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Strategy Game: Troyes Rules

This document provides an overview and instructions for the board game Troyes. Players take on the role of wealthy families in Troyes, France in the year 1200 and work to influence the development of the city over four centuries by recruiting citizens and using their labor. Players earn resources and victory points by completing activities in the areas of military, religious, and civil domains. The game involves managing resources, responding to random events, and gaining the most fame and victory points by the end to win.

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0% found this document useful (0 votes)
383 views8 pages

Strategy Game: Troyes Rules

This document provides an overview and instructions for the board game Troyes. Players take on the role of wealthy families in Troyes, France in the year 1200 and work to influence the development of the city over four centuries by recruiting citizens and using their labor. Players earn resources and victory points by completing activities in the areas of military, religious, and civil domains. The game involves managing resources, responding to random events, and gaining the most fame and victory points by the end to win.

Uploaded by

maikeruy
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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In the year 1200, the foundation is laid for the cathedral of Troyes, but it will not be nished until

400 years later, after innumerable incidents. This game invites you to experience four centuries of history by participating in the development of one of the nest medieval cities ever to make its mark on Western culture. The society of that day was organized into three orders: the nobility, the clergy, and the peasants. The nobility constituted the military force devoted to justice and to protecting the lands. The clergy were the spiritual guides of the community, contributing to maintaining and developing knowledge and culture. The peasants and artisans, in turn, were given very little consideration, although their hard work was essential to the daily life of the entire populace.

Concept of the game


Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your inuence to recruit and supervise individuals from the three prominent domains: military (associated with the color red in every aspect of the game), religious (white), and civil (yellow).
Each domain offers different benets: The military permits you to ght with greater efcacy against invasions. The clergy focuses on completion of the cathedral, and education of the peasants and the military. The peasants toil to ll your coffers. The citizens of the city provide a work force, represented by dice. You use the work force in different ways: to perform various activities supervised by your tradesmen, to build the cathedral, to grapple with unfortunate events, or even to recruit new citizens. Each of these actions requires utilization of one group of 1 to 3 dice. In your actions, always regard the goals of the famous character that inspires your family. This individual is one of several very inuential people whose principles have helped make the city what it is today! In fact, if you can gure out whose principles the other families follow, you can maximize your own fame, because each family will be scrutinized by all of these famous gures. The player who has garnered the most fame, in the form of victory points, will win the game!

Contents
. deniers in
denominations of 1 (24), 5 (12), and 10 (4)

. 56 citizens (12 in each player color:


natural, blue, green, and orange, plus 8 gray neutral citizens)

. 9 Activity cards of each type (military:


red, religious: white, civil: yellow). The Activity cards are numbered from 1 to 3, indicating the turn they enter the game.

. 1 game board . victory point tokens in denominations


of 1 (24), 3 (10), 5 (10), and 10 (10)

. 90 cubes (20 in each player color:


natural, blue, green, and orange, plus 10 gray neutral cubes)

. 16 Event cards: 8 red, 4 white, 4


yellow

. 8 wooden discs (2 in each player


color: natural, blue, green, and orange): 1 Inuence marker and 1 District marker for each player

. 6 Character cards . 1 Start


Player card 6 Player Aid cards

24 dice in 4 different colors: 6 red dice (military), 6 white dice (religious), 6 yellow dice (civil), and 6 black dice (enemies)

