-4 2-4 2-5 14+ carl chudykmediacdn.shopatron.com/media/mfg/15953/spec_file/... · 2015. 7. 17. ·...

4
60mn 14+ 2-5 • CONTENT • 1 Rulebook • 1 Gaming board / Rules summary • 105 Innovation cards (21 per color) • 5 Gaming aids • 5 Domain cards • PRESENTATION Civilizations have never competed so fiercely to leave their mark in history! Discover 105 new Innovations and effects that bring even more unexpected developments in your games! Benefit from past abilities thanks to Echoes of your ancient Innovations, Win Influence directly through the cards in your gaming Zone, Anticipate the discovery of Innova- tions by researching cards from coming Periods. You can also now hold five-player games and the conditions for Domination Vic- tory have changed. • ECHO CARDS Echo cards work like Innovation cards in the basic game. There are 15 for the first Period and 10 for each of the following. Their border is black and some of them sport one or two new abilities: • ECHO EFFECT: every time you activate a card from a pile with visible Echoes (even on the Activated card), resolve the Echoes first, then the Dogmas of the Activated card. (See Activate p.3) • INFLUENCE BONUS: add the highest Influence Bonus in your Gaming Area to your Influence, increased by 1 per additional Influence Bonus (whatever its value). Example: you have four visible Influence Bonuses in your Gaming Area: 6, 6, 3 and 2. Thanks to these bonuses, you add 9 (6+1+1+1=9) to your Influence. Note: the Influence Bonus is not necessarily equal to the value of the card. Dogmas that affect Influence cards do not affect cards with an Influence Bonus. CARL CHUDYK NAME AND ILLUSTRATION OF THE INNOVATION DOGMA (card effects) PRODUCED RESOURCES PERIOD (Value) COLOR TYPE OF DOGMA and REQUIRED RESOURCE INFLUENCE BONUS ECHO

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Page 1: -4 2-4 2-5 14+ CARL CHUDYKmediacdn.shopatron.com/media/mfg/15953/spec_file/... · 2015. 7. 17. · 1 60mn 14+ 2-5 15mn 2-4 6+ 15 mn-4 15 mn 2-4 6+ • CONTENT • 1 Rulebook • 1

111111

60mn

14+

2-5

15 mn

2-4

6+

15 mn

2-4

6+

15 mn

2-4

6+

• CONTENT• 1 Rulebook• 1 Gaming board / Rules summary• 105 Innovation cards (21 per color)• 5 Gaming aids• 5 Domain cards

• PRESENTATION Civilizations have never competed so fi ercely to leave their mark in history!Discover 105 new Innovations and effects that bring even more unexpected developments in your games!Benefi t from past abilities thanks to Echoes of your ancient Innovations,Win Infl uence directly through the cards in your gaming Zone,Anticipate the discovery of Innova-tions by researching cards from coming Periods.You can also now hold fi ve-player games and the conditions for Domination Vic-tory have changed.

• ECHO CARDSEcho cards work like Innovation cards in the basic game. There are 15 for the fi rst Period and 10 for each of the following.

Their border is black and some of them sport one or two new abilities:

• ECHO EFFECT: every time you activate a card from a pile with visible Echoes (even on the Activated card), resolve the Echoes fi rst, then the Dogmas of the Activated card. (See Activate p.3)

• INFLUENCE BONUS: add the highest Infl uence Bonus in your Gaming Area to your Infl uence, increased by 1 per additional Infl uence Bonus (whatever its value).Example: you have four visible Infl uence Bonuses in your Gaming Area: 6, 6, 3 and 2. Thanks to these bonuses, you add 9 (6+1+1+1=9) to your Infl uence.Note: the Infl uence Bonus is not necessarily equal to the value of the card. Dogmas that affect Infl uence cards do not affect cards with an Infl uence Bonus.

CARL CHUDYKCARL CHUDYKCARL CHUDYK

NAME AND ILLUSTRATION OF THE INNOVATION

DOGMA(card effects)

PRODUCED RESOURCES

PERIOD(Value)

COLOR

TYPE OF DOGMA and REQUIRED RESOURCE

INFLUENCE BONUS

ECHO

Page 2: -4 2-4 2-5 14+ CARL CHUDYKmediacdn.shopatron.com/media/mfg/15953/spec_file/... · 2015. 7. 17. · 1 60mn 14+ 2-5 15mn 2-4 6+ 15 mn-4 15 mn 2-4 6+ • CONTENT • 1 Rulebook • 1

222222

ACTIONS

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

• Play:

Play o

ne card

from yo

ur Hand

to your

Zone o

n the p

ile of

its colo

r.

If the

color is

splaye

d, also

splay th

e card.

The car

d beco

mes the

Active

card for

its col

or and

provide

s

you with

access

to new

Dogmas.

