Professional Documents
Culture Documents
Game rules
Rulebook.EN.indd 1
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ame components
2-4 players
= 5
= 1
1 action wheel
(double-sided)
Exotic fruit
15
exPansionisM
researCher
1AD
A01 / 48
Character card
Reverse side:
Balance of the
archipelago
5 players
15
You can perform one migration action
without spending an action disc.
A33 / 48
Progress card
12 trend cards
15
Cattle
=
Fish
Wood
15
12
10
4 ships
10 citizens (meeples)
5 Action Discs (AD)
1 turn order marker
Iron
=
=
82 resource cubes
Stone
Scoring track on
reverse side
24 explorer tokens
2
Rulebook.EN.indd 2
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:
level
A
rchipelago recounts the great Age of Discovery, an era of intensive exploration and colonization of the world by European explorers. T he game covers the period
from 1492 (discovery of the Antilles by Christopher Columbus) to 1797 (colonization of Tahiti).
E
ach player portrays an explorer and his team commissioned by a European nation to discover, colonize, and exploit islands. T he mission is intended to be one
of peace: to meet the needs of the local population while providing commercial returns to the continent. T he archipelago and its natives must be treated fairly or
they will rebel, potentially leading to an all-out war of independence. A balance must be found between expansionism and humanism, between commercial goals and
respect for local values, between knowledge sharing and unbridled industrialization. Such balance can only be achieved through each players commitment to make
the archipelago a happy and productive colony. If not, the reckless exploitation of the islands resources and their inhabitants will ultimately lead to chaos and revolt.
Tlibrium
o complicate matters, a separatist or a pacifist may hide among the players. One or the other will attempt to use his influence to tilt the balance away from equiand towards his respective goal of chaos and uprising or absolute peace. Are you ready to take on your discovery mission to the archipelago?
ame setup
1
10
4
9
9
1. Place the four boards (I-IV) at the end of the table. 5.
2.
On the domestic market board(I),
place 6resource cubes, one of each color, in the corresponding zones. In each zone, place the cube in the
upper-left-most corner.
3.
On the colony stability board(III), position the population marker and rebellion marker on their
respective icons (both start at zero at the beginning of the
game).
4.
Rulebook.EN.indd 3
6.
7.
8.
9.
10.
3
8/5/12 7:37 PM
urn #
FF
his ship. Place both citizens on land areas, making sure not
to cover any resource icons. The new citizens increase the
population by 2points: move the population marker
up 2points on the colony stability board(III).
FF
FF
FF
FF
30
120
60
180
90
240
FF
sea to the new region, takes the first explorer token from
the first pileclosest to the edge of the box, and puts it
behind his screen. Then two citizens of his color,
taken from in front of his screen, disembark from
Rulebook.EN.indd 4
iron Mine
Turn over the first 5cards from the evolution deck and place them along the evolution
track in the orientation shown here:
loCal CoMMerCe
MerChant
Pirate
1AD
A44 / 48
A16 / 48
A06 / 48
ow to win
,
l
d
e
f
n
e
e
e
t
e
e
d
n
g
Archipelago
independence
End-of-game
condition
Victory
condition
{
{
Game
length
Negotiating
Victory
points
(VP)
Each player can also earn VP from the trend card in play,
and from certain character and progress cards (King,
Pope, Cathedral, Colossus, etc.).
FF
FF
FF
hase 1: Disengagement
Game teduintor6nphases
1. D isengagement
2. Order of play
3. Population effects
ipelago
4. Balance of the arch
5. Actions*
rchase
6. Evolution card pu
:
* In the order of your choice
- Play one action
ogress card
- Use a character or prrt
- Use a market or a po
Rulebook.EN.indd 5
hase
2: Order of play
o decide the order of play, each player secretly bets a number of florins ( ) from behind his
screen, placing the bet in his closed fist. Betting nothing is allowed. Each player holds his fist
above the table. Once all bets are placed, everyone opens his hand to reveal the amount of his bet. All bet
amounts are considered spent and go to the bank.
T he player with the highest bet decides the order of play for all players. He can therefore change
the order of the players order markers on the evolution track as he likes. At this time, negotiations and bribes of all
kinds are encouraged to try to convince the deciding player to award a better spot on the order of play. If no one
has bet anything, the order of play stays unchanged. If two or more players are tied for the highest bet, the bet
amounts go to the bank, and then those players bet again. In case of another tie, the order of play stays unchanged.
5
8/5/12 7:39 PM
hase
3: Population effects
R ebellion
workers are not yet part of the colony and are not
physically represented on the archipelago. T his marker keeps
track of the level of available workers waiting to be recruited
into the colony, whether natives or immigrants.
marker: Keeps
Board II:
Export market
Board I:
Domestic market
moves the surplus workers marker up 1. A colony population between 3 1 and 40 moves the surplus workers
marker up 1 and moves the rebellion marker up 1.
Board IV:
Surplus workers
using the
Board III:
Colony stability
Each game turn represents approximately 15 years of the citizens lives. T he colony stability board shows how the rebellion
gains on the population over time. A growing population increases
the surplus workers level and the rebellion level.
he row containing the population marker indicates with a number of rebel and surplus workers
icons by how much to move the surplus workers marker
and the rebellion marker .
6
Rulebook.EN.indd 6
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hase
Consumption
crisis on the
domestic market
to another player, previous players can no longer participate in helping solve the crisis.
up 1
Event
Consumption
crisis on the
export market
negotiations with other players to compensate any services rendered. The player who
consumed the resource must stand the
indicated number of citizens up unless all citizens are
standing already, even in the case of failed negotiations.
Important: In this phase, ignore any When all citizens are standing again, the crisis has passed
red-colored zones that might be present on
the card (see Phase 6). T he corresponding
crisis is not solved in this phase.
consumption crisis
Export
Domestic
he upper half of the card indicates the type of
resource consumed and how many citizens can be
sustained by one cube of that resource.
down 2
consumption crisis
Rulebook.EN.indd 7
7
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Rebel citizen:
Active citizen:
meeple standing up
Explorer token
hase
conversion
5: Actions
T he action wheel provides 13 different possible actions identified by various zones, including 6actions to harvest the different types of resources.
Rounds: Starting with the first player, and continuing in the order of play,
resource harvest
each player plays one round by placing one of his action discs (AD)
on
the action wheel and performing the corresponding action. Players continue
playing rounds until all players have used up their action discs or cannot play
anything; then they proceed to phase 6.
construction
market
recruitment
transaction
reproduction
migration
port
taxes
8
Rulebook.EN.indd 8
exploration
= +1
Limited action zones: Taxes, reproduction, and exploration can only receive a limited number of action discs, as
indicated by the colored circles within the action zones. A player who wishes
to perform one of these actions must place his action disc on the circle corresponding to his color if it is not yet occupied. If it is occupied, place the action
disc on one of the multicolored circles if one remains available.
market T he port and market are not considered action zones. T hey
port receive florins instead of action discs (see Port, Market).
8/5/12 7:41 PM
Harvest
or citizen
(active
or rebel
Stone
Active unit:
an active citizen
or a ship
(Ships are always considered active as they cannot rebel.)
Taxes
Wood
Iron
Transaction
resource icons they harvested until the next disengagement phase. They are considered engaged.
Rulebook.EN.indd 9
9
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Exploration
3-citizen limit
/
: T here can never
be more than 3citizens, whether active or rebel, controlled
by the same player on a single region. Having units of
different colors in the same region is allowed as long as the
limit of 3citizens per player is respected. T here is no limit
on the number of ships.
from the bank from the remaining resources that the new
region is capable of producing. If the region produces only
one resource cube, it goes to the domestic market and the
player receives nothing.
Recruitment
FF
Reproduction
F
F The new region must be placed adjacent to at least
two other regions.
