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Suit NationsA card game about civilizations for 2 - 8 players.
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- 2024
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- Type:
- Layout
- Players:
- Difficulty:
- Ext. Diff.:
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- Version
- 0.26
- Updated on
- 14 Apr 2024
- In Finnish:
- Maakansat (Kansojen kehitys)
- Sibling games:
- Suit Taboo, Mystery Machine
- Table of contents
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BASICS
REQUIREMENTS
It's recommended to have a soft surface, so that it's easy to pick cards from the table.
- Players: 2 - 8 players. (See Player variations for team play with 5 - 8 players, and solo adventures.)
- Cards: 2 standard decks of 52 cards, preferably with 2 or 3 jokers each. (The decks can look different, better so.)
- Coins/Chips: Some coins of different sizes / values (poker chips are fine) to be used as gold, architecture and to indicate unexplorable terrain.
- Pen & paper: Simple bookkeeping equipment (eg. paper & pen) for marking steps in the progress table.
- Dice: One dice (with numbers 1 - 6) to tell the outcome of spreading religion / culture (by Queens) and attacks and defending (by Kings).
BASIC IDEA
The game is more like a board game (than a card game) and unfolds like the phenomenon of human civilizations over eras (but in about 2 - 4 hours).
- The game layout is made by laying cards (2 - 10 and jokers) face down (1 - 4 cards per slot) into a custom shape. The layout also has a few aces (A) face up - they are the home cities of each civilization (♤, ♧, ♥, ♦), while the face cards (J, Q, K) are the game pieces.
- On their turn the players can perform one action with each game piece and limitless city actions. Each piece has its own use:
- Jacks are pioneers that can explore cards in the layout as well as haul, load and trade them - they are the core engine of your civilization.
- Queens are missionaries / agents, on religious and cultural missions or to spy technology. They can't haul cards nor accept special cargo (but can trade).
- Kings are army: useful for attacking and/or defending but can also haul, load and trade cards. (They can also control distant structures like Walls and Bridges.)
- Aces are not game pieces but each nation's home city, where they can produce and dismantle various things and make technological progress.
- Storywise, each suit represents a cultural luxury: Spades (♤) are spices, Clubs (♧) fine textiles, Diamonds (♦) jewelry & gems, and Hearts (♥) wine & art.
- The game starts slow, but becomes faster by unlocking technologies and having more game pieces in play. When the deck runs out, it's reshuffled and a new era begins - the game is played for as many eras as there are players.
- The player with the most civ. points wins the game - points are gained from technological, religious and cultural progress (and more with extensions).
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LAYOUT
INITIAL DEALING
The cards from the two decks are divided into the game pieces & cities (J, Q, K, A) and the remaining deck (2 - 10 and jokers).
- LAYOUT: The dealer shuffles the era deck (72 - 78 cards) and creates the layout by laying about 20 - 30 cards face down into a shape. (See Maps for ideas.)
- The map can feature crosses (eg. T, Y, X shapes), and each slot can be connected to one or many slots as long as things are visually clear.
- TERRAIN: Initially each layout slot has just 1 card. The dealer can put a few extra cards (up to 4-card-slots) on certain spots (use about 5 - 20 cards in total).
- The extra cards indicate a non-smooth terrain (where Double Speed tech. won't work) but on the other hand a richer terrain for exploration.
- Leave enough (= around half) cards in the deck. Since there are as many eras as players, each gets to take about as many cards as are left in the deck.
- ACES: The dealer also includes 1 ace face up per player (of different suits) into the layout with at least 3-layout-slot distance from each other.
- SUITS: Finally, the suits are picked for the players by drawing suits, and thus the players locations decided as well.
- The dealer offers the included Jacks face down, and others pick one. If many pick the same, those pick new until resolved - the dealer gets the last suit.
- START UP: Each player is given 5 gold and a Jack game piece, and the player on the dealer's left starts the game.
LAYOUT MECHANICS
- STACKED PIECES: There is no limit to how many pieces (from the same/different nations) can be on the same layout slot - they are simply stacked together.
- LOADED PIECES: All game pieces and the city can carry a load: the loaded 1 or 2 cards are placed face down above the piece / city (= left partly visible).
- The main game pieces (J, Q, K) have 1 loading space until unlocking Double Load tech. to carry 2 cards (or mix 2 loads, eg. 1 card + 1 other cargo type).
- The cities (A) can always carry 2 face down cards, but in addition each cargo type (with extensions) has its own loading space and limits (eg. 2 cards + 3 coins).
- Loaded cards (of the same suit) can be used for political and city actions if their sum (+ gold) pays the action price (eg. ♧4 + ♧7 >= 10). Joker is 10 of any suit.
- GOLD PILES: Gold is kept in front of each player as piles of coins/chips of different values. It's globally available when needed.
- PROGRESS: The technological, religious and cultural steps are marked into a global progress table, where players are columns and branches rows.
- ERAS: After the era deck runs out, it's reshuffled from the dumped cards (next to the deck) by the next dealer clockwise. (So you can count eras by dealers.)
- ENDING: After the last era deck runs out (= as many eras as players), exploration (action for Jacks) is no longer allowed and a final countdown follows.
- 5 coins are placed where the era deck was. Each time the last explorer's (= who consumed the last card) turn comes again, one coin is removed and a cycle of turns played. After the coins run out (= 6 turns), the game ends and the victorious civilization (with the most civ. points) celebrated.
ON YOUR TURN
You can play 1 action with each of your game pieces (J, Q, K) in free order, and limitless city actions before / after the piece turns.
- LAYOUT: The dealer shuffles the era deck (72 - 78 cards) and creates the layout by laying about 20 - 30 cards face down into a shape. (See Maps for ideas.)
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CITY ACTIONS
CITY ACTIONS (A - no limit)
You can play limitless city actions before / after your game piece turns (but not during a piece turn).
