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

  • 162 Epoch Cards
  • 5 Setup Cards
  • 5 Reference Sheets
  • 20 Wooden Markers
  • 62 Coins
  • 40 Bonus Tiles
  • 48 10-value Markers
  • 25 Colonies
  • 10 Gold Medals
  • 5 Player Boards
  • Game Board
  • Score Pad
  • Rulebook

Setup

Communal Setup

First game setup: When setting up the game for the first time, you will need to attach the wheel to the game board.

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 PIS based on the number on the card backs (I, II, or III), then set aside the epoch 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.



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)

Setup the Player Board


Anatomy of a Setup Card



Game Play

Hadara is played over 3 epochs. Each epoch is separated into 2 phases.

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


Phases of an Epoch

See the reference sheet for an overview of the epoch structure.


Phase A

Phase A follows these steps:

1. Determine the first player and set the wheel

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 third- lowest initiative on their setup card is the first player.



At the beginning of epoch 1, give 1 coin from the supply to each player who will not be the first player at any point during the game.

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 1 and 111. Give the other player 1 coin at the beginning of epoch 1.

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

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


2. Draw 2 facedown cards and buy or sell a card

All players resolve this step simultaneously. Draw 2 cards from the deck your player icon is pointing at.

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

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 discard this red card to 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.



You can find the range of cost for cards by epoch on the back of your reference sheet.

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.



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.



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

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 III: 4 coins
  • Epoch II: 3 coins

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

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.

Example: Your player icon (monkey) is pointing to the red deck before turning the wheel. After turning, it will point to the yellow deck.

After the end of phase A, players resolve the following steps in order:

Income

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

Example: You have an income track value of 12, so you gain 12 coins.





3. 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


You never lose a colony, even if your military track is reduced below the requirement.

  • 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.


4. 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


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 facedown showing points ().

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

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.

  • 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

1. Take a Faceup 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.

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

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. See pages 6-8 for details. Then continue to Feed Your People and Buy Silver and Gold Medals.


2. Income

(as during phase A)

3. Take a Colony

(as during phase A)

4. Carve a Statue

(as during phase A)


5. Feed Your People

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.

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.

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. 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.


6. 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 a n d 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.

Silver Medals:

When you buy a silver medal, place 1 of your unused bonus tiles () 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).

Gold Medals:

When you buy a gold medal, place one of your set- aside 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 HI purple cards with stars ^, as during 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.

4-player game: As done at the beginning of epoch I, place 8 cards of each color on the board.


End of the Game

The game ends after the end of epoch III, followed by final scoring. Add up each player's points, using the score pad to record totals. Players score points for the following:

  • Colonies

    Score points equal to the values in the bottom- right of your colonies.

  • Statues

    Score points for your carved statues. If you have any bonus tiles with points showing, score those points as well.

  • Silver Medals

    Score points for your silver medals (based on the bonus tiles on them, score half the corresponding track values ).

  • Gold Medals

    Score points for your gold medals (7 points per set of 5 differently-colored cards per gold medal).

  • Cards

    Score points equal to the values on each of your cards.

  • Remaining Coins

    You can pay coins during final scoring to score 1 point for every 5 coins you pay.


Sum up each player's points and record the totals along the bottom of the score pad. The player with the most points wins the game!

In the event of a tie, the tied player with the most leftover coins wins. If there is still a tie, the tied players share the victory.


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