. 1-page appendix that describes the


Activity, Event, and Character cards

Setting up the game


Place the neutral citizens, the dice, the deniers, and the victory points (VPs) beside the board, forming the general supply. Each player chooses a color and starts with:
1 District marker that he places on one of the 5 pictures of a small gray disc drawn on the city square. Each player chooses the district of the city square closest to his position around the table: this district belongs to him. 5 deniers (your deniers are visible during the game). 1 Inuence marker that he places on space 4 of the inuence track. 4 citizens with 4 players (5 with 3 players, 6 with 2 players); they form each players personal supply (place the remaining citizens in the general supply). Each player has a maximum of 12 citizens at his disposal during the game. 1 randomly selected Character card, which he keeps secret (2 Character cards with 2 players). 20 cubes (the number of cubes is unlimited; if a player runs out, he can use something else to supplement his cubes). Sort the Activity cards by color and by the round number during which they enter the game (the number on the back of the cards). For each color, without looking at the cards, place face-down: a 1 card on the rst space of the appropriate color, a 2 card on the second space, and then a 3 card on the third. Stow the unused cards in the box (dont look at them). Form 3 decks of Event cards: 1 red, 1 white, and 1 yellow. The number of Event cards in the red deck determines the number of turns in the game: for 4 players, place 6 cards in it (5 for 3 players, 4 for 2 players). Stow the unused cards in the box. The player who last read a history book receives the start player card.

Initial placement
This initial placement only happens one time, at the beginning of the game.
Each player places the citizens from his personal supply on the 3 principal buildings on the game board (Palace, Bishopric, and City Hall). To place a citizen, simply put it on an empty space in one of the 3 buildings. Once a citizen is placed, it is not moved again during the initial placement. The 1st round of placement starts with the start player, and ends with the last player, going clockwise. The 2nd round of placement starts with the last player, and ends with the rst
Example : Anna goes rst, and starts the initial placement by placing a citizen on space 6 of the Palace. Faye places one on the Bishopric. Geoffrey places 1 citizen on the Palace. Emily is places one on City Hall. Next, Emily the rst to play in the second placement round, which will go counterclockwise.

player, going counterclockwise. The subsequent placement rounds continue in that alternating fashion until each player has placed all the citizens from his personal supply. At the end of the initial placement, the gray neutral citizens are placed on each remaining empty building place (except in a 2-player game, in which the neutral citizens are placed at the beginning of the phase, as illustrated at the bottom of the page).

You can follow all the placements in the illustration by following the numbers indicated on the citizens. Once each player has placed 4 citizens, there are 2 empty spaces in the Palace, which neutral citizens will ll.

17

5 4 1

9 6 3

15 14 16

7 2

10

1 1 13

18 12

Special placement with 2 players With 2 players, place the neutral citizens before the players initial placement. Place them as shown here:

II

B
Inuence track Cathedral

Bishopric

The city square divided into 5 districts

Agriculture

Counts Palace

City Hall

Marauding

Event queue

D
Event card decks

General supply

III

Gameplay
A game lasts 6 rounds with 4 players (5 rounds with 3 players, 4 rounds with 2 players). The rst 3 rounds each comprise 6 phases. Thereafter, each turn comprises 5 phases:

Phase 0: Reveal the Activity cards


In the rst 3 rounds, for each color, reveal the Activity card color whose number corresponds to the current round: thus 1 new Activity card of each color becomes available in each of the rst 3 rounds.

Phase 1: Income and salaries


Each player receives a xed income of 10 deniers. Then, he pays the salaries of his citizens in the Bishopric (1 denier per citizen), and in the Palace (2 deniers per citizen). The citizens in City Hall cost nothing. If he cannot pay the salaries for all his citizens, he pays what he can, then loses 2VP (a player with no VPs loses nothing).
Example: Each player earns a xed income of 10 deniers. After the initial placement at the beginning of the game, Anna must pay 1 denier salary for her religious citizen, and 2 deniers for her military citizen. Faye pays 3 deniers for pays 1 denier for his religious citizen. Emily her 3 religious citizens. Geoffrey pays 1 denier for her religious citizen, and 6 deniers for her military citizens.

Phase 2: Assembling the workforce


Each player rolls the dice to which he is entitled: one yellow die per citizen located in City Hall, one white die per citizen located in the Bishopric, one red die per citizen located in the Palace. Each player then gathers his dice on his district of the city square, being careful to maintain the face-up values that he rolled. Next, the start player rolls the dice associated with the gray citizens placed on the 3 buildings, and places them on a district of the city square not belonging to any player (the gray district). The dice represent the workforce of the citizens of the city, and they enable the players to execute their actions.
Example: Anna has placed 2 civil citizens, 1 religious citizen, and 1 military citizen: she rolls 2 yellow dice, 1 white die, and 1 red die, which she places in her district. Once each player has rolled his dice, Anna rolls the 2 red dice of the neutral player, and places them in the gray district.

