Hadara - General game info
Hadara
2-5 players, 45-60 minutes, 10 years and older
AuthorBenjamin Schwer
IllustratorDominik Mayer
Published byHans im Glück
Online since 2020-07-10
Developed byBart De Cock (be_com4)
Boardgamegeek269144
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!
Hadara - Rules

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In Hadara (Arabic for civilization and culture), it’s your chance to make history. Over three epochs, guide the growth of your civilization as new ideas emerge; take great strides forward in the many fields of human achievement to build an empire more glorious than any other. Skilled artisans, philosophers, warriors, and architects from various cultures bring their genius to aid you in your endeavors, but it rests with you to choose the best citizens to build your strength and prestige.

Components
1
Game Board (5 interlocking segments and wheel)
5
162
5
Setup Cards
5
Reference Sheets
20
Wooden Markers (5 per color)
62
Coins
40
Bonus Tiles (10 per color)
48
10-value Markers
25
Colonies
10
Gold Medals
1
Score pad
1
Rulebook
Communal Setup

1 Connect the 5 segments of the board together in any order and place the board in the middle of the table.

2 Separate the epoch cards based on the number on the card backs (I, II, or III), then set aside the era II and III cards. Separate the epoch I cards into 5 decks by color, shuffle each deck, then place 2 cards of each color per player facedown on the corresponding inner spaces of the board. Return the remaining epoch I cards to the box.

Whenever a rule refers to “cards,” it refers to epoch cards, unless otherwise noted.

For the basic game, return the purple cards with stars at the bottom of the card to the box. These cards are used for the advanced game.

3 Separate the 25 colonies by the values shown in the bottom-left (), shuffle the 5 piles separately, then place 1 colony per player from each pile next to the board. Place each colony with the side showing coins faceup, in a stack with the other colonies showing the same value, without looking at the reverse side. Return any remaining colonies to the box without looking at them.

4 Place the coins and the 10-value markers next to the game board. There are coins in denominations of 1, 5 and 10. You can make change at any time, and coins are not component-limited.
Set aside the score pad.

Player Setup

Give each player a player board. Shuffle the setup cards and deal 1 to each player, returning unused setup cards to the box.

For the basic game, use side A of the setup cards. For the advanced game, each player independently chooses which side to use.

Give each player the following additional components, returning unused components to the box:

  • 1 reference sheet
  • 8 bonus tiles (2 per color)
  • 2 gold medals
  • 4 wooden markers (1 per color)

Setting up the Player Board

Anatomy of a setup card

BCoins
Gain coins from the supply equal to the value on your setup card. This setup card gives you 8 coins.
AInitiative Value
Initiative determines who will be the first player during the game. This setup card gives you an initiative of 2.
CTrack Values
There are 4 tracks in the game: Income , Military , Culture , and Food .
Place your wooden markers on the space on each track corresponding to the value on your setup card.
This setup card gives you initial values of 2 income, 1 military, 3 culture, and 4 food.

Hadara is played over 3 epochs. Each epoch is separated into 2 phases. During phase A, each player draws cards from a different deck, based on the wheel on the board, until each player has drawn from each deck. During phase B, players take turns choosing cards from the discard piles one at a time until there are no cards remaining on the board.

The cards you choose during both phases will allow you to increase your income, claim colonies, complete statues, feed your populace, or collect points.

After 3 epochs, the game ends, and players resolve final scoring, and the player with the most points wins!

Anatomy of an Epoch Card

Card color and epoch

Epochs I–III, in blue, green, yellow, red, and purple; each color also has a corresponding symbol.
This card is a blue epoch I card.


Cost

You must pay this many coins to buy this card. This card costs 3 coins to buy, Note: Red numbers indicate a cost.

Values

Most cards will add to one or more of your four tracks (, , and ) when bought.

This card gives you 2 culture and 1 food.


Points

You score this many points during final scoring for having this card.

You score 2 points from this card.

Effect

Some purple cards have special effects instead of values.

See here a summary of the purple card effects.






