special ability: If you build a build-ing and your prior is still available, then you can immediately carry out the extra action of placing your prior on the newly-built building and using the building’s function.

Retrieving The PriorAt the start of each round, each player checks to see if he has placed all three of his clergymen. Only those players who have placed their prior as well as both lay brothers get all three of their clergymen back.

Players sometimes forget to take their clergymen back. This should be corrected as soon as it is noticed.

The next section provides a complete overview of a round of play.

Course of a Round

1) At the start of a round, those players who have placed all three of their clergymen get them back.

2) Rotate the production wheel. 3) Sometimes, a round is interrupted for a settlement phase (see

the section below).4) Each player then gets to carry out one action. At the end of the

round, the starting player gets to carry out a second action. 5) Pass the starting player marker to the next player in clockwise

direction.

The Settlement PhasesWhenever the production wheel beam moves past the next pile of building and settlement cards next to the game board (first the A cards, then the B, C and finally D cards), the game is interrupted for a settlement phase. Each player may then build exactly one settlement from his supply onto one of his empty landscape spaces.

Settlement Scoring at Game End

Settlements cannot be used for building functions over the course of the game, but are worth points at the end of the game depending on which buildings are next to them. To determine how many points a settlement is worth, add its burgundy colored dwelling value to those of the cards adjacent to it. (Diagonal does not count as adjacent.)

Cloister Office

Clay Mound

Farmyard

or

Hillside Coast, Plains, Hillside Slaughterhouse

or

Office

This player cannot place any more clergymen until the start of the next round. Only at the beginning of the next round will he get his clergymen back.

dwelling value at the end of the game

Hillside HilltopVillage

dwelling value at the end of the game

Hillside HilltopVillage

Hillside, Mountain Castle

build 1 of your own settlement

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside Builders’

Market

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Hillside Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

The first settlement phase begins as soon as the beam moves past the A buildings and the A settlement (Artist’s Colony).

The Shanty Town has a dwelling value of -3, the Farmyard has a dwelling value of 2, the Cloister Office has a dwelling value of 2 and the Estate has a dwelling value of 6. So the Shanty Town has a total dwelling value of 7. (The Clay Mound is located diagonal to the Shanty Town and is therefore not counted in the scoring.)

Water spaces have dwelling values, even if they are not built on.

Settlements can only be built during settlement phases or as part of the Castle action, never via the Build a building action.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Coast, Plains, Hillside

dwelling value at the end of the game

ShantyTown

Coast, Plains, Hillside Estate

Coast, Plains, Hillside Estate

dwelling value at the end of the game

Coast, Plains, Hillside

dwelling value at the end of the game

ShantyTown

or

Cloister Office

Clay Mound

Farmyard

or

Hillside

Cloister Office

Clay Mound

Farmyard

or

Hillside

The prior allows for valuable double actions: Here, the Slaughterhouse gets built and immediately used.

Settlement scoring will be described in more detail in the context of building settlements.

• Building costs are in energy and food . (Payment is made with goods markers showing these symbols. Excess energy/food is wasted.)

• The “Coast” requirement for the Fishing Village and the “Hillside“ requirement for the Hilltop Village must be met.

• Mountain or Water spaces usually cannot be settled. There is a fifth and final settlement phase at the end of the game.

New Buildings and New SettlementsEach of the first four settlement phases bring new buildings into the game that are added to the “old“ buildings spread out next to the game board. Each player also receives a new settlement that they can build at a later point in the game. During each settlement phase, move the house-shaped building marker onto the production wheel space in front of the next letter’s pile of buildings and settlements. (The building marker is a reminder and may be omitted if preferred. It is placed in front of the A cards until the first settlement phase, after which it is placed in front of the B cards.)

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony

Coast, Plains, Hillside

dwelling value at the end of the game

Hamlet Coast, Plains,

Hillside

dwelling value at the end of the game

Village

dwelling value at the end of the game

Hillside HilltopVillage

Each player receives an Artist’s Colony (A) when the first new buildings are added to the available supply. Later they receive a Hamlet (B), a Village (C), and towards the end of the game a Hilltop Village (D).

Now to the reward for your building efforts.

Goal of the Game

There is scoring at the end of the game. (Use the scoring pad.)

Summing up the following individual points results in a total score. The winner is the player with the most points. • Some goods tiles indicate a point value with a

shield symbol. Each player counts up the total value of their goods tiles.

• All buildings and settlements have an economic value, indicated by the same shield symbol as on the goods tiles. Each player counts up these values as well.

• Finally, each settlement’s dwelling value is scored.

dwelling value at the end of the game

Settlements also have an economic value.

Page 14: Ora et Labora English Rule Book

Additional Actions

Additional actions may be carried out before or after your main action. These include: • Buy a landscape tile (district or plot).• Trade coins and/or trade wine or whiskey for coins.• Flip grain goods tiles over to become straw (the only tile in the game that may be

freely flipped).

The most important additional action is buying a district or a plot. Each player may do this once per turn and once per settlement phase.

Turn the landscape tile you buy to the side of your choice. Districts must be placed flush above or below the heartland (or another district), coastal plots must be placed to the left of the heartland and mountain plots must be placed to the right of it. (The landscape tiles must always be placed such that their cost is located in the lower right hand corner. When placing a new landscape tile, at least one space must be placed adjacent to an existing landscape space.)

Back to 1st Action Option

Place a clergyman in order to use a building

Using Other Players’ BuildingsPlayers may place their clergymen onto their own buildings. Alternatively, they can issue a work contract in order to use another player’s unoccupied building. To do this they must pay the other player 1 coin. The other player chooses one of his free clergymen and places it onto the chosen building. The use of the building’s function is then available to the player who issued the work contract.

Work Contract Price IncreaseThe price of a work contract immediately increases from 1 coin to 2 coins for all players as soon as one player has built the Winery (France variant) or the Whiskey Distillery (Ireland variant). (This price increase is in effect until the end of the game.)

Presents for Work ContractsThe Winery and Whiskey Distillery produce exactly those goods that the following special rule applies to: Instead of paying for a work contract with coins, a player can instead bring a present for the host in the form of a bottle of wine (France) or a barrel of whiskey (Ireland). This present is immediately drunk. The goods tile thus goes back to the general supply (much to the chagrin of the host).

Using the JokerWhen a player uses the production wheel (to fell trees or use the Farmyard, for example), then he has the choice of using the joker instead of the usual goods indicator. (The player might use a production building like the Quarry, for example, and use the joker instead of the stone goods indicator. He could use the joker instead of stone even if the stone goods indicator isn’t in the game yet. )

Checking Numbers

At the start of a round, it is occasionally forgotten that the production wheel needs to be rotated.

Furthermore, when a round is interrupted by a Settlement Phase, it can just as easily occur that the production wheel is rotated one time too many. To avoid these mistakes, checking numbers are printed on the game board. These checking numbers are explained in detail on page 6 of the detailed game rules.

Players who have grain also have straw at their disposal. Flipping to the straw side means that you are giving up the food value of the grain but gain ½ energy instead.

Flip the starting player marker over to the other side to indicate that work contract prices have increased.

Coastal plot region

District region Mountain plot region

A player who uses the Cloister Office in the first round receives 2 coins. He could immediately buy a district.

Bonus Round and Scoring

As soon as the production wheel beam moves past the “E” space for the second time, then the 25th and final round begins. Before this final round, each player takes his prior back. Each player then gets exactly one more turn to

• either build a building • or place his prior onto any already

built building.

(Even the starting player only gets one turn.) When placing the prior, it doesn’t matter if the building is occupied or not. If you place your prior onto an op-ponent’s building, you pay no work contract. You may also build a building and immediately place your prior onto it. A fifth Settlement Phase takes place after the bonus round. The game is then over. Scoring is carried out as described on page 3.

Cloister Office

Clay Mound

Farmyard

or

Hillside

Clergymen never leave their diocese until the bonus round. They are only ever placed in their own diocese: either by their own player or through another player’s demand.

Coast, Plains, Hillside Winery

and then / or:

for any work contract:

Coast, Plains, Hillside

for any work contract:

Whiskey Distillery

and then / or:

for any work contract:for any work contract:for any

Coast, Plains, Hillside Winery

and then / or:

for any work contract:

for anywork contract:for anywork contract:for any

Coast, Plains, Hillside

for any work contract:

Whiskey Distillery

CloisterOffice

The joker can only be used when a clergyman is placed onto a production building or when felling trees or cutting peat.

Furthermore, when a round is interrupted by a Settlement Phase, it can just as easily occur that the production wheel is rotated one time too Furthermore, when a round is interrupted by a Settlement Phase, it can just as easily occur that the production wheel is rotated one time too

Overview of the two player gameIn the two player game, the players take turns: At the start of each turn, rotate the production wheel forward one space. The two player game does not have a fixed end. The game enters its final phase when there is no more than one building left to be built. You will find more information in the detailed rules on pages 7 and 8.

Sometimes, in the heat of the moment, the price increase that accompanies the building of a winery or whiskey distillery is forgotten.

Page 15: Ora et Labora English Rule Book

Wonder

1 coin book 5 coins reliquary

wood clay ceramic stone ornament grain straw

peat peat coal livestock meat grapes wine flour bread

water coast

harvested moor

felled forest

plains hillside mountain

FRANCE

any time:

1x per turn:buy one landscape (before or after

main action)

Additional Actions

Possible work contract with another player

or as present for the host

,that is drunk and returned

to the general supply

to that player,or if the winery has been built then instead

Costs:

The other player places one of his clergymen.

active player changes(start player changes

in long game)

start player changes(in clockwise order)

2 actions by theactive player (then

1 action by the other player in the long game)

1 action per player(with extra goods

production if necessary in the short game)

followed by 2nd action by start player

settlement phase (if necessary)

take 2 goodsin the short game

rotate production wheel(verify checking numbers)

bring grapes/stone into the game (if necessary)

take 2 goodsin the short game

all players: take own clergymen back (if necessary)

Course of a Round

2 players 3-4 players

1.

2.

3.

4.

5.

Game end several rounds after settlement

phase D

when 1 buildingleft in supply

(3 buildings in the long game), no settlement

phase E

place a clergyman

(without using a clergyman)

fell trees or cut peat

(cloister buildings adjacent to each other) additional action possible by

placing prior onto new building

build a building(cloister buildings adjacent to each other)

additional action possible byplacing prior onto new building

Actions

Starting and

basic goods

move building marker to next letter

each player may build max. 1 settlement (and buy max. 1 landscape beforehand)

distribute current letter's settlement and building cardssettlement and building cards

Settlement Phase

1.

2.

3.

Wonder

1 coin book 5 coins reliquary malt beer

wood whiskey clay ceramic stone ornament grain straw

peat peat coal livestock meat

water coast

harvested moor

felled forest

plains hillside mountain

IRELANDD

any time:

1x per turn:buy one landscape (before or after

main action)

Additional Actions

Possible work contract with another player

or as present for the host

,that is drunk and returned

to the general supply

to that player,or if the whiskey distilleryhas been built then instead

Costs:

The other player places one of his clergymen.

active player changes(start player changes

in long game)

start player changes(in clockwise order)

2 actions by theactive player (then

1 action by the other player in the long game)

1 action per player(with extra goods

production if necessary in the short game)

followed by 2nd action by start player

settlement phase (if necessary)

take 2 goodsin the short game

rotate production wheel(verify checking numbers)bring stone into the game

(if necessary)take 2 goods

in the short game

all players: take own clergymen back (if necessary)

Course of a Round

2 players 3-4 players

1.

2.

3.

4.

5.

Game end several rounds after settlement

phase D

when 1 buildingleft in supply

(3 buildings in the long game), no settlement

phase E

place a clergyman

(without using a clergyman)

fell trees or cut peat

(cloister buildings adjacent to each other) additional action possible by

placing prior onto new building

build a building(cloister buildings adjacent to each other)

additional action possible byplacing prior onto new building

Actions

Starting and

basic goods

move building marker to next letter

each player may build max. 1 settlement (and buy max. 1 landscape beforehand)

distribute current letter's settlement and building cardssettlement and building cards

Settlement Phase

1.

2.

3.

Page 16: Ora et Labora English Rule Book

Building Location

Bakery 4 5 2 11 flour, ½ energy 1 bread and then / or 1 bread 2x 4 coins

Cloister Courtyard 4 4 23 different goods 1x 6 identical basic goods

Harbor Promenade 1 7 1 1 Coast

Get 1 wood, 1 wine, 1 coin, 1 ceramic

Market 5 8 24 different goods 1x 1 bread, 7 coins

Peat Coal Kiln 4 -2 1Get 1 peat coal, 1 coin, additionally 1 peat 1 peat coal

Stone Merchant 6 1 12 food, 1 energy 5x 1 stone

Windmill 10 6 3 2 Coast, Hillside

1 grain 7x 1 flour, 1 straw

3+

Cloister Garden 5 0 3 Get 1 grapes and use an unoccupied neighboring building.

Fuel Merchant 5 2 1 13 / 6 / 9 energy 1x 5 / 8 / 10 coins

Priory 4 3 1 1Use a building occupied by a prior.

