Ragusa Game Rules
Contents
- 1 Welcome to Ragusa!
- 1.1 Understanding the Game
- 1.2 Gameplay Basics
- 1.3 Key Strategies
- 1.4 Game Components
- 1.5 Get Ready to Explore Ragusa
- 1.6 Let’s Get Started!
- 1.7 Let’s Set Up!
- 1.8 A Variety of Goods
- 1.9 How to Play
- 1.10 Living Outside the City Walls
- 1.11 City
- 1.12 What You Need to Build
- 1.13 The Buildings in the City
- 1.14 Fish Exchange
- 1.15 End of the Game
Welcome to Ragusa!
Let’s dive into the exciting world of Ragusa game rules. If you love strategy and exploration, you’re in the right place!
Understanding the Game
When I first encountered Ragusa, I was immediately captivated by its charm. With its rich history and intricate gameplay, this game offers a truly immersive experience.
In Ragusa, you take on the role of a 15th-century merchant striving to build a thriving trading city. It’s a journey filled with opportunities and challenges that will put your strategic thinking to the test.
Gameplay Basics
At its core, Ragusa is all about establishing and expanding your city. You’ll start with a handful of workers and a plot of land. It’s up to you to gather resources, construct buildings, and trade with other players to expand your influence.
The game is played over several rounds, where you get to perform various actions such as building new structures, collecting resources, and gaining victory points. The player with the most points at the end of the game wins.
Key Strategies
As you navigate the world of Ragusa, here are some important strategies to keep in mind:
- Focus on resource management: Efficiently gather and use resources to maximize your city’s growth.
- Plan ahead: Think carefully about your actions to ensure long-term success.
- Balance your choices: Consider the benefits and drawbacks of each decision you make.
- Interact with other players: Trade and interact with fellow merchants to gain an edge.
- Adapt to changing circumstances: Be flexible and adjust your strategies as the game unfolds.
Game Components
In Ragusa, you’ll find a variety of components that bring the game to life:
- Worker tokens: Representing the workers you’ll use to take actions and build your city.
- Resource tiles: These tiles represent the different resources available in the game.
- Building cards: Use these cards to construct various structures and expand your city’s capabilities.
- Action board: This board displays the available actions and helps you plan your moves.
- Victory point tracker: Keep track of your progress and see who’s in the lead.
Get Ready to Explore Ragusa
Now that you have a grasp of the Ragusa game rules, it’s time to embark on an epic journey of strategy and discovery. Gather your fellow merchants, set up the game board, and let the adventure begin!
- 1 Game board
- 5 Player Mats
- 30 Counting Cards
- 26 Ship Cards
- 16 Secret Mission Cards
- 10 Solo AI Cards
- 66 Wooden Houses
- 75 Wooden Towers
- 5 Wooden Discs
- 22 Wooden Walls
- 16 Transparant Tracker Beads
- Instructions
Let’s Get Started!
Welcome to the game of Ragusa, set in the 15th century. Today, I’ll be your guide as we build the beautiful city of Ragusa from scratch. Are you ready for an adventure like no other?
In this game, it’s all about strategic thinking. By placing buildings in just the right spots, you’ll gain access to valuable resources that can be traded for other goods and victory points.
But that’s not all! You can also earn points by building walls and towers to defend the city. The player with the most victory points at the end of the game will be crowned the winner. May the best builder win!
Let’s Set Up!
When you’re getting ready to play the game, here’s what you need to do:
First, find a spot in the middle of the table for the game board. You’ll see that it has two sides. One side has simpler pictures that are good for learning the game or playing in the dark.
Next, each player gets their own player board and three tracker beads. Put one bead on each symbol for the things you can trade (they’re on the left side of your board).
Then, everybody gets their own colored Towers and some houses. How many houses you get depends on how many people are playing. If there are just two or three players, you get 12 houses each. If there are four players, you get 10 houses each. And if you have a full game with five players, you only get 9 houses each.
After that, put the player’s colored disc on the first space of the scoring track. That’s where you keep score throughout the game.
You should also have the resource tracker cards nearby. Each player gets six cards in their own color.
Finally, put one tracker bead on the starting spaces for the three commodity value tracks at the top of the board. These tracks show how valuable different resources are throughout the game.
Alright, let’s get started! Here’s the plan:
Step 7: Shuffle the ship cards and put five of them, facedown, on the spaces at the bottom of the board, as shown. Keep the rest of the cards nearby, also facedown.
Step 8: For each card, move the matching commodity marker one or two spaces to the right, depending on the number of arrows. For example, if the card has a wine symbol and two arrows, move the wine marker two spaces to the right. Then, flip the card over to its ship side.