Phase 3: Events
Each turn, two new events enter the game. Reveal the top red Event card from the deck and place it in the event queue, to the right of those already menacing the city. That card will call for a second card, either white or yellow, indicated by the symbol on the red card. Place the second card at the end of the event queue. The Event cards in the queue take effect from left to right, beginning with Marauding. There are 2 types of events: military events are indicated by black dice: the start player takes a black die into his hand for each die represented on the cards. These black dice represent the enemies attacking the city, various events whose effects are indicated on the card, and explained in detail in the annex. If a player cannot totally execute an event, he does as much as he can, and then loses 2 VPs (a player with no VPs doesnt lose anything). After resolution of the events, the start player rolls the black dice that have accumulated. The start player must counter the highest-valued black die with one or more dice from his district: the total value of the chosen dice must be equal to or greater than the value of the black die. The dice chosen by the player to counter the black die are discarded, along with the black die. Then, the player to the left of the start player must counter the next-highest black die in the same manner, and so on until all the black dice have been countered (as a result, it is possible that the start player will have to contend with several black dice). If a players dice do not allow him to beat the black die hes up against, he discards it without losing a die, but loses 2 VPs.

. .

Important: when combating black dice, the value of red dice is doubled, a player can use dice of different colors to counter a black die, a player can counter several black dice at once: the highest-valued one, plus any others he chooses, a player gains 1 point of inuence for each black die he counters, it is possible to use Inuence points before countering black dice (see Inuence),

. . . . . . it is not possible to buy other players dice to counter black dice.

Notes : The Marauding event is always present; it never leaves play. The cards remain in play until they have been countered by the players. The number of cards menacing the city is not limited: Continue the queue off the board if necessary.

IV

Example: A red card is drawn: War . This one calls for a white card, which turns out to be Theological Conict . We resolve the 3 events: Anna takes 3 black dice (1 for Marauding, 2 for War) into her hand, then she resolves the Theological Conict card as explained in the annex. Anna rolls the 3 black dice, and she gets 4, 6, and 1. She must counter the 6 with the dice in her district. She chooses to use her red 4. Red dice count double, so she also chooses to counter the 1, which gains her 2 points of inuence. That leaves one black die, the 4, with which Faye , her left-hand neighbor, must contend. She uses a white 1 and a yellow 3 to counter the black die. She gains 1 point of inuence.

Phase 4: Actions
Beginning with the start player, then going clockwise, each player can either utilize his workforce to carry out one action, or pass. This round of the game ends once either there are no more dice available, or all the players have passed (see End of the round). Each action requires using a group of 1 to 3 dice of the same color, and those dice come from one or more of the city squares 5 districts. A die coming from the district of another player must be purchased from that player, who cannot refuse the transaction. Pay the bank to use the dice in the gray neutral players district. You dont pay to use your own dice. After dice are used, they are discarded to the general supply. The cost of a die depends on the number of dice the player is using for his action: if he is using 1 die, it costs him 2 deniers (if it belongs to another player), if he is using 2 dice, each die from another player costs him 4 deniers, if he is using 3 dice, each die from another player costs him 6 deniers. The cost of the dice depends on how many dice are required for the action, so it is important to put together the group of dice before paying the different players. The players must choose one of 5 actions, or pass: 1- Activate one Activity card from the city, 2- Construct the Cathedral, 3- Combat the Events, 4- Place a citizen on a principal building, 5- Use agriculture, 6- Pass.
Example: Anna hopes to attain a value of 16 with her dice in order to execute her action. She has 2 yellow dice in her district. With Geoffreys 5 die, she reaches 16. Her group of dice comprises 3 dice, so one die would cost her 6 deniers. She pays Geoffrey 6 deniers. Instead of doing a yellow action, Anna could have executed an action with her white die, and one of Fayes , in which case she would have paid Faye 4 deniers.

