Carpe Diem - General game info
Carpe Diem
2-4 players, 60 minutes, 10 years and older
AuthorStefan Feld
IllustratorLalanda Hruschka
Published byalea
Online since 2019-10-12
Developed byBart De Cock (be_com4)
Boardgamegeek245934
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Carpe Diem - Rules

Note that the implementation is based on the 2nd version which uses slightly different rules. The English rules have been adapted based on the German ones.
The main change is that movement in the circle goes around and not across - this is not reflected in the video above.

If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

Show → summary only → detailed version only → both summary and detailed version

See rules on BGG

Carpe Diem

Rome, 1 B.C. As influential patricians, you set out to improve your city districts. Profitable buildings and beautiful landscapes will make sure your part of the city will prosper.

While you do, make sure to adhere to the motto of "carpe diem". Seize the day by harvesting grapes and catching fish, then sell these wares on the market to make money. Build proper dwellings for your servants and they will be more diligent and more productive. And don’t forget your own villa! It will gain you a lot of prestige. Turn by turn you will try to get various building tiles to add to your district, and build more and more buildings and landscapes. Over four scoring periods your accomplishments will be turned into victory points.

The player with the most victory points at the end of the game is the winner.

1
game board
84
building tiles (light green backs)
39
building tiles (dark green backs)
16
frame parts
24
gold coins
18
bread tokens
36
banderoles
1
starting player token ("hand")
4
building boards
4
overview boards
60
scoring cards
24
fountain cards
66
victory point cards (1, 3, 5, 10, 25 points)
4
meeples (1 "patrician" in each player color)
20
discs (5 in each player color)
20
wares (5 grapes, 5 herbs, 5 chicken, 5 fish)

Set up game boards and building boards

Prepare the scoring cards according to player numbers and place them face up on the game board:

  • 2 players 8 cards (2x A + 2x B + 2x C + 2x D)
  • 3 players 10 cards (2x A + 3x B + 2x C + 3x D)
  • 4 players 12 cards (3x A + 3x B + 2x C + 4x D)

Place 1 meeple in player order on unoccupied semi-circular space on game board. Only after that the building tiles will be turned over.

Beginning with starting player distribute victory points

  • 2 players: 8 and 9
  • 3 players: 8, 9 and 13
  • 4 players: 8,9,10 and 11

Place the game board in the center of the table.

Distribute to each player:

  • 4 random frame parts – Assemble them piece by piece in random order into a square frame and place them in front of you.
  • 1 random building board – Place it in the frame so that the shovel in the center is rotated toward you. This is your "city district". Your goal is to build on it in a way that gains you the most victory points.
  • 9 banderoles – Distribute them on the nine banderole spaces on your building board.
  • 1 overview board – Place it next to your district. This serves as quick reference for the main game rules and as storage for game materials.
  • 1 meeple ("patrician") in a color of your choice. Place it on any of the seven semi-circular spaces in the center of the game board that is unoccupied.
  • 5 wooden discs in the color of your meeple. Put them on your storage space for now.

Separate the 60 scoring cards into piles according to their backs, shuffle them, and put them next to the game board in four face down piles. Take a number of cards from each pile, depending on the number of players:

  • 2 players 8 cards (2x A + 2x B + 2x C + 2x D)
  • 3 players 10 cards (2x A + 3x B + 2x C + 3x D)
  • 4 players 12 cards (3x A + 3x B + 2x C + 4x D)
cards.

These 8, 10 or 12 cards (for 2, 3 or 4 players) are shuffled thoroughly and placed one by one face up on the card spaces on the left side of the game board. In a 2-player game, don’t place any cards on the corner spaces. In a 3-player game, 2 opposing corner spaces stay empty. In a 4-player game, all 12 spaces are used. Return the remaining scoring cards to the box, they won’t be used this game.

Shuffle the 24 fountain cards and place them in a face down pile next to the game board.

Sort the 66 victory point cards into five piles according to their point value. These points may be kept secret so the game stays interesting until the end.

On Yucata victory points are always shown openly.

Separate the light and dark green building tiles, shuffle them and place them in face down piles next to the game board. Place four randomly selected light green building tiles on each large square blueprint tile space on the game board (= a total of 28 tiles). Turn them all face up.
Place one randomly selected dark green building tile on each of the 11 square seal spaces on the bottom margin of the game board. Turn them all face up.

Place the 20 wares (5 each of grapes, herbs, fish, and chicken) as well as all coins and bread tokens next to the game board.

The player who was born farthest from 1 B.C. gets the starting player token. They put one of their 5 discs on the 0 space of the banderole bar in the top margin of the game board. The other players follow in clockwise order and place their discs on top of the others.

On Yucata the starting player is chosen randomly.

In addition, the starting player gets victory point cards with a total value of 8. In the 2-player game, the other player gets 9 victory points. In the 4-player game, the other players in turn order get 9, 10, and 11 victory points.
Attention: The 3-player game is special: The starting player gets 8 victory points, the next player 9, and the third player gets 13 victory points!

The game consists of 4 phases of 7 rounds

At the end of each phase: Scoring occurs


The current player must place their meeple on either of the two adjacent spaces and select a tile from next to it to integrate into their district


If there are no more building tiles left, they must continue moving in the same direction


2 players: Always remove the final 2 tiles

3 players: Always remove the final tile

The game consists of four phases of seven rounds each.

After each phase there is a scoring period. After the fourth scoring period, there is a final scoring period. This ends the game, and the player with the most victory points is the winner.

The starting player starts with their turn, then the other players follow in turn order. Once the last player has completed their turn, the current round ends. After exactly 7 rounds all 28 building tiles have been picked, and the phase ends.

Each turn, the current player moves their meeple onto one of the directly adjacent semi-circular spaces. They pick one of the building tiles located on the adjacent blueprint space and immediately integrate it into their district (see "Building Rules"). At the beginning of their next turn, the player again moves from their current space to one of the two adjacent spaces, and so on.

In addition, the following rules apply:

  • Meeples may move onto a space that is already occupied.
  • Meeples must be moved every turn, they cannot stay where they are. (Exception: see "Baker".)
  • After moving, the current player must select a tile. If they do not want to or cannot integrate that tile into their district, they place it face down on the storage space on their overview board, where it stays until the end of the game.
  • If – after a few rounds – a player moves onto a semi-circular space without a building tile next to it, they immediately move again in the same direction until their meeple moves onto a space with at least one tile next to it. Each of these extra moves must follow the movement rules.

Attention! Important for the 2- and 3-player games:

In the 2-player game, the two remaining building tiles are removed from a space as soon as the second tile has been picked. In the 3-player game, the last remaining building tile is removed from a space as soon as the penultimate tile has been picked. Return the removed tiles to the box, they won’t be used for the remainder of the game.

Players move their meeple for exactly seven rounds until all building tiles have been picked (or removed) from the game board and the first phase ends, followed by the first scoring period (see "Scoring").

First tile on the shovel space


All subsequent tiles are placed adjacent to matching tiles

When placing a tile on a banderole space: Move 1 space on banderole bar

The first tile selected by a player must be placed on the shovel space. All subsequent tiles must be placed adjacent (not diagonally!) to a tile that is already on the building board. The frame does not count as a tile!

Tiles must be placed in a way that all its sides match each adjacent tile. There is no "top" or "bottom", you may rotate it as you like.

"Matching" means that every adjacent side to each other must match. Pond must touch pond, grass must touch grass, villa must touch villa, yellow dwelling must touch yellow dwelling, etc. Non-matching combinations are not allowed! The frame counts as ‘grass’, i.e. you may only put tiles with a grass side adjacent to a frame piece.

If a player places a building tile on a space with a banderole, they first remove the banderole completely from the game, then move their disc one space on the banderole bar. If that space is already occupied, they place their disc on top of the other disc(s).

In most cases, whenever a player completes a building or a landscape, they immediately get a reward. In addition, completed buildings and landscapes help during scoring and may gain additional victory points during the final scoring period at the end of the game (more info can be found on the overview board).

Villas

Villas...

  • can be any size
  • help during scoring
  • when completed, gain victory points at the end of the game

…can be any size. A completed villa consists of at least two adjacent tiles, where none of those tiles have an "opening". Completing a villa doesn’t grant a reward, but completed villas gain victory points at the end of the game (see "End of the Game" ). Players may own multiple complete and incomplete villas.

The Four Types of Landscape

Landscapes...

  • consist of 2-4 tiles
  • are rewarded with grapes, herbs, chicken, and fish (number of tiles minus 1!)
  • may help during scoring

A completed landscape consists of 2-4 tiles of the same type. Whenever a player completes a landscape, they are immediately rewarded with a one time bonus of wares from the supply. The bonus is always the number of used tiles minus 1 . Place the wares on your storage space. A player may own multiple complete and incomplete landscapes of any type and size.