4

Builders’ Market 6 1 22 coins 1x 2 wood, 2 clay, 1 stone, 1 straw

Carpentry 7 0 2 1Remove 1 forest card without taking wood 1x Action Build a building

Grain Storage 3 4 1 11 coin 1x 6 grain

Building Location

A

Cloister Library 7 7 2 11 coin 3x 1 book and then / or 1 book 1x 1 meat, 1 wine

Cloister Workshop 7 2 31 clay, 1 energy 3x 1 ceramic and / or 1 stone, 1 energy 1x 1 ornament

Grapevine 3 6 1 Hillside

grapes

Slaughterhouse 8 -3 2 21 livestock, 1 straw 1 meat

A3+

Cloister Chapter House 2 5 3 1Get 1 clay, 1 wood, 1 peat, 1 livestock, 1 grain, 1 coin

A4

Financed Estate 4 6 1 11 coin 1x 1 book, 1 bread, 2 grapes, 2 flour

B

Cloister Church 12 9 5 31 bread, 1 wine 2x 1 reliquary

Quarry 7 -4 5 Mountain

stone

Shipyard 15 -2 4 1 Coast

2 wood 1x 1 ornament, 5 coins

Winery 4 5 2 2grapes wine and then / or 1 wine 1x 7 coins

B3+

Inn 4 6 2 21 food 7x 1 coin and / or 1 wine 1x 6 coins

B4

Bathhouse 2 6 1 11 coin 1x 1 book, 1 ceramic and immediately take back all clergymen.

Chamber of Wonders 0 6 1 113 different goods 1x 1 Wonder

Building Location

C

Castle 15 7 6 5 Hillside, Mountain

Build 1 of your own settlement.

Palace 25 8 25 Hillside

1 wine 1x Use any occupied building.

Shipping Company 8 4 3 3 Coast

3 energy 1x meat / bread / wine (with Joker )

Town Estate 6 5 2 21 ceramic 1x 12 coins

C3+

Calefactory 2 5 11 coin 1x Carry out fell trees and/or cut peat action.

Quarry 7 -4 5 Mountain

stone

C4

Grapevine 3 6 1 Hillside

grapes

D

Dormitory 3 4 3Get 1 ceramic, additionally 1 straw, 1 wood 1 book

Forger’s Workshop 4 2 2 15 coins 1x 1 reliquary additionally 10 coins 1 reliquary

House of the Brotherhood 3 3 1 15 coins 1x 2 points per own cloister building,1 point in the solo game, 1½ points in the long two player game

Printing Office 5 5 1 2Remove 1 forest card without taking wood 4x 1 book

Sacristy 10 7 3 21 book, 1 ceramic, 1 ornament, 1 reliquary 1x 1 Wonder

D3+

Hospice 7 5 3 1Use any unbuilt building.

Pilgrimage Site 2 6 6 book / ceramic / ornament 2x ceramic / ornament / reliquary

D4

Estate 5 6 2 26 energy / 10 food 2x 1 book, 1 ornament

Indicates that the action may be done as many times as desired

2x Indicates that the action may be done 2 times

Uses the production wheel FRANC E

Building Location

Brewery 9 7 2 11 malt, 1 grain 1 beer and then / or 1 beer 1x 7 coins

Cloister Courtyard 4 4 23 different goods 1x 6 identical basic goods

False Lighthouse 5 5 2 1 Coast

Get 1 whiskey / 1 beer and 3 coins

Houseboat 4 6 1 Water

Get 1 wood, 1 malt, 1 coin, 1 peat

Malhouse 5 4 2

1 grain 1 malt, 1 straw

Peat Coal Kiln 4 -2 1Get 1 peat coal, 1 coin, additionally 1 peat 1 peat coal

Stone Merchant 6 1 12 food, 1 energy 5x 1 stone

3+

Fuel Merchant 5 2 1 13 / 6 / 9 energy 1x 5 / 8 / 10 coins

Priory 4 3 1 1Use a building occupied by a prior.

Spinning Mill 3 3 1 1With 1 / 5 / 9 livestock in stock 1x 3 / 5 / 6 coins Do not pay any livestock tiles!

4

Builders’ Market 6 1 22 coins 1x 2 wood, 2 clay, 1 stone, 1 straw

Cottage 5 0 1 1Get 1 malt and use an unoccupied neighboring building.

Granary 2 3 11 coin 1x 4 grain, 1 book

Building Location

A

Cloister Workshop 7 2 31 clay, 1 energy 3x 1 ceramic and / or 1 stone, 1 energy 1x 1 ornament

Sacred Site 3 6 1Get 2 grain / 2 malt and 1 beer / 1 whiskey and 1 book

Scriptorium 3 5 1 11 coin 1x 1 book, 1 meat, 1 whiskey

Slaughterhouse 8 -3 2 21 livestock, 1 straw 1 meat

A3+

Cloister Chapter House 2 5 3 1Get 1 clay, 1 wood, 1 peat, 1 livestock, 1 grain, 1 coin

A4

Druid’s House 6 6 1 1 Hillside

1 book 1x 5 identical basic goods plus 3 other identical basic goods

B

Chapel 10 8 3 31 coin 1x 1 book and / or 1 beer, 1 whiskey 3x 1 reliquary

Quarry 7 -4 5 Mountain

stone

Shipyard 15 -2 4 1 Coast

2 wood 1x 1 ornament, 5 coins

Whiskey Distillery 6 5 2 21 malt, 1 wood, 1 peat 2 whiskey

B3+

Alehouse 3 6 1 11 beer 1x 8 coins and / or 1 whiskey 1x 7 coins

B4

Locutory 7 1 3 22 coins 1x Take back prior and then carry out one build a building action.

Portico 2 6 21 reliquary 1x 2 of each basic goods, 2 stones

Building Location

C

Castle 15 7 6 5 Hillside, Mountain

Build 1 of your own settlement.

Cooperage 5 3 3 1

3 wood 1x beer / whiskey (with Joker)

Grand Manor 18 7 20 1 whiskey 1x Use any occupied building.

Refectory 4 5 1 2Get 1 beer, 1 meat, additionally meat 4x ceramic

C3+

Filial Church 6 7 3 45 different goods 1x 1 reliquary

Forest Hut 1 5 1 1Remove 1 forest card without taking wood 1x 2 livestock, 2 wood, 1 stone

C4

Coal Harbor 12 0 1 2 Coast

1 peat coal 3x 3 coins, 1 whiskey

D

Bulwark 8 6 2 41 book 1x Get 1 free district and 1 free plot.

Festival Ground 3 7 10 1 beer 1x 1 point per moor / forest

House of the Brotherhood 3 3 1 15 coins 1x 2 points per own cloister building,1 point in the solo game, 1½ points in the long two player game

Round Tower 6 9 4 Hillside

1 whiskey, 5 coins, 14 points 1x 1 Wonder

Sacristy 10 7 3 21 book, 1 ceramic, 1 ornament, 1 reliquary 1x 1 Wonder

D3+

Camera 5 3 21 book, 1 ceramic 2x 1 coin, 1 clay, 1 reliquary

Guesthouse 7 5 3 1Use any unbuilt building.

D4

Estate 5 6 2 26 energy / 10 food 2x 1 book, 1 ornament

Indicates that the action may be done as many times as desired

2x Indicates that the action may be done 2 times

Uses the production wheel I R E L AND

Page 17: Ora et Labora English Rule Book

The following sections are not meant for initial rules-reading. They should mostly be used as reference material. The Building Index outlines the functions of each building as well as their inter-dependencies. The Settlement Index summarizes the various settlements and highlights items of note. The third section outlines what can be accomplished with the various goods. Section four outlines how to obtain the various goods needed for certain key buildings and lists the most effective buildings to use on the game’s final turn. The tables on the reverse side of the summary sheets provide an overview of all buildings.

Section 1 - Building Index

The building index is split into basic buildings, start buildings , A buildings, B buildings, C buildings and D buildings sections. Cloister buildings are denoted with a after their names. Buildings are not listed in alphabetical order; they are listed in an order that takes their functions into account. If you want information about a specific building, refer to its building number (bottom left of each card). The buildings are numbered from 1 to 41.

Details regarding symbol and wording conventions

An arrow with a number in a function box indicates how many times a trade can be carried out. An arrow without a number means that the trade can be carried out as often as you want.

The “/“ symbol means “or“ in the sense of “either – or“.

When two goods are shown next to each other and are not separated by a symbol, then that means “and“.

Goods tiles have four types of symbols on them: is the symbol for food, is the symbol for energy, is the symbol for money, and is the symbol for points.

When the following rules refer to “for“, then that means the relevant goods need to be given up. If the word “per“ is used instead then that means that the relevant goods only need to be owned, not paid.

When a building or card is described as being adjacent to something, then that means that it is horizontally or vertically adjacent, not diagonally.

When a player receives something and it is not specified where he receives it from, then he always receives it from the general supply.

Sometimes the word “plus“ is used instead of “and“. These mean the same but one makes it more clear that “and/or“ is not meant.

Building material is the general term for wood, clay, stone and straw.

This index usually refers to the basic game (3 to 4 players).

Exceptions are listed in parentheses where appropriate.

The Basic BuildingsPlayers begin the game with three basic buildings, all of which are located on their heartland.

Basic – Farmyard

Economic value: 0 , Dwelling value: 2 Category: production wheel building

Production wheel: grain or livestock. You may choose whether you would like to produce grain or livestock. Choose the grain, livestock or joker goods indicator. The space the indicator is on determines how much grain or livestock you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. If you choose the joker you must still choose one of grain or livestock. You cannot produce some of each.

Basic – Clay Mound

Economic value: 0 , Dwelling value: 3 Category: production wheel building

Production wheel: clay. Choose the clay or joker goods indicator. The space the indicator is on determines how much clay you receive from the general supply. Move the goods indicator to the 0 space of the production wheel.

The buildings on the heartland are the first buildings in the game. Over the course of the game, the players will build many more buildings. These are described in the following five sections. First come the start buildings, recognizable by a bible symbol, followed by those from A through D. When building, it is important to make sure that the building cards are always turned to the correct side – either the France side or the Ireland side, depending on which variant is being played.

Buildings in alphabetical order

Alehouse . . . . . . . . . . . 5Bakery. . . . . . . . . . . . . 2Bathhouse . . . . . . . . . 5Brewery . . . . . . . . . . . 3Builders’ Market . . . . . 3Bulwark . . . . . . . . . . . 7Calefactory . . . . . . . . . 6Camera . . . . . . . . . . . . 7Carpentry . . . . . . . . . . 3Castle . . . . . . . . . . . . . 6Chamber of Wonders . . 5Chapel . . . . . . . . . . . . 5Cloister Chapter House 4Cloister Church . . . . . . 5Cloister Courtyard . . . . 2Cloister Garden . . . . . . 3Cloister Library . . . . . . 4Cloister Workshop . . . . 4Coal Harbor . . . . . . . . 7Cooperage . . . . . . . . . 7Cottage. . . . . . . . . . . . 3Dormitory . . . . . . . . . . 7Druid’s House . . . . . . . 4Estate . . . . . . . . . . . . . 8False Lighthouse . . . . . 3Festival Ground . . . . . . 7Filial Church . . . . . . . . 7Financed Estate . . . . . . 4Forest Hut . . . . . . . . . . 6Forger’s Workshop . . . . 7Fuel Merchant . . . . . . . 2Grain Storage . . . . . . . 2Granary . . . . . . . . . . . . 2Grand Manor . . . . . . . 6Grapevine . . . . . . . . . . 4Grapevine . . . . . . . . . . 6Guesthouse . . . . . . . . . 8Harbor Promenade . . . 3Hospice . . . . . . . . . . . . 8House of the Brotherhood . . . . . 8Houseboat . . . . . . . . . 3Inn . . . . . . . . . . . . . . . 4Locutory . . . . . . . . . . . 5Malthouse . . . . . . . . . . 2Market . . . . . . . . . . . . 2Palace . . . . . . . . . . . . . 6Peat Coal Kiln . . . . . . . 2Pilgrimage Site . . . . . . 7Portico . . . . . . . . . . . . 5Printing Office . . . . . . . 7Priory . . . . . . . . . . . . . 2Quarry . . . . . . . . . . . . 4Quarry . . . . . . . . . . . . 6Refectory. . . . . . . . . . . 6Round Tower . . . . . . . . 7Sacred Site . . . . . . . . . 4Sacristy . . . . . . . . . . . . 6Scriptorium . . . . . . . . . 4Shipping Company . . . 6Slaughterhouse . . . . . . 4Spinning Mill . . . . . . . . 3Stone Merchant . . . . . . 3Town Estate . . . . . . . . 6Shipyard . . . . . . . . . . . 5Whiskey Distillery . . . . 5Windmill . . . . . . . . . . . 2Winery . . . . . . . . . . . . 4Winery . . . . . . . . . . . . 6

Section 1 - Building Index . . . . . . . . 1Section 2 - Settlement Index . . . . . . 8Section 3 - Why do you need . . . . . 9Section 4 - How do you obtain . . . 10Credits . . . . . . . . . . . 12

Cloister Office

Clay Mound

Farmyard

or

Hillside

Basic – Cloister Office

Economic value: 0 , Dwelling value: 2 Category: production wheel building

Production wheel: coins. Choose the coins or joker goods indicator. The space the indicator is on determines how many coins you receive from the general supply. Move the goods indicator to the 0 space of the production wheel.

