The
Rise and Fall of Civilizations
A
Game by Philippe Keyaerts
A game of Vinci spans the growth and
decline of civilizations in Europe from Prehistoric times to the High Middle Ages.
During this long period of history, new
tribes and civilizations made their mark upon the continent in many ways. Wandering into Europe from across the
Mediterranean, the Atlantic Ocean, and the Ural River; or rising from the ashes of
previous civilizations. The civilizations
spread, made war upon each other, assimilated each other, and eventually vanished to make
room for new and growing empires.
The players in Vinci control the destinies
of several civilizations, each with different characteristics. Each civilization quickly grows into a vast
empire, but the expansion is not infinite. Inevitably,
there comes a time when a civilization can no longer grow, and falls into decline. Once this happens, the player ignores the failing
empire, and chooses a new civilization to start anew.
The main game plays with 3 to 6 players. A variant for solo play or for two players is
provided at the end of the rules.
Components
·
1 game board depicting Europe, divided
into many provinces
·
150 wooden tokens in 6 colors,
representing population
·
6 large wooden tokens in 6 colors for
marking the scores of each player
·
33 brown wooden tokens representing
neutral civilizations which cover the board at the beginning of the game. These markers will also be used to represent
fortresses.
·
52 small counters used to indicate the
provinces of a civilization in decline
·
52 civilization tiles (larger counters)
which show the different abilities of a civilization
·
1 cloth bag from which to draw
civilization tiles at random
·
6 game summary charts showing the various
civilization abilities
·
1 summary of the game rules with an
example of play
·
1 booklet of rules
The
Basics of Vinci
The main object is to score as many victory points as possible. The more provinces controlled by a players
population, the more points the player receives.
A civilization begins with a specific
number of population tokens. It will never
receive more (unless noted by a Civilization Tile, see below). The tokens allow the player to expand into new
provinces. To take over a new province, a
varying number of tokens is needed depending on the terrain of the province (mountains and
forests offer natural defense and therefore require more tokens) the number of defenders
already there and the skills of the attacking and defending civilizations. At the end of each turn, the player counts the
number of points scored, and then redistributes the tokens of their empire freely among
the conquered provinces in order to shore up its defenses.
On later turns, the player does the same thing, except that the civilization
now has fewer tokens available in order to conquer new provinces and defend against
encroaching empires.
When a player decides that their
civilization has become too weak, the player can declare the civilization as being in
decline. The player then chooses a new
civilization which will enter play on the next turn.
The provinces still held by the civilization in decline continue to score
points for the player, until the provinces are conquered by other players.
At the beginning of each turn, there is an
important choice to make: is it worth trying to expand the current empire, or should you
choose a new one?
The game continues until a player has
scored the required number of points for victory, which depends on the number of players:
Number of players
Victory points
6
100
5
100
4
120
3
150
Each new civilization has 2 special
abilities (there are 26 different possibilities) which give the civilization various
advantages (some civilizations score points more easily, and some are more stable).
Over the course of the game, each player
will control several civilizations, each from its formation through its decline.
Setting
Up
1.
Each player chooses a color and places
the large token of this color on the 10 space of the scoring track around the edge of the
board.
2. A
brown token is placed in every province on the game board, except the gray mountain
provinces and in the dark blue water zones. These
tokens represent the early inhabitants of Europe and are not controlled by any players. These indigenous peoples will defend the provinces
that they occupy against the arrival of the players civilizations.
3. The
civilization tiles are placed in the bag. Twelve
of these tiles are then drawn at random in pairs. The
first pair is placed on the spaces marked I on the top of the board, the
second pair is placed on II, and so forth.
Each of these pairs of tiles represents the special abilities of one of six
civilizations ready to enter the game.
4. The
starting player is chosen at random (players will then take their turns in clockwise
order).
5. Each
player takes their first turn, which consists merely of choosing their first civilization
(see Choose a new Civilization below). The game can then begin.
Rules of the Game
Choose a new Civilization
Players choose a new civilization at the start of the game, and periodically during the
game when they decide to let their current empire slip into decline.
Start
of the game
On their first turn, or after putting a civilization in decline, the player chooses a new
civilization from the six available at the top of the board.
If the player chooses the first
civilization (the pair of tiles in space I), no victory points are gained or
lost.
