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Important! Read the Game Setup Sheet rst!

A strategic game for 1 to 4 players aged 13 and up, by Uwe Rosenberg

Monastic Economy in the Middle Ages

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

The Detailed Game Rules


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

Clay Mound

Game Idea
Ora et Labora is a game about monastic economy during the Middle Ages. There is prayer. But mostly, there is hard work both within the cloister walls as well as outside them. The players are cloister heads and send their clergymen (the prior along with two lay brothers) to buildings in which they produce goods. How many goods are produced is indicated by the production wheel. The players also send their clergymen to buildings that upgrade their goods. To start, players have only their heartland, a small 2x5 space landscape with moors and forests that can be expanded with later purchases. In total, the game is interrupted ve times for a settlement phase. Players use them to add settlements to their landscape such that they gain as many points as possible for them by being next to buildings with high dwelling values. Buildings and settlements can, for the most part, be built on any empty landscape spaces. The most important exception are the cloister buildings (distinguishable by their yellow colored title and symbol boxes). Cloister buildings must be adjacent to other cloister buildings, such that a cloister of ever-increasing size is created. (In the example to our right, the Cloister Chapter House is adjacent to the Cloister Ofce.) Ora et Labora can be played in either a France or an Ireland variant. Depending on which variant the players choose, turn all building cards in the game to their appropriate sides.
Heartland
Farmyard or
Hillside

Farmyard

Cloister Office

or

The Farmyard provides livestock or grain.

At the moment, 3 livestock would be produced.


Clay Mound

Cloister Office

Hillside, Mountain
Hillside

Clay Mound

Coast, Plains, Hillside

Market Town

Dwelling values are indicated by this symbol .


Farmyard or

Hillside, Mountain

Castle

Castle Settlements are identied with this symbol .

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

dwelling value at a the end of the game

Cloister Office

Coast, Plains, Hillside

Cloister Chapter House

build 1 of your

Cloister buildings have build 1 of a banner of this color your behind their name.
own settlement

own settlement

Game Components
in cardboard frames: 2 game boards, only one of which is used each game 2 identical production wheels to indicate production amounts, also only one of which is used each game 4 heartland landscapes (one for each player) 9 district landscapes (sorted according to cost: 2, 3, 4, 4, 5, 5, 6, 7, 8 coins) 9 plot landscapes (sorted according to cost: 3, 4, 4, 5, 5, 5, 6, 6, 7 coins) 110 cards: 41 double-sided building cards (with France on one side and Ireland on the other) 32 settlement cards (a set of 8 different settlements for each player) 37 forest cards with moor on their reverse sides wooden components: 3 clergymen in each of four colors (each 2x lay brother and 1x prior) 9 goods indicators in different shapes and colors 1 house-shaped, turquoise building marker to indicate the next settlement phase

450 goods tiles: 40 peat tiles with peat coal on their reverse sides 40 livestock tiles with meat on their reverse sides 45 grain tiles with straw on their reverse sides additionally: 45 wood tiles (with whiskey on their reverse sides 2 pins to attach the production wheels to the game boards only used in the Ireland variant) 1 game setup sheet 55 clay tiles with ceramic on their reverse sides 1 4-page general rules 45 1 coin tiles with book on their reverse sides this 8-page detailed rulebook 30 5 coins tiles with reliquary on their reverse sides 1 12-page glossary of all buildings and settlements along 40 stone tiles with ornament on their reverse sides with game hints and summaries 30 grapes tiles with wine on their reverse sides (only in the France variant) 4 play summaries (action options, goods and building types on front side, 30 our tiles with bread on their reverse sides (only in the France variant) buildings on back side) 40 malt tiles with beer on their reverse sides (only in the Ireland variant) 1 scoring pad 8 Wonder tiles with 5x markers on their reverse sides 15 plastic bags 2 starting player markers (for the three and four player game, one each for France and Ireland)

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

Course of a Round
In a three or four player game, the game is played in rounds with changing starting players. A round consists of ve phases, each of which is played through in order. 1) At the start of each round, all players check to see if they have all three of their clergymen on buildings. Those that do get them back. If you have only used 1 or 2 clergymen then you do not get them back. You must take your clergymen back. 2) Thereafter, rotate the production wheel one position in the direction of the arrow illustrated on it (i.e. counterclockwise). The goods indicators indicate production levels. Production levels increase through the rotation of the production wheel. The rotation has the Before rotating the production wheel, use the checking number to ensure that the effect that now 3 grain Coast, Plains, correct player is the starting player. How this is done is explained in more detail on instead of 2 can be Hillside produced, as well as page 6. 4 livestock instead Should a goods indicator be located on the last space (space 10) before the wheel of 3. is rotated, then it is pushed forward by the wheel beam. (In other words, the goods indicator stays on space 10). In round 8, the grapes goods indicator enters the game (only in the France variant) and in round 13 the stone goods indicator enters the game. The new goods indicators get pushed onto space 0 of the production wheel.
Coast, Plains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Hillside

The clergymen: 1 prior and 2 lay brothers

The arrow indicates the rotation direction: counterclockwise.

Artists Colony

Artists Builders Colony Builders Market Builders Market Market

The checking numbers

3) Should the beam push the building marker forward and hence past the next pile of buildings and settlements (the A cards come into the game rst, followed by the B, C and D cards), then the game is temporarily interrupted by a settlement phase (see page 5). 4) Each player, in clockwise order, then gets to carry out one action. At the end of the round, the starting player gets to carry out a second action. So a round in the three player game consists of 4 actions while a four player game round consists of 5 actions. 5) At the end of the round, pass the starting player marker to the next player in clockwise direction.

dwelling value at the end of the game

The rst settlement phase begins.


dwelling value at the end of the game

The Action Options

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

Phase 4 of a round is the action phase. You have three options for this action. You can place one of your own clergymen (prior or lay brother) or issue a work contract to another player: In that case, the other player must place one of his own clergymen. You can fell trees or cut peat and take the corresponding production amount. You can build a building. Action Place a clergyman in order to use a building You can either place one of your own clergymen (a lay brother or the prior) or request that one of your opponents place one of their clergymen. Farmyard If you place one of your own clergymen, then you place it into one of your own, unoccupied buildings and use the buildings function.

Clay Mound

It is possible to combine the build a building action with the place a clergyman action. You will need your prior for this (see page 4, The effect of the prior when building). These rules do not refer to the individual functions of each building. Should the function of a building not be clear, please refer to its entry in the glossary outlining all of the buildings.
Farmyard

Hillside

Clay Mound

Cloister Office

Placing a clergyman Should a player have placed all three of his clergymen over the course of a round, then his buildings cannot be used again until the end of the round. (Clergymen are only removed at the start of a round. See phase 1 or of a round.) Exception: The Priory and Palace/Grand Manor provide alternative ways of using buildings (see glossary). Building functions are only triggered by placement, not by just being in a building. You can place a clergyman on a building without using its function. You can only use buildings that have been placed onto landscape spaces. Buildings next to the game board may not be directly used.

Cloister Office

DETAILS

or

Function box

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

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

Work contracts When you want to use one of an opponents buildings, then A work contract cannot be refused. your opponent gets to choose if he wants to use his prior or You must pay the price for the work contract immediately. (You cannot wait to receive the buildings benet rst.) one of his lay brothers for the action. You cannot issue a work contract to a player who has already You are allowed to issue a work contract without actually using the buildings function. placed all of his clergymen. As soon as one player builds the Winery (in the France variant) or the Whiskey Distillery (in the Ireland variant), then the price for work contracts increases from 1 coin to 2 coins for all players. (This price increase is in effect until the end of the game and is indicated by ipping the starting player marker over to its reverse side.)

DETAILS

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

The production wheel


The production wheel is the central game element in Ora et Labora. The players produce goods. How many goods of a particular type they produce is indicated by the production wheel. At the start of each round, rotate it one space counterclockwise (Phase 2 of a round). In this manner, nearly all goods production is increased at once. Each time a goods is produced, move its corresponding goods indicator back to the 0 space. (Because of the relatively slow rotation of the production wheel, it will take a few rounds before this good will be interesting again.) Goods tiles have a total of four types of icons on them: is for food, is the symbol for energy, is for money and is for points. Every goods and their symbols can be found on the summary.
Farmyard or

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

Hillside

Clay Mound

Cloister Office
Mountain

Quarry

Using the joker Whenever you carry out an action that uses the production wheel, you can choose to use the joker instead of the regular goods indicator. (Buildings that use the production wheel all have a game board outline in their function boxes.) You are allowed to use the joker indicator for a goods type whose normal goods indicator is not in the game yet (see Example 2). This rule affects stone as well as grapes in the France variant.
Action Fell trees Remove (maximum) 1 forest card from your landscapes. The production wheel indicates how many wood goods tiles you take from the general supply. Move the wood goods indicator to the 0 space of the production wheel. Action Cut peat Remove (maximum) 1 moor card from your landscapes. The production wheel indicates how many peat goods tiles you take from the general supply. Move the peat goods indicator to the 0 space of the production wheel. Using forest and moor cards Important! Felling trees or cutting peat does not use a clergyman. You cannot use other players forest or moor cards. You are allowed to remove a forest or moor card even when the wood or peat goods indicator is at 0, although you will not receive any goods. (This still costs an action.)

2
Example 1: The player places a lay brother on the Clay Mound. The clay goods indicator is on space 3 while the joker is on space 5. The player moves the joker to space 0 and takes 5 clay. (The clay goods indicator stays on space 3.) Example 2: The player places a lay brother on the Quarry. The stone goods indicator isnt in the game yet while the joker is on space 5. The player moves the joker to space 0 and takes 5 stone.

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

Once you run out of forest or moor cards, you can still carry out the Felling trees or Cutting peat actions, although you wont receive any goods. You also do not adjust the goods indicators. You can use the joker indicator to get wood or peat. Removing forest or moor cards results in empty landscape spaces that can be built on later (see next section, Build a building).

DETAILS

Hillside Hillside

Only the Quarries or the Castle may be built on mountain spaces. Only the Houseboat may be built on water spaces. (The Houseboat only appears in the Ireland variant.)

spaces and 1 Mountain space.

Water

The building action You may only build a single building with the Build a building action. The function of a building is indicated in its function box (see page 2). Cards such as the Cloister Courtyard also count as buildings. You cannot build any buildings if you do not have any empty landscape spaces. You cannot buy a building card and set it aside until you can free up a landscape space. Buildings, once placed, may not be moved until the end of the game.

Coast

The effect of the prior when building After having built a building, you can use your prior to immediately use the function of the building. Place your prior onto the newly-built building. (You can only do this with your prior, and only if your prior is available.)

Water

Coast

Coastal plots have 2 Water spaces and 2 Coast spaces.

DETAILS

Coast, Plains, Hillside

Cloister Courtyard

Coast, Hillside

Mountain

Action Build a building You may build an available building from the open display by paying the building costs, located in the upper left hand corner of the building card. Wood and clay are available from the production (There are four different building materials: wood, clay, straw and stone.) wheel. Straw is obtained by ipping grain goods Place the building card onto an empty landscape space. tiles over (see Additional actions below). The building rules Important! Cloister buildings, recognizable by their yellow colored title and symbol boxes, must always be adjacent (horizontally or vertically) to other cloister buildings. The landscape type a building card can be built on is indicated in the upper left hand corner of the card as well as in the illustrations background color. There Stone is a building material that changes over the course of a game. It is difcult to obtain at rst but later becomes are ve landscape types (see the overview): Water, Coast, Plains (which include easier and easier to produce (see page 6, Stone). spaces from which peat or wood has been removed), Hillside and Mountain. All landscape types are recognizable by their icons. (Coast spaces are also recognizable by their sandy beaches and proximity to water. Hillside spaces are recognizable by their pine trees and grey-green background. Mountain spaces are Mountain plots recognizable by their rock cliffs.) have 2 Hillside
Hillside

Clay Mound

Farmyard

Cloister Office

or

Coast, Hillside

Windmill

Windmill

3 different
goods

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

The Cloister Courtyard is a cloister building.

6 identical basic goods

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

Mountain

Mountain

Quarry

Quarry

Coast, Plains, Hillside

Cloister Courtyard
Coast, Plains, Hillside

Market
Coast, Plains, Hillside

Additional Actions
In addition to carrying out one of the actions outlined above, you may carry out as many additional actions on your turn as you wish (before or after your main action).
The Quarry costs 5 coins.

3 different
goods

Filial Church
Coast, Plains, Hillside

6 identical4 different goods basic goods

Chamber of Wonders

Extra Action Turn grain into straw You may flip grain goods tiles over to become straw at any time in the game. Straw is used when building or as a source of energy. (Grain is the only goods tile that may be ipped at any time.) Straw cannot be turned back into grain. Some buildings require different types of goods tiles for their functions. Since both sides of a goods tile count as different types of goods, you will sometimes want to ip grain over to become straw as part of a building function; this lets you pay both 1 grain and 1 straw (provided that you have two tiles). Extra Action Trade coins You may trade coins at any time: You may trade a 5 coin tile in for five 1 coin tiles or vice versa. Additionally, you can trade in at any time wine for 1 coin or whiskey for 2 coins (see illustration to your right). DETAILS

These are the buildings that use different goods.

5 different goods

13 different goods

Grain can be turned into straw at any time.

Extra Action Buy a landscape You may buy a landscape once per turn and once per settlement phase (see below). There are rectangular districts as well as square plots. The topmost tile on both piles is available for purchase. Their prices are shown at bottom right. (You must place the landscape as soon as you buy it; you may not set it aside temporarily.)

Hillside

Clay Mound

Heartland

Farmyard

Cloister Office

Districts The heartland that each player receives at the start of the game denes the orientation that the districts must follow. The ve district spaces must all be placed above or below the heartland; they may not be offset to the right or to the left. You Heartland can place districts above or below other districts; in this case they must also not be with districts offset. When placing a district, you can choose if you want to use the Moor/Forest/ Forest/Hillside/Hillside side or the Forest/Plains/Plains/Plains/Hillside side. When you place the tile, it must be oriented such that the price remains at bottom right. Place forest cards onto the forest spaces and moor cards onto the moor spaces. Space for districts (The remaining spaces remain empty.) Plots The plots have a coastal and a mountain side. You must decide, after buying the plot, which side to use when placing the tile. Coastal plots are added to the left of your land while mountain plots are added to the right. When placing plots: Heartland with two plots. It is At least one Coast space of the new coastal plot must be placed adjacent possible to place other plots to an existing heartland space, district space or other Coast space. below or above existing ones, even if they do not touch the At least one Hillside space of the new mountain plot must be placed heartland, as seen here. adjacent to an existing heartland space, district space or other Hillside space (see example). When you place the tile, it must be oriented such that the price remains at Space for a coastal plot bottom right.
or
Hillside

Cost

Clay Mound

Farmyard

Cloister Office

or

Space for a mountain plot

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

Starting Player Change


Each round ends by passing the starting player marker to the next player on the left.

