Keythedral: Rules

Background

Keythedral is to be built in the fields near Keytown, in the middle of the Keydom.

The inhabitants of Keyland will gather the resources with which to build the Keythedral from the surrounding fields.  

The Keythedral will built in five stages and each stage will require different. building materials. In the early stages stone and timber will be required, later the fit‑out and furnishings will require iron, stained glass and gold. Throughout the development period the builders will require food and water and, if they are lucky, the builders will also receive some wine.

In the game, each player starts with five cottages. Each cottage houses a worker. Each turn every worker will try to move into one of the fields adjacent to their cottage in order to gather resources from the land. They will get stone from the quarries, timber from the woods, water from the lakes, food from the farms and wine from the vineyards.

Workers supplying the exact materials, which are required for the building, will be rewarded with seats of honour in the completed Keythedral. These seats will confer status and prestige to the workers and victory to one of the players. The values of these special seats are shown on the building tiles. The values range from one to five, with the most expensive and the most prestigious seats (those with the highest values), being available near the completion the Keythedral (and the end of the game). The player who possesses the seats with the highest combined value at the end of the game is the whiner.

At the same time that the workers are providing the building materials for the Keythedral, they will also want to improve their own little cottages so that their family and friends can come to join them and help with the resource gathering. Turning their little cottages into houses to accommodate their family and friends will also require stone and timber.

Problems however are to hand. Firstly, no one is ever quite sure what the building requirements for the next stage of the Keythedral will be until the previous stage is completed. Secondly, once more worker arrive, the fields will become crowded and some of the workers will be idle. Players may then choose to fence off some of the fields in order to keep out their opponent's workers. However, the workers are quite partial to the odd tipple and for a couple of barrels of wine they can be persuaded to remove any one of the fences that a player has taken offence to!

The law master is an important figure who issues the laws that govern Keyland and its inhabitants. He is also happy to assist the players and their workers wherever possible, but only twice each round. Therefore, if requested, each round the law master will issue a new law to the first two players to offer him a suitable payment.

Keyland is a very orderly and democratic society and each round the players will decide the order in which their workers will take to the fields . That is not to say that the order cannot be changed - for a price, or that the law master will not issue a new law to change the order that the players have agreed.

Assisting the workers are some of the craftsmen of Keytown who will supply the players with those special materials that they cannot gather for themselves from the fields. The blacksmith will supply ironwork from the forge, the glassmaker will supply stained glass for the Keythedral windows from the glassworks and the goldsmith will supply gold from the workshop for the decorations and the ornaments. For each of these special materials the craftsman will accept as payment some of the resources that the workers have gathered from the fields.

Good luck in your endeavours to keep your workers productive and to get the right building materials at the right time.

Introduction
Keythedral is a game for three to five players, aged eight or above, lasting approximately 60 to 90 minutes.
 

Contents
1 Rules booklet
Throughout the rules booklet the most important actions are summarised in the shaded column for easy reference. 

1 Store
The box bottom, which is used to store the resource cubes not in play. 

5 Turn order cards
Summarise the order of play for easy reference. 

51 Worker counters
Round counters, ten in each of the five different player colours (plus one multi‑coloured spare counter). 

Field tiles in the following colours:
6  Grey tiles                         Quarries
8  Brown tiles                      Woods
5  Blue tiles                          Lakes
5  Green tiles                       Farms
5  Red tiles                          Vineyards
Octagonal tiles of five different types and numbered on the reverse side. 

34  Building tiles
Squared tiles. The acquisition cost of each tile in cubes is shown on the front of the tile. 

The reverse of the tile depicts a seat and its value. The value of the seats will determine the winner of the game.

25  Cottage tiles
Squared tiles numbered 1 to 5, one set in each of the five different player colours. The tiles depict a cottage on one side and a house with a darker background on the reverse side. These are known as cottage tiles irrespective of whether the cottage or the house side is face up. 

1  Keythedral (and turn order) mat
This mat depicts the inside of the completed Keythedral building and also includes five spaces, numbered one to five, to accommodate the work order markers. 

