The Rise and Decline of the Serenissima A Strategy
Transcription
The Rise and Decline of the Serenissima A Strategy
The Rise and Decline of the Serenissima A Strategy Game by Marco Maggi & Francesco Nepitello 2 Introduction In Venetia, 2 to 4 players compete to become the most prosperous and influential noble family in the history of the Serenissima Republic. The action of the game takes place in the golden age of the city that was once known as the “Queen of the Mediterranean”, from its rise in the Ninth Century until its decline and fall in the Eighteenth. Your aim in the game You control a patrician household of Venice, vying for power against the other influential families. To gain clout and fortune (Victory Points), your family must extend its influence outside the city by sending representatives to foreign markets. Venice starts the game in its Rise, and the game ends when the Struggle Epoch is completed. Players score Victory Points (VPs) at the end of every epoch. The player with the highest VP score at the end of the game wins! Components list The Standard Rules use the following components: - 1 game board - 7 Action dice - 160 Influence tokens, in 4 colors - 32 Podestà tokens, in 4 colors - 24 Family cards (6 for each family) As your authority spreads, the power of Venice also increases, and distant towns and ports fall under the sway of the Serenissima. At the same time, you must compete within the city for the coveted title of Doge—the head of the government—spending your Ducats to gain popularity. Many threats But the hegemony of Venice is not assured. The Republic is threatened by many enemies, and must face the rise of competing powers, such as the rival seafaring Republic of Genoa and the Kingdom of Aragon to the west, or the Byzantine Empire and Ottoman Turks to the east. Century after Century, you will take part in the struggles that will see the rise and fall of the Republic of Venice. Rewrite history The game is played across three Epochs: Rise, Apogee, and Struggle. The Power Track on the board triggers the passage of the various Epochs. - 45 Action cards - 20 Threat cards - 10 Battle tiles - 18 Victory Point tokens (VP) - 18 Doge tokens - 12 Venice Control/Enemy fleet tokens - 42 Kingdom tokens (shields) - 1 Infamy marker - 1 Venetia marker - 1 Enemy Powers marker - 3 Epoch markers (1 for each Epoch) The set of optional rules found on page 15 require the following additional components: - 60 Ducat tokens (in 4 colors) - 24 Monument tokens (in 4 colors) - 7 Voting tiles 3 Standard Rules Most games of Venetia will be played using the Standard Rules. Players looking for a higher level of historical accuracy and strategy may consider adding the Optional Rules presented on page 15. Standard Components When using the Standard Rules, the players do not use a number of components (Ducat and Monument tokens and Voting tiles), and do not use the names of the districts in the city of Venice (Sestieri) shown on the game board. Player materials At the start of the game, each player chooses a color (white, red, blue, or yellow), and takes all the components of that color. Family cards Family cards are used to select candidates for the title of Doge when an election occurs. Influence tokens Each player takes 40 Influence tokens (wooden cubes) in his color. Players place Influence tokens on sea areas and colonies of the board, to compete with the other players for predominance. Podestà tokens Each player takes 8 Podestà tokens (wooden pawns), representing the city officials who govern a colony in the name of the Serenissima. Podestà tokens are placed on the board to show when a player has gained control of a colony. Action dice The game uses 7 special dice, divided into 3 sets by color. The color shows which type of action that die allows a player to make: Military (silver), Political (bronze), or Commercial (gold). Each die has the same set of icons, regardless of color: The dice are rolled to generate the Action Die Pool—a set of results that are used by the players to take actions. At the start of his turn, each player selects 1 die result from those available. White player: the Dandolo Yellow player: the Morosini Red player: the Gradenigo Blue player: the Venier Action cards There are 45 Action cards in the game. Each card describes a special opportunity inspired by historical events, and shows a number of Ducats to be used in the election of a new Doge. Players draw cards when using a die result showing a card icon. Cards that have been used or discarded are placed in a discard pile. If the Action deck ever runs out, shuffle the discard pile to form a new deck. 4 Threat cards The game board Threat cards reveal events that may change the political, economic, and military landscape of the Mediterranean (the Venetia Città Nobilissima booklet describes the historical circumstances introduced by each card). The game board shows the Mediterranean Sea and the coasts—the focus of the Serenissima Republic’s expansion throughout its history. The map is divided into 10 regions and 8 sea areas. Regions The Regions are identified by a distinctive color and name (see the illustration below): Players draw cards from the Threat deck at certain moments: whenever the Action Die Pool runs out or when Ponente (a), Tirreno (b), Italia (c), Dalmatia (d), Grecia a player taking a Military Action triggers a Casus Belli—an (e), Romania (f ), Arcipelago (g), Tartaria (h), Levante incident that provokes a reaction from the enemy powers. (i), and Africa (l). Battle tiles Every region contains 3 minor colonies and 1 major colony (small circles with a ‘3’ and bigger circles with a ‘4’, respectively). Battles in Venetia are resolved using the set of 10 Battle tiles. These large tiles are kept to the side until needed, and must be shuffled each time they are used. A small shield box is next to each region’s name, and will be used to hold a Kingdom token should it enter play. Finally, there are 1 or more dots above each region’s name: this is the value (in VPs) awarded to players who have Influence tokens inside that region’s major colony (see Scoring on page 13). VP tokens Players gain VP tokens by removing enemy fleets or by playing certain Action cards. Each VP token is worth from 1 to 3 VP. These tokens are scored and then discarded at the end of each Epoch (see Scoring on page 13). o Sea areas The 8 sea areas are identified by a name and a large white circle on the board. Sea areas are separated from each other by dotted borders. q r h p d b a f c g e i l n m The boxes and tracks on the board are used to keep track of different activities: (m)The Power track: Used to record the rise of the power of the Serenissima, and the threat of its enemies (using the Venetia and the Enemy Powers markers, respectively). (n) The Action die pool boxes: Where Action dice are placed when they are rolled. (o) The Family boxes: Where players place their Action cards when they decide to run for the office of Doge. (p) The Doge box: Where the Family card of the current Doge is displayed, along with the available Doge tokens. (q) The Threat box: Where the deck of Threat cards is placed at the start of the game. (r) The Epoch box: Where an Epoch marker for the current Epoch is placed. 