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

• Activate:

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

Suprem

acy Dogm

as have

an eff

ect on

player

s who

produc

e less o

f the re

quired

resour

ce

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

Cooper

ative D

ogmas a

lso ben

efi t pla

yers who

produc

e at lea

st as m

any of

the req

uired

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

• Draw:

Draw on

e card f

rom the

Period

of the

same va

lue as y

our

highes

t Active

card.

If that

Period

is empty,

draw

from the

closes

t non-e

mpty

higher

Period

.

If you

are forc

ed to d

raw fro

m

a Perio

d highe

r than

10, the

game en

ds.

• Dominate:

In orde

r to do

minate a

Period

,

your In

fl uence

points

must tota

l

at leas

t fi ve ti

mes the

value of

the Per

iod to

be dom

inated.

You

must also

have i

n play

an Act

ive

card of

value eq

ual or h

igher t

o

the Per

iod.

In order

to win,

you must

have:

6 Dominat

ions in a

2-playe

r game.

5 Dominat

ions in a

3-playe

r game.

4 Dominat

ions in a

4-playe

r game.ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

• Play:

Play o

ne card

from yo

ur Hand

to your

Zone o

n the p

ile of

its colo

r.

If the

color is

splaye

d, also

splay th

e card.

The car

d beco

mes the

Active

card for

its col

or and

provide

s

you with

access

to new

Dogmas.

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

2 Actio

ns per t

urn, whet

her dif

ferent o

r ident

ical.

2 Actio

ns

• Draw:

Draw on

e card f

rom the

Period

of the

same va

lue as y

our

If that

Period

is empty,

draw

• Dominate:

In orde

r to do

minate a

Period

your In

fl uence

points

must tota

l

at leas

t fi ve ti

mes the

value of

a Z

a Z

a Z

a ZE

a ZE

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z111

a Z1

a Z1

a Z1

a ZEE

I de

mand yo

u tran

sfer a

card t

hat

provid

es fro

m your

Hand to

my

Infl ue

nce! If

you d

o, dra

w a 1 !

If no c

ard was

transf

erred d

ue to

this

Suprem

acy Do

gma, d

raw a

1 .

Suprem

acy Do

gma, d

raw a

1

Suprem

acy Do

gma, d

raw a

1 .

OARSaZaZEEEER@R@

ACTIONSINFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

• Play: Pla

y one

card fro

m your H

and

to your

Zone o

n the p

ile of

its colo

r. If t

he colo

r is spl

ayed, a

lso

splay th

e card.

The car

d beco

mes the

Active

card for

its col

or and

provide

s

you with

access

to new

Dogmas.

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

• Activate:

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

Suprem

acy Dogm

as have

an eff

ect on

player

s who

produc

e less o

f the re

quired

resour

ce

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

Cooper

ative D

ogmas a

lso ben

efi t pla

yers who

produc

e at lea

st as m

any of

the req

uired

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

• Draw: Draw

one ca

rd from

the Per

iod

of the

same va

lue as y

our

highes

t Active

card.

If that

Period

is empty,

draw

from the

closes

t non-e

mpty

higher

Period

.

If you

are forc

ed to d

raw fro

m

a Perio

d highe

r than

10, the

game en

ds.

• Dominate:

In orde

r to do

minate a

Period

,

your In

fl uence

points

must tota

l

at leas

t fi ve ti

mes the

value of

the Per

iod to

be dom

inated.

You

must also

have i

n play

an Act

ive

card of

value eq

ual or h

igher t

o

the Per

iod. In order

to win,

you must

have:

6 Dominat

ions in a

2-playe

r game.

5 Dominat

ions in a

3-playe

r game.

4 Dominat

ions in a

4-playe

r game.

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS• Play:

Play o

ne card

from yo

ur Hand

to your

Zone o

n the p

ile of

its colo

r. If t

he colo

r is spl

ayed, a

lso

splay th

e card.

The car

d beco

mes the

Active

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

2 Actio

ns per t

urn, whet

her dif

ferent o

r ident

ical.

2 Actio

ns

from the

Period

• Dominate:

a Z

a Z

a Z

a ZE

a ZE

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z111a Z1a Z1a Z1a ZEE

I dem

and yo

u draw

a 1!

Then,

transf

er the

highes

t

card f

rom yo

ur Hand

to my H

and!

you dra

w a 1!

Then,

transf

er the

highes

t

Then,

transf

er the

highes

t

card f

rom yo

ur Hand

to my H

and!

you dra

w a 1!

Then,

transf

er the

highes

t

card f

rom yo

ur Hand

ARCH

ERY

aZaZEEERRR

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

have a

n effec

t on pla

yers w

ho pro

duce le

ss of th

e requi

red res

ource

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

Cooper

ative D

ogmas a

lso ben

efi t pla

yers who

produc

e at lea

st as m

any of

the req

uired

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

DRAW

First Ages

11

ACTIONS

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

• Play:

Play one card from your Hand

to your Zone on the pile of

its color.

If the color is splayed, also

splay the card.

The card becomes the Active

card for its color and provides

you with access to new

Dogmas.

You must carry out 2 Actions per turn, whether different or identical.

• Activate:

Choose one of your Active cards and carry out its Dogmas in the order they are printed.

Supremacy Dogmas have an effect on players who produce less of the required resource

than you do. They are forced to carry out your demands.

Cooperative Dogmas also benefi t players who produce at least as many of the required

resource as you do, starting with the player closest to your left

and concluding with yourself.

Cooperative bonus: if one player or more benefi ts from

a Cooperative Dogma that you activated, you gain a FREE

DRAW action at the end of the card’s resolution.

• Draw:

Draw one card from the Period

of the same value as your

highest Active card.

If that Period is empty, draw

from the closest non-empty

higher Period.

If you are forced to draw from

a Period higher than 10, the

game ends.

• Dominate:

In order to dominate a Period,

your Infl uence points must total

at least fi ve times the value of

the Period to be dominated. You

must also have in play an Active

card of value equal or higher to

the Period.

In order to win, you must have:

6 Dominations in a 2-player game.

5 Dominations in a 3-player game.

4 Dominations in a 4-player game. ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

• Play:

Play one card from your Hand

to your Zone on the pile of

its color.

If the color is splayed, also You must carry out 2 Actions per turn, whether different or identical.

2 Actions per turn, whether different or identical.

2 Actions a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a ZE

a ZE

a ZEE

No effect.

dollaZaZEE

RSRSRSRS

111111111111

a Z

a Z

a Z

a Z

a Z

a Z

+3+3+3+3+3+3+3+3+3+3+3+3+3+3+3

t ut u

card for its color and provides

Choose one of your Active cards and carry out its Dogmas in the order they are printed.

have an effect on players who produce less of the required resource

than you do. They are forced to carry out your demands.

also benefi t players who produce at least as many of the required

also benefi t players who produce at least as many of the required

resource as you do, starting with the player closest to your left

and concluding with yourself.

Cooperative bonus: if one player or more benefi ts from

a Cooperative Dogma that you activated, you gain a FREE

action at the end of the card’s resolution.

5 Dominations in a 3-player game.

4 Dominations in a 4-player game.

4 Dominations in a 4-player game.

4 Dominations in a 4-player game.

4 Dominations in a 4-player game.

4 Dominations in a 4-player game.

111111111FIRST AGES

1

ACTIONSI N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

I N F L U E N C E

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

D O MI N A T I O N S

• Play: Play one card from your Hand

to your Zone on the pile of

its color. If the color is splayed, also

splay the card.

The card becomes the Active

card for its color and provides

you with access to new

Dogmas.

You must carry out 2 Actions per turn, whether different or identical.

• Activate:

Choose one of your Active cards and carry out its Dogmas in the order they are printed.

Supremacy Dogmas have an effect on players who produce less of the required resource

than you do. They are forced to carry out your demands.

Cooperative Dogmas also benefi t players who produce at least as many of the required

resource as you do, starting with the player closest to your left

and concluding with yourself.

Cooperative bonus: if one player or more benefi ts from

a Cooperative Dogma that you activated, you gain a FREE

DRAW action at the end of the card’s resolution.

• Draw: Draw one card from the Period

of the same value as your

highest Active card.

If that Period is empty, draw

from the closest non-empty

higher Period.

If you are forced to draw from

a Period higher than 10, the

game ends.

• Dominate:

In order to dominate a Period,

your Infl uence points must total

at least fi ve times the value of

the Period to be dominated. You

must also have in play an Active

card of value equal or higher to

the Period.In order to win, you must have:

6 Dominations in a 2-player game.

5 Dominations in a 3-player game.

4 Dominations in a 4-player game.

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS

ACTIONS• Play:

Play one card from your Hand

to your Zone on the pile of

If the color is splayed, also

The card becomes the Active

card for its color and provides

You must carry out 2 Actions per turn, whether different or identical.

2 Actions per turn, whether different or identical.

2 Actions

• Dominate:

In order to dominate a Period

your Infl uence points must total

at least fi ve times the value of

the Period to be dominated. You

must also have in play an Active

uuu

a Z

a Z

a ZE

a ZE

a ZEE

uu I demand you transfer a card that

provide from your Hand to mine! If

you do, draw a 1 !