If instead the player passes over the
first civilization, and chooses the second civilization (space II), the player
must pay 2 victory points (move their scoring marker back two spaces). Each civilization further along the track costs an
additional 2 points (so civilization III costs 4 points, civilization IV
costs 6 points, and so on.).
For each civilization that was passed
over, the player places an unused token (it can be any color) on that civilization. Each one of these tokens represents two victory
points.
For example, if a player chooses
civilization IV, the player pays 6 victory points (move back the scoring
marker), and places a token on civilizations I, II, and III. There may be several tokens on a civilization. When a player chooses a civilization with one or
more tokens on it, the player gains 2 victory points for each token on the civilization.
Once a player chooses their civilization,
that player takes the two civilization tiles, removes any tokens that were on the
civilization, and shifts the higher-numbered civilization pairs (along with any tokens
placed with them) to the left to fill the vacant space.
Two new civilization tiles are drawn and placed on the VI space
(giving the next player a choice between 6 civilizations.).
Tokens
of a new Civilization
Each time a player chooses a new civilization, the player receives a number of tokens in
that players color. This number is the
sum of the two red numbers on the civilization tiles for that civilization plus extra tokens depending on the number of
players.
Number
of players
Extra
tokens
3
8
4
6
5
4
6
3
Example: In a 5 player game, the
civilization Astronomy + Mountaineering will give a player 13 tokens: 5 for
Astronomy + 4 for Mountaineering + 4 because there are 5 players. In a 4 player game, the civilization would start
with 15 tokens.
These tokens are all that the civilization
will ever receive; no new tokens are added on future turns.
(Exception: see the Medicine tile.)
Note: a player is not limited to the 25
tokens provided with the game. In the rare
case that more are needed players can supplement their tokens by adding those of an unused
color or the brown tokens.
The effects of the 26 civilization tiles
are explained later in the rules and on the summary sheets.
Course
of a Turn
On each turn, the player must choose between two options: whether to expand the current
empire, or put it into decline and choose a new civilization to start on the next turn.
The two options, and their basic steps, are listed below. Each option is fully described
in detail below that.
An
expansion turn consists of these phases:
1. Collecting
tokens or choosing a starting province.
2.
Expanding the empire, heeding the rule of
cohesion.
3.
Reorganizing tokens and checking cohesion.
4.
Counting Victory Points.
A
declining turn consists of these phases:
1. Removing
tokens from the players previous empire in decline (if there is one).
2.
Removing all but one token per province in the
newly declining empire.
3.
Placing a declining counter in
each province.
4.
Returning the two civilization tiles back into
the bag (with a few exceptions).
5.
Counting Victory Points.
6.
Choosing a new civilization.
Expansion
Turn
1. Collecting
tokens or choosing a starting province
Collecting
tokens
At the start of each turn, the player collects tokens from each of the occupied provinces
of their active empire, leaving one token behind in each province. The player may
remove all of the tokens from a province, but in doing so gives up control of the
province. A province thus vacated will belong
to nobody and will cost its normal amount to re-conquer it.
The tokens taken from the board can then be used to expand into new
provinces - so the more an empire expands, the less strength it has for further expansion.
Choosing
a starting province
When a player is entering a new civilization onto the board, all of the starting tokens
for that empire are available to expand. (See
Expansion below).
A new civilization enters from the edge of
the board. It grabs a foothold in one
province, then expands from that starting province into adjacent provinces.
The starting province can be a land
province that touches any edge of the board, or a land province that can be reached from
the edge of the board by crossing only one
sea (dark blue) region. Thus, a player can
start in Scotland or Ireland, but not in France or Northern Italy. The sea regions (dark blue) are never occupied.
They can be crossed in order to start a new civilization, but are otherwise impassable
(exception: see the Astronomy civilization tile.)
Just as when expanding into any province,
the player must commit several tokens toward taking the starting province (see Expansion).
Place the two civilization tiles onto the
starting province (This makes it easier for all players to see what each empire can do.).
2. Expanding
the empire, heeding the rule of cohesion.
Expansion
Once the starting province is conquered,
the civilization can expand into adjacent provinces, and then keep expanding from the
newly-conquered provinces. Any province that
has been conquered can immediately be used as a base for new expansion.