- The action cards are picked freely from the loads of the city and any of your game pieces in the city - the cards are turned face up and discarded.
- Each city action can only use cards of a single suit (joker is 10 of any suit) and their total sum must be equal or higher than the action price.
- You can pay missing numbers (or even full price) in gold: 1 gold for 1 number. (For example, buy a Jack with 9 own suit + 2 gold = 11 own suit.)
MINE GOLD
- Mine +5 gold out of 10 own suit or 15 foreign suit. (This is a slightly cheaper shortcut for producing a game piece and dismantling it.)
PRODUCE A GAME PIECE
- A new game piece costs its number equivalent with your own suit (J = 11, Q = 12, K = 13) and 5 more with foreign suit (J = 16, Q = 17, K = 18).
- The newly produced game piece is put face up on the city. It's ready for action on your next turn.
RESEARCH TECHNOLOGY
- Unlocking a step in technological progress costs 15 own suit or 20 foreign suit. The step is marked into the progress table.
DECOMPOSE LOADS
- Discard any loaded cards for the cost of 1 gold per card. (The cards are not revealed.)
DISMANTLE GAME PIECES
- Discard your game pieces (on same or adjacent slots) to gain +5 gold per piece. However each loaded card on the piece drops the gains by 1 gold.
TURN TO GOLD (once per turn)
- You can convert your whole turn to +1 gold, if you skip all other actions. (The action yields 2 gold for any non-teamed players in Suit Allies.)
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MAIN ACTIONS
COMMON ACTIONS
J / Q / K: MOVE
- Any game piece (J, Q, K) can move 1 slot in the layout to any connected neighbour on its turn - even on to a foreign city (= placed on the Ace).
- With Double Speed tech. you can first move 1 slot (for free) to a 1-card-terrain (including cities) and then play the main action of the piece.
J / Q / K: EXCHANGE LOADS
- Your game pieces can exchange loads with other pieces / home city on the same or adjacent slot.
- The exchange involves the source piece and all your pieces (and city) on the target slot, and cards can be moved freely between any involved loads.
- However, Queens can only exchange loads with their home city (Ace) - never by another piece (except for stealing by a foreign King).
J / Q / K: TRADE
- Any game piece can suggest a trade to another nation (or to multiple nations) on the same or adjacent slot.
- Trade can include exchanging gold (and signing Treaties) and exchanging loads (except Q's) freely between the trader and involved pieces on the target slot.
- The terms can be negotiated quickly and loads described freely (even lied about), but must be clear (eg. "3 gold for the full load").
- If accepted, gold and loads are exchanged and the turn used. If rejected, the turn continues, but can't suggest another trade to the same target(s).
J / Q / K: QUIETUS
- Any game piece can also just decide to end its journey anywhere: the game piece and any load on it is discarded. (No gains nor pains.)
POLITICAL ACTIONS
J: EXPLORE
- Jacks can look at the layout cards under them and optionally take 1 card as load: the card is put face down above the Jack.
- Any cards that are not taken, are turned face up after exploration. They still work the same way, but are now known to everyone.
- If a card is loaded on the Jack, a new replacement card is drawn from the deck and placed on top of the pile face down.
Q: PROPAGATE / INFILTRATE
- The purpose of Q's is to spread culture / religion to a foreign city (Ace), or spy technology. The mission is executed from the same or adjacent slot.
- CULTURE: For culture, the Q should be loaded with at least 10 own suit (or pay missing in gold) and can target a city of any other suit.
- RELIGION: For religion, the Q should be loaded with at least 10 foreign suit (or pay missing in gold) and target a city of the matching suit.
- ESPIONAGE: For espionage, the Q must be loaded with at least 10 foreign suit (or pay missing in gold) but target a non-matching city.
- With espionage, the player just reveals the valid load (+ pays gold and) declares the target tech. step to spy on and both roll a dice, the spy first.
- TECH. GAMBLE: If the spy rolls higher, they gain the tech. However, difference in completed steps in the branch acts like a 3rd dice (eg. 1 vs. 2 = -1 for spy).
- Otherwise, the player (places gold on the Q) and declares "religion" or "culture", and the target city either accepts the load (and counter-gambles) or doubts it.
- DOUBTED: If doubted, the load is revealed (and discarded) and if valid, the missionary gets 1 step (under the declared branch), otherwise the doubter gets 1 step.
- ACCEPTED: Otherwise, the load is discarded without revealing it and the missionary gets 1 step (received after the gamble), and a counter-gamble follows.
- COUNTER-GAMBLE: After accepting, the city rolls a dice, and the Queen rolls in response. If the city wins (= higher number), they also get 1 step.
- However the difference in the nations' religious / cultural progress steps acts as if a 3rd dice. (For example 1 vs. 3 = +2 for city.)
K: DEMAND (military)
- A loaded King can make a demand against any other player with pieces on the same or neighbouring slot. If rejected, the K's turn continues.
- Making demands works exactly like trading (see above), except if accepted the attacker is disarmed: his load is discarded, and the K's turn is used up.
K: ATTACK (military)
- To attack successfully the King must be loaded with at least 10 of own / foreign suit - missing price can be paid in gold, but must use at least 1 card.
- STEALING: If loaded with own suit, the King can optionally steal the target load (= take it as his own load) instead of discarding.
- A loaded K can attack any city or other game piece (even own) on the same or neighbouring slot. The attacker shows which game piece / city is targeted, and reveals the valid load (or pays any shortage in gold) before discarding it.
- DEFENSE: Any Kings or Ace from the defender side on his slot provides an extra chance to stop the attack (unless attacking one's own countrymen).
- Both players roll a dice (attacker first): If the attacker wins, the attack continues (to the next block or to the damage phase), otherwise it stops.