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Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z

a Z111

a Z1

a Z1

a Z1

a Z

+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1

If all other

players have

more Influence

than you,

draw a 3 .

u

Choose one of your Active cards and carry out its Dogmas in the order they are printed.

have an effect on players who produce less of the required resource

than you do. They are forced to carry out your demands.

also benefi t players who produce at least as many of the required

also benefi t players who produce at least as many of the required

resource as you do, starting with the player closest to your left

if one player or more benefi ts from

a Cooperative Dogma that you activated, you gain a FREE

action at the end of the card’s resolution.

111111111F I R S T A G E S

1

Set UpShuffl e the base game’s cards by Period and make 10 draw piles that you place as illustrated.

Draw the fi rst card from Periods 1 through 9 without looking at them and place them in the center to represent the Periods to be dominated.

Shuffl e the cards of this expansion by Period and make 10 draw piles that you place alongside their corresponding Period. Place the Domains of the base game and the expansion to the side. Each player

then takes a gaming board, draws 2 cards from Period 1 (one from the base game, one from the expansion), chooses one that is put in play face-up, and keeps the other in Hand without revealing it.

The fi rst player is the one whose Innovation in play is the fi rst in alphabetical order. The fi rst player (or the fi rst two in a four- or fi ve-player game) gets

only one Action on the fi rst turn.

Dom

ains

Player 2’s Gaming Area

Player 4’s Gaming Area

Periods to be dominated

Period Draw pilesPlayer 1’s

Gaming AreaPlayer 1’s

Gaming Area

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

have a

n effec

t on pla

yers w

ho pro

duce le

ss of th

e requi

red res

ource

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

also be

nefi t p

layers w

ho pro

duce at

least a

s many

of the

require

d

also be

nefi t p

layers w

ho pro

duce at

least a

s many

of the

require

d

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

action

at the

end o

f the ca

rd’s res

olution

.

F i r s t A g e s

11

• GAME MECHANICSActions are chosen as in the basic game but their effects, or the way they are resolved, may differ.

Note: the number, type and value of the cards in your Hand must be visible to every other player at all times.

Card in HandCard in

Hand

Card in Hand

Card in Hand

Game order

F i r s t A g e s

11

F i r s t A g e s

11

F i r s t A g e s

11

Draw pilesDraw pilesDraw pilesF i r s t A g e s

11

A n t i q u i t y22A n t i q u i t y22

A n t i q u i t y2222

A n t i q u i t y22

renAissAnce

4

4

renAissAnce

4

4

renAissAnce

4

4

renAissAnce

4

4

m i d d l e A g e s

3

3

m i d d l e A g e s

3

3

m i d d l e A g e s

3

3

m i d d l e A g e s

33333333

3

industriAl revolution

77

industriAl revolution

77

industriAl revolution

77

industriAl revolution

7777

modern t

imes 8

8

modern t

imes 8

8

modern t

imes 8

8

modern t

imes 88888888888888

8

s pA c

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9

s pA c

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s pA c

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d i g i t A l A g e

1010

d i g i t A l A g e

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Vous p

ouvez

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uelle v

aleur e

t la

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. Transfé

rez un

e de v

os

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ssous

vers vo

tre Main

.

Si vous

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de

chaque v

aleur d

ans votre

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que da

ns votre

Infl uence,

vous gagn

ez.