5 Setting up the game 1. Each player chooses a color and takes all the matching components (Family cards, Influence and Podestà tokens). 2. Shuffle the Threat cards and place them face down on the Threat box. 3. Place the “I” Epoch marker on the Epoch box to the right of the Threat box. 4. Shuffle the deck of Action cards and deal 3 to each player. Place the rest of the deck beside the game board. 5. Place the Venetia marker on the leftmost space of the Power track (white circle). Place the Enemy marker on the opposite end of the track (black circle). The first turn Now, the Doge player rolls the Action dice to create the first Action Die Pool (place the dice in their respective boxes on the board). Then, the Doge takes the first action of the game. The game proceeds with players choosing a die and taking actions, playing in clockwise order. Turn Sequence The game is played in turns. Players take turns as the “acting player” in clockwise order around the table. During each turn, the acting player follows the sequence of phases below. When he is done, his turn is over and the player to his left takes a turn. 6. Place the Battle tiles face down and mix them. Keep them nearby. Each phase must be followed every turn, with the exception of the first and last phases (Threat Phase and Election Phase—marked below in italics). 7. Put the VP tokens in an opaque container or cup. Keep it nearby. 1. Draw threat cards 8. Elect the first Doge. The first doge All players participate in the election of the first Doge by choosing 1 Family card and 1 Action card from their hand. All players place both cards face down on the table. Then, all cards are revealed and their values compared. Add up the value on the Family card and the number of Ducats shown on the Action card played. The player with the highest total is the first Doge. In case of a tie, the player who played the Family card with the highest value (among those tied) is elected Doge (break any further tie randomly). The elected player places the Family card he played on the Doge box. The Family cards chosen by the other players for the election are discarded (unless is was a Family card with value “1”—see Doge Elections on page 11), along with all Action cards used for voting. The new Doge takes a number of Doge tokens based on the number of players: 3 tokens with 3 or 4 players, or 4 with 2 players (these tokens determine when the next election will take place). If the Action Die Pool is empty, the Doge player must draw a number of Threat cards (skip this phase if the Action Die Pool is not empty). The number of cards drawn depends on the current Epoch: Draw 1 Threat card during Rise, 2 Threat cards during Apogee, and 3 Threat cards during Struggle. The Doge draws 1 card at a time and applies the effects before he draws the next card (see Threat Cards on page 10). When the effects of all cards drawn have been resolved, the acting player rolls all the Action dice to form a new Action Die Pool. 2. Choose 1 action die The acting player now chooses 1 die result from those available in the Action Die Pool. If the result allows him to draw 1 or more cards, follow the steps below: Draw action cards If the acting player has chosen a (2 Card) die result, he draws 1 Action card. If he chooses a (4 Card) die result, each of the other players (but not the acting player) draws 1 Action card in turn order (starting to the acting player’s left). 6 When a player draws a card, he looks at it and chooses to either: a. Keep the card and add it to his hand (to use its special ability later); OR b. Place the card face down in his Family box (on top of any other cards already played there). The number of Ducats on the card will be counted during the next Doge election. All players who get to draw cards must do so before the acting player starts using his Action points for the turn. Cards are distinguished by type in the same way as the Action dice (there are Military, Commercial, and Political cards). The acting player may only play a card of the same type as the Action die he chose for the turn. For example, you may only play “Unique Trade” (a gold card) if you chose a Commercial Action die for the turn. A card with the keyword ◆ Free may be played in addition to spending Action points. Otherwise, the action described on the card replaces the use of Action points. Read the card text carefully and apply its effects. 4. Elect a new doge If the current Doge player now has no more Doge tokens, the players must elect a new Doge. Skip this phase if the Doge player still has Doge tokens. Taking Actions The acting player has a number of Action Points at his disposal equal to the value of the Action die result chosen. For example, if you choose a die result of “3”, you may spend up to 3 Action Points. Cards can be placed on your Family box only when drawn. If you add the card to your hand, it can only be played for its special ability. 3. Take actions The acting player now takes actions based on the type of die selected (Military, Political, or Commercial). The acting player may spend a number of Action Points equal to the value of the chosen die result (see Taking Actions in the next column). If the acting player is the current Doge, he must first use 1 Doge token (see The Power of the Doge on page 12). Play action cards When it is his time to take an action, the acting player may play 1 card from his hand (but not more than 1). Action Points are mainly used to establish naval routes and place Influence tokens on colonies around the board. Players may only place Influence on colonies that are connected to the city of Venice by a valid naval route—if a colony is not connected to Venice, the acting player may spend Action Points to establish a naval route there. 