- However, the difference in piece counts (including cities) acts as if a 3rd dice: defender's pieces on his slot vs. attacker's on his slot (eg. K vs. J + A = +1 defender).
- FOREIGN DEFENSE: In addition any Kings on the slot from other players can choose to help. (The only difference is from whose pieces the dice advantage is counted.)
- DAMAGE: If unstopped, the attacker rolls a dice to determine max. damage hits (can stop at any point). Each 2 gives 1 hit: 6 = 3 hits, 4-5 = 2 hits, 2-3 = 1 hit.
- If there's any face down load, 1 hit discards 1 card (attacker chooses). When stealing the attacker gets to see the card(s) after and can take one or both as load.
- After face down load, any other cargo type (on the piece / in the city) protects similarly. The attacker chooses freely what to destroy / steal.
- Any further hit discards the game piece (J, Q, K), except the city (A) is indestructible. (However with Settlers, the 2nd city - with Ace under joker - can be destroyed.)
- DEFENSE: Any Kings or Ace from the defender side on his slot provides an extra chance to stop the attack (unless attacking one's own countrymen).
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PROGRESS
TECHNOLOGY
There are 3 technological branches and each can be completed 3 times in free order - once for each game piece type: J, Q and K.
- Double Load increases the load capacity of the piece type to 2 cards. (Initially each can only carry 1 card - Aces always 2 cards.)
- Double Speed allows the pieces to move 1 slot (for free) to a 1-card-terrain before consuming the main action of the piece turn.
- Double Pieces allows the player to have 2 pieces of the same type. Each starts with support for 1 piece type per player.
RELIGION & CULTURE
Each religious or cultural step is marked into the progress table (using tally marks) under Religion or Culture - each branch can have up to 5 steps.
SCORING
The player / team with the most civilization points after the last era wins the game. (If shared, then shared.)
- SCIENCE: The 1st completed tech. branch (with 3 steps in the progress table) gives 3 p., the 2nd branch 2 p. and the 3rd only 1 p. (= max 6 p. in total).
- RELIGION & CULTURE: Each great religious or cultural step (marked in the progress table) gives 1 p. You can gain max. 5 p. from each branch.
With all extensions included there are 3 more tech. branches (3 x Mini Techs) as well as other scoring opportunities:
- WONDERS: Each wonder work marked in the progress table (under Wonders) is worth 1 p., you can do max. 5 works (= 5 p.).
- ARCHITECTURE: Each layer of a cultural / religious center (= max. 2 piles on the Ace, each up to 3 coins) is worth 2 p.
- LUXURY COMBOS: Each luxury item is worth 1 p. alone, but 2 p. if the city has another luxury item of the same number or suit (all involved are 2 p.).
- CONTROLLED WALLS: Each controlled single wall is worth 1 p., while each side of a double wall is worth 1 p. to the nation controlling that side.
- CONTROLLED BRIDGES: Each bridge in a bridge network under your King majority is worth 1 p.
- TREATY TRAITORS: Each traitor cross from a broken treaty (marked with X in the progress table) punishes with -2 p.
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PLAYER VARIATIONS
variation: SUIT STRANGERS (for 2 - 8 players)
Playing as suit strangers two players share the same suit - mostly meant for 5 or more players (but works with fewer as well).
- The only change is that Double Piece technology is dropped from the game. You can also mix in players who don't share a suit.
- The rules are the same for all, but dynamics may vary: eg. same suit Q's cannot propagate religion nor culture to each other's cities (but can spy).
- Each player should use a separate game piece deck to help distinguish the game pieces of the same suit from each other.
variation: SUIT ALLIES (for 3 - 8 players)
Playing as an allied team progress, victory & gold are shared (= suit based), while Double Piece technology is dropped.
- Accordingly the columns in the progress table are suits, and each team starts with 10 gold, while each player still starts with 1 Ace and 1 Jack.
- Both cities serve as home cities (and can have the same Architecture). When exchanging loads but players must agree (so it's more like a trade).
- The teams can be agreed or picked randomly (by drawing suits), and likewise player locations agreed or decided randomly (= dice roll winner chooses).
- You can also include non-teamed players: each starts with 2 A's, 2 J's and 10 gold (and Double Pieces for all types), and their Turn to gold yields 2 gold.
- Combined with Walls extension, any wall controlled by two allied K's is jointly controlled by both players (they decide together, and get 1 p. together).
variation: SETTLERS (for 2 - 4 players)
The layout can be prepared with 1 - 4 settable slots (using face up jokers), and the following actions added:
- City action - PRODUCE SETTLER: Producing a settler costs (its number equivalent) 14 of own suit or 19 foreign suit, and allowed if has an available ace.
- Each nation starts with all 3 Double techs for Ace: Double Load (always), Double Pieces (= can produce a settler) and Double Speed (for settlers).
- Main action: A - MOVE: The settler supports the normal common actions (moving, quietus) and handling actions (exchanging loads, trading) for game pieces.
- Main action: A - ESTABLISH 2ND CITY: The settler can establish the city when on a free settable location: the Ace is placed under the joker (and the load on it).
- The 2nd city provides cheap production: own suit price for foreign suits, but is destructible. If the Ace is discarded, the slot becomes settable again.
- Both the settler and the city can also be stolen by a King attack (of own suit), if it gets all the way through and they have a free Ace (= the Aces are swapped).
- Note. With City States the settable spots (= jokers) function as autonomous city states until the city is established (and again after defeating the suzerain Ace).
variation: QUESTS (for a few players)
The layout can also be designed specifically for quests: The mission can be cooperative (= all win or fail) or competitive (= the first to accomplish wins).
- quest example: Completing a Wonder Work once (or twice). Typically the path to the wonder has some barbarians and walls to clear or sea steps to sail.
- quest example: Settling a City State, and (if too easy) building a cultural / religious center there. (This implicitly requires at least 3 cultural / religious steps.)
