Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.
Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.
Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.
Paraphrased from Opinionated Gamer's review:
Each player’s turn consists of taking a cube and then taking the action of the area they just took the cube from. The board has multiple different zones with specific attributes, a market, a travel zone, a crafting zone, a church, and a council house. Many of these offer multiple options, so even if you take a cube from the crafting area, you can get an ox, a horse, a cart, a plow, a scroll, or convert wheat to gold. Each zone is seeded with cubes of four colors plus black cubes which serve as curses, there are lots of turns per round. Some areas offer short-term scoring, others offer long-term scoring, and still others offer only end-game scoring. The round ends when there are no cubes at any location. The game ends when either the village chronicle or the anonymous graveyard is full.
All the rules for Village and its expansions, summarized in an integrated way. This game's rules are simple (with the slight exception of the shipping rules), so use this and forego the three rulebooks for all but the most detailed questions.
In case you discover any errors, you can comment or suggest corrections to the [url=https://docs.google.com/document/d/1tL5KfIANzD1RzYQTjd05SEsKXZHZ_dXH5fAb_koK3Pg/edit?usp=sharing]Google Doc[/url].
1.1 Setup: Added chests, ship clarification, ring, clarified market. Market Action: Fixed crazy selling-to-customer text. Improved ring-handling text. Final Scoring: Skip travel points for VP; score villager cards for VI. Added cube legend. Changed 5p color from purple to pink.
Quick reference guide combining all base game, Inn and Port actions and rules.
Page 1 contains base game travel rules, Page 2 uses Port, and Page 3 is a summary of all Villager cards from Inn and Port. I like to print Page 1 or 2 and 3 double-sided in landscape.
Let me know if you catch any glaring errors or have suggestions. Thanks!
Once, when teaching Lancaster after not having played it in ages, I made a critical error that I didn’t discover until after the game. I said never again and since then I make a “Reminders” sheet for all of my games. The intent was not to cover all the rules but to make note of those little things that can be forgotten. Most of the Reminders start with the set-up and ends with the end of game conditions and scoring. I print them on cardstock and trim away the excess, making an easy to use sheet. They are also a good framework to use when teaching the games. If you click on my user name, then click on Contributions, then go down to Files you can check out my Reminders for all of my games. Enjoy.
Here are images/icons of each component within the Village base game. I use these as an add on to my labels for my baggies, but you could also use these in Plano boxes, Tuck Boxes, or where ever else you see fit. Use them as you please.
If you are also looking for icons for the Village Inn expansion I got you covered. Click the link.
Geeklist to other games I have completed: