#Game Mission Build a well paced building game with moderate to heavy player interaction and varied scenario generation.
New World
This is the base game for the Governor Board Game system.
Islands have been discovered in a brave new world. Tales of wealth and fertility have spread across Europe. The nobility is in a race to carve out control over this exciting land.
Longing for adventure and a better life, you have gained favor with your king's court and been given a commission to govern a small settlement in the New World.
Be decisive, forge alliances, engage in intrigue, and weather adversity to grow your territory and gain favor with the king's court. The king will surely notice your efforts and knight you.
#Components
- 8 - island boards
- 8 - island cards
- 120 - event cards
- 60 - plantation hex tiles
- 120 - goods cards
- 6 - player sheets
- 12 - piers, town, market, mill, workshop, fortess hex buildings
- 24 - player flags
- 18 - army tokens
- 24 - favor/supply tokens
- 6 - Ready coins
#Goods Cards
Basic | Milled |
---|---|
wheat | flour |
indigo | dye |
cane | sugar |
tobacco | cigar |
wool | fabric |
#Commissioned Goods
Commissioned Goods vary in requirements to complete.
#Island boards Each board is numbered and has 3 fertilities that allow you to grow certain level 1 goods.
#Settlement A settlement is any contiguous collection of settlement buildings controlled by a player.
#Settlement Building A Settlement Building is a hex that must be contiguous to another building of the same settlement. There are 6 types of settlement buildings:
- Pier
- Town
- Mill
- Market
- Workshop
- Fortress
NOTE Plantations do not count as a settlement building.
#Player mat
The player mat consists of 3 main areas:
- Pier
- Ocean
- King's Court
Each area represents different stages of ocean trade which will be discussed later.
#Winning Complete 8 commissioned goods.
#Setup
- Shuffle the island deck and draw a card for every player. Take the corresponding islands and arrange them in any manner.
- Shuffle the event deck and commissioned goods deck together.
- Sort basic goods/milled goods card into draw piles.
- Distribute 5 favor tokens, a town settlement building, a player mat, corresponding color army tokens and corresponding color of piers to every player.
- Every player should place their 5 favor tokens in the King's court area of their player mat to start the game.
#Round There are 3 phases to every round: Passage of time, Action & Resolution.
- Passage of time: Ocean trade is performed, crops grown and event cards drawn face-down.
- Action: Players simultaneously perform actions for a set amount of time.
- Resolution: Any conflicts from actions are resolved, deferred events are resolved and queued events are played in sequence.
#Round 0 Round 0 is a special round where players establish their settlements. All players may stake a claim at the same time, but must adhere to the following rule:
Two players cannot settle within 4 hex positions of each other.
Resolve conflict in Round 0 by sacrificing favor, a negative value of favor is possible. the person sacrificing the most favor would get first choice. Losing parties would not lose favor.
#Passage of Time Phase Passage of time is the phase where the following occurs:
- Ocean trade
- Crop growth
- Events queued
##Ocean trade
Ocean trade is performed in 3 parts.
- Move supplies from ocean area to pier area of the player mat.
- Optionally, convert favor to supplies. These are then placed in the ocean area of player mat.
- Convert goods in ocean to favor in king's court, according to favor per good. (Refer to rates or card)
##Crop Growth
You may place a basic good on your pier for every plantations that has been settled. You may only grow goods that match the island's fertility. You may produce multiple different kinds of basic goods.
##Events Queued
You must draw an event card face-down for every building in your settlement. 3 is the minimum amount of cards you must draw.
Example: If I have a pier, town, mill & market, I must draw 4 event cards
#Actions Phase The Actions phase is a timed phase. Start the 5 minute timer when the passage of time phase is finished and players are ready.
Actions are performed as follows: Discard a queued event card face down, then you may perform an action. Every action must be unique per round.
Example: If I have 3 actions queued, I may establish a plantation and build a building in my settlement; however, I may not establish another plantation this round. I must keep my 3rd event card for resolution.
Actions available depend on your settlement progress.
##Establish Plantation Requires Town Settlement Building
You may place a plantation hex tile adjacent to any settlement feature that you own.
Plantations produce any level 1 good that matches your island's fertility.
There is no cost to establish a plantation.
##Build Building No Settlement Building Required
You may place any settlement building adjacent to another settlement feature that you own.
Sprawl Rule: Your buildings must always be within 2 hex positions of your pier.
The cost of a settlement building is 8 Supplies.
##Load Goods Requires Pier Settlement Building
You may move any number or combination of goods on your pier area to the ocean area of your player mat.
##Clear Plantation No Settlement Building Required
You may move any number or combination of goods on your pier area to the ocean area of your player mat.
##Assemble Army Requires Fortress Settlement Building
You may place an army token in the nearest adjacent map hex. You may only place as many armies as you have available.
##Move Army Requires Fortress Settlement Building
You may move one army token up to 4 hexes on the map.
##Mill goods Requires Mill Settlement Building
You may convert any basic good in your pier area to a milled good at the cost of 2 basic goods to 1 milled good.
##Trade goods Requires Market Settlement Building
You may negotiate a trade with one other player with a market settlement feature.
OR
You may trade goods at the following rates:
In Pier | In Supply |
---|---|
3 Basic | 1 Basic |
1 Milled | 1 Basic |
6 Basic | 1 Milled |
#Resolution Phase
#Events Every event contains a type, title, description, condition and game affect. The game affects can be classified as modifier, reward and/or penalty.
##Immediate: Player should immediately present and perform affect if condition is met. the card is then placed in discard pile face down.
##Defered: Deferred events are specific cards that do not have an immediate modifier, penalty or reward. They should be revealed to all players and placed face up near the discard.
Duration can be indefinite or specified in rounds. If deferred for multiple rounds, place a favor token on card every round during resolution.
When round number has been met, every player is affected if they meet the condition specified.
##Ongoing Deferred: Rules follow pattern of deferred, with the exception that every player is affected by event every round until round number is met.
##Private Deferred: Rules follow same pattern as deferred with the exception that card is kept face down by player that drew it. Card is resolved when round number is met and affects only the drawing player if comditions are met.
#Negotiation Players are encouraged to negotiate when conflicts arise in simultaneous activities or actions.
#Terms
- Action
- Conflict
- Court
- Dye
- Event
- Favor
- Flour
- Indigo
- Ocean
- Ocean trade
- Passage of Time
- Pier
- Resolution
- Settlement
- Settlement Building
- Settlement Progress
- Sheep
- Supplies
- Wheat
- Wool