nauticus rules (english translation)

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  • 8/12/2019 Nauticus Rules (English Translation)

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    Overview

    Players assume the roles of entrepreneurs who are engaged in the fields of shipbuilding, trade and transport. So, you are shipyard owner, merchant

    and shipowner all in one. As a shipyard owner, you build player ships of various sizes. As a merchant, you purchase goods that need to be transported

    on the completed ships, by the shipowners. There are victory points for both shipped goods and for ships themselves. The player with the most

    victory points after 5 rounds (or 4 for a two player game) is the winner.

    Game Board Layout

    The game board is placed in the middle of the table.

    Bonus Area foreach player

    action

    Costs foreach action

    Round Track(place RoundMarker here)

    Scoring Track

    Place Turntable in themiddle of the boardon the Action Wheel

    The Action Tiles are placedin these fields

    Starting Space forVictory Point

    Markers

    4 Player

    WarehouseBoards

    1 Turntable

    1 Score Overview Tile(Victory Points at

    end of game)

    8 Action Tiles

    1 Anchor Tile

    18 Single-Vessel Tiles

    18 Bow Tiles

    18 Stern Tiles9 Center HullTiles

    72 Masts (4 x 15 Masts with 4 differentcoats of arms + 12 Masts with Crown

    72 Sails (4 x 15 Sailswith 4 differentcoats of arms+ 12 Sailswith Crown

    48 Goods Tiles(12 each of Fish,Coffee, Grainand Salt)

    42 Coins (26 x 1Taler, 16 x 5 Taler)

    12 Pass Tiles (4 sets with-3, -2, -1 VPs)

    4 Extra ActionTiles

    1 Game Board

    28 WorkerCubes

    4 Victory PointMarkers in playercolors

    Game Components

    1 Start PlayerMarker

    1 RoundMarker

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    The following materials are placed on the board:

    - The Turntableis placed in the middle of the board. At the start of the

    game align the section with the Anchor to the Bonus space showing

    3 Workers, as shown.

    The Round Markeris placed on space 1 of the Round Track.

    Each player puts their Victory Point Markeron space 10 of the

    Scoring Track.

    -

    -

    The remaining game materials are sorted as follows:

    -

    -

    -

    --

    The Workersare placed next to the board as a general supply.

    The Ship Tiles(Single-Vessel, Bow, Center Hull, Stern, Masts and Sails) are sorted by

    type and placed in 14 face-up stacks next to the board. (It is advised to group together

    the Masts, Sails and Hull Parts, and to separate the Sails and Masts with Crowns from

    those without.)

    The Goods Tilesare also sorted by type and placed in 4 face-up stacks next to the board.

    The TalerCoins are placed next to the board as a general supply.

    The 8 Action Tiles, the Anchor Tileand the Score Overview Tileare set aside for now.

    Each player receives at the start of game:

    - 1 Player Warehouse Board, which he puts on the table in front of him.

    4 Workersfrom the general supply, which he sets beside his Warehouse as his personal

    stock.

    15 Taler Coinsin any denomination, set alongside his Warehouse as his personal

    stock.

    1 Extra Action Tile

    1 set of Pass Tiles(with -3, -2, -1 Victory Points), set with the number side up next to

    the Warehouse. (It is best to stack the three tiles so that the tile with the -1 Victory Points

    is at the bottom of the pile, with the -3 Victory Points tile is at the top.)

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    -

    -

    -

    Notes on using the game materials

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    -

    -

    Number (and type) of all Workers and Coins in the personal stock, tiles in the

    Warehouse, Goods already delivered and the status of the Pass Tiles and the possession of

    the "Extra Action" Tile are fundamentally open information. The material must be kept

    visible on the table and the exact number is available to the other players on demand.

    Workers and Coins in the general supply are unlimited. In the unlikely event that there

    are not sufficient Coins or Workers, replacements should be used.

    The Ship Tiles and Goods are limited in number. If the stack of a certain type is depleted,

    the player can no longer obtain them. Counting how many tiles of one type are still

    available is always allowed.

    The most inexperienced player is the starting player and receives the Starting Player Token.

    The player in position 2 receives one additional Taler.

    In the three player game, player 3 receives 2 additional Taler and 1 additional Worker.

    In a four player game, player 3 receives 1 additional Taler and 1 additional Worker

    and player 4 receives 2 additional Taler and 2 additional Workers.

    Note: After completion of each action phase, the start player marker moves to the next

    player clockwise.

    The Game

    Place Turntable in the middle of the board

    and align Anchor space with 3 Workers

    Bonus space.

    Place Round Marker on space 1 of Round

    Track.

    Place each Player Marker on space 10 of

    Scoring Track.

    Put Workers as a supply next to game board.Sort Ship Tiles by type in 14 stacks.

    Sort Goods Tiles by type in 4 stacks.

    Put Coins as a supply next to game board.

    Each player receives:

    1 Warehouse, 4 Workers, 15 Taler,

    1 Extra Action tile, 1 set of Pass Tiles

    All information on the ownership of

    Workers, Coins, Tiles, etc., is basically

    open.

    Workers and Coins in the general

    supply are unlimited.

    Ship Tiles and Goods are limited to the

    amount present.

    The most inexperienced player is the

    starting player.

    Player 2 receives 1 additional Taler.

    Player 3 receives 1 additional Worker

    and 2 Taler in the three player game.

    In the four player game, Player 3 receives

    1 additional Worker and 1 Taler, and

    Player 4 receives 2 additional Workers

    and 2 Taler.

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    Game play (Overview)

    The main focus in Nauticusis on the ships. Completed ships bring victory points at

    game end and are essential to getting additional victory points for goods. Four different

    ship sizes can be built (1, 2 , 3 or 4 tiles). Larger ships gain significantly more victory points

    but are harder to build and and it takes more time until they can be used for the

    transportation of goods, since each vessel must have matching masts and sails.