Note: Two provinces are adjacent if they
share a common white border, or share an adjacent coastline. For example, Ireland is
adjacent to Scotland.
Tokens are not moved around on the board. In order to take control of a new province, each
player uses tokens from his hand and adds them to the board in the new province (These
tokens are either the civilizations starting tokens or the tokens just collected
from the board.). The placed tokens must
remain in the province until the reorganization phase of the turn.
Cost
of a new Province:
·
2 tokens for all provinces.
·
+1 token for a forest (dark green) or
mountain (gray) province.
·
+1 token for every neutral or enemy token
currently residing in the province.
·
-1 if the expanding player is attacking
from a mountain province adjacent to the target province.
Cost of expanding into a province = 2
tokens (+1 for forest or mountain) +1 per defending token
-1 if attacking from an adjacent mountain province.
Special Case: Because of some of the
Civilization tile modifiers, it is possible that expansion into a new province costs 0
tokens. The attacking player does not add a
token, and can use the province as a base for new expansions. However, the player must ensure that there is at
least one token in the province after Reorganization (see Reorganization below) in order
to keep and score this province at the end of the turn.
In each conquered province, the defending
civilization loses just one token permanently. This
token is removed from the board, and goes back into the appropriate stock (brown token
stock for neutral provinces, the defenders stock for all others). Any additional
tokens of the vanquished civilization are moved by the defender to other provinces
controlled by the defenders civilization at the end of the expanding players
turn.
If a defending civilization loses all of
its provinces, any surviving tokens are removed from the board and may be used at the
start of the players next turn to enter the board.
These tokens enter the board as if the player were starting a new
civilization. However, no additional tokens
are added to this re-entering civilization.
Attacking civilizations never lose tokens.
Rule
of Cohesion
At the end of the expansion phase, a civilization must be connected; that is, the
provinces controlled by the civilization must be contiguous (it must be possible to travel
between any two of the civilizations provinces by moving only through provinces of
that civilization). This rule is only applied
at the end of a players turn. If a
civilization is split by attacks from the other players, the controlling player of the
split empire gets a chance to reunite the civilization when it is once again their turn.
If a player does not establish, or cannot
reestablish cohesion by retaking some provinces, the player may abandon some or all of the
provinces when collecting tokens at the start of the turn. (The player may collect those
tokens and use them for expansion.)
If after expanding an empire, it is not
cohesive, the owning player must reorganize their tokens in such a way that cohesion is
reestablished. Players must choose which
portion of their non-cohesive empire to abandon, remove the tokens from that portion, and
place them back anywhere in a cohesive portion.
The rule of cohesion does not apply to
civilizations in decline, which may be broken up into several parts.
3. Reorganizing
tokens
Once a player finishes conquering, the
player may freely redistribute all of the tokens of the active civilization among the
provinces controlled by that civilization. This
is done to defend certain provinces.
All of the tokens of a civilization must
be placed on the board, including any leftovers which were not used for expansion (there
are often only one or two tokens left, because expansions cost dearly.)
If possible, the player must leave at least one token in each province. Otherwise the player chooses which provinces to
preserve and which to abandon, following the rule of cohesion (above).
Empty provinces belong to no player. A province thus vacated will belong to nobody and
will cost its normal amount to re-conquer it.
4. Counting
Victory Points
At the end of the turn, the player scores
one point for each province controlled by their civilizations (including their declining
civilization, if any). Mountain provinces,
however, score 0 points. The scoring marker is advanced around the outside of the board to
indicate the new score.
Note: Some civilization tiles modify the
points scored by a civilization.
Declining
Turn
At the beginning of any turn, a player may
abandon their current empire and declare it to be in decline.
1. Civilization
tiles for the civilization are removed from the board and go back in the bag. (Exception: some yellow tiles remain on the board
and have an effect for the declining civilization.)
2. A
player may not have more than one civilization in decline.
Any remaining tokens from an earlier declining civilization owned by the
player are removed from the board (along with the decline counters.) and returned to the
players stock.
3. The
player removes all but one token from each of the newly declining empires provinces
and adds a Decline counter to mark the age of decline for that civilization.
4. The
player scores points (without any of the advantages formerly given by the removed
civilization tiles).
5. As
on the first turn, the player then chooses a new civilization. This new civilization will be added to the board
on the players next turn, following the
rules for starting a new civilization. During
a declining turn, there is no expansion.