1

Page 18: Ora et Labora English Rule Book

The Start Buildings

The Priory and the Cloister Courtyard are of note among the start buildings because they give different players great flexibility.

Priory

Cost: 1 wood, 1 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 4 , Dwelling value: 3 Player number: 1, 3 to 4 Building number: G01Use a building occupied by a prior. It doesn’t matter if the prior is your own or one of your opponent’s. You only pay a work contract for the Priory (see detailed game rules, page 3). You do not need to pay a price to use the building occupied by the prior. Chained actions are possible; for example you can use the Priory to use the function of the Palace / Grand Manor. (These buildings again allow the use of an occupied building. In conjunction with the Cloister Garden or Cottage buildings, endless loops would be possible. This is prevented by the fact that the Cloister Garden and Cottage may only each be used once per turn.)

(Building the Priory is possible right at the start of the game. Other such buildings include the Grain Storage / Granary, Fuel Merchant, Peat Coal Kiln, the Irish Spinning Mill and the Stone Merchant. Using the Priory with your prior only makes sense if other players have already used their priors.)

The Cloister Courtyard is one of the central buildings in the early stages of the game. You can use the Cloister Courtyard to trade in goods for other ones. But what type of good should you choose? You need money for landscapes. Wood and clay are used when building. Livestock and peat are needed for settlements, as those require food and energy. (Grain, the sixth goods type, is initially worth less food as livestock, but in the long term is worth money as well as food.)

Cloister Courtyard

Cost: 2 wood Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 4 , Dwelling value: 4 Player number: any Building number: G02

Trade in 3 different goods for 6 identical basic goods. Basic goods are the 6 goods that players receive at the start of the game: clay, wood, peat, grain, livestock and coins. The three different goods do not need to be basic goods. Important! The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. Coins also count as a good. The 6 basic goods may be of the same type as one of the 3 goods traded in; however you must trade in the 3 different goods before receiving the 6 identical ones. An example: Give up 1 stone, 1 coin and 1 peat in order to receive 6 peat. The peat tile given up must be different from the 6 peat tiles received in exchange. (In essence, you are trading, under the requirement that you have at least one peat, 2 different goods for 5 peat.)

The Cloister Courtyard is one of two ways to get grain quickly at the start of the game – grain that can be further processed in either the Windmill and Bakery or the Malthouse and Brewery. These buildings allow for the grain -> flour -> bread or grain -> malt -> beer production chains to get started in the two variants of the game. A second way of getting quick access to grain at the start of the game is provided by the Grain Storage / Granary, two buildings that only appear in the four player game.

Grain Storage Granary

Cost: 1 wood, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 4 Player number: 1, 4 Building number: F03 Pay 1 coin to the general supply for 6 grain. Do not adjust the grain goods indicator. (Building and using the Grain Storage is possible immediately after starting the game.)

Cost: 1 wood Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value: 3 Player number: 1, 4 Building number: I03 (A granary is a grain storage controlled by the cloister itself.) Flip one of your 1 coin tiles over to its reverse book side and take 4 grain. Books are points but are worth neither money nor food. You cannot flip a book back over to its coin side. (Building and using the Granary is possible immediately after starting the game.)

Windmill Malthouse

Cost: 3 wood, 2 clay Location: only on a Coast or Hillside space

Economic value: 10 , Dwelling value: 6 Player number: any. Building number: F04 Flip up to 7 grain tiles over to their straw sides. Take 1 flour per flipped tile. Flour is worth 1 food, like grain, and can be baked into bread (worth 3 food) in the Bakery. (The Windmill can only be built on a Coast or Hillside space. Those are the only locations where the wind is strong enough to power the mill.)

Cost: 2 clay Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 4 Player number: any Building number: I04Flip as many grain tiles as you want over to their straw sides. Take 1 malt per flipped tile. Malt is worth 1 food, like grain, and can be turned into beer (worth 5 food) in con-junction with grain. Malt is also used in the Whiskey Distillery. There, 1 malt, 1 wood and 1 peat are turned into 2 whiskey.

Bakery Brewery

Cost: 2 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 5 Player number: any Building number: F05Flip as many flour tiles as you want over to their bread sides. Each flipped tile costs one half energy. You are allowed to combine costs. So you could bake 6 bread with 1 peat coal (3 energy). Excess energy is lost. You may then sell up to 2 bread for 4 coins each. 2 bread are worth 6 food, while 8 coins are worth 8 food. (The most important reason not to sell bread is the Cloister Church, whose function requires bread. Another reason is the Chamber of Wonders, which requires many different types of goods.)

Cost: 2 stone, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 9 , Dwelling value: 7 Player number: any Building number: I05Flip as many malt tiles as you want over to their beer side. You must pay 1 grain per tile. You may then sell exactly 1 beer for 7 coins. 1 beer is worth 5 food, while 7 coins are worth 7 food. (Reasons not to sell beer are the Chapel and the Festival Ground, which specifically require beer and not food.) The Brewery is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

Fuel Merchant The Cloister Courtyard offers more than just a way to obtain grain quickly; it also provides access to other goods as well as coins. There are other ways to earn coins, though: The Fuel Merchant is one way that involves energy.

The Peat Coal Kiln upgrades peat into peat coal. This is an intermediate step that is helpful when using the Fuel Merchant to make money by selling energy. This intermediate step is also useful when building settlements: both the Farming Village and Fishing Village cost exactly 3 energy.

Cost: 1 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 2 Player number: 1, 3 to 4 Building number: G06 Sell either 3 energy for 5 coins, 6 energy for 8 coins or 9 energy for 10 coins. Peat coal (see next building) is worth 3 energy, peat is worth 2 energy, wood is worth 1 energy and straw is worth ½ energy. You can sell 4 energy, using 2 peat, for 5 coins or 10 energy, using 5 peat, for 10 coins. Excess energy is lost (you cannot make change). (If you build the Fuel Merchant right after starting the game and use your prior, then you can immediately trade 3 energy in for 5 coins. You’ll be left with only 1 livestock and 6 coins, but will be able to buy 2 additional landscapes very soon.)

Peat Coal Kiln

In addition to the Peat Coal Kiln, the Market, False Lighthouse and Spinning Mill are other buildings useful for making money quickly.

Cost: 1 clay Location: on a Coast, Plains or Hillside space (note the negative dwelling value)

Economic value: 4 , Dwelling value: -2 Player number: any Building number: G07 Take 1 peat coal and 1 coin. Additionally, flip as many peat tiles as you want over to their peat coal side. Peat coal is worth 3 energy, peat is worth 2 energy, wood is worth 1 energy and straw is worth ½ energy. Unlike wood and straw, peat and peat coal are not building materials. Energy is mostly needed when building settlements, but is also used by the Stone Merchant, the Bakery, the Fuel Merchant, the Cloister Workshop, the Shipping Company and the Estate. Reasons to not turn all of your peat into peat coal are: Having a greater variety of goods is useful for buildings like the Market, the Cloister Courtyard, the Filial Church and especially the Chamber of Wonders. Additionally, peat is required in the Ireland variant when producing whiskey. (If you build the Peat Coal Kiln right after starting the game and use your prior, then you effectively receive 1 coin and 4 energy. This can be worth it if you can immediately buy a landscape for 2 coins.)

Market False Lighthouse

Cost: 2 stone Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 8 Player number: any Building number: F08Pay 4 different goods for 7 coins and 1 bread. The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. Coins also count as a good. (Thus you can, provided you have at least 1 coin, effectively trade 3 different goods for 6 coins and 1 bread.) The Market is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

Cost: 2 wood, 1 clay Location: only on a Coast space

Economic value: 5 , Dwelling value: 5 Player number: any Building number: I08Take 3 coins as well as either 1 beer or 1 whiskey. Note that whiskey is worth another 2 coins while beer is worth 5 food.

In addition to the Priory, the Cloister Garden and Cottage are other buildings that make choosing suitable neighboring buildings necessary.

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Bakery Brewery

Cost: 2 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 5 Player number: any Building number: F05Flip as many flour tiles as you want over to their bread sides. Each flipped tile costs one half energy. You are allowed to combine costs. So you could bake 6 bread with 1 peat coal (3 energy). Excess energy is lost. You may then sell up to 2 bread for 4 coins each. 2 bread are worth 6 food, while 8 coins are worth 8 food. (The most important reason not to sell bread is the Cloister Church, whose function requires bread. Another reason is the Chamber of Wonders, which requires many different types of goods.)

Cost: 2 stone, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 9 , Dwelling value: 7 Player number: any Building number: I05Flip as many malt tiles as you want over to their beer side. You must pay 1 grain per tile. You may then sell exactly 1 beer for 7 coins. 1 beer is worth 5 food, while 7 coins are worth 7 food. (Reasons not to sell beer are the Chapel and the Festival Ground, which specifically require beer and not food.) The Brewery is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

Fuel Merchant The Cloister Courtyard offers more than just a way to obtain grain quickly; it also provides access to other goods as well as coins. There are other ways to earn coins, though: The Fuel Merchant is one way that involves energy.

The Peat Coal Kiln upgrades peat into peat coal. This is an intermediate step that is helpful when using the Fuel Merchant to make money by selling energy. This intermediate step is also useful when building settlements: both the Farming Village and Fishing Village cost exactly 3 energy.

Cost: 1 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 2 Player number: 1, 3 to 4 Building number: G06 Sell either 3 energy for 5 coins, 6 energy for 8 coins or 9 energy for 10 coins. Peat coal (see next building) is worth 3 energy, peat is worth 2 energy, wood is worth 1 energy and straw is worth ½ energy. You can sell 4 energy, using 2 peat, for 5 coins or 10 energy, using 5 peat, for 10 coins. Excess energy is lost (you cannot make change). (If you build the Fuel Merchant right after starting the game and use your prior, then you can immediately trade 3 energy in for 5 coins. You’ll be left with only 1 livestock and 6 coins, but will be able to buy 2 additional landscapes very soon.)

Peat Coal Kiln

In addition to the Peat Coal Kiln, the Market, False Lighthouse and Spinning Mill are other buildings useful for making money quickly.

Cost: 1 clay Location: on a Coast, Plains or Hillside space (note the negative dwelling value)

Economic value: 4 , Dwelling value: -2 Player number: any Building number: G07 Take 1 peat coal and 1 coin. Additionally, flip as many peat tiles as you want over to their peat coal side. Peat coal is worth 3 energy, peat is worth 2 energy, wood is worth 1 energy and straw is worth ½ energy. Unlike wood and straw, peat and peat coal are not building materials. Energy is mostly needed when building settlements, but is also used by the Stone Merchant, the Bakery, the Fuel Merchant, the Cloister Workshop, the Shipping Company and the Estate. Reasons to not turn all of your peat into peat coal are: Having a greater variety of goods is useful for buildings like the Market, the Cloister Courtyard, the Filial Church and especially the Chamber of Wonders. Additionally, peat is required in the Ireland variant when producing whiskey. (If you build the Peat Coal Kiln right after starting the game and use your prior, then you effectively receive 1 coin and 4 energy. This can be worth it if you can immediately buy a landscape for 2 coins.)

Market False Lighthouse

Cost: 2 stone Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 8 Player number: any Building number: F08Pay 4 different goods for 7 coins and 1 bread. The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. Coins also count as a good. (Thus you can, provided you have at least 1 coin, effectively trade 3 different goods for 6 coins and 1 bread.) The Market is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

Cost: 2 wood, 1 clay Location: only on a Coast space

Economic value: 5 , Dwelling value: 5 Player number: any Building number: I08Take 3 coins as well as either 1 beer or 1 whiskey. Note that whiskey is worth another 2 coins while beer is worth 5 food.

In addition to the Priory, the Cloister Garden and Cottage are other buildings that make choosing suitable neighboring buildings necessary.

Coast, Plains, Hillside Peat Coal

Kiln

additionally:

Cloister Garden Spinning Mill

Cost: 3 coins Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 5 , Dwelling value: 0 Player number: 1, 3 to 4 Building number: F09Take 1 grapes. You may then use an unoccupied neighboring building. You do not use a clergyman to use the neighboring building. Neighboring buildings are those that are horizontally or vertically adjacent (diagonally adjacent is not allowed). If you use an opponent’s Cloister Garden, then you only pay the work contract price (see detailed game rules, page 3) for the Cloister Garden, not the neighboring building. You can use the Cloister Garden only once per turn. (Since you can only use the Cloister Garden once per turn, you cannot create an endless loop with the Priory. Even though the Cloister Garden costs money and not building materials, you still have to use a building action to build it.)

Cost: 1 wood, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 3 Player number: 1, 3 to 4 Building number: I09If you have at least 1 livestock, you receive 3 coins. If you have at least 5 or 9 livestock, then you receive an additional 2 or 3 coins. You only need to have the livestock, you don’t need to pay them! Meat does not count as livestock. (If you build the Spinning Mill right after starting the game and use your prior, then you immediately receive 3 coins. You then have 1 clay, 1 livestock, 1 peat and 4 coins. This is the same number of goods tiles as when building the Peat Coal Kiln.)

