Contents
- 1 Rules for Playing the Endeavor Game
- 1.1 Setting Up the Game
- 1.2 Goal of the Game
- 1.3 Game Rounds
- 1.4 Taking Actions
- 1.5 Victory Points
- 1.6 Strategy and Planning
- 1.7 Conclusion
- 1.8 Objective of the Game
- 1.9 Let’s Get Started!
- 1.10 Now Let’s Get Started
- 1.11 Phase 2: Time to Grow
- 1.12 Phase 3: Paying Your Salary
- 1.13 Phase 4: The Action Phase
- 1.14 What You Need to Do
- 1.15 Payments
- 1.16 Playing
- 1.17 Pass or Discard
- 1.18 Phase Order
- 1.19 Track Limit
- 1.20 Wrapping Up the Round
- 1.21 Game Over
Rules for Playing the Endeavor Game
Hello! Welcome to the fascinating world of the Endeavor game. Today, I will guide you through the important rules you need to know to play this thrilling game. So, let’s dive right in!
Setting Up the Game
First things first, let’s get the game set up. Start by placing the game board in the middle of the table. Assemble the different components and place them in their respective spaces on the board. Each player then chooses a color and takes the corresponding player board and tokens.
Goal of the Game
The goal of the Endeavor game is to build the most prosperous and influential empire. You will do this by expanding your influence across the world, gaining control over regions, and establishing powerful buildings in cities.
Game Rounds
The game is played over a number of rounds. In each round, players take turns to perform actions. The number of actions you can take is determined by your chosen strategy cards. These cards will provide you with different abilities and options to choose from.
Taking Actions
When it’s your turn, you can take one of the available actions. You can choose to either place a worker on a city, activate a building, or pass. Placing a worker allows you to gain control over a region and exert your influence. Activating a building grants you special abilities and benefits. Passing ends your turn and allows you to prepare for the next round.
Victory Points
Throughout the game, you will earn victory points for various achievements, such as building in cities, controlling regions, and activating special abilities. At the end of the game, the player with the most victory points is declared the winner.
Strategy and Planning
Endeavor is a game that requires careful strategy and planning. You must consider your actions carefully and make decisions that will benefit you in the long run. Keep an eye on your opponents, adapt to their moves, and seize opportunities whenever they arise.
Conclusion
Now that you know the rules of the Endeavor game, it’s time to start your journey towards building the mightiest empire. Remember to think strategically, make wise decisions, and have fun along the way. Good luck and may victory be yours!
- Game board
- 48 Asset cards
- 95 Trade tokens
- 26 Large scoring chips
- 5 Player boards
- 45 Building tiles
- 150 Population markers (wooden discs)
- 20 Status track markers (wooden cubes)
- 1 First player marker (wooden crown)
Game Board
Hello! I want to tell you about the game board. It’s a cool thing! It’s like a big map that’s divided into seven parts. Each part has its own color and borders. Let me tell you about the different regions:
- Europe & the Mediterranean: This is where the game starts. It’s special because it has two stacks of cards, but no Shipping Track.
- The Far East: This region is full of cities and connections to other cities. It also has a Shipping Track and a stack of cards.
- India: In India, you’ll find more cities with connections, a Shipping Track, and another stack of cards.
- North America: This region is all about cities, connections, a Shipping Track, and a stack of cards.
- The Caribbean: In the Caribbean, there are cities, connections, a Shipping Track, and a stack of cards.
- South America: This region has cities, connections, a Shipping Track, and a stack of cards.
- Africa: Finally, there’s Africa. It also has cities, connections, a Shipping Track, and a stack of cards.
So, the game board is really important. It sets the stage for all the fun you’ll have playing this game!
Types of Asset Cards
Asset Cards come in eight different varieties, each representing a specific region. There is also a unique deck for Slavery. These cards have the power to boost your Status Track and earn you Glory points. Pay attention to the icons on each card, as they determine the rewards you’ll receive. Additionally, look for the stack icon to identify the card’s designated stack.
