Every building provides a special ability that can be activated by putting a coin on the building during the appropriate phase. A player can only activate buildings that do not have a coin on them (i.e. each building can only be activated once per round).

At the end of each round, all the coins will be removed from the buildings and returned to the general supply.

Special Cases:

  • If a player is allowed to take a building of a value greater than 4, he takes a building of value 4 first, then another one with a value equal to or lower than the difference.

  • Each player only has space for 7 buildings. When a player needs more space, he may return one of his buildings to the general supply. He gets a number of victory points according to the value of the returned building.

Each building is associated with a specific phase in which it can be activated, according to its color:

Green Buildings for Phase I

(can be activated after all players have taken a card row each):


The player may either take 1 face-up card from the leftover card row, or draw 3 cards from the draw pile.




The player may keep 1 more card for the current round.




The player may either take 1 face-up card from the leftover card row, or draw 3 cards from the draw pile.

Additionally, he may keep 1 more card for the current round.




The player may either take 1 face-up card from the leftover card row, or draw 3 cards from the draw pile.

Additionally, he may keep 2 more cards for the current round.



Yellow Buildings for Phase II


Delay: The player passes his regular turn to get another one after each player has had one turn.

Additionally, he gets 1 coin from the general supply.




The player may play exactly 1 card as 1 of another type.

Example: In stage A, 1 Gold card may be played as 1 Doge card to advance 1 space on the Doge track.




This building is considered a Joker card when activated.

It is possible to combine this with a Joker card from hand to replace a card type that a player does not have in hand, as 2 Jokers may be played as any one card.




The player may play exactly 1 card as 2 of one other type.



Blue Buildings for Phase III


The player may return one of his buildings to take a building of the same color worth exactly one more than the returned building.

The new building cannot be activated during the current round.




The player gets 1 victory point and may take 1 of his councilmen from the general into his personal supply. If the player has no more councilmen in the general supply, he gets 1 additional victory point instead.




The player advances a number of spaces on the Doge track equal to the current position of his counter.

Example: If a player's counter currently is the 3rd on the track, he may advance it 3 spaces.




The player gets 3 victory points.




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