Place the region so as to create a coherent landscape
F
F
with respect to the sea, field, and mountain connections.
One of the adjacent regions must contain
F
F
one of the players active, non-engaged units (see Engaged
units).
That unit is moved to the newly discovered region,
and must be able to get there by sea for a ship, or by land
for a citizen (no sea convoy allowed, see Migration). Only
one unit is moved to the new region for each exploration.
= +1
FF
Effects of exploration
F
F If the active player cannot place the new hexagon, his
exploration fails and the hexagon is discarded.
If the exploration is successful, the active
FF
player receives an explorer token from
FF
10
Rulebook.EN.indd 10
must always
match the exact number of citizens present on the archipelago.
Example: If there are 5surplus workers before recruitment, the active player can recruit 1worker for 3 , and a
2nd worker for another 3 . However, a 3rd worker would
cost 4 .
T he player takes as many meeples of his color from the
reserve as the number of workers recruited and places
them on land areas in the regions of his choice where he
is already present with at least one active unit, engaged or
not. He cannot place them in regions where he already has
3citizens (see 3-citizen limit).
by the number of
workers recruited, and increase the population marker
by the same number.
must always
match the total number of citizens on the archipelago.
8/5/12 7:42 PM
Migration
Sea convoy
A ship can help one or more citizens cross the sea. A migration of citizens by sea convoy does not use
up the ships migration action. However, citizens who are transported by ship use up their migration
action by choosing to be convoyed by sea.
To perform a sea convoy, place the ship participating in the convoy at the junction line between the
departure region and arrival region, staying on its region, or on a sea inlet separating two land areas
on the same region. The ship can perform its own migration before or after the sea convoy.
Linked convoy: By using multiple ships in a linked convoy, a citizen can be transported across more than one region
with a single migration action.
migration to
building on same region
migration by land to
adjacent region
sea convoy to
an adjacent region
linked convoy:
2 transported
across 2 regions
Construction
Building a ship
that builds it. The newly built ship is placed on the sea
Rulebook.EN.indd 11
Controlling a building
11
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Ports
Markets
Temples
W
b
p
Towns
An active, non-engaged citizen can build
a town, occupy it, and operate it.
12
Rulebook.EN.indd 12
If a player uses
the advantages of a port or market from the
town, the citizen controlling the town becomes engaged
and will therefore not be able to perform any other action
that requires moving it. He may however use a port in one
round, and a market in another.
Controlling harvest:
A town also
provides control of all the resources
present on a region. If other players wish
to harvest those resources, they must ask
for the town controllers permission.
This provides another opportunity to enter negotiations
and demand compensation from opponents for services
rendered.
p
d
abandoned building.
At the end of the resolution of a crisis, if the unit
F
F
belonging to player B that occupies the port/market/
temple becomes a rebel, then player A can choose to expel
it from the building and assume control since he controls
the town in the region. He removes the rebel from the
building and moves it elsewhere on the region, keeping it
lying on its back (rebel state).
8/5/12 7:44 PM
s
t
t
u
e
A29 / 48
hase
Pir ate
Cathedral
Destroy an When
determining the
my ship
present on ene
order
sameof play, the King
region as onethe
adds
anr automatic 3
of you
ships. The bonus
destroyed owner oftothethe value of its
controllers bet.
give you a ship must
res
choice. If he ource of his
must prove has none, he
his screen it by lifting AD
up.
king
1AD
A12 / 48
A02 / 48
A41 / 48
MerChant
BishoP
1AD
A16 / 48
A02 / 48
Pirate
of play,
A06 / 48
Immediate crisis on
or
Immediate crisis on
the export market
A44 / 48
Immediate event:
MerChant
loCal CoMMerCe
BishoP
A16 / 48
A06 / 48
Once a card is purchased and/or cards are rotated, if any The space left empty is filled with the top card of the evolution
spaces on the evolution track become empty as a result, fill
them with cards drawn from the evolution deck, one at a
time, to fill the empty spaces. Each new card is oriented
upright such that it can be read, like the Merchant on the
example shown.