Within most decks, you’ll find a Governor card that possesses special abilities. These Governor cards have different acquisition methods and are easily identifiable thanks to the Governor ribbon on them.
Trade Tokens
Did you know there are eight types of Trade Tokens? It’s pretty cool! Some tokens have brown backgrounds and they give you boosts on the Status Track. Others have blue backgrounds and you can use them to take special actions during the game. How awesome is that?
Did you know that all tokens in the game have a special symbol called the Glory icon on the back? These tokens are kept with the Glory side facing down until the game is finished. Once the game is over, they are flipped over to reveal the Glory side and used as scoring chips.
Player Boards
I want to tell you about something called Player Boards. These neat little things help you keep track of how you’re doing in the game and let you organize all your stuff. They’re like your personal dashboard!
With a Player Board, you can keep an eye on your Industry, Culture, Finance, and Politics. These are important areas that you’ll want to focus on to succeed in the game. By keeping track of these aspects, you’ll be able to see how well you’re doing and what areas you might need to work on.
But that’s not all! Your Player Board is also where you can build Buildings. These structures will help you grow your empire and gain all sorts of benefits. They’re like the backbone of your success!
On top of that, you can use your Player Board to organize your Population Markers, Trade Tokens, and Asset Cards. These are all important resources that you’ll want to keep in order. Having everything in one place makes it so much easier to manage!
So, as you can see, Player Boards are a pretty big deal. They help you keep track of your progress, build important structures, and keep all your resources organized. They’re like a one-stop shop for everything you need to succeed in the game. Make sure to use them to your advantage!
Building Tiles
Hey there! I want to talk to you about Building Tiles. Have you ever noticed that there are fifteen different types of Building Tiles? It’s pretty cool. Each building offers unique bonuses and actions that can really help you out in the game. The Build Level of a building tells you how hard it is to construct.
Objective of the Game
In the game of Endeavor, the aim is to gain the most glory for your empire. You can earn glory points by increasing your scores in Industry, Culture, Finance, and Politics. Additionally, occupying cities, controlling connections between cities, and holding certain Asset Cards and Building Tiles also contribute to your glory.
To succeed, you need to balance short-term goals like constructing useful buildings, gathering Trade Tokens, and obtaining Asset Cards with the bigger picture of attaining glory. Remember, the game only lasts for seven rounds, so you’ll want to be the one with the most Glory points when it’s over!
Let’s Get Started!
First things first, we need to set up the game. Here’s what you need to do:
- Put the game board in the center of the table.
- Spread out the Trade Tokens all over the board. Make sure to place one token, glory-side down, on every space that represents a Shipping Track, City, and Connection.
- Organize the Asset Cards by their type and put them in their proper place on the board. Remember to stack them from bottom to top, starting with 5 and going all the way up to Governor. However, for the Slavery and Europe & The Mediterranean decks, which don’t have Governor cards, the stack will be from 5 to 0.
- Create stacks of Building Tiles. You’ll need:
- 5 of each Level 1 Building (Market, Shipyard, and Workshop)
- 4 of each Level 2 Building (Bank, Barracks, and Guild Hall)
- 3 of each Level 3 Building (Docks, Fortress, and Heater)
Once you’ve completed these steps, you’re ready to dive into the game and start building your empire!
To set up the game, you will need specific buildings: Cartographer, Trade Office, and University, of which you’ll need two of each. Additionally, you’ll need one of each of the following buildings: Exchange, Museum, and Parliament. It’s important to arrange these buildings in stacks near the board. Keep buildings of the same level together, as this will make it simpler for players to decide which buildings they want to construct during the game.
When we begin playing the game, each player will receive a Player Board, four Status Markers, and 30 Population Markers of a specific color. Any unused boards and markers should be put back in the box. After receiving these materials, each player will place their Player Board in front of them and put their Status Markers on the “0” spaces of the four Status Tracks on their board. They should also create a supply of Population Markers near their Player Board.