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EXTENSIONS
ABOUT EXTENSIONS
It's strongly recommended to try some extensions. Here are extensions that are not layout related:
- PRE-MODS allows to kick start the game, or for special layout designs.
- MINI TECHS allows to research better military dice numbers, cheaper own suit prices and foreign suit prices.
- TREATIES allow to include written agreements in trades that can either disallow the parties from doing something or allow it but punish the traitors.
Extensions with items that can be transported on the map (= loaded, stolen, traded and reinstalled into a city):
- LUXURIES are formed by merging 2 identical cards and are worth 1 or 2 civ. points each. They can be attacked, stolen, loaded and traded.
- ARCHITECTURE allows to build (layers of) a religious / cultural center in the city (after 3 progress steps) that can be attacked, stolen, loaded and traded.
Extensions that add new layout design components and features:
- WONDERS are attractive spots in the layout where Queens can donate their suit. (Especially recommended with Walls and Rafts & Bridges.)
- PORTALS allow travelling non-locally in the layout (usually at the edges of the world). Portals can be grouped and support optional Colombos Effect.
- MERCHANTS are attractive spots in the layout that appear here and there to sell cheap gold. (Especially recommended with Walls and Rafts & Bridges.)
- BARBARIANS adds barbarian slots in the layout where trouble can strike at random if the pieces end their turn there.
- CITY STATES adds independent city states to the layout that can spice up the dynamics. (Especially recommended with only 2 players.)
- WALLS can be used to control the incoming flow of main and political actions, or charge for allowing them, and are worth civ. points.
- RAFTS n BRIDGES introduces sea slots into the layout and allows Jacks to build rafts and bridges on them.
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extension: PRE-MODS
GIFTS & TECHS
Use these mods to kick-start the game and jump closer to the mid game. (Recommended if the layout consumes a lot of cards.)
- PRE-GIFTS: Start the game with more gold or game pieces than normally, or give out Luxuries, pre-built Walls, Rafts & Bridges).
- When including pre-built walls, rafts and bridges in the layout, you can optionally disable building new ones.
- PRE-MOVES: You can also define custom locations for the initial game pieces. (Typically part of the layout design.)
- PRE-TECHS: Pre-complete some steps in the technological progress cells.
- You can either decide to give each player / team the same pre-advancements, or define how many there are and each can decide for themselves.
- PRE-GIFTS: Start the game with more gold or game pieces than normally, or give out Luxuries, pre-built Walls, Rafts & Bridges).
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extension: MINI TECHS
TECHNOLOGY
This extension adds 3 new tech. branches - you can include all or just some. Each can be researched 3 times for completion.
- MILITARY TECH: Each step increases the dice number advantage by +1 when defending or fighting against defense with your Kings anywhere.
- CHEAPER OWN: Each step allows to pay 1 number less for all own suit prices (in all political and city actions).
- CHEAPER FOREIGN: Each step allows to pay 1 number less for all foreign suit prices (in all political and city actions).
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extension: TREATIES
TREATY MECHANICS
Treaties are written agreements between civilizations that do not break any game rules. There are 2 types:
- UNBREAKABLE: Anything that asks to not do some action can be agreed to be unbreakable - the player simply cannot play the action (as defined).
- For example, two nations can agree to be unable to attack any game piece of each other during the remaining era.
- BREAKABLE: Alternatively you can agree about anything in a breakable way, and be punished for breaking it.
- Each traitor gets 1 traitor cross in the progress table (marked as an X under Traitor row) which brings -2 civ. points. After broken, the treaty no longer binds.
- Alternatively you can agree to custom penalties: eg. losing gold (if has too few, must use Turn to gold until paid) or placing a few Barbarians into the city.
- As an example, nation A will only spread culture to nation B, if they don't explore the lands that are within 4-slot-distance from the city of nation A.
Treaties are free actions that are formed globally - without needing physical proximity (unless they involve immediate exchange of gold or loads).
- Each treaty can include many unbreakable and breakable parts and involve multiple civilizations, and they can also override or extend older treaties.
- In unclear cases consult a 3rd party, or then no punishment / disallowance. You can also set restrictions for treaties in general (eg. can last max. 2 eras).
- UNBREAKABLE: Anything that asks to not do some action can be agreed to be unbreakable - the player simply cannot play the action (as defined).
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extension: ARCHITECTURE
ARCHITECTURAL MECHANICS
This extension completes the religious and cultural efforts by allowing to build a global religious / cultural center.
- Building a religious or cultural center requires at least 3 cultural / religious steps. Each further step allows to add another layer (up to 3 layers = 5 steps).
- Each branch (religion / culture) has its own building (unlocked separately) visualized by a pile of coins on the Ace, where each coin is worth 2 civ. points.
- If the city is attacked, the next hits after the loads target any architecture (or Luxuries) in the city: each hit destroys / steals 1 coin (attacker decides which).
- Pieces of architecture (coins) can be traded and loaded on J's and K's, but each coin takes up 1 loading space (unlike when built on the Ace).
CITY ACTIONS
- BUILD ARCHITECTURE: Producing an architectural layer (1 coin) costs 15 own suit or 20 foreign suit, but you can also get them by trading or stealing.
- However, you're only allowed to move / produce the layers on the Ace with enough progress (1 layer after 3 steps, 2 after 4 steps, 3 after all 5).
- DISMANTLE ARCHITECTURE: You can dismantle pieces of architecture (in the city or loaded on the same or adjacent slots) to gain +5 gold per piece.
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extension: LUXURIES
LUXURY MECHANICS
This extension introduces luxury items that can be produced at the city.
- Luxuries are created from 2 indentical cards (= same number & suit, no jokers) at the city, and kept face up (overlappingly) under the Ace.
- Each luxury item in the city is worth 1 civ. point alone, but elevated to 2 p. with another item of the same number or suit (all involved are elevated).
- If the city is attacked, the next hits after the loads target any luxuries (or Architecture) in the city: each hit destroys / steals 1 coin (attacker decides which).
- Luxuries can be loaded on Jacks and Kings, but are kept face up in the load (= each takes up 1 load spot). They can be carried and traded as any load.
- When loaded back to a city, they are (still tradeable but) kept under the Ace and separate from its main card load (kept above the Ace).
- Storywise, each suit is a cultural luxury: Spades (♤) are spices, Clubs (♧) fine textiles, Diamonds (♦) jewelry & gems, and Hearts (♥) wine & art.
CITY ACTIONS
- PRODUCE A LUXURY: You can merge 2 identical cards (= same number and suit) into 1 luxury item. Exceptionally you can't use jokers nor gold.
- One of the cards is discarded and the other placed face up (and often sideways) under the Ace overlapping any other luxuries.
- LUXURY TO GOLD: You can convert any luxuries (in the city or loaded on the same or adjacent slots) to gain +5 gold per item.
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extension: WONDERS
WONDER WORK MECHANICS
This extension introduces wonders: special layout slots (eg. thick coasters or coffee plates) where Queens can do wonder work by donating cards.
- WONDER SPOTS: The dealer can mark 1 (or 2) wonder spots in the layout with a pedestal. The wonder spot is impassable terrain.
- DONATIONS: Queens can donate loaded cards by placing them face up on the wonder from an adjacent slot (pointing towards the Q).
- However, the 2nd donation must either be the same number as the previous one, or same suit and adjacent number. Any nation can continue the work.
- COMPLETION: The work is completed by donating the 3rd card of the same number (eg. ♤3, ♧3, ♦3), or 3rd card for a straight flush (eg. ♥2, ♥3, ♥4).
- The completing nation gains 1 wonder work worth 1 civ. point. As with religion and culture, the progress table supports 5 works (marked with tally marks).
- After completion, the 3 donated cards are discarded, while other donations stay. The only other way to discard the donations is through attacking.
- ATTACKING: Kings can attack the donations from the same slot that they were donated from (pointing to that direction).
- Foreign K's on the same slot can defend (with usual dice advantages). On damage roll the 1st hit is absorbed, while further hits destroy / steal 1 card each.
MAIN ACTIONS
- Q - WONDER WORK: When next to a wonder pedestal, Queens can donate 1 or 2 loaded cards fitting the donation rules (see above).
- The cards are placed face up on pointing towards the origin slot. The 3rd card of the same number or of a straight flush completes the work.
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extension: PORTALS
PORTAL MECHANICS
This extension requires rings (or other ring like items) as tokens for portals in the layout that allow to teleport from one to another.
- The spots are most often placed on sea (see Rafts n Bridges) replacing the sea coin, but can also be placed on land above the topmost layout card.
- The spots are entangled (in pairs or larger constellations) and game pieces can move from one to another entangled spot - as if moving to a neighbour.
- Constellations may also feature Colombos Effect: the traveller rolls a dice and counts spots in clockwise (or other agreed) order to show where arrives.
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extension: MERCHANTS
MERCHANT MECHANICS
This extension introduces merchants: face up cards in the layout that sell one-time cheap gold (before disappearing and reappearing elsewhere).
- MERCHANT SLOT: The dealer marks a few (1 - 6) layout slots by placing a special token (eg. a small stone or a dice) in front of them.
- Each merchant slot is agreed to correspond to a dice number (or many). The slot can be of any terrain height (but not an Ace or other special slot).
- MERCHANT SPOTS: The dealer decides how many merchants to include (usually 1 or 2) and rolls a dice for each to decide its spot (unless only 1 spot).
- The topmost card of the slot is then turned face up (unless already face up), and the token is moved on top of the slot to indicate that the shop is open. The merchant should always move to a new slot (unless only 1 spot), and there can only be 1 merchant per slot.
- Any cards below can be explored normally - if a card is taken it's put face down under the merchant card. The merchant disappears after he's traded with.
- TRADING: The merchant trades 5 gold for 1 card and 10 gold for 2 cards of the same number as him, or 1 card of the same suit to make him go away.
- As always, jokers are number 10 of any suit. The paid 1 or 2 cards are revealed, and then discarded (and gold gained).
- A dice is then rolled for the merchant's next location (unless only 1 spot), while the old merchant is discarded and replaced by a normal face down card.
- You can trade with the merchant during the final countdown, but he won't reappear: the old card is left there while the token moved back (next to the slot).
- MERCHANT SLOT: The dealer marks a few (1 - 6) layout slots by placing a special token (eg. a small stone or a dice) in front of them.
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extension: BARBARIANS
TROUBLE MECHANICS
This extension introduces layout slots where trouble (eg. barbarians and pirates) can strike at random, or as a response.
- LAYOUT: Each layout slot can be marked with 1 - 3 extra trouble coins to indicate a risky region where barbarians / pirates can strike.
- The coins are placed above the topmost layout card - or on sea they replace the sea coin (and vice versa if destroyed) and should be visually distinct.
- TROUBLE COINS: Each coin acts as if a foreign K piece (for battles, layout slots, and controlling walls and bridges), but also affects how likely they are to attack.
- Placed on Merchants and City States barbarians counter attack any piece interacting with the slot. Next to Walls and Wonders they help in defense.
- TROUBLE TIME: When the player's turn ends, if he left any game pieces on a slot with trouble coins, he must roll a dice to see if the barbarians attack.
- The trouble is avoided by rolling a higher number than the trouble coin count on the slot (eg. 3-6 against 2 trouble coins).
- BARBARIAN ATTACK: Any Kings can defend against barbarians as normally - for dice advantages the barbarians get their trouble count (1 - 3).