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

The Settlement Phase


A settlement phase occurs whenever the production wheel beam moves past the next pile of building and settlement cards (rst the A cards, then the B, C and nally the D cards). The turquoise building marker indicates when this will happen next. A fth and nal settlement phase takes place at the end of the game. The settlement phase consists of three parts. 1) Move the turquoise building marker. Until the rst settlement phase, the building marker is located in front of the A cards. At the start of the rst settlement phase, move it onto the production wheel space in front of the B cards. In the third settlement phase, move the building marker from the C cards to the D cards. After the fourth settlement phase, move the building marker onto the E space (see next section, page 6), where it indicates how many rounds are left before the bonus round is played (indicated by the symbol on the game board).

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

The building marker is moved.

2) Each player may build a maximum of 1 settlement from their supply. To build a settlement, pay the required energy and food costs (located in the top left corner of the card) and place it (following any restrictions) onto an empty landscape space on your heartland or other landscape tile. You are allowed to buy a maximum of 1 landscape before building your settlement. (Should multiple players wish to buy a landscape, then they do so in player order, starting with the starting player.) Building settlements Settlement costs are paid for with goods tiles that have energy and food symbols on them. No change is given for excess food or energy, so any excess is lost. You cannot build a settlement if you have no empty landscape spaces. You cannot build a settlement for later and set it aside temporarily until you can free up a (possibly better) landscape space. The Build a building action may not be used to build a settlement. You cannot build your opponents settlements.

Coast, Plains, Hillside

Shanty Town

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

dwelling value at the end of the game

A summary of the 8 settlements is provided on page 8 of the glossary. The Fishing Village may only be built on a Coast space, while the Hillside Village may only be built on a Hillside space. (This is easily missed.) You cannot build settlements on mountain or water spaces. You may choose not to build a settlement. A settlement, once placed, cannot be moved until the end of the game.

DETAILS

3) Distribute the current letters pile of settlement and building cards. Each player receives a new settlement card that may be built in later settlement phases or via the Castles function (see glossary, page 6). Your supply of settlement cards is not limited to 4: If you choose not to build a settlement, then you may have more than 4 settlement cards in your supply. Each player receives the same type of settlement card. Add the new building cards to the old ones in the display. The old buildings are not removed from the game. Review the functions of the new buildings. (Their functions are shown in the cards function box as well as in detail in the glossary.)

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

DETAILS

Bonus Round In Three And Four Player Games


As soon as the production wheel beam moves past the E space (indicated by the corresponding building symbol and ) for the second time, the 25th and nal round of the game begins. Before the bonus round, each player takes his prior back. Each player, in player order, then gets exactly one more action (including the starting player) to either build a building or place his prior onto any built building of his choice. It does not matter if the building is occupied or not. You do not have to pay for a work contract if you place your prior on another players building. Placing your prior on another players building is only possible in the bonus round. You may also build a building and then immediately place your prior onto it. A fth and nal settlement phase follows the bonus round. The game is then over ( ). Scoring is carried out as described on page 7.

The Stone Good


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

Coast, Plains, Hillside

Stone Merchant

Mountain

Quarry

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

Checking Numbers
When rotating the production wheel, use the checking numbers to verify that the right player is the starting player. The production wheel beam points (after rotation) at a pair of numbers. The pair of numbers refer to the rst and second full rotation that the production wheel undergoes. A number 1 means that the player who was starting player in round 1 is the current rounds starting player. A number 2 means that the player who was second in round 1 is the current rounds starting player. Etc.

Coast, Plains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Hillside

Artists Builders Colony Builders Market Builders Market Market

First rotation Second rotation

dwelling value at a the end of the game

(Should the checking number show that a mistake has been made, then you can try and correct it.)
Bold print checking numbers indicate which player will be the rst to choose from new buildings.

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

Goods Tile 5x
All tiles apart from the Wonders are in unlimited supply. Should the supply run out for some reason, then you can take a Wonder tile from the general supply, ip it upside down and place one other goods tile onto it. Thist counts as 5 goods of that type. Should you run out of 5 goods tiles or should the tiles be needed as Wonders, then you will need to improvise.
This shows 25 pieces.

Scoring
Scoring consists of three parts. 1) Add up the points on the goods tiles: 5 coins 2 , book 2 , ceramic 3 , ornament 4 , reliquary 8 , Wonder 30 and either wine 1 or whiskey 1 . (Remember that wine/whiskey is not only worth 1 , but also 1 coin, which means that 1 wine/whiskey plus 4 coins are worth a total of 2 .) 2) Then, score the economic value of all buildings and settlements. (Their dwelling values are irrelevant here.) 3) Finally, score the settlements. Each settlement is worth points depending on the cards directly adjacent to it: Settlement points are calculated by adding the dwelling values of the settlement (recognizable by the house symbol ) and all adjacent buildings together. Details regarding settlement scoring Only horizontally and vertically adjacent buildings are counted. (Diagonal does not count as adjacent.) Should a building be adjacent to more than one settlement, then its dwelling value is counted for each of these settlements. Settlements also have a dwelling value. Settlements are therefore counted as well when calculating the value of their neighboring settlements. Water spaces have a dwelling value
3

Some buildings have negative dwelling values. Important! These negative values only matter when the buildings are adjacent to settlements. (When they are far away from settlements, you can completely ignore negative dwelling values.) Each mountain space borders two hillside spaces. (And the hillside spaces on the mountain plots each border one mountain space.)

DETAILS

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

The Short Multiplayer Game


You can also play a game of Ora et Labora in just one hour. Use the short game gameboard for both three and four player games. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, ).
Hillside

Clay Mound

Farmyard

Cloister Office

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

Settlement phases A through D occur at the start of rounds 3,5,7 and 9. The grapes goods indicator enters the France version of the game in round 4. The stone goods indicator enters both variants of the game in round 6. This information is all shown on the game board. The bonus round (round 13) and nal scoring are carried out in the same manner as the longer game. You can use the checking numbers to verify who is the starting player for each round. The rst number is the starting player in a three player game, the second number is the starting player in a four player game.

or

The short version of the game is played over 12 rounds plus a bonus round (indicated on the game board by the symbol) the same number of spaces that the game board has. It is played with fewer buildings but with higher goods production. For a three player game, use the two player game buildings; for a four player game, use the two and three player game buildings. If you are playing the France variant with four players, you may choose to remove the C-Quarry from the game. Each player has only 1 prior and 1 lay brother. Therefore: at the start of each round, all players who have both of their clergymen on buildings get them back. The increased goods production comes from two special rules that are in effect only in the short version. 1. Whenever you use the production wheel to produce goods (this also applies to the Shipping Company and the Cooperage), then there is an immediate bonus production of this good: Each player (including yourself) takes one of the corresponding goods from the general supply. 2. The production wheel spaces for the short game each show two printed goods. At the start of each round, each player receives goods from the general supply corresponding to those printed on the production wheel space that the beam just passed.

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

The Two Player Game


Use the one to two player game board. Remove all building cards from the game that have a 3+ or 4 symbol in their bottom right corners. Use the back side of the production wheel (the one whose numbers go 0, 1, 2, 2, ). Place the A through D building cards onto the indicated spaces around the edges of the two player game board. In the three or four player game, the game is round-based with a rotating starting player. In the two player game the players simply take turns: At the start of each players turn, rotate the production wheel one space. Then, that player gets to take two actions instead of one, carried out one after the other. In general, follow the rules of the three or four player game. In the following sections, replace the word round with turn. The two player game You may buy a landscape once per turn and once per settlement phase. Whenever the production wheel beam passes by the next pile of building and settlement cards, the game is temporarily interrupted by a settlement phase. This happens at the start of a turn, not the start of a round in the two player game. Players get their three clergymen back at the start of a turn (provided they were all used). Should a player have placed all three of his clergymen over the course of a turn, then his buildings cannot be used again until the end of his turn. (Exceptions: Priory, Palace, Grand Manor)

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

DETAILS

The grapes (only in the France variant) and stone goods indicators enter the game in rounds 11 and 18 respectively, which means that stone does not enter the game until the second full rotation of the production wheel (indicated by a 2 in a spiral symbol). Once you have nished your turn it is the other players turn. (The players can decide if they want to use the starting player marker to keep track of this.) Each time the turn passes the following counts for both players: Any player who has used all three of his clergymen (1x prior and 2x lay brother) takes all of his clergymen back. There is no bonus round unlike in the three or four player game. Important! The two player game has no xed game end. The game enters its nal phase when the D buildings are in the game and there is at most 1 building left in the open display. Play the current turn through to the end. Rotate the production wheel. The other player then gets one final action. The game is then over without a nal settlement phase taking place (as would be the case in three and four player game). Scoring is carried out in the same manner as in the multiplayer game (see page 7).

Gameplay When you play the solo game, you start with nothing. You do not receive any starting goods. Otherwise, the game is played following the rules of the two player game. (Take two actions after each rotation of the production wheel.) When the production wheel is rotated while a goods indicator is on space 10, it is not pushed along. Instead, it is removed from the game entirely. The Neutral Player The neutral player is a special feature of the solo game. The neutral player also gets a heartland with a Farmyard, a Cloister Ofce and a Clay Mound. He does not receive any moors or forests. Place the Builders Market onto the upper left hand space of the neutral players heartland (represented by the N on the card). Give the neutral player 2 lay brothers and 1 prior of the same color. Whenever you want to use the building function of one of the neutral players buildings, you must pay 1 coin to the general supply. Place one of the neutral players clergymen onto the chosen building. You decide if it will be the prior or a lay brother. The cost increases to 2 coins as soon as the Winery or the Whiskey Distillery is built. The cost is indicated by the starting player marker. (As with the two to four player game, you can choose to give a present instead of paying the 2 coins.) At the start of each settlement phase, you must place all remaining buildings in the display onto the neutral players heartland. Building rules for the neutral player: Since there wont be enough room on the heartland for all of the buildings that the neutral player will build, you may overbuild any unoccupied buildings (including basic buildings). You may overbuild more than once. You may only overbuild cloister buildings with other cloister buildings, and you may only overbuild non cloister buildings with other non cloister buildings. Additionally, you must ensure that all cloister buildings are adjacent to at least one other cloister building. You do not need to worry about Coast, Plains, Hillside or Mountain space restrictions (upper left corner of the cards); these do not restrict building. (Only the neutral player gets to ignore these building restrictions.) As soon as the neutral player has finished building, you may use one of the newly-built buildings. Outside of your regular game turn, place the neutral players prior onto the chosen building. The neutral players prior must be available or you cannot perform this action. (You may not choose newly-built but immediately overbuilt buildings.) You must pay the work contract price for the neutral players prior.
Coast, Plains, Hillside

Builders Market

The Long Two Player Game


You can also play Ora et Labora as a two player game with nearly all of the buildings. (The game will then last up to 3 hours.) The following rules are changed. The only buildings that are not used are the Carpentry, the C-Grapevine and the C-Quarry in the France variant (represented by the crossed-out 2 on the cards). (All buildings are used in the Ireland variant.) Play according to the normal two player game rules with the following exceptions. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, ), unlike the normal two player game. (Keep the one to two player game board, however.) The long two player game is round-based, like the multiplayer game. Each round, the starting player rst carries out two actions (one after the other), after which the other player carries out one action. The round is then over and the starting player role changes. Rotate the production wheel. The other player then carries out two actions, after which the original starting player carries out one action.

DETAILS

The long two player game During your effectively three actions in a row, you can buy up to two landscapes (districts and plots); one during your rst action and another in either your second or third action. There is no bonus round like in the three or four player game. As with the regular two player game, the long version has no xed game end. The game enters its nal phase when the D buildings are in the game and there are no more than 3 buildings left in the open display. Play the current round through to the end. The game is then over and scoring is carried out (see page 7).

This work contract price is often forgotten. At the start of each turn (regardless of whether there was a settlement phase or not), check to see if the neutral player gets all three of his clergymen back (remember to check for yourself as well). A round with a settlement phase looks like this: 1. Return your or the neutral players clergymen should all three have been used. 2. Rotate the production wheel. 3. The neutral player builds all remaining buildings. 4. Optional: Place the neutral players prior onto one of the newly-built buildings. Pay the work contract price for this. 5. This may result in the neutral player now getting all three clergymen back. 6. Carry out the settlement phase. 7. Carry out your normal game turn. Unlike settlement phases A through D, in the last round (settlement phase E), step 7 takes place between steps 2 and 3 instead. (The neutral players building and the settlement phase only take place after your turn. This is similar to what happens in the multiplayer game.) The game ends after this last settlement phase. The goal of the solo game is to reach 500 points. This is slightly easier to achieve in the Ireland variant.

The Solo Game


Game Setup Use the one to two player game board. Use the front side of the production wheel (the one whose numbers go 0, 2, 3, 4, ). Use all 41 buildings in the Ireland variant. In the France variant, remove the Carpentry, both Grapevines and the C-Quarry from the game (represented by the crossed-out 1 on the cards). These buildings are not used in the solo game. into the display. Place the A through D building Place the Start buildings cards onto the spaces intended for them around the edges of the solo game board. Add the joker to the rest of the goods indicators on the space with the A symbol. Remove the grapes and stone indicators from the game entirely. Turn the district and plot piles upside down. (So the most expensive landscapes are on top are the rst ones that can be bought.)

Monastic Economy in the Middle Ages Game Setup


The Gameboard

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

All four game boards

Use only one of the two game boards, depending on the number of players taking part. One board has the three player board on one side and the four player board on the other; the other has the board for the short three/four player game on one side and the solo/two player game board on the other. Place the game board in the middle of the playing area. It shows arranged in a circle the 13 production wheel spaces. Accompanying these spaces is a round production wheel and beam. The Production Wheel Place one of the two production wheels, front side up as shown, onto the game board. Note: Use the reverse side of the production wheel in the normal two player game. (The other production wheel is not used.) The production wheel assigns values between 0 and 10 to the production wheel spaces. Place the seven goods indicators - clay, coins, grain, livestock, wood, peat and joker - onto the production wheel space with value 0. (This space is indicated with a large A. Over the course of the game, this symbol has no further signicance.)
Coast, Plains, Hillside

3 players

4 players

short game 1-2 players 3-4 players

Production wheel spaces

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

The Buildings The players should agree whether they want to play the France or the Ireland variant. Sort the building cards in three steps. First, for a three player game, remove from the game all cards with a 4 in their lower right hand corner. For a two player game, additionally remove all cards with a 3+ from the game. (Specic instructions for the short and solo games are provided on pages 7 and 8 of the detailed game rules.) Afterward, make sure that each card is turned to the side of the chosen country variant (France or Ireland). The correct side can be recognized by the icons in the upper right hand corner a eur de lis for France and a clover for Ireland. (Many cards show the same building on both sides.) Finally, sort the buildings according to their letters: The bible symbol indicates the start buildings. The letters A, B, C and D stand for the corresponding game stages.

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

Coast, Plains, Hillside

Builders Market

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

Coast
Coast, Plains, Hillside

Priory

Promenade Harbor Promenade


Coast

Harbor

Coast, Plains, Hillside

Priory

The Harbor Promenade from the France variant.

use a building occupied by a prior

The Priory is a Start building. use a building occupied by a prior

Coast, HillsidePlains, Hillside

Builders Market Builders Market Market

Coa

st, Hill Plain Coa sid s, st, Hill ePlain Coa sid s, st, Hill ePlain Coa sid s, st, Hill ePlain sid e s,

The Buildings Place the Start buildings (recognizable by the bible symbol ) in an open display next to the game board so that they are visible to all players. Form A, B, C and D piles with the remaining buildings and place them onto the indicated spaces around the edge of the game board. (The building order within a pile is irrelevant.) Stone and Grapes Place the black stone goods indicator onto the indicated position next to the game board. (It will not enter play until later). For the France Variant, also place the purple grapes goods indicator onto the indicated position next to the game board. (This indicator is not used in the Ireland Variant.) Place the turquoise house-shaped building marker onto the production wheel space in front of card pile A. Give each player: 1 heartland landscape, onto which each player distributes 2 moor and 3 forest cards as shown on the board. 3 clergymen in their color, to be placed next to their heartlands.
Hillside

Pile A

Est Bu Bua d Mailteers Brk de Mailet rs u rk de Mailet rs rke t

Pile D

The A and D building cards pile in a four player game. The stone goods indicator enters the game later.

Coast, Plains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Hillside

Builders Builders Market Builders Market Builders Market Market

Coa

st, Hill Plain Coa sid s, st, Hill ePlain Coa sid s, st, Hill ePlain Coa sid s, st, Hill ePlain sid e s,

Est Bu Bua d Mailteers Brk de Mailet rs u rk de Mailet rs rke t

The building Plains, indicates when the next Coast, marker Hillside Artists building cards enter the game.

Colony

Clay Mound

Coast, Plains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Hillside

3 clergymen

Heartland

Artists Artists Colony Artists Colony Artists Colony Artists Colony Colony

Farmyard

Cloister Office

The Artistsdwelling value atadded Colony is the end of the value at game the dwelling value at end of the game the dwelling value at end buildings. of the game to the pile of Aend of the game the dwelling
or

dwelling value at

dwellingend of the game the value at the end of the game


Coast, Plains, Hillside

Coast, Plains, Hillside

Shanty Town

Farming Village

Coast, Plains, Hillside

Market Town

Coast

Fishing Village

all 8 settlement cards in their color (recognizable by their reverse sides). Settlements marked with A, B, C and D are to be placed onto the corresponding piles of building cards. 1 game summary, onto which each player places their remaining settlement cards. Make sure the game summaries are placed such that the chosen country variant is face up. Starting goods, that is, 1 tile of each of the six basic goods: 1 clay, 1 wood, 1 peat, 1 coin, 1 grain and 1 livestock. (It is important that the goods tiles be placed with the right side up.) Remove any excess player materials from the game. The malt/beer tiles are not used in the France variant. The flour/bread and grapes/wine tiles are not used in the Ireland variant. The Landscapes In addition to the heartland landscapes that each player has one of, there are rectangular districts and square plots. Sort the districts and plots according to their cost and place each of them in a pile such that the districts / plots with the lowest costs are on top. (It does not matter which side of a landscape is face up, as the costs for all district and plot tiles are the same on both sides.)

Players begin the game with these four settlements.


dwelling value at the end of the game dwelling value at the end of the game dwelling value at the end of the game dwelling value at the end of the game

The starting goods

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

Plot

District

Important! Read the Game Setup Sheet rst!

Monastic Economy in the Middle Ages


A strategic game for 1 to 4 players aged13 and up, by Uwe Rosenberg

These general rules explain the game in a narrative and extensively illustrated manner. Ive marked common mistakes in rst games with . If youd prefer reading the rules in a traditionally structured and detailed manner, then please refer to the other ruleset!

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

Forest and Moor resource cards


Hillside

Landscapes
Clay Mound

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

Hillside

Farmyard

Landscape Mound Clay


or

Cloister Office

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

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

Heartland with basic buildings

The French starting player marker

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

There are 3 choices when carrying out an action. 1st Action Option
or Place a clergyman in order to use a building

So the rst round of a four player game is played in 1-2-3-4-1 order, Cloister Office the next round in 2-3-4-1-2 order, etc. This rule means that nobodys turn is skipped when the starting player changes.
Hillside

Clay Mound

Farmyard

Cloister Office

The most important action option in the game involves placing a clergyman onto an unoccupied building in order to use the buildings function. (A buildings function can only be used when entering a building, not when remaining in one. Buildings with clergymen on them count as occupied and cannot generally be used as long as they remain occupied.) Players can use their own buildings as well as those of the other players. (How to use another players building is described on page 4.)

or

A clergyman is placed onto the Cloister Office. Clay Mound


Hillside

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

The Basic Buildings


All players begin with the same three basic buildings. Over the course of the game, many other buildings will be added to their holdings. The basic buildings provide the players with the basic goods: the Barnyard provides a choice of either livestock or grain, the Clay Mound provides clay, and the Cloister Office provides coins. Fundamental rule: If you send a clergyman to a basic building, then the production wheel determines how many goods tiles of the corresponding type you take. Each basic good has an indicator on the production wheel: The location of the goods indicator determines how many tiles to take.
Each player should always be able to see how many tiles of each type the other players have in their supplies.

The Basic Buildings

Clay Mound

Farmyard

Cloister Office

or
or

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

This is how goods production changes.


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

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

Goods tiles have a total of four types of icons on them: is the symbol for food, is the symbol for energy, for money and is for points. Every goods and their symbols are found on the summary. Production of all basic goods is increased as follows: At the start of each round, rotate the production wheel one position counterclockwise. (The gure on page 1 shows the production wheel after the rst rotation of the game.)

The production wheel is only rotated at the start of each round in multiplayer games (not before each turn).
Special Case: Should a goods indicator be located on the last space (space 10) before the wheel is rotated, it is then pushed forward by the wheel beam. (In other words, the goods indicator stays on space 10.) Grapes and Stone Not all goods indicators are present in the game at the start. After the wheel rotation in round 8, place the grapes indicator onto the 0 production space (only in the France variant). In round 13, the stone goods indicator enters the game. Over the course of the game, additional production buildings (recognizable by the game board outline in their function boxes) other than the basic buildings enter the game: Grapevine and Quarry provide grapes and stone. These do not count as basic goods, even after the grapes and stone goods indicators have entered the game.

The arrow indicates the rotation direction: counterclockwise.

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

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

Of the six basic goods, thus far only livestock, grain, clay and coins have been discussed. 2nd Action Option

Fell trees and cut peat

Hillside

Clay Mound

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

Farmyard

Cloister Office

Felling trees and cutting peat do not use a clergyman. Removing a resource tile results in a new landscape space becoming available. 3 Action Option
rd

The player cuts 2 peat.


or

Coast, Plains, Hillside


Coast, Plains, Hillside

Slaughterhouse
Hillside

Slaughterhouse

Clay Moun

Build a building

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

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

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

Cloister Office

It is occasionally missed that cloister buildings must be located adjacent to other cloister buildings. Most buildings can be built on plains landscape spaces as well as
on Coast or Hillside spaces. Some, however, may be built only on Coast spaces or only on Hillside spaces. (This is indicated in the upper left hand corner of the card as well as with the background color of the illustration.)
Coast
Coast

Water Space

or Watch out! This player wont be able to build any more cloister buildings for the remainder of the game. (The Cloister Office is surrounded by other buildings of a different color.)

Hillside

Clay Mound

Mountain plot

Farmyard

Coast, Plains, Hillside

Fuel Merchant

Cloister Office

Coast, Hillside

Windmill

or

Only Quarries or the Castle may be built on mountain spaces. Only the Houseboat may be built on water spaces
(in the Ireland variant).

Harbor Promenade

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

Hillside

Grapevine

Grapevine

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

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

Retrieving The Prior


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

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

Coast, Plains, Hillside

Hillside

Slaughterhouse

Clay Mound

Farmyard

Cloister Office

or

Players sometimes forget to take their clergymen back. This should be corrected as soon as it is noticed. The next section provides a complete overview of a round of play. Course of a Round
1) At the start of a round, those players who have placed all three of their clergymen get them back. 2) Rotate the production wheel. 3) Sometimes, a round is interrupted for a settlement phase (see the section below). 4) Each player then gets to carry out one action. At the end of the round, the starting player gets to carry out a second action. 5) Pass the starting player marker to the next player in clockwise direction.

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

Now to the reward for your building efforts. Goal of the Game
There is scoring at the end of the game. (Use the scoring pad.) Summing up the following individual points results in a total score. The winner is the player with the most points. Some goods tiles indicate a point value with a shield symbol. Each player counts up the total value of their goods tiles. All buildings and settlements have an economic value, indicated by the same shield symbol as on the goods tiles. Each player counts up these values as well. Finally, each settlements dwelling value is Coast, Plains, scored. Hillside Artists Colony

Hillside

Hillt Villa
Hilltop Village

Hillside

The Settlement Phases

Settlements also have an economic value.

dwelling value at the end of the game

Whenever the production wheel beam moves past the next pile Settlement scoring will be described in more of building and settlement cards next to the game board (rst the A dwelling valu detail in the context of building settlements. cards, then the B, C and finally D cards), the game is interrupted the end of the for a settlement phase. The rst settlement phase Hillside Hillside Clay Claybegins as soon as the beam Mound Each player may then build exactly one settlement from his supply onto one of his Mound empty landscape spaces. moves past the Building costs are in energy and food . (Payment is made with goods markers A buildings and the A showing these symbols. Excess energy/food is wasted.) settlement (Artists Colony). The Coast requirement for the Fishing Village and the Hillside requirement for the Hilltop Village must be met. Mountain or Water spaces usually cannot be settled. dwelling value at There is a fth and nal settlement phase at the end of the game. the end of the game
Coast, Plains, Coast, HillsidePlains, Coast, HillsidePlains, Coast, HillsidePlains, Hillside

Artists Builders Colony Builders Market Builders Market Market

Hillside, Mountain

Castle

dwelling value at the end of the game

build 1 of your own settlement

Settlements can only be built during settlement phases or as part of the Estate Castle action, never via the Build a building action. Settlement Scoring at Game End
Farmyard Settlements cannot be used for building functions over the course of the game, but are worth points at the end of the game depending on which buildings are next to them. To determine how many points a settlement is worth, add its burgundy colored dwelling value to those of the cards adjacent to it. (Diagonal does not count as adjacent.)
Coast, Plains, Hillside

Coast, Plains, Hillside

Estate

Hillside

Clay Mound

Coast, Plains, Hillside

Shanty Farmyard Town


Coast, Plains, Hillside

The Shanty Town has a dwelling value of -3, the Farmyard has a dwelling value of 2, the Cloister Office has a dwelling value of 2 Cloister Estate has a dwelling value of 6. So the Shanty Town has Cloister and the Office dwelling value of 7. (The Clay Mound is located diagonal Office a total to the Shanty Town and is therefore not counted in the scoring.) Water spaces have dwelling values, even if they are not built on.

Farmyard

Shanty Town

Cloister Office

or
dwelling value at the end of the game

New Buildings and New Settlements

or

or
dwelling value at game that are added the end of the game
Coast, Plains, Hillside

Artists Colony

Coast, Plains, Hillside

Hamlet

Coast, Plains, Hillside

Village

Hillside

Hilltop Village

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

dwelling value at the end of the game

dwelling value at the end of the game

dwelling value at the end of the game

dwelling value at the end of the game

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

Additional Actions
Additional actions may be carried out before or after your main action. These include: Buy a landscape tile (district or plot). Trade coins and/or trade wine or whiskey for coins. Flip grain goods tiles over to become straw (the only tile in the game that may be freely ipped). The most important additional action is buying a district or a plot. Each player may do this once per turn and once per settlement phase. Turn the landscape tile you buy to the side of your choice. Districts must be placed flush above or below the heartland (or another district), coastal plots must be placed to the left of the heartland and mountain plots must be placed to the right of it. (The landscape tiles must always be placed such that their cost is located in the lower right hand corner. When placing a new landscape tile, at least one space must be placed adjacent to an existing landscape space.)

Players who have grain also have straw at their disposal. Flipping to the straw side means that you are giving up the food value of the grain but gain energy instead.
A player who uses the Cloister Office in the rst round receives 2 coins. He could immediately buy a district.
Hillside

Clay Mound

Farmyard

Cloister Office

or

Back to 1st Action Option

Place a clergyman in order to use a building


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

Coastal plot region

District region

Mountain plot region

Clergymen never leave their diocese until the bonus round. They are only ever placed in their own diocese: either by their own player or through another players demand.
Coast, Plains, Hillside Hillside Whiskey Winery over to the other side to indicate Distillery that work contract prices have

Work Contract Price Increase


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

Flip Coast, Plains, player marker the starting

increased.

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

Coast, Plains, Hillside

Winery

Coast, Plains, Hillside

Whiskey Distillery

for any work contract:


for any work contract:

for any work contract:


for any work contract:

and then / or:

and then / or:

Bonus Round and Scoring


As soon as the production wheel beam moves past the E space for the second time, then the 25th and nal round begins. Before this nal round, each player takes his prior back. Each player then gets exactly one more turn to either build a building or place his prior onto any already built building. (Even the starting player only gets one turn.) When placing the prior, it doesnt matter if the building is occupied or not. If you place your prior onto an opponents building, you pay no work contract. You may also build a building and immediately place your prior onto it. A fth Settlement Phase takes place after the bonus round. The game is then over. Scoring is carried out as described on page 3.