5  Work order markers
Five large cylindrical wooden markers marked 1st, 2nd, 3rd, 4th and 5th.

20  Law cards
Cards detailing a new law.

5  Player screens
One in each of the player colours so that players may keep all of their law cards, cubes, counters and tiles secret from the other players. 

Craft cubes in the following colours:
10  White cubes Ironwork
10  Purple cubes Stained glass
10  Yellow cubes Gold 

Resource cubes in the following colours:
20  Brown cubes               Timber
20  Black cubes                Stone
15  Green cubes                Food crops
15  Blue cubes                  Water for building and drinking
15 Red cubes                   Wine 

1  Start player marker
A flat green wooden marker. 

15  Fence markers
Three wooden sticks in each of the five different player colours. 

1  Keythedral tile
A square purple tile depicting the Keythedral. 

1  Keytown mat
This mat depicts the blacksmith, chapter house (plus two new law spaces), goldsmith, glassmaker and trader locations.
 

Preparation - distribute the playing pieces
Each player receives a set of five cottage tiles, ten worker counters, three fences, a screen and a turn order card in their chosen colour. 

If there are fewer than five players, remove the surplus worker counters and cottage tiles from the playing surface.

Place the field tiles to one side of the playing surface. These tiles are dealt with under the 'set up' section that follows.

Place the Keythedral tile in the centre of the playing surface.

Position the Keytown mat containing the blacksmith's forge, the glassmaker's glassworks, the goldsmith's workshop and law master's chapter house at the side of the playing surface. Place the purple, white and yellow craft cubes onto the forge, glassworks and workshop respectively.

Place the law cards in a stack face down onto the Keytown mat in the chapter house location. Place the top two law cards from the stack face down onto the two 'new law' card spaces.

Place the resource cubes into the store (the box bottom) and place the store at the side of the playing area.

Place the Keythedral mat at the side of the playing surface. Place building tiles face down (number side showing) onto matching numbered spaces on the Keythedral mat. Remove the surplus building tiles from the playing surface. Do not look at the front of the surplus tiles. In this way you will never be certain what the exact building requirements will be until the building tiles in play are turned over.

Place the five work order markers next to the Keythedral mat in easy reach of all of the players.

The start player in the first round is the youngest player. The youngest player takes the start player marker.

Set up - lay the field and cottage tiles
The number of field tiles that are used in the game depends on the number of players. Those field tiles that are used are the tiles that have a number equal to or smaller than the number of players. If there are five players use all of the field tiles, if there are four players use those field tiles that are numbered one, two, three or four. If there are three players use those that are numbered one, two or three only. If there are fewer than five players, remove the surplus field tiles from the playing surface. 

Place the four number one field tiles so they are each connected to one side of the Keythedral tile. The two grey quarry tiles should be opposite to each other and the two brown woods tiles should be opposite to each other.

Shuffle the remaining field tiles and then place them into a single stack face down (number side up) at the side of the playing area.

Starting with the start player and continuing in clockwise order, each player now undertakes the following two actions.

Firstly, a player plays a field tile. The field tile is taken from the top of the stack and is then played onto the playing surface so that it is connected to at least one existing cottage or field tile and so that it is possible for four cottage tiles and four other field tiles to be placed next to every field tile.

When laying cottage tiles a player will find it helpful later in the game if their cottages are adjacent to each of the five types of fields.

Secondly, a player plays a cottage tile (of any number). When laying a cottage tile the tile is placed so that the lighter coloured background is showing.

Players continue to lay one field and one cottage tile at a time in turn until each player has played five field tiles and all of their five cottage tiles.

Turn over the four number one building tiles so that the acquisition cost of each of the number one tiles is showing.

You are now ready to start the game.

The game
Play proceeds in a clockwise order throughout the game.
 

The game is played in a number of rounds. The number of rounds will vary from game to game. Typically there will be seven, eight or nine rounds in a game. Each round consists of five phases as follows:
1.  Place worker counters.
2.  Collect resource cubes.
3.  Spend resource cubes.
4.  Retrieve worker counters.
5.  Change start player. 