1. Establishing a naval route The acting player checks the board to see which sea areas separate Venice from the colony he wants to connect to. The acting player must spend 1 Action Point for each sea area along the route that does not contain a Venice Control token (each “uncontrolled sea area) to place an Influence token on it. When the acting player has an Influence token on a sea area, he may use it as part of a naval route. Note: Players are not allowed to place more than 1 Influence token in same sea area during the same turn. 7 2. Placing influence in colonies The acting player may spend Action Points to place Influence tokens on colonies that are connected to Venice by a naval route. Based on the number of Action Points available and the type of die chosen, it is possible to influence 1 or more colonies. Note: The rules for Commercial and Political actions are very similar, while Military actions are quite different, as they require the use of Battle tiles. Commercial action (gold dice) It costs 1 Action Point to place 1 Influence token. The active player may not place more than 1 Influence token on the same colony on the same turn. Continuing the example above, the red player now chooses a 3 Action Point Commercial die. He establishes a naval route through Mare Libico, leaving him with 2 Action Points. Since he cannot place more than 1 Influence per colony per turn, he uses his Action Points to place 1 token in Corphu and 1 in Sicilia. Political action (bronze dice) For example, the blue player wants to place Influence on Corphu. The colony is separated from Venice by 3 sea areas (Golfo di Venetia, Mare Adriatico, and Mare Libico). Golfo di Venetia and Mare Adriatico both contain a Venice Control toke, so she must spend 1 Action Point to place her Influence token on Mare Libico. If all 3 sea areas were already controlled, she would not have needed to spend any Action Points to establish the naval route. The dominion of venice over the seas A sea area containing a Venice Control token is part of the Dominion of Venice and can be included in any naval route without spending Action Points. A Venice Control token is placed on a sea area when the total number of Influence tokens placed on it equals the number printed on the board. When an uncontrolled sea area becomes controlled, all Influence tokens there are returned to the respective players. It costs 1 Action Point to place 1 Influence token. All Influence placed this turn must be placed in the same colony (i.e., you may not place Influence tokens in different colonies this turn). The white player chooses a Political Action die worth 3 Action Points. He establishes a naval route through Mare Libico and is left with 2 Action Points. Since he must place all of his Influence this turn in the same colony, he places 2 tokens in Malta. Military action (silver dice) Instead of placing Influence on colonies directly, the acting player spends Action Points to draw Battle tiles. Each Action Point spent allows him to choose 1 colony and draw 1 Battle tile. Then, he places a number of Influence tokens equal to the numerical value of the Battle token on the selected colony (see Battle Tiles on the next page). The acting player may attack the same colony several times, or may switch to attack different targets, as long as he has Action Points to spend. 8 Battle Tiles When Battle tiles are used, apply the effects of each tile before drawing another. Battle tiles are left on the table when drawn—they are not shuffled back together until all the attacks for the turn are done. Most Battle tiles show only a numerical value, indicating how many Influence tokens the player may place on the targeted colony. A number of tiles show the following icons: For example, the yellow player chooses a Military Action die worth 3 Action Points. She establishes a naval route through Mare Libico and now has 2 Action Points left. She chooses Corphu first and draws 1 Battle tile: the tile shows “2” so she places 2 Influence tokens on Corphu. Then she decides to press her attack on Corphu by spending her last Action Point to draw a second Battle tile (she could have chosen to attack a different target, such as Malta, instead). This time she draws a “0”. Better luck next time! Infamy If the acting player attacks a colony with a Podestà token, he must take the Infamy token (taking it from the current owner, if there is one). The holder of the Infamy token cannot attack a colony that contains a Podestà, and suffers a penalty during the next Doge elections (see Doge Elections on page 11). Enemy Fleets A Military Action can be used to remove enemy fleets from the board (see Enemy Fleets on page 11). Note: A Military Action is less predictable than a Commercial or Political action. The values on the Battle tiles may allow you to place 2 Influence tokens per Action Point, but may also have a value of zero or even provoke a Casus Belli—a severe diplomatic incident forcing the draw of a Threat card! Judge carefully what you want to accomplish when you choose a Military Action die! Casus Belli tiles If one or more Casus Belli tiles are drawn, at the end of the turn the Doge player must draw and resolve a number of Threat cards equal to the number of Casus Belli tiles drawn (see Threat Cards on page 10). Pillage If the acting player pulls a Pillage tile, he draws 1 Action card and places it on his Voting box. Podesta’ Placing an Influence token on a colony represents the creation of a trading post, run by a family of merchants. Once there are enough Venetian trading posts in a colony, the Serenissima Republic takes notice and elects an official representative there: the Podestà. In game terms, placing Influence tokens on colonies may gain a player VPs, and placing a Podestà there is worth even more. Placing a podestà Each colony has a rating. Minor colonies have a rating of 3, while major colonies have a rating of 4. The rating determines when the colony falls under the control of Venice and a Podestà is placed there. 9 A Podestà token is placed on a colony if, at the end of any player’s turn, the colony contains a number of Influence tokens of any color equal to or higher than the colony’s rating. Riots The player who has the majority of Influence tokens on the colony places a Podestà of his color there. If no player has more Influence there than his opponents, the Podestà is not placed. Immediately remove 1 token of each color from the colony (i.e., 1 token for each player present in the colony). If at any time the number of Influence tokens (of any color) in a colony (major or minor) reaches or exceeds 6, there is a riot. If this is not enough to reduce the number of tokens below 6, another riot occurs: remove 1 more token of each color; until the total number is below 6. b a a For example, there are 2 Influence tokens on Candia (1 yellow and 1 white). On his turn, the red player places 2 Influence tokens there (a), bringing the total to 4, which matches Candia’s rating. The red player gets to place his Podestà (b), since he has more Influence in Candia than any other player. If for any reason the