Using the Joker


When a player uses the production wheel (to fell trees or use the Farmyard, for example), then he has the choice of using the joker instead of the usual goods indicator. (The player might use a production building like the Quarry, for example, and use the joker instead of the stone goods indicator. He could use the joker instead of stone even if the stone goods indicator isnt in the game yet. )

The joker can only be used when a clergyman is placed onto a production building or when felling trees or cutting peat. Checking Numbers At the start of a round, it is occasionally forgotten that the production wheel needs to be rotated.
Furthermore, when a round is interrupted by a Settlement Phase, it can just as easily occur that the production wheel is rotated one time too many. To avoid these mistakes, checking numbers are printed on the game board. These checking numbers are explained in detail on page 6 of the detailed game rules.

Overview of the two player game


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

Course of a Round
Starting and basic goods 2 players 3-4 players

Settlement Phase

1. 2.

all players: take own clergymen back (if necessary) rotate production wheel (verify checking numbers) bring grapes/stone into the game (if necessary) take 2 goods in the short game

1. 2. 3.

move building marker to next letter each player may build max. 1 settlement (and buy max. 1 landscape beforehand) distribute current letter's settlement and building cards

peat

peat coal

livestock

meat

grapes

wine

flour

bread

wood

clay

ceramic

stone

ornament

grain

straw

Wonder 1 coin book 5 coins reliquary

3.

settlement phase (if necessary) 2 actions by the active player (then 1 action by the other player in the long game) active player changes (start player changes in long game)
1 action per player (with extra goods production if necessary in the short game) followed by 2nd action by start player

Actions
place a clergyman

Possible work contract with another player


The other player places one of his clergymen. Costs:

4.

Additional Actions 1x per turn: buy one landscape (before or after main action) any time:

5.

start player changes (in clockwise order)

F R A N C E

to that player,

Game end several rounds after settlement phase D

fell trees or cut peat


(without using a clergyman)

or if the winery has been built then instead

when 1 building left in supply (3 buildings in the long game), no settlement phase E

(cloister buildings adjacent to each other) additional action possible by placing prior onto new building

build a building

or as present for the host , that is drunk and returned to the general supply

harvested moor

felled forest

water

coast

plains

hillside

mountain

Course of a Round
Starting and basic goods 2 players 3-4 players

Settlement Phase

1. 2.

all players: take own clergymen back (if necessary) rotate production wheel (verify checking numbers) bring stone into the game (if necessary) take 2 goods in the short game

1. 2. 3.

move building marker to next letter each player may build max. 1 settlement (and buy max. 1 landscape beforehand) distribute current letter's settlement and building cards

peat

peat coal

livestock

meat

wood

whiskey

clay

ceramic

stone

ornament

grain

straw

Wonder 1 coin book 5 coins reliquary malt beer

3.

settlement phase (if necessary) 2 actions by the active player (then 1 action by the other player in the long game) active player changes (start player changes in long game)
1 action per player (with extra goods production if necessary in the short game) followed by 2nd action by start player

Actions
place a clergyman

Possible work contract with another player


The other player places one of his clergymen. Costs:

4.

Additional Actions 1x per turn: buy one landscape (before or after main action) any time:

5.

start player changes (in clockwise order)

to that player,

I R E L A N D

Game end several rounds after settlement phase D

fell trees or cut peat


(without using a clergyman)

or if the whiskey distillery has been built then instead

when 1 building left in supply (3 buildings in the long game), no settlement phase E

(cloister buildings adjacent to each other) additional action possible by placing prior onto new building

build a building

or as present for the host , that is drunk and returned to the general supply

harvested moor

felled forest

water

coast

plains

hillside

mountain

Building Bakery

Location

Building Cloister Library 1 coin 3x 1 book and then / or 1 book 1x


Cloister Workshop

Location

Building Castle Build 1 of your own settlement. Palace

Location

2 1

15 7 6 25 8 8 6 2 7 3 25

Hillside, Mountain

1 flour, energy 1 bread and then / or 1 bread 2x 4 coins Cloister Courtyard 3 different goods 1x Harbor Promenade Market 4 different goods Peat Coal Kiln 1x 4

1 meat, 1 wine

4 1 5

4 2
6 identical basic goods

2 3
1 ornament

Hillside Coast

7 1 8
-2

1 2 1

Coast

A and / or 1 stone, 1 energy 1x


Grapevine grapes Slaughterhouse 1 livestock, 1 straw

1 clay, 1 energy

3x

1 ceramic

C
Hillside

1 wine

1x

Use any occupied building.

Shipping Company 3 energy 1 ceramic 1 coin 1x 1x 1x

4 3 3 5 5 -4 6 1 5 2 2 1

Get 1 wood, 1 wine, 1 coin, 1 ceramic 1 bread, 7 coins

3 8
1 meat

6 1 -3 2 2

meat / bread / wine (with Joker ) 12 coins Carry out fell trees and/or cut peat action.

Town Estate Calefactory

Get 1 peat coal, 1 coin, additionally 1 peat 1 peat coal


Stone Merchant

3 1 A Cloister Chapter House 2 5 3+ Get 1 clay, 1 wood, 1 peat, 1 livestock, 1 grain, 1 coin
Financed Estate 4 6 1 1 A 4 1 coin 1x 1 book, 1 bread, 2 grapes, 2 flour
Coast, Hillside

C 3+

Quarry stone

Mountain

1 1

2 food, 1 energy Windmill 1 grain 7x


Cloister Garden Fuel Merchant

5x

1 stone

10 6 3 2
1 flour, 1 straw

Cloister Church 1 bread, 1 wine Quarry 2x

12 9
1 reliquary

5 3 5 4 1 2
1x Mountain

C 4

Grapevine grapes Dormitory Forgers Workshop

Hillside

5 5 4 6 7

0 2

3 1 1 B

Get 1 grapes and use an unoccupied neighboring building.

-4

3 4 3

4 2 3

3
1 book

Get 1 ceramic, additionally 1 straw, 1 wood 5 coins 1x

stone Shipyard 2 wood grapes 1x Winery

2 1 1

1
1 reliquary

3+ 3 / 6 / 9 energy 1x
Priory Builders Market 2 coins 1x Carpentry

5 / 8 / 10 coins

15 -2
1 ornament, 5 coins

Coast

1 reliquary additionally 10 coins

3 1 1 1 2

House of the Brotherhood

Use a building occupied by a prior. 2 wood, 2 clay, 1 stone, 1 straw

4 4

5 6 2

2
7 coins

D 5 coins 1x

wine and then / or 1 wine Inn 1 coin 1x 6 coins

2 points per own cloister building, 1 point in the solo game, 1 points in the long two player game Printing Office Sacristy

0 2 1
1x

B 3+ 1 food 7x

5 1
4x 1x

2
1 book

Remove 1 forest card without taking wood

Remove 1 forest card without taking wood Action Build a building Grain Storage 1 coin 1x 6 grain

and / or 1 wine 1 coin 1x

10 7 7 2
2x

3 2
1 Wonder

Bathhouse

1 1

1 book, 1 ceramic, 1 ornament, 1 reliquary Hospice

4 1

B and immediately take back all clergymen. 4 Chamber of Wonders 0 6 1 1


13 different goods 1x 1 Wonder

1 book, 1 ceramic

5 3 6 6 2 6 2

2x

Indicates that the action may be done as many times as desired Indicates that the action may be done 2 times Uses the production wheel

D Use any unbuilt building. 3+ Pilgrimage Site


book / ceramic / ornament Estate D 4 6 energy / 10 food 2x

ceramic / ornament / reliquary

FRANCE
Location

1 book, 1 ornament

Building Brewery
1 malt, 1 grain 1 beer and then / or 1 beer 1x

Building
Cloister Workshop

Location

Building Castle Build 1 of your own settlement. Cooperage

Location

7
7 coins

2 1

2 3

15 7 6 5 3 3 20

5 1

Hillside, Mountain

1 clay, 1 energy 3x 1 ceramic and / or 1 stone, 1 energy 1x 1 ornament Sacred Site Coast Water

Cloister Courtyard 3 different goods 1x False Lighthouse Houseboat Malhouse 1 grain Peat Coal Kiln

4 5 4 5
4

4 2
6 identical basic goods

1 C

5 2 1 6 1 4
-2

A Get 2 grain / 2 malt and 1 beer / 1 whiskey and 1 book Scriptorium 3 5 1 1


1 coin 1x 1 book, 1 meat, 1 whiskey Slaughterhouse 1 livestock, 1 straw

3 wood

1x

beer / whiskey (with Joker)

Grand Manor 1 whiskey 1x Refectory Get 1 beer, 1 meat, additionally meat Filial Church 5 different goods 1x 1 reliquary

18 7 4
4x

Get 1 whiskey / 1 beer and 3 coins Get 1 wood, 1 malt, 1 coin, 1 peat

Use any occupied building.

8
1 meat

-3 2 2

5 1 2
ceramic

2 1

1 malt, 1 straw

3 1 A Cloister Chapter House 2 5 3+ Get 1 clay, 1 wood, 1 peat, 1 livestock, 1 grain, 1 coin A 4 1 book 1x
Druids House

6 1

7 3 4 5
1x

1 1

Hillside

C 3+

Forest Hut

Get 1 peat coal, 1 coin, 1 peat coal additionally 1 peat


Stone Merchant

5 identical basic goods plus 3 other identical basic goods Chapel

Remove 1 forest card without taking wood 1 stone

2 livestock, 2 wood,

6 5 4

1 1 2 1 1

2 food, 1 energy Fuel Merchant 3 / 6 / 9 energy Priory

5x 1x

1 stone 5 / 8 / 10 coins

10 8
3x

3 3
1 reliquary

Coal Harbor 12 0 C 4 1 peat coal 3x 3 coins, 1 whiskey Bulwark Mountain 1 book 1 beer 1x 1x Festival Ground Coast House of the Brotherhood

1 2

Coast

1 coin 1x 1 book and / or 1 beer, 1 whiskey Quarry

8 3 3

6 2 4 7 3 10 1 1

3 1 1 1
3 / 5 / 6 coins

-4

5 4 1 2 1 2

Get 1 free district and 1 free plot. 1 point per moor / forest

3+ Use a building occupied by a prior. Spinning Mill 3 3 1


With 1 / 5 / 9 livestock in stock Do not pay any livestock tiles! Builders Market 2 coins 1x Cottage 1x

stone Shipyard 2 wood 1x Whiskey Distillery 1 malt, 1 wood, 1 peat Alehouse

15 -2
1 ornament, 5 coins

6 3

5 6 1
7 coins

D 5 coins 1x

2 points per own cloister building, 1 point in the solo game, 1 points in the long two player game Round Tower 1 whiskey, 5 coins, 14 points Sacristy Camera 1x

6 5 2

1 0 3 1

2 1 1

2 whiskey

4 3 2
1 Wonder

Hillside

2 wood, 2 clay, 1 stone, 1 straw

B 3+ 1 beer 1x

1 Wonder

Get 1 malt and use an unoccupied neighboring building. Granary 1 coin 1x 4 grain, 1 book

8 coins and / or 1 whiskey 1x Locutory

10 7
1x

1 3 2 D 3+

1 book, 1 ceramic, 1 ornament, 1 reliquary

2x

Indicates that the action may be done as many times as desired Indicates that the action may be done 2 times Uses the production wheel

B 4

2 coins 1x Take back prior and then carry out one build a building action. Portico 1 reliquary 1x

5 7 5

3 5 3 6 2

2 1 2

1 book, 1 ceramic

2x

1 coin, 1 clay, 1 reliquary

Guesthouse Use any unbuilt building.

2 of each basic goods, 2 stones

IRELAND

Estate D 4 6 energy / 10 food 2x

1 book, 1 ornament

Buildings in alphabetical order


Alehouse. . . . . . . . . . . Bakery. . . . . . . . . . . . . Bathhouse . . . . . . . . . Brewery . . . . . . . . . . . Builders Market . . . . . Bulwark . . . . . . . . . . . Calefactory . . . . . . . . . Camera . . . . . . . . . . . . Carpentry . . . . . . . . . . Castle . . . . . . . . . . . . . Chamber of Wonders. . Chapel . . . . . . . . . . . . Cloister Chapter House Cloister Church . . . . . . Cloister Courtyard . . . . Cloister Garden . . . . . . Cloister Library . . . . . . Cloister Workshop . . . . Coal Harbor . . . . . . . . Cooperage . . . . . . . . . Cottage. . . . . . . . . . . . Dormitory . . . . . . . . . . Druids House . . . . . . . Estate . . . . . . . . . . . . . False Lighthouse . . . . . Festival Ground . . . . . . Filial Church . . . . . . . . Financed Estate . . . . . . Forest Hut . . . . . . . . . . Forgers Workshop . . . . Fuel Merchant . . . . . . . Grain Storage . . . . . . . Granary. . . . . . . . . . . . Grand Manor . . . . . . . Grapevine . . . . . . . . . . Grapevine . . . . . . . . . . Guesthouse . . . . . . . . . Harbor Promenade . . . Hospice . . . . . . . . . . . . House of the Brotherhood . . . . . Houseboat . . . . . . . . . Inn . . . . . . . . . . . . . . . Locutory . . . . . . . . . . . Malthouse. . . . . . . . . . Market . . . . . . . . . . . . Palace . . . . . . . . . . . . . Peat Coal Kiln . . . . . . . Pilgrimage Site . . . . . . Portico . . . . . . . . . . . . Printing Office . . . . . . . Priory . . . . . . . . . . . . . Quarry . . . . . . . . . . . . Quarry . . . . . . . . . . . . Refectory. . . . . . . . . . . Round Tower . . . . . . . . Sacred Site . . . . . . . . . Sacristy . . . . . . . . . . . . Scriptorium . . . . . . . . . Shipping Company . . . Slaughterhouse . . . . . . Spinning Mill . . . . . . . . Stone Merchant. . . . . . Town Estate . . . . . . . . Shipyard . . . . . . . . . . . Whiskey Distillery . . . . Windmill . . . . . . . . . . . Winery . . . . . . . . . . . . Winery . . . . . . . . . . . . Section 1 Building Index . . . . . . . Section 2 Settlement Index . . . . . Section 3 Why do you need . . . . Section 4 How do you obtain . . . Credits . . . . . . . . . . . 5 2 5 3 3 7 6 7 3 6 5 5 4 5 2 3 4 4 7 7 3 7 4 8 3 7 7 4 6 7 2 2 2 6 4 6 8 3 8 8 3 4 5 2 2 6 2 7 5 7 2 4 6 6 7 4 6 4 6 4 3 3 6 5 5 2 4 6 .1 .8 .9 10 12

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

Section 1 - Building Index


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

An arrow with a number in a function box indicates how many times a trade can be carried out. An arrow without a number means that the trade can be carried out as often as you want. The / symbol means or in the sense of either or. When two goods are shown next to each other and are not separated by a symbol, then that means and. Goods tiles have four types of symbols on them: is the symbol for points. is the symbol for food, is the symbol for energy, is the symbol for money, and

When the following rules refer to for, then that means the relevant goods need to be given up. If the word per is used instead then that means that the relevant goods only need to be owned, not paid. When a building or card is described as being adjacent to something, then that means that it is horizontally or vertically adjacent, not diagonally. When a player receives something and it is not specified where he receives it from, then he always receives it from the general supply. Sometimes the word plus is used instead of and. These mean the same but one makes it more clear that and/or is not meant. Building material is the general term for wood, clay, stone and straw. This index usually refers to the basic game (3 to 4 players). Exceptions are listed in parentheses where appropriate.