. . .

Activate one Activity card from the city


You may use a group of 1 to 3 dice to assign a portion of the workforce to the activity described on one of the available Activity cards. The yellow dice permit you to activate a civil card; the white dice, a religious card; and the red dice, a military card. In order to activate an Activity card, a player must possess a tradesman who can direct the citizens work. Two situations can arise: you dont have a tradesman on the card You must rst hire a tradesman by paying the amount in deniers indicated in the upper-left part of the card. Place a citizen of your color on a free space on the card to act as the tradesman. The citizen must come either from your personal supply (if you dont have any, you must hire one for 2 Inuence points - see Inuence), or from any location on the board (Activity cards, or the principal buildings, or even expelled citizens lying on a building). Once the tradesman is hired, the player must put together a group of dice to activate the Activity card.
Example: Anna wishes to assign the workforce of the 3 yellow dice to the Merchant activity. Because she doesnt yet have a tradesman on the card, she must rst hire one. Cost: She pays 4 deniers to hire a tradesman. Placement: She places her tradesman on the rst available space, which in this case will be worth 2 VPs at the end of the game. Activation cost: The yellow dice have a value of 16, which permits her to use the Activity card 8 times (16/2=8). Effect: The cards effect is immediate, so she immediately gains 16 deniers because she activated the card 8 times.

. you already have a tradesman on the card


In this case, you neither pay nor place a tradesman on the card: you just immediately put together a group of dice to activate the Activity card. Two types of Activity cards can be used: Cards with an immediate effect: the effect of the card is applied immediately. The activation cost, in the lower-left corner of the card, determines the color of dice required to activate the card, as well as the number of times the effect can be used (this number is equal to the value of the group of dice, divided by the number under the division bar, rounded down to the nearest whole number). Cards with a delayed effect: these cards can be distinguished from those with an immediate effect by the hourglass icon in the lower-right corner of the card. When you activate this type of card, place the cubes of your color on the cards illustration. The number of cubes placed is dened by the activation cost. Each cube can be used later in the game during one of your actions, but an action can be modied by only one cube (two cubes can never modify the same action). It is not possible to use a cube to counter black dice in the Event phase.

Example: Faye wishes to assign the workforce represented by 2 white dice to activate the Priest. She uses the white 5 from her district and buys a white 4 from Anna for 4 deniers (because the group comprises 2 dice). Cost to place: She pays 8 deniers for her tradesman. Now that Faye has a tradesman on this card, she will no longer need to pay 8 deniers in order to activate it and place cubes. Activation cost: Her white dice worth 9 permit her to activate the Activity card 3 times (9/3=3). Effect: She places 3 cubes on the card because it has a delayed effect. Later in the game, during a yellow action, Faye can discard 1 cube from the card to benet from the effect of the card (+3 for each yellow die in her group). Remarks: If you dont have a tradesman on the card, and you cant hire one, then you cant activate the card. At the end of the game, the tradesman will yield the VPs indicated on his space. A single player cannot place 2 tradesmen on the same Activity card. If all the spaces are occupied, a player can place a tradesman on the cards illustration, but it wont earn any VPs at the end of the game. If you hire a tradesman, you are required to activate the card at least once. If a tradesman gets moved to another Activity card, his space is freed up, making it available for the other players. Other citizens already on the card cannot be moved to the newly freed space.

. . . . . .