    Nauticusis played in rounds. In a game with three or four players, 5 rounds are

    played. In the two-player game only 4 rounds are played. Each round consists of exactly

    7 action phases. The players decide what the action phases are, and in which order they are

    executed. At the beginning of an action phase, the current first player chooses an action.This action is then performed by him, then by the other players in clockwise order. Thus,

    all players are constantly involved in the game. Once all players have made or passed the

    current action, the starting player changes. The next player then selects the next action. At

    the end of the round, a short intermediate phase takes place, in which the action wheel for

    the next round is built, and negative points for remaining Pass Tiles are awarded. Then the

    next round starts as before, until 4 or 5 rounds have been completed.

    The Golden Rule

    The Golden Rule in Nauticusis, without exception, as follows: whenever any player

    receives a free tile (meaning that it was acquired without spending any Taler), this tile must

    first be placed in that players Warehouse. (Since it is easy to forget this rule, you should

    not miss the opportunity to stress this when explaining the game to other players.)

    Preparation for a new Round

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    -

    -

    The Round Marker is advanced one position on the Round Track (not applicable to

    the start of the game).The Turntable is rotated so that the Anchor space aligns with the Action Tile on which

    the Anchor Tile is located (not applicable to the start of the game).

    Once the Turntable is realigned, the Anchor Tile is set aside. Then all 8 Action Tiles are

    collected by the current start player, randomly shuffled, and dealt face up on the 8

    action fields of the board, starting with the field that displays the Anchor space of the

    Turntable. Make sure to place the Action Tiles such that the Bonus fields are visible!

    Turn Sequence

    A Round consists of 7 action phases. The first player starts the first action phase, by

    selecting one of the 8 Action Tiles and performs the action. (Alternatively, he can passinstead of performing the selected action.) Then the next player in clockwise order chooses

    whether he wants to perform this same action or pass. This continues until all players have

    had the opportunity to perform the action or pass. Then this action phase ends. The chosen

    Action Tile is flipped over and is no longer available for the rest of the round. After the

    first action phase of a round, the Anchor Tile is placed on the inverted Action Tile. The

    Start Player Marker is passed to the next player in clockwise order. Now this player selects

    from the remaining Action Tiles and decides whether he wants to carry out the action or

    pass. Once all the players have acted on this action, the Action Tile is flipped over and the

    Start Player Marker is passed clockwise again. This is repeated until seven of the eight

    Action Tiles have been selected and performed. After the seventh round is complete, the

    remaining eighth action is not performed in this round.

    4 sizes of ships may be built: 1, 2, 3

    and 4-tile.

    Only 1 type mast/sail per ship.

    Two-player game: 4 rounds

    Three and four players: 5 rounds

    Each round consists of 7 action phases.

    Starting player chooses an action, executes

    it, then every other player perform the same

    action. The start player then changes.

    End of the round: determine actions for

    next round, negative points awarded

    according to remaining Pass Tiles.

    Golden Rule

    When you get a free tile (without paying

    money), it must be placed in your

    Warehouse first.

    Preparing new Round

    Round Marker advances.

    Rotate Turntable to align the Anchor space

    on it with the Anchor Tile marker from the

    previous round.

    Set the Anchor Tile aside, shuffle Action

    Tiles and place randomly on board, starting

    at Anchor space on Turntable.

    Turn Sequence

    Round = 7 action phases

    First player: Select any action, take that

    action or pass.

    All other players in clockwise direction:

    Perform action or pass.

    End of action phase: Flip Action Tile,

    place Anchor Tile (first phase only),

    pass Start Player Marker, new starting

    player chooses the next action, etc.

    End of Round: After 7 action phases.

    8th Action Tile is not activated.

    3

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    Performing an action

    1. Bonus

    The player who selects the action gets the bonus printed on the Turntable which is

    associated with the selected Action Tile. The player gets this bonus regardless of whether he

    performs the selected action or passes. When the player gets the bonus, he pushes the

    Action Tile down so that the bonus space is covered. Then he decides whether he wants to

    perform the action (e.g. buy hull parts, as shown below) or not.

    Important:Only the player that chooses the action receives the bonus. All other players

    can only perform the selected action or pass.

    These are the bonuses (starting with the 3 Workers, clockwise in the order in which

    they are printed on the schedule in the center of the board):

    -

    -

    -

    -

    -

    -

    -

    -

    3 Workers (with beige clothes):The starting player receives 3 Workers from the

    general supply and places them in his personal stock.

    Mast:The starting player receives one free regular Mast tile of his choice and puts it

    into his Warehouse (no Masts with Crowns). (Do you remember the Golden Rule?)

    Sail:The starting player receives one free regular Sail tile of his choice and puts itinto his Warehouse (no Sails with Crowns).

    2 Victory Points:The starting player receives 2 Victory Points and moves his Victory

    Point Marker on the Scoring Track accordingly.

    2 Workers (with beige clothes):The starting player receives 2 Workers from the

    general supply and places them in his personal stock.

    1 Worker (with beige clothes) + 1 Goods:The starting player receives one Worker

    from the general supply and places it in his personal stock. Furthermore, he receives

    one Goods of any kind, which he puts into his Warehouse.

    1 Worker (with beige clothes) + 1 Victory Point: The starting player receives 1

    Worker from the general supply and places it in his personal stock. He also receives

    1 Victory Point and moves his Victory Point Marker on the Scoring Track accordingly.

    4 Taler:The starting player gets 4 Taler from the general supply.

    2. Blue Workers on the Turntable

    On the Turntable, Workers with blue clothes are shown. Each field, except for the Anchor

    field, shows 1, 2 or 3 Workers. When an action is chosen, these are the Workers who are

    assigned to the selected action, and all players that perform this action can utilize those

    Workers.

    Important:Unlike the workers with beige clothes (on the Bonus spaces), you will not get

    these Workers in the form of actual cubes from the general supply. These 1, 2 or 3 Workers

    are virtual Workers, and are only available for performing the selected action. If a player

    does not use all the Workers, he forfeits any left over and/or unused.