Phase A

Phase A follow these steps:

Determine the first player and set the wheel

First player in Epoch I is the player with lowest initiative value on their setup card. In Epoch II it's second lowest, in Epoch III third lowest (2p games: lowest again).

In 4 or 5 player games, all other players get 1 coin at the beginning of Epoch I, in 2 player games: the one who is start player only once.

The first player sets the wheel.

Draw 2 facedown cards and buy or sell a card (for each colour)

All players resolve this step simultaneously.

On Yucata this is simulated by resolving this step only after all players have made their choices.

Draw 2 cards from the deck your player icon is pointing at, discard one of it faceup on the corresponding discard pile, and decide whether you buy (2a) or sell (2b) the remaining one.

You cannot choose to discard both cards, buy both cards, or sell both cards.

(1) Discard 1 card to the discard pile

Place 1 of the 2 cards faceup in the discard pile of the corresponding color.

(2a) Buy 1 card

You can buy a card by paying its cost in coins, returning the coins to the supply. The cost to buy a card is reduced based on the number of cards of its color you already have.

Most cards have values that add to one or more of your tracks. Purple cards can have effects instead, see here for an overview of these.

(2b) Sell 1 card

You can choose to sell a card instead of buying it. Cards that are sold are out of the game and you gain coins depending on the Epoch( I: 2, II: 3, III: 4)

Turn the Wheel

After each player has drawn from the deck their icon is pointing at, rotate the wheel clockwise so that each player icon is pointing at the next clockwise deck. Each player draws 2 more cards from the new deck their icon points at and chooses 1 to discard and 1 to buy or sell. Repeat until each player has visited each colour this way.

Phase A

Phase A follow these steps:

Determine the first player and set the wheel


Initiative

During epoch I, the player with the lowest-value initiative on their setup card is the first player. During epoch II, the player with the second-lowest initiative on their setup card is the first player. During epoch III, the player with the thirdlowest initiative on their setup card is the first player. At the beginning of epoch I, give 1 coin from the supply to each player who will not be the first player at any point during the game.

Example: You set the wheel such that each player icon points to a deck.

This is possible only in a 4 or 5-player game.

2-player Game: During a 2-player game, the player with the lowest initiative will be the first player during epochs I and III. Give the other player 1 coin at the beginning of epoch I.

The first player sets the wheel on the board such that each player icon points to a deck.

Draw 2 facedown cards and buy or sell a card

Example: Your icon (monkey) is pointing at the red deck. You draw 2 cards from the red deck.

All players resolve this step simultaneously.

On Yucata this is simulated by resolving this step only after all players have made their choices.

Draw 2 cards from the deck your player icon is pointing at.

Next, choose 1 of the 2 cards and place it faceup in the discard pile of the deck you drew it from (1). Finally, you can either buy (2a) or sell (2b) the remaining card.

You cannot choose to discard both cards, buy both cards, or sell both cards.

(1) Discard 1 card to the discard pile

Place 1 of the 2 cards faceup in the discard pile of the corresponding color.

(2a) Buy 1 card

You can buy a card by paying its cost in coins, returning the coins to the supply. The cost to buy a card is reduced based on the number of cards of its color you already have. See “Reducing the cost of cards” below.

Price range for cards (by epoch):
 

Once you have paid for a card, place it below your player board under the corresponding color. Place cards of the same color on top of each other such that you can see the values on each of them.

Most cards have values that add to one or more of your tracks. When you buy a card, move the markers on your tracks up based on the value(s) on the card.

You can check the values on your cards and tiles at any time to ensure that your markers are correct.

Purple cards can have either values or effects. If the card you bought has an effect, then that effect becomes available for you to use as soon as you buy it. See here a summary of the purple card effects .

Tracking values past 10

If one of your tracks would increase past 10, add a 10-value marker from the supply to the end of the corresponding track, then continue tracking the value from 1.
Example: The cost of this card (5) is reduced by 2 for you, because you already have 2 blue cards.
You need to pay only 3 coins to buy it.

Reducing the cost of buying cards

The cost to buy a card is reduced by 1 for each card of that color you already have, to a minimum of 0.

(2b) Sell 1 card

Example:

You sell this card and add it to the facedown pile next to the board.

Because it is an epoch I card, you gain 2 coins

You can choose to sell a card instead of buying it. To sell a card, place it facedown in a pile next to the board (not in the color discard piles). Cards that are sold are out of the game. Then, you gain coins from the supply as indicated on the back of the card:

  • Epoch I: 2 coins
  • Epoch II: 3 coins
  • Epoch III: 4 coins
Example:

Your player icon (monkey) is pointing to the red deck before turning the wheel.

After turning, it will point to the yellow deck.

Turn the Wheel

After each player has drawn from the deck their icon is pointing at, rotate the wheel clockwise so that each player icon is pointing at the next clockwise deck. Each player draws 2 more cards from the new deck their icon points at and chooses 1 to discard and 1 to buy or sell.

Continue turning the wheel and drawing cards until there are no facedown cards left on the board. In this way, during each phase A of the game, each player draws 2 cards from each deck each epoch.


After the end of phase A, players resolve the following steps in order:
Example: You have an income track value of 12, so you gain 12 coins.

Income

Each player gains coins from the supply equal to their income track value.

Take a Colony

Starting with the first player and continuing clockwise, each player can take 1 colony that they fulfill the requirement for, either by plundering it or by integrating it. To fulfill a colony’s requirement, the value on your military track must be equal to or greater than the value in the bottom-left corner of the colony.

Anatomy of a Colony

Plundering/Integrating
You gain coins for plundering (3) or pay coins for integrating (1). See page 7 for details.

Requirement

You must have at least this value on your military track (3).

Points

You score this many points during final scoring (2). Some colonies have more points on the reverse side.

Reverse Side
Values (1 income and 1 military)



Points

You never lose a colony, even if your military track is reduced below the requirement (see “Feed Your People”).

  • You can take only 1 colony during each “Take a Colony” step.
  • You can take only 1 colony for each requirement level ().
  • You can take colonies in any order, as long as you fulfill the requirements.
Plundering and Integrating

When you take a colony, place it to the left of your player board without looking at its reverse side. Then choose to either plunder or integrate the colony.

If you plunder the colony, you gain the number of coins shown in green, and do not flip the colony over. If you integrate the colony, you instead pay the number of coins shown in red and flip the colony over, increasing your tracks based on the values on the reverse side.

You cannot look at the back of a colony before flipping it, and you cannot reverse your decision to plunder or integrate a colony.

Example:

Your military value is 19, so you can take this colony with a requirement of . You choose to plunder the colony and gain 5 coins. You will score 8 points for this colony during final scoring.



Example:

Your military value is 12, so you can take this colony with a requirement of . You choose to integrate the colony, paying 1 coin, and turn the colony over to increase your tracks by the values on the reverse side: in this case, you increase your military track value by 2 and your culture track value by 1. You will score 5 points for this colony during final scoring.

Carve a statue

Starting with the first player and continuing clockwise, each player can carve 1 statue that they fulfill the requirement for.

Anatomy of a Statue

Requirement
You must have at least this value on your culture track (6).
Points

You score this many points (4) during final scoring, in addition to any points gained from the bonus tile placed to carve this statue.

Bonus Tile Space

You will place 1 bonus tile on this space, gaining the corresponding bonus.

Example: Your culture value is 13. You want to carve the statue. You place a yellow bonus tile on the corresponding space, and immediately increase your income track value by 3.

When you carve a statue, place 1 of your unused bonus tiles on your player board on the space corresponding to the statue that you just carved. You choose to either place the tile faceup, showing one of the four tracks (, , or ), or facedown showing points ().

You gain a bonus based on how you place the tile:

Example: Your culture value is 20. You want to carve the statue. You place a red bonus tile , but place it facedown showing the points side . During final scoring, you will score 4 points in addition to the normal 14 points for carving this statue.

Faceup: You increase the corresponding track by the value indicated to the left of the bonus tile space.

Facedown: During final scoring, you score points equal to the value indicated to the left of the bonus tile space, in addition to the points from the statue itself.

