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(orn nial RAR AAA ZARA AZAR ARAL AAA AZAR ARAL AAABASARAZARAAAAAAARASADS 4 bags of 35 Houses & colors) 15 Tens pieces 15 Oven pieces 15 Shrine pieces 4 Construction Cards 6 Catastrophe Cards 30 Aspect Cards 2 Aspect Card Bases * 1 Figurine pawn (not provided) You will also need a pen and a piece of paper to keep track of the scoring. Becta l( aad ta a ole RARAARAAARARARAABARAAAAAAAAAARAAAAAAAAAAA Ih Hoyuk each player represents a Clan during the Neolithic Era. During the game you will erect a miniature version of the cities built in Anatolia some 9500 years ago. The main aspects of Hoyuk are presented in the central part of the 4 pages document, the game in a nutshell. This document also provides you with some archaeological background information and 3 optional rules you can use once you are more familiar with the basic rules. Game Setup ~: BB Zach player chooses a set of Houses and puts 25 Houses onto the table. Shuffle the Catastrophe Cards and set the deck face down to the side of the playing area. BB Oven, Pen and Shrine pieces are placed in 3 individual stacks. TB Set the Aspect Card Base with 3 slots near the playing area. Deal ovt Aspect a Cards in 3 decks of 10 cards. Place o each deck, face up, upon one of the 3 slots of the base. “ Leave out the Aspect Card Base with 2 slots which is only used in the 5 Aspects Variant. Ei Place the 4 Construction Cards so that they are easily accessible to all players. UiThe central area is your ploying board. It is empty at the beginning and you will build the village there. Bd Ore of the players is randomly chosen to get the Tigurine pawn. The pawn indicates that this player is the Tirst Player for the first round. Overview of a round » seer The game is divided in rounds. Each round is itself divided in 4 phases: i) Constructions 2) Catastrophes (except first round) 3) Aspect Cards ® End of Round tt is always the Tirst Player (dentified by the figurine pawn) who starts to for each phase of a round, follo phase 4, the round is over Start a new round from phase 1. chooses another player who will get the figurine pawn and Player for the next round. lar clockwise by the other players At the js of \e Tirst Player become the new Tirst The game is over when any ployer places his 25th Howse down during a round. Continue to playout the round unti( phase & ends. Description of a Round» <= Phase 1: Construction During this phase you will use the 4 Construction Cards to build 6 new elements in two steps of 3 elements each. Each Construction Card depicts the 3 elements you can build when you draw the cord. The card dispiort Houses, and the third or a. Shin ment is free The two construction steps are played the same way: - Starting with the Tirst Player you each randomly pick one of the Construction Cards and place it face Up in front of you. - Then, still starting from Tirst Player you each build the 3 elements given by your Construction Card. At the end of the first step, all the Construction Cards are shuffled and placed back face down to be used in the second step. Special case for 2 players games: The 2 cards used during the first construction step can not be picked during the second step. You leave them face up. uw in the_construction There are a few rules to guide ‘Shrines. These rules of the Houses, Tens, Ovens an ‘are explained on pages 3 and & When all players have built their 6 elements, the construction phase is over and you move on to the next phase (phase 2 - Catastroph 3 Houses Can, as a Wild Card: it lets you build 2 ither a third House, or an Oven, or a Ten The card A lets you build 2 Houses and a Shrine. The cord card B (ets you build 2 Wouses, and the third element is up to you Gither another Mouse, or an Oven, or a Pen, or a Shrine). ayuec Construction Rules Bi Placing Houses Houses can be placed away from each ether or gathered in clusters, or “Block3. When Houses are clustered in a Block, they must be placed so that their sides will match. Two Houses touching each other by a corner are not considered adjacent or related. Placing Pens Tens are placed against the Houses. The open side of the Ten is showing the House owning it. There can be 1 Fen per side of a House. There must be at all time at least a full side of the Ten having direct access fo the ovtside of the settlement (to (et the animals in and ovt). construction con be done that would block the way in between a Ten and the outside. Note Pens must be built on the table level, but can be related to 0 higher House (see “Building higher Housed). Wouse or Ten) Age 12 and vp Placing Ovens & Shrines Ovens and Shrines are ploced on top of houses. An Oven and a Shrine can not be placed on the same House. = A House with a Ten can also have an Oven or a WH Shrine. i Ruined Houses A House is said ruined when it