    Performing an action

    Bonus

    The starting player receives the printed

    bonus of the selected action - regardless of

    whether he passes or performs the action.

    All other players will not get the bonus of

    this action.

    Bonuses

    3 Workers:Player receives 3 Workers.

    Mast/Sail:Player receives Mast or Sail

    tile (regular Mast/Sail only, not the Crown

    mast/sail).

    2 Victory Points:Player receives 2Victory Points.

    2 Workers:Player receives 2 workers.

    1 Worker + 1 Goods:Player receives

    1 Worker and 1 Goods.

    1 Worker + 1 Victory Point: Player

    receives 1 Worker and 1 Victory Point.

    4 Taler:Player gets 4 Taler.

    Blue Workers on the Turntable

    These Workers are available to any player

    who chooses this action. They are

    obtained, not as actual cubes, but only

    virtually, meaning you can only use them

    for the current action.

    Example: Player A is the starting player and chooses the action buy hulls. He gets the printed bonus which this action is assigned to

    (2 VPs). Then he pushes the action tiles down so that the bonus space is covered.

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    3. The Actions

    3.1 General Action

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    -

    -

    -

    -

    -

    -

    When an action is selected, the first player acts upon it, then in clockwise order, the

    remaining players act on the same action. Performing an action is not mandatory.

    Alternatively, a player can pass (even the starting player may choose an action and

    then pass). If a player passes, he flips one of his 3 Pass Tiles to the Crown side. It is

    advisable in this case to flip the -3 Tile first, then the -2 Tile and finally the -1 Tile.

    (The reverse side shows a Crown whose meaning is explained in 3.2.2.4 Evaluation

    of the Crown.)Each of the 8 actions can be used multiple times by the players in an action phase.

    However, one Worker is needed for every use of the action. One can (and will) use

    the blue Workers shown on the Turntable to perform the action. If you want to use an

    action more times than the blue Workers that are available, you must take a corresponding

    number of Workers from your personal stock and return them to the general supply.

    4 of the Action Tiles have a bluebackground, the other 4 have a beigebackground.

    The numbers 0, 1, 2, and 3, which are printed on the board next to the storage areas for

    Action Tiles, are only of importance for the blueAction Tiles. With the blue actions,

    you buy ship parts or Goods. This costs not only Workers, but also Taler. The price of a

    particular ship part/Goods depends on the number that is shown next to the relevant part

    of the ship/Goods on the Action Tile. For beige Actions there are no Taler costs,

    therefore the 0, 1, 2, and 3 for these actions are disregarded.

    The listed prices (0, 1, 2, or 3) are for the first purchase of each of the various Tiles.

    To buy more than one of a particular Tile/Goods, the additional Tiles/Goods cost

    4 Taler (and 1 Worker) each, regardless of the listed price of this Tile/Goods.

    If a player buys all 4 different ship parts/Goods shown on an Action Tile, he will

    receive one additional Tile/Goods of the type available on the Action Tile (without the

    need for using a Worker) .

    Reminder:All Tiles obtained free of charge must be placed in the Warehouse. Workers

    are not considered as costs; therefore, a Tile that you can buy for 0 coins is considered

    free even when you use a Worker to buy it, and must be placed in the Warehouse.

    It follows, then, that all tiles for which one has paid at least one Taler can be used

    immediate, without needed to go through the Warehouse. (Also see the explanation of

    each individual action.)

    Actions

    Actions need not be performed.

    Passing players flip one of their Pass Tiles

    to the Crown side.

    Actions can be taken by a player several

    times. Each use costs 1 Worker. If you useall the printed blue Workers, you have to

    additionally make use of Workers from

    your own stock.

    Blue Action Tiles cost extra Taler. The exact

    costs are determined by the numbers 0-3

    printed on the board.

    Beige Action Tiles do not cost Taler, the

    numbers are disregarded for those tiles.

    Listed prices are for first purchase only.

    The price of additional Tiles/Goods of the

    same type is always another 4 Taler.

    The purchase of all 4 different ship parts/

    Goods gives another Tile/Goods of the type

    purchased.

    Free ship parts/Goods are stored in the

    Warehouse.

    Ship parts/Goods that are paid for can be

    used immediately.

    Example:The first player chooses the action buy hull parts. He receives

    a bonus of 2 Victory Points and pushes the Action Tile down to cover the

    bonus space. Then he performs the action buy hull parts. He buys all

    4 hull parts on the Action Tile, and therefore has to pay 6 Taler and employ

    4 Workers. 2 blue Workers are available to him from the Turntable, so he

    still needs 2 Workers from his personal stock, so he puts them back in the

    general supply. Because he bought all 4 parts on the Action Tile, he gets a

    free hull part of hischoice, which he puts into his Warehouse. Then it is the

    5

    next players turn. He buys a bow and a stern and pays 1 + 3 = 4 Taler for it. As it uses the 2 available blue Workers, he need not employ

    any Workers from his stock. The third player buys a 0-cost Single Vessel Tile and puts it into his Warehouse. He does not need to pay

    any Talers and does not use Workers from his personal stock, because 2 blue Workers for the action are available. But since it requires

    only one Worker,the unused Workers are disregarded.

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    1 2 3 0

    3.2 The individual actions

    3.2.1 Paid actions (blue Action Tiles)

    The printed numbers 03 next to the Action Tiles are of importance only for the paid actions

    (blue Action Tiles). The numbers are the prices for the corresponding Tiles shown below them.

    Paid means that every action performed costs 04 Thaler in addition to the standard 1 Worker.

    3.2.1.1 Buy Hull Parts

    The hull (body) parts are the basis of all ships. Without masts,sails and goods, they can not be used effectively.

    InNauticus, 4 different sizes of ships can be built. For

    the 1-Tile ship there is a separate, Single-Vessel Tile. The larger

    vessels consist of a Bow Tile, a Stern Tile, and 0, 1 or 2 Center

    Hull Tiles.

