Abenteuer
Menschheit
Ttranslation by
Alan How November 2002
GAME
OUTLINE
The game is played based on the Settlers system – throw dice, get resources,
trade and also evolve the tribe through developments. Each newly placed tribe
brings us a victory point. You also receive victory points as your tribe becomes
more progressive or if you advance your nomads into new zones.
The person wins who first reaches 10 victory points.
Game
map
The map shows a picture of the world. Each hex map shows different types of
terrain.
In the same way
as the Settlers game, two dice are thrown each turn and each landscape produces
a certain type of good: (see page 3 of German rules)
Game
Set up
Each player receives a Games summary card which shows the various uses for each
of the goods. Each player receives survey board, where you can see which raw
materials must be paid for the development and progress of humanity.
The advantages of the single progress strip are described.
Each player
also receives a set of markers in one colour. These are:
Note that you
can only use the markers of one colour. The start of the game is the seeding of
the game world. Each player takes 3 tribes and places them on the black crossing
stones in Africa. One nomad is placed next to one of the tribes. (See picture on
page 4, left hand column).
Players throw
the dice to decide the first turn order. The highest dice goes first. This is
carried out in clockwise order for the first tribe, then the player who was last
to go in the first round places his second tribe.
Then the other players in anti-clockwise order follow and place their
second tribe on a black intersection. The
last player to place his second tribe will then place his third tribe and the
other players follow in clockwise order.
The players
should possess at the beginning of the game no information about the face down
event chits.
Each player
takes one of each player’s markers and places them on the 0 square on the
progress strips at the edge of the game board.
The game
summary card shows:
The raw
material cards are placed in separate piles and each player receives one skins
and one bones card.
The 32 people
chips (round markers) are placed face-up on their coloured places on the game
board. The 18 event chips (square markers) are mixed and then placed on the
places matching their roman symbols.
The roman
symbols should be face up and you should not know what is on the other side of
these markers.
The Neanderthal
and carnivore markers are placed in their plastic holders and placed on the
board as shown in the picture near the bottom of page 4 (Right hand side).
The art cards
(Kunst) are placed on the 5th space of each game summary card.
The double
victory point cards and the 4 single point victory cards are placed near the
game board.
Game
sequence
The youngest player begins. When it is his turn, the player takes the following
actions:
Then it is the
next player’s turn in clockwise order.
1
Roll dice
Normal Settlers rules – take the resources from the hexes that match the dice
roll if you have a tribe adjacent.
2
Trade
Normal Settlers rules - trade with other players for whatever exchanges you wish
or with the “bank” on a 3 for 1 basis.
3
Development and move nomads
Each player tries to spread his tribes over the world.
a) Create nomads
b) Move nomads
c) Nomads in tribes transform into tribes
d) Develop settlements
a)
Create nomads
You can create a new nomad by handing in one skins and one meat to the storage
area and place the new nomad next to a tribe marker on an empty intersection.
Important: For
nomads, there are no raw materials gained when the number of an adjoining
landscape was thrown – only tribe markers earn raw materials.
b)
Move nomads
To move a nomad costs 1 meat (handed in to the game stock). This allows you to
move a nomad piece along 2 crossings. For each improvement of nourishment that a
player has, you can move a further intersection.
If a player
hands in 2 or more meats, then you can move a nomad two more crossing for each
meat, or move another nomad. Movement
is governed by the following rules:
c)
Nomads transform into tribes
If a player has a nomad on a crossing where there is a people chip, then the
nomad can convert into a tribe marker. This costs one skin, a bones and a flint.
The player:
The player will
receive more raw materials from this new tribe (just like a new town in
Settlers).
Important: You
can only place the new tribe where the people chit was found. You do not pick up
the people chit just by moving your nomad onto the crossing point. You only get
the point when you convert the nomad into the tribe.
If all 5 tribe
markers have already been used up, then you must take one from Africa (from the
original placement of tribe markers). If there are no more in Africa, you can
choose which one to take from the rest of the tribe markers on the board.
d)
Developments
There are 4 developments “Nourishment”, “Hunting and battles”,
“Construction” and “Clothing”.