number of Influence tokens in a colony drops below its rating, the Podestà there is removed immediately. For example, the red player has the majority in Candia (and thus a Podestà). On her turn, the blue player adds 4 Influence there (a). This brings the total to 8, well above the riot level (6). c Ousting a podestà It is possible to remove another player’s Podestà token by placing enough Influence in a colony to reach a new majority (a tie is not enough). b If a player achieves a new majority, he replaces the Podestà with one of his own (the removed Podestà returns to its player). For example, the red player has a Podestà in Corphu: the colony has 1 yellow token and 2 red ones. On her turn, the yellow player places 2 more Influence tokens in Corphu. Since she now has a majority there (3 to 2), she replaces the red Podestà with one of her own. Each player in that colony must remove 1 token (b), reducing the total to 4 Influence: 1 red token and 3 blue ones. This creates a new majority! The blue player replaces the red Podestà with one of her own (c). 10 Threat Cards Threat cards represent historical events of great import, tied to the political, economic, and military upheavals that affected the Mediterranean. There is only one deck of Threat cards, but each card has information for all 3 Epochs. When a Threat card is drawn, only the information for the current Epoch is used. When an Epoch ends and a new one begins, all Threat cards are shuffled back into the Threat deck. Drawing threat cards Threat cards are drawn for the following occasions: a. If the Action Die Pool is empty at the start of any player’s turn (Draw Threat Cards Phase), the Doge player draws a number of Threat cards equal to the current Epoch (1 card in Epoch I, 2 in Epoch II, or 3 in Epoch III). b. When a player draws 1 or more Casus Belli Battle tiles, the Doge player draws 1 Threat card for each Casus Belli tile drawn at the end of that player’s turn (regardless of the current Epoch). Threat cards are drawn 1 at a time and resolved immediately—this means that the Doge player must read each card and apply all of its effects completely before he draws another Threat card. Effects of threat cards Each Threat card depicts the rise of a foreign enemy power in a specific region of the board. The name of the affected region is shown in the title block on the card, and the region’s color is featured in the card’s background. A Threat card may affect the presence of Venetian Influence in a region (“Kingdoms”), its naval routes across a sea area (“Enemy Fleets”), or worsen the relationship between Venice and the other major powers of the Mediterranean (“Enemy Powers Advancement”). Kingdoms The lower half of each card shows 3 entries in a column, showing the name and flag of 3 Kingdoms. When a Threat card is drawn, it provokes the emergence of the Kingdom listed for the current Epoch. (a) Affected region a (b) Affected sea area (Enemy Fleet) b (c) Epoch I Kingdom c (d) Epoch II Kingdom d e f (e) Epoch III Kingdom (f) Enemy Powers Advancement Starting from the top, the first Kingdom entry corresponds to Epoch I (Rise), the second entry to Epoch II (Apogee), and the last entry to Epoch III (Struggle). To put a Kingdom into play, take the matching Kingdom token (shield) and place it on the board in the shield box next to that region’s name. Then, apply the following effects: a. If the shield box was empty (there was no Kingdom token already there), remove 1 Influence token of each color from the major colony in that region. b. If the shield box already has a Kingdom token, replace it with the new one and then remove 1 Influence token of each color from all the colonies in that region (minor and major). For example, the Mameluke Sultanate is in play in Africa when a new Threat card is drawn that brings an Ottoman Empire token into play in that region. The Mameluke Sultanate token is discarded, and the Ottoman Empire token takes its place. All players who have Influence in Africa must lose 1 token from each colony. Effects of Kingdoms The presence of a Kingdom token in a region prevents players from placing Influence tokens in the colonies of that region. A Kingdom token can be removed by the active player spending 1 Action Point from any Action Die type, if the player can trace a naval route from Venice to any colony in that region. 11 On a players turn, he may remove any number of Kingdom tokens, as long as he can trace a naval route to the corresponding regions and spend the required Action Points. Treaties A player keeps any Kingdom tokens he removes from the board to represent a Treaty. Treaties are worth Victory Points at the end of the game (see Endgame Phase on page 14). Enemy fleets For example, there is an enemy fleet in Mar Tirreno, and the acting player wants to remove it. He chooses a Military Action Die for 3 Action Points. First, he establishes a naval route to Mar Tirreno, leaving him with only 1 Action Point. He draws 1 Battle tile, showing (2 Casus Belli). He successfully removes the fleet and places 1 of his Influence tokens on Mar Tirreno. He also draws a VP token as a reward. But, the Doge must also draw a Threat card, and everyone will face the consequences of the daring Venetian military action… When a Threat card with the symbol of an enemy fleet is drawn, apply these effects (regardless of the current Epoch): Enemy powers advancement a. If the sea area indicated does not contain a Venice Control token, place 1 enemy fleet token in the sea area. Return any Influence tokens in that sea area to their players. When a Threat card is drawn, the Doge player must advance the Enemy Powers marker down the Power track a number of spaces equal to the number of crosses to the right of the appropriate entry. b. If the sea area contains a Venice Control token, remove the token from the board (but do not place an enemy fleet token). The Enemy Powers marker starts the game on the last space of the track (the black circle), and moves to the left (see The Power Track on page 12). c. If the sea area already contains 1 or more enemy fleets, add 1 more enemy fleet. Doge Elections Effects of Enemy Fleets The presence of enemy fleet tokens in a sea area prevents players from tracing a naval route across it or placing Influence tokens in it. Players may remove enemy fleet tokens using a Military Action Die. The acting player targets a sea area connected to Venice by a naval route and spends 1 Action Point to draw 1 Battle tile. A number of enemy fleet tokens equal to the value of the Battle tile are removed from the sea area (any other effects on the Battle tile are applied, normally—see page 8). If the sea area attacked is now empty, the acting player places 1 Influence token there. The active player may target the same sea area several times during the same turn, or switch targets. Naval Victories The active player draws 1 VP token for each enemy fleet removed from the board. Many of the Epoch II and III entries on the Threat cards are followed by a number of crosses. All players can compete for the position of Doge (and the special privileges that come with the title). At the start of the game, each player receives 6 Family cards, representing renowned members of their family who can run for election. If the current Doge player has no Doge tokens during Phase 4: Elect a New Doge, it is time for a new election. The Family card currently placed in the Doge box is discarded, and all players participate in the voting process by following the steps below. 