    When Hull Tiles are purchased, any free tiles must be placed in the Warehouse (Golden

    Rule), and the remaining Tiles may be placed directly in front of him in his shipyard.Once a player has put together a Bow and Stern to start a 2-Tile ship, it is not possible to

    then insert a midsection (Center Hull Tile). 3- and 4-Tile ships may be built by starting from

    one side only, or by starting in the middle. Therefore, you can not leave a gap between a

    Bow and a Stern with 1 or 2 parts in order to build a 3- or 4-Tile ship there later. If you put a

    Bow and a Stern separately from each other in the shipyard, you have two ships under

    construction, not one. It is not possible to combine these in the same vessel later.

    Note:The hull of a ship need not be finished in one action. It is possible (and in large ships

    often the case) that there are several Buy hull parts actions required to complete a hull.

    The individual actions

    Paid actions

    Cost per use is 04 Taler plus 1 Worker.

    Buy Hull Parts

    There are 1-Tile ships, Bows, Stern andCenter Hull Tiles.

    The Single-Vessel Tile is for a 1-Tile ship.

    Bows, Stern and Center Hull Tiles can be

    combined for 2-, 3- and 4-Tile ships.

    Hull parts that you do not have to put

    the Warehouse can be placed directly onthe table (in the shipyard).

    All pieces that are placed in the shipyard

    cannot be moved or replaced later.

    A ship whose size is fixed by placing a

    Bow and a Stern can no longer be

    reduced or expanded.

    Example:

    Player A buys all 4 parts on the Buy hull parts Action Tile with

    4 workers and 6 Taler. He gets an additional hull part free as a bonus.

    He chooses another Single-Vessel Tile as his bonus Tile. Both Single-

    Vessel Tiles he must put into his Warehouse since he received

    them for free. He builds a 2-Tile ship with the Bow and Stern Tiles. He

    sets aside the Center Hull Tile to start another ship. He will later

    add more hull parts and build a 3-or 4-Tile ship.

    Action Tile Buy Hull Parts

    1-Tile ship 4-Tile ship

    2-Tile ship 3-Tile ship

    6

    1 2 3 0

    3.2 The individual actions

    3.2.1 Paid actions (blue Action Tiles)

    The printed numbers 03 next to the Action Tiles are of importance only for the paid actions

    (blue Action Tiles). The numbers are the prices for the corresponding Tiles shown below them.

    Paid means that every action performed costs 04 Thaler in addition to the standard 1 Worker.

    3.2.1.1 Buy Hull Parts

    The hull (body) parts are the basis of all ships. Without masts,sails and goods, they can not be used effectively.

    InNauticus, 4 different sizes of ships can be built. For

    the 1-Tile ship there is a separate, Single-Vessel Tile. The larger

    vessels consist of a Bow Tile, a Stern Tile, and 0, 1 or 2 Center

    Hull Tiles.

    When Hull Tiles are purchased, any free tiles must be placed in the Warehouse (Golden

    Rule), and the remaining Tiles may be placed directly in front of him in his shipyard.Once a player has put together a Bow and Stern to start a 2-Tile ship, it is not possible to

    then insert a midsection (Center Hull Tile). 3- and 4-Tile ships may be built by starting from

    one side only, or by starting in the middle. Therefore, you can not leave a gap between a

    Bow and a Stern with 1 or 2 parts in order to build a 3- or 4-Tile ship there later. If you put a

    Bow and a Stern separately from each other in the shipyard, you have two ships under

    construction, not one. It is not possible to combine these in the same vessel later.

    Note:The hull of a ship need not be finished in one action. It is possible (and in large ships

    often the case) that there are several Buy hull parts actions required to complete a hull.

    The individual actions

    Paid actions

    Cost per use is 04 Taler plus 1 Worker.

    Buy Hull Parts

    There are 1-Tile ships, Bows, Stern andCenter Hull Tiles.

    The Single-Vessel Tile is for a 1-Tile ship.

    Bows, Stern and Center Hull Tiles can be

    combined for 2-, 3- and 4-Tile ships.

    Hull parts that you do not have to put

    the Warehouse can be placed directly onthe table (in the shipyard).

    All pieces that are placed in the shipyard

    cannot be moved or replaced later.

    A ship whose size is fixed by placing a

    Bow and a Stern can no longer be

    reduced or expanded.

    Example:

    Player A buys all 4 parts on the Buy hull parts Action Tile with

    4 workers and 6 Taler. He gets an additional hull part free as a bonus.

    He chooses another Single-Vessel Tile as his bonus Tile. Both Single-

    Vessel Tiles he must put into his Warehouse since he received

    them for free. He builds a 2-Tile ship with the Bow and Stern Tiles. He

    sets aside the Center Hull Tile to start another ship. He will later

    add more hull parts and build a 3-or 4-Tile ship.

    Action Tile Buy Hull Parts

    1-Tile ship 4-Tile ship

    2-Tile ship 3-Tile ship

    6

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    3.2.1.2 Buy Mast

    There are 5 types of masts, distinguished by the emblems on the flags. Only 4 of these

    mast types can be bought using this action. The Crown masts can not be bought, they can

    only be received as a reward for completed ships (see page 10, 4 Rewards for Completed

    Ships). Purchased (paid) masts can be built immediately on previously purchased ship

    hulls. It does not matter if the hull has been completed or not. However, a ship can only

    contain one type of mast (mixing different mast types is not allowed). Exception:The

    Crown mast is wild and can be combined with any other mast. Purchased masts that

    can not be put directly on hulls must be placed in the Warehouse along with any free masts

    and any masts that the player chooses not to place.

    Example:

    Player A buys 1 green/red Whale

    mast for 0 Taler and 2 light green

    Anchor masts, the first for 1 Taler,

    and the second for 4 Taler. He needs

    to use 3 Workers as well. He must

    store the Whale mast in his

    Warehouse, but the 2 Anchor

    masts can be built immediately.