Depending on the type of landscape, the player gets:

From a Garden: Herbs

From a Chicken Run: Chickens

From a Pond: Fish

From a Vineyard: Grapes

The Four Types of Dwellings

  • consist of 2 tiles
  • may help during scoring
  • grant the following rewards:

A dwelling always consists of exactly two halves of the same color. A player may own multiple complete and incomplete dwellings of any type.

Whenever a player completes a dwelling, that player immediately receives a one-time bonus, depending on the roof color:

Merchant-Dwelling

Wares = Coins + 1

Coins = wildcards for wares

The player returns all their wares (fish, herbs, etc.) to the supply and gets that many coins plus 1 additional coin from the supply. They place them on their storage space. If that player doesn’t own any wares to trade in, they just get the additional coin from the supply.

Example: Nick trades in 1 fish, 1 chicken, and 2 grapes and receives 5 coins.

During scoring, coins can be used as wildcards to replace any ware (fish, herb, etc.) (see "The Scoring Cards").

Baker-Dwelling

+ 2 bread tokens


Hand in 1 bread = move meeple to any space


Hand in 3 bread = fulfill one scoring card requirement

The player takes 2 bread tokens from the supply and puts them on their storage space.

Bread can be used for two different purposes:

1.) At the beginning of a player’s turn, they may pay one bread token into the supply to move their meeple against the rules to any space (or remain where they are!) and pick a tile from there.

2.) During scoring, a player may pay three bread tokens to fulfill the requirements of one of the two adjacent scoring cards. That player receives the rewards of that card without meeting the actual requirements shown on the card. This is true for the "green" requirements (where you need to own something) as well as the "red" ones (where you have to pay something). (More info at "The Scoring Cards".)

Note: If a player receives bread as a reward and then owns 3 bread, they may immediately use them during the same scoring period.

Administrator-Dwelling

+ 2 spaces

The player moves their disc two spaces on the banderole bar. If that space is occupied, put the disc on top.

Note: In the rare case you reach the end of the banderole bar and may take another step, you put your disc on top and take 1 victory point for each excess step.

Craftsman-Dwelling

+ 1 building tile

The player selects any one of the building tiles on the bottom margin of the game board and immediately integrates it into their district, following the building rules. If that tile completes anything, they are rewarded accordingly. If they complete another craftsman dwelling, they select another tile, etc.

The building tiles on the bottom margin are not replaced with new tiles.

Markets / Bakeries / Fountains

The Markets / Bakeries / Fountains ...

  • always consist of 1 tile
  • grant the following rewards:

Markets always consist of the single tile they are depicted on. The same applies to bakeries and fountains. They are always surrounded by grass, so they can only be placed adjacent to other grass.

Market

+ 1 coin

When you place a market, you are rewarded one coin from the supply. Place it on your storage space. More information about using coins can be found in "Dwellings: Merchant" and "The Scoring Cards".

Bakery

+ 1 bread token

When you place a bakery, you are rewarded one bread from the supply. Place it on your storage space. More information about using bread can be found in "Dwellings: Baker" and "The Scoring Cards".

Fountain

+ 1 Fountain card

When you place a fountain, look at the top two cards of the face down fountain card pile. Pick one of them and place it face down next to your storage space. Put the other card face down under the fountain card pile.

Attention: For each subsequent fountain you place during this game, you may keep both cards and return a card from an earlier fountain to the bottom of the fountain card pile.

Note: For the unlikely case that there aren’t enough tokens for wares, bread, or coins, simply use other materials instead.

Players score in order of banderole bar progress.

The scoring player must place one of their discs on an empty circle space , triggering the two adjacent scoring cards.

After each player has completed their 7 turns, all 28 building tiles have been used up. The phase ends by scoring this round:

The player who has progressed furthest on the banderole bar begins. If there is a tie, the player on top begins.

If it’s your turn to score, place one of your discs on an empty circle space to trigger both adjacent scoring cards (see below for details). After each player has placed one disc and triggered both cards, scoring ends and the next phase is prepared (see "Subsequent Phases").

The scoring discs stay where they are, i.e. these spaces can’t be used during subsequent scoring periods. Only the current disc triggers scoring of adjacent cards. Discs from previous scoring periods do not trigger, they just block that particular space.