Carpentry Cottage

Cost: 2 wood, 1 clay Location: on a Coast, Plains or Hillside space

Economic value: 7 , Dwelling value: 0 Player number: 4 (not used in the long two player game) Building number: F10Remove 1 forest card from your landscape to carry out a “Build a building“ action. You do not receive any wood for removing the forest card. You do not need to build the building on the newly-empty landscape space. You can use your prior to imme-diately use the new building, provided your prior is available. (The Carpentry is not used in the long two player game because it makes it possible to use all three clergymen in a single turn.)

Cost: 1 stone, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 0 Player number: 1, 4 Building number: I10Take 1 malt. You may then use an unoccupied neighboring building. You do not use a clergyman to use the neighboring building. Neighboring buildings are those that are horizontally or vertically adjacent (diagonally adjacent is not allowed). You can use the Cottage only once per turn. (Since you can only use the Cottage once per turn, you cannot create an endless loop with the Priory.) The Cottage is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

The Harbor Promenade in the France variant may only be built on a Coast space. The Ireland variant, however, includes the only building that can be built on a water space: the Houseboat. Warmest regards to the Kelly family.

Harbor Promenade Houseboat

Cost: 1 wood, 1 stone Location: only on a Coastal space

Economic value: 1 , Dwelling value: 7 Player number: any Building number: F11Take 1 ceramic, 1 wine, 1 wood and 1 coin. Ceramic is used by the Town Estate once the C buildings are in the game as well as by the Sacristy once the D buildings are in the game. Wine is useful for a variety of things, including the Palace. The Harbor Promenade is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders’ Market.

Cost: 1 wood Location: only on a Water space

Economic value: 4 , Dwelling value: 6 Player number: any Building number: I11Take 1 malt, 1 wood, 1 peat and 1 coin. Malt, wood and peat is everything you need to make whiskey. The Houseboat appears to be very valuable, but remember that the covered up Water space itself already has a dwelling value of 3.

The Market and Harbor Promenade or the Brewery and Cottage are built with stone. At the start of the game, stone is only available from the Stone Merchant as as well as the Builders’ Market in the four player game. Obtaining stone becomes easier later in the game when the Quarry becomes available.

Stone Merchant Cost: 1 wood Location: on a Coast, Plains or Hillside space

Economic value: 6 , Dwelling value: 1 Number of players: any Building number: G12Trade, up to 5 times, 2 food plus 1 energy for 1 stone. You are allowed to calculate total costs. So you could, for example, trade in 2 bread (3 food each) plus one peat coal (3 energy) for 3 stone. (If you build the Stone Merchant right after starting the game and use your prior, then you can immediately trade 4 food and 2 energy in for 2 stone. The only basic good you’ll have left is 1 clay, but you’ll be able to build valuable buildings like the Market or Brewery relatively soon.)

In the four player game, the same number of goods enter the game via the production wheel as are available for three players in the three player game. To ensure that enough building material enters the game, the Builders’ Market is available in the four player game.

Builders’ Market Cost: 2 clay Location: on a Coast, Plains or Hillside space

Economic value: 6 , Dwelling value: 1 Number of players: 4 (owned by the neutral player in the solo game) Building number: G13 Pay 2 coins to take 2 wood, 2 clay, 1 stone and 1 straw from the general supply. Compared to the Stone Merchant, this is a slower, but less expensive, way to get stone early. (In the solo game the neutral player gets the Builders’ Market as it would be too strong in the hands of the player.)

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The A Buildings

The A buildings include several that provide differing goods depending on which variant you are playing. The Grapevine provides grapes via the production wheel while the Financed Estate provides additional grapes along with flour and bread. The Sacred Site, on the other hand, provides either beer or whiskey along with grain or malt.

A – Grapevine A – Sacred Site

Cost: 1 wood Location: only on a Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: 2 to 4 Category: production wheel building Building number: F14 Produce grapes via the production wheel. Choose the grapes or joker goods indicator. The space the indicator is on determines how many grapes you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. (The grapes goods indicator only enters the game with the B buildings. Until then, the Grapevine function can only be carried out using the joker.)

Cost: 1 stone Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: any Building number: I14(The best-known sacred sites in Ireland are the Duns.)

Take 1 book. Additionally, take either 2 grain or 2 malt as well as either 1 whiskey or 1 beer. You are not allowed to take 1 grain and 1 malt instead of 2 grain, for example.

The A buildings also include some that make it easier to get basic goods. The Druid’s House provides 5 identical basic goods along with 3 other identical basic goods, while the Cloister Chapter House provides one of each basic good.

A – Financed Estate A – Druid’s House

Cost: 1 clay, 1 stone Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 6 Number of players: 1, 4 Building number: F15 (Some estates paid interest to their controlling cloister.)

Flip one of your “1 coin“ goods tiles over to its book side to take 1 bread, 2 grapes and 2 flour.

Cost: 1 clay, 1 stone Location: only on a Hillside space

Economic value: 6 , Dwelling value: 6 Number of players: 1, 4 Building number: I15 (The Druids were the religious elite of Celtic society.)

Pay 1 book and take 5 identical basic goods along with 3 other identical basic goods. Basic goods are clay, wood, peat, grain, livestock and coins. You cannot take 8 identical basic goods.

A – Cloister Chapter House

Cost: 3 clay, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: G16(The Cloister Chapter House provided the monks with space to listen to religious texts as well as an opportunity to receive instruction.)

Take 1 of each of the 6 basic goods. These are the 6 goods you receive at the start of a two to four player game: 1 clay, 1 wood, 1 peat, 1 grain, 1 livestock, 1 coin.

Buildings that turn goods into points might not be expected to show up early in the game. The reason why the Cloister Library and Cloister Workshop are A buildings is that their functions provide more benefits than just points. The Scriptorium is similar to the Cloister Library, except that you receive fewer points and therefore effectively less food.

A – Cloister Library A – Scriptorium

Cost: 2 stone, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 7 , Dwelling value: 7 Number of players: any Building number: F17Flip up to 3 “1 coin“ goods tiles over to their book sides. Alternatively or afterward, trade in 1 book for 1 meat plus 1 wine. Books are points but are worth neither money nor food. You cannot flip a book back over to its coin side. (Having a bottle of wine is useful for the Cloister Church and especially the Palace.)

Cost: 1 wood, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 3 , Dwelling value: 5 Number of players: any Building number: I17 (The scriptorium is a writing room in which both sacred and secular texts were copied by hand.)

Flip one of your “1 coin“ goods tile over to its book side. Take 1 meat plus 1 whiskey. Books are points but are worth neither money nor food. You cannot flip a book back over to its coin side.

A – Cloister Workshop

Cost: 3 wood Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 7 , Dwelling value: 2 Number of players: any Building number: G18 Flip up to 3 clay goods tiles over to their ceramic sides. Alternatively or afterward, flip one stone goods tile over to its ornament side. You must pay 1 energy for each tile. You are allowed to calculate total costs. Excess energy is lost. (You could, for example, pay 1 peat coal [3 energy] to turn 1 clay and 1 stone into 1 ceramic and 1 ornament.)

The last A building is the Slaughterhouse. The Slaughterhouse makes more food out of food, similar to how the Peat Coal Kiln makes more energy out of energy. (Later in the game, building valuable settlements will require a lot of food.)

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Coast, Plains, Hillside Cloister

Chapter House

A – Slaughterhouse Cost: 2 wood, 2 clay Location: on a Coast, Plains or Hillside space (note the negative dwelling value)

Economic value: 8 , Dwelling value: -3 Number of players: any Building number: G19 Flip as many livestock tiles as you want over to their meat sides. Each flipped tile costs 1 straw. Livestock is worth 2 food while meat is worth 5 food. (The straw on which the animals sleep symbolizes the raising costs. It also serves as food for the animals.)

The B Buildings

The Inn B building allows you to serve food in order to make money. If the Slaughterhouse leaves you with too much food, then you can use it here to get coins. You can also serve wine in the Inn. Wine is produced in the Winery. In the Ireland variant, whiskey is produced instead of wine and can be served in the Alehouse to make money.

B – Inn B – Alehouse

Cost: 2 wood, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: F20Sell up to 7 food for 1 coin each. Additionally or after-ward, sell 1 wine for 6 coins. You are allowed to calculate total costs. You could, for example, sell 1 bread (3 food) and 2 livestock (2 food each) for 7 coins. You are allowed to “over-deliver“, so you could also sell 2 meat (5 food each) for 7 coins.

Cost: 1 wood, 1 stone Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: I20 (Pubs were called Alehouses in the middle ages. Ale is a kind of beer made only out of barley and without hops and thus spoils easily.)

Sell 1 beer for 8 coins. Alternatively or afterward, sell 1 whiskey for 7 coins.

B – Winery B – Whiskey Distillery

Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 5 Number of players: any Building number: F21Important! Building the Winery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host becomes important when the Winery is built; see detailed rules on page 3.)

Flip as many grape tiles as you want over to their wine sides. Afterward, you can sell 1 wine for 7 coins. (The only reason not to sell wine is to use the Palace or Cloister Church, whose functions require wine.)

Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 6 , Dwelling value: 5 Number of players: any Building number: I21Important! Building the Whiskey Distillery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host become important when the Whiskey Distillery is built; see page 3 in the detailed game rules.)

Trade in as many malt/wood/peat tile sets as you want for 2 whiskey each. You cannot use beer, whiskey or peat coal instead of malt, wood or peat.

B – Quarry

Cost: 5 coins Location: only on a Mountain space

(note the negative dwelling value)

Economic value: 7 , Dwelling value: -4 Number of players: any Category: production wheel building Building number: G22Produce stone via the production wheel. Choose the stone or joker goods indicator. The space the indicator is on determines how much stone you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. The stone goods indicator enters the game later than the Quarry. The joker is the only way to use the Quarry until the stone goods indicator enters the game. Stone never counts as a basic good. (Even though the Quarry costs money and not building materials, you still have to use a building action to build it.) Each settlement on the same plot as the Quarry will suffer its -4 dwelling value.

The Quarry makes it possible to produce stone in greater quantities. This is important, as later buildings require more and more stone.

Building is supported by the Carpentry in the early stages of the game. The Bathhouse or Locutory allows you to gain even more tempo by using new buildings with your prior more often.

Page 21: Ora et Labora English Rule Book

B – Bathhouse B – Locutory

Cost: 1 stone, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value: 6 Number of players: 1, 4 Building number: F23 (The bathhouse also served as a place to treat illnesses and was a

favorite meeting point.)

Flip one of your “1 coin“ goods tiles over to its book side to take 1 ceramic. Immediately take back all of your clergymen from your buildings.

The owner of the Bathhouse also takes back the clergyman placed onto the bathhouse. Taking back the clergymen happens immediate-ly. (You do not wait until the start of the next round.)

Cost: 3 wood, 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 5 , Dwelling value: 1 Number of players: 1, 4 Building number: I23(A locutory was a meeting room where outsiders could be met

with.)

Pay 2 coins to immediately take back your prior and then build 1 building. Take your prior back from the building he was on and return it to your supply. You can immediately use him again on the newly-built building. (This building is very important in the solo game.)

The opposite to the tempo-enhancing buildings are the three large buildings – one religious one and two secular ones. For these, you will need to collect goods for a long time in order to use them in a single building action. The religious one shows up in the B buildings while the two secular ones appear in the C buildings. The large religious building, the Cloister Church or Chapel, provides access to the valuable reliquaries.

B – Cloister Church B – Chapel

Cost: 5 clay, 3 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 12 , Dwelling value: 9 Number of players: any Building number: F24Trade in up to 2 bread/wine tile sets for 1 reliquary each. (The Cloister Church is the building with the highest dwelling value in the game.)

Cost: 3 clay, 3 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 10 , Dwelling value: 8 Number of players: any Building number: I24 (Chapel comes from the Latin word cappa, or coat, and was originally where religious vestments were stored.)

Flip one of your “1 coin“ goods tiles over to its book side. Alternatively or afterward, trade in up to 3 beer/whiskey tile sets for 1 reliquary each.

Reliquaries are the second-most valuable good in the game; the most valuable are the Wonders. The most difficult way to get a Wonder is the Chamber of Wonders, which requires that you trade in 13 different goods for 1 for a best-case scenario of 30 points vs. 0. The Portico is the opposite of the Chamber of Wonders. Here you trade in 1 good for 14, although you also lose 8 points.

B – Chamber of Wonders B – Portico

Cost: 1 wood,1 clay Location: on a Coast, Plains or Hillside space

Economic value: 0 , Dwelling value: 6 Number of players: 1, 4 Building number: F25(Chambers of Wonders, also called Cabinets of Curiosities, are a type of early museum that displayed objects of varying types and styles together.)

Trade in 13 different goods for 1 Wonder. The front and back sides of goods tiles count as different goods. This is especially im-portant for grain, which can be flipped over to become straw at any time. A “1 coin” tile is a different good than a “5 coins” goods tile. There are a total of 19 different goods in the France variant (plus the Wonders). There are a total of 8 Wonders. Once all of these are owned by players, you can’t use the Chamber of Wonders any more.

Cost: 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value: 6 Number of players: 1, 4 Building number: I25(A portico is a covered walkway. It allows for protected movement between inner rooms and garden areas.)