A civilization in decline can have
remnants on the board for several turns if it is not absorbed by another empire. Each player scores points for the provinces of two
civilizations - their active empire, and their declining one (if any).
Note: These two civilizations are treated
separately; civilization tiles of the active civilization do not benefit the declining
one, and vice versa. The active civilization and
the declining civilization of the same player may not come in contact. A player may
conquer a province adjacent to his declining empire, but the adjacent provinces of the
declining empire must be immediately cleared (the tokens removed from the board and
returned to the players stock).
Note: This does make it easier for the
active empire to claim the old territory, as the province will then be empty.
Special Case: It is possible that an
active civilization can lose all of its tokens through enemy attacks. The empire can be preserved (perhaps to keep an
existing declining empire intact) or declared in decline.
It still takes, as usual, a complete turn to put the empire in decline. If placed in decline, the previous declining
empire is still removed from the board - even though the new declining empire has no
provinces. For one turn, the player will be
completely off the board.
End
of the Game
The game ends when a player reaches the required number of victory points: 100 with 5-6
players, 120 with 4 players, and 150 with 3 players.
When a player reaches the required point
total, the round of turns is still concluded. (Each
player will therefore have the same number of turns.
The player sitting to the right of the player who started the game will play
the last turn.)
The player with the most points then wins
the game. For a longer or shorter game,
players may modify the target number of victory points.
The rules for Vinci end here. The following is a variant for playing solo or
with two players as well as a detailed description of the Civilization Tiles.
I would like to thank my family, my friends, and the numerous members of the Alpa-ludisme
club. They all contributed to the birth of
VINCI. Their comments and their encouragement made this game possible.
I would like to specifically thank Alain
Dekerpel, Alain Henry, Alexis Keyaerts, Axel Calingaert, Bernard Jorion, Bernardo Gaivao,
CÈcile Keyaerts, Claude Simar, Dany Briquet, Dimitri Lefever, Etienne Nicaise, Fabienne
Moreels, Florence, Francoise Keyaerts, Gert Lagrou, Henri Balczesak, Jean-Pierre Ernotte,
Marc Delbaere, Michel Keyaerts, Michel Laurent, Nicolas Wautos, Patrick Pauwels, Pierre
Poliakoff, Olivier Cailloux, Pierre Moreau, Serge Alard, Serge Lehman, Sophie Hanozet,
StÈphane Rimbert, Sylvianne Lemmens, Thierry Berckmans, Tilly Ottinger, Vincent
Delapierre, Yves Dohogne, and particularly Joanne de Terwangne for her patience, Michel
Van Langendonckt for his inalterable optimism, and Michel Deprade and his accomplices at
the Game Library of Boulogne-Billancourt for the invaluable aid which they provide new
game designers.
I sincerely hope that I havent
forgotten anyone. If I have, I apologize. To
those whom I have unduly credited, you are invited to play- test my next game.
Credits
Author: Philippe Keyaerts
Graphic Design: Studio Nexus
Layout: Guillaume Rohmer
English Rules Translated by: Frank Branham
English Rules Edited by: Ron Magin & C·it NÌ Dhochartaigh
Jeux Descartes
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Distributed in North America By:
Eurogames / Descartes - USA, Inc.
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World Wide Web: http://www.descartes-editeur.com/english.htm
Civilization Tiles
These tiles represent the abilities of each civilization.
Playing to the strengths of your population is one of the keys to victory.
All of the modifiers on these tiles are
cumulative. Exception: the cost of a conquest
and the number of lost tokens may never be negative (but can be 0).
Yellow
tiles and tiles marked with a yellow and black circle are abilities that affect
victory points. The civilization has ways to
score bonus points, or special ways of scoring points.
If they are marked with the symbol of a
broken column, the Agriculture, Livestock Breeding,
Mining and Port Building tiles remain active during an empires decline.
Agriculture. Farmland provinces (yellow) earn +1 victory
point. Agriculture comes in two varieties,
one with, and one without the symbol of the broken column.
Currency. Each province in the empire earns +1 victory
point (including the mountains).
Livestock
Breeding. Prairie land provinces (light
green) earn +1 victory point. Animal
Domestication comes in two varieties, one with, and one without the symbol of the broken
column.