Next, we will randomly select a first player and give them the First Player Marker.
At this point in the game, we will set aside the large Scoring Chips. We won’t need them until the end of the game.
Now Let’s Get Started
The game has a total of seven rounds, each made up of four phases. The player with the First Player Marker always goes first in each phase, and then the other players take their turns in clockwise order. In the first three phases, each player gets to make a move once, but in the Action Phase, play continues until all players have passed. Here are the four phases of the game:
1. The Build Phase: In this phase, each player takes turns building one building.
2. The Growth Phase: During this phase, players focus on the growth of their buildings.
3. The Salary Phase: In this phase, players receive their salary based on the number and type of buildings they have.
4. The Action Phase: This is the final phase of each round, where players can take actions until all players have decided to pass.
Remember, the player with the First Player Marker always goes first in each of these phases. So, make your moves wisely and strategically to outsmart your opponents and emerge victorious!
When it’s time to build, I have to pick a building tile from the stockpile and place it on my Player Board. The tile I choose depends on my Jk Industry score, which determines my Build Level. Each building tile belongs to a specific Build Level, and I can only choose a tile from my current Build Level or lower. If there are no available buildings at my level, I can choose one from the next level up.
- I can build multiple copies of the same building.
- If I already have a Level 5 building, I can’t choose another one from Level 5.
- Some buildings have icons representing industries, culture, finance, and politics. When I build these buildings, my score in the corresponding track goes up by the number of icons shown.
Once I and the other players have built one building each, we move on to the next phase. If all the building spaces on our Player Boards are full, this is the last round of the game!
Phase 2: Time to Grow
Now it’s time for us to increase our Population Markers, starting with the player who goes first.
When we reach the Growth Phase, we all get to increase our population in the Harbor. This is an exciting time because it helps us grow and expand our presence. The number of Population Markers we add from our supply depends on our score, which determines our Growth Level. Each Growth Level represents the number of Population Markers we can add.
Now, if we don’t have enough Population Markers in our supply, it’s no big deal. We simply add as many as we can. This ensures that everyone can still participate and keep growing, even if they don’t have a huge supply.
Once every player has had a chance to add their Population Markers, we move on to the next phase. It’s always important to keep the game flowing and transitioning smoothly.
Phase 3: Paying Your Salary
Now it’s time for me to pay up!
During this phase, I have to make Payments. Payments are made by returning one of my Population Markers from a building back to my Harbor. The number of Payments I can make is determined by my ‘Finance’ score, which gives me my Salary Level.
- If I have more Population Markers on my Buildings than permitted Payments, I get to choose which ones go back to the Harbor and which ones stay on the buildings.
- If I have more permitted Payments than Population Markers on my Buildings, I have to return all of my Population Markers and lose the extra Payments.
When you pay salaries and return markers, you enable buildings to become active during the Action Phase. This is because a building that has a Population Marker on it cannot be activated.
Remember: In the first round of the game, no players will have any Population Markers on their buildings. As a result, this phase will have no effect during that round.
Phase 4: The Action Phase
Now it’s time to take action! We each get a turn to do something, starting with me, the First Player, and moving around the table clockwise until everyone has either passed or run out of actions.
Basic Rules Of The Action Phase
During this phase, we can do a few things. We can get Asset Cards and Trade Tokens with different icons like JlL Industry,^ Culture,^ Finance, and ^l Politics. When we collect tokens or cards with these icons, we can raise our scores in the corresponding tracks. Just push the Status Marker on those tracks up by the number of icons you have.
When you play this game, there are a few rules you need to keep in mind. Here’s what you need to know:
1. You can’t trade or give cards or tokens to other players. It’s all about using your own resources.
2. You can’t just discard cards or tokens whenever you want. You have to be strategic about it. The only exception is if you’ve already passed your turn.