Pay 1 reliquary. Take 2 stone and 2 of each basic good: clay, wood, peat, grain, livestock and coins. You are effec-tively trading 1 good in for 14, albeit at a loss of 8 points.

The Shipyard is important in obtaining the third-most valuable good in the game, the ornament.

B – Shipyard

Cost: 4 clay, 1 stone Location: only on a Coast space (note the negative dwelling value)

Economic value: 15 , Dwelling value: -2 Number of players: any Building number: G26

Trade in 2 wood for 5 coins plus 1 ornament. You can carry out this action only once per turn. As 5 coins are worth 2 , you are effectively trading 2 wood in for 6 .

5

CoastShipyard

A – Slaughterhouse Cost: 2 wood, 2 clay Location: on a Coast, Plains or Hillside space (note the negative dwelling value)

Economic value: 8 , Dwelling value: -3 Number of players: any Building number: G19 Flip as many livestock tiles as you want over to their meat sides. Each flipped tile costs 1 straw. Livestock is worth 2 food while meat is worth 5 food. (The straw on which the animals sleep symbolizes the raising costs. It also serves as food for the animals.)

The B Buildings

The Inn B building allows you to serve food in order to make money. If the Slaughterhouse leaves you with too much food, then you can use it here to get coins. You can also serve wine in the Inn. Wine is produced in the Winery. In the Ireland variant, whiskey is produced instead of wine and can be served in the Alehouse to make money.

B – Inn B – Alehouse

Cost: 2 wood, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: F20Sell up to 7 food for 1 coin each. Additionally or after-ward, sell 1 wine for 6 coins. You are allowed to calculate total costs. You could, for example, sell 1 bread (3 food) and 2 livestock (2 food each) for 7 coins. You are allowed to “over-deliver“, so you could also sell 2 meat (5 food each) for 7 coins.

Cost: 1 wood, 1 stone Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: I20 (Pubs were called Alehouses in the middle ages. Ale is a kind of beer made only out of barley and without hops and thus spoils easily.)

Sell 1 beer for 8 coins. Alternatively or afterward, sell 1 whiskey for 7 coins.

B – Winery B – Whiskey Distillery

Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 5 Number of players: any Building number: F21Important! Building the Winery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host becomes important when the Winery is built; see detailed rules on page 3.)

Flip as many grape tiles as you want over to their wine sides. Afterward, you can sell 1 wine for 7 coins. (The only reason not to sell wine is to use the Palace or Cloister Church, whose functions require wine.)

Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 6 , Dwelling value: 5 Number of players: any Building number: I21Important! Building the Whiskey Distillery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host become important when the Whiskey Distillery is built; see page 3 in the detailed game rules.)

Trade in as many malt/wood/peat tile sets as you want for 2 whiskey each. You cannot use beer, whiskey or peat coal instead of malt, wood or peat.

B – Quarry

Cost: 5 coins Location: only on a Mountain space

(note the negative dwelling value)

Economic value: 7 , Dwelling value: -4 Number of players: any Category: production wheel building Building number: G22Produce stone via the production wheel. Choose the stone or joker goods indicator. The space the indicator is on determines how much stone you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. The stone goods indicator enters the game later than the Quarry. The joker is the only way to use the Quarry until the stone goods indicator enters the game. Stone never counts as a basic good. (Even though the Quarry costs money and not building materials, you still have to use a building action to build it.) Each settlement on the same plot as the Quarry will suffer its -4 dwelling value.

The Quarry makes it possible to produce stone in greater quantities. This is important, as later buildings require more and more stone.

Building is supported by the Carpentry in the early stages of the game. The Bathhouse or Locutory allows you to gain even more tempo by using new buildings with your prior more often.

Coast, Plains, Hillside Slaughterhouse

Mountain

Quarry

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The C Buildings

The heart of the C buildings are the large secular buildings. The Palace and Grand Manor must be paid for with money, while the Castle is built with wood and stone.

C – Palace C – Grand Manor

Cost: 25 coins Location: only on a Hillside space

Economic value: 25 , Dwelling value: 8 Number of players: any Building number: F27Pay 1 wine to use any occupied building. It doesn’t matter if the building is owned by yourself or one of the other players. You don’t need to pay the work contract price to use the building. You do not place a clergyman onto the building you want to use. (Even though the Palace costs money and not building materials, you still have to use a building action to build it.)

Cost: 20 coins Location: on a Coast, Plains or Hillside space

Economic value: 18 , Dwelling value: 7 Number of players: any Building number: I27Pay 1 whiskey to use any occupied building. It doesn’t matter if the building is owned by yourself or one of the other players. You don’t need to pay the work contract price to use the building. You do not place a clergyman onto the building you want to use. (Even though the Grand Manor costs money and not building materials, you still have to use a building action to build it.)

C – Castle

Cost: 6 wood, 5 stone Location: only on a Hillside or Mountain space

Economic value: 15 , Dwelling value: 7 Number of players: any Building number: G28Build 1 settlement from your supply. You must pay the settlement’s food and energy costs. If you don’t have any more settlements in your supply then you can’t use the Castle. (You also won’t take part in the next settlement phase.)

Obtaining stone is made easier with the introduction of a second Quarry or the Forest Hut. This especially makes building the Castle easier.

C – Quarry C – Forest Hut

Cost: 5 coins Location: only on a Mountain space

(note the negative dwelling value)

Economic value: 7 , Dwelling value: -4 Number of players: 3 to 4 (the C-Quarry is removed in

the long two player as well as in the short game [2 to 4]) Category: production wheel building Building number: F29Produce stone via the production wheel.

This is the second Quarry. The first Quarry enters the game as a B building; see it for details.

Each settlement on the same plot as the Quarry will suffer its -4 dwelling value.

Cost: 1 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 1 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: I29Remove 1 forest card from your landscapes. Take 2 livestock, 2 wood and 1 stone. (This is a second, slower way to get stone instead of the Builders’ Market, although it is more goods-efficient. If you don’t have any forest cards you can still use the Forest Hut, although you don’t get anything.)

The French Palace is more expensive than the Irish Grand Manor. To offset this, the Town Estate offers another way of making money. In the Irish variant, beer looms large in matters of food (which comes as no surprise). The Refectory increases the value of meat and thus the value of the Slaughterhouse.

C – Town Estate C – Refectory

Cost: 2 stone, 2 straw Location: on a Coast, Plains or Hillside space

Economic value: 6 , Dwelling value: 5 Number of players: any Building number: F30

(Town estates were used by cloisters to support business dealings with the nearby township.)

Sell 1 ceramic for 12 coins. You can only carry this action out once per turn. Ceramic is produced by the Cloister Workshop or the Bathhouse. There are three ways of getting ceramics in the D build-ings: Pilgrimage Site, Dormitory and House of the Brotherhood.

Cost: 1 wood, 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 4 , Dwelling value: 5 Number of players: any Building number: I30(The refectory is the dining room in a cloister. Along with the church, it is one of the most important rooms in a cloister.)

Take 1 beer and 1 meat. You may then trade in up to 4 meat for 1 ceramic each. You get more than just 10 food for free with this action. It can be worth up to 12 .

Just as the Refectory increases the value of the Slaughterhouse, the Coal Harbor increases the value of the Peat Coal Kiln. This is because peat is more valuable in the Ireland variant (due to whiskey production) than in the France variant.

C – Grapevine C – Coal Harbor

Cost: 1 wood Location: only on a Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: 4 (the C-Grapevine is

removed in the long two player game) Category: production wheel building Building number: F31Produce grapes via the production wheel.

This is the second Grapevine. The first Grapevine enters the game as an A building; see it for details.

Cost: 1 clay, 2 stone Location: only on a Coastal space

Economic value: 12 , Dwelling value: 0 Number of players: 1, 4 Building number: I31Trade in up to 3 peat coal for 3 coins plus 1 whiskey each. You cannot use peat instead of peat coal. Since whiskey is worth 2 coins, you can use the Coal Harbor to gain up to 15 coins.

Players will find themselves cutting more peat in the Ireland variant (due to whiskey production) than in the France variant. In the France variant, players will use the Peat Coal Kiln more often. The Calefactory therefore increases the value of the “cut peat“ action. The Filial Church provides a reliquary that can be used by the Portico.

C – Calefactory C – Filial Church

Cost: 1 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value 5 Number of players: 1, 3, 4 Building number: F32(The calefactory was a warming room and usually the only room other than the kitchen / infirmary where fire was permitted.)

Pay 1 coin to carry out the “fell trees“ action and / or the “cut peat“ action. (You must remove 1 forest card when felling trees. You must remove 1 moor card when cutting peat.) The production wheel determines how much wood and peat you take. If you don’t have any forest cards you cannot fell trees, and if you don’t have any moor cards you cannot cut peat. (If you have neither, then you can still use the Calefactory although you will end up paying 1 coin for nothing more than warm feet.)

Cost: 3 wood, 4 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 6 , Dwelling value: 7 Number of players: 1, 3, 4 Building number: I32 (Filial churches are also called secondary churches.)

Trade in 5 different goods for 1 reliquary. The 5 different goods do not need to be basic goods. The front and back sides of goods tiles count as different goods. This is especially impor-tant for grain, which can be flipped over to become straw at any time. “1 coin” and “5 coins” tiles also count as different goods. (Note: With the Filial Church and Portico, you can turn 5 goods into 14 goods - which include 2 valuable stone - in two steps.)

The Shipping Company and the Cooperage are some of the few buildings that should be pointed out early in the game. With them, the joker goods indicator becomes even more flexible.

C – Shipping Company C – Cooperage

Cost: 3 wood, 3 clay Location: only on a Coast space

Economic value: 8 , Dwelling value: 4 Number of players: any Category: production wheel building Building number: F33 Pay 3 energy to carry out the “production wheel: meat, bread or wine“ action. The production wheel space the joker goods indicator is on determines how much meat, bread or wine you take from the general supply. You can only take goods of one type; they cannot be mixed. Move the joker goods indicator to the 0 space. Important! There are no meat, bread or wine goods indicators, which means that this action is only possible with the joker. (You need wine and bread in the later stages of the game for the Cloister Church. Meat is especially useful for the Village and Hilltop Village settlements.) Note that the bonus production rule in the short game counts for the Shipping Company as well.

Cost: 3 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 3 Number of players: any Category: production wheel building Building number: I33Pay 3 wood to carry out the “production wheel: beer or whiskey“ action. The production wheel space the joker goods indicator is on determines how much beer or whiskey you take from the general supply. You can only take goods of one type; they cannot be mixed. Move the joker goods indicator to the 0 space. Important! There are no beer or whiskey goods indicators, which means that this action is only possible with the joker. (You need beer in the later stages of the game for the Festival Ground and for the Village and Hilltop Village settle-ments. Whiskey is especially useful for the Grand Manor.) Note that the bonus production rule in the short game counts for the Cooperage as well.

The D Buildings

D – Sacristy

Cost: 3 stone, 2 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 10 , Dwelling value: 7 Number of players: any Building number: G34(The sacristy is a chamber in which liturgical vestments and equipment as well as communion wine is stored.)Trade in one set of book, ceramic, ornament and reliquary tiles for 1 Wonder. You can only carry this action out once per turn. Taken together, the book, ceramic, ornament and reliquary are worth 17 points. Since a Wonder is worth 30 points, this action results in an increase of 13 . All players should be made aware of this building relatively early. There are no more than 8 Wonders. Once all of these are owned by players you can’t use the Sacristy any more.

The D buildings offer several buildings that allow for various ways to turn goods into points. The Sacristy is one of the key buildings since one way of winning the game is via the Wonders.

If you collected a lot of money to try and build the Palace with but were unsuccessful in doing so, then you can use the money in the Forger’s Workshop instead. The second way of obtaining Wonders in the France variant is the Chamber of Wonders; in the Ireland variant the Round Tower fulfills this role.

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C – Grapevine C – Coal Harbor

Cost: 1 wood Location: only on a Hillside space

Economic value: 3 , Dwelling value: 6 Number of players: 4 (the C-Grapevine is

removed in the long two player game) Category: production wheel building Building number: F31Produce grapes via the production wheel.

This is the second Grapevine. The first Grapevine enters the game as an A building; see it for details.

Cost: 1 clay, 2 stone Location: only on a Coastal space

Economic value: 12 , Dwelling value: 0 Number of players: 1, 4 Building number: I31Trade in up to 3 peat coal for 3 coins plus 1 whiskey each. You cannot use peat instead of peat coal. Since whiskey is worth 2 coins, you can use the Coal Harbor to gain up to 15 coins.

Players will find themselves cutting more peat in the Ireland variant (due to whiskey production) than in the France variant. In the France variant, players will use the Peat Coal Kiln more often. The Calefactory therefore increases the value of the “cut peat“ action. The Filial Church provides a reliquary that can be used by the Portico.

C – Calefactory C – Filial Church

Cost: 1 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 2 , Dwelling value 5 Number of players: 1, 3, 4 Building number: F32(The calefactory was a warming room and usually the only room other than the kitchen / infirmary where fire was permitted.)