The Basic Buildings


Players begin the game with three basic buildings, all of which are located on their heartland.
Hillside

Clay Mound

Basic Farmyard
Economic value: 0 , Dwelling value: 2 Category: production wheel building Production wheel: grain or livestock. You may choose whether you would like to produce grain or livestock. Choose the grain, livestock or joker goods indicator. The space the indicator is on determines how much grain or livestock you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. If you choose the joker you must still choose one of grain or livestock. You cannot produce some of each.

Farmyard

Cloister Office

or

Basic Clay Mound


Economic value: 0 , Dwelling value: 3 Category: production wheel building Production wheel: clay. Choose the clay or joker goods indicator. The space the indicator is on determines how much clay you receive from the general supply. Move the goods indicator to the 0 space of the production wheel.

Basic Cloister Office


Economic value: 0 , Dwelling value: 2 Category: production wheel building Production wheel: coins. Choose the coins or joker goods indicator. The space the indicator is on determines how many coins you receive from the general supply. Move the goods indicator to the 0 space of the production wheel.

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

The Start Buildings


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

Bakery
Cost: 2 clay, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 4 , Dwelling value: 5 Player number: any Building number: F05
Flip as many flour tiles as you want over to their bread sides. Each flipped tile costs one half energy. You are allowed to combine costs. So you could bake 6 bread with 1 peat coal (3 energy). Excess energy is lost. You may then sell up to 2 bread for 4 coins each. 2 bread are worth 6 food, while 8 coins are worth 8 food. (The most important reason not to sell bread is the Cloister Church, whose function requires bread. Another reason is the Chamber of Wonders, which requires many different types of goods.)

Priory
Cost: 1 wood, 1 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 4 , Dwelling value: 3 Player number: 1, 3 to 4 Building number: G01
Use a building occupied by a prior. It doesnt matter if the prior is your own or one of your opponents. You only pay a work contract for the Priory (see detailed game rules, page 3). You do not need to pay a price to use the building occupied by the prior. Chained actions are possible; for example you can use the Priory to use the function of the Palace / Grand Manor. (These buildings again allow the use of an occupied building. In conjunction with the Cloister Garden or Cottage buildings, endless loops would be possible. This is prevented by the fact that the Cloister Garden and Cottage may only each be used once per turn.)

Fli sid exa 7c Ch and the the

(Building the Priory is possible right at the start of the game. Other such buildings include the Grain Storage / Granary, Fuel Merchant, Peat Coal Kiln, the Irish Spinning Mill and the Stone Merchant. Using the Priory with your prior only makes sense if other players have already used their priors.) The Cloister Courtyard is one of the central buildings in the early stages of the game. You can use the Cloister Courtyard to trade in goods for other ones. But what type of good should you choose? You need money for landscapes. Wood and clay are used when building. Livestock and peat are needed for settlements, as those require food and energy. (Grain, the sixth goods type, is initially worth less food as livestock, but in the long term is worth money as well as food.)

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

The gra as Me

Cloister Courtyard
Cost: 2 wood Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 4 , Dwelling value: 4 Player number: any Building number: G02
Trade in 3 different goods for 6 identical basic goods. Basic goods are the 6 goods that players receive at the start of the game: clay, wood, peat, grain, livestock and coins. The three different goods do not need to be basic goods. Important! The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. Coins also count as a good. The 6 basic goods may be of the same type as one of the 3 goods traded in; however you must trade in the 3 different goods before receiving the 6 identical ones. An example: Give up 1 stone, 1 coin and 1 peat in order to receive 6 peat. The peat tile given up must be different from the 6 peat tiles received in exchange. (In essence, you are trading, under the requirement that you have at least one peat, 2 different goods for 5 peat.)

The inte to use Fish

Peat Coal Kiln


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

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

Grain Storage
Cost: 1 wood, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 4 Player number: 1, 4 Building number: F03
Pay 1 coin to the general supply for 6 grain. Do not adjust the grain goods indicator. (Building and using the Grain Storage is possible immediately after starting the game.)

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

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Windmill
Cost: 3 wood, 2 clay Location: only on a Coast or Hillside space Economic value: 10 , Dwelling value: 6 Player number: any. Building number: F04
Flip up to 7 grain tiles over to their straw sides. Take 1 flour per flipped tile. Flour is worth 1 food, like grain, and can be baked into bread (worth 3 food) in the Bakery. (The Windmill can only be built on a Coast or Hillside space. Those are the only locations where the wind is strong enough to power the mill.)

Malthouse
Cost: 2 clay Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 4 Player number: any Building number: I04
Flip as many grain tiles as you want over to their straw sides. Take 1 malt per flipped tile. Malt is worth 1 food, like grain, and can be turned into beer (worth 5 food) in conjunction with grain. Malt is also used in the Whiskey Distillery. There, 1 malt, 1 wood and 1 peat are turned into 2 whiskey.

Market
Cost: 2 stone Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 8 Player number: any Building number: F08
Pay 4 different goods for 7 coins and 1 bread. The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. Coins also count as a good. (Thus you can, provided you have at least 1 coin, effectively trade 3 different goods for 6 coins and 1 bread.) The Market is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders Market.

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Brewery
Cost: 2 stone, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 9 , Dwelling value: 7 Player number: any Building number: I05
Flip as many malt tiles as you want over to their beer side. You must pay 1 grain per tile. You may then sell exactly 1 beer for 7 coins. 1 beer is worth 5 food, while 7 coins are worth 7 food. (Reasons not to sell beer are the Chapel and the Festival Ground, which specifically require beer and not food.) The Brewery is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders Market.

Cloister Garden
Cost: 3 coins Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 5 , Dwelling value: 0 Player number: 1, 3 to 4 Building number: F09
Take 1 grapes. You may then use an unoccupied neighboring building. You do not use a clergyman to use the neighboring building. Neighboring buildings are those that are horizontally or vertically adjacent (diagonally adjacent is not allowed). If you use an opponents Cloister Garden, then you only pay the work contract price (see detailed game rules, page 3) for the Cloister Garden, not the neighboring building. You can use the Cloister Garden only once per turn. (Since you can only use the Cloister Garden once per turn, you cannot create an endless loop with the Priory. Even though the Cloister Garden costs money and not building materials, you still have to use a building action to build it.)

Spinning Mill
Cost: 1 wood, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 3 Player number: 1, 3 to 4 Building number: I09
If you have at least 1 livestock, you receive 3 coins. If you have at least 5 or 9 livestock, then you receive an additional 2 or 3 coins. You only need to have the livestock, you dont need to pay them! Meat does not count as livestock. (If you build the Spinning Mill right after starting the game and use your prior, then you immediately receive 3 coins. You then have 1 clay, 1 livestock, 1 peat and 4 coins. This is the same number of goods tiles as when building the Peat Coal Kiln.)

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

Carpentry
Cost: 2 wood, 1 clay Location: on a Coast, Plains or Hillside space Economic value: 7 , Dwelling value: 0 Player number: 4 (not used in the long two player game) Building number: F10
Remove 1 forest card from your landscape to carry out a Build a building action. You do not receive any wood for removing the forest card. You do not need to build the building on the newly-empty landscape space. You can use your prior to immediately use the new building, provided your prior is available. (The Carpentry is not used in the long two player game because it makes it possible to use all three clergymen in a single turn.)

Cottage
Cost: 1 stone, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 0 Player number: 1, 4 Building number: I10
Take 1 malt. You may then use an unoccupied neighboring building. You do not use a clergyman to use the neighboring building. Neighboring buildings are those that are horizontally or vertically adjacent (diagonally adjacent is not allowed). You can use the Cottage only once per turn. (Since you can only use the Cottage once per turn, you cannot create an endless loop with the Priory.) The Cottage is built with stone. At the start of the game, stone is only available from the Stone Merchant or the Builders Market.

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

Coast, Plains, Hillside

Peat Coal Kiln

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

Harbor Promenade
Cost: 1 wood, 1 stone Location: only on a Coastal space Economic value: 1 , Dwelling value: 7 Player number: any Building number: F11
additionally:

Houseboat
Cost: 1 wood Location: only on a Water space Economic value: 4 , Dwelling value: 6 Player number: any Building number: I11
Take 1 malt, 1 wood, 1 peat and 1 coin. Malt, wood and peat is everything you need to make whiskey. The Houseboat appears to be very valuable, but remember that the covered up Water space itself already has a dwelling value of 3.

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er

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

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

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

Stone Merchant False Lighthouse


Cost: 2 wood, 1 clay Location: only on a Coast space Economic value: 5 , Dwelling value: 5 Player number: any Building number: I08
Take 3 coins as well as either 1 beer or 1 whiskey. Note that whiskey is worth another 2 coins while beer is worth 5 food.

Cost: 1 wood Location: on a Coast, Plains or Hillside space Economic value: 6 , Dwelling value: 1 Number of players: any Building number: G12
Trade, up to 5 times, 2 food plus 1 energy for 1 stone. You are allowed to calculate total costs. So you could, for example, trade in 2 bread (3 food each) plus one peat coal (3 energy) for 3 stone. (If you build the Stone Merchant right after starting the game and use your prior, then you can immediately trade 4 food and 2 energy in for 2 stone. The only basic good youll have left is 1 clay, but youll be able to build valuable buildings like the Market or Brewery relatively soon.)

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

Builders Market
Cost: 2 clay Location: on a Coast, Plains or Hillside space
In addition to the Priory, the Cloister Garden and Cottage are other buildings that make choosing suitable neighboring buildings necessary.

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

The A Buildings
The A buildings include several that provide differing goods depending on which variant you are playing. The Grapevine provides grapes via the production wheel while the Financed Estate provides additional grapes along with flour and bread. The Sacred Site, on the other hand, provides either beer or whiskey along with grain or malt.
A Grapevine Cost: 1 wood Location: only on a Hillside space Economic value: 3 , Dwelling value: 6 Number of players: 2 to 4 Category: production wheel building Building number: F14
Produce grapes via the production wheel. Choose the grapes or joker goods indicator. The space the indicator is on determines how many grapes you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. (The grapes goods indicator only enters the game with the B buildings. Until then, the Grapevine function can only be carried out using the joker.)

A Slaughterhouse Cost: 2 wood, 2 clay Location: on a Coast, Plains or Hillside space (note the negative dwelling value) Economic value: 8 , Dwelling value: -3 Number of players: any Building number: G19
Flip as many livestock tiles as you want over to their meat sides. Each flipped tile costs 1 straw. Livestock is worth 2 food while meat is worth 5 food. (The straw on which the animals sleep symbolizes the raising costs. It also serves as food for the animals.)

A Sacred Site Cost: 1 stone Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 6 Number of players: any Building number: I14
(The best-known sacred sites in Ireland are the Duns.)
Take 1 book. Additionally, take either 2 grain or 2 malt as well as either 1 whiskey or 1 beer. You are not allowed to take 1 grain and 1 malt instead of 2 grain, for example.

The B Buildings

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

B Inn Cost: 2 wood, 2 straw Location: on a Coast, Plains or Hillside space Economic value: 4 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: F20
Sell up to 7 food for 1 coin each. Additionally or afterward, sell 1 wine for 6 coins. You are allowed to calculate total costs. You could, for example, sell 1 bread (3 food) and 2 livestock (2 food each) for 7 coins. You are allowed to overdeliver, so you could also sell 2 meat (5 food each) for 7 coins.

A Financed Estate Cost: 1 clay, 1 stone Location: on a Coast, Plains or Hillside space Economic value: 4 , Dwelling value: 6 Number of players: 1, 4 Building number: F15
(Some estates paid interest to their controlling cloister.)
Flip one of your 1 coin goods tiles over to its book side to take 1 bread, 2 grapes and 2 flour.

A Druids House Cost: 1 clay, 1 stone Location: only on a Hillside space Economic value: 6 , Dwelling value: 6 Number of players: 1, 4 Building number: I15
(The Druids were the religious elite of Celtic society.)
Pay 1 book and take 5 identical basic goods along with 3 other identical basic goods. Basic goods are clay, wood, peat, grain, livestock and coins. You cannot take 8 identical basic goods.
Coast, Plains, Hillside

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B Winery Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space Economic value: 4 , Dwelling value: 5 Number of players: any Building number: F21
Important! Building the Winery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host becomes important when the Winery is built; see detailed rules on page 3.) Flip as many grape tiles as you want over to their wine sides. Afterward, you can sell 1 wine for 7 coins. (The only reason not to sell wine is to use the Palace or Cloister Church, whose functions require wine.)

A Cloister Chapter House Cost: 3 clay, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 2 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: G16
(The Cloister Chapter House provided the monks with space to listen to religious texts as well as an opportunity to receive instruction.)
Take 1 of each of the 6 basic goods. These are the 6 goods you receive at the start of a two to four player game: 1 clay, 1 wood, 1 peat, 1 grain, 1 livestock, 1 coin.

Cloister Chapter House

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

A Cloister Library Cost: 2 stone, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 7 , Dwelling value: 7 Number of players: any Building number: F17
Flip up to 3 1 coin goods tiles over to their book sides. Alternatively or afterward, trade in 1 book for 1 meat plus 1 wine. Books are points but are worth neither money nor food. You cannot flip a book back over to its coin side. (Having a bottle of wine is useful for the Cloister Church and especially the Palace.)