Mining. Mining provinces (with a pickaxe) earn +2 victory points. Mines come in two varieties, one with, and one
without the symbol of the broken column.
Port
Building. Port provinces (with an
anchor) earn +1 victory point. Port Building
comes in two varieties, one with and one without the symbol of the broken column.
Slavery. Each enemy or neutral token eliminated from a province (except Fortification
tokens) earns +1 victory point. Only tokens
that are removed from the board, and returned to the players (or the neutral) stock
pile are counted, not those that are relocated. This modifier applies to enemy tokens from
civilizations in decline as well.
Pink
tiles and tiles marked with a white number on a blue square indicates an advantage in
combat-either for expanding an empire, or defending against invaders.
Espionage.
Once per turn, a province can be
conquered at the cost of two tokens, regardless of how heavily it is defended. All other modifiers are ignored (including
province type, other civilization tiles, etc.). This
ability may only be used once per turn, and does not affect any other conquests.
Field
General. The civilization receives 7
extra tokens at the beginning of the turn, but loses 7 at the end of the turn (they can be
used only for expansion, but not for defense). These 7 tokens are removed before counting victory points and before checking for cohesion.
Fortification. At the end of each turn, the player may place a
fortress (brown token) in any province in their active civilization. Only one fortress may be placed per turn and only
one fortress per province is allowed. The
fortress remains during the decline of this empire, but new fortresses may not be added to
an empire in decline. The fortress disappears
if the province is conquered or abandoned in any way.
A province with a fortress costs +1 token to conquer, and attacks made from
this province cost -1 token.
Militia. Each time another player wishes to conquer a
province of a civilization with militia, it costs one extra token.
Mountaineering. Conquering a mountain province (gray) costs one
token less. These provinces also earn +1
victory point.
Ship
Building. Expanding into a province
costs one token less if the player is expanding from a province sharing a common coast
(with touching light blue sections in their spaces.) Examples: Northern Italy and Southern
Italy, England and Ireland. Shipbuilding is
usable in conjunction with Astronomy for a bonus when crossing a sea, as well as when a
new civilization enters the board into a coastal province.
Weapons. Each expansion into a new province costs one
token less.
Blue
Tiles have various special abilities.
Astronomy. Expansion may take place across one or more sea
(dark blue) regions. Example: Ireland to
Norway, then to Southern Italy. Two provinces
of an empire with Astronomy are considered adjacent (for the rule of cohesion) if they are
connected by one or more sea regions. If
applicable, bonuses for attacking from a fort or from a mountain are NOT applied if
attacking across a sea, but bonuses from Ship Building are counted. Note: Light blue sections of coastal provinces are
not considered sea; these may be crossed by anyone.
Barbarians. No special abilities, but there are a lot of
them.
Diplomacy. At the start of a turn, this player may choose
one opponent with whom they are at peace. Neither
player may attack the other until the start of the Diplomacy players next turn. This applies only to active empires; declining
empires may still be attacked normally. The
opponent with whom you are at peace may be changed each turn, or you may choose no player
if you wish. You may also choose to be at
peace with a player who is not currently on the board.
Heritage. The active
empire (with Heritage) may expand into provinces adjacent to the players own
declining empire without removing tokens from the declining empire. If the player wishes, they may expand into their
own declining empires province following the normal rules of conquest.
Medicine. The civilization receives an extra token at the
beginning of each turn, including the turn in which it enters the board.
Messengers. This civilization can ignore the rule of
cohesion.
Rebirth.
The decline for this civilization is
declared at the end of a normal game turn, after counting victory points (instead of at
the beginning of the next). However, the
victory points are counted only once. The
player therefore does not spend an entire turn choosing his next civilization.
Revolutionaries. This civilization may appear in any province, not
just on the edge of the board. This starting
province must be conquered normally. Bonuses
from the civilizations second tile, such as Mountaineering and Ship Building,
Astronomy, etc. are still applied where appropriate.
Specialization. This civilization is considered to have two
identical Civilization tiles. The number of
tokens collected to start the empire is double the other tile plus 1 extra. Example: In a game with 5 players, Barbarians
+ Specialization receives 17 tokens (6 + 6 + 1 + 4).
Specialization remains during decline if the other tile remains.