at
A16 / 48
AD
C
er
M
Co
4/
A4
ice
ho
rc n
ou g a
f y din
n o en
tio t sp
sac ou
an ith
a tr et w
rm ark
rfo m
pe tic c.
an es dis
u c dom n
Yo the actio 48
A29 / 48
BishoP
Pi
l
Ca
MerChant
hip
1
ys
em e
en sam ur e
an e yo of th
oy on th e of ner ust f his
estr nt on w m o he
D rese n as he o ship urce one, ng
p io T d so n ti
reg ips. oye a re e has by lif
sh estr you h it
d ive e. If ove p.
g oic pr n u
ch ust ree
m is sc
48
2/
h
A0
lo
iron Mine
A06 / 48
Immediate event:
on
Rulebook.EN.indd 13
13
8/5/12 7:44 PM
How to use
Constructing the
evolution cards
wonders
Progress card
saWMill
Icon
glossary
Only the player who owns the card can
activate it to use its effects. He pays the
cost in florins and resources to the bank.
Any player can activate the card to use its
effects. He pays the cost in florins, plus
1 , to the cards owner. If there are no
florin costs, he still pays 1 to the owne r.
Resource costs are paid to the bank. If the cards
owner uses the card, he pays the normal cost in
florins and resources to the bank.
Spend the indicated number of action
discs by placing them on the card.
Pay the indicated cost in florins.
A27 / 48
Character card
Pirate
1AD
Destroy an enemy ship
present on the same
region as one of your
ships. The owner of the
destroyed ship must
give you a resource of his
choice. If he has none, he
must prove it by lifting
his screen up.
A02 / 48
14
Rulebook.EN.indd 14
D uring his round, instead of using a normal evolution card, the active player can build one of his wonders
purchased in a previous turn.
T hen, he removes one of his active, non-engaged citizens from anywhere on the archipelago and places it on
the wonder just built. Move the population marker
down 1.
A built wonder earns the controlling player VP at the end
of the game, as indicated on the card.
great lighthouse
1AD
A40 / 48
8/5/12 7:45 PM
nd of game
War of independence:
T he rebellion marker
the population marker
stability board(III). T he
immediately.
moves past
on the colony
game ends
End-of-game
condition
Who wins?
If a war of independence is declared and no player has
F
F
the Separatist objective card, all players have lost.
If a war of independence is declared and one player
F
F
has the Separatist objective card, he alone wins the game.
All other players have lost.
If the game ends because an end-of-game condition
F
F
is reached, all players have won the game. Players then
count the victory points earned to determine the
winner.
grand
Victory
condition
{
{
Ranking
criteria
Game
length
Benefactor
Victory
points
(VP)
Players who have nothing that can match the criteria are
not ranked. If two players are tied on a given criteria, they
both get the points corresponding to their ranking. T he
A t the end of the game, the player who has the most
florins in his zone of the Benefactor card scores 4VP,
the second highest scores 3VP, and the third highest
2VP. Players can replace five 1 coins with a single 5
coin if needed during play.
Scoring evolution
Rulebook.EN.indd 15
Some character cards, such as the King and the Pope, earn
the players VP at the end of the game, as shown by the
medal on the card. All built wonders earn the players VP.
15
8/5/12 7:46 PM
Temple trend
Iron objective
Progress objective
Scoring example
A 4-player game ends with two resources running out. One of the players has
2rules
-player
16
Rulebook.EN.indd 16
unchanged.
Separatist objective
Wonders: Blue built the Great Lighthouse which earns him 1VP.
Character cards: Green controls the King, which earns him 1VP.
Grand winner: A tally of the score shows that Blue is first overall with 9VP, Green is
second with 8VP, Red comes in third with 7VP, and Yellow is fourth with 6VP.
N ote: Since two cards involved temples (trend and objective), players scored VP twice
for this criteria.