A Scriptorium Cost: 1 wood, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 3 , Dwelling value: 5 Number of players: any Building number: I17

B Quarry Cost: 5 coins Location: only on a Mountain space (note the negative dwelling value) Economic value: 7 , Dwelling value: -4 Number of players: any Category: production wheel building Building number: G22
Produce stone via the production wheel. Choose the stone or joker goods indicator. The space the indicator is on determines how much stone you receive from the general supply. Move the goods indicator to the 0 space of the production wheel. The stone goods indicator enters the game later than the Quarry. The joker is the only way to use the Quarry until the stone goods indicator enters the game. Stone never counts as a basic good. (Even though the Quarry costs money and not building materials, you still have to use a building action to build it.) Each settlement on the same plot as the Quarry will suffer its -4 dwelling value.

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(The scriptorium is a writing room in which both sacred and secular texts were copied by hand.)
Flip one of your 1 coin goods tile over to its book side. Take 1 meat plus 1 whiskey. Books are points but are worth neither money nor food. You cannot flip a book back over to its coin side.

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

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

Coast, Plains, Hillside

Slaughterhouse

B Bathhouse Cost: 1 stone, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 2 , Dwelling value: 6 Number of players: 1, 4 Building number: F23
(The bathhouse also served as a place to treat illnesses and was a favorite meeting point.)
Flip one of your 1 coin goods tiles over to its book side to take 1 ceramic. Immediately take back all of your clergymen from your buildings. The owner of the Bathhouse also takes back the clergyman placed onto the bathhouse. Taking back the clergymen happens immediately. (You do not wait until the start of the next round.)

B Locutory Cost: 3 wood, 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 5 , Dwelling value: 1 Number of players: 1, 4 Building number: I23
(A locutory was a meeting room where outsiders could be met with.)
Pay 2 coins to immediately take back your prior and then build 1 building. Take your prior back from the building he was on and return it to your supply. You can immediately use him again on the newly-built building. (This building is very important in the solo game.)

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

B Alehouse Cost: 1 wood, 1 stone Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: I20
(Pubs were called Alehouses in the middle ages. Ale is a kind of beer made only out of barley and without hops and thus spoils easily.)
Sell 1 beer for 8 coins. Alternatively or afterward, sell 1 whiskey for 7 coins.

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

B Cloister Church Cost: 5 clay, 3 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 12 , Dwelling value: 9 Number of players: any Building number: F24
Trade in up to 2 bread/wine tile sets for 1 reliquary each. (The Cloister Church is the building with the highest dwelling value in the game.)

B Chapel Cost: 3 clay, 3 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 10 , Dwelling value: 8 Number of players: any Building number: I24
(Chapel comes from the Latin word cappa, or coat, and was originally where religious vestments were stored.)
Flip one of your 1 coin goods tiles over to its book side. Alternatively or afterward, trade in up to 3 beer/whiskey tile sets for 1 reliquary each.

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B Whiskey Distillery Cost: 2 clay, 2 straw Location: on a Coast, Plains or Hillside space Economic value: 6 , Dwelling value: 5 Number of players: any Building number: I21
Important! Building the Whiskey Distillery increases the work contract price for all players from 1 coin to 2 coins. (Presents for the host become important when the Whiskey Distillery is built; see page 3 in the detailed game rules.) Trade in as many malt/wood/peat tile sets as you want for 2 whiskey each. You cannot use beer, whiskey or peat coal instead of malt, wood or peat.

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

B Chamber of Wonders Cost: 1 wood,1 clay Location: on a Coast, Plains or Hillside space Economic value: 0 , Dwelling value: 6 Number of players: 1, 4 Building number: F25
(Chambers of Wonders, also called Cabinets of Curiosities, are a type of early museum that displayed objects of varying types and styles together.)
Trade in 13 different goods for 1 Wonder. The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. A 1 coin tile is a different good than a 5 coins goods tile. There are a total of 19 different goods in the France variant (plus the Wonders). There are a total of 8 Wonders. Once all of these are owned by players, you cant use the Chamber of Wonders any more.

B Portico Cost: 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 2 , Dwelling value: 6 Number of players: 1, 4 Building number: I25
(A portico is a covered walkway. It allows for protected movement between inner rooms and garden areas.)
Pay 1 reliquary. Take 2 stone and 2 of each basic good: clay, wood, peat, grain, livestock and coins. You are effectively trading 1 good in for 14, albeit at a loss of 8 points.

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

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

B Shipyard Cost: 4 clay, 1 stone Location: only on a Coast space (note the negative dwelling value) Economic value: 15 , Dwelling value: -2 Number of players: any Building number: G26
Trade in 2 wood for 5 coins plus 1 ornament. You can carry out this action only once per turn. As 5 coins are worth 2 , you are effectively trading 2 wood in for 6 .

Coast

Shipyard

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

The C Buildings
The heart of the C buildings are the large secular buildings. The Palace and Grand Manor must be paid for with money, while the Castle is built with wood and stone.
C Palace Cost: 25 coins Location: only on a Hillside space Economic value: 25 , Dwelling value: 8 Number of players: any Building number: F27
Pay 1 wine to use any occupied building. It doesnt matter if the building is owned by yourself or one of the other players. You dont need to pay the work contract price to use the building. You do not place a clergyman onto the building you want to use. (Even though the Palace costs money and not building materials, you still have to use a building action to build it.)

C Grapevine Cost: 1 wood Location: only on a Hillside space Economic value: 3 , Dwelling value: 6 Number of players: 4 (the C-Grapevine is removed in the long two player game) Category: production wheel building Building number: F31
Produce grapes via the production wheel.

CC

C Grand Manor Cost: 20 coins Location: on a Coast, Plains or Hillside space Economic value: 18 , Dwelling value: 7 Number of players: any Building number: I27
Pay 1 whiskey to use any occupied building. It doesnt matter if the building is owned by yourself or one of the other players. You dont need to pay the work contract price to use the building. You do not place a clergyman onto the building you want to use. (Even though the Grand Manor costs money and not building materials, you still have to use a building action to build it.)

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

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C Calefactory C Castle Cost: 6 wood, 5 stone Location: only on a Hillside or Mountain space Economic value: 15 , Dwelling value: 7 Number of players: any Building number: G28
Build 1 settlement from your supply. You must pay the settlements food and energy costs. If you dont have any more settlements in your supply then you cant use the Castle. (You also wont take part in the next settlement phase.)

C Fi

Cost: 1 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 2 , Dwelling value 5 Number of players: 1, 3, 4 Building number: F32
(The calefactory was a warming room and usually the only room other than the kitchen / infirmary where fire was permitted.)
Pay 1 coin to carry out the fell trees action and / or the cut peat action. (You must remove 1 forest card when felling trees. You must remove 1 moor card when cutting peat.) The production wheel determines how much wood and peat you take. If you dont have any forest cards you cannot fell trees, and if you dont have any moor cards you cannot cut peat. (If you have neither, then you can still use the Calefactory although you will end up paying 1 coin for nothing more than warm feet.)

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

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C Quarry Cost: 5 coins Location: only on a Mountain space (note the negative dwelling value) Economic value: 7 , Dwelling value: -4 Number of players: 3 to 4 (the C-Quarry is removed in the long two player as well as in the short game [2 to 4]) Category: production wheel building Building number: F29
Produce stone via the production wheel.

C Forest Hut Cost: 1 clay, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 1 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: I29
Remove 1 forest card from your landscapes. Take 2 livestock, 2 wood and 1 stone. (This is a second, slower way to get stone instead of the Builders Market, although it is more goods-efficient. If you dont have any forest cards you can still use the Forest Hut, although you dont get anything.)

The of t gam mo

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

CC

This is the second Quarry. The first Quarry enters the game as a B building; see it for details.
Each settlement on the same plot as the Quarry will suffer its -4 dwelling value.

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

C Town Estate Cost: 2 stone, 2 straw Location: on a Coast, Plains or Hillside space Economic value: 6 , Dwelling value: 5 Number of players: any Building number: F30

C Refectory Cost: 1 wood, 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 4 , Dwelling value: 5 Number of players: any Building number: I30
(The refectory is the dining room in a cloister. Along with the church, it is one of the most important rooms in a cloister.)
Take 1 beer and 1 meat. You may then trade in up to 4 meat for 1 ceramic each. You get more than just 10 food for free with this action. It can be worth up to 12 .

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(Town estates were used by cloisters to support business dealings with the nearby township.)
Sell 1 ceramic for 12 coins. You can only carry this action out once per turn. Ceramic is produced by the Cloister Workshop or the Bathhouse. There are three ways of getting ceramics in the D buildings: Pilgrimage Site, Dormitory and House of the Brotherhood.

The D Buildings
D Sacristy Cost: 3 stone, 2 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 10 , Dwelling value: 7 Number of players: any Building number: G34

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

(The sacristy is a chamber in which liturgical vestments and equipment as well as communion wine is stored.) Trade in one set of book, ceramic, ornament and reliquary tiles for 1 Wonder. You can only carry this action out once per turn. Taken together, the book, ceramic, ornament and reliquary are worth 17 points. Since a Wonder is worth 30 points, this action results in an increase of 13 . All players should be made aware of this building relatively early. There are no more than 8 Wonders. Once all of these are owned by players you cant use the Sacristy any more.

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C Coal Harbor Cost: 1 clay, 2 stone Location: only on a Coastal space Economic value: 12 , Dwelling value: 0 Number of players: 1, 4 Building number: I31
Trade in up to 3 peat coal for 3 coins plus 1 whiskey each. You cannot use peat instead of peat coal. Since whiskey is worth 2 coins, you can use the Coal Harbor to gain up to 15 coins.

D Forgers Workshop Cost: 2 clay, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 4 , Dwelling value: 2 Number of players: any Building number: F35
Buy reliquaries. Pay 5 coins for 1 reliquary; each additional reliquary costs 10 coins. (You can simply turn 5-coin goods tiles over when buying reliquaries.) Since 5 coins are worth 2 points each, buying 1/2/3/4 reliquaries results in an increase of 6 / 10 / 14 / 18 .

D Round Tower Cost: 4 stone Location: only on a Hillside space Economic value: 6 , Dwelling value: 2 Number of players: any Building number: I35
Pay 1 whiskey, 5 coins and 14 points for 1 Wonder. You can use any goods you like when paying the 14 points. 14 plus 1 for the 1 Whiskey and 2 for the 5 coins is a total of 17 . Since a Wonder is worth 30 , this action represents an increase of 13 . You receive no change for any excess points you pay (by using 2 reliquaries, for example). There are no more than 8 Wonders. Once all of these are owned by players you cant use the Round Tower any more.

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

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

C Filial Church Cost: 3 wood, 4 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 6 , Dwelling value: 7 Number of players: 1, 3, 4 Building number: I32
(Filial churches are also called secondary churches.)
Trade in 5 different goods for 1 reliquary. The 5 different goods do not need to be basic goods. The front and back sides of goods tiles count as different goods. This is especially important for grain, which can be flipped over to become straw at any time. 1 coin and 5 coins tiles also count as different goods. (Note: With the Filial Church and Portico, you can turn 5 goods into 14 goods - which include 2 valuable stone - in two steps.)

D Pilgrimage Site Cost: 6 coins Location: on a Coast, Plains or Hillside space Economic value: 2 , Dwelling value: 6 Number of players: 1, 3, 4 Building number: F36
Trade in either 1 book for 1 ceramic, 1 ceramic for 1 ornament, or 1 ornament for 1 reliquary. You may carry out up to two trades per action. You are allowed to trade 1 book in for 1 ceramic and then immediately trade this ceramic in for 1 ornament. In the same manner, you can use two trades to turn 1 ceramic into 1 reliquary. The Pilgrimage Site allows you to gain a maximum of 8 . (Even though the Pilgrimage Site costs money and not building materials, you still have to use a building action to build it.)

D Camera Cost: 2 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 5 , Dwelling value: 3 Number of players: 1, 3, 4 Building number: I36
(A camera is a workroom in the cloister.)
Flip up to 2 book/ceramic tile sets back over to their 1 coin and clay sides. Take 1 reliquary per set. Since a book and ceramic are worth a combined total of 5 , this trade results in a maximum increase of 6 along with gaining 2 coins and 2 clay.

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

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

D Dormitory Cost: 3 clay Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 3 , Dwelling value: 4 Number of players: any Building number: F37
(The dormitory is the sleeping area in a cloister. In early cloisters, all monks slept in a communal room covered only with straw.) Take 1 ceramic. Additionally, trade in 1 straw plus 1 wood for 1 book as many times as you want. Remember that you can flip grain over to become straw any time you want. The Dormitory action is worth 3 / 5 / 7 , depending on how many sets of goods tiles you trade in.

D Bulwark Cost: 2 wood, 4 clay Location: on a Coast, Plains or Hillside space Economic value: 8 , Dwelling value: 6 Number of players: any Building number: I37
Pay 1 book to take 1 district and 1 plot of your choice. You may choose which side to use for both the district and plot. (The Bulwark action is potentially useful for the next building below, the Festival Ground.)

C Cooperage Cost: 3 clay, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 3 Number of players: any Category: production wheel building Building number: I33
Pay 3 wood to carry out the production wheel: beer or whiskey action. The production wheel space the joker goods indicator is on determines how much beer or whiskey you take from the general supply. You can only take goods of one type; they cannot be mixed. Move the joker goods indicator to the 0 space. Important! There are no beer or whiskey goods indicators, which means that this action is only possible with the joker. (You need beer in the later stages of the game for the Festival Ground and for the Village and Hilltop Village settlements. Whiskey is especially useful for the Grand Manor.) Note that the bonus production rule in the short game counts for the Cooperage as well.

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Forest cards are resources. If you dont use them, they block potential building sites. They only gain other functions through the Printing Office and the Festival Ground.

D Printing Office Cost: 1 wood, 2 stone Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 5 Number of players: any Building number: F38
Remove up to 4 forest cards from your landscapes. Take 1 book for each removed forest card. You dont receive any wood for removing forest cards in this way. You only receive books for the cards you just removed, not any that you might have removed earlier in the game. If you dont have any forest cards left then you can carry this action out but wont receive anything. The Printing Office action can be worth up to 8 .

D Festival Ground Cost: 10 coins Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 7 Number of players: any Building number: I38
Pay 1 beer to receive 1 for each forest and moor card that you have left on your landscapes. You dont need to pay any forest or moor cards when using the Festival Ground. You can use books, ceramics, ornaments or reliquaries to represent the points the choice of which to use is up to you. You can take more than one of a given goods tile type. You may take fewer points than you are due. You cant take coins or whiskey to represent the points. You are not allowed to trade up points tiles (For example, you cannot give up 1 book and take 1 reliquary to represent 6 .)

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

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Food is especially useful for the Village and Hilltop Village, while energy is useful for the Village and for making money. The Estate allows food and energy to also be exchanged directly for points. If you collected a lot of money to try and build the Palace with but were unsuccessful in doing so, then you can use the money in the Forgers Workshop instead. The second way of obtaining Wonders in the France variant is the Chamber of Wonders; in the Ireland variant the Round Tower fulfills this role.

