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<html manifest="manifest.appcache">
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<meta name="viewport" content="initial-scale=1,user-scalable=yes">
<title>504</title>
<script src="js/jquery-1.11.3.min.js"></script>
<script src="js/mustache.min.js"></script>
<script src="js/bootstrap.min.js"></script>
<link rel="stylesheet" href="css/bootstrap.css">
<link rel="stylesheet" href="css/bootstrap-theme.min.css">
<link rel="stylesheet" href="css/main.css" media="all">
<link rel="apple-touch-icon" href="img/apple-touch-icon-180x180.png"/>
<style type="text/css"></style>
</head>
<body>
<nav class="navbar navbar-default navbar-fixed-top" id="menu">
<div class="container-fluid">
<div class="row">
<div class="col-md-8">
<div class="panel panel-default">
<div class="panel-heading"><strong>Please select your preferred modules:</strong></div>
<div class="panel-body">
<div class="row">
<div class="col-md-8">
<div class="btn-group modules" role="group" aria-label="randomizer">
<button class="mod1 btn stateon"><img src="img/modules/icon-mod1.png" alt="Pick up & Deliver (1)" title="Pick up & Deliver (1)" /></button>
<button class="mod2 btn stateon"><img src="img/modules/icon-mod2.png" alt="Race (2)" title="Race (2)" /></button>
<button class="mod3 btn stateon"><img src="img/modules/icon-mod3.png" alt="Privileges (3)" title="Privileges (3)" /></button>
<button class="mod4 btn stateon"><img src="img/modules/icon-mod4.png" alt="Military (4)" title="Military (4)" /></button>
<button class="mod5 btn stateon"><img src="img/modules/icon-mod5.png" alt="Exploring (5)" title="Exploring (5)" /></button>
<button class="mod6 btn stateon"><img src="img/modules/icon-mod6.png" alt="Roads (6)" title="Roads (6)" /></button>
<button class="mod7 btn stateon"><img src="img/modules/icon-mod7.png" alt="Majorities (7)" title="Majorities (7)" /></button>
<button class="mod8 btn stateon"><img src="img/modules/icon-mod8.png" alt="Production (8)" title="Production (8)" /></button>
<button class="mod9 btn stateon"><img src="img/modules/icon-mod9.png" alt="Shares (9)" title="Shares (9)" /></button>
</div>
</div>
<div class="col-md-4 text-center" style="padding-top:0.5em;">
<div class="btn-group modules btn-group-lg" role="group" aria-label="randomizer">
<button class="btn btn-default" type="button" id="selectnone" title="deselect all"><span class="glyphicon glyphicon-unchecked" style="cursor: pointer;"></span></button>
<button class="btn btn-default" type="button" id="selectall" title="select all"><span class="glyphicon glyphicon-check" style="cursor: pointer;"></span></button>
</div>
<div class="btn-group modules btn-group-lg" role="group" aria-label="randomizer">
<button class="btn btn-default randomizer" type="button" title="randomize"><span class="glyphicon glyphicon-random" style="cursor: pointer;"></span></button>
</div>
</div>
</div>
</div>
<div class="panel-footer">
<p class="moduleDescription"> </p>
</div>
</div>
</div>
<div class="col-md-4">
<div class="panel panel-default">
<div class="panel-heading"><strong>Other options:</strong></div>
<div class="panel-body">
<div class="form-horizontal">
<div class="form-group">
<div class="col-sm-offset-1 col-sm-11">
<div class="checkbox">
<label><input type="checkbox" name="print-privileges" id="print-privileges" value="-1" checked />Print privileges <small>(yes/no)</small></label>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</nav>
<div class="container">
<div id="target-head">Loading Head...</div>
<div id="target-setup">Loading Setup...</div>
<div id="target-privileges">Loading Privilege Cards...</div>
<div id="target-examples">Loading Examples...</div>
</div>
<div class="container">
<div id="target-phase12">Loading Phases 1 and 2...</div>
<div id="target-phase3abcd">Loading Phase 3A-D...</div>
<div id="target-phase3efgh">Loading Phase 3E-H...</div>
<div id="target-scoring">Loading Scoring...</div>
</div>
<div class="container print-priv">
<div id="target-privileges-print">Loading Privilege Cards for Printing...</div>
</div>
<script id="name-template" type="x-tmpl-mustache">
{{#1.I}}The World of Traveling{{/1.I}}
{{#2.I}}The World of Restless{{/2.I}}
{{#3.I}}The World of Individual{{/3.I}}
{{#4.I}}The World of Combative{{/4.I}}
{{#5.I}}The World of Exploring{{/5.I}}
{{#6.I}}The World of Networking{{/6.I}}
{{#7.I}}The World of the Mightiest{{/7.I}}
{{#8.I}}The World of Productive{{/8.I}}
{{#9.I}}A World of Publicly Owned{{/9.I}}