Hint: To speed up and simplify the scoring, use units in the color of each player, taken from
the reserve in the storage trayor, if the reserve is empty, from units on the map not related to
any of the objectivesand place them on each card on the line corresponding to their respective
ranking, as shown in the example. It makes it easy to add up each players score across all the
cards. As an alternative, flip over the evolution track and use the scoring track printed on the
back with the order markers to mark the scores.
Variants
T he following variants will provide different game
experiences. Most of them can be combined for even more
diversity.
Temple objective
No secrets between
friends
P layers do not draw objective
cards at the beginning of the game.
Remove the Separatist and Pacifist
cards from the deck. Reveal as
many objective cards as there are
players. Leave them visible for all
players to see for the duration of the
game. These cards show end-ofgame and victory conditions that
are common to all players. In a way,
they behave as trend cards. Do not
use trend cards if using this variant.
8/5/12 7:46 PM
More control
Choose the
Benefactor
trend
More spice
E ach player draws two objective cards at the
beginning of the game, chooses one, and discards
the other.
Card glossary
Amphitheater
Emigration
down 1.
Archbishop
M ove the rebellion marker
down as
determined by the total number of temples
in the archipelago:
Cathedral
Y ou must control at least one
temple to be able to build the
Cathedral. Spend 3stone resources and 2action discs.
Move the rebellion marker down 1 for each temple in
the archipelago. The Cathedral earns its controller 2VP
at the end of the game.
Colossus
rebellion marker
Pope
down 1 for
each temple in the archipelago. The Pope
earns its controller 1VP at the end of the
game.
Great Lighthouse
Y ou must control at least one
port to be able to build the Great
Lighthouse. Spend 1iron resource, 2stone resources,
and one action disc. Every player adds a ship in each region
where he controls a port. The Great Lighthouse earns its
controller 1VP at the end of the game.
Head-hunter /
Researcher
I gnore any red-colored zones
Rulebook.EN.indd 17
Pirate
Exporter /
Merchant
mined by the row in which the
cube is placed or from which it is taken, as in a regular
transaction action.
Barbarian
Pyramid
marker
at the end of the game.
Recruiter
T he workers recruitment cost is determined by the surplus workers board(IV),
as in a regular recruitment action.
T hief
If the targeted player only has one resource,
he places it in one hand and leaves the other
hand empty. If he has none, he must lift up
his screen to prove it.
17
8/5/12 7:47 PM
Credits
chRiStophe
Blinger
Vincent
Boulanger
Jean-chaRleS
MouRey
1AD
Game design
Graphic vision
Communication
Graphic layout
ismal
Graphic layout
Rules doctor
English translation
Manufacturing
Website
Principal illustrator:
Covers
Progress illustrations
Game components
Icons
Pencil sketches
etc.
Chris
Quilliams
Occupation - Artist
ation
Occup d artist
ke
rwor
Ove
SSaSkia
uth
aSkia Ruth
1AD
Tile artwork
Thank you!
W e are very grateful to all the playtesters who have
followed and contributed to the evolution of Archipelago
since its inception. There are so many of you that it would
be impossible to make a list here. Thank you all!
Thank you to the artists: Vincent Boulanger, Ismal, and
Chris Quilliams, who gave life to the project with their
talent and passion.
Character artwork
German translator
Fair promoter
Dungeon Twister
champion
Thank you to Stefan Blessing from Ludofact for his efficiency and friendliness. Thank you to Lonidas Vesperini
from Ravage for his support.