    Buy Mast

    Only the 4 regular masts can be purchased,

    not the Crown mast.

    Crown masts are received as a reward for

    completed ships.

    Paid masts can be built directly on hulls

    already in the shipyard, whether the hull

    is already complete or not.

    On every ship, only one type of mast may

    be used. (Excluding the Crown masts, which

    are wild and may be used anywhere.)

    Buy Sail

    Only the 4 regular sails can be purchased,

    not the Crown sail.

    Crown sails are received as a reward for

    completed ships.

    Paid sails can be placed directly on

    supporting masts of the same type in theshipyard. Every ship may only use one

    type of mass and sail. (Exception: Crown

    masts and sails, which are wild and may

    be used anywhere.)

    Incorrectly built ship, since two different types of sails were

    used. Although the yellow/brown Wheel sail is located on a

    Crown mast, due to the earlier placement of the light green

    Anchor mast and sail on the Stern, the ships coat of arms

    is now set to Anchor.

    Correctly built ship with Crown mast and sail

    3.2.1.3 Buy Sail

    Correctly built ship

    7

    Action Tile Buy Mast

    There are 5 types of sails, distinguished by the emblems on them.

    Only 4 of these sail types can be purchased via this action. The

    Crown sails can not be bought, they can only be received as a

    reward for completed ships (see page 10, 4 Rewards for Completed

    Ships). Purchased (paid) sails can be immediately placed on masts

    with the same coat of arms as the sail. Exception:Crown sail is wild

    and can be placed on masts of any kind, and any sail can be placed on a

    Crown mast. Purchased sails thatcan not be put directly on masts

    must be placed in the Warehouse

    along with any free sails and any

    sails that the player chooses not

    to place.

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    3.2.1.4 Buy Goods

    The purchase of Goods works the same as the purchase of ship

    parts. Purchased (paid) Goods can be placed under the hull parts in

    the shipyard, including unfinished ships. Each hull part has space

    for exactly one Goods Tile, which is placed directly under the hull

    part. The Goods loaded on a ship do nothave to match. Goods that

    have been loaded into a ship cannot be transferred to other ships,

    they can be shipped only with the Action Deliver Goods (see page 9,

    3.2.2.3 Deliver Goods).

    Buy Goods

    Purchased Goods can be placed directly

    under the hull parts in the shipyard.

    Each hull part can be assigned exactly

    one Goods, whether the ship is

    completed or not.

    A ship can transport any types of Goods,

    they do not have to match.

    Goods can not be moved. They leave

    the ship only through the action

    Deliver Goods.

    3.2.2 Free actions (beige Action Tiles)

    When taking any of the 4 free actions, the printed numbers 03 next to the beige Action Tileare disregarded. "Free" means that these actions do not to be paid for with Taler, but they

    still require one Worker for each action taken.

    3.2.2.1 Transport (from Warehouse to Shipyard)

    In their Warehouses, players collect all ship parts and Goods they

    have received either for free, or that they have chosen not to add

    to a ship under construction. Each Hull part, Sail and Goods takes

    exactly 1 Warehouse space to store. Masts take 2 spaces to store. You

    can rearrange the Warehouse as you wish (if you want, for example,

    to store a Mast, but there are not 2 spaces next to each other). However,if all 12 spaces in the Warehouse are full, no further ship parts or products can be stored.

    With the Transport action, a player moves ship parts and Goods to the shipyard. You can

    move any number of Tiles to the shipyard with this action, but one Worker is needed for

    each transported Tile. The Tiles can be added to existing ships or can create new ones.

    3.2.2.2 Withdraw money

    With this action, take money from the general supply. For each

    Worker a player uses, he receives 2 Taler from the general supply.

    Free actions

    These require no Taler, but the use ofone Worker per action is still needed.

    Transport from Warehouse to

    Shipyard

    Each Warehouse has 12 spaces. Each Tile

    requires 1 storage space, and Masts need 2.

    One can rearrange his Warehouse at

    any time. If the Warehouse is full,

    nothing more can be stored.

    With this action, Tiles are moved from

    the Warehouse to the shipyard (ships

    built and Goods loaded). For each Tile

    which is moved from the Warehouse

    to the shipyard, one Worker is needed.

    Withdraw money

    For each Worker used, take 2 Taler

    from the general supply.

    Example:

    Player A buys four Goods: 1 fish, 1 grain and 2 coffee. The second coffee costs him 4 Taler. He needs 4 workers and 7 Taler. He places

    1 coffee and the grain directly under two hulls in the shipyard. The free coffee and the fish he puts into his Warehouse, although he could

    also put the fish on the available hull. Under certain circumstances it could be useful for Player A to buy, instead of the second coffee for 4

    Taler, the salt for 3 Taler and then get an extra coffee as a bonus for purchasing all four types of Goods. This would have saved him 1 Taler

    but then he would have to put both coffee tiles into his Warehouse, since they were both free.

    Action Tile Buy Goods

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    3.2.2.3 Deliver Goods

    This action can only be performed by players who have at least 1

    fully finished ship (Hull + Mast[s] + Sail[s]) which is fully loaded

    with Goods, i.e. there is a Goods Tile under each hull section. If one

    chooses to deliver Goods, he can deliver any number of fully loaded

    ships, but he must always deliver the entire cargo of a ship. For each

    Goods to be delivered, 1 Worker is required. Partial deliveries are not

    possible. Thus, if the player cannot deliver all the Goods of a large ship because he does not

    have enough Workers available, he may not deliver any Goods from that ship. Delivered Goods

    are collected to the right of the Warehouse, sorted by type. These Goods bring the playerVictory Points at the end of the game; the more Goods of a single type delivered, the more

    Vicotory Points earned (see page 11, Victory Points for delivered Goods ). Once a ship has

    been emptied of its delivered Goods, it may be loaded again with Goods for further deliveries.

