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Unless stated otherwise, all multiplayer game rules also apply to the solo game.


Preliminary Round

Shuffle the Cornerstone tiles and place 3 stacks of 4, 3, and 2 Cornerstone tiles, respectively, face down on the table. Return the remaining Cornerstone tiles to the game box.

Turn the tiles of the 4-tile stack face up and choose one, discarding the rest. Repeat this for the 3-tile and 2-tile stacks in this order.



Then choose which Generation tiles you want to use:

  • You can use the "1+" tiles only,
  • or the "1+" and "4+" tiles,
  • or all tiles ("1+" "4+" and "5+").

Note: Scores tend to be higher if you include tiles with higher player counts.


Generations

In each Generation, shuffle all (24, 32, or 40) tiles of that Generation and split them into 8 packs of equal size (containing 3, 4, or 5 tiles each). Place the packs face down in a row and move tiles from one pack to another as follows:

  • Move 2 tiles from the 8th to the 1st pack in the row.
  • Move 1 tile from the 7th to the 2nd pack in the row.
  • Move 1 tile from the 6th to the 3rd pack in the row.
  • Finally, return the 8th pack to the game box, without looking at the tiles in it.



Example: If you decided to use all tiles, the packs would look like this:



Each turn, take the leftmost pack from the row (containing the largest number of hies) and reveal the tiles. Select exactly one tile from those revealed and take an action with it, as detailed in the multiplayer game rules.

The remaining tiles from the pack are discarded. Repeat this process until all 7 packs have been played.


Disasters

You can prevent the Disaster from happening only by actively selecting it from the 1st, 2nd, or 3rd pack. (For this purpose, you should leave a noticeable gap between the first three and the other four packs as a reminder).

If the Disaster shows up in a later pack, you may not select it. Unless selected within the first three turns, the Disaster will happen at the end of the turn it shows up. If it does not show up in any of the packs, it happens at the end of the 7th turn.


Buying Missing Goods

If you are missing one or more Goods, you can buy them from the general supply for the usual cost (as though you bought it from a neighboring player). Which Goods you may purchase at all depends on the current Generation:

  • In the 1st Generation, you may buy only Raw Goods.
  • In the 2nd Generation, you may buy only Raw and Processed Goods.
  • Only in the 3rd Generation may you buy any type of Good.

Trade Routes

Once per Generation, you may use each active Trade Route to reduce the cost by £1. (You may use both to reduce the cost by £2 to a minimum of £1).


End of the Game

At the end of the game, determine your final score as normal. Evaluate your score according to the following table:




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