3. Once you pass your turn, you can’t take any more actions in that phase. You just have to sit back and watch everyone else play.
4. When all players have passed, the phase and the round are over. It’s time to move on to the next part of the game.
Now let’s talk about how you can take actions in the game. There are two ways to do it:
Method A: Activate a Building
This is the most common way to take an action. Just choose a building and activate it. Each building has its own special ability that can help you in the game. So choose wisely!
Method B: Use a Worker Placement Spot
Some buildings have worker placement spots. If you choose one of these spots, you’ll be able to take a special action related to that building. It’s another way to gain an advantage in the game.
So there you have it. Those are the rules for taking actions in the game. Now go out there and make some strategic moves!
So, here’s the deal: if you want to take action in this game, there’s a pretty common way to do it. You gotta activate one of your buildings. It’s really simple, really. All you need to do is move one of your Population Markers from your Harbor to the empty Activation Space of a Building Tile. Just remember, you can’t activate a building that already has a Population Marker in its Activation Circle, or if it doesn’t have an Activation Circle in the first place. Once you do that, you can perform the action or actions that are featured on that Building Tile. It’s like unlocking a whole new set of possibilities!
Now, here comes Method B: Spend A Trade Token
Oh, and if you happen to have some Trade Tokens with blue backgrounds, you’ve got another way to take action. Some of these Trade Tokens have these cool Action icons instead of those regular Track icons. All you gotta do is spend one of these special tokens from your Harbor and boom! You get to perform the featured action. Pretty neat, right? Just make sure to throw away the Trade Token once you’ve used it up. It’s a one-time thing.
What You Need to Do
Ship Your Population
So here’s the deal: you gotta move one of your Population Markers from your Harbor to the Shipping Track of a Region. But hold on, there’s a catch – you can only take the empty space on the track that’s farthest from the stack of cards. It’s like a strategic game of musical chairs! Don’t worry, though, because you’ll be handsomely rewarded for your efforts. When you claim a space, you get the Trade Token that was sitting there, and you proudly display it in your Harbor. It’s like a little trophy that proves you’ve claimed that spot as your own.
When you play the game, you have the ability to transport your ships to a specific region, even if the shipping track there is full. In this case, you place your population marker beside the shipping track, but you won’t receive a trade token as a reward.
However, there is one exception. You cannot ship your ships to the central starting area of Europe & the Mediterranean. This is because the two card stacks in that region do not have shipping tracks.
Now, let’s talk about opening a region. When all the spaces on a shipping track in a region have been claimed, that region becomes open. At this point, something special happens.
The player who has placed the most population markers on the region’s shipping track is awarded the top card of the asset card stack. This card is called the Governor. If two or more players have the same number of population markers, the player with the marker closest to the deck of cards is awarded the Governor Card. This means that the most recently placed marker gets the card. It’s important to note that this is the only way to receive one of the six Governor Cards in the game.
When I receive a Governor card, I can choose to place it in the “free Governor” slot or in one of the regular card slots on my Player Board. If there’s no slot available, I can put it nearby. As soon as I place the card, I’ll receive the Status Track increases granted by the card’s icons right away. It’s pretty cool!
Once a Region is open, exciting things can happen there. I can choose to Occupy, Draw, or Attack in that region. The Europe & the Mediterranean area is open right from the start of the game, so I can start taking actions there right away!
Occupy
When I play this action, I can take my Population Marker from my Harbor and move it to a city that doesn’t have any other Population Markers. It’s like claiming the city as my own! Once I do that, I get to collect the Trade Token that was in that city. It’s a cool reward for claiming a city and showing that I am expanding my influence. After collecting the Trade Token, I make sure to place it face up in my Harbor so that everyone can see the riches I have gained.
- Occupying cities is only possible in open Regions.