GÉNOME HUMAIN

d i g i t A l A g e

10101010101010

Domains

Card in Hand

F I R S T A G E S

1

22A N T I Q U I T É

2

F I R S T A G E S

1

Periods to be dominatedPeriods to be dominated

A N T I Q U I T É2

RENAISSANCE

4

M O Y E N Â G E

3

ÂGE DES EXPLORATIONS

5

SIÈCLE DES LUMIÈRES

6

RÉVOLUTION INDUSTRIELLE 7

TEMPS

MODER

NES

8

C ON Q U Ê T

E S P

A TI A

L E

9

È R E N U M É R I Q U E

10

444RENAISSANCE

4

M O Y E N Â G E

3

ÂGE DES EXPLORATIONS

5

SIÈCLE DES LUMIÈRES

6

77

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RÉVOLUTION INDUSTRIELLE 7

TEMPS

MODER

NES

8

C ON Q U Ê T

E S P

A TI A

L E

9

Periods to be dominatedPeriods to be dominated

È R E N U M É R I Q U E

10

F I R S T A G E S

1

Periods to be dominatedPeriods to be dominatedPeriods to be dominated

A N T I Q U I T Y2

444444RENAISSANCE

4

M O Y E N Â G E

3

ÂGE DES EXPLORATIONS

5

SIÈCLE DES LUMIÈRES

6

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C ON Q U Ê T

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9

10101010È R E N U M É R I Q U E

10

999 SPACE CONQUEST

9

888 MODERN TIMES

8

INDUSTRIAL REVOLUTION

7

ENLIGHTENMENT

6

Periods to be dominated

555555555 EXPLORATION AGE

5

Periods to be dominatedPeriods to be dominated

444444 RENAISSANCE

4

333333333 MIDDLE AGES

3

Periods to be dominatedPeriods to be dominated

222ANTIQUITY

2

Periods to be dominatedPeriods to be dominated

ENLIGHTENMENT

ANTIQUITY111111111 FIRST AGES

1

111111111F I R S T A G E S

1

22 22222222 2222222222

Periods to be dominatedPeriods to be dominated

22 222222222222A N T I Q U I T Y

2

44444444

4444444444RENAISSANCE

4

3333333333333333333333333333333

3

M O Y E N Â G E

3

333333333333333333333 M I D D L E A G E S

3

555555EXPLORATION AGE

5

6666666666666666666666666ENLIGHTENMENT

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INDUSTRIAL REVOLUTION 7

888888

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8

TEMPS

MODER

NES

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Periods to be dominated

1010101010

10101010101010101010 10

Periods to be dominated10

È R E N U M É R I Q U E

1010 10

101010101010101010101010101010101010101010101010101010101010D I G I T A L A G E

10

Dom

inat

e th

is D

omai

n im

med

iate

ly a

s so

on a

s yo

u ar

chiv

e or

sco

re six

car

ds in

the

sa

me

turn

.No

te: C

ards

tra

nsfe

red

from

oth

er

play

ers ar

e no

t in

clud

ed in

thi

s co

unt,

neith

er a

re c

ards

exc

hang

ed b

etwee

n yo

ur H

and

and

your

Infl

uen

ce..

May

als

o be

dom

inat

ed

thro

ugh MASONRY

in

the

First

Age

s (1

)

TECH

NOLO

GY

May

als

o be

dom

inat

ed

thro

ugh

in

the

First

Age

s (1

)

May

als

o be

dom

inat

ed

May

als

o be

dom

inat

ed

in

the

First

Age

s (1

)

you

ar

chiv

e or

sco

re six

car

ds in

the

Note

: Car

ds tra

nsfe

red

from

oth

er

play

ers ar

e no

t in

clud

ed in

thi

s co

unt,

neith

er a

re c

ards

exc

hang

ed b

etwee

n

May

als

o be

dom

inat

ed

in

the

First

Age

s (1

) in

the

First

Age

s (1

)

Dom

inat

e th

is D

omai

n im

med

iate

ly a

s so

on a

s yo

ur

card

s pr

ovid

e at

leas

t th

ree

of

each

:

May

als

o be

dom

inat

ed

thro

ugh CO

NSTRUCTION

in

Ant

iqui

ty (

2)

MILITARY M

ay a

lso

be d

omin

ated

M

ay a

lso

be d

omin

ated

M

ay a

lso

be d

omin

ated

M

ay a

lso

be d

omin

ated

M

ay a

lso

be d

omin

ated

Dom

ains

Dom

inat

e th

is D

omai

n im

med

iate

ly a

s so

on a

s yo

u ha

ve fi

ve c

olor

s in

you

r Zon

e an

d th

ey a

re a

ll sp

laye

d up

or

right

. May

als

o be

dom

inat

ed

thro

ugh INVEN

TION

in

the

Ren

aiss

ance

(4)

CULTURE

right

.

in A

ntiq

uity

(2)

in A

ntiq

uity

(2)

Dom

ains y

ou

you

ha

ve fi

ve c

olor

s in

you

r Zon

e ha

ve fi

ve c

olor

s in

you

r Zon

e an

d th

ey a

re a

ll sp

laye

d up

or

and

they

are

all

spla

yed

up o

r

May

als

o be

dom

inat

ed

INVEN

TION

in t

he R

enai

ssan

ce (

4)

SCIENCE Dom

inat

e th

is D

omai

n im

med

iate

ly a

s so

on a

s al

l fi v

e of

you

r Ac

tive

car

ds h

ave

a va

lue

of 8

or m

ore.

May

als

o be

dom

inat

ed

thro

ugh ASTRONOMY

at t

he E

xplo

ration

Age

(5)

Dom

ains

Dom

ains

Dom

inat

e th

is D

omai

n im

med

iate

ly a

s so

on a

s yo

u ha

ve twel

ve o

r mor

e .

May

als

o be

dom

inat

ed

thro

ugh TR

ANSLATION

in

the

Mid

dle

Ages

(3)

DIPLO

MACY

Dom

inate this Dom

ain im

mediatly as soon as you

have eight visible Period sym

bols in one color.Note: The Period sym

bol is where the

Period Value is writen.