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D Estate Cost: 2 wood, 2 stone Location: on a Coast, Plains or Hillside space Economic value: 5 , Dwelling value: 6 Number of players: 1, 4 Building number: G39
Trade in either 10 food or 6 energy for 1 book plus 1 ornament. You may carry this action out up to two times. 1 book and 1 ornament are worth a combined 6 . You can pay either 20 food or 12 energy or even 10 food and 6 energy for a total of 2 books and 2 ornaments. 2 books and 2 ornaments are worth a total of 12 .

Towards the end of the game, every building should be usable, even if it hasnt been built yet. To assist with this, the valuable Hospice and Guesthouse are available.

D Hospice Cost: 3 wood, 1 straw Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 7 , Dwelling value: 5 . Number of players: 1, 3, 4. Building number: F40.
(The hospice is a cloisters guest house, where traveling monks can stay.)
Use the function of any unbuilt building. You do not have to pay the work contract price when using an unbuilt building. From the start of phase D, all buildings that are left in the game will be in the open display. The selection at the start of phase D will be quite large. As long as the Cloister Garden hasnt been built yet, it has no neighboring buildings and is useless for the Hospice. Thus, building the Hospice before the Cloister Garden makes no sense. (Should you allow the neutral player to build the Hospice in the solo game, then you cannot use it as there wont be any unbuilt buildings left anymore.)

D Guesthouse Cost: 3 wood, 1 straw Location: on a Coast, Plains or Hillside space Economic value: 7 , Dwelling value: 5 Number of players: 1, 3, 4 Building number: I40
Use the function of any unbuilt building. You do not have to pay the work contract price when using an unbuilt building. From the start of phase D, all buildings that are left in the game will be in the open display. The selection at the start of phase D will be quite large. As long as the Cottage hasnt been built yet, it has no neighboring buildings and is useless for the Guesthouse. Thus, building the Guesthouse before the Cottage makes no sense. (Should you allow the neutral player to build the Guesthouse in the solo game, then you cannot use it as there wont be any unbuilt buildings left anymore.)

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

D House of the Brotherhood Cost: 1 clay, 1 stone Location: adjacent to cloister building (on a Coast, Plains or Hillside space) Economic value: 3 , Dwelling value: 3 . Number of players: any Building number: G41.

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

Section 2 - Settlement Index


Shanty Town
Cost: 1 energy, 1 food Location: on a Coast, Plains or Hillside space (note the negative dwelling value) Economic value 0 , Dwelling value: -3 Settlement number: S01 The Shanty Town is worth -3 to start since its own dwelling value is counted for it. It can be worth considerably more, however, if the right buildings are built next to it.
dwelling value at the end of the game
Coast, Plains, Hillside

Coast, Plains, Hillside

Shanty Town

Artists Colony

A Artists Colony Cost: 1 energy, 5 food Location: on a Coast, Plains or Hillside space Economic value: -1 , Dwelling value: 5 Settlement number: S05 The Artists Colony has an initial value of 4 . B Hamlet Cost: 6 energy, 5 food Location: on a Coast, Plains or Hillside space Economic value: 3 , Dwelling value: 4 . Settlement number: S06 The Hamlet has an initial value of 7 . C Village Cost: 9 energy, 15 food Location: on a Coast, Plains or Hillside space Economic value: 8 , Dwelling value: 6 Settlement number: S07 The Village has an initial value of 14 . D Hilltop Village Cost: 3 energy, 30 food Location: on a Hillside space Economic value: 10 , Dwelling value: 8 Settlement number: S08 The Hilltop Village has an initial value of 18 . The Hilltop Village can only be built on a Hillside space. Since the Hilltop Village only comes into the game during settlement phase D, it can only be built with the Castle in the two player game. In the solo and multiplayer games, it can also be built in the final settlement phase after the bonus round ( symbol).

dwelling value at the end of the game

Coast, Plains, Hillside

Hamlet

Coast, Plains, Hillside

Farming Village

Farming Village
Cost: 3 energy, 3 food Location: on a Coast, Plains or Hillside space Economic value: 1 , Dwelling value: 1 Settlement number: S02 The Farming Village has an initial value of 2 .
dwelling value at the end of the game

Coast, Plains, Hillside

dwelling value at the end of the game

Village

Coast, Plains, Hillside

Market Town

Market Town
Cost: 7 food Location: on a Coast, Plains or Hillside space Economic value: 2 , Dwelling value: 2 Settlement number: S03 The Market Town has an initial value of 4 .
dwelling value at the end of the game

Hillside

dwelling value at the end of the game

Hilltop Village

Coast

Fishing Village

Fishing Village
Cost: 3 energy, 8 food Location: on a Coast space Economic value: 4 , Dwelling value: 6 Settlement number: S04 The Fishing Village has an initial value of 10 . The Fishing Village can only be built on a Coast space.
dwelling value at the end of the game

dwelling value at the end of the game

Section 3 - Why do you need...


Beer? Beer is only found in the Ireland variant. It is worth 5 food and is therefore highly nutritious. Lots of food is needed especially for the Village and Hilltop Village settlements. You also use beer together with whiskey to get reliquaries from the Chapel (B building). You can sell beer in the Brewery (Start building) for 7 coins and in the Alehouse (B building) for 8 coins. You can pay 1 beer at the Festival Ground (D building) to get 1 point for each of your forest and moor cards. Bread? Bread is only found in the France variant. It is worth 3 food and is needed in the Cloister Church (B building) along with 1 wine to get a reliquary. You can sell it in the Bakery (Start building) for 4 coins. Lots of food is needed especially for the Village and Hilltop Village settlements. Books? Books are worth 2 each and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the Ireland variant, books are a good that you are happy to use up. At the Druids House (A building), you can get 5 of one good plus 3 of another for a book, while the Bulwark (D building) lets you get a district plus a plot for one book. Ceramics? Ceramics are worth 3 and is one of the four goods needed in the Sacristy (D building) to get a Wonder. You can sell it for 12 coins at the Town Estate (C building) and can trade it in at the Pilgrimage Site (D building) for a reliquary. In the Ireland variant. At the Camera (D building), you can trade it in with a book for a reliquary. Clay? Clay is an important building material for buildings. Large quantities are required to build the French Cloister Church (B building, 5 clay) and the Irish Bulwark (D building, 4 clay). You can turn it into ceramics ( 3 ) at the Cloister Workshop (A building), which can in turn be sold for 12 coins at the Town Estate (C building). Coins? Coins, unlike food and energy, can be exchanged at any time. The most important function of coins is to buy additional landscapes. The second most important function is to pay for work contracts. It can be very difficult to move ahead if you run out of money. Then, you may have no choice but to choose a fell trees or cut peat action, even though the action isnt really worth it. Another important function for coins is to buy buildings such as the Palace (25 coins) or the Quarry (5 coins). In the France variant, you can also buy the Cloister Garden (3 coins) and the Pilgrimage Site (6 coins). In the Ireland variant, you can buy the Festival Ground (10 coins). Energy? Energy is provided by peat coal (3), peat (2), wood (1) and straw (). Energy is needed for various settlements, especially the Village. You can use the Fuel Merchant (Start building) to trade in 3/6/9 energy for 5/8/10 coins. The Stone Merchant (Start building) lets you trade in energy and food for stone. In the Cloister Workshop (A building), energy is used to turn clay into ceramics and stone into ornaments. At the Estate (D building), you can trade in 6/12 energy for 6 / 12 . In the France variant, energy is used to bake bread in the Bakery (Start building). You can use the Shipping Company (C building) to trade in 3 energy for a large quantity of meat, wine or bread. In the Ireland variant, energy in the specific form of peat (in the Whiskey Distillery, B building) and peat coal (in the Coal Harbor, C building) is needed. Flour? Flour is used only in the France variant. You can get flour at the Windmill (Start building), where you can turn up to 7 grain into flour. Flour is used at the Bakery (A building) to make bread. Bread is worth 3 food and is also used at the Cloister Church (B building) to get reliquaries. When you make bread you also get the chance to sell up to 2 bread for 4 coins each. Food? Food is needed mostly in order to build settlements during the settlement phases. It is also required for several building functions. It is very useful to be able to use it, together with energy, to obtain stone from the Stone Merchant (Start building). You can sell food in the French Inn (B building). You can also use the Estate (D building) to trade it in for books and ornaments (i.e. points). Many buildings require a specific type of food such as bread. Forest? The Printing Office (D building) in the France variant is a reason to retain some forest cards until late in the game, since you can use it to trade in up to 4 forest cards for 1 book each. Books are worth 2 and are needed for Wonders. The equally late-game Festival Ground (D building) in the Ireland variant is a reason to keep not only forest but also moor as you can use it to gain 1 for each forest and moor card you have on your landscapes. Grain? In the France variant, grain is turned into flour at the Windmill (Start building) for later transformation into bread at the Bakery (Start building). In the Ireland variant, you can use it at the Malthouse (Start building) to make malt for later transformation into beer at the Brewery (Start building). You can flip it over to become straw at any time, which makes its use more flexible. Grain and straw, for example, are easily traded at the Cloister Courtyard (Start building). In the France variant, you can also trade it at the Market (Start building), while in the Ireland variant, you can use it at the Filial Church (C building). Grain and straw are mandatory when using the French Chamber of Wonders (B building). Grain is worth 1 food. Straw is both a building material as well as a source of energy. Grapes? Grapes are only used in the France variant. Grapes are worth 1 food and are used in the Winery (B building) to make wine. Wine is worth not only 1 food but also 1 coin and 1 . If you manage to get a lot of grapes, youll have a good chance of gaining significant points. You can use wine with a work contract to avoid having to pay the 1 or 2 coin price. When you make wine you also get the chance to sell 1 wine for 7 coins. Livestock? Livestock is worth 2 food but can also be used in the Slaughterhouse (A building) along with straw to make meat, which is worth 5 food. That makes it easier to attain the high food requirements of settlements like the Village and the Hilltop Village. Livestock are the easiest way at the beginning of the game to provide the food needed to use the Stone Merchant (Start building) in order to obtain stone. Malt? Malt is used in the Ireland variant in combination with grain in order to brew beer and in combination with wood and peat to make whiskey. The buildings used for this are the Brewery (Start building) and the Whiskey Distillery (B building). There is no malt in the France variant. Meat? Meat is worth 5 food. Large quantities of food are needed for the Village and Hilltop Village settlements, as well as when you want to trade for stone at the Stone Merchant (Start building) or gain points with the Estate (D building). In the France variant, you can use the Inn (A building) to make money with it. In the Ireland variant, you can use the Refectory (C building) to trade in up to 4 meat for 1 ceramic each ( 3 ). Moor? Moors can be removed without much recourse in the France variant, making more space to build on. Moors are removed through the cut peat action, which can no longer be used if you have no more moors. You can still get peat at the Cloister Courtyard (Start building) should you need a little energy. In the Ireland variant, you can use the Festival Ground (D building) to gain 1 for each forest or moor card you have on your landscapes. Ornaments? Ornaments are worth 4 and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the France variant, you can trade ornaments ( 4 ) for reliquaries ( 8 ) at the Pilgrimage Site (D building). Peat? Peat is worth 2 energy. Energy is needed for all settlements apart from the Farming Community. Energy can also be used to gain coins with the Fuel Merchant (Start building) or to gain points at the Estate (D building). You will need 3 energy to use the Shipping Company (C building) in the France variant. Energy is also needed at the Cloister Workshop (A building) and Bakery (Start building). Peat is obtained by the cut peat action, which you cannot benefit from if you have no more moor cards on your landscapes. You can still obtain peat at the Cloister Courtyard (Start building) or by buying a new landscape. Peat coal? Peat coal is worth 3 energy. Energy requirements are often multiples of 3. Otherwise: See peat. In the Ireland variant, you can use the Coal Harbor (C building) to trade in up to 3 peat coal for 1 whiskey and 3 coins each. Reliquaries? Reliquaries are worth 8 and are one of the four goods needed in the Sacristy (D building) to get a Wonder. In the France variant, you can get them at the Cloister Church (B building) and the Forgers Workshop (D building). In the Ireland variant, they are available from the Chapel (B building), the Filial Church (C building) and the Camera (D building). You can use them at the Portico (B building) to gain many different goods. the Shanty Town? It costs 1 energy and 1 food but costs you 3 points at the end. But remember! You can make up the 3 minus points with neighboring buildings fairly easily. However, the minus 3 points are a good reason not to build other settlements next to the Shanty Town. Stone? Stone is an important building material for buildings. Large quantities are required to build the Castle (C building, 5 stone) and the Irish Round Tower (D building, 4 stones). You can use it, along with 1 energy, at the Cloister Workshop (A building) to get an ornament. Stone is available primarily from the Stone Merchant (Start building), Builders Market (Start Building) and the Quarry (B and C building). Straw? Straw is an important building material for buildings. You use it in the Slaughterhouse (A building) to gain meat: For each livestock and straw you pay you get one meat. Straw is useful because it is easy to trade at the Cloister Courtyard (Start Building) and Market (Start Building), but is sometimes used as kindling thanks to its energy value as well. Whiskey? Whiskey is only used in the Ireland variant. Whiskey is worth not only 2 food but also 2 coins and 1 . You can use whiskey as a host present with a work contract to avoid having to pay the 1 or 2 coin price. You can sell whiskey at the Alehouse (B building) for 7 coins. You also need to pay a whiskey to use the Grand Manor (C building). The Round Tower (D building) lets you pay 1 whiskey, 5 coins and goods worth 14 points to gain a Wonder. Wine? Wine is only used in the France variant. Wine is worth not only 1 food but also 1 coin and 1 . You can use wine as a host present with a work contract to avoid having to pay the 1 or 2 coin price. Wine is used along with bread at the Cloister Church (B building) to gain a reliquary. You also need to pay a wine to use the Palace (C building). Wonders? Wonders are used to gain points. They are worth 30 . Using the Sacristy (D building) to get a Wonder by trading in 4 other goods represents a 13 point increase. Using the Round Tower (D building) in the Ireland variant to get a Wonder by trading in 1 whiskey, 5 coins and 14 points worth of goods also represents a 13 increase. You can use the Chamber of Wonders (B building) in the France variant to trade in 13 different goods for 1 Wonder. There are only 8 Wonders in the game. Once those are claimed, then the Wonder-producing buildings cannot be used any more Wood? Wood is an important building material for buildings and is also worth 1 energy. Large quantities are required to build the Castle (C building, 6 wood). At the Shipyard (C building), you can trade in 2 wood for 4 points (an ornament) as well as 5 coins. You can also use it in a wide variety of buildings whose functions require many different types of goods. In the France variant, you can use it together with straw at the Dormitory (D building) to gain many books. In the Ireland variant, you use it together with malt and peat to make whiskey in the Whiskey Distillery (B building). You can also use 3 wood with the Cooperage (C building) to gain large quantities of beer or whiskey.

