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Rio Grande Games Khronos 222 Owner's Manual

Rio grande games board game owner's manual

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" My Faithful Companion,
The Master Clocksmith came to speak to me this morning revealing a fabulous secret... We can travel in time, my friend!
Not just dreaming about it like my astrologist does, but actually going there.
I can hardly believe it! There seem to be periods in our future where the strength of our walls will be nothing compared to the
strength of our collective faith. Or an even stranger future epoch where the people will rule themselves. The Master Clocksmith
has convinced me that our power is now limitless. Our lands and domains are ours forever.
My opponents will not wait and my Lords have already started preparing for their journeys. My dear friend, come with me,
for from this day forward, I will be remembered as the king who forged our own destiny... literally! "
G
M
AME
ECHANICS
AND OBJECTIVE
The game is played over 7 turns and on 3 game boards, each representing
the same region, but during three successive time periods:
The age of Might
The age of Faith
The age of Reason
Each player controls two time traveling adventurers, each voyaging to
allow him to construct military, religious and civil buildings. They give
players a chance at becoming the richest player by the end of the game.
Certain constructions produce money, Ecus, and that is one way to gain
wealth. As these buildings are grouped they form domains. This allows
players to establish dominant positions. In function of the period, the
criteria for dominion will be either military, religious or civil. Domains
allows players to earn tax and tithe revenue on turns 4 and 7 if they control
them. Earning Ecus in this manner is the second way to gain wealth.
The players also have the power to destroy certain buildings or attempt to
connect domains in an effort to change their overall ownership within an
epoch. Depending on their size, certain constructions cast time shadows
and are "rippled", or copied, from one game board to the next, expanding
a player's domination forward through time.
But beware; the echoes of time are difficult to hear and might surprise.
An edifice constructed during the age of Faith might very well disappear,
never to be remembered, if its geographical footprint is replaced by an
older structure. Time can be a most difficult river to navigate.
At the end of the 7th turn, the player holding the largest pile of wealth is
declared the winner.
Watchtower
Keep
Ludovic Vialla, Arnaud Urbon
12+
Castle
Chapel
Monastery
Art : Jean-Claude Adelmand, Geoffrey Stepourenko
90 min.
2-5
Hichmat, Great Lord of the Western Lands
S
-
ET
UP
Place the game boards in the center of the table as shown on page 2.
Turn Indicator
Place the "Turn Indicator" pawn on the first square of the game turn
counting ruler, found on the bottom of the Age of Might board.
Building Tiles
Organize the 155 tiles by color and place them in the compartments
found in the box:
• The Military buildings are orange; 20 Watchtowers, 24 Keeps
and 9 Castles.
• The Religious buildings are fuchsia; 20 Chapels, 20 Monasteries,
and 9 Abbeys.
• The Civil buildings are blue; 20 Hamlets, 24 Towns and 9 Cities.
10 Hamlets are already printed on each of the three game boards.
The value indicated on each tile corresponds to both its building's
construction cost and the number of Ecus yielded during the revenue
phase of the 4th and 7th game turns.
The Keep, Castle, Monastery and Abbey tiles also have a back side
representing vestiges of the same building gone to ruins.
Abbey
M
ATERIAL
Hamlet
Town
City
1

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Summary of Contents for Rio Grande Games Khronos 222

  • Page 1 Ludovic Vialla, Arnaud Urbon “ My Faithful Companion, The Master Clocksmith came to speak to me this morning revealing a fabulous secret... We can travel in time, my friend! Not just dreaming about it like my astrologist does, but actually going there. I can hardly believe it! There seem to be periods in our future where the strength of our walls will be nothing compared to the strength of our collective faith.
  • Page 2 Turn Indicator Adventurer Pawns Each player takes two Adventurer Pawns of the same color and places them on their corresponding locations on the Age of Might board. Control Cubes Each player takes 25 Control Cubes in the same color. Ecus Each player starts the game with 4 Ecus, using 1 Ecu coin pieces.
  • Page 3 Having a pawn on a board allows one to: • Take actions on that game board (see 2). • Collect the Earnings on that game board on turns 4 and 7 (see IV). The blue player moves her first Adventurer Pawn from the Age of Might board to the Age of Reason, for a cost of 1 Ecu.
  • Page 4 The new building must cover entirely the space occupied by the original building and other unoccupied free squares on the game board. The upgrade must respect geographical, dominical and hierarchical construction rules (See A – The 3 Construction Rules). When upgrading a Military or Religious building, the player retains control of the new building (leaving their control cube on the new tile).
  • Page 5 3 - The Rule of Hierarchy Each domain may be made of Military, Religious, or Civil buildings of varying sizes, but within each domain, the most prestigious Military building must be unique (meaning, the building with the highest value). The most prestigious Religious building must also be unique. It is forbidden to construct or upgrade a Military building that would end up having the same value as the highest Military Building already present in the domain.
  • Page 6 Any building that had been constructed on the Age of Faith board could potentially be destroyed by the time shadow of a building constructed during the Age of Might when it ripples. It had never really existed in the new reality. The rippling of a Military or Religious building is forbidden in two instances: •...
  • Page 7 1 - The Green player uses a Civil Construction card to build a Hamlet and creates the junction between two domains. Since neither of the two Keeps belong to him, he decides which one will be downsized: he chooses the red one.
  • Page 8 2.5. Renovating a Military or Religious building on the Age of Reason game board It is forbidden to construct any military building or religious building on the age of Reason board. A player may still use Construction cards, both military and religious, to restore existing buildings. To restore a Watch Tower a player must spend one Military Construction card.

This manual is also suitable for:

Khronos