Pay 1 coin to carry out the “fell trees“ action and / or the “cut peat“ action. (You must remove 1 forest card when felling trees. You must remove 1 moor card when cutting peat.) The production wheel determines how much wood and peat you take. If you don’t have any forest cards you cannot fell trees, and if you don’t have any moor cards you cannot cut peat. (If you have neither, then you can still use the Calefactory although you will end up paying 1 coin for nothing more than warm feet.)

Cost: 3 wood, 4 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 6 , Dwelling value: 7 Number of players: 1, 3, 4 Building number: I32 (Filial churches are also called secondary churches.)

Trade in 5 different goods for 1 reliquary. The 5 different goods do not need to be basic goods. The front and back sides of goods tiles count as different goods. This is especially impor-tant for grain, which can be flipped over to become straw at any time. “1 coin” and “5 coins” tiles also count as different goods. (Note: With the Filial Church and Portico, you can turn 5 goods into 14 goods - which include 2 valuable stone - in two steps.)

The Shipping Company and the Cooperage are some of the few buildings that should be pointed out early in the game. With them, the joker goods indicator becomes even more flexible.

C – Shipping Company C – Cooperage

Cost: 3 wood, 3 clay Location: only on a Coast space

Economic value: 8 , Dwelling value: 4 Number of players: any Category: production wheel building Building number: F33 Pay 3 energy to carry out the “production wheel: meat, bread or wine“ action. The production wheel space the joker goods indicator is on determines how much meat, bread or wine you take from the general supply. You can only take goods of one type; they cannot be mixed. Move the joker goods indicator to the 0 space. Important! There are no meat, bread or wine goods indicators, which means that this action is only possible with the joker. (You need wine and bread in the later stages of the game for the Cloister Church. Meat is especially useful for the Village and Hilltop Village settlements.) Note that the bonus production rule in the short game counts for the Shipping Company as well.

Cost: 3 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 3 Number of players: any Category: production wheel building Building number: I33Pay 3 wood to carry out the “production wheel: beer or whiskey“ action. The production wheel space the joker goods indicator is on determines how much beer or whiskey you take from the general supply. You can only take goods of one type; they cannot be mixed. Move the joker goods indicator to the 0 space. Important! There are no beer or whiskey goods indicators, which means that this action is only possible with the joker. (You need beer in the later stages of the game for the Festival Ground and for the Village and Hilltop Village settle-ments. Whiskey is especially useful for the Grand Manor.) Note that the bonus production rule in the short game counts for the Cooperage as well.

The D Buildings

D – Sacristy

Cost: 3 stone, 2 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 10 , Dwelling value: 7 Number of players: any Building number: G34(The sacristy is a chamber in which liturgical vestments and equipment as well as communion wine is stored.)Trade in one set of book, ceramic, ornament and reliquary tiles for 1 Wonder. You can only carry this action out once per turn. Taken together, the book, ceramic, ornament and reliquary are worth 17 points. Since a Wonder is worth 30 points, this action results in an increase of 13 . All players should be made aware of this building relatively early. There are no more than 8 Wonders. Once all of these are owned by players you can’t use the Sacristy any more.

The D buildings offer several buildings that allow for various ways to turn goods into points. The Sacristy is one of the key buildings since one way of winning the game is via the Wonders.

If you collected a lot of money to try and build the Palace with but were unsuccessful in doing so, then you can use the money in the Forger’s Workshop instead. The second way of obtaining Wonders in the France variant is the Chamber of Wonders; in the Ireland variant the Round Tower fulfills this role.

D – Forger’s Workshop D – Round Tower

Cost: 2 clay, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 4 , Dwelling value: 2 Number of players: any Building number: F35Buy reliquaries. Pay 5 coins for 1 reliquary; each additional reliquary costs 10 coins. (You can simply turn 5-coin goods tiles over when buying reliquaries.) Since 5 coins are worth 2 points each, buying 1/2/3/4 reliquaries results in an increase of 6 / 10 / 14 / 18 .

Cost: 4 stone Location: only on a Hillside space

Economic value: 6 , Dwelling value: 2 Number of players: any Building number: I35

Pay 1 whiskey, 5 coins and 14 points for 1 Wonder. You can use any goods you like when paying the 14 points. 14 plus 1 for the 1 Whiskey and 2 for the 5 coins is a total of 17 .

Since a Wonder is worth 30 , this action represents an increase of 13 . You receive no change for any excess points you pay (by using 2 reliquaries, for example). There are no more than 8 Wonders. Once all of these are owned by players you can’t use the Round Tower any more.

The Pilgrimage Site and Camera offer additional ways of getting reliquaries.

D – Pilgrimage Site D – Camera

Cost: 6 coins Location: on a Coast, Plains or Hillside space

Economic value: 2 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: F36Trade in either 1 book for 1 ceramic, 1 ceramic for 1 orna-ment, or 1 ornament for 1 reliquary. You may carry out up to two trades per action. You are allowed to trade 1 book in for 1 ceramic and then immediately trade this ceramic in for 1 orna-ment. In the same manner, you can use two trades to turn 1 ceramic into 1 reliquary. The Pilgrimage Site allows you to gain a maximum of 8 . (Even though the Pilgrimage Site costs money and not build-ing materials, you still have to use a building action to build it.)

Cost: 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 5 , Dwelling value: 3 Number of players: 1, 3, 4 Building number: I36(A camera is a workroom in the cloister.)

Flip up to 2 book/ceramic tile sets back over to their “1 coin“ and clay sides. Take 1 reliquary per set. Since a book and ceramic are worth a combined total of 5 , this trade results in a maximum increase of 6 along with gaining 2 coins and 2 clay.

The Dormitory is the second building after the Slaughterhouse that offers you a way to use straw. The Bulwark gives you cheap landscapes.

D – Dormitory D – Bulwark

Cost: 3 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 3 , Dwelling value: 4 Number of players: any Building number: F37(The dormitory is the sleeping area in a cloister. In early cloisters, all monks slept in a communal room covered only with straw.) Take 1 ceramic. Additionally, trade in 1 straw plus 1 wood for 1 book as many times as you want. Remember that you can flip grain over to become straw any time you want.

The Dormitory action is worth 3 / 5 / 7 … , depending on how many sets of goods tiles you trade in.

Cost: 2 wood, 4 clay Location: on a Coast, Plains or Hillside space

Economic value: 8 , Dwelling value: 6 Number of players: any Building number: I37Pay 1 book to take 1 district and 1 plot of your choice. You may choose which side to use for both the district and plot. (The Bulwark action is potentially useful for the next building below, the Festival Ground.)

Forest cards are resources. If you don’t use them, they block potential building sites. They only gain other functions through the Printing Office and the Festival Ground.

D – Printing Office D – Festival Ground

Cost: 1 wood, 2 stone Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 5 Number of players: any Building number: F38Remove up to 4 forest cards from your landscapes. Take 1 book for each removed forest card. You don’t receive any wood for removing forest cards in this way. You only receive books for the cards you just removed, not any that you might have removed earlier in the game. If you don’t have any forest cards left then you can carry this action out but won’t receive anything. The Printing Office action can be worth up to 8 .

Cost: 10 coins Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 7 Number of players: any Building number: I38Pay 1 beer to receive 1 for each forest and moor card that you have left on your landscapes. You don’t need to pay any forest or moor cards when using the Festival Ground. You can use books, ceramics, ornaments or reliquaries to represent the points – the choice of which to use is up to you. You can take more than one of a given goods tile type. You may take fewer points than you are due. You can’t take coins or whiskey to represent the points. You are not allowed to “trade up“ points tiles (For example, you cannot give up 1 book and take 1 reliquary to represent 6 .)

Food is especially useful for the Village and Hilltop Village, while energy is useful for the Village and for making money. The Estate allows food and energy to also be exchanged directly for points.

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D – Estate

Cost: 2 wood, 2 stone Location: on a Coast, Plains or Hillside space

Economic value: 5 , Dwelling value: 6 Number of players: 1, 4 Building number: G39Trade in either 10 food or 6 energy for 1 book plus 1 ornament. You may carry this action out up to two times. 1 book and 1 ornament are worth a combined 6 . You can pay either 20 food or 12 energy or even 10 food and 6 energy for a total of 2 books and 2 ornaments. 2 books and 2 ornaments are worth a total of 12 .

Towards the end of the game, every building should be usable, even if it hasn’t been built yet. To assist with this, the valuable Hospice and Guesthouse are available.

D – Hospice D – Guesthouse

Cost: 3 wood, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 7 , Dwelling value: 5 . Number of players: 1, 3, 4. Building number: F40.(The hospice is a cloister’s guest house, where traveling monks can stay.)

Use the function of any unbuilt building. You do not have to pay the work contract price when using an unbuilt building. From the start of phase D, all buildings that are left in the game will be in the open display. The selection at the start of phase D will be quite large. As long as the Cloister Garden hasn’t been built yet, it has no neighboring buildings and is useless for the Hospice. Thus, building the Hospice before the Cloister Garden makes no sense. (Should you allow the neutral player to build the Hospice in the solo game, then you cannot use it as there won’t be any unbuilt buildings left anymore.)

Cost: 3 wood, 1 straw Location: on a Coast, Plains or Hillside space

Economic value: 7 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: I40Use the function of any unbuilt building. You do not have to pay the work contract price when using an unbuilt building. From the start of phase D, all buildings that are left in the game will be in the open display. The selection at the start of phase D will be quite large. As long as the Cottage hasn’t been built yet, it has no neighboring buildings and is useless for the Guesthouse. Thus, building the Guesthouse before the Cottage makes no sense. (Should you allow the neutral player to build the Guesthouse in the solo game, then you cannot use it as there won’t be any unbuilt buildings left anymore.)

And finally, possibly the most powerful building in the game. The House of the Brotherhood rewards the players that have built the largest cloisters.

D – House of the Brotherhood

Cost: 1 clay, 1 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space)

Economic value: 3 , Dwelling value: 3 . Number of players: any Building number: G41. Pay 5 coins to receive 2 per cloister building you have built (Only 1 per cloister building in the solo game and only 1½ per cloister building in the long two player game). The Cloister Office and the House of the Brotherhood itself count as cloister buildings. You can use books, ceramics, ornaments or reliquaries to represent the points – the choice of which to use is up to you. You can take more than one of a given goods tile type. You may take fewer points than you are due. You can’t take coins, wine or whiskey to represent the points. You are not allowed to “trade up“ points tiles (For example, you cannot give up 1 book and take 1 reliquary to represent 6 .) You get 1½ per cloister building in the long two player game. It is important not to let your opponent build too many more cloister buildings than you. (Exception: The Festival Ground in the Ireland variant is a way of making up the difference.)

Section 2 - Settlement Index

A – Artist’s Colony Cost: 1 energy, 5 food Location: on a Coast, Plains or Hillside space

Economic value: -1 , Dwelling value: 5 Settlement number: S05The Artist’s Colony has an initial value of 4 .

B – Hamlet Cost: 6 energy, 5 food Location: on a Coast, Plains or Hillside space

Economic value: 3 , Dwelling value: 4 . Settlement number: S06The Hamlet has an initial value of 7 .

C – Village Cost: 9 energy, 15 food Location: on a Coast, Plains or Hillside space

Economic value: 8 , Dwelling value: 6Settlement number: S07The Village has an initial value of 14 .

D – Hilltop VillageCost: 3 energy, 30 food Location: on a Hillside space

Economic value: 10 , Dwelling value: 8 Settlement number: S08 The Hilltop Village has an initial value of 18 . The Hilltop Village can only be built on a Hillside space. Since the Hilltop Village only comes into the game during settlement phase D, it can only be built with the Castle in the two player game. In the solo and multiplayer games, it can also be built in the final settlement phase after the bonus round ( symbol).

Coast, Plains, Hillside

dwelling value at the end of the game

Artist’sColony Coast, Plains,

Hillside

dwelling value at the end of the game

ShantyTown

Coast, Plains, Hillside

dwelling value at the end of the game

Hamlet

Coast, Plains, Hillside

dwelling value at the end of the game

FarmingVillage

Coast, Plains, Hillside

dwelling value at the end of the game

Village

Coast, Plains, Hillside

dwelling value at the end of the game

Market Town

dwelling value at� t�he end of t�he game

Hillside HilltopVillage

dwelling value at� t�he end of t�he game

Coast� FishingVillage

Shanty Town Cost: 1 energy, 1 food Location: on a Coast, Plains or Hillside space (note the negative dwelling value)

Economic value 0 , Dwelling value: -3 Settlement number: S01

The Shanty Town is worth -3 to start since its own dwelling value is counted for it. It can be worth considerably more, however, if the right buildings are built next to it.

Farming Village Cost: 3 energy, 3 food Location: on a Coast, Plains or Hillside space

Economic value: 1 , Dwelling value: 1 Settlement number: S02The Farming Village has an initial value of 2 .

Market Town Cost: 7 food Location: on a Coast, Plains or Hillside space

Economic value: 2 , Dwelling value: 2 Settlement number: S03The Market Town has an initial value of 4 .

Fishing Village Cost: 3 energy, 8 food Location: on a Coast space

Economic value: 4 , Dwelling value: 6Settlement number: S04The Fishing Village has an initial value of 10 . The Fishing Village can only be built on a Coast space.