{{#1.II}}Traders{{/1.II}}
{{#2.II}}Pioneers{{/2.II}}
{{#3.II}}Industrialists{{/3.II}}
{{#4.II}}Generals{{/4.II}}
{{#5.II}}Explorers{{/5.II}}
{{#6.II}}Road Builders{{/6.II}}
{{#7.II}}Big Landowners{{/7.II}}
{{#8.II}}Businessmen{{/8.II}}
{{#9.II}}Stock Companies{{/9.II}}
{{#1.III}}on Journeys.{{/1.III}}
{{#2.III}}Pressed for Time.{{/2.III}}
{{#3.III}}with a Bias to Individualism.{{/3.III}}
{{#4.III}}with Potential for Violence.{{/4.III}}
{{#5.III}}on the Way to the Unknown.{{/5.III}}
{{#6.III}}with Connections.{{/6.III}}
{{#7.III}}Craving for Recognition.{{/7.III}}
{{#8.III}}with Production Needs.{{/8.III}}
{{#9.III}}by External Financing.{{/9.III}}
</script>
<script id="template-head" type="x-tmpl-mustache">
<div class="row name">
<div class="col-md-12 col-xs-12">
<div class="quickmenu">
<div class="randomizer"><span class="glyphicon glyphicon-random btn-sm" style="cursor: pointer;" title="randomize"></span></div>
<div id="printicon"><span class="glyphicon glyphicon-print btn-sm" style="cursor: pointer;" title="print"></span></div>
<div id="menuToggle"><span class="glyphicon glyphicon-menu-hamburger btn-sm" style="cursor: pointer;" title="Menu"></span></div>
</div>
<h1>World <span id="worldno" style="cursor:pointer;"><span class="mod{{world.0}}">{{world.0}}</span><span class="mod{{world.1}}">{{world.1}}</span><span class="mod{{world.2}}">{{world.2}}</span></span>
<input type="number" id="worldno-entry" maxlength="3" style="display:none;" />
: {{long_name}}
</h1>
</div>
</div>
<div class="row top">
<div class="col-md-3 col-xs-3">
<div class="heading map{{map.value}}">
<h2>Map {{map.value}}</h2>
<p>{{#residents}}<img src="img/meeple.png" class="meeple">{{/residents}}
{{^residents}}<img src="img/meeple_not.png" class="meeple">{{/residents}}</p>
</div>
</div>
<div class="col-md-6 col-xs-6">
<div class="heading">
{{#order.clockwise}}
<h2>Clockwise player order</h2>
{{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}<p>Common capital in center of map</p>{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}
{{^mapnum.4}}{{^mapnum.5}}<p>Capitals chosen counter clockwise from last player to first</p>{{/mapnum.5}}{{/mapnum.4}}
{{/order.clockwise}}
{{#order.income}}
<h2>Round-based {{owner}} order</h2>
<p>(according to income from high to low)</p>
{{/order.income}}
{{#order.vp}}
<h2>Round-based {{owner}} order</h2>
<p>(according to victory points from fewest to most)</p>
{{/order.vp}}
{{#order.shares}}
<h2>Round-based company order</h2>
<p>(according to share values from high to low)</p>
{{/order.shares}}
</div>
</div>
<div class="col-md-3 col-xs-3">
<div class="heading">
<h2>Starting Money</h2>
{{#money.fixed}}<p>Each player gets ${{money.amount}}</p>{{/money.fixed}}
{{#money.increasing}}<p>In turn order $60, $70, $80, $90 (2♟: $60, $80)</p>{{/money.increasing}}
{{#money.shares}}<p>Each ♟: ($600 / # of players)</p>{{/money.shares}}
{{#3.III}}<p>Each player gets an additional $20</p>{{/3.III}}
</div>
</div>
</div>
</script>
<script id="template-setup" type="x-tmpl-mustache">
<div class="row section">
<div class="col-md-2 col-xs-2"><h1>Special game parts</h1></div>
<div class="col-md-10 col-xs-10">
<ul class="parts">
{{#parts}}
<li><span>{{id}}</span>{{count}} {{name}}</li>
{{/parts}}
</ul>
</div>
</div>
{{#company}}<div class="row warning">
<div class="col-md-12 col-xs-12">
<p>IMPORTANT: Because of the complexity of the game rules you only find a summary of the most important details. The complete rules are in the rules booklet!</p>
</div>
</div>{{/company}}
<div class="row section">
<div class="col-md-2 col-xs-2"><h1>Game Preparation</h1></div>
<div class="col-md-10 col-xs-10">
{{#5}}<p>Place all map tiles in separate stacks in a row as follows: city, water, grassland, forest, field, mountain and desert. {{#1}}{{^1.III}}Lay out the cities in a numerical ascending stack - lowest numbered city on top, city "10" on bottom.{{/1.III}}{{/1}}</p>{{/5}}
<p>
Lay out map {{map.value}}.
{{#1}}{{^1.III}}Display cities with their goods side atop. {{#8}}The cities remain empty of goods.{{/8}}{{^8}} Place 4 goods onto each city, matching the small circular symbol.{{/8}}{{/1.III}}{{/1}}
{{#8}}
{{^8.III}}
Display land and water tiles with the goods side atop.
Deserts do not produce goods themselves (but see <span class="water-adjacent icon"></span>).
{{/8.III}}
{{#8.III}}{{#1}}
Display land and water tiles with the goods side atop.
Deserts do not produce goods themselves (but see <span class="water-adjacent icon"></span>).
{{/