- If undefended, the barbarians target the player's highest piece on the slot (J < Q < K < A, with 2 equal choose one) and the player rolls a dice for damage.
- The barbarians also launch instant counter attacks (with the same mechanics) against the guilty game piece whenever their slot is interacted with.
- ATTACKING BARBARIANS: When attacking barbarians, they defend as if each trouble coin was a K, and (if alive) respond with a counter attack.
- When rolling for damage on them, the first hit goes to their invisible loads. Any further hit removes 1 trouble coin (until none left) and rewards with 5 gold.
- LAYOUT: Each layout slot can be marked with 1 - 3 extra trouble coins to indicate a risky region where barbarians / pirates can strike.
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extension: CITY STATES
CITY STATE MECHANICS
This extension adds the concept of city states represented by face up jokers in the layout (in addition to the player cities).
- LAYOUT: The dealer can add 1 - 4 jokers face up as independent city states using the same rules that apply for Aces in the layout.
- They provide friendy city services, but if you ever (attempt to) attack them while autonomous, they'll cut all ties with you - so that you can only attack them.
- AUTONOMOUS / SUZERAIN: Normally the city states are autonomous (= provide services to friendly nations), but with a suzerain they serve as a 2nd home city.
- Your Settler (A) can establish suzerainty in an autonomous city (= Ace under joker), which then provides cheap production but can be destroyed / taken over.
- MISSIONS (Q): Autonomous city states can be targeted by friendly Queens for cultural (own suit) / religious (foreign suit) missions with a valid load (+ gold).
- The load is revealed (and discarded), but the player only gains 1 step if wins a dice gamble (without any progress mods): he rolls first, then someone for the city.
- DEFENDING (K): Autonomous city states reject demands, but can be attacked by a K to gain cash (but they'll never forget it). They defend as if joker = Ace.
- If the attack gets through to the joker, you can roll a dice for cash. The first is absorbed, but any further hit yields 5 gold (4-5 = 5 gold, 6 = 10 gold).
- If there's a suzerain card it's destroyed first, and as always any Architecture and Luxuries in the city are targeted first (after the face down loads).
- Attacking their City Walls is not an offense but they automatically gain the usual defense rolls for it (1 from the wall and 1 from joker as Ace).
- PRODUCTION & LOAD TRADES: Autonomous city states serve as production worksites for any friendly nation, and can likewise carry normal Ace loads.
- Friendly nations can exchange the loads freely by trading. Any Luxuries or Architecture produced in the city are placed into the city as normally.
- LAYOUT: The dealer can add 1 - 4 jokers face up as independent city states using the same rules that apply for Aces in the layout.
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extension: WALLS
LAYOUT
This extension requires some small sticks (eg. long matches) to be used as walls (between two connected layout slots).
- BUILDING WALLS: Your Jacks can build walls on any connected border: a stick is placed on the border. Each border supports 2 wall layers (side by side).
- When combined with sea steps (from Rafts & Bridges), walls can also be built between land and sea steps (but not between 2 sea steps or coasters).
- DOUBLE WALLS: With double walls on the border, nothing can pass through - until at least one wall layer is destroyed. (Very fitting for Quest type layouts.)
- SINGLE WALLS: Single walls also block unless controlled (by A, or K majority), in which case can go freely (both ways). If can pass, can use Double Speed.
- The nation also controls any incoming foreign flow (= towards the controlling slot) in regards to moving or political actions, and can require tolls.
- The passer asks and the controller can allow, decline or suggest a trade. If declined, the passer cannot use the action (to that direction) during that turn.
- CITY WALLS: A single layered city walls is always controlled by the city, and can only be built by the same nation Jacks (never by foreigners).
- DISTANT WALLS: Walls built away from the cities are instead controlled by having a King majority around the wall (including Barbarians as K's).
- In draws or with minority control (eg. 1 vs. 1, or 2 vs. 1 vs. 1) the flow is blocked, but nations can still negotiate trades or make demands over the walls.
- DESTROYING WALLS: Walls can only be destroyed by attacks (by Kings). The attacker indicates the targeted walls and begins the attack.
- However each King (from other players) adjacent to the single walls, or on the same side of double walls, can defend it (with the usual dice rolls and advantages).
- Upon rolling for damage, the 1st hit is always absorbed, but any further hit destroys 1 layer of walls.
- TOURISM: All controlled single walls are worth 1 civ. point, while double walls are splitted: each layer is worth 1 p. to the nation controlling that side.
MAIN ACTIONS
- J - BUILD WALLS: Your Jacks can build walls on the border of any neighbouring layout slot with 15 own / foreign suit (can pay partial price in gold).
- However, walls adjacent to an Ace can only be built by the Jacks of the home nation. (Any nation is allowed to build walls around an autonomous City State.)
- BUILDING WALLS: Your Jacks can build walls on any connected border: a stick is placed on the border. Each border supports 2 wall layers (side by side).
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extension: RAFTS & BRIDGES
COASTER MECHANICS
This extension requires some coasters (= beer mats) to use as rafts/bridges and some coins to mark sea steps.
- SEA STEPS: Slots on the sea are marked by a single coin (or by special coins for Barbarians) without any cards under.
- CRAFTING RAFTS: Jacks can build a raft on an adjacent sea slot - once crafted, it cannot be disassembled (only sailed, upgraded or destroyed).
- The coaster is placed above the sea coin, and any coins for Barbarians are moved next to the coaster, or placed on it (but will not be moved with it).
- USING RAFTS: Multiple pieces can embark the raft, but only the bottommost piece (= who arrived first) can sail: move the raft to a free sea slot.
- You cannot sail to a spot with a raft on it, but you can move from one raft to another. The raft itself is slow territory (= no Double Speed).
- BUILDING BRIDGES: Your Jacks can also add another coaster on a raft to convert it to a bridge (you can also do this at once from scratch).
- Bridges cannot be moved (by sailing) but are regarded as quick terrain for Double Speed technology, and can be point worthy when the game ends.
- ATTACKING BRIDGES & RAFTS: The bridges and rafts can be attacked by simply targeting them (instead of any pieces on them).
- The first hit is always absorbed, but any further hit drops 1 coaster layer (bridge -> raft). If the raft sinks, all pieces on it (with their loads) are discarded.
- BRIDGES AS TERRITORY: Each bridge (= 2 coasters) is worth 1 civ. point for the player who owns the bridge network (= all adjacent bridges).
- All adjacent bridges form a bridge network, which is owned (for points) by having a King on any involved bridge - or majority of K's with rivals.
MAIN ACTIONS
- J / Q / K / A (as settler) - SAIL: The bottommost piece on a raft can sail: move the raft to an adjacent empty sea slot.
- With Double Speed support (for the type) the piece can sail 2 sea steps - or 1 sea step + 1 other action, or 1 sea step immediately after embarking.
- For fluency, the player is allowed to change the order of his own pieces aboard, but the raft can only be sailed by one piece per player turn.
- J - CRAFTING A RAFT / BRIDGE: Jacks can build rafts and bridges from the loads on their back - partial price can be paid in gold.
- NEW RAFT: Jacks can craft a raft (= 1 coaster) to an adjacent empty sea slot with at least 10 own / foreign suit (or less with gold).
- BRIDGE UPGRADE: Likewise they can upgrade an adjacent empty raft to a bridge (= 2 coasters) with at least 10 own / foreign suit (or less with gold).
- NEW BRIDGE: Jacks can also directly build a bridge (= 2 coasters) to an adjacent empty sea slot with at least 20 own / foreign suit (or less with gold).
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MAPS
MAP SIZES
There are 5 size categories for maps, based on how many basic layout cards they take (including fat piles, but excluding any cities).
- The XS and S categories are played normally, while L, XL and XXL categories require extra eras.
- Any layouts can have customizations for era length or deck size, as well as restrictions and requirements for extensions.
- All the layouts below are only examples (for inspiration). If you have good ideas for layouts, you can email them to:
infokoodikulmafi
legend: ABOUT MAPS
size: XS maps (30 - 35 cards, for 1 - 4 players)
2 players
3 players
4 players
size: S maps (35 - 40 cards, for 2 - 5 players)
3 players
4 players
5 players
size: L maps (40 - 45 cards, for 4 - 6 players, play 1 extra era)
4 players
6 players
size: XL maps (45 - 50 cards, for 5 - 7 players, play 3 extra eras)
6 players
size: XXL maps (50 - 55 cards, for 6 - 8 players, play double eras)
- (None yet.)
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TABLES
ACTION PRICE TABLES (including all extensions)
MAIN ACTIONS
- action price result notes
- Move (J / Q / K / A as settler)-move 1 or 2 land stepsDouble Speed: 1 free move to 1-card-terrain
- Sail (J / Q / K / A as settler)-move 1 or 2 sea stepsbottommost sails the raft (+ Double Speed)
- Quietus (J / Q / K / A as settler)-discarded piece and loadscan be done anywhere (= an act of mercy)
- Explore (J)-(optionally) take 1 or 2 cardsfrom the same layout slot
- Craft a raft (J)10 own / foreign suit1 raftto an adjacent empty sea slot
- Upgrade to bridge (J)10 own / foreign suit1 bridge (-1 raft)on an adjacent empty raft
- Build a bridge (J)20 own / foreign suit1 bridgeto an adjacent empty sea slot
- Build a wall (J)15 own / foreign suit1 wall layerto a connected border (max. 2 per border)
- Cultural mission (Q)10 own suit(maybe) 1 cultural stepcan target other 3 suits (same or adjacent slot)
- Religious mission (Q)10 foreign suit(maybe) 1 religious stepmust match target suit (same or adjacent slot)
- Espionage mission (Q)10 foreign suit(maybe) 1 tech. stepmust not match suit (same or adjacent slot)
- Wonder work (Q)own suit straight (3 cards)1 wonder workdonated to a wonder spot (from an adjacent slot)
- Demand (K)any loaddiscarded load + tradefrom the same or adjacent slot
- Attack to steal (K)10 own suit0 - 2 damage + steal loadsfrom the same or adjacent slot
- Attack to destroy (K)10 foreign suit0 - 2 damage hitsfrom the same or adjacent slot
- Attack barbarians (K)10 own / foreign suit0, 5 or 10 goldon a trouble coin or adjacent slot
- Attack city state (K)10 own / foreign suit0, 5 or 10 goldon a City State or adjacent slot
- Establish the 2nd city (A)settler2nd cityon a City State / settable spot
HANDLING ACTIONS
- action price resultnotes
- Exchange loads (J / Q / K / A)-exchanged loadson the same or adjacent slot (Q only with A)
- Trade (J / Q / K / A)-traded loads, gold, treatieson the same or adjacent slot (no Q loads)
- Merchant trade (J / K / A)1 or 2 same number5 or 10 goldon the same or adjacent slot
- Merchant dismissal (J / K / A)1 same suit(goes away)on the same or adjacent slot
AUTOMATED ACTIONS
- action price resultnotes
- Tolls for passing walls (K / A)-traded loads, gold, treatiessingle walls exclusively in player's control
- Barbarian counter attackinteractionbarbarian attackany interaction on their slot (except moving)
CITY ACTIONS
- actionprice result
- Mine gold10 own suit / 15 foreign suit5 gold
- Produce a pioneer (J)11 own suit / 16 foreign suit1 Jack
- Produce a infiltrator (Q)12 own suit / 17 foreign suit1 Queen
- Produce an army (K)13 own suit / 18 foreign suit1 King
- Produce a settler (A)14 own suit / 19 foreign suit1 Ace (as settler piece)
- Research technology15 own suit / 20 foreign suit1 tech. step
- Build architecture15 own suit / 20 foreign suit1 coin (on Ace)
- Produce luxury2 identical cards (no jokers)1 luxury item (face up under Ace)
- Decompose loads1 loaded card (on any piece / city)-1 gold
- Dismantle game pieceJ / Q / K (or A as settler)5 gold
- Dismantle architecture1 coin5 gold
- Dismantle luxury1 luxury item5 gold
- Turn to gold(once per player turn)1 gold (or 2 for solo pl. in Suit Allies)
SCORING TABLES (including all extensions)
MATERIAL POSSESSIONS (temporary)
- featureciv. pointsnotes
- Architecture2 p. per coin (on Ace)max. 12 p. (= 3 coins x 2 piles x 2 points)
- Luxury1 p. or 2 p. in city-combocombo: same suit / number luxuries
- Walls1 p. per controlled wall layeradjacent to A or K (with no rivals)
- Bridges1 p. per connected bridgerequires King majority on the network
POLITICAL PROGRESS (permanent)
- featureciv. pointsnotes
- Culture1 p. per stepmax. 5 p.