is abandoned by its inhabitants and its walls are torn down or ruined to be used to build a new house. A House can be either ryined Catastrophes page 5) or when a new House is built over it construction rule 6). Players cannot ruin their own Houses other than through the 2 reasons above. When a House is ruined, it is just turned the tile over to the rvined side of the piece. Tor practical reason, a ruined House is considered the same height as the original House. (f a Ten is attached to @ House which becomes ruined, the Ten is removed. if a House is ruined and hod a Shrine or an Oven on top, they are ruined as well and removed. i)” ae A rvined House can [fail (£4 never be turned back LUT > to the valid side. The only way fo use the land vacated over the ruined House is to build a new one on top. 3 — Construction Rules Continued Families & Blocks A Family is made of all adjacent Houses of the same color A Family [S divided in 2 smaller Families if some of its Houses become separated by ruined Houses. Also, a new House piece adjacent to 2 Tonilies merges them automatically in one single Tamil. A Block is mode of all adjacent Houses, Pens ond ruined Houses. A single House is a Block gr its own @ single Tamily of one single use). A Block is NOT divided in 2 smaller Blocks when some Houses become ruined. It implies that 2 Tamilies can occupy the same Block without being directly adjacent to each other lh the example (Right), this Block vsed to be 1 single tumily of ? Mouses, but the 2 central Houses are now ruined. Thus now the Block is made of 2 different Families separated by the 2 rained Houses. These 2 Tumilies con be reunited by the construction of a new House in A or in B. fr is forbidden to link 2 Blocks by placing a House = or a Fen in between. Individual Blocks cannot be merged in any condition. That rule implies that 2 Houses only related by a Pen are considered in a same Block. Buidding Higher Houses: Mouses can be stacked. The (ower House in a stock is automatically considered as ruined. The House on top is NOT the second floor of the (ower one, byt rather a 1 flcor House built on top of the remains of the lower one. Yeu can build Houses only on top of your own Houses. it is also possible to play 2 or 3 stacked Houses at once. The new Houses at the bottom cf the pile are considered as some backfill grosnd brovaht before Af jiding the upper House. » Hl Tinally a House cant ‘ bg built over House 4] whole Block would no 2 - & players Age 12 and vp A House can be built over a rvined House, even if it was belonging to another player before being ruined (ruined Houses are Aevtral” (and). The ruined House covered still counts as 1 (evel in height: You can stack Houses as (ong as all the roofs in a Block are accessible from the ‘ground level (the feb) by never climbing Steps’ more than 1 (evel high. Each Eres’ can be an adjacent House or rained Mouse. Remember that 2 Houses touching only by a commer _are not considered adjacent: Aisa, Fens do not count as 1 Step’ in height In the following exary 6 a new House can be built over Rouse (A), tt would stid be accessible by going wp 1 level at a time through House (©) and the rvined House (B). However a Ho rvined House. by climbing. from are not adjacent @ corner). cert oe louilt over the would only be accessible to &y bur © and e & hey are touching only becavse the be accessible from the ground (evel (the Ten does not count as 1 stey tf a House is built over a House which had an Oven, a Shrine or a Ten, then Oven and Shrine cre removed from the game, whereas the Pen is kept intact Note on ambiguous building situations. Since the game is ployed directly on a table without a grid to help layout the settlement, pec ettations will a a icine) ‘ playing a House you would almost touch 2 Blocks Endl thus dink them. Most of the time. problems only happen because a house has been’ placed slightly off and thus interferes with the construction of new elements. Using your common sense wil( help you solve most cases. Otherwise, you just proceed to a vote to decide what to do. q May 2008 2- ¢ Age 12 and vp Phase 2 - Catastrophes There is no Catastrophe during the first round. Start to apply them from round 2 on. The Tirst Player draws the Catastrophe Card on top of its deck, reads it ovt lowd, and then starts to apply the effect, followed clockwise by the other players. When ali players have had a chance to apply the cards effect, it is fea face vp next to the deck as wil be all Catastrophe Cards drawn thereafter). Houses hit by a Catastrophe are NEVER removed from the game. er leave them at the same place and just flip them to the ruined side. Note: As they probably were 10.000 years ago, catastrophes con he Saree eM en ne aISon org eee AIS secors ar Slner Rerre a Catastrophe effect has been applied. There are 6 Catastrophe Cards in