You never lose a statue, even if your culture track is reduced below the requirement (see “Feed Your People”).

  • You can carve only 1 statue during each “Carve a Statue” step.
  • You can carve each statue only once.
  • You can carve statues in any order, as long as you fulfill the requirements.
  • You cannot move or flip bonus tiles on carved statues.


After carving statues, phase A ends and phase B begins.

Phase B

Take a Faceup Card

Example: You choose the top card of the purple discard pile. You must either buy or sell this card.

Starting with the first player and continuing clockwise, each player takes 1 faceup card from the top of a discard pile . The position of the wheel does not matter during phase B; you can take a card from any pile. You can take only the top card of a discard pile, and you cannot look through the discard piles.

As during phase A when drawing cards, choose to either buy or sell the card you took. You cannot choose to discard cards during phase B. See pages 5-6 for details on buying and selling cards.

Players take turns taking cards and buying or selling them until there are no cards left on the board.

After taking faceup cards, resolve the following 3 steps, as after phase A. Then continue to Feed Your People and Buy Silver and Gold Medals.

Income (as during phase A, see “Income”)

Take a Colony (as during phase A, see “Take a Colony”)

Carve a statue (as during phase A, see “Carve a statue”)

Feed Your People

Example: Your food track value (9) is greater than your total number of cards (6), so your people are fed.

Each card you have increases your food requirement by 1. Count up all of your cards (not including your setup card) and compare the total to the value on your food track.

If the value of your food track is equal to or greater than your card total, your people are fed and nothing happens.

Example: Your food track value (6) is lower than your total number of cards (7), so you must choose and remove any 1 of your cards.

If the value of your food track is lower than your card total, you must choose and remove cards until the total is equal to the value of your food track. Place cards removed this way in the facedown pile next to the board, out of play.


Example: You remove a card with income and military values of 1 each. You must reduce your income and military track values by 1 each.

When you remove a card, you must also reduce your tracks by all values shown on the card you remove. If you remove a card with an effect, you also immediately lose that effect .


When removing cards, you do not gain coins as you would when selling cards.

Note: If you remove a card with a food value, you use the new, reduced food track value to determine the number of cards you must remove. Thus, it is not beneficial to remove cards with food values.

Buy Silver or Gold Medals

There are 2 different types of medals. Silver medals are represented by placing bonus tiles, while gold medals are represented by gold medal tokens.

  • Silver medals: Points for specific track values.
  • Gold medals: Points for sets of all 5 colors.

During this step, players can buy medals. The reference sheet shows how many coins you must pay to buy a medal, based on the current epoch. You can buy up to a maximum of 2 silver and 2 gold medals during the game, and you can buy any number of each (up to the maximum) during each “Buy Silver or Gold Medals” step.


Example: You buy a silver medal and place a red bonus tile on the corresponding medal space. During final scoring, you score points for your military track value . If your military track value is 30 during final scoring, you score 15 points.

Silver medals:

When you buy a silver medal, place 1 of your unused bonus tiles (, , or ) onto an empty silver medal space on your player board. During final scoring, you score points equal to half your value on the corresponding track (rounded up).

Example: You buy a gold medal and place it on your player board. If, during final scoring, you have 3 sets of differently-colored cards, you score 21 points.

Gold medals:

When you buy a gold medal, place one of your setaside gold medals onto one of the empty gold medal spaces on your player board. During final scoring, you score 7 points per set of 5 differently-colored cards you have. If you bought 2 gold medals, you score 14 points per set.

A new Epoch

After epoch I, the game continues with epoch II, and ends after epoch III.

At the start of each successive epoch (after epoch I is concluded), take the corresponding set-aside epoch cards and divide them into decks by color. Then, place 2 cards of each color per player facedown on the corresponding inner spaces of the board, returning all other cards from that epoch to the box.

Epochs II and III are then played exactly the same as epoch I.

For the basic game, remove the epoch II and III purple cards with stars , as during epoch I.

After the end of epoch III, the game ends, and players resolve final scoring.