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Section 3 - Why do you need...

Beer? Beer is only found in the Ireland variant. It is worth 5 food and is therefore highly nutritious. Lots of food is needed especially for the Village and Hilltop Village settlements. You also use beer together with whiskey to get reliquaries from the Chapel (B building). You can sell beer in the Brewery (Start building) for 7 coins and in the Alehouse (B building) for 8 coins. You can pay 1 beer at the Festival Ground (D building) to get 1 point for each of your forest and moor cards.

Bread? Bread is only found in the France variant. It is worth 3 food and is needed in the Cloister Church (B building) along with 1 wine to get a reliquary. You can sell it in the Bakery (Start building) for 4 coins. Lots of food is needed especially for the Village and Hilltop Village settlements.

Books? Books are worth 2 each and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the Ireland variant, books are a good that you are happy to use up. At the Druid’s House (A building), you can get 5 of one good plus 3 of another for a book, while the Bulwark (D building) lets you get a district plus a plot for one book.

Ceramics? Ceramics are worth 3 and is one of the four goods needed in the Sacristy (D building) to get a Wonder. You can sell it for 12 coins at the Town Estate (C building) and can trade it in at the Pilgrimage Site (D building) for a reliquary. In the Ireland variant. At the Camera (D building), you can trade it in with a book for a reliquary.

Clay? Clay is an important building material for buildings. Large quantities are required to build the French Cloister Church (B building, 5 clay) and the Irish Bulwark (D building, 4 clay). You can turn it into ceramics ( 3 ) at the Cloister Workshop (A building), which can in turn be sold for

12 coins at the Town Estate (C building). Coins? Coins, unlike food and energy, can be exchanged at any time. The most important function

of coins is to buy additional landscapes. The second most important function is to pay for work contracts. It can be very difficult to move ahead if you run out of money. Then, you may have no choice but to choose a “fell trees“ or “cut peat“ action, even though the action isn’t really worth it. Another important function for coins is to buy buildings such as the Palace (25 coins) or the Quarry (5 coins). In the France variant, you can also buy the Cloister Garden (3 coins) and the Pilgrimage Site (6 coins). In the Ireland variant, you can buy the Festival Ground (10 coins).

Energy? Energy is provided by peat coal (3), peat (2), wood (1) and straw (½). Energy is needed for various settlements, especially the Village. You can use the Fuel Merchant (Start building) to trade in 3/6/9 energy for 5/8/10 coins. The Stone Merchant (Start building) lets you trade in energy and food for stone. In the Cloister Workshop (A building), energy is used to turn clay into ceramics and stone into ornaments. At the Estate (D building), you can trade in 6/12 energy for 6 / 12 . In the France variant, energy is used to bake bread in the Bakery (Start building). You can use the Shipping Company (C building) to trade in 3 energy for a large quantity of meat, wine or bread. In the Ireland variant, energy in the specific form of peat (in the Whiskey Distillery, B building) and peat coal (in the Coal Harbor, C building) is needed.

Flour? Flour is used only in the France variant. You can get flour at the Windmill (Start building), where you can turn up to 7 grain into flour. Flour is used at the Bakery (A building) to make bread. Bread is worth 3 food and is also used at the Cloister Church (B building) to get reliquaries. When you make bread you also get the chance to sell up to 2 bread for 4 coins each.

Food? Food is needed mostly in order to build settlements during the settlement phases. It is also required for several building functions. It is very useful to be able to use it, together with energy, to obtain stone from the Stone Merchant (Start building). You can sell food in the French Inn (B building). You can also use the Estate (D building) to trade it in for books and ornaments (i.e. points). Many buildings require a specific type of food such as bread.

Forest? The Printing Office (D building) in the France variant is a reason to retain some forest cards until late in the game, since you can use it to trade in up to 4 forest cards for 1 book each. Books are worth 2 and are needed for Wonders. The equally late-game Festival Ground (D building) in the Ireland variant is a reason to keep not only forest but also moor as you can use it to gain 1 for each forest and moor card you have on your landscapes.

Grain? In the France variant, grain is turned into flour at the Windmill (Start building) for later transformation into bread at the Bakery (Start building). In the Ireland variant, you can use it at the Malthouse (Start building) to make malt for later transformation into beer at the Brewery (Start building). You can flip it over to become straw at any time, which makes its use more flexible. Grain and straw, for example, are easily traded at the Cloister Courtyard (Start building). In the France variant, you can also trade it at the Market (Start building), while in the Ireland variant, you can use it at the Filial Church (C building). Grain and straw are mandatory when using the French Chamber of Wonders (B building). Grain is worth 1 food. Straw is both a building material as well as a source of energy.

Grapes? Grapes are only used in the France variant. Grapes are worth 1 food and are used in the Winery (B building) to make wine. Wine is worth not only 1 food but also 1 coin and 1 . If you manage to get a lot of grapes, you’ll have a good chance of gaining significant points. You can use wine with a work contract to avoid having to pay the 1 or 2 coin price. When you make wine you also get the chance to sell 1 wine for 7 coins.

Livestock? Livestock is worth 2 food but can also be used in the Slaughterhouse (A building) along with straw to make meat, which is worth 5 food. That makes it easier to attain the high food requirements of settlements like the Village and the Hilltop Village. Livestock are the easiest way at the beginning of the game to provide the food needed to use the Stone Merchant (Start building) in order to obtain stone.

Malt? Malt is used in the Ireland variant in combination with grain in order to brew beer and in combination with wood and peat to make whiskey. The buildings used for this are the Brewery (Start building) and the Whiskey Distillery (B building). There is no malt in the France variant.

Meat? Meat is worth 5 food. Large quantities of food are needed for the Village and Hilltop Village settlements, as well as when you want to trade for stone at the Stone Merchant (Start building) or gain points with the Estate (D building). In the France variant, you can use the Inn (A building) to make money with it. In the Ireland variant, you can use the Refectory (C building) to trade in up to 4 meat for 1 ceramic each ( 3 ).

Moor? Moors can be removed without much recourse in the France variant, making more space to build on. Moors are removed through the “cut peat“ action, which can no longer be used if you have no more moors. You can still get peat at the Cloister Courtyard (Start building) should you need a little energy. In the Ireland variant, you can use the Festival Ground (D building) to gain 1 for each forest or moor card you have on your landscapes.

Ornaments? Ornaments are worth 4 and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the France variant, you can trade ornaments ( 4 ) for reliquaries ( 8 ) at the Pilgrimage Site (D building).

Peat? Peat is worth 2 energy. Energy is needed for all settlements apart from the Farming Community. Energy can also be used to gain coins with the Fuel Merchant (Start building) or to gain points at the Estate (D building). You will need 3 energy to use the Shipping Company (C building) in the France variant. Energy is also needed at the Cloister Workshop (A building) and Bakery (Start building). Peat is obtained by the “cut peat“ action, which you cannot benefit from if you have no more moor cards on your landscapes. You can still obtain peat at the Cloister Courtyard (Start building) or by buying a new landscape.

Peat coal? Peat coal is worth 3 energy. Energy requirements are often multiples of 3. Otherwise: See peat. In the Ireland variant, you can use the Coal Harbor (C building) to trade in up to 3 peat coal for 1 whiskey and 3 coins each.

Reliquaries? Reliquaries are worth 8 and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the France variant, you can get them at the Cloister Church (B building) and the Forger’s Workshop (D building). In the Ireland variant, they are available from the Chapel (B building), the Filial Church (C building) and the Camera (D building). You can use them at the Portico (B building) to gain many different goods.

the Shanty Town? It costs 1 energy and 1 food but costs you 3 points at the end. But remember! You can make up the 3 minus points with neighboring buildings fairly easily. However, the minus 3 points are a good reason not to build other settlements next to the Shanty Town.

Stone? Stone is an important building material for buildings. Large quantities are required to build the Castle (C building, 5 stone) and the Irish Round Tower (D building, 4 stones). You can use it, along with 1 energy, at the Cloister Workshop (A building) to get an ornament. Stone is available primarily from the Stone Merchant (Start building), Builders’ Market (Start Building) and the Quarry (B and C building).

Straw? Straw is an important building material for buildings. You use it in the Slaughterhouse (A building) to gain meat: For each livestock and straw you pay you get one meat. Straw is useful because it is easy to trade at the Cloister Courtyard (Start Building) and Market (Start Building), but is sometimes used as kindling thanks to its ½ energy value as well.

Whiskey? Whiskey is only used in the Ireland variant. Whiskey is worth not only 2 food but also 2 coins and 1 . You can use whiskey as a host present with a work contract to avoid having to pay the 1 or 2 coin price. You can sell whiskey at the Alehouse (B building) for 7 coins. You also need to pay a whiskey to use the Grand Manor (C building). The Round Tower (D building) lets you pay 1 whiskey, 5 coins and goods worth 14 points to gain a Wonder.

Wine? Wine is only used in the France variant. Wine is worth not only 1 food but also 1 coin and 1 . You can use wine as a host present with a work contract to avoid having to pay the 1 or 2 coin price. Wine is used along with bread at the Cloister Church (B building) to gain a reliquary. You also need to pay a wine to use the Palace (C building).

Wonders? Wonders are used to gain points. They are worth 30 . Using the Sacristy (D building) to get a Wonder by trading in 4 other goods represents a 13 point increase. Using the Round Tower (D building) in the Ireland variant to get a Wonder by trading in 1 whiskey, 5 coins and 14 points worth of goods also represents a 13 increase. You can use the Chamber of Wonders (B building) in the France variant to trade in 13 different goods for 1 Wonder. There are only 8 Wonders in the game. Once those are claimed, then the Wonder-producing buildings cannot be used any more

Wood? Wood is an important building material for buildings and is also worth 1 energy. Large quantities are required to build the Castle (C building, 6 wood). At the Shipyard (C building), you can trade in 2 wood for 4 points (an ornament) as well as 5 coins. You can also use it in a wide variety of buildings whose functions require many different types of goods. In the France variant, you can use it together with straw at the Dormitory (D building) to gain many books. In the Ireland variant, you use it together with malt and peat to make whiskey in the Whiskey Distillery (B building). You can also use 3 wood with the Cooperage (C building) to gain large quantities of beer or whiskey.

9

Page 26: Ora et Labora English Rule Book

Section 4 - How do you obtain...

Cloister Church(a B building in the France variant)You need 1 bread and 1 wine to get 1 reliquary. (Buildings in bold are the most important.) How do you get these goods?

How do you get bread? - Bakery (Start): 1 bread for each flour plus ½ energy- Shipping Company (C): as much bread as indicated

by the joker, for a total of 3 energy- Market (Start): 1 bread for 4 different goods (you also get 7 coins)- Financed Estate (A): 1 bread for 1 coin (you also get 1 book,

2 grapes and 2 flour) (only in the four player game)

How do you get wine? - Winery (B): 1 wine for each grapes- Shipping Company (C): as much wine as indicated by the joker

for a total of 3 energy- Harbor Promenade (Start): 1 wine (you also get 1 ceramic, 1 wood and 1 coin)- Cloister Library (A): 1 wine for 1 coin

Chapel(a B building in the Ireland variant)You need 1 beer and 1 whiskey to get 1 reliquary. You can also use the same goods at the Alehouse (B building) to gain 15 coins. (Buildings in bold are the most important.)How do you get these goods?

How do you get beer? - Brewery (Start): 1 beer for each malt plus grain- Cooperage (C): as much beer as indicated by the joker for a total of 3 wood- False Lighthouse (Start): 1 beer or 1 whiskey (you also get 3 coins)- Sacred Site (A): 1 beer or 1 whiskey (you also get 3 other goods)- Refectory (C): 1 beer (together with 1 meat and the opportunity to trade meat

for ceramics)

How do you get whiskey? - Whiskey Distillery (B): 2 whiskey for each set of malt, wood and peat- Cooperage (C): as much whiskey as indicated by the joker for a total of 3 wood- Coal Harbor (C): up to 3 whiskey for 1 peat coal each (only in the four player game)- False Lighthouse (Start): 1 whiskey or 1 beer (you also get 3 coins)- Sacred Site (A): 1 whiskey or 1 beer (you also get 3 other goods)- Scriptorium (A): 1 whiskey for 1 coin (you also get 1 book and 1 meat)

Palace (a C building in the France variant) and Grand Manor (a C building in the Ireland variant)You need 25 coins to build the Palace and 20 coins to build the Grand Manor.