12 Running the election 1. Each player chooses 1 Family card from those still in their hands, and places it face down on the table. The holder of the Infamy token (if there is one) must select the Family card with value “1” and place it face up. Then, he discards the Infamy token. 2. Then, each player picks up the Action cards they have on their Family boxes (if any) and chooses 3 of them (discard any others). 3. The Family and Action cards are revealed. Each player adds up the Ducati values from their Action cards, together with the numerical value of their chosen Family cards. 4. Finally, the players compare their totals. The player with the highest total is elected Doge. If there is a tie, the player (among those who tied) who played the Family card with the highest value is the new Doge. If there is still a tie, the former Doge player chooses the new Doge from the tying players. The power of the doge The Doge player must always begin his turn by using 1 Doge token from those in his possession (this will eventually force a new election). Using a Doge token allows the Doge to choose from 2 possible benefits: 1. The Doge player may discard 1 Doge token to receive 1 additional Action Point for the turn (regardless of the type of die selected); OR 2. The Doge player may take 1 Doge token to score 1 VP (he sets the token in front of him). The Doge player remains in charge until there are no Doge tokens left in the Doge box (at the end of any player’s turn). Epochs of the Game + = 11 The new doge The winning Family card is placed in the Doge box. Then, 3 Doge tokens are placed on the card (4 tokens in a 2-player game). As explained earlier, the game is divided into 3 Epochs: Rise (Epoch I), Apogee (Epoch II), and Struggle (Epoch III). The Epoch markers are placed in the box to the right of the Threat deck to show which Epoch the game is currently in. The game starts with Venice in its Rise: the Epoch marker numbered “I” is placed on the board. The power track The other Family cards (that lost the election) are discarded, with 1 exception: The Power track and the Venetia and Enemy Powers markers are used to determine when each Epoch ends, across the 3 Epochs until the fall of the Republic and the end of the game. Family cards with the value “1” are always returned to the player. The venetia and enemy powers markers Note: The fact that the family cards numbered 2 to 6 are discarded after use means that the players must carefully consider their chances to win the election, based on the number of Action cards they have in their Family boxes—or on their bluffing ability! The Venetia marker moves to the right along the Power Track. At the beginning of the game, the Venetia marker is placed on the white circle at the left end of the Power Track. The Enemy Powers marker is placed in the black circle at the opposite end. 13 Apogee ends, struggle begins The Apogee Epoch ends when the Venetia marker and the Enemy Powers marker are in the same space on the Power track at the end of any player’s turn or during the Threat Phase (or if they pass each other). Remove the Venetia marker from the track. The Venetia marker moves 1 space each time a player places a Podestà token on the board, and each time a Venice Control token is placed in a sea area. The second scoring phase occurs. Epoch III (Struggle) begins. Replace the Epoch II marker with the Epoch III marker. Then, play resumes normally. In the same way, the Venetia marker moves back 1 space (to the left) on the track whenever a Podestà token or Venice Control token is removed from the board. Struggle ends, endgame phase begins Note: If a Podestà is replaced by another player’s Podestà, there would be no net change in the location of the Venetia marker. The game ends when the Enemy Powers marker reaches the end of the Power Track, entering the white circle at the left end (either at the end of a player’s turn or during the Threat Phase). The third scoring phase occurs. Then, the Endgame Phase begins. Scoring Players earn Victory Points at the end of each Epoch, using the Scoring Sheet on page 20 (permission is granted to photocopy or print the sheet for personal use). The Enemy Powers marker moves in the opposite direction, starting at the right end of the Power Track and going left. The Enemy Powers marker moves when a Threat card indicates (see Threat Cards on page 10). If the two markers meet on the track, the Venetia marker is removed from the Power Track, regardless of which marker was moving (see Epoch Progression, below). Epoch progression The progression of the Epochs is particularly important, as the end of an epoch triggers a scoring sequence and changes how the Threat cards are drawn and applied (see Threat Cards on page 10). Rise ends, apogee begins The Rise Epoch ends when the Venetia marker reaches the “8” space of the track (with the white circle) at the end of a player’s turn. The first scoring phase occurs. Epoch II (Apogee) begins. Replace the Epoch I marker with the Epoch II marker. Then, play resumes normally. Sources of victory points Victory Points are earned for the Influence and Podestà tokens the players placed on the board, as well as VP tokens gained and any Doge tokens used to get VPs. See Epoch Scoring on page 14. Endgame bonuses Finally, at the end of the third epoch, all players receive additional VPs for the Kingdom tokens they collected during the game (see Treaties, page 11) and as a result of the final Doge election. See Endgame Phase on page 14. 