- To occupy a city, you must already have a presence in that Region. This means you need to have at least one Population Marker already in the Region. (In other cities or on/beside the Shipping Track). Everyone is considered to have a presence in Europe & the Mediterranean, regardless of whether they have any markers there or not.
Controlling Connections
Many cities in the game are connected to other cities. When you have Population Markers in both cities at either end of a connection (via occupying and/or attacking actions), you are considered to be controlling that connection.
Hey there! Let’s talk about Trade Tokens in the game. When we start the game, each connection gets a random Trade Token on it. If I’m the first player to control a connection, I get the token as a reward, and I put it face up in my Harbor.
Note: Even though someone else has claimed the token, it’s still worthwhile to have control of the connection, as it will earn you a Glory point when the game is over.
Let me tell you about something important. You see, in this game we’re playing, there’s a special token that you can claim. It’s called a connection. But here’s the thing: even if someone else claims it, it’s still valuable for you to have control over that connection. Why, you ask? Well, I’ll tell you.
First of all, having control of the connection means that you have power. It gives you an advantage over the other players. And who doesn’t love having an advantage, right? It’s like having a secret weapon up your sleeve.
But that’s not all. There’s another reason why you should care about having control of the connection. You see, at the end of the game, that control is going to earn you a Glory point. And trust me, everyone wants Glory points. They’re like gold in this game.
So, even if you can’t claim the token right now, don’t lose hope. Keep fighting for control of that connection. It’s worth it, I promise. And who knows, maybe it’ll be the thing that wins you the game. So don’t give up!
Attacking Cities
When I choose to attack a city, it requires 2 Population Markers. First, I take one of my Population Markers from my Harbor and put it into my supply. Then, I select a city that already has an opponent’s Population Marker and replace it with a second Population Marker from my Harbor. The opponent’s marker goes back to their supply. After the attack, the city is now under my control.
- Only cities that are occupied can be claimed when using the Attack action.
- In order to claim a city, you must already have a presence in that region. This means you need to have at least one population marker in the region, either in other cities or on/beside the Shipping Track. Europe and the Mediterranean are the only regions where all players are considered to have a presence, regardless of whether they have any markers there or not.
Controlling Connections
By using the Attack action, you can gain control of connections. Refer to the Occupying section for detailed rules on controlling connections.
Payments
To make payments, simply move one population marker from the Activation Space of one of your buildings back to your Harbor. This will free up both the building and the population marker to be used again in the future.
Imagine a building that tries to pay for its own expenses. It may seem strange, but this is exactly what happens when a building engages in “self-payment”.
Self-payment is a concept where a building itself takes care of its financial needs. Just like a person or a business, a building has bills to pay and expenses to manage. But when a building takes on the responsibility of handling its own payments, it raises some interesting questions.
For instance, how does a building earn money to pay its bills? Does it have a source of income? And if it does, where does that income come from? These are important questions to consider when thinking about self-payment.
One possible way for a building to generate income is by renting out space. Let’s say you own a building and you decide to rent out some of the rooms or offices to tenants. The rent they pay you can then be used to cover the building’s expenses. It’s a simple and straightforward solution, but it’s not without its challenges.
Managing rental agreements, collecting rent, and ensuring tenant satisfaction all require time and effort. As the owner of the building, you would need to take on the responsibility of playing the role of a landlord. This extra workload might not be something you’re prepared for or interested in.
Another option for generating income is through services or amenities provided by the building. For example, if your building has a gym or a restaurant, you could charge users for access. This way, the money generated from these services can be used to pay for the building’s expenses. However, offering and managing these services comes with its own set of challenges, such as hiring staff, organizing operations, and marketing.
So, it’s clear that self-payment brings both possibilities and complications. It’s a concept that needs careful consideration before implementing it in a building. Understanding the building’s needs, evaluating the available options, and considering the potential challenges are all important steps in the decision-making process.
