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Die Kolonisten: Das Bündnis der Sechs Städte» Forums » Rules

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Paul Sudlow
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The Alliance of the Six Cities

I've updated the translation with more rule-specific terminology. It's closer to usable now. This translation, such as it is, is for use by those who have the magazine it appeared in. I understand that an English version is in the works; out of respect for the rights holders, the illustrations necessary for running the scenario are not included nor available upon request.

A Colonist scenario
In a remote Imperial colony, six cities have undergone a curious development. Over the years, people of similar professions have been increasingly attracted, while almost all other occupational groups have moved away. Consequently, each city became extremely specialized. It quickly became clear that the six cities could not remain independent for long, so they made an alliance of mutual support.

The Emperor is concerned that this experiment has failed and that all six cities are threatened. For this reason, he sends you, his most faithful stewards, to test the alliance of the six cities. Six tasks are to be mastered; only then can the Emperor be certain that the six cities can continue to exist in a distant future.

About Scenarios
“The Alliance of the Six Cities” is a scenario for The Colonists set in Age II. The game plan and the starting set-up of the players are fixed, and there are a few special rules that are intended to deepen certain aspects of the game. They are usually played without diplomacy, and there will be other scenarios in the future, including special solo scenarios.

Goal of the Game
This scenario introduces one of six roles to gameplay that will award you additional Dollars in the endgame if you have achieved its goals. The goal of the game is still to build the most valuable community. Whoever achieves the task, of course, has greater chances to win. However, fulfilling the task is not a prerequisite for victory.
Solo game only: If the task is not fulfilled, the player has lost.

Setup
1.Carefully remove the double sheet from the center of the magazine and spread it out on the table. You do not need the place tiles and markets of the basic game. You play on this double sheet.

2.Decide which task is applied to the game. There are six tasks to choose from, which are explained in more detail below. They are symbolically depicted on the schedule. Mark the selected task. (If you cannot decide, roll a die to select a task.)

3.Place an arbitrary special ambassador on the Head Official in Freidingen. He represents a neutral administrator. You do not need the embassies or other material for the colonies.

4.Lay out all the buildings and all the goods you need in Age II. These are all buildings with the symbol “I” or “II”, as well as all goods except iron, clothing, and coal. Also provide the peasants and citizens.

5.Add the Age II cards as described in the basic game guide, as well as the Round card and round indicator.

6.Select a Community board and an administrator in a color of your choice. Assign your village plan as shown, with buildings, colonists and goods. Determine a start-up player and give him the start-up.

Note: Unlike the rules for starting in a later age, you do not receive any permanent improvements for skipping eras, nor do you buy any additional goods using Goods Dollars.

Play Sequence
The scenario lasts for five years and is set in Age II. In addition to your private administrators, the Emperor provides a neutral administrator (represented by the special ambassador), which can be used by all players alike. In each turn you move either your own administrator, which no other player can move, or the neutral. Then you perform the action of the destination as usual.

As the name of the scenario suggests, the play area is divided into six cities. In the city center there is a market bearing the town name, and around the market there are six places. You get from city to city by jumping to the appropriate markets. However, in this scenario, the levy is also due on markets. Since you are in Age II, the charge is 2 building materials as well as 1 food or 1 tool.

The neutral administrator can also be drawn to a field with administrator figures of other players. Even then the delivery to these players is due. However, this is not possible: the field with the neutral administrator is taboo. As with your own administrators, the neutral administrator cannot end on the field where he was at the beginning of your three moves.

Playing
The game ends after the production phase of the fifth year. Whoever has mastered the task will be paid 6 dollars. Scoring then takes place per the usual rules.

The Tasks
Task 1: Four Forester’s Houses and Two Hollows

The task is fulfilled if you have at least four Forester’s Houses and two Hollows on your Community board. The buildings you start the game with count toward this total, so you only need to build two more Forester’s Houses and another Hollow. You only need to have the buildings; they need not be provided with a work force.

Task 2: Three Storage Houses
The task is fulfilled if you have three Storage Houses. To do this, you have to convert all three Storage Sheds in the course of the game. It is enough that you have the storage houses. You do not need to provide them with a work force.

Task 3: Two Iron Mines
The task is fulfilled if you have at least two Iron Mines. They do not need to be provided with a work force.

Task 4: Three Permanent Improvements
The task is fulfilled, if you have at least three permanent improvements. They must have actually been played; it is not enough to have them on hand.

Task 5: 25 Dollars in Cash
The task is considered to be fulfilled if you have at least 25 dollars in cash. The 6 dollar task reward does not count toward this total–you must have 25 dollars in hand to receive the bonus.

Task 6: 10 Colonists
The task is fulfilled if you have at least 10 colonists. This includes all the colonists you have on your Community board or your purchases; colonists need not work.
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Geppo Muzzak
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What's the trough!?!?!?!?
 
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Paul Sudlow
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Trough was Hollow. I did the initial translation before receiving the rules.

The translation has been updated.
 
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Annemarie Post
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Thank you for your translation. We have the Scenario from the Ausguck magazine, but our German is lacking sometimes ;-) It was quite handy to have this closeby as well.

I did have 2 remarks about the text.

Paulman2 wrote:


As the name of the scenario suggests, the play area is divided into six cities. In the city center there is a market bearing the town name, and around the market there are six places. You get from city to city by jumping to the appropriate markets. However, in this scenario, the levy is also due on markets. Since you are in Age II, the charge is 2 building materials as well as 1 food or 1 tool.

The neutral administrator can also be drawn to a field with administrator figures of other players. Even then the delivery to these players is due. However, this is not possible: the field with the neutral administrator is taboo. As with your own administrators, the neutral administrator cannot end on the field where he was at the beginning of your three moves.


I would suggest to change 'levy' and 'delivery' to fee, since this is the term used throughout the rulebook.

Quote:

Task 6: 10 Colonists
The task is fulfilled if you have at least 10 colonists. This includes all the colonists you have on your Community board or your purchases; colonists need not work.


You need to have 10 Citizens, not Colonists, to fulfill this task. 'Colonist' is the word used for Farmers, Citizens and Merchants together.
 
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Paolo Margutti
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Gorla Minore
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great!
but there is a link for the complete scenario with images?

thanks!
P
 
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Russell Lee
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An English version of this scenario (as well as a translation of "The Imperial Post") is available as a full-color printed insert in "Game Trade Magazine" Issue 214!
 
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Ravan Maier
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Does anyone have the original german rules?
 
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