May also be dom

inated through lo

om

in the Enlightm

ent (6)

tra

ditio

nd

estiny

Dom

inate this Dom

ain im

mediatly as soon as

you have at least seven Projects

May also be dom

inated through B

ar

om

eter

in the Renaissance (4)M

ay also be dominated

through loo

m in the Enlightm

ent (6)

May also be dom

inated

Domains

Dominate this Dom

ain im

mediatly as soon as you

provide at least three identical Resources in each of four different colors.Note: Each color m

ust must provide

the same identical Resource as the

others.

May also be dom

inated through n

ov

el in the M

iddle Age (3)

supr

ema

tie

May also be dom

inated

in the Middle Age (3)

May also be dom

inated M

ay also be dominated

May also be dom

inated M

ay also be dominated

Ba

ro

meter

Ba

ro

meter

in the Renaissance (4)in the Renaissance (4)

May also be dom

inated through

Ba

ro

meter

in the Renaissance (4)

Domains

Dom

inate this Dom

ain im

mediatly as soon as you

have eight visible Influence

Bonus in your Zone.

May also be dom

inated through pa

lam

por

e et the Exploration Age (5)

Wea

lth

Domains

Domains

May also be dom

inated M

ay also be dominated

through in the Enlightm

ent (6) in the Enlightm

ent (6)

May also be dom

inated

Dom

inate this Dom

ain im

mediatly as soon as you

have eight visible Influence

Bonus in your Zone.

May also be dom

inated through pa

lam

por

e et the Exploration Age (5)

Wea

lth

Card in

ACTIONS

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

LU

EN

CE

INF

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• Play: When you play a card from your Hand, you can also play one of your Projects of same or lower value.Then Activate for free the Dogmas of the Project you played, as well as the Echoes of the pile, if any.

You must carry out 2 different or identical Actions per turn.

• Activate: Choose one of your Active cards and resolve the visible Echoes of the same pile, as if they were Cooperative Dogmas requiring the same Resource as the Active card’s. Start with the bottom Echo of the pile and move up through the Echo of the Active card (if it has any). Then resolve the Dogmas of the Active card in order.

Cooperative Bonus: If at least one player benefi ts from a Cooperative Dogma or an Echo that you activate, you gain one free DRAW Action after resolving the card.

• Draw: Draw from the Period of the same value as your highest Active card, if it still has basic cards. Otherwise draw from the next higher Period with cards.

If you have at least one card in Hand and no Echo card, draw an Echo card instead of a basic card, if there are any. Otherwise, draw a basic card.

• Dominate: In order to dominate a Period you’ve already dominated, you must multiply the required number of Infl uence points by 1 + the number of times you’ve already dominated the Period.

In order to win playing with Innovation: Echoes, you need: 7 Dominations in a 2 player game.6 Dominations in a 3 player game.5 Dominations in a 4 player game.4 Dominations in a 5 player game.

P R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T S

ACTIONSACTIONSACTIONSACTIONSACTIONSACTIONSACTIONSACTIONSACTIONS

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1

Player 3’s Gaming Area

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55

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EXPLORATION AGE

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ACTIONS

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

• Play:

Play o

ne card

from yo

ur Hand

to your

Zone o

n the p

ile of

its colo

r.

If the

color is

splaye

d, also

splay th

e card.

The car

d beco

mes the

Active

card for

its col

or and

provide

s

you with

access

to new

Dogmas.

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

• Activate:

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

Suprem

acy Dogm

as have

an eff

ect on

player

s who

produc

e less o

f the re

quired

resour

ce

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

Cooper

ative D

ogmas a

lso ben

efi t pla

yers who

produc

e at lea

st as m

any of

the req

uired

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

• Draw:

Draw on

e card f

rom the

Period

of the

same va

lue as y

our

highes

t Active

card.

If that

Period

is empty,

draw

from the

closes

t non-e

mpty

higher

Period

.

If you

are forc

ed to d

raw fro

m

a Perio

d highe

r than

10, the

game en

ds.

• Dominate:

In orde

r to do

minate a

Period

,

your In

fl uence

points

must tota

l

at leas

t fi ve ti

mes the

value of

the Per

iod to

be dom

inated.

You

must also

have i

n play

an Act

ive

card of

value eq

ual or h

igher t

o

the Per

iod.

In order

to win,

you must

have:

6 Dominat

ions in a

2-playe

r game.

5 Dominat

ions in a

3-playe

r game.

4 Dominat

ions in a

4-playe

r game.

ACTIONSINFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

INFLUENCE

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

DOMINATIONS

• Play: Pla

y one

card fro

m your H

and

to your

Zone o

n the p

ile of

its colo

r. If t

he colo

r is spl

ayed, a

lso

splay th

e card.

The car

d beco

mes the

Active

card for

its col

or and

provide

s

you with

access

to new

Dogmas.

You must

carry ou

t 2 Act

ions pe

r turn,

whether

differe

nt or id

entical

.