18
Rulebook.EN.indd 18
www.ludically.com
email: contact@ludically.com
8/5/12 7:48 PM
Table of contents
Game components. . . . . . . . . . . . . . 2
Game setup. . . . . . . . . . . . . . . . . . . . 3
Turn #0: Discovering the archipelago 4
How to win. . . . . . . . . . . . . . . . . . . . 5
Archipelago independence . . . . . . . 5
Negotiating. . . . . . . . . . . . . . . . 5
Game turn. . . . . . . . . . . . . . . . . . . . . 5
Phase 1: Disengagement. . . . . . . . 5
Phase 2: Order of Play. . . . . . . . . . 5
Phase 3: Population effects. . . . . . . 6
Phase 4: Balance of the archipelago 7
Domestic consumption crisis. . . . . . 7
Export consumption crisis . . . . . . . 7
Event. . . . . . . . . . . . . . . . . . . 7
Independence . . . . . . . . . . . . . . . 8
Explorer token conversion . . . . . . . 8
2-Player rules . . . . . . . . . . . . . . . . . 16
Phase 5: Actions . . . . . . . . . . . . . . . 8
Variants. . . . . . . . . . . . . . . . . . . . . . . 16
Taxes . . . . . . . . . . . . . . . . . . . 9
Card glossary . . . . . . . . . . . . . . . . . . 17
Harvest. . . . . . . . . . . . . . . . . . 9
Credits . . . . . . . . . . . . . . . . . . . . . . . 18
Transaction . . . . . . . . . . . . . . . . 9
Exploration. . . . . . . . . . . . . . . . 10
List of objective cards. . . . . . . . . . . 19
Reproduction. . . . . . . . . . . . . . . 10
Recruitment . . . . . . . . . . . . . . . 10
ef initions
Migration. . . . . . . . . . . . . . . . 11
Meeple. . . . . . . . . . . . . . . . 2
Construction, Ships . . . . . . . . . . . 11
Region. . . . . . . . . . . . . . . . . 4
Markets, Ports, Temples, Towns.12
. . . . . . . . 6
Markers
Phase 6: Purchase an evolution card 13
. . . . . . . . . . . 6
Citizen
How to use evolution cards. . . . . . 14
Rebel vs. active citizens . . . 8
Icon glossary . . . . . . . . . . . . . . . 14
Active player, Unit, Active unit. 9
Constructing the wonders. . . . . . . . 14
Engaged units. . . . . . . . . . . . . 9
End of game. . . . . . . . . . . . . . . . . . . 15
Transaction . . . . . . . . . . . . . . 9
Who wins?, Scoring, Grand winner 15
3-citizen limit . . . . . . . . . . . . 10
Benefactor. . . . . . . . . . . . . . . 15
Scoring example . . . . . . . . . . . 16
objectives
Rulebook.EN.indd 19
End-of-game
condition
Long game
Victory
condition
version: 1.2
number of explorer
tokens behind each
players screen
amount of money
behind each players
screen
number of temples
controlled by each
player
number of ports
controlled by each
player
number of character
cards controlled by
each player
number of progress
cards controlled by
each player
19
8/5/12 7:49 PM
End-of-game
condition
total number of
progress cards in play:
4 cards in a 2-player
game, 5 cards in a
3-player game, etc.
Victory
condition
number of temples
controlled by each
player
number of markets
controlled by each
player
amount of money
behind each players
screen
number of character
cards controlled by
each player
number of explorer
tokens behind each
players screen
number of iron
resources behind each
players screen
number of ports
controlled by each
player
number of progress
cards controlled by
each player
Population marker
reaches or exceeds: 15
citizens in a 2-player
game, 22 citizens in a
3-player game, etc.
Pacifist: If the difference
between the population
marker and the rebellion marker is higher
than 15, the Pacifist
alone scores 3VP.
Medium game
objectives
20
Rulebook.EN.indd 20
End-of-game
condition
objectives
Victory
condition
Short game
number of fish
resources behind each
players screen
Population marker
reaches or exceeds: 20
citizens in a 2-player
game, 27 citizens in a
3-player game, etc.
total number of
character and progress
cards controlled by
each player
number of explorer
tokens behind each
players screen
total number of
ports and markets
controlled by each
player
number of temples
controlled by each
player
amount of money
behind each players
screen
Separatist: If the
rebellion marker
moves past the population marker , the
Separatist wins alone.
8/5/12 7:50 PM