Section 4 - How do you obtain...


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

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

Cloister Church

Coast, Plains, Hillside

Cloister Church

How do you get bread? - Bakery (Start): 1 bread for each flour plus energy - Shipping Company (C): as much bread as indicated by the joker, for a total of 3 energy - Market (Start): 1 bread for 4 different goods (you also get 7 coins) - Financed Estate (A): 1 bread for 1 coin (you also get 1 book, 2 grapes and 2 flour) (only in the four player game) How do you get wine? - Winery (B): 1 wine for each grapes - Shipping Company (C): as much wine as indicated by the joker for a total of 3 energy - Harbor Promenade (Start): 1 wine (you also get 1 ceramic, 1 wood and 1 coin) - Cloister Library (A): 1 wine for 1 coin

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

Palace

Hillside

Palace

Coast, Plains, Hillside

Grand Manor

use any occupied building

use any occupied building

How do you get at least 3 coins? in both variants: - Cloister Office (Basic): as many coins as indicated by the coins or joker goods indicator - Fuel Merchant (C): up to 10 coins for a total of 9 energy - Cloister Courtyard (A): 6 coins for 3 different goods - Shipyard (C): 5 coins for 2 wood (you also get 1 ornament) additionally only in the France variant: - Inn (B): up to 15 coins for a total of 10 food plus 1 wine (only in the three or four player game) - Town Estate (C): 12 coins for 1 ceramic - Bakery (Start): up to 8 coins for a total of 2 bread - Market (Start): 7 coins for 4 different goods (you also get 1 bread) - Winery (B): 7 coins for 1 wine Wine is also worth 1 coin each, so see also How do you get wine?. It is recommended that you have 1 wine left after building the Palace in order to use its function. You will also need to have your prior available, of course. additionally only in the Ireland variant: - Coal Harbor (C): up to 15 coins (9 coins plus 3 whiskey worth 6 coins) for a total of 3 peat coal (only in the four player game) - Alehouse (B): up to 13 coins (15 coins for 1 beer and 1 whiskey which is itself worth 2 coins) (only in the three or four player game) - Brewery (Start): 7 coins for 1 beer - Spinning Mill (Start): up to 6 coins (depending on how much livestock you have) (only in the three or four player game) - Druids House (A): up to 5 coins for 1 book (you also get 3 other basic goods) (only in the four player game) - False Lighthouse (Start): 5 coins (3 coins plus 1 whiskey worth 2 coins) Whiskey is also worth 2 coins each, so see also How do you get whiskey?. It is recommended that you have 1 whiskey left after building the Grand Manor in order to use its function. You will also need to have your prior available, of course.

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

Chapel

Coast, Plains, Hillside

Chapel

and / or

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

10

Sacristy

Coast, Plains, Hillside

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

Sacristy

How do you get books? in both variants: - Estate (D): 2 books (you also get 1 ornament) (only in the four player game) - House of the Brotherhood (D): books depending on how many cloister buildings you have additionally only in the France variant: - Cloister Library (A): up to 3 books for 1 coin each - Bathhouse (B): 1 book for 1 coin (you also get 1 ceramic and one clergyman back) (only in the four player game) - Dormitory (D): 1 book for each wood plus straw (you also get 1 ceramic) - Printing Office (D): up to 4 books for one forest each additionally only in the Ireland variant: - Granary (Basic): 1 book for 1 coin (you also get 5 grain) (only in the four player game) - Sacred Site (A): 1 book (you also get 2 grain or malt as well as 1 beer or whiskey) - Scriptorium (A): 1 book for 1 coin (you also get 1 meat and 1 whiskey) - Chapel (B): 1 book for 1 coin (you can also obtain reliquaries) - Festival Ground (D): books for 1 beer (depending on how many moor and forest cards you have on your landscapes) How do you get ceramics? in both variants: - Cloister Workshop (A): up to 3 ceramics for 1 clay plus 1 energy each (you can also trade for 1 ornament) - House of the Brotherhood (D): ceramics depending on how many cloister buildings you have additionally only in the France variant: - Bathhouse (B): 1 ceramic for 1 coin (you also get 1 book) (only in the four player game) - Dormitory (D): 1 ceramic (you can also trade for books) - Pilgrimage Site (D): up to 2 ceramics for 1 book each (only in the three or four player game) additionally only in the Ireland variant: - Refectory (C): up to 4 ceramics for 1 meat each (one meat is free) - Festival Ground (D): ceramics for 1 beer (depending on how many moor and forest cards you have on your landscapes) How do you get ornaments? in both variants: - Cloister Workshop (A): 1 ornament for 1 stone plus 1 energy (you can also trade for ceramics) - Shipyard (C): 1 ornament for 2 wood (you also get 5 coins) - Estate (D): up to 2 ornaments for either 10 food or 6 energy each (you also get 1 book) (only in the four player game) - House of the Brotherhood (D): ornaments depending on how many cloister buildings you have additionally only in the France variant: - Pilgrimage Site (D): up to 2 ornaments for 1 ceramic each (only in the three or four player game) additionally only in the Ireland variant: - Festival Ground (D): ornaments for 1 beer (depending on how many moor and forest cards you have on your landscapes) How do you get reliquaries? in both variants: - House of the Brotherhood (D): reliquaries depending on how many cloister buildings you have additionally only in the France variant: - Cloister Church (B): up to 2 reliquaries for 1 wine and 1 bread each - Forgers Workshop (D): 1 reliquary for 5 coins plus additional reliquaries for 10 coins each - Pilgrimage Site (D): up to 2 reliquaries for 1 ornament each (only in the three or four player game)

additionally only in the Ireland variant: - Chapel (B): up to 3 reliquaries for 1 whiskey and 1 beer each (you can also buy 1 book) - Filial Church (C): 1 reliquary for 5 different goods (only in the three or four player game) - Camera (D): up to 2 reliquaries for 1 book and 1 ceramic each (you also get coins and clay) (only in the three or four player game) - Festival Ground (D): reliquaries for 1 beer (depending on how many moor and forest cards you have on your landscapes)

The Final Action


The building for the final action can be chosen freely. Buildings that are often used with the final action in the France variant are:

- Castle (a settlement can provide many points) - Cloister Church ( 7 or 14 , not 8 or 16 points since wine
is worth 1 point)

- Sacristy ( 13 ) - Cloister Workshop (up to 13 ) - House of the Brotherhood ( 2 per cloister building) - Estate ( 6 or 12 ) (only in the four player game) - Printing Office (up to 8 for up to 4 forest cards) - Dormitory ( 3 + an additional 2 per straw/wood set)
- Forgers Workshop ( 6 for 5 coins, 10 for 15 coins, 14 for 25 coins. Remember that 5 coins are worth 2 points.) - Winery ( 1 to 2 from coins + 1 per grapes turned into wine) - Shipping Company (points depending on how much wine is produced) Buildings that are often used with the final action in the Ireland variant are:

- Chapel (up 23 for a total of 3 whiskey, 3 beer and 1 coin) - Castle (a settlement can provide many points) - Sacristy ( 13 ) - Cloister Workshop (up to 13 ) - House of the Brotherhood ( 2 per cloister building) - Estate ( 6 or 12 ) (only in the four player game)

11

Credits
Author: Uwe Rosenberg Editing: Uwe Rosenberg and Grzegorz Kobiela Illustration and graphic design: Klemens Franz
The game Ora et Labora was developed in two stages, in April 2009 and in January 2010. It was inspired by Le Havre, released in 2008 by Lookout Games. The idea of using Cloisters as an economic system came to the author while on honeymoon in Walkenried. The cloister there in the southern Harzland had a permanent display comparing cloisters with modern economic enterprise. The editor wishes to thank Susanne Rosenberg, Andreas Odendahl, Patrick Korner for translating all of the text into English, and Grzegorz Kobiela and Chris Linneman for proofreading the English rules. The author thanks Nina Rosenberg for the moral support and, in chronological order, the many playtesters, without whom the game would never have taken its current, finished form: Susanne Rosenberg, Erwin Amann, Tabea Luka, Grzegorz Kobiela, Gunnar Bertram, Sigurd Gbel, Marc Schmitz, Marcus Krug, Rolf Raupach, (10.) Jens Grothollmann, Katharina Woroniuk, Hagen Dorgathen, Frank Hommes, Frederike Diehl, Andr Diehl, Ralph Bruhn, Christian Hildenbrand, Miguel Zulaica, Monika Harke, (20.) Rainer Harke, Gerda Leutermann, Bernd Breitenbach, Andreas Hhne, Carsten Bttemeier, Julius Kndiger, Achim Flammenkamp, Kai Poggenklas, Thorsten Roth, Jan Eric Feuster, (30.) Heike Feuster, Heiko Schiffer, Swantje Klein, Ralf zur Linde, Nicole Reiske, Carsten Hbner, Georg von der Brggen, Claudio Maniglio, Diana Schmidt, Michael Heiing, (40.) Harry Kbler, Thomas Winheller, Inga Blecher, Jennifer Guttmann, Frederik Hfker, Marc Jnger, Stefanie Hahmeier, Michael Neugebauer, Suse Dahn, Svenja Dahn, (50.) Ingo Kasprzak, Gabriele Goldschmidt, Rosemarie Vahland, Arne Hoffmann, Nils Miehe, Michael Kapik, Birgit Baer, Nicole Weinberger, Jrgen Kudritzky, Janina Kleinemenke, (60.) Tina Maniura, Jennifer Ha, Jessica Jordan, Timo Loist, Corinna Bttemeier, Petra Zarbock, Jens Kemper, Fredrik Wagener, Agnieszka Kobiela, Bjrn Kalies, (70.) Andr Kretzschmar, Nicole Griesenbrock, Marinka Vo, Christian Vo, Sabine Lochner, Jan-Hendrik Lochner, Thomas Ludwig, Alfred Schneider, Christoph Keutmann, Kajo Strauch, (80.) Marcel Schwarz, Gisela Postler, Bjrn Postler, Jrg Hbner, Verena Wall, Ingo Bckmann, Thorsten Haube, Michael Speckmann, Mike Neunert, Andreas Odendahl, (90.) Bastian Winkelhauer, Birgit Beuscher, Dominik Riege, Dirk Augenbraun, Markus Benning, Thomas Mechtersheimer, Christian Becker, Thorsten Kempkens, Markus Dichtel, Peter Raschdorf, (100.) Dirk Schrder, Gesa Bruhn, Sebastian Wehlmann, Nicki Rose, Joachim Dell, Regina Molter, Andreas Molter, Andrea Rickert, Markus Treis, Charly Petri, (110.) Michael Schmitz, Joachim Janus, Bodo Drews, Stefan Honigfort, Claudia Hast, Ralf Partenheimer, Tanja Muck, Peter Muck, Sven Junior, Volker Busch, (120.) Volker Geilmann, Oliver Krick, Ralf Rechmann, Simone Hther, Volker Schfer, Kai Brnzel, Malte Ogurreck, Torsten Tschirner, Monika Dillingerov, Dagmar de Cassan, (130.) Maria Schanz, Christoph Vavru, Sascha Hendriks, Nils Buchhage, Nick Buschner, Markus Rathgeb, Tina Christian, Thorsten Koch, Jrn Nitschke, Gnter Nrenberg, (140.) Marcel Reintges, Bianca Steinbrecher, Thore Kries, York Kries, Meike Mhlhop, Birthe Weibrecht, Gerald Francke, Michael Lang, Stefan Crecelius, Carsten Lamann, (150.) Bodo Merz, Marcel Plum, Detlev Husemann, Marian Wall, Frank Heeren, Helge Ostertag, Pan Pollack, Christian Grofer, Anne Sandmann, Florian Sandmann, (160.) Diana Zey, Stefan Wahoff, Ronny Vorbrodt, Gaby von Dewitz, Miriam Bode, Angela Griller, Julia Griller, Gernot Almer, Klemens Franz, Andreas Resch, (170.) Holger Ltermann, Thorsten Hanson, Reinhold Kanz, Dirk Krause, Ulf Reintges, Torsten Buhck, Thomas Legler, Holger Herrmann, Hanno Girke, Stephan Kottkamp, (180.) Michael Grnert, Marc Vierhaus, Benjamin Nobbe, Philip Thom, Jennifer Herrmann, Daniel Szewczyk, Walther Mac Gerdts, Stephan Borowski, Felix Lbeck, Maria Joo gueda Dos Sontos Leite, (190.) Pedro Silva, Jared Chaves, Sven Sievers, Stephan Grochtmann, Melanie Arens, Ralph Arens, Sophia Grbener, Klara Esch, Thekla Esch, Stefan Esch, (200.) Carlotta Siegeroth, Jill McLachlan, Violetta McLachlan, Mattis von Lingen with Torsten Umlauf, Marc Andre Wulf, Dave Luza, Sebastian Wehlmann, William Attia, Conny Richter, Petra Bhm, (210.) Dieter Alber, Volker Geilhausen, Jrgen Godlewski, Silvia Kastner, Jutta Wojtyczka, Steffen Hufnagel, Lea Wild, Bernadette Beckert, Nicole Strauch, Andreas Buhlmann, (220.) Mario Weise, Rolf Braun, Michael Grillhuber, Silke Neuberger, Heiko Wienecke, Torsten Herrmann, Sebastian Lohre, Rick Schumann, Stephan Matos Camacho, Jrgen Bauereiss, (230.) Bastian Feuerstein, Torsten Mayer, Matthias Rietberger, Bianca Batsch, Bettina Timmermann, Dirk Kleemann, Bodo Thevissen, Julia Rothes, Tina Wellmann, Marc Krten, (240.) Kay Wissmann, Edgar Bilz, Sren Paukstdt, Isabel Rathgeb, Thomas Reh, Daniela Reh, Nora Linse, Alexandra Hopot, Michaela Christmann, Martin Schmoll, (250.) Jrgen Junghnel. Special thanks to Nicole Reiske, Carsten Hbner and Georg von der Brggen, who spent months going over the fine details of the multiplayer game. 2011 Lookout Games www.lookout-games.de English language publisher: Z-Man Games, Inc. 2011

www.zmangames.com

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