    3.2.2.4 Evaluation of the Crowns

    By taking this action you can obtain Victory Points based on the

    number of currently visible Crowns. A player using this action

    counts all of his visible Crowns. This includes Crowns on the Crown

    Masts and Crown Sails (it does not matter whether they are part of abuilt ship or still in the Warehouse, any Crowns in a players possession

    count). Also, there are Crowns on the back of the Pass Tiles. The sum of all Crowns on Masts,

    Sails, and inverted (used) Pass Tiles results in the number of Victory Points the player receives

    per Worker used, and he advances his marker on the Victory Point track. Important:A player

    can receive a maximum of 15 Victory Points per round using this action. Exception:if the

    Extra action Tile (see page 10, 5 Extra Action Tile) is used, a player can once again

    (within the same Round) receive Victory Points on the evaluation of the Crowns, thus it is

    theoretically possible to receive up to a maximum of 30 Victory Points in the same Round once

    per game.

    Deliver Goods

    Only possible when at least one finished

    ship is fully loaded with Goods. The total

    cargo of a ship must be delivered. 1 Worker

    is required for each Goods delivered.

    Delivered Goods are collected to the right

    of the Warehouse. Victory Points are earned

    at game end, depending on the number of

    Goods of each type delivered. Emptied

    ships can be loaded again.

    Evaluation of the Crowns

    For each Worker used, earn as many Victory

    Points as visible Crowns currently owned.

    Crowns appear on Crown Casts and CrownSails , and on the back of the Pass Tiles.

    You can receive a maximum of 15 Victory

    Points per round by using this action.

    (Exception: the Extra Action Tile.)

    Example:Player B has 1 Crown Mast on a built ship and 1 Crown Sail in his Warehouse. In addition, he has 1 inverted (used) Pass Tile.

    He uses the 2 blue Workers who are currently assigned to this action, and 1 Worker from his personal stock. He receives 3 x 3 = 9 Victory

    Points and moves his Vicory Point Marker on the Scoring Track. If he had used 2 additional Workers, he would have received the maximum

    amount of 15 Victory Points.

    3.3 Passing

    A player may choose not to perform an action, but pass instead. This is not necessarily a

    bad thing, for every time a player passes, he may turn one of his Pass Tiles over to reveal

    a Crown. At the end of the Round each player loses Victory Points according to his unused

    (unflipped) Pass Tiles. A player who does not pass at all in a Round, loses a total of

    6 Victory Points. By passing just once, he has already reduced this loss to 3 Victory Points.

    Therefore, it is often useful to pass at least once per Round. In addition, flipping over a

    Pass Tile reveals 1 additional Crown that can earn additional Victory Points if the action

    Evaluation of the Crowns is taken anytime during the remainder of the current Round.

    Reminder:The start player for the current action phase may select an Action Tile and still

    pass. He will not be able to take the action, but he still receives the bonus for the selection

    of the action.

    Passing

    Any player not performing an action flips

    over 1 Pass Tile. At the end of each Round

    Victory Points are lost for Pass Tiles which

    have not been flipped.

    Each flipped Pass Tile provides 1 Crown

    for the Crown evaluation action.

    The starting player gets the bonus of the

    selected action even if he passes on the

    action itself.

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    max 15

    3.2.2.3 Deliver Goods

    This action can only be performed by players who have at least 1

    fully finished ship (Hull + Mast[s] + Sail[s]) which is fully loaded

    with Goods, i.e. there is a Goods Tile under each hull section. If one

    chooses to deliver Goods, he can deliver any number of fully loaded

    ships, but he must always deliver the entire cargo of a ship. For each

    Goods to be delivered, 1 Worker is required. Partial deliveries are not

    possible. Thus, if the player cannot deliver all the Goods of a large ship because he does not

    have enough Workers available, he may not deliver any Goods from that ship. Delivered Goods

    are collected to the right of the Warehouse, sorted by type. These Goods bring the playerVictory Points at the end of the game; the more Goods of a single type delivered, the more

    Vicotory Points earned (see page 11, Victory Points for delivered Goods ). Once a ship has

    been emptied of its delivered Goods, it may be loaded again with Goods for further deliveries.

    3.2.2.4 Evaluation of the Crowns

    By taking this action you can obtain Victory Points based on the

    number of currently visible Crowns. A player using this action

    counts all of his visible Crowns. This includes Crowns on the Crown

    Masts and Crown Sails (it does not matter whether they are part of abuilt ship or still in the Warehouse, any Crowns in a players possession

    count). Also, there are Crowns on the back of the Pass Tiles. The sum of all Crowns on Masts,

    Sails, and inverted (used) Pass Tiles results in the number of Victory Points the player receives

    per Worker used, and he advances his marker on the Victory Point track. Important:A player

    can receive a maximum of 15 Victory Points per round using this action. Exception:if the

    Extra action Tile (see page 10, 5 Extra Action Tile) is used, a player can once again

    (within the same Round) receive Victory Points on the evaluation of the Crowns, thus it is

    theoretically possible to receive up to a maximum of 30 Victory Points in the same Round once

    per game.

    Deliver Goods

    Only possible when at least one finished

    ship is fully loaded with Goods. The total

    cargo of a ship must be delivered. 1 Worker

    is required for each Goods delivered.

    Delivered Goods are collected to the right

    of the Warehouse. Victory Points are earned

    at game end, depending on the number of

    Goods of each type delivered. Emptied

    ships can be loaded again.

    Evaluation of the Crowns

    For each Worker used, earn as many Victory

    Points as visible Crowns currently owned.

    Crowns appear on Crown Casts and CrownSails , and on the back of the Pass Tiles.

    You can receive a maximum of 15 Victory

    Points per round by using this action.

    (Exception: the Extra Action Tile.)

    Example:Player B has 1 Crown Mast on a built ship and 1 Crown Sail in his Warehouse. In addition, he has 1 inverted (used) Pass Tile.