- Religion1 p. per stepmax. 5 p.
- Wonders2 p. per stepmax. 10 p.
- Treaties-2 p. per broken treaty
SCIENTIFIC PROGRESS (permanent)
- featureciv. pointsnotes
- (Tech. branches - each has 3 steps)1st branch: 3 p. 2nd: 2 p. 3rd: 1 p.max. 6 p. (= 3 completed branches)
- Double Load(completed for J / Q / K)can load 2 cards (or other load)
- Double Speed(completed for J / Q / K)gains 1 free move on 1-card-terrain
- Double Pieces(completed for J / Q / K)can have 2 pieces of the type
- Military Tech (mini tech.)(completed in steps: 1, 2, 3)+1 dice number for / against defense
- Cheaper Own (mini tech.)(completed in steps: 1, 2, 3)-1 price for own suit
- Cheaper Foreign (mini tech.)(completed in steps: 1, 2, 3)-1 price for foreign suit
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STRATEGY
RANDOM WISDOMDS
- In peaceful times use Kings to haul cards from Jacks so they can concentrate on exploration - keep them nearby, eg. 1 or 2 steps from each other.
- When danger approaches, group your pieces together with a King (or 2) and/or hide behind a wall or in your city (if there's anything of value).
THE 3 STRATEGIES
You can roughly divide the main strategies into 3 categories based on how important each piece type is to you:
- JACKS: With emphasis on Jacks you have more power in researching technology and producing luxuries and architecture (and fueling other pieces).
- QUEENS: With emphasis on Queens you gain civ. points for religious, cultural and wonder works but can also spy technology.
- KINGS: With emphasis on Kings you're about stealing luxuries and architecture as well as controlling walls and bridges (and generally obstructing others).
QUICK GUIDE
EARLY GAME (getting by)
- There are various strategies starting with your first purchase. Some choose game pieces (K or Q) while other strive for the Double techs (typically for J).
- If you can't find cards of your own suit (or jokers) in the beginning, consider mining gold (while paying part in gold): the next purchase is then a bit easier. Another option is to get a King, because it can serve as extra card space but also for its hauling and military features.
- Also trade with any Merchants nearby (or send them away with a very low card). With Wonders the first Queens tend to appear already in the early game.
- With Walls, the early game can already feature some City Walls - used for protection as well as to prepare charging for accessing the city (with Q's).
- With Rafts & Bridges, many layouts encourage or require using rafts and/or bridges to get across, which in turn drives the dynamics further.
MIDDLE GAME (religion & culture)
- The middle game starts when Queens start to appear. As they are the most direct way to get civ. points tensions start to accumulate around them, even though they have essentially friendly mechanics (or at least non-hurtful).
- Imbalances in religious / cultural progress start to accumulate which in turn affects who wants to propagate (religion or culture) to whom.
- With Architecture extension, the religious and cultural tensions transform partly into battles around architecture, since unlocking layers of the religious / cultural center, architecture becomes a very direct path to more civ. points.
- With Luxuries extension, some nations tend to gain more of them than others and become ever more eager to gain more, especially ones fitting to their collections. The accumulated wealth can in turn drive others towards attacking them (to try to give up some luxuries or destroy them).
- With City States extension, players are occasionally using them for their services but in Settlers variation the middle game can often be centered around becoming the suzerain of a city state - especially when there are fewer city states than players.
- With Walls, some distant walls may appear to control access to the strategically important locations - accumulating more political tensions.
- With Rafts & Bridges, the importance of sailing / bridges depends largely on the layout design - in some it's hugely beneficial, in some only lightly.
END GAME (wars and more)
- The end game dynamics depend much on the included extensions. In any case the end game eventually approaches around 3/4 of the game.
- Civilizations tend to become politically very rude and attack anything that is directly tied to civ. points, for example Architecture and Luxuries (through the city), wars around City States and taking control of and attacking Walls and Bridges around the map, while Treaties can sometimes protect you.
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HISTORY
v1 - Suit Nations (2024)
- In early 2024 while exploring dynamics of layout and partial knowledge the explorations lead to two branches: Suit Taboo and Suit Nations.
v0 - Civilizations (2023)
- The earliest sketches (v0.1 - v0.20) were made in 2023, but the game was less board game like and had no game pieces (but had a tech. tree).
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THANKS
INSPIRATION
The original inspiration comes from Sid Meier's Civilization video game (and the phenomenon of the evolution of civilizations).
SPECIAL THANKS (for many analyses, ideas and dev. sessions)
Ville Viitala, Johannes Aho
FOR IDEAS, HELP WITH DEVELOPMENT & PLAYING
Johannes Aho, Ville Viitala