VINCI with One or Two Players
In general: For solitaire play, one player takes on three imaginary opponents. With two players, there are two virtual
players in addition to the actual players. The
behavior of the virtual players is handled using various rules and a few dice throws. This variant requires a six-sided die. On the turn of a virtual player, look at the
provinces adjacent to their civilization and decide which is preferable. The virtual players civilization will then
conquer these provinces in the order of preference.
If there are provinces of equal value, a die roll is used to decide the
preference. Equalities are frequent enough to
make the virtual players behavior fairly unpredictable.
Start
of the game
Turn order is chosen at random. The game ends
at 150 points.
Choosing
a Civilization
A virtual player always chooses the first civilization available. The virtual player receives 8 extra tokens instead
of the 6 tokens which a real player receives.
Entering
the Board
A virtual player chooses the province which earns it the most victory points. If there are several candidates, choose the
province that is easiest to conquer. If there
are still equal provinces, roll a die to determine where the civilization begins.
Variant: To make the game a bit more
difficult, instead of rolling a die to select which province a virtual player will attack,
whenever possible, choose a province that will invade one of the real players
civilizations.
Expansion
The virtual players look only for immediate gain when expanding. Each new province to be conquered is determined in
the same manner as the starting province: the one that is worth the most victory points
(including subtracting points for moving adjacent to the virtual players declining
civilization), then the cheapest province to take, and finally by rolling a die. If the player does not have enough tokens to take
the preferred province, they will instead try to take the best possible province. However, virtual players never empty an existing
province for extra tokens.
Variant: You may wish the virtual players
to use the following formula: (Cost in tokens to take the province) - ( 2 x the value of
the province in victory points). This will
allow a better determination of the value of the provinces.
The virtual player will always conquer the province with the lowest value
first. This will make an unoccupied mountain
province preferable to a farmland province defended by 6 tokens. (3 - ( 2 x 0) =3 which is less than 8 - ( 2 x 2) =
4. This variant produces more intelligent
virtual players, but requires extra time to calculate.
Reorganization
A virtual player distributes tokens so as to have a homogeneous defense along their
borders (taking into account mountains, forests, and fortresses). Any leftover tokens are distributed with the
following preferences:
1.
Provinces on the edge of the board if
new empires are entering this round.
2.
Provinces adjacent to an active empire.
If there is a tie, tokens are placed in
provinces that are worth more victory points. If
still tied, roll a die.
Cohesion
Virtual players are not subject to the rule of cohesion.
A virtual player may decide to declare an empire to be in decline only if the empire would
score fewer than 10 points before expansion AND the empire has fewer than 5 tokens
available to expand. If both of these
conditions are met, roll a die: the civilization goes into decline if the result is
greater than the number of tokens available for expansion.
Otherwise, carry on with a normal turn for the virtual player.
Civilization
Tiles
Astronomy. All of the provinces
accessible through Sea Zones must be considered when choosing a province to invade.
Diplomacy.
An imaginary empire always declares peace with a real player. (If two are playing, roll a die to determine who
is chosen.)
Field General.
The empire is placed into decline only when there are fewer than 3
tokens available for conquest. Also, subtract
2 from the die roll to see if the empire actually goes into decline.
Forts.
A virtual player only plays its fortresses offensively. The Fort will always be placed in the province
which is adjacent to the most opposing or neutral civilizations. (If there is a tie, roll a die.)
Ship Building. On its first turn, a civilization with Ship
Building will always settle along a coastline that is not part of an inland sea.
Heritage.
If there are equally valued provinces during expansion, a virtual player
will prefer attacking enemy-occupied provinces adjacent to their declining empire in order
to protect it. Apply this rule just before
rolling the die.
Rebirth.
Have the virtual player consider putting the empire into decline
at the end of each turn, using the decline guidelines given above.
Revolutionaries. Consider all of the provinces as candidates for
the starting province.
Slavery.
Take Slavery into account when evaluating the value of a province to
conquer.
Spies.
Take Spies into account when evaluating the value of a province to conquer.
Increasing
the difficulty
After a few games, you can increase the challenge offered by the virtual players by
increasing their starting victory points from 10 to 15.
You can also give them 9 or more extra tokens instead of 8 when they start a
new civilization.
This site is created and maintained by: Carl-Gustaf Samuelsson