• Activate:

Choose

one of

your Ac

tive car

ds and

carry ou

t its Do

gmas i

n the o

rder the

y are p

rinted.

Suprem

acy Dogm

as have

an eff

ect on

player

s who

produc

e less o

f the re

quired

resour

ce

than y

ou do.

They a

re forc

ed to c

arry ou

t your d

emands.

Cooper

ative D

ogmas a

lso ben

efi t pla

yers who

produc

e at lea

st as m

any of

the req

uired

resource

as you

do, st

arting

with the

player

closest

to your

left

and con

cluding

with you

rself.

Cooper

ative b

onus: i

f one p

layer or

more be

nefi ts

from

a Coop

erative

Dogm

a that y

ou act

ivated,

you g

ain a F

REE

DRAW act

ion at

the en

d of th

e card’s

resolu

tion.

• Draw: Draw

one ca

rd from

the Per

iod

of the

same va

lue as y

our

highes

t Active

card.

If that

Period

is empty,

draw

from the

closes

t non-e

mpty

higher

Period

.

If you

are forc

ed to d

raw fro

m

a Perio

d highe

r than

10, the

game en

ds.

• Dominate:

In orde

r to do

minate a

Period

,

your In

fl uence

points

must tota

l

at leas

t fi ve ti

mes the

value of

the Per

iod to

be dom

inated.

You

must also

have i

n play

an Act

ive

card of

value eq

ual or h

igher t

o

the Per

iod. In order

to win,

you must

have:

6 Dominat

ions in a

2-playe

r game.

5 Dominat

ions in a

3-playe

r game.

4 Dominat

ions in a

4-playe

r game.

First Ages

11

F i r s t A g e s

11

• DRAW: You cannot draw from a Period if its basic Innovation draw pile is empty, even if there are Echo cards left. If such is the case, draw from the next higher Period that still has basic cards.If you have at least one card in Hand but no Echo cards, then every time you need to draw, the card you draw will be an Echo card of the Period from which you are sup-posed to draw. If you have no cards in Hand, or you have an Echo card in Hand, or there are no more Echo cards available in the Period from which you are sup-posed to draw, then draw a basic card from that Period according to the normal rules.Example: You activate Wheel, you have no card in Hand, and there are no more cards in Period 1. First draw an Innova-tion card from Period 2, then an Echo card from Period 2.

If a dogma requires you to draw and use multiple cards — for example, «draw and score» — you must draw and use the fi rst card, then the second, etc.Example: If you activate Loom, and you have one basic card in Hand, but no Echo cards, the three cards drawn and scored will all be Echo cards.

• PLAY: When you play a card, you can play one of your Projects (see Research / Projects) for free if its value is no higher than the value of the card you played. You then activate this Project and share its Dogmas normally.

• ACTIVATE: When you activate a card, resolve all the Echo effects in its pile starting with the one closest to the bot-tom card and working your way up to the Active card (including the effect — if any — of the Active card) before resolving

the Dogmas of the activated card. Echoes are Cooperative Dogmas that are shared normally. Their required Resource is iden-tical to the Resource of the Dogmas on the activated card.

• DOMINATE: Some Echo cards make it pos-sible to dominate other Periods than the basic nine. When you have the possibility of dominating a Period you already domi-nate, the Infl uence necessary to do so is multiplied by the number of Periods of that value that you already dominate plus one. Example: If you dominate one Period 1 card and wish to dominate a second, you need 10 Infl uence points to do so. If you dominate two period 3 cards, you need 45 Infl uence points to dominate a third of that Period. Other players still need only 15 Infl uence points to dominate this third Period.

You still need to have an Active card with a value at least as high as the Period in order to dominate it.

DOGMA EFFECTS• RECYCLE: Whenever you must recycle a card, place it face-down at the bottom of the corresponding card Draw pile for its Period: basic if it’s a basic card; Echo if it’s an Echo card.• RESEARCH / PROJECTS: Some cards require players to “research” a card. A “researched” card is called a “Project”. Place it face-down under that player’s gaming board. Its owner may look at it at any time.When a player chooses the PLAY action, right after he puts his card in play, he may opt to put one of his Projects in play for free, provided its value is no higher than the value of the card played. If he does so, he must activate — and share — the Project’s Dogmas.

ACTIONS

Card in Hand

Dom

inate this Dom

ain im

mediatly as soon as you

have eight visible Period sym

bols in one color.Note: The Period sym

bol is where the

Period Value is writen.

May also be dom

inated through lo

om

in the Enlightm

ent (6)

tra

ditio

nd

estiny

Dom

inate this Dom

ain im

mediatly as soon as

you have at least seven Projects

May also be dom

inated through B

ar

om

eter

in the Renaissance (4)

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444444

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EEEYou may score one card from your Hand.E

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Draw and reveal a 1 . If it is the same color as any card in your Zone, put it into play and draw a 1 . Otherwise, add it to your Hand.