the game. Three cards will Wit the biggest Block in the village, and the other three cards hit the Block having the lowest total amount of fucilities Ovens, Shrines and Tens). Phase 3 . Aspect Cards During this phase, vou will inspect each Block to see which plarers are leading in each one of the 3 aspects. These players are rewarded an Aspect Card from the corresponding deck. The first Block to be inspected is selected by the Tirst Player the second Block is selected by the player to the first Player's (eft, and so on until all the Blocks in the village have been inspected. Each time the 3 aspects are inspected before the next Block is chosen. Of course, any given Block can only be inspected once during @ given phase 3. Tor each Block, the following 3 aspects are inspected: 2 BB ovens: the ployer owning the most Ovens wins. EA PeNs: the player owning the most Tens wins. SHRINES: the ployer owning the most Shrines wins. Ovens Tos May 2008 2 - & players Age 12 and vp Aspect Cards Continued if an aspect doestt dpoly tn a Block a. no player has bulit any Ten), nobody Is dvarded (8 cerecdutsitty Popect Gard Wh tne Beak, in case of a tie for any given aspect, the tie breaker is the height of the Houses. [€ several players have the some amount of Ovens in a Block, the card is awarded fo the player having the oven placed on top of the highest House (or second highest in case of a second tie). The same process is applied with the Shrines. [n ihe cose a? ine Ba wou competes the fades attached te the fens, ine werner 1 the one having the highest House. in this case, the highest House doesn't need to re he one attached to the Ten, it can be any House within the Tamily attached to the Ten. (f a player is the only occupant of a Block, he/she_will not get any card from that Block. The 3 aspects are only inspected in a Block when a second player settles Houses in it. lf a deck becomes ener, no more cards can be won from the corresponding aspect. All Aspect Cards decks have 10 cards at the beginning of the gore, byt this amount will change depending on your actions in the game (see phase 4). Example of Block inspection. The vilage is, made of 2 different Blocks A,B and . Block A has 1 Tumily isolated by the dismantled House in X, but this family is sti part of Block A. When Block A is inspected: (below When Block B Is inspected: (Belov) SHRINES is a tie (Ro Shrines built in A); SHRINES is won by Blue (Red doesn't have any): PENS is won by Bive (both players have 1 Ten, bur PENS is won by Blue (Blue has 2 and Red only the Blue Tumily has the highest House): has Ds OVENS is won by Red (Bie has a higher Oven, OVENS is won by Blue (Red doesn't have any). but Red still has 2). When Block C is inspected: (right) Red is the only resident in the Block. He can't get any card from this Block. He must negotiate with the other players to have them build Houses with him. cere rrr ORR Tc CRORE ARC rc eeeerereerererererere eeerereare eee This is the final phase where the Aspect Cards decks are eaeRe Starting e with the Tirst Player poe will gather all their Aspect Car used during the round (see next section “Spending Aspect Cards’) and will insert them in one of the 3 Aspect Cards decks. The cards are placed face up in the chosen deck, and bellow the other Cards that might remain in the deck. A player con NOT divide his cards in several decks. Ali the cards from a ployer MUST be placed back at the botion of a single deck. There is no limit to the amount of cards contained in a deck. In theory, one single deck could hold all the 30 Aspect Cards in the game, and the 2 other decks remain empty. Some decks may remain enoty for 3 Whole round or even longer Attention: This could penalize players who built their Tumilies based just on these aspects After the used cards have been placed, the First Player hands the Figurine pawn to another player This action marks the end of the current round and the beginning of the next round. This action is mandatory; the Tirst Player cannot keep the Tigurine two rounds in a row. Spending Aspect Cards: ©2522 2 eee e ee vee eee eee Tee ETT TTT You may use your Aspect Cards in two ways: You may either build additional elements, OR score Victory Points. Aspect Cords can be played only at the beginning of each of the 4 phases in a round. Clockwise and starting with the Tirst Player each player may play one of several cards or vst pass. This can be done only once at the beginning of each phase. Once each player had a chance fo play card(s) or puss, the First Player must initiate the current phase and more cards can only be played at the beginning of the next phase. Tor a whole round, you can only spend ONE Aspect Card for EACH Tanily you have built in the settlement at the time you play the card. Tor instance, if your Clan owns 5 Tumilies PALER Ceate WOON ore cle en Soro