Step 9: Shuffle the bonus deck and deal three cards facedown to each player. Each player chooses one card to keep and puts the other two cards facedown to the side.
Step 10: Mix the discarded bonus cards back into the bonus deck. Place the Bonus deck facedown near the board.
Step 11: Randomly choose a player to go first.
A Variety of Goods
Hey there! Let’s talk about the different things you can find in this fantastic game. We’ve got six types of resources to work with – Fish, Wood, Stone, Silver Ore, Grapes, and Olives. You can keep track of how many you have using handy tracker cards. Now, here’s the fun part: the last three on the list – Grapes, Olives, and Silver Ore – can be turned into some fancy commodities. Yup, you can use them to produce Silver, Wine, and Olive Oil. Isn’t that cool?
In Ragusa, we gain resources without using them up. It’s like having a supply line that determines our access to that resource. These resources determine how much of a product we can create, but they don’t disappear when we make that product.
Commodities, on the other hand, are limited. Once we sell them, they are taken out of our inventory.
We keep track of both resources and commodities on our boards. We can sell commodities for victory points, although the value can vary, or exchange them for goods brought by ships at the bottom of the board.
Each type of good has a fixed number of victory points, and trading them affects the market value of commodities.
When I make things, I move the corresponding piece to the right by the amount I made. When I use things, I move the corresponding piece to the left. I can keep up to 12 of each thing in my warehouse. If I have more than 12, the extra things will be wasted.
How to Play
I take my turn, and then it’s your turn, and so on, going in a circle. When it’s my turn, I put one of my houses in one of the empty spaces on the map. A space is empty if there isn’t already a house on it. Towers don’t count as houses, so they don’t block spaces.
Each space is surrounded by three other spaces, and each space has something good about it. In order to put my house on a space, I have to meet certain requirements (see below).
Living Outside the City Walls
When I’m out in the rural areas, every hex I stumble across is like a treasure trove waiting to be unlocked. One hex could offer me a bountiful catch of fish, while another might yield an abundance of wood. It’s an endless cycle of discovery as I venture further away from the city walls.
As I lay the foundation for my house near these hexes, I place a tracker card by my side. This simple card keeps track of the resources I gain access to. If there already is a card, I can rotate or flip it to indicate the number of resources I’ve accumulated.
These tracker cards are labeled with numbers on both sides, ranging from 1 to 4 on one side and 5 to 8 on the other. All I need to do is align the appropriate number with the corresponding resource on my player board. Easy as pie! And when I gather enough resources to cross the threshold from 4 to 5, all I have to do is flip the card to indicate my progress.
Hey there! Let me explain how resources work in the game. When you build a house next to a resource, you’ll want to place a tracker card next to that resource on your player board. This card will help you keep track of how much of that resource you have.
Now, here’s a neat thing: when you get more of the same resource, you can update your tracker card by flipping or rotating it. This way, you can always see the right number next to your resource.
But remember, resources are never used up! You can trade them with other players for different resources. So, even if you have a lot of one resource and need more of another, you can always strike a deal.
City
#image.jpg Each city hex has a special benefit. |
Did you know that the hexes inside the city walls have unique actions too? It’s true! When a hex has a clockwise arrow symbol below its title (like the one in the picture on the left), the player who built their house next to it gets to do that action. After that, it’s the turn of the players with houses on the other sides of the hex, going clockwise, to activate the same action. How cool is that?
Hey there! When you’re creating a connection between rural and city regions, you’ll want to activate each of them following their own unique rules. On spaces that have a ‘cross’ shape, you’re able to construct towers, but don’t worry, these won’t block the house space underneath.
What You Need to Build
Now, let’s talk about the requirements for building a house. When you place a house, it will be bordering 3 hexes. It’s important to check that you meet the building requirements for each hex (not just for the space itself). If you don’t meet the requirements for all three hexes, you won’t be able to build there. For rural hexes, you’ll need Wood, and for city hexes, you’ll need Stone.
The building requirement is pretty straightforward: the number of houses surrounding a single hex cannot be more than the amount of the relevant resource (Wood / Stone) that you have available to you. So, make sure you have enough resources before you start building!
When you’re building houses in the game, you’ll need different types of resources depending on the kind of land you’re building on. Rural hexes require wood, while city hexes need stone.
Let’s take an example to understand this better. If you want to build your first house on a rural hex, you’ll need 1 piece of wood. But if you already have two houses on a rural hex and you want to add a third one, you’ll need 3 pieces of wood.
Hey there!
So, if I want to build my first house on the circled space, I only need 1 Stone.
And if it’s my second house around the vineyard, I’ll need at least 2 Wood.