14 Epoch scoring Endgame phase Presence Kingdom tokens The number of points earned depends on whether the Influence is in a major colony, or only in minor colonies: Each player gains 1 VP for each type of Kingdom token they collected (e.g., 1 VP for every different “flag”). End of Epoch scores are recorded in the appropriate boxes on the Scoring Sheet: Players earn a number of VPs for each region where they have at least 1 Influence token. a. Major colony: If a player has at least 1 Influence in a region’s major colony, he gains a number of VPs equal to the region’s value (the number of dots above the region name). b. Minor colonies: If a player only has influence in a region’s minor colonies, he gains 1 VP. Podestà tokens Players also gain VPs for each Podestà they have on the board. Each Podestà in a minor colony awards 2 VPs. Each Podestà in a major colony awards 3 VPs. VP tokens The players now reveal the VP tokens in their possession. Each player scores VPs equal to the values of their 3 highest value VP tokens. All VP tokens are placed back into the container at the end of the scoring phase. Scored doge tokens Players gain VPs for any Doge tokens they scored during their turns as the Doge (see The Power of the Doge on page 12). The scored Doge tokens return to the supply. 1 VP is awarded for each Doge token. Endgame scoring calculations are recorded in the appropriate boxes of the Scoring Sheet. Players now earn VPs for the Treaties they concluded during the game. For example, during the game, the red player has collected 4 Kingdom tokens. 2 belong to the Ottoman Empire, 1 to the Byzantine Empire, and 1 to the Republic of Genova. He gains 3 VPs. Final doge elections The last phase of the game is a final vote, held to elect the Doge who will negotiate the end of the Serenissima Republic. But first, the current Doge player must resign, scoring any Doge tokens still in his possession as Victory Points (1 VP for each Doge token). Now, the players resolve the final election by adding the Ducat value of any 3 cards in their Family boxes to the value of their selected Family cards (as in normal voting). The player with the highest total is the last Doge in the history of the Republic and gains a number of VPs equal to the value of the Family card that won the final election. When the final voting phase is over, the game ends and the winner is declared! The player with the highest Victory Point total is the winner. If there is a tie, the winner is the tied player who has the most Influence tokens on the board. 15 Optional Rules This section includes additional gameplay options that provide a higher degree of historical accuracy and strategy—at the cost of higher complexity. Players are advised to use these rules only when they feel comfortable with the Standard Rules. All of the Standard Rules apply except where changed below. optional Components Caliphate of córdoba (Ponente) In the 9th and 10th Centuries, members of the Umayyad Dynasty ruled over the greater part of the Iberian Peninsula from the city of Qurtuba. Their rule marked the heyday of the Arab domination of Spain, and theirs was the largest fleet to sail the Mediterranean. Also place an enemy fleet token in Mar di Ponente. At the beginning of the game, the players also take the following additional components: 20 Ducat tokens and 6 Monument tokens (of their colors). The seven Voting tiles are kept near at hand, close to the board. Optional Doge Elections The Family boxes used for voting in the Standard Rules are not used. Instead, the new voting process uses the diagram of Venice on the game board. These rules replace the use of Family boxes with the city diagram on the board, the placement of Ducat tokens, and the drawing of Voting tiles. Optional Set-up Placing ducats on the city When playing with the Optional Rules, the game begins with 3 Kingdoms already in play. Under the Standard Rules, players affect the election of the new Doge by playing cards in their Family boxes. The city diagram in the top left of the board shows the names of the six areas of Venice (the Sestieri), each listed inside a scroll. Before the first Doge is elected, place the following tokens on the board (in the areas shown in brackets). Abbasid caliphate (Levante) The Abbasid Caliphate ruled Islam from Baghdad for many centuries, reaching its height in the 9th Century. Eventually, administrative difficulties led to the loss of entire provinces, and Syria and Palestine fell under the sway of the Fatimid Caliphate. Byzantine empire (Romania) Between the end of the 9th Century and the beginning of the 11th, the Byzantine Empire reached the peak of its power, its reach covering all of Anatolia, the Balkans, and southern Italy. The Byzantine capital of Constantinople was the largest and richest city in the known world. Each Sestieri is associated with 1 of the 3 colors of Action dice and cards (silver, bronze, and gold). San Polo and Santa Croce are silver, San Marco and Dorsoduro are bronze, and Castello and Cannaregio are gold. When a player draws an Action card, he looks at it and chooses whether he wants to keep it (as under the Standard Rules), or discard it to place a number of Ducat tokens of his color equal to the Ducat value on the card. 16 When a player discards an Action card to place Ducats, he may only place Ducat tokens in the two Sestieri that match the color of that card. Players are free to place all their Ducat tokens for their card in the same Sestiere or divide them between the two. Running the elections New elections occur when described in the Standard Rules (at the end of any player’s turn if the current Doge has no Doge tokens). The Optional Rules change the way votes are counted. Voting tiles There are 7 Voting tiles in the game. 6 tiles bear the names of the Sestieri of the city. The last is marked Quarantia (a “vigilance body” of the Republic). During the game, players place Ducat tokens on the city diagram to gain popularity. For example, the red player draws the “Stato da Mar” Action card, which is a Commercial card (gold) with a Ducat value of 3. He may discard it to place 3 Ducat tokens in Castello and/or Cannaregio. He chooses to place 2 Ducats in Castello and 1 Ducat in Cannaregio. There is no limit to the number of Ducat tokens that can be placed in a Sestiere. Players may place their tokens in any Sestiere, regardless of the presence of other players’ tokens. The aim of placing Ducats is to gain prestige and votes in the Doge elections. Monuments Whenever a Sestiere contains 4 Ducats of the same color, they are replaced by a Monument. The owning player takes back his 4 Ducats and replaces them with a Monument, with the colored side showing. A Monument token has the same value as the Ducats it replaced in the next election (4 votes), but will be worth only 1 vote in any following elections (see Running the Elections). Additionally, the player gains 1 VP for each Monument he owns in each scoring phase. Each player can have a maximum of 6 Monument tokens in play at any time. If a player has already placed all 6 of his Monuments, he may not replace his Ducat tokens, regardless of their number. When new elections occur, the popularity of the different families of Venice are compared by drawing 2 Voting tiles. The 2 tiles drawn identify which Sestieri are counted in the election. The drawn tiles are then set aside, and are not used in future elections until the Quarantia tile or all 6 Sestieri tiles are drawn (see below). Elections sequence Follow the steps below when running elections using the Optional Rules: 1. Select Candidates: Each player chooses his candidate by secretly selecting 1 Family card. 2. Draw Voting Tiles: The current Doge shuffles the Voting tiles and turns 2 over. If 1 of those tiles is the Quarantia, only 1 Sestiere will be counted. 