    He uses the 2 blue Workers who are currently assigned to this action, and 1 Worker from his personal stock. He receives 3 x 3 = 9 Victory

    Points and moves his Vicory Point Marker on the Scoring Track. If he had used 2 additional Workers, he would have received the maximum

    amount of 15 Victory Points.

    3.3 Passing

    A player may choose not to perform an action, but pass instead. This is not necessarily a

    bad thing, for every time a player passes, he may turn one of his Pass Tiles over to reveal

    a Crown. At the end of the Round each player loses Victory Points according to his unused

    (unflipped) Pass Tiles. A player who does not pass at all in a Round, loses a total of

    6 Victory Points. By passing just once, he has already reduced this loss to 3 Victory Points.

    Therefore, it is often useful to pass at least once per Round. In addition, flipping over a

    Pass Tile reveals 1 additional Crown that can earn additional Victory Points if the action

    Evaluation of the Crowns is taken anytime during the remainder of the current Round.

    Reminder:The start player for the current action phase may select an Action Tile and still

    pass. He will not be able to take the action, but he still receives the bonus for the selection

    of the action.

    Passing

    Any player not performing an action flips

    over 1 Pass Tile. At the end of each Round

    Victory Points are lost for Pass Tiles which

    have not been flipped.

    Each flipped Pass Tile provides 1 Crown

    for the Crown evaluation action.

    The starting player gets the bonus of the

    selected action even if he passes on the

    action itself.

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    4. Rewards for completed ships

    Each time a player completes a ship, he briefly interrupts his turn to receivs one or more

    rewards. A ship is completed when all ship parts are placed. A 1-Tile ship with a Single-Vessel

    Tile + 1 Mast + 1 Sail is complete. A 4-Tile ship with 4 hull Tiles (Bow + 2 Center Hulls

    + Stern) + 4 matching Masts + 4 matching Sails is complete. Goods have nothing to do with

    the completion of ships. For each Mast in a built ship, the player receives one reward.

    These are the 6 rewards to choose from:

    Each reward can be taken a maximum of 2 times per completed ship. If you complete a

    4-Tile ship, you can take 2 Crown Masts and 2 Crown Sails, for example, or you may take

    4 different rewards. The distribution of rewards is entirely up to the player, as long as he

    chooses no reward more than 2 times.

    Important:If a ship is completed, the current turn is interrupted and the reward(s) given

    immediately. If this happens during the Transport action, and the player takes as a reward

    a Crown Sail for example, which then goes into his Warehouse, he can immediately perform

    the Transport action on those parts and move them to a ship, possibly finishing another

    ship for even more rewards. Coins or Workers gained as rewards can also be immediately

    used for further actions.

    5. Extra Action Tile

    Each player begins the game with one Extra Action Tile. This can be used once in the game

    during a players turn, to perform an additional action with slightly modified rules before or

    after the current action. First, the player receives 2 Workers from the general supply. Then heselects one of the 8 main actions and executes it according to the following rules: for a

    paid action, each Tile has a purchase price of 2 Taler. All other rules remain unchanged. Any

    use of the chosen action costs 1 Worker. If you buy Tiles, you can continue to buy one of every

    kind for the price of 2 Taler each. If you want to buy more Tiles of any kind, the price increases

    to 4 Taler as before. If you buy all 4 tiles, you still receive 1 extra free Tile. Once his extra

    action has been performed, the Extra Action Tile is placed back in the box.

    Important:The Action Tiles on the board have nothing to do with the extra action. The extra

    action does not cause the Tile for the corresponding action to be flipped, and a player may

    take an action where the Action Tile is already flipped!

    Note:It is usually wise to keep the Extra Action Tile for the lastRround, so you can react to

    an adverse order in the selection of actions.

    Rewards for completed ships

    Once a player completes a ship, he

    immediately receives as many rewards as

    the ship has Masts.

    The 6 different rewards:

    Crown Mast: Player gets 1 Crown Mast.

    Crown Sail: Player gets 1 Crown Sail.

    3 Victory Points: Player gains 3 Victory

    Points.

    7 Taler: Player receives 7 Taler.

    3 Workers: Player receives 3 Workers.

    2 Goods: Player receives two different

    Goods.

    Each reward can be selected a maximum of

    2 times per completed ship. The player may

    immediately use any rewards obtained.

    Extra Action Tile

    Once during the game, each player can

    also perform an extra action during

    his turn.

    When activating the Extra Action Tile,

    the player receives 2 Workers from the

    supply and performs any of the 8 main

    actions. For paid actions, the base cost

    per ship part/Goods is 2Taler.

    All other rules for performing an action

    remain the same.

    1 Crown Mast:

    The player

    receives one

    Crown Mast and

    puts it into his

    Warehouse.

    1 Crown Sail:

    The player receives 1

    Crown Sail and puts it into

    his Warehouse.

    7 Taler:

    The player takes 7 Taler

    from the general supply.

    2 Goods:

    The player receives

    2 different Goods and puts

    them into his Warehouse.

    3 Workers:

    The player takes

    3 Workers from the

    general supply.

    3 Victory Points:

    The player receives

    3 Victory Points and moves

    his Marker accordingly.

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    6. End of Action Phase

    Once all the players have completed the action selected by first player, that action phase is

    completed. The first player flips the Action Tile over to its reverse side, making the action no

    longer available in this Round (except as an Extra Action). At the end of the first action phase

    each Round, the Anchor Tile is placed on the newly flipped tile (see End of Round). It

    remains there until the end of the Round. The first player gives the Start Player Marker to the

    next player in clockwise order. If two or more Action Tiles are still face up, the next action

    phase begins and the new start player chooses an action. After 7 action phases (only 1 Action

    Tile is left) the Round is over.

    End of Round

    Once 7 action phases have been carried out and only 1 Action Tile remains, the Round ends.