MYSTICISM RRRaZDraw and

a Za Za Za Za Za Za Za Za Za Z

Draw and reveal a 1 . If it is the same color as any card in your Zone, put it into play and draw a 1 . Otherwise, add it to your Hand.

MYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISMMYSTICISM

I demand you draw and reveal three 10. Calculate the total they provide and recycle them! Transfer to my Infl uence all the cards from your Hand and from your Infl uence with a value equal to this total!

CLOCK

from your Infl uence with a value equal from your Infl uence with a value equal

444444+5+5+5+5+5+5+5+5+5

You may splay your color

with the most cards right.

RE

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t u tYou may recycle up to three cards from your Hand. For each card you recycle, you may splay one of your colors left. If you recycle at least two, draw and research a 6 .

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If you recycle at least two, draw and If you recycle at least two, draw and

+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4 444444

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INFLUENCEThe player has 15 Infl uence points, 8 (in Infl uence) +5 (highest Infl uence Bonus, from Clock) +2 (+1 and +1 for the two Infl uence Bonuses from the yellow and green piles).

DOMINATIONSThe player has successfully dominated the First Ages twice (1) thanks to Chopsticks which added one and to the fact that he had at least 10 Infl uence points (2x5) in order to dominate the second.

When the player activates Clock, he fi rst activates the Echo effect of Bell, then the Echo effect of Clock, and fi nally, the Supremacy dogma of Clock.

EXAMPLE OF A PLAYER’S GAMING AREA

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• Play: When you play a card from your Hand, you can also play one of your Projects of same or lower value.Then Activate for free the Dogmas of the Project you played, as well as the Echoes of the pile, if any.

You must carry out 2 different or identical Actions per turn.

• Activate: Choose one of your Active cards and resolve the visible Echoes of the same pile, as if they were Cooperative Dogmas requiring the same Resource as the Active card’s. Start with the bottom Echo of the pile and move up through the Echo of the Active card (if it has any). Then resolve the Dogmas of the Active card in order.

Cooperative Bonus: If at least one player benefi ts from a Cooperative Dogma or an Echo that you activate, you gain one free DRAW Action after resolving the card.

• Draw: Draw from the Period of the same value as your highest Active card, if it still has basic cards. Otherwise draw from the next higher Period with cards.

If you have at least one card in Hand and no Echo card, draw an Echo card instead of a basic card, if there are any. Otherwise, draw a basic card.

• Dominate: In order to dominate a Period you’ve already dominated, you must multiply the required number of Infl uence points by 1 + the number of times you’ve already dominated the Period.

In order to win playing with Innovation: Echoes, you need: 7 Dominations in a 2 player game.6 Dominations in a 3 player game.5 Dominations in a 4 player game.4 Dominations in a 5 player game.

P R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T SP R O J E C T S

PROJECTSSlip the researched cards here with their value visible. You can always look at your Projects.

Projects can be played for free whenever you play an equal or higher Innovation (6).

• DOMAINSYou dominate the fi ve new Domains the same way you did the old ones, either through a Dogma or as soon as a player meets the indicated requirements.

• END OF THE GAMEThe game ends as the basic game does, except for Victory by Domination.

• VICTORY BY DOMINATION: the game ends whenever a player dominates a number of Domains and Periods. This number depends on the number of players:

2 players : 7 Dominations3 players : 6 Dominations4 players : 5 Dominations5 players : 4 Dominations

• CREDITS• AUTHOR: Carl Chudyk• ARTISTS: Christophe Swal - Innovations & Cyril van der Haegen - Cover & Domains• PUBLISHER: Iello

Line managers: Cédric Barbé & Patrice BouletProject manager: Gabriel DurnerinTanslation: Gil Maurice Revisions: Nathan Morse

• ECHO DEVELOPMENT: Chris Cieslik• US TESTERS: Ian Nowland, Anne Nowland, Ted Vessenes, Rebecca Vessenes, Jessica Ma-ryott, Eric Reuss, Andy Latto, and everyone

who participated in the beta program.

• PACKAGER: Origames (Design, layout, and translation)Development manager: Guillaume Gille-NavesArt Director: Igor PolouchineTest and problem solving team FR: Rodolphe Gilbart, Timothee Simonot and Yohann Roussel. Thanks to François Haffner and Fréderic Vasseur.For Northern America: IELLO USA LLC 3722 Las Vegas Blvd S - Suite 1211 E Las Vegas, NV 89158, USA www.iellogames.comFor Europe: IELLO309 BD DES TECHNOLOGIES54710 LUDRES - FRANCEwww.iello.info

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®

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309 BD DES TECHNOLOGIES

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