Construct the Cathedral


You may use a group of 1 to 3 white dice to work on constructing the cathedral. Each die allows you to place 1 cube on the same-numbered construction site of the cathedral. This construction site is divided into 3 levels: the bottom row corresponds to level 1, the 2nd to level 2, and the 3rd to level 3. You must respect this construction rule: In order to place a cube on a space in a level, the same-valued space in the lower level must exist (note: theres only one cube per space). You immediately gain 1VP and 1 Inuence point per cube that you place on the spaces numbered 1 to 3, and 1VP and 2 Inuence points per cube that you place on the spaces numbered 4 to 6.
Example: Geoffrey wishes to participate in the construction of the cathedral with his white 5, Fayes 2, and Emilys 4. He pays Emily and Faye 6 deniers each to purchase their dice. He places 1 cube in each of the spaces 2 and 5 of the 1st level, and 1 cube on space 4 of the 2nd level. He gains 5 Inuence points and 3 VPs.

Combat the events


You may use a group of 1 to 3 dice to combat the events threatening the city. The activation cost shown on the left side of an Event card denes: the type of dice you must use to combat the event, the number of cubes that the player may place on the card (this number is equal to the value of the group of dice, divided by the number under the division bar, rounded down to the nearest whole number). Place your cubes on the small banners on the card, starting with the one in the upper-left. For each cube placed on a card, you immediately gain 1 Inuence point. It is impossible to place cubes on multiple cards in a single action without activating certain military Activity cards. The number of banners denes the number of cubes required to counter the event (it is impossible to place more cubes than there are banners). Once the event is countered: the player who placed the most cubes earns the larger VP reward (the upper one). In the case of a tie for rst place, the tied players divide the VPs for 1st and 2nd place (rounded down to the nearest whole number) and any lower-ranked players earn nothing. If a player is the only one with cubes on the card, he gains the total VPs of both ranks The neutral players cubes are considered in determining majorities, and the neutral player can deprive players of VPs, the player who placed the second-most cubes earns the smaller VP reward. In the case of a tie for second place, the tied players divide the VPs for 2nd place (rounded down to the nearest whole number),

wishes to combat Example: Emily the Succession Conict event with her 3 red dice (2, 3, and 4). She can place 2 cubes on the cards banners (9/4=2). She immediately gains 2 Inuence points. The event is countered because all 5 of the banners are covered. Emily and Geoffrey each earn 3VPs earns nothing because they are tied for rst. Anna because she is 3rd. Geoffrey takes the card because he placed a cube before Emily.

Note: When the Marauding event is countered, the VPs are distributed as indicated above, but nobody takes the card. The cubes are removed and the event is available again to receive new cubes in future actions.

VI

the players retrieve their cubes and put them in their personal supplies, the player who placed the most cubes takes the event card (if it is the neutral player, the card is discarded). In the case of a tie, the tied player who placed cubes on the card rst wins. The cards gained can grant you VPs at the end of the game when the characters missions are evaluated.

. .

Note: If a gap is formed by eliminating an event card, shift any cards right of the gap leftward to ll the gap.

Place a citizen on a principal building (Palace, Bishopric, or City Hall)


Unlike the other actions, you always use exactly one die to place a citizen on one of the principal buildings. You take one of your citizens from your personal supply (if you dont have any, you must hire one for 2 Inuence points - see Inuence) or one of yours already on the board, and place it on the principal building corresponding with the color of the die you have chosen. A red die grants access to the Palace; a white die, the Bishopric; and a yellow die, City Hall. The value of the die shows the location inside the building where the citizen is placed. Find the small picture of a die showing the same value that you rolled. Your citizen will go there, as detailed below: At City Hall and the Bishopric, the new citizen is placed on the rst space of the matching row. If the row is lled with other citizens, they are shifted one space to the right. If that pushes a citizen out the right end of the row, lay the expelled citizen on the illustration of the building (More than one player can have a citizen lying on the illustration). In cases where there is an empty space, citizens ll the space as they are moved to the right. At the Palace, the new citizen goes on the matching space. If there was already a citizen there, the old citizen is expelled and laid on the illustration of the Palace. Important: If you already have a citizen lying on a buildings illustration, nobody can expel your citizen from that building; however, you will retrieve your expelled citizens to your personal supply at the end of the round, so this small protection is only good for the current round. This also means that if placing a citizen would eject a color already lying on the building, nobody can place a citizen there.
Example: Faye buys Geoffreys yellow 1 for 2 deniers. She places a citizen in row 1 of City Hall, ejecting her own citizen. This move could be an interesting way to secure a better position and to avoid getting ejected by someone else.