Purple Card Effect Summary

Price range for cards (by epoch):
 

When you buy a purple card with an effect, you immediately gain the shown effect. You can use that effect as long as you have that card. (Cards with a star are advanced cards.)

Epoch I: Basic Game

Whenever you sell a card, gain 1 additional coin.
Immediately place 1 of your bonus tiles (, , , ) face-up on this card, then immediately increase the corresponding track by 2.

If you remove this card, you must reduce the track value by 2, but you regain the bonus tile.

Epoch I: Advanced Game

Immediately increase the Culture track by 1 for each Blue card you have (). Whenever you buy another Blue card, you increase the Culture track by 1.
Immediately increase the Income track by 1 for each Yellow card you have (). Whenever you buy another Yellow card, you increase the Income track by 1.
Immediately increase the Food track by 1 for each Green card you have (). Whenever you buy another Green card, you increase the Food track by 1.
Immediately increase the Military track by 1 for each Red card you have (). Whenever you buy another Red card, you increase the Military track by 1.

Epoch II: Basic Game

Whenever you take a colony, you gain 4 additional coins.
The costs of silver and gold medals during epoch II and III are reduced to the amounts shown.

Epoch II: Advanced Game

When you receive income, you gain 2 coins for each other track (, , ) with a value greater than the value of your income track .
When feeding your people, if your food track value is higher than your card total, you gain coins equal to the difference times 3 , up to a maximum of 12 coins total per phase.
For each statue you have carved, and whenever you carve a new statue, increase the track matching the bonus tile (, , , ) by an additional 2 . If you place a bonus tile showing points , that statue scores 2 additional points.
If, when feeding your people, you would have to remove cards, you can instead pay 2 coins per card you would have to remove, up to a maximum of 6 times each time you feed your people.

Example: Your food track value is 9 and you have 11 cards. Instead of removing 2 cards, you pay 4 coins. You could instead pay 2 coins and remove 1 card.

Epoch III: Basic Game

1 of your purchased silver medals is worth points equal to the full value of the corresponding track , instead of half.
During final scoring, score 4 points per set of 5 differently-colored cards in addition to any points from gold medals.

Epoch III: Advanced Game

The requirements to take colonies or carve statues are reduced by 4 for you.
This card counts as 1 card of any color for 1 set for the purpose of gold medal scoring only.
During each “Take a Colony” and “Car ve a Statue” step, you can resolve the corresponding action twice , if you fulfill t he necessary requirements.
If you do not fulfill the requirement to take a colony or carve a statue, you can pay coins to reduce the requirement by 1 for every 3 coins you spend. You can spend a maximum of 30 coins this way each phase.

Example: Your military track value is 14, and you want to take a colony . You pay 3 coins to reduce the requirement to 14 and take the colony.

Epoch Summary

Phase A

Determine first player and set wheel

Draw 2 facedown cards from decks
(until there are no cards left in decks)

Income

Take 1 colony (plunder or integrate)

Carve 1 statue

Phase B

Take turns taking 1 faceup card from discard
(until there are no cards left on the board)

Income

Take 1 colony (plunder or integrate)

Carve 1 statue

Feed your people (1 food per card)

Buy silver and gold medals
(up to 2 of each medal per phase)

Simulation of simultanous play in Phase A

The card phase A is played simultaneous. The cards discarded and the ones kept for buying/selling will be processed after each player has made their choice.

The players themselves can preview the effects on resources, coins and points indicated between parentheses.

The card which you bought or sold remains visible next to the main board until its processed.

Points display

The points include those from Cards, Colonies and Statues.

The number in parenthesis behind the points of a player indicate the total 'value' as if the game would be ended in this moment; including points for Silver & Gold medals and points for remaining Coins.

View discard piles

You can see which cards were discarded - face up on the main board - by clicking on the indicator showing how many cards there are in the deck.

View purple card description

While the magnified view is already a popup by itself, it is not possible to click on a card to magnify it again or see a description. You can read a description of purple cards with a special effect

  • in tab view by clicking on the purple card
  • in grid view by clicking on the special effect

 
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