Each phase is listed in a little more detail on the turn order cards and is explained fully in the following sections of the rules.

The game finishes after the last building tile has been acquired from the Keythedral mat.

Phase one - place worker counters
The cottages and houses each have a number from one to five. The same numbers appear in the circular spaces at the base of the Keythedral mat.

The workers will leave the cottages and the houses to work in the adjacent fields in a particular numerical order determined by the players. Firstly, all of the workers from the cottages and houses of one particular number, chosen by the start player, will leave, followed by the workers from another cottage number chosen by the next player and so on until all the workers who are able to do so have entered the fields.

The start player takes the work order marker marked first and places the marker on one of the numbers one to five on the Keythedral mat. The work order marker now indicates which cottage and house number has been chosen to be first.

The start player (player A) then places a worker counter into a field adjacent to the cottage tile which has the same number as the number they have selected. The other players, in clockwise order, then do the same.

If a player has a house tile (see phase three, action two) and not a cottage tile then that player may place two worker counters, one each into two different fields adjacent to the house tile.

If an adjacent field is fenced off (see phase three, action three) or is already occupied by a worker counter then that player may not place a worker counter into that field.

If there are no vacant fields adjacent to the cottage tile or house tile then the workers are idle and will not produce anything this turn.

The next player (player B) in clockwise order then chooses the work order marker marked second and places the marker on one of the remaining numbers in order to denote which of the numbered cottages and houses they have chosen.

Player B then places a worker counter into a field adjacent to the cottage tile which has the same number as the number chosen. All the other players, in clockwise order, then do the same. (Note that when player B chooses the cottage and plays the first worker counter, it follows that the player who chose the previous cottage number, in this case player A, will play last on this occasion).

The process continues until all of the cottage numbers one to five have been chosen.

Phase two - collect resource cubes
Starting with the start player, each player in turn order collects one resource cube for each and every field in which they have placed a worker counter. 

The resource cubes are taken from the store. The cubes taken must be of the type corresponding to the field type in which their worker counter was placed; black cubes from the quarry, blue cubes from the lakes, brown cubes from the woods, green cubes from the farms and red cubes from the vineyards.

In the unlikely event that there are no cubes remaining of the correct colour then the harvest has failed and the player does not receive anything from that worker. Other players who have already collected cubes of that colour may retain those cubes.

Phase three - spend resource cubes

Starting with the start player and continuing clockwise each player may now do one of the following:
1.  Acquire a seat in the Keythedral.
2.  Convert a cottage into a house.
3.  Build or remove a fence.
4.  Make a purchase from the blacksmith, glassmaker or goldsmith.
5.  Trade with the trader.
6.  Procure a new law card.
7.  Pass and do nothing. 

Actions one to six are explained in more detail in the following sections.

A player may continue to perform any of the above actions until either:
A.  they procure a new law card, or
B.  all players who have not procured a law card have passed in succession. 

Once a player has procured a law card they may not perform any other actions in phase three during that round (except to play a law card in accordance with the instructions on that law card). A player who has previously passed may still perform any of the above actions (unless either A. or B. above apply).

Players may not trade with each other.

Phase three, action one - acquire a seat in the Keythedral
You may acquire a seat in the Keythedral by purchasing one of the face up building tiles. The face up building tiles show the resource and craft cubes which are required in order to acquire that particular seat.
 

The Keythedral will be built in five stages. In stages one and two the building will require stone and timber and the workers will require food and water. In stage three the building will require some timber and may also require some ironwork. The workers will require more food and water and, if they are lucky, may also receive some wine. In stages four and five the building may require ironwork, stained glass and gold decorations and the workers are likely to require food, water and wine.

Place the resource and craft cubes that are shown on the building tile you are acquiring into the store. Take the building tile and keep this behind your screen.

Once all of the face up number one building tiles have been acquired, immediately turn over the four number two building tiles so that their cost is visible. Once the number two tiles have all been acquired then turn over the four number three tiles. Once the number three tiles have all been acquired then turn over the three number four tiles. Once the number four tiles have been acquired turn over the two number five tiles. Once the two number five tiles have been acquired the game is finished.