Anna buys the red 3 from the gray player for 2 deniers. She places a citizen y on space 3 of the Palace, ejecting Emilys citizen, which is laid on the building.

Use agriculture
The Agriculture activity allows you to gain some money, thanks to the toil of the peasants (a group of 1 to 3 yellow dice). This activity does not require a tradesman. You gain a number of deniers equal to the total value of the group of dice, divided by 2 (rounded down to the nearest whole number).

Pass
If you do not wish to execute any more actions this round, while there are still dice in the city square (in any district) pass and receive 2 deniers, which you place in your district. During the remainder of this round, you cant take any more actions, but each time the turn comes around to you, another denier is added to your district.

Phase 5: End of the round


The game round ends after a players action if: all the players have passed (there are deniers in each players district) or there are no more dice in any of the districts of the city square. The players retrieve the deniers from their districts. Citizens

. .

lying on buildings return to their owners personal supplies. Unused dice are returned to the general supply. The start player passes the Start Player card to his left-hand neighbor, and the following round commences.

VII

Influence
Before countering a black die, or executing an action, you may spend your inuence points in various ways, in addition to your main action:
1 point: you may reroll 1 die from your district (it is forbidden to reroll anyone elses dice even the neutral players even after purchasing them), 2 points: add a citizen from the general supply to your personal supply, 4 points: you may turn over 1 to 3 of the dice of your district (it is forbidden to turn over anyone elses dice - even the neutral players). The chosen dice are turned to show the opposite face, keeping in mind that the sum of two opposite sides of a die is always equal to 7. The dice turned over may be of different colors. It is possible to execute several of these actions in any order.

. . .

Example: There are 2 dice in the citys districts: a red 1 on the neutral players district, and a yellow 2 on Geoffreys. It is Geoffreys turn, and he chooses to reroll his die for 1 Inuence point: he rolls a 1. He could pay another Inuence point to reroll a second time, but he prefers to turn his die over for 4 Inuence points: his 1 becomes a 6. With this die, he chooses to place 2 cubes on the Marauding event, which earns him 2 Inuence points.

Note: You may never have more than 20 Inuence points: any earned beyond that are wasted.

End of the game


The game ends at the end of the round during which the nal red event card enters the game.
In addition to the VP tokens gained during the game, each player: gains 1 VP per un-countered event card on which he has a presence (included the Marauding), gains the VPs indicated on the spaces occupied by his citizens on the Activity cards, loses 2 VPs for each of the 3 levels of the cathedral on which he has no cubes, reveals his Character card. Each Character will evaluate all the families, checking their performance on the characters mission. For each Character card in the game, award each player VPs according to the Character cards criteria. Because each character rewards all the players, it is very important to try to gure out which characters the other players have. Similarly, it is important to bluff a bit in order to misdirect the other players. If they cant gure out your characters mission, they are going to have a hard time getting VPs by satisfying it! The winner is the player with the most VPs.
Note: During the game, VPs are hidden. In order to maximize suspense during the nal tally, for each type of scoring, each player should make piles of 10 VP in front of himself. This also makes it very easy to compare the players scores.

. . . .

Designers: Sbastien Dujardin, Xavier Georges, Alain Orban Illustrations and Graphics: alexandre-roche.com Editing of the Rules: Sbastien Dujardin English Translation: Nathan Morse Publisher: Z-Man Games, Inc. 2011 64 Prince Road, Mahopac, NY 10541

..

Thanks The designers thank the numerous playtesters and proofreaders who have contributed to the realization of this game, whom we hope will take no offense: It is unfortunately impossible to list them all! The publisher would like to thank Xavier and Alain for their condence and for the good times during the creation of this game, and also his wife for her indispensable support.

www.zmangames.com

www.pearlgames.be

VIII

2011 Pearl Games

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