Ultimately, the choice to enable self-payment in a building is a personal one, one that requires weighing the pros and cons. Like any decision, it’s wise to take the time to carefully consider all the factors before making a choice. After all, a building may not have a bank account or a wallet, but that doesn’t mean it can’t take care of itself.
Playing
When I play Draw, I do the following:
I take the top card from an Asset Card stack in an open region and put it face-up in one of my card slots on my Player Board. If I don’t have any available slots, I just put the card nearby for now.
Right away, I make changes to my Status Tracks to match the icons on the card I just got.
- Each region has a pile of cards. To take a card from a region’s pile, you need to have enough Population Markers in the region. These Markers can be in the region’s cities or on its Shipping Track.
- In the starting region of Europe & the Mediterranean, there are two piles of cards: Slavery and Europe & the Mediterranean. These piles have cards numbered from 0 to 5. Since there is no Shipping Track in this region, only Population Markers in cities count towards drawing cards. You can count all the cities in the region for either pile. The cards with a value of 0 in this region do not require any Population Markers to draw.
During the Action Phase, you can draw as many cards as you want, and it’s fine to move cards around in different slots. The only time you need to be mindful of your card count is when you pass, because then you have to discard down to your Card Limit. Your Card Limit is determined by your Politics score.
Now, let’s talk about the Abolition Of Slavery card. This special value “5” card is found in the Europe & the Mediterranean deck. When any player draws this card for the first time, everyone has to immediately put aside all their Slavery cards. This will cause your Status Track scores to go down since you lose those icons.
I turn the Slavery cards face down and place them near my Player Board. They serve as a reminder that I will lose 1 Glory for each card at the end of the game if I resort to Slavery. These set-aside Slavery cards don’t count towards my Card Limit.
If there are any remaining Slavery cards on the main board, they are immediately removed from the game. I won’t be able to draw from the Slavery deck for the rest of the game.
Pass or Discard
Once you’ve passed, you can’t do anything else this turn.
Each player has a Card Limit based on their Politics score. It determines how many Asset Cards you can keep after you pass. The most you can have is 5 cards, one for each card slot.
- On top of that, you can keep one extra Slavery card even if it puts you over the Card Limit. Just remember, you can only have one Slavery card with this bonus.
On each Player Board, there’s an extra space where you can keep one special “free” Governor card. This card doesn’t count towards your Card Limit or the maximum of 5 cards. You’re not limited to just one Governor card in total, and you don’t have to keep a Governor card in the “free Governor” slot if it’s empty. However, Governor cards in regular slots do count towards the card limit and the maximum of 5 cards.
When you pass, you have to discard cards until you reach your Card Limit, if necessary. Keep in mind that discarding cards will cause you to lose the featured icons, so the Status Markers on the corresponding tracks should be moved down accordingly.
Note: It’s important to note that if the Politics icons are lost, a player’s Card Limit may be reduced. In this case, the player must keep discarding cards until they reach their Card Limit.
- Discarded cards should be returned to the stack they came from. The cards in the stack are always arranged in increasing value order, with the lowest-value card on top.
- If Slavery cards are discarded, they are not returned to the Slavery stack. Instead, they should be turned face down and kept near the player’s Player Board as a reminder. At the end of the game, the player will lose 1
Glory per card for resorting to Slavery. These set-aside Slavery cards do not count towards the player’s Card Limit.
When Governors are removed from the game, they are discarded. During the Discard process, players can change the position of their cards in any slot they want, as long as they don’t exceed their Card Limit when they finish.
Your Harbor might get crowded as you collect Trade Tokens. To keep your Harbor organized and easily calculate your scores, you can stack your brown Trade Tokens on their Status Tracks. This way, you’ll have more space in your Harbor and can quickly count your scores by keeping the stacks on the matching number.
Phase Order
Here’s a different way to approach Phase Order: each player takes turns completing the first three phases (Build, Growth, and Salary) in order. After one player finishes, it moves on to the next player.