At the end of the game a player's score is the total of the numbers on the building tiles they have acquired.

Phase three, action two - convert a cottage into a house
In order to convert a cottage into a house a player must spend two resource cubes; one black and one brown. 

Place the two resource cubes into the store and then turn over one of the cottage tiles so that the house side is showing. The house side is the side with the darker background. This denotes that the conversion has taken place.

In all future rounds, a player may now place two worker counters instead of one. The worker counters may not be placed in the same field as each other and must be placed into fields adjacent to the house. If only one field is available (because the adjoining fields are fenced off or occupied) then only one worker counter can be played. If no fields are available then no worker counters can be played.

If a house is fenced off from all fields then it is removed from the playing surface (see phase three, action three). When the tile is replaced it remains as a house.

Phase three, action three - build or remove a fence
Each player has three fences of their own colour. It costs one brown resource cube to build each one of these fences. A player gives one brown resource cube to the store and then immediately plays one of their three fence markers. No more than three fences can be played by a player during the game.

A fence of any colour will normally prevent any workers from a cottage or a house entering an adjacent field where the fence has been placed between the cottage or house tile and the field tile.

If a cottage or house tile has been fenced off from all of the fields adjacent to it, then the cottage worker decides to relocate and the cottage tile is removed. This could happen as a result of one, two, three or four fences being played, depending on how many field tiles are adjacent to the cottage tile. Any cottage tile removed in this way is immediately replaced into any available new position. House tiles remain as houses when they are replaced. The fences remain in the same position.

You may fence off one of your own cottages or houses. You may wish to do this in order to reposition the cottage or house elsewhere.

It costs two red resource cubes to remove a fence marker. A player may remove any colour of fence. Removed fences cannot be re-laid and are removed from the game.

Phase three, action four - make a purchase from the blacksmith, glassmaker or goldsmith
If the blacksmith has any white cubes (ironwork) available at the forge, the blacksmith will exchange one white cube for any two resource or craft cubes. 

Place the two cubes you have given the blacksmith into the store. Take a white cube from the forge.

If there are no white cubes left at the forge and there are some 'used' white cubes in the store, the required number of white cubes in the store may be replaced into the forge.

If the glassmaker has any purple cubes (stained glass) available from the glassworks, the glassmaker will exchange one purple cube for any three resource cubes or craft cubes.

Place the three cubes you have given the glassmaker into the store. Take a purple cube from the glassworks.

If there are no purple cubes left at the glassworks and there are some 'used' purple cubes in the store, the required number of purple cubes in the store may be replaced into the glassworks.

If the goldsmith has any yellow cubes (gold) available from the workshop, the goldsmith will exchange one yellow cube for any four resource cubes or craft cubes.

Place the four cubes you have given the goldsmith into the store. Take a yellow cube from the workshop.

If there are no yellow cubes left at the workshop and there are some 'used' yellow cubes in the store, the required number of yellow cubes in the store may be replaced into the workshop.

Phase three, action five - trade with the trader
The trader owns a shop, however the trader's stock is kept in the store (the box bottom). The trader will exchange any one of any type of resource cube (but not a craft cube), which is available at the store, if you give the trader any two resource or craft cubes.

Place the two cubes you have given the trader into the store. Take a resource cube of your choice from the store.

Phase three, action six - procure a new law card
There are two new law cards available in each round. One on each of the two new law card spaces. If either of these law cards is available then the law master will issue one of the law cards in exchange for any one resource or craft cube.

Place the cube you have given the law master into the store. Take one of the law cards from the new law card spaces.

Once a player has procured a law card then the player's workers will need time to consider this new law and how it will affect them. Therefore, after a player has procured a new law card the player may not perform any further actions (except to play a law card in accordance with the instructions on that law card) during phase three of the round in which the new law card was procured. It follows that a player can only procure a maximum of one law card per round.

If the type of law card held by a player is declared to the other players then the law card must be played immediately. It cannot be withdrawn for use later in the game.

The new law will come into operation in accordance with the instructions on the law card. A full explanation of each of the law cards is included in the appendix.

Each law card is used only once and is effective only once. After it is used it is discarded.

Phase four - retrieve worker counters
Players pick up the worker counters and place them back behind their screens. 

Remove the work order markers from the Keythedral mat and place them by the side of the mat in easy reach of all of the players.

If one or both of the 'new law' spaces on the Keytown mat are empty, place the top law cards) from the stack face down onto the empty new law space(s). The law cards remain face down so that the type of law card cannot be seen. If there are no law cards remaining in the chapter house then no further new laws are available.

Phase five - change start player
The start player (player A) passes the start player marker to the person on their left (player B). 

Starting with the player to the left of player B (player C), each player has one opportunity to bid in order to be able to choose the start player for the following round.

Each bid made must be higher than the previous bid except for the last bid, which is the bid made by player B. Player B will win the bidding if player B matches the previous highest bid.

Bids are made in resource cubes and craft cubes. Each resource cube and each craft cube has a value of one for bidding purposes.

If a player other than player B wins the bidding, then the cubes are paid by the successful bidder to player B and the successful bidder may then choose the new start player.

If player B wins the bidding, then player B pays the cubes to the player whose bid they matched and player B then chooses the start player.

If no player bids to become the start player then player B may choose the start player.

The player who is chosen as the new start player takes the start player marker. Usually this will be the player who won the bidding.

End of the game
The game ends immediately the last building tile has been successfully acquired from the Keythedral.
 

If a law card is played (e.g. 'price increase' or 'design change') against a player (player A) at the time player A attempts to purchase the last building tile, then the law card can have the effect of preventing player A from making a successful acquisition.

The winner
Each player's score is the total of the numbers on the building tiles they have acquired. The winner is the player with the highest score.
 

If two or more players have the same highest score then the winner is the player who has the most valuable craft and resource cubes. For this purpose only, yellow cubes count as four points, purple cubes count as three points and white cubes count as two points. All of the resource cubes: black, blue, brown, green and red count as one point each.

If the scores are still equal then the players who had the highest score in tiles and cubes have drawn.

Variation one
Keythedral can be played by two players only. The following modifications to the rules are required:
1.  In the initial set up, use one brown number one field tile and one number one grey field only instead of 1 Keythedral tile and the two brown and two grey number one field tiles.
2.  In addition to the two number one field tiles, only the ten number two field tiles are used:
3.  Only one law card is available per turn. 

Variation two
The law master has moved into the Keythedral to assist the architect in supervising the building works: He will not  new laws. Therefore in this variation no law cards are available. 

Variation three
The architect has completed his design before the building of the Keythedral is begun. Therefore its the set up phase, ail of the building tiles that are placed in the Keythedral are placed face up so that the cost of each building fife in cubes is displayed.
 

This variation removes some of the uncertainty from the game and allows players more opportunities to plan their 


Appendix - law card detail

Each law card includes the card reference number, the card title, details of when to play the card (in italics) and a description of the new law.

The appendix on the following two pages contains some additional clarification of the description section of the law card.

Ref:

Card title

Details

1

Work order

For one round only you choose the order in which all of the work order markers are placed on the Keythedral mat and therefore the order in which all of the workers will leave the cottages and houses. Play this card at the beginning of phase one. In the existing player order, players play their worker counters from the cottages and houses bearing the numbers in the order that you have chosen.

2

Price Increase

The cost of a building tile is increased by one. This can be any of the types of cubes shown on the building tile. The buyer chooses the type of the extra cube. This card may be played on another player as they attempt to purchase a building tile in phase three. In the event that the building tile is not purchased  immediately then place this law card beneath the building tile. The price increase remains with the building tile until the building tile is purchased, but the new player can choose the type of extra cube and is not bound by any earlier choice. If a player is prevented from buying a building tile as a result of another player playing this law card, then that player has not performed an action and may choose a different action for their turn instead.

3

Price decrease

The cost of a building tile is decreased by one cube. This can be any type of cube shown on the building tile except for a gold cube. In the event that the building tile is not purchased immediately then place this law card beneath the building tile. The price decrease remains with the building tile until the building tile is purchased, but the new buyer can choose which type of cube the cost is decreased by and is not bound by any earlier choice.