How do you get at least 3 coins? in both variants:

- Cloister Office (Basic): as many coins as indicated by the coins or joker goods indicator

- Fuel Merchant (C): up to 10 coins for a total of 9 energy- Cloister Courtyard (A): 6 coins for 3 different goods- Shipyard (C): 5 coins for 2 wood (you also get 1 ornament)

additionally only in the France variant: - Inn (B): up to 15 coins for a total of 10 food plus 1 wine (only in the three

or four player game)- Town Estate (C): 12 coins for 1 ceramic - Bakery (Start): up to 8 coins for a total of 2 bread- Market (Start): 7 coins for 4 different goods (you also get 1 bread) - Winery (B): 7 coins for 1 wine

Wine is also worth 1 coin each, so see also “How do you get wine?“. It is recommended that you have 1 wine left after building the Palace in order to use its function. You will also need to have your prior available, of course.

additionally only in the Ireland variant: - Coal Harbor (C): up to 15 coins (9 coins plus 3 whiskey worth 6 coins) for a

total of 3 peat coal (only in the four player game)- Alehouse (B): up to 13 coins (15 coins for 1 beer and 1 whiskey which is itself

worth 2 coins) (only in the three or four player game)- Brewery (Start): 7 coins for 1 beer- Spinning Mill (Start): up to 6 coins (depending on how much livestock you have)

(only in the three or four player game)- Druid’s House (A): up to 5 coins for 1 book (you also get 3 other basic goods)

(only in the four player game)- False Lighthouse (Start): 5 coins (3 coins plus 1 whiskey worth 2 coins)

Whiskey is also worth 2 coins each, so see also “How do you get whiskey?“. It is recommended that you have 1 whiskey left after building the Grand Manor in order to use its function. You will also need to have your prior available, of course.

10

Using the valuable France variant buildings such as the Cloister Church, Palace or Sacristy requires careful planning. The same goes for the Chapel, Grand Manor and Sacristy in the Ireland variant. The following provides some summaries.

Coast, Plains, Hillside Cloister

ChurchHillside

use any occupied building

Palace Coast, Plains,

Hillside Grand Manor

use any occupied building

Coast, Plains, Hillside Chapel

and / or

Page 27: Ora et Labora English Rule Book

Sacristy (a D building in both variants)You need 1 book, 1 ceramic, 1 ornament and 1 reliquary – all goods worth points – for 1 Wonder. How do you get these goods?

How do you get books? in both variants:

- Estate (D): 2 books (you also get 1 ornament) (only in the four player game) - House of the Brotherhood (D): books depending on how many cloister buildings you have

additionally only in the France variant: - Cloister Library (A): up to 3 books for 1 coin each- Bathhouse (B): 1 book for 1 coin (you also get 1 ceramic and one clergyman back)

(only in the four player game)- Dormitory (D): 1 book for each wood plus straw (you also get 1 ceramic)- Printing Office (D): up to 4 books for one forest each

additionally only in the Ireland variant: - Granary (Basic): 1 book for 1 coin (you also get 5 grain) (only in the four player

game)- Sacred Site (A): 1 book (you also get 2 grain or malt as well as 1 beer or whiskey)- Scriptorium (A): 1 book for 1 coin (you also get 1 meat and 1 whiskey)- Chapel (B): 1 book for 1 coin (you can also obtain reliquaries) - Festival Ground (D): books for 1 beer (depending on how many moor and forest

cards you have on your landscapes)

How do you get ceramics? in both variants:

- Cloister Workshop (A): up to 3 ceramics for 1 clay plus 1 energy each (you can also trade for 1 ornament)

- House of the Brotherhood (D): ceramics depending on how many cloister buildings you have

additionally only in the France variant: - Bathhouse (B): 1 ceramic for 1 coin (you also get 1 book) (only in the four player

game)- Dormitory (D): 1 ceramic (you can also trade for books)- Pilgrimage Site (D): up to 2 ceramics for 1 book each (only in the three or four

player game)

additionally only in the Ireland variant: - Refectory (C): up to 4 ceramics for 1 meat each (one meat is free)- Festival Ground (D): ceramics for 1 beer (depending on how many moor and forest

cards you have on your landscapes)

How do you get ornaments? in both variants:

- Cloister Workshop (A): 1 ornament for 1 stone plus 1 energy (you can also trade for ceramics)

- Shipyard (C): 1 ornament for 2 wood (you also get 5 coins)- Estate (D): up to 2 ornaments for either 10 food or 6 energy each (you also get

1 book) (only in the four player game)- House of the Brotherhood (D): ornaments depending on how many cloister

buildings you have

additionally only in the France variant: - Pilgrimage Site (D): up to 2 ornaments for 1 ceramic each (only in the three or four

player game)

additionally only in the Ireland variant: - Festival Ground (D): ornaments for 1 beer (depending on how many moor and

forest cards you have on your landscapes)

How do you get reliquaries? in both variants:

- House of the Brotherhood (D): reliquaries depending on how many cloister buildings you have

additionally only in the France variant: - Cloister Church (B): up to 2 reliquaries for 1 wine and 1 bread each- Forger’s Workshop (D): 1 reliquary for 5 coins plus additional reliquaries for

10 coins each- Pilgrimage Site (D): up to 2 reliquaries for 1 ornament each (only in the three or

four player game)

additionally only in the Ireland variant: - Chapel (B): up to 3 reliquaries for 1 whiskey and 1 beer each

(you can also buy 1 book)- Filial Church (C): 1 reliquary for 5 different goods (only in the three

or four player game)- Camera (D): up to 2 reliquaries for 1 book and 1 ceramic each (you

also get coins and clay) (only in the three or four player game)- Festival Ground (D): reliquaries for 1 beer (depending on how many

moor and forest cards you have on your landscapes)

The Final ActionThe building for the final action can be chosen freely.

Buildings that are often used with the final action in the France variant are:

- Castle (a settlement can provide many points)

- Cloister Church ( 7 or 14 , not 8 or 16 points since wine is worth 1 point)

- Sacristy ( 13 )

- Cloister Workshop (up to 13 )

- House of the Brotherhood ( 2 per cloister building)

- Estate ( 6 or 12 ) (only in the four player game)

- Printing Office (up to 8 for up to 4 forest cards)

- Dormitory ( 3 + an additional 2 per straw/wood set)

- Forger’s Workshop ( 6 for 5 coins, 10 for 15 coins, 14 for 25 coins. Remember that 5 coins are worth 2 points.)

- Winery ( 1 to 2 from coins + 1 per grapes turned into wine)

- Shipping Company (points depending on how much wine is produced)

Buildings that are often used with the final action in the Ireland variant are:

- Chapel (up 23 for a total of 3 whiskey, 3 beer and 1 coin)

- Castle (a settlement can provide many points)

- Sacristy ( 13 )

- Cloister Workshop (up to 13 )

- House of the Brotherhood ( 2 per cloister building)

- Estate ( 6 or 12 ) (only in the four player game)

11

Coast, Plains, Hillside Sacristy

Page 28: Ora et Labora English Rule Book

Credits

Author: Uwe RosenbergEditing: Uwe Rosenberg and Grzegorz KobielaIllustration and graphic design: Klemens Franz

The editor wishes to thank Susanne Rosenberg, Andreas Odendahl, Patrick Korner for translating all of the text into English, and Grzegorz Kobiela and Chris Linneman for proofreading the English rules. The author thanks Nina Rosenberg for the moral support and, in chronological order, the many playtesters, without whom the game would never have taken its current, finished form: Susanne Rosenberg, Erwin Amann, Tabea Luka, Grzegorz Kobiela, Gunnar Bertram, Sigurd Göbel, Marc Schmitz, Marcus Krug, Rolf Raupach, (10.) Jens Grothollmann, Katharina Woroniuk, Hagen Dorgathen, Frank Hommes, Frederike Diehl, André Diehl, Ralph Bruhn, Christian Hildenbrand, Miguel Zulaica, Monika Harke, (20.) Rainer Harke, Gerda Leutermann, Bernd Breitenbach, Andreas Höhne, Carsten Büttemeier, Julius Kündiger, Achim Flammenkamp, Kai Poggenklas, Thorsten Roth, Jan Eric Feuster, (30.) Heike Feuster, Heiko Schiffer, Swantje Klein, Ralf zur Linde, Nicole Reiske, Carsten Hübner, Georg von der Brüggen, Claudio Maniglio, Diana Schmidt, Michael Heißing, (40.) Harry Kübler, Thomas Winheller, Inga Blecher, Jennifer Guttmann, Frederik Häfker, Marc Jünger, Stefanie Hahmeier, Michael Neugebauer, Suse Dahn, Svenja Dahn, (50.) Ingo Kasprzak, Gabriele Goldschmidt, Rosemarie Vahland, Arne Hoffmann, Nils Miehe, Michael Kapik, Birgit Baer, Nicole Weinberger, Jürgen Kudritzky, Janina Kleinemenke, (60.) Tina Maniura, Jennifer Ha, Jessica Jordan, Timo Loist, Corinna Büttemeier, Petra Zarbock, Jens Kemper, Fredrik Wagener, Agnieszka Kobiela, Björn Kalies, (70.) André Kretzschmar, Nicole Griesenbrock, Marinka Voß, Christian Voß, Sabine Lochner, Jan-Hendrik Lochner, Thomas Ludwig, Alfred Schneider, Christoph Keutmann, Kajo Strauch, (80.) Marcel Schwarz, Gisela Postler, Björn Postler, Jörg Hübner, Verena Wall, Ingo Böckmann, Thorsten Haube, Michael Speckmann, Mike Neunert, Andreas Odendahl, (90.) Bastian Winkelhauer, Birgit Beuscher, Dominik Riege, Dirk Augenbraun, Markus Benning, Thomas Mechtersheimer, Christian Becker, Thorsten Kempkens, Markus Dichtel, Peter Raschdorf, (100.) Dirk Schröder, Gesa Bruhn, Sebastian Wehlmann, Nicki Rose, Joachim Dell, Regina Molter, Andreas Molter, Andrea Rickert, Markus Treis, Charly Petri, (110.) Michael Schmitz, Joachim Janus, Bodo Drews, Stefan Honigfort, Claudia Hast, Ralf Partenheimer, Tanja Muck, Peter Muck, Sven Junior, Volker Busch, (120.) Volker Geilmann, Oliver Krick, Ralf Rechmann, Simone Hüther, Volker Schäfer, Kai Bränzel, Malte Ogurreck, Torsten Tschirner, Monika Dillingerová, Dagmar de Cassan, (130.) Maria Schanz, Christoph Vavru, Sascha Hendriks, Nils Buchhage, Nick Buschner, Markus Rathgeb, Tina Christian, Thorsten Koch, Jörn Nitschke, Günter Nörenberg, (140.) Marcel Reintges, Bianca Steinbrecher, Thore Kries, York Kries, Meike Mählhop, Birthe Weibrecht, Gerald Francke, Michael Lang, Stefan Crecelius, Carsten Laßmann, (150.) Bodo Merz, Marcel Plum, Detlev Husemann, Marian Wall, Frank Heeren, Helge Ostertag, Pan Pollack, Christian Grofer, Anne Sandmann, Florian Sandmann, (160.) Diana Zey, Stefan Wahoff, Ronny Vorbrodt, Gaby von Dewitz, Miriam Bode, Angela Griller, Julia Griller, Gernot Almer, Klemens Franz, Andreas Resch, (170.) Holger Lätermann, Thorsten Hanson, Reinhold Kanz, Dirk Krause, Ulf Reintges, Torsten Buhck, Thomas Legler, Holger Herrmann, Hanno Girke, Stephan Kottkamp, (180.) Michael Grünert, Marc Vierhaus, Benjamin Nobbe, Philip Thomé, Jennifer Herrmann, Daniel Szewczyk, Walther “Mac“ Gerdts, Stephan Borowski, Felix Lübeck, Maria João Águeda Dos Sontos Leite, (190.) Pedro Silva, Jared Chaves, Sven Sievers, Stephan Grochtmann, Melanie Arens, Ralph Arens, Sophia Gräbener, Klara Esch, Thekla Esch, Stefan Esch, (200.) Carlotta Siegeroth, Jill McLachlan, Violetta McLachlan, Mattis von Lingen with Torsten Umlauf, Marc Andre Wulf, Dave Luza, Sebastian Wehlmann, William Attia, Conny Richter, Petra Böhm, (210.) Dieter Alber, Volker Geilhausen, Jürgen Godlewski, Silvia Kastner, Jutta Wojtyczka, Steffen Hufnagel, Lea Wild, Bernadette Beckert, Nicole Strauch, Andreas Buhlmann, (220.) Mario Weise, Rolf Braun, Michael Grillhuber, Silke Neuberger, Heiko Wienecke, Torsten Herrmann, Sebastian Lohre, Rick Schumann, Stephan Matos Camacho, Jürgen Bauereiss, (230.) Bastian Feuerstein, Torsten Mayer, Matthias Rietberger, Bianca Batsch, Bettina Timmermann, Dirk Kleemann, Bodo Thevissen, Julia Rothes, Tina Wellmann, Marc Kürten, (240.) Kay Wissmann, Edgar Bilz, Sören Paukstädt, Isabel Rathgeb, Thomas Reh, Daniela Reh, Nora Linse, Alexandra Hopotǎ, Michaela Christmann, Martin Schmoll, (250.) Jürgen Junghänel. Special thanks to Nicole Reiske, Carsten Hübner and Georg von der Brüggen, who spent months going over the fine details of the multiplayer game.

© 2011 Lookout Gameswww.lookout-games.de

English language publisher:Z-Man Games, Inc. © 2011

www.zmangames.com

The game “Ora et Labora“ was developed in two stages, in April 2009 and in January 2010. It was inspired by “Le Havre”, released in 2008 by Lookout Games. The idea of using Cloisters as an economic system came to the author while on honeymoon in Walkenried. The cloister there in the southern Harzland had a permanent display comparing cloisters with modern economic enterprise.