Re SN ocean eR Neca re eneCE have one Tamily whatever its size, you are limited to spend a single Aspect Card. Thus, before playing any Aspect Card you must check that you stil( have enough Tamilies to bbe able to do it. When you play an Aspect Card, you keep it face vp in front of you until the endl of the round if makes it easier fo beep track of the number of cards you played. lf you (ose some Families during the Catustrophe phase, and you already played some Aspect Cards during the Construction phase, you might end vp having spent more cards than your new amount of families eee ete ote you. in this case you dont lose the cards that you already played. You just (ose the ability to ploy additional cards. Note: The title and the drawing on the cards have no influence in the game. They are just archaeological background information. The Metal Cards are WILD. They can replace a card of any kind for the construction of new elements or to score Victory Points. se Age 12 and wp Building Additional Elements Each Aspect Card (ets you build an element. This element is represented on the card.s upper left corner You can place the element anywhere on the settlement, using the same rules as during the initial Construction Phase. By playing this card, you can either bulid a Shrine or score 1 Victory Point Example: (below) Note that the number of Victory Points will increase up to 5 cards of the some group played together You Scoring Victory Points instead of building an element, you may also spend your Aspect Cards to score Victory Point. The amount of points is listed on the bottom left corner of each card. The valve in the rectangle is the number of cards of the same element played together and the valve next fo it is the Victory Points won. The more cards of the same element you play together the better the rate will be. Example: (below) By playing these 4 cards, each displaying a different element, you will only score & points Gxip). con not get extra points by playing a sixth card, by adding a Wild Card to group of 5 cards. Example: (velow) By playing these 3 cards, each displaying the same element, you score 5 points. When players spend one or several cards to score points, their score_is adjusted automatically. The score of each player is kept on a sheet of paper Each player may do his/her own accounting, of one player may be assigned to do it for all. 8 End of the Gume:~<~ When one player build his 25th House, the game will automatically be over at the end of the round. A player who builds his 25th House can still build other Houses until the end of the round (each bag contains 35 Houses). This last House is just the trigger of the end of the game. It doesn't mean the player cannot play anymore. instead of ploying games in 25 Houses, you may also choose to play in 20 Houses for shorter games or 30 Houses for longer games. At the end of the game, you will be able to score additional Victory Points: BB ff you stil have in hand a few Aspect Cards that you couldn't play because of the family limit, each card (eft over adds 1 Victory Point to your total (flat value, no group values are used here). BB At the end of phase 4 you will inspect the village one (ast time, Block by Block. The biggest Tumily of each Block yields 1 Victory Toint per House to its owner The biggest Family in a Block is the one composed of the highest amount of adjacent Houses, whatever their height In case of a tie in a Block, points are awarded to the Tamily having the highest House (or second highest). The winner is the player who scores the highest totul. in case of a tie, the winner is the player owning the most Families in the village. If it is still a tie, the winner is the one who has the highest House in the settlement, and then who has the lowest amount of Houses left. fewer pRARAARAARRARARAAAR AAA AAA RAAARAARAAAARAAARAAARSRARSARBAA! Drawings ond patterns are oll inspired from those found on the mural pointings in Catathoyuk. Original iliustrations by Pierre Carvel. Sone iilvstrations modified and colored, as well as the colored Rulebook by Orlando Ramirez. Many Thanks to all the testers, by order of appearance : Jeremy, Isalvelle, Francois, Marid.ene, Syvie (et Camille Christophe, Etienne, Joseph, Lovise, Klaus, Luise, Genic, Luci, Monica, Tafuse, Philo, the Indrusi( team (Arnstein, (dar John, Jorn, Roy Stein, Thor Andre... ), Christian, Michal, Alessia, Martin, S. Bruck, Pascal Cormies Tonym301, the RBS team, the Ruphus team (irik, (dar John Magne, Julius, Kim, Nicolai, Vegard), Anna, David, Matthias, Adrien, Antoire et Amaury Aaron (rules and proofreading). Special acknowledgement to lan Hodder and his supportive enthusiasm. This is the version 137 Apri( 2008. Hoyuk is a game by Pierre Canwel © May 2006 — Wwwsulbstantiel.net/igames 9

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