4

Upgrade cottage

A cottage is immediately upgraded to a, house at no cost.

5

Substitution

When purchasing a building tile a player may substitute one or more resource cubes that are depicted on the building tile for resource cubes of different types, or they may substitute one craft cube for a craft cube of a different type. This card may not be played on another player.

6

Cottage number

For one turn in phase one a player may change the number of one their cottages or houses to the same number as the work order number just chosen and ignore the number on the cottage tile. The cottage or house must be a number that has not already been chosen during this round. For example, if the number one work order space has been chosen, you may play workers from your number one cottage from one other cottage that you nominate as a number one cottage. When the actual number of the cottage you nominated is chosen, you may not place another worker counter from that cottage

7

Craft bargain

If there are any used craft cubes in the store the trader will accept one resource cube and give you the craft cube in exchange. Play this card at any time.

8

Unexpected harvest

For one round only you may choose the colour of resource cubes obtained from one type of field by your own workers. For example, three of your workers would normally have obtained brown cubes from the woods, then you may take three resource cubes of any colour instead . These need not be the same colour.

9

Broken fences

All of one player's workers may climb over fences in phase one for one round. This means that the fences stay in place but are ignored by one player for one  round. Play this card before or during phase one.

10

Repeal law

The effect of one law card just played by another player (player A) is ignored. Where player B sits to the left of player A, this law card must be played before player B starts their turn.

11

Unsafe fence

A fence is declared unsafe and must be dismantled. Remove one fence marker. This fence marker cannot be re-laid later in the game. This card can be played at any time.

12

House moratorium

Other players may build no houses in this round. You may build houses as usual. Play this card before or at the start of phase three.

13

Design change

Replace one of the face up building tiles in the Keythedral for a different (unused) building tile of the same number. You may choose to change the tile at any time, even when a player has declared that they are acquiring the target tile. Choose the replacement building tile at random from all of the unused building tiles of the same number as the tile that is being replaced. Place the building tiles face down when choosing the replacement tile so that the building requirement of the replacement tile cannot be seen when choosing. If a player is prevented from buying a building tile as a result of another player playing this law card, then that player has not performed an action and may choose a different action for their turn instead.

14

Double production

A worker in one field produces double. Take two resource cubes instead of one in phase two for each cube they would have been entitled to from that field without this card.

15

Bargain

The trader will accept one resource cube instead of two and in exchange give two resource cubes of any type instead of one. The two resource cubes that the trader gives need not be of the same type.

16

Sale

The goldsmith car glassmaker will accept two fewer resource cubes when selling gold or stained glass.

17

Downgrade house

The building work performed on a cottage to turn it into a house collapses. Change a house tile back into a cottage tile.

18

Good harvest

All fields of one type produce double this turn. You choose the type of field. In phase two all players take two resource cubes instead of one for each cube they would have been entitled to from that field type without this card.

19

Poor harvest

All fields of one type produce nothing this turn. You choose the type of field. No players take any resource cubes for this type of field in phase two.

20

Start order

You may choose a new start player at the beginning of a new phase. This includes the beginning of phase one, after the start player has just been chosen under the usual method in phase five of the previous round. The new start player will remain the start player until phase five when the new start player is chosen as normal.


Acknowledgements
Game design by Richard Breese.
Illustrations by Juliet Breese, fax 0 (044) 170 681 2190
Translation by Barbara Dauenhauer
Special thanks to Mark, Stuart and Jonathan Breese for their many playtesting sessions. Thanks also to Rüdiger Beyer, Barbara Dauenhauer, Luke (law card) Ellis, Bob Gingell, Tom Hegarty, Ferdinand Koether, James McCarthy, David (turn order) Norman, Mike Siggins, Graham (house flip) Staplehurst and Ken Tidwell.
R&D Games, Field House, Avenue Road, Stratford upon Avon, Warwickshire, CV37 6UN.
E-mail: rbreese@msn.com, telephone: 0 (044) 1789 299649.
Published October 2002  

 

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