If a player
wants to develop in one of these areas, he pays the raw materials indicated on
the game summary chart and you moves the marker stone a step forward on the
relevant development strip. The
advantage described on the summary chart for this step accrues.
Important: The 5th step of each progress strip is unique!
The player, who reaches the 5th step of a progress strip first, receives
the victory point card. None of
other players may now advance their marker to this 5th step.
Clothing
and Construction
The development of these areas is necessary so that nomads may be moved over the
routes with the condition boxes. (See
later section in the rules.) Crossing of condition boxes is allowed (Left -
white number) (right, black number) and you need both conditions in order to
move to the intersection beyond the condition box. Other than getting to the 5th
level, (when a victory point is earned), clothing and construction only serve to
allow you passage along the routes where there are condition boxes.
Nourishment
Each development in this area allows a nomad to travel one further intersection
for each meat handed in. There is a base movement point allowance of 2 hex sides
(crossings) for each nomad. Each advance in nourishment allows one further hex
side to be moved along for each nomad.
Hunting
and battles
A development in this area brings no special benefit. For each progression along
this track, the player moves the Neanderthal in Africa or Eurasia or the
Carnivore in America or Australia. See more under special rules.
Special
rules
Neanderthal and Carnivore
The Neanderthal and the Carnivore are disturbance figures. They block access to
the land routes where they are placed. A blocked land square produces no raw
materials when its number is thrown on the dice. In addition, they prevent
movement along the hex sides of the tile that they occupy.
Blocking
figures are transferred in the course of the game between any landscapes.
There is a restriction: the Neanderthal may only be moved in Africa and
Eurasia; the Carnivore may only be moved in America and Australia.
Throwing
a “7”
When a 7 is thrown, no raw materials are produced. Instead, the following
actions take place:
1
Each player with more
than 7 raw materials in their hand must discard half to the stock (round down).
2
The Neanderthal (only
– not the Carnivore) is moved to another landscape in Africa or Eurasia. One
raw material is taken from one of the players whose tribe marker borders the
landscape.
The player can
then trade and make developments as normal.
The
Condition Boxes
On the game board there are several white backed squares with 2 numbers in them.
(See picture on page 7 of German rules).
When you travel
along the route you will get an event chip. In order to travel down the route
you must be sufficiently developed, having made progress along the clothing
strip (white) and the construction strip (black). In the picture on page 7, the
light left number stands for the progress "clothing"; the black, right
number for the progress "construction".
A player may
move a nomad only then over a condition box if he has developed the required
progress steps. The first player
that fulfils the condition of a box and takes a nomad over the intersection
behind the box receives the event chip located there.
The
Event chips
When a player receives an event chip, this is immediately turned over. There are
three types of event chip: Blocking figure, Desolation and Adaptation.
1.
Blocking
figure
When this chip is played, move the Neanderthal (in Africa/Eurasia) or the
Carnivore (Australia/America) to a new landscape. You take a resource from a
player who has a tribe located next to this landscape.
2.
Desolation
The player takes a desert and plays it on the matching landscape in Africa.
Important: You can only play this in Africa (next to the black crossing points).
These landscapes no longer produce resources.
3.
Adaptation
When a chip of a colour is drawn, you receive the card “Anpassung” in this
colour. Place this before you. This card is worth one victory point.
Double
victory point cards
1.
Reconnaissance
When a player receives
event chips, these are placed in front of you so everyone can see how many you
have got. If you have at least 2 of these, then you receive the card
“Erkundung”(reconnaissance). If another player gets more event chips than
you, then this card is passed to them.
2.
Distribution
This card is given to the player who first owns at least one people’s chip
from each type of people. The player retains this card to the end of the game.
The
second player to achieve this receives a victory point; he may take any free
(unused) peoples chip from the game and play it in front of himself.
Game
end
The first player to reach 10 victory points wins. Total points are 1 point per
people chit (earned from creating new tribes) and the value of cards.
This site is created and maintained by: Carl-Gustaf Samuelsson