3. Count Votes: The players gain votes for the Ducats and Monuments in the Sestieri that match the drawn Voting tiles. Each Ducat and grey Monument is worth 1 vote; each colored Monument is worth 4 votes. 4. Election Results: Each player adds the votes gained from the Sestieri to the value of their candidate Family card. The player with the highest total is the new Doge. Break ties as per the Standard Rules. 17 In addition to the Standard Rules election effects, apply the following results: Ducat and Monument Tokens Discard all Ducat tokens from the Sestieri that were counted in the election. Colored Monument tokens in those Sestieri are flipped over to the grey side (Monuments already showing the grey side and Monuments in other Sestieri are not affected). Voting Tiles If, during successive elections all 6 Sestieri tiles were drawn, or the Quarantia tile is drawn during the last election, all 7 Voting tiles are shuffled back together and are available for the next election. Otherwise, the tiles used in the election are set aside and are not used in the next election. credits Game design Marco Maggi & Francesco Nepitello Illustrations Matteo Alemanno Development fm game studio Historical consultant Davide Trivellato Art direction and graphic design Francesco Nepitello Production manager Silvio Negri-Clementi Editor William Niebling The Doge Power of Veto The Doge gains a new special ability in the Optional Rules: When the Doge draws a Threat card, he looks at it before revealing it. He may spend 1 Doge token to “veto” and cancel the Threat card. The Doge may use his veto power once each time he draws Threat cards. For example, at the end of a player’s turn the Doge must draw 2 Threat cards as a consequence of 2 Casus Belli tiles. The Doge draws and applies the first card. When he inspects the second Threat card, he decides to invoke his power of veto and cancel it. He discards a Doge token, along with the canceled card. A canceled Threat card is discarded and its effects are ignored except for any Enemy Powers Advancement, which is always enforced. Playtesters Amado Angulo, Martino Castellani, Giuliano Nepitello, Davide Trivellato, Saverio Santarello, Roberta Montagna, Marco Molin, Irene, Marianna and Riccardo Maggi, Andrea ‘Beretar’ Costa, Filippo Vianello, Francesca Canella, Elisa Vianello, Tomaso Borzato, Damiano Mascolo, Patricio Barbirotto, Pietro Boscolo Zemelo, Filippo Merlo, Giacomo Farinati, Nicola Della Casa, David Zanotto. Playtest play (Modena) Pierluigi Colutta, Marco Signore Piero Flaminio, Andrea Ranieri. Playtest conpulsion (Edinburgh, Scotland) Graeme Smith, Kieren Fortune, Sebastian Hickey. Special thanks to Mark Rein-Hagen Tutorials and additional game information available at www.passportgamestudios.com Venetia is a © & 2013 Giochi Uniti, licensed to Passport Game Studios™. P.O. Box 550, Bothell, WA, 98041 USA, under Stratelibri permission. All rights reserved by Stratelibri srl – Via Sant’Anna dei Lombardi, 36 – Napoli 80134 – www.stratelibri.it - [email protected]. Any reproduction or translation of this game – even partial – is striclty forbidden. Retain this package and address for future reference. Made in China. 18 Important terms Venetian Nobles The patrician class was one of three social groups that composed Venetian society—along with the citizenry and the foresti (foreigners). All adult male nobles could run for any position in the government, and were all lifelong members of the Maggior Consiglio, the highest political organ of the Republic (the number of members in the council was restricted by the Serrata of 1297 and a law passed in 1320 barred access from recently created noble families). Venetian nobles were characterized by a strong mercantile and seafaring tradition. As a result, the patrician class based its power not on land property, but on trading (especially trade with the Orient). This created a very dynamic composition of families, as opposed to the very static nature of nobility elsewhere. Colony Venetian settlements on the coast of the Mediterranean Sea. When a colony was part of a larger settlement in a foreign country, like a village or city, it was administered by a Consul. If the settlement was subject to direct political control from Venice, the colony was administered by a Podestà. Podestà A magistrate of noble birth, charged with the administration of justice and the keeping of public order in the main settlements of the Serenissima Republic. The title was first created in the 13th Century. Naval Route A trading route for the shipment of goods across the sea. Convoys of ships called mude sailed along these routes, composed of government-owned ships rented out to private merchants (called patroni) by means of auction (the incanto). Several routes took their names from their destination, like the Muda di Siria, the Muda d’Egitto, the Muda di Barbaria, etc. Doge The highest magistrate of the Serenissima Republic. In the beginning (7th Century), the Doge was an officer of the Byzantine Empire, subject to the Exarch of Ravenna. The term derives from the Latin dux, meaning duke, governor, or commander. The Doge could be referred to as Dux Venetiarum, Serenissimo Principe, or Sua Serenià. From the election of the Doge Orso in the year 726-727, the title changed from a local honorific into a kind of monarchy that lasted until the 11th Century. In fact, even though the local nobles were involved in the exercise of power since the beginning, the powers of the Doge were subject to limits only after the institution of a communal government—the Commune Venetiarum. From that moment on, representatives of the richest mercantile families entered the government, and by the 14th Century the Serenissima Republic was born: an aristocratic republican regime that would rule the city for more than three centuries. The evolution of the political infrastructure of the Venetian state robbed the Doge of any dynastic ambition, turning the title into that of the supreme magistrate