Now, when it comes to building my third house around the olive grove, I’ll need at least 3 Wood.
So, to be able to build there, I’ll need a minimum of 1 Stone and 3 Wood.
But here’s the cool part: these resources are not consumed. They can be reused across different hexes. For example, if I want to build a house next to 3 rural hexes where I don’t have any houses yet, I can use 1 Wood to meet the requirements for all 3.
Now, starting off, I don’t have any resources. But the good news is that the resources I gain by placing a house can be used to “pay” for that house. That means my first house must always be placed next to a hex that provides Wood.
Did you know that some city hexes have special requirements? You can find all the details in this rulebook on pages 12-15.
Listen up!
In order to build, you have to meet the requirements of all 3 hexes. But here’s the cool part: you can reuse the same resources for 2 or more hexes. Plus, the resources from one hex can also be used to fulfill the needs of the others. Oh, and sea hexes don’t need any extra resources. Pretty neat, huh?
#image.jpg
Hey there! Let’s talk about the cards that keep track of your Wood and Stone stocks. They’re pretty nifty because they also show you the limits for your country (wood) and city (stone) hexes.
The Buildings in the City
Now, here’s a list of all the buildings you can have in your city, along with their requirements and effects.
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#image.jpg
The Winery
To build the Winery, you need to have one or more of these:
When I own a house, I move the Wine marker on my player board based on how many Grapes I have. If I have access to 3 Grapes and 2 houses on the Winery, I would gain a total of 6 Wine. But that’s not all. If there are already houses built next to the Winery, I activate them in clockwise order, starting with the new house.
Now let’s talk about the Oil Press
You’ll need at least one #image.jpg
When I own a house, I can move the Oil marker on my player board according to how many Olives I have. For example, if I have 1 Olive and 1 house on the Oil Press, I gain a total of 1 Oil. But what happens if there are already houses near the Oil Press? Well, I activate them in clockwise order, starting with the new house and moving around.
Silversmith
You need one or more #image.jpg
When I own a house, I can move a silver marker on my player board based on how much silver ore I have. For example, if I have 3 silver ore and 3 houses on the Silversmith, I would gain a total of 9 silver. It’s exciting to see my wealth grow!
If there are already houses built around the Silversmith, I activate them in clockwise order after placing my new house. It’s like starting a chain reaction of prosperity!
The Mason
No Special Requirements.
When I’m playing the game, I like to strategically place a wall between two house spaces along the city limits. This move gives me an immediate victory point for the wall, no matter what is next to it. But that’s not all! I also get an extra victory point for each house or tower of my color that is directly next to the wall. It’s a great way to earn some extra points while also protecting my territory.
If there are already other houses built next to my wall, I activate them in clockwise order, starting with the newest one. This means they become active and contribute to my overall strategy. It’s like getting a bonus for my previous moves!
As an architect in the game, I don’t have any special requirements for placing a wall. I just need to find the perfect spot that maximizes my victory points and protects my territory. It’s all about strategic thinking and making the right decisions.
When playing the game, I can place one tower of my color on any open space along the city limits. It doesn’t matter if there is already a tower or not. I can also build houses on spaces with towers and vice versa. These towers will help me score points for the city walls throughout the game and at the end. If there are other houses next to the Architect, I activate them in order, starting with the newest one.
Fishmonger
You need at least one #image.jpg
I’m going to break down how the scoring works for each house on the Fishmonger. This might seem a bit complicated at first, but stick with me and it’ll make sense.
So, for every 2 Fish you have, you’ll score 1 Victory Point (VP) for each house you have on the Fishmonger. Let me give you an example: let’s say you have 5 Fish and 2 houses on the Fishmonger. Since each house scores 1 VP for every 2 Fish, each house will score 2 VP, giving you a total of 4 VP.
Now, here’s an important thing to remember: in order to place a house on the Fishmonger, you need to have 2 Fish available. And not just any 2 Fish, but 2 Fish that you haven’t traded away to meet the build requirements for other structures. So make sure you have enough Fish before you decide to place a house on the Fishmonger.
Market
Requires one or more commodity
When a house is up for sale, I can choose to buy a Ship card from the available options. There are different slots, and each one has a cost. Some Ships have an extra cost, like Pearls and Gems. To buy a Ship, I need to have the required commodities and spend them by moving the marker on my board. When I buy a Ship, the market value of that commodity will go down. The commodity on the card doesn’t affect the market price. After I buy one Ship, the remaining ones move to the left, and a new card is added to the right. Before the new card is added, I look at the symbol on its back and increase the specified commodity value. If the card has arrows, I increase the value by either 1 or 2. When I buy a Ship card, I immediately earn victory points equal to the number of stars on the card.