By doing it this way, you have the chance to plan your moves individually and it can even make the game go faster.
Track Limit
Remember that the maximum score on any Status Track is 15. If your score goes beyond 15, keep the marker at 15.
However, if you lose icons but your score is still above 15, make sure to adjust your marker to show your actual number of icons.
Wrapping Up the Round
When everyone has made their moves, it’s time to end the round. This is a great opportunity for us to double-check our Status Tracks and ensure they reflect our progress accurately. After we have discarded any unnecessary cards and counted up the total number of icons in each category (including those on our Asset Cards, Trade Tokens, and Buildings), we can adjust our Status Marker to its correct position on the Status Track, if necessary.
Once we have confirmed that everyone’s Status Tracks are accurate, it’s time to pass the First Player Marker to the player on our left and kick off the next round.
Hey there! If we just finished the seventh round, that means the game is over! It’s easy to tell if the round is over – just look at the Player Boards. If all the building spaces are full, then it’s definitely the end of the seventh round.
Game Over
The game officially ends after the seventh round. You can tell because all the building spaces will be filled up during the Build Phase. Once that happens, it’s the seventh and final round. When the seventh round ends, that’s it – the game is over and it’s time to tally up the Glory points.
Here’s how you earn Glory points: based on your levels of Industry, Culture, Finance, and Politics, as well as things like occupying cities, controlling connections, holding certain cards and buildings, and having Population Markers in your Harbor. But be careful – you might lose points if you have any Slavery discards by your Player Boards.
To start, make sure all of the Trade Tokens are removed from the game board and the Player Boards. Double-check that everyone’s Status Tracks are correct before taking away their Trade Tokens. These tokens will be important for counting points later on. Each token represents a single Glory point. Whenever you reach increments of 10 or 50, trade in your tokens for larger Score Chips.
Now, let’s talk about Cities and Connections. One player will handle this task, but other players can help to speed things up. For each city where you have a Population Marker, place the corresponding number of Glory tokens on that city. Most cities will have a 1X Glory icon, but there are a few cities with a 2X icon. Next, put 1 X Glory Token on each connection that you control. Gather up all of the X Glory tokens that you placed and repeat this process for every player.
Check out the awesome C Status Tracks! They have spaces with icons and spaces without icons (D). The Status Markers on spaces with icons stay put, but the E Status Markers on spaces without an icon now move down to the first space they come across that has an icon (F).
I’ve got some exciting news for you! The X Glory point values determine how many points you get on the Status Tracks. You just add up the points from your Status Tracks, and voila, you get that many X Glory tokens. So go ahead and show off your skills!
Let’s talk about G Cards. These special cards have something called Glory icons on them. When we play the game, we count up all the Glory icons on our cards and get that many Glory tokens. Cool, right?
Now, let’s move on to the Governor Space, which is marked with an H. If you don’t have a Governor card in your free Governor space, you lose out on some Glory. Specifically, you lose 3 Glory tokens. So make sure you have a Governor card there!
Next up, let’s discuss Universities. If you have a University card, you get some bonus Glory. You earn 3 Glory tokens for each University card you have. So it’s definitely worth having those Universities in your hand!
Now, here’s an interesting one. It’s called Extra Population and it’s marked with a J. Basically, for every 3 Population Markers you have left in your Harbor, you’ll earn 1 Glory token. So keep an eye on your Population Markers and rack up those Glory tokens!
Finally, we have the Slavery Subtraction, which is represented by the letter K. This one works a bit differently. If you have any discarded Slavery cards by your Player Board, you lose 1 Glory token for each card. But don’t worry, if you have face-up Slavery cards on your Player Board, they don’t count for this penalty. So keep an eye on those discarded cards!
Total Points and Victory
When the game ends, I tally up all my Glory tokens. Whoever has the most points wins! If there’s a tie, all of us who are tied get to share the victory. Pretty cool, right?