of the Republic, elected by the highest ruling authority—the Maggior Consiglio. This reduction in stature notwithstanding, the title of Doge preserved much value in the eyes of every patrician, enough to make them all covet it regardless of the enormous costs attached to it (mainly tied to the expensive ceremonies the Doge was required to take part in). The Doge was also the de facto head of the Church in the city, after the body of Mark the Evangelist was taken to Venice in 828 and a basilica was built by the Doge Giustiniano Partecipazio to house the relics. The Doge retained episcopal prerogatives, separate from the authority of the official representative of the Church in Venice, the Patriarch. The Doge publicly displayed several symbols of authority, especially on the occasion of the great ducal processions. In particular his hat, the corno ducale, stands out: it was a stiff bonnet made of brocade or cloth-of-gold, worn over a white linen cap, the camauro. Stato da Mar The term used by the Republic to indicate their overseas dominions. It was used especially to refer to Istria, Dalmatia, the Ionian Islands, the Aegean Islands, and Candia (Crete). It was one of the three partitions of Republican territory, along with the Dogado (the Venetian lagoon and nearby areas) and the Stato da Tera (mainland territories on the Italian Peninsula). The conquest of colonial dominions started around the year 1000, with the conquest of Dalmatia, and reached its maximum extent with the acquisition of territories from the Byzantine Empire, as stipulated at the end of the Fourth Crusade (1204). The Stato da Mar was a vital source of income, and was fundamental for the safekeeping of the naval routes of the Serenissima (thanks to its many ports, fortresses, and the patrolling of the coasts). Rise The Rise Epoch can be identified as the historical period running from the establishment of the ducal power in Venice (9th Century) to the Fourth Crusade (1204). 19 During these centuries, the Republic became an international power and trading center, through the creation of naval routes and commercial outposts in the Mediterranean and beyond. Apogee The Apogee Epoch can be identified as the historical period running from the end of the Fourth Crusade (1204) to the defeat at Agnadello (1509) against the League of Cambrai. This epoch saw Venice expand its influence not only by commercial means, but also by military conquest along the coasts of the Mediterranean and Northern Italy. Struggle The Struggle Epoch can be identified as the historical period running from the defeat at Agnadello (1509) to the fall of the Republic (12th of May, 1797). This period saw Venice diminish in the face of the rise of the major European countries. The Serenissima Republic struggled to maintain its independence, and succeeded for almost three centuries thanks to the diplomatic skills of its representatives and the solidity of its institutions. Treaties The diplomatic cunning of the representatives of the Republic was legendary. The treaties regulating the relationships between Venice and the other powers of the Mediterranean were of primary importance to securing the privileges that made trade more profitable for Venetian merchants. Quarantia The Council of Forty, or Quarantia, was one of the highest constitutional bodies of the Republic of Venice, with both legal and political functions. It was established in the Year 1179, as part of the constitutional reforms that gave Venice its communal form of government. Its forty members assisted the Doge in the administration of justice, and governed the state along with the Senate. Sestiere Venice is divided into six partitions called Sestieri. This current subdivision was first created in the 12th Century: Cannaregio: The name comes from the beds of reeds (canne) that originally covered the area, before the urbanization process reached the northern portion of the city. Castello: The name comes from the Byzantine castrum (fortified village or castle) that rose on the island of Olivolo, at the eastern end of the city. The Arsenale, the renowned Venetian shipyards, are located here. Dorsoduro: The name originates from the sandy hillocks that dotted the sourthernmost portion of the city. This sestiere includes la Giudecca, the largest island of the Venetian lagoon (and the current residence of the two designers of this game…) San Marco: The name comes naturally from the basilica in St. Mark’s square. This area was once the political center of the city. When diplomacy failed, Venice would intervene by sending the fleet—or by sending money, when a war could turn into an excessively onerous affair. San Polo: The name comes from the church with the same name. Here is found the market of Rialto, once the center for all trading activities. The Venetian Ducat Santa Croce: The name comes from an ancient church and monastery that stood here until the year 1810 (the Church of the Holy Cross). It was demolished by order of Napoleon Bonaparte. This sestiere includes the western portion of the city. In the Year 1284, the Venetian government decided to mint the ducat: a 3.56 gram, 24 carat gold coin; following the success of the fiorino of Florence. The coin was later called the zecchino (from the Zecca, the state authority for the minting of coins), and became a prestigious currency across Europe and the Mediterranean. Silver and copper coins were later added to the gold version. The Fall of Venice On the 12th of May, 1797, the Doge Ludovico Manin decreed the end of the Republic, after a last meeting of the Maggior Consiglio. The decision was made amidst rumors of conspiracy and of an imminent attack by the French Revolutionary Army. Monuments Works of great artistic and historical value (from the Latin monumentum: memory), like churches and palaces. The patrician families funded the building and restoration of many churches, chapels, altars, and oratories, to commemorate their most illustrious members or simply for the acquisition of prestige. Their family palaces are also counted among the most precious pieces of cultural patrimony in the city. On the 15th of May, the Doge left his palace for the last time, retiring to his family’s residence and announcing with his last decree the birth of a democratic government, inspired by the principles of the French Revolution. 20 Players Epoch I - Rise Presence Podestà tokens VP tokens Doge tokens (scored) Monuments (Optional) Epoch I total Epoch II - Apogee Presence Podestà tokens VP tokens Doge tokens (scored) Monuments (optional) Epoch II total Current total Epoch III - Struggle Presence Podestà tokens VP tokens Doge tokens (scored) Monuments (optional) Endgame bonus Final total