Wharf
Needs one or more merchandise
When I place a house next to the Wharf, I can sell 1 unit of either Wine, Oil, or Silver for each house I have on this space. I can only sell the commodities that are available on my player board, and if I sell any, I need to reduce the corresponding marker. For every commodity I sell, I earn Victory Points (VP) equal to the current market price of that commodity (as shown below).
#image.jpg
The number of VPs I receive for selling a commodity depends on the space that the tracker is on. In the example above, selling Wine earns me 2 points, selling Oil earns me 1 point, and selling Silver earns me 3 points.
#image.jpg
Rector’s Palace
No Special Requirements
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So, picture this: you’ve got a house right next to the Rector’s Palace. Cool, right? Well, here’s the deal – when you do that, you get to draw the top two Bonus cards. You get to keep one of them and the other goes back to the bottom of the deck. These Bonus cards are pretty rad because they give you points at the end of the game. If you wanna see the full list of cards, check out the Appendix. Oh, and just a little heads up: any houses that were already next to the Rector’s Palace won’t get activated. They’re just chillin’ there, doin’ their own thing.
Cathedral
No Special Requirements
Fish Exchange
During the game, you have the option to exchange Fish for different resources. Here are the exchange rates:
- 2 Fish = 1 Wood / 1 Grape / 1 Olive
- 3 Fish = 1 Stone
- 4 Fish = 1 Silver Ore
Note: You can make this exchange at any time, even right after you acquire the Fish and before activating a tile. For instance, if you gain Fish by placing a house on the Winery, you can exchange it for a Grape to produce more Wine.
You can also make this exchange on another player’s turn. For example, if a player places a house on the Oil Press and you already have a house there, you can trade Fish for Olives before your house activates.
End of the Game
The game ends when all players have placed all their houses. Scoring then takes place as follows:
City Walls
Let’s talk about city walls, those awe-inspiring structures that surround and protect our cities. Have you ever wondered how they are scored in the game? I’ll break it down for you.
When you’re playing, take a good look at your longest uninterrupted section of wall. That’s the stretch where every house space between two wall pieces is either empty or filled with a house or tower of your color. This is the part we’ll be focusing on for scoring.
Each piece of wall, every towering tower, and each house of your color within your longest stretch of wall will earn you 1 victory point. Remember, the goal is to maximize your score!
So, as you’re playing the game, keep an eye on that precious stretch of wall and make sure to fill it strategically. The more wall pieces, towers, and houses you have, the higher your score will be. Good luck!
Cathedral
Hey there! Let’s talk about the Cathedral in the game. It’s a special place where you can earn victory points (VPs) by collecting a set of Silver, Oil, and Wine. Sounds exciting, right?
Here’s an example to help you understand. Let’s say the values of Silver, Wine, and Oil are 4, 3, and 2 respectively. If you have 2 houses on the Cathedral and you still have 3 sets of these commodities on your board, you will score 18 VP. How? Well, you multiply the number of sets (2) by the sum of the market values of the commodities (4+3+2). Simple enough!
Just remember, you can only score for the number of sets that matches the number of houses you have on the Cathedral. So, if you have 2 sets but only 1 house, you’ll only score for 1 set.
Oh, and one more thing. The commodities will still be available when you’re scoring the Bonus Cards. So don’t worry, you won’t miss out on any points there.
The Magic of Bonus Cards
Now, let’s talk about something really exciting – bonus cards! These little gems can bring you extra victory points and really boost your score.
Here’s the deal: each player has their own bonus cards, and at the end of the game, we all reveal them. The points earned from these cards are added to our total scores.
Listen up – there’s a catch: you can only score a maximum of 12 victory points from any single bonus card. So choose wisely!
Each bonus card is special because it rewards you for having specific resources on your player board at the end of the game. Pay attention and gather those resources – they could earn you big points!
Now, here’s a neat trick: you can swap Fish for other resources while you’re collecting them, but once you’ve scored your bonus card, no more swapping. Keep that in mind, especially if you’re eyeing a Fish bonus card.
Now, let’s talk about the ship bonus cards. These work a bit differently, but the idea is the same. They reward you for buying goods from ships. Look for icons with a blue background – those come from ships. The more ships you have of that type, the more points you’ll earn.
So, as you can see, bonus cards are like little treasures waiting to be discovered. They can really give you a boost and make all the difference in the game. Keep an eye out for them and snatch them up whenever you can!
And the Winner Is…
In this game, the person who has accumulated the most victory points emerges as the winner. If there happens to be a tie, we shift our focus to the value of the goods held in each player’s warehouse. The participant with the greatest value emerges as the ultimate victor!