    The remaining action is not performed in this Round. At this point the Pass Tiles of the players

    are evaluated. Each player loses Victory Points, according to the unused Pass Tiles, and

    moves back accordingly on the Scoring Track. (In the unlikely event that a player falls below

    0 Victory Points, it is possible for points to go into the negative.) All Pass Tiles are turned

    back to their front side (showing the negative Victory Points). Thus, each player starts the

    next Round with 6 potential penalty points and no Crowns. The Round Marker is advanced

    on the Round Track. (See End of Game below.) If there is still one or more Rounds to play,

    the Turntable is reoriented in such a way that the Anchor space on the Turntable is alignedwith the Action Tile location containing the Anchor Tile. Once the Turntable is realigned,

    the start player moves the Anchor Tile next to the game board, takes all eight Action Tiles,

    shuffles them, and places them randomly on the open action fields, starting with the field

    aligned with the Anchor space on the Turntable. The start player begins the new Round, in

    which he selects one of the eight actions, and play continues as in previous Rounds.

    Note:There is no regular income of Taler or Workers. The players must make do with their

    starting resources and add to them by what they receive from the actions, rewards and bonuses

    in the new Round.

    End of Game

    The game ends after the 5th Round (or after the 4th Round in a 2-player game). Now, all players

    earn Victory Points for their delivered Goods and completed ships. In addition, any remaining

    Taler, unused Workers, ship parts in the shipyard and Warehouses, as well undelivered Goods

    are also worth Victory Points. A summary of Victory Points to be awarded can be found on the

    left and right sides of the Warehouses, and on the Score Overview Tile.

    Victory Points for delivered Goods

    The delivered Goods are grouped into sets according to their type along the right side of the

    Warehouse. For each set of identical Goods, the player earns the following Victory Points:

    Set of 1 Goods: 2 Victory Points

    Set of 2 Goods: 5 Victory Points

    Set of 3 Goods: 9 Victory Points

    Set of 4 Goods: 14 Victory Points

    Set of 5 Goods: 20 Victory Points

    For each Goods in a set beyond 5, the player earns an additional 5 Victory Points.

    End of Action Phase

    An action phase ends when each player has

    performed or passed the action. The Action

    Tile is flipped. After the first action

    phase in each Round the Anchor Tile is

    placed on the flipped Action Tile. Start Player

    Marker passes clockwise. New starting

    player begins new action phase and play

    continues until end of Round.

    End of Round

    The Round ends after 7 action phases.

    Pass Tile evaluation: Players lose Victory

    Points according to their unused Pass Tiles.

    (A negative number of Victory Points is

    possible.)

    Flip all Pass Tiles back to the side with

    negative Victory Points.

    Advance the Round Marker.

    Reorient Turntable: Align Anchor on

    Turntable with Anchor Tile.

    Start player shuffles Action Tiles and places

    them in open fields, starting with the field

    aligned with Anchor on the Turntable.

    End of Game

    The game ends after the 5th (or 4th, with 2

    players) Round.

    Victory Points are awarded. See sides of

    Warehouses and Score Overview Tile.

    Delivered Goods

    Group delivered Goods in sets by type. Player

    earns 2/5/9/14/20 Victory Points for each

    set of 1/2/3/4/5 Goods.

    Each additional Goods in a set earns 5 more

    Victory Points.

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    Victory Points for completed ships

    Each player receives Victory Points for each completed

    ship, depending on the size of the ship:

    1-Tile ship: 2 Victory Points

    2-Tile ship: 8 Victory Points

    3-Tile ship: 20 Victory Points

    4-Tile ship: 35 Victory Points

    Victory Points for other remaining materialsRemaining Workers, ship parts in the shipyard and Warehouses, as well undelivered Goods

    are all exchanged for 1 Taler each. Then, for every 3 Taler that the player now has, he gains

    1 Victory Point. The coins are retained by the players as possible tie-breakers.

    Whoever has the most Victory Points wins this game. In the case of a tie, the player with the

    most money that could not be converted to points (0, 1 or 2 Taler) is the winner. If there is

    still a tie, the player with the most coins (including coins for which he has already received

    Victory Points) wins. If there is still a tie, the players involved share the victory.

    Completed ships

    Each completed ship earns Victory Points:

    1-Tile ship: 2 Victory Points

    2-Tile ship: 8 Victory Points

    3-Tile ship: 20 Victory Points

    4-Tile ship: 35 Victory Points

    Remaining materialsRemaining ship parts, Goods in Warehouses

    and shipyards, and Workers are each worth

    1 Taler. For every 3 Taler players receive

    1 Victory Point.

    The player with the most Victory

    Points wins, ties are decided with the

    remaining Taler.

    Impressum

    2013 Franckh-Kosmos Verlags GmbH & Co. KG

    Autoren: Wolfgang Kramer & Michael KieslingRedaktion: Sebastian Rapp und Brbel Schmidts

    Example of the final scoring:

    Illustration: Alexander JungGrafik: Michaela Kienle/FINE TUNING

    Victory Points for delivered Goods: Set of 2 grain is worth 5 Victory Points, the fish set

    is worth 9 Victory Points, and the coffee set is worth 25 Victory Points.

    Total score is 39 Victory Points for delivered Goods.

    Victory Points for completed ships:

    The player earns:

    - For 3 1-Tile ships, 6 Victory Points (3 x 2)

    - For the 2-Tile ship, 8 Victory Points

    - For the 3-Tile Ship, 20 Victory Points.

    Total score is 34 Victory Points for completed ships.

    Victory Points for remaining Materials: The player still has 2 Workers and 3 Tiles in his Warehouse. For this he receives 5 Taler. For the

    parts of the unfinished ships (3 hull sections, one Mast, one Sail) he gets another 5 Taler, and for his undelivered Goods he receives 3 Taler.

    Overall, the player receives 13 Taler for remaining materials, which he adds to his remaining money - 8 Taler. This totals 21 Taler for

    which the player earns another 7 Victory Points (21 / 3 = 7. He retains the 21 Taler, since this may be needed as a tie-breaker.

    Art. Nr. 692131

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