Note: You always have one more space available than necessary for the number of players (9 spaces for 2 players, 13 spaces for 3 players, and 17 spaces for 4 players).

The Scoring Cards

There are two types of scoring cards:

  • cards with green background (you need to own what is shown)
  • cards with red background (pay what is shown)

There are four types of cards: A, B, C, and D (quantities depend on number of players)

There are two types of scoring cards:

For cards with green background, you must own whatever is shown in the top half of the card (e.g. three completed dwellings, or 2 villa chimneys, or . . .) to receive the rewards shown in the bottom half.

For cards with red background, you must pay the wares shown in the top half (or the same number of coins) to get the rewards.

The following applies to both types: If a player owns (or pays) multiples of whatever is shown on the card, they also receive the shown rewards that often (see examples below).

In addition, there are four types of cards: A, B, C, and D. They are preselected depending on the number of players (according to their backside) and then distributed randomly.

A and B Cards

These cards require you to pay a specific quantity of the same (A cards) or different wares (B cards).

Any wares can be replaced by coins.

Example: Pay 2 (4, 6, …) herbs and/or coins (or 3 bread) to get 4 (8, 12, …) victory points.

These cards require you to pay a specific quantity of the same (A cards) or different wares (B cards).

Any wares can be replaced by coins.

C Cards

C cards are affected by your villas.

Points are given for chimneys (also in incomplete villas) or for completed villas.

Example: For 2 (4, 6, …) chimneys (or 3 bread) you get 1 (2, 3, …) bread tokens.

These cards are affected by your villas.

Some have you count the total number of chimneys in your district. Every chimney counts, no matter if the villas are completed or not.

Other are only affected by completed villas (independent of their size!). Incomplete villas are ignored.

D Cards

D cards are affected by your landscapes, dwellings, as well as markets, bakeries, and fountains.

Example: For 1 (2, 3, …) completed merchant dwellings (or 3 bread) you get 3 (6, 9, …) victory points.

These cards are affected by your landscapes, dwellings, as well as markets, bakeries, and fountains.

Generally

If a player cannot meet the requirements on a scoring card, they lose 4 victory points!

Important! If a player can’t fully meet the requirements of a scoring card, they don’t get any victory points at all and instead lose 4 victory points.That means that a player might lose up to 8 victory points during a scoring period!

Example: For one of her scoring cards, Sophie needs to pay 3 herbs, but she only owns 2. She neither owns coins nor 3 bread tokens. She keeps the 2 herbs, and instead of gaining 7 victory points, she loses 4 victory points.

Each player decides the order in which they fulfill their two scoring cards. Sometimes it is possible to fulfill the second scoring card with the rewards from fulfilling the first.

A complete list and description of scoring cards you can find in the Appendix.

For the next three phases distribute 28 tiles each

In the fourth phase use the dark green tiles

Next player becomes starting player

Subsequent Phases follow the same pattern:

In the second and third phases, distribute 28 light green building tiles on the seven blueprint spaces of the game board. In the fourth phase, distribute the remaining 28 dark green building tiles.

Note: As opposed to the light tiles, the dark tiles always only show exactly one thing.

Pass the starting player token to the left.

Scoring cards and banderole discs as well as meeples stay where they are.

After the fourth scoring period there is a final scoring period:

The game ends after scoring the fourth phase, followed by the final scoring. For the final scoring period, follow the dark grey list on your overview boards:

Villas

Completed villas: victory points for chimneys

Count the chimneys in each of your completed villas and take the listed victory points. Incomplete villas and their chimneys are ignored.

Example: Nick has a completed villa with 3 chimneys and two completed villas with 5 chimneys each. He also owns two incomplete villas with 4 chimneys each: He receives 3+7+7+0+0=17 victory points.

Remaining items

Victory points for remaining items divided by 2

Divide the number of remaining items on your storage space (wares, coins, bread tokens, and building tiles) by 2. You gain that many victory points, rounded down.

Banderole bar

Victory points for position on banderole bar

You gain as many victory points as shown on the banderole bar space with your disc.

Fountain cards

Fountain cards: victory points depending on achievements

Example: For each completed garden in your district, you get 2 victory points.

Reveal your fountain cards. You gain that many victory points depending on your achievements. If you have both fountain cards of the same type, you get victory points for both of them.

You can find an overview over all fountain cards in the Appendix.

Frame achievements

Frame: victory points depending on achievements

Each player has two goals on each of their 4 frame parts. Frame achievements work as follows: Draw an imaginary line starting at the golden arrow that shows a building or landscape type. That line must intersect with at least one completed building or landscape of that type.

Incomplete or additional matching buildings or landscapes do not count.

This player achieved the "baker dwelling" goal (1x 4 victory points) and the "villa" goal (1x 3 victory points), but not the "pond" and the "garden" goal.

On Yucata the points for Banderole bar and Frame achievements are already added to running score during the game. Also the points for chimneys of finished villas get added as soon as a villa is finished.

The player with the most victory points is the winner.

If victory points are a tie, the player further behind on the banderole bar wins.

The player with the most victory points is the winner.

If multiple players are tied for most victory points, the player among them who is last on the banderole bar wins the game.

Appendix

Scoring Cards

For any 3 (6, 9, ...) completed Dwellings in your quarter you move 1 (2, 3, ...) spaces on the banderole bar and get 1 (2, 3, ...) Breads.

For any 3 (6, 9, ...) completed Dwellings in your quarter you get 1 (2, 3, ...) Coins and 1 (2, 3, ...) Breads.

For any 3 (6, 9, ...) completed Dwellings in your quarter you get 1 (2, 3, ...) Coins and move 1 (2, 3, ...) spaces on the banderole bar.

For any 3 (6, 9, ...) completed Dwellings in your quarter you get 5 (10, 15, ...) victory points.

For any 1 (2, 3, ...) completed Administrator Dwellings in your quarter you get 3 (6, 9, ...) victory points.

For any 1 (2, 3, ...) completed Craftsman Dwellings in your quarter you get 3 (6, 9, ...) victory points.

For any 1 (2, 3, ...) completed Merchant Dwellings in your quarter you get 3 (6, 9, ...) victory points.

For any 1 (2, 3, ...) completed Baker Dwellings in your quarter you get 3 (6, 9, ...) victory points.

For any 1 (2, 3, ...) set(s) consisting of 1 completed Merchant Dwelling and 1 completed Baker Dwelling in your quarter you get 7 (14, 21, ...) victory points.

For any 1 (2, 3, ...) set(s) consisting of 1 completed Administrator Dwelling and 1 completed Craftsman Dwelling in your quarter you get 7 (14, 21, ...) victory points.

For 1 (2, 3, ...) set(s) consisting of 1 completed Vineyard and 1 completed Chicken Run in your quarter you get 7 (14, 21, ...) victory points.

For 1 (2, 3, ...) set(s) consisting of 1 completed Garden and 1 completed Pond in your quarter you get 7 (14, 21, ...) victory points.

For any 3 (6, 9, ...) completed Landscapes in your quarter you get 5 (10, 15, ...) victory points.

For any 3 (6, 9, ...) completed Landscapes in your quarter you move 1 (2, 3, ...) spaces on the banderole bar and get 1 (2, 3, ...) Breads.

For any 3 (6, 9, ...) completed Landscapes in your quarter you get 1 (2, 3, ...) Coins and 1 (2, 3, ...) Breads.

For any 3 (6, 9, ...) completed Landscapes in your quarter you get 1 (2, 3, ...) Coins and move 1 (2, 3, ...) spaces on the banderole bar.

For 1 (2, 3, ...) completed Ponds in your quarter you get 3 (6, 9, ...) victory points.

For 1 (2, 3, ...) completed Chicken Runs in your quarter you get 3 (6, 9, ...) victory points.

For 1 (2, 3, ...) completed Vineyards in your quarter you get 3 (6, 9, ...) victory points.

For 1 (2, 3, ...) completed Gardens in your quarter you get 3 (6, 9, ...) victory points.

For 1 (2, 3, ...) Bakeries in your quarter you get 1 (2, 3, ...) victory points.

For 1 (2, 3, ...) Markets in your quarter you get 1 (2, 3, ...) victory points.

For 1 (2, 3, ...) Fountains in your quarter you get 1 (2, 3, ...) victory points.

For 1 (2, 3, ...) set(s) consisting of 1 Bakery, 1 Market and 1 Fountain in your quarter you get 5 (10, 15, ...) victory points.

For 2 (4, 6, ...) Fountains in your quarter you get 3 (6, 9, ...) victory points.

For 2 (4, 6, ...) Markets in your quarter you get 3 (6, 9, ...) victory points.

For 2 (4, 6, ...) Bakeries in your quarter you get 3 (6, 9, ...) victory points.

For 3 (6, 9, ...) Chimneys in your quarter you move 1 (2, 3, ...) spaces on the banderole bar and get 1 (2, 3, ...) Breads.

For 3 (6, 9, ...) Chimneys in your quarter you get 1 (2, 3, ...) Coins and move 1 (2, 3, ...) spaces on the banderole bar.

For 3 (6, 9, ...) Chimneys in your quarter you get 1 (2, 3, ...) Coins and 1 (2, 3, ...) Breads.

For 3 (6, 9, ...) Chimneys in your quarter you get 4 (8, 12, ...) victory points.

For 2 (4, 6 ...) Chimneys in your quarter you get 1 (2, 3, ...) Breads.

For 2 (4, 6 ...) Chimneys in your quarter you get 2 (4, 6 ...) victory points.

For 2 (4, 6 ...) Chimneys in your quarter you get 1 (2, 3, ...) Coins.

For 1 (2, 3, ...) completed Villas in your quarter you get 3 (6, 9, ...) victory points.

For 2 (4, 6 ...) completed Villas in your quarter you get 1 (2, 3, ...) set(s) consisting of 1 coin, 1 space to move on the banderole bar and 1 Bread.

For 2 (4, 6 ...) Chimneys in your quarter you get 1 (2, 3, ...) spaces on the banderole bar.

Pay 1 (2, 3, ...) set(s) consisting of 1 Herbs and 1 Grapes to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Herbs and 1 Fish to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Herbs and 1 Chicken to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Grapes and 1 Fish to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Grapes and 1 Chicken to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Fish and 1 Chicken to get 3 (6, 9, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of all 4 wares to get 8 (16, 24, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Grapes, 1 Herbs and 1 Fish to get 5 (10, 15, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Grapes, 1 Chicken and 1 Herbs to get 5 (10, 15, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Grapes, 1 Chicken and 1 Fish to get 5 (10, 15, ...) victory points.

Pay 1 (2, 3, ...) set(s) consisting of 1 Herbs, 1 Chicken and 1 Fish to get 5 (10, 15, ...) victory points.

Pay 1 (2, 3, ...) Chickens to get 1 (2, 3, ...) victory points.

Pay 1 (2, 3, ...) Herbs to get 1 (2, 3, ...) victory points.

Pay 1 (2, 3, ...) Fishes to get 1 (2, 3, ...) victory points.

Pay 1 (2, 3, ...) Grapes to get 1 (2, 3, ...) victory points.

Pay 2 (4, 6, ...) Herbs to get 4 (8, 12, ...) victory points.

Pay 2 (4, 6, ...) Grapes to get 4 (8, 12, ...) victory points.

Pay 2 (4, 6, ...) Fishes to get 4 (8, 12, ...) victory points.

Pay 2 (4, 6, ...) Chickens to get 4 (8, 12, ...) victory points.

Pay 3 (6, 9, ...) Herbs to get 7 (14, 21, ...) victory points.

Pay 3 (6, 9, ...) Grapes to get 7 (14, 21, ...) victory points.

Pay 3 (6, 9, ...) Fishes to get 7 (14, 21, ...) victory points.

Pay 3 (6, 9, ...) Chickens to get 7 (14, 21, ...) victory points.

Fountain Cards

For every completed Administrator Dwelling in your quarter you get 2 victory points.

For every completed Craftsman Dwelling in your quarter you get 2 victory points.

For every completed Merchant Dwelling in your quarter you get 2 victory points.

For every completed Baker Dwelling in your quarter you get 2 victory points.

For every completed Garden (no matter which size) in your quarter you get 2 victory points.

For every completed Vineyard (no matter which size) in your quarter you get 2 victory points.

For every completed Chicken Run (no matter which size) in your quarter you get 2 victory points.

For every completed Pond (no matter which size) in your quarter you get 2 victory points.

For every Bakery in your quarter you get 2 victory points.

For every Market in your quarter you get 2 victory points.

For every Fountain in your quarter you get 2 victory points.

For every completed Villa in your quarter (no matter which size) you get 2 victory points.

If you do not want to or cannot integrate the tile into your district, place it face down on the storage space by clicking the red cross in the upper left corner of your district.
 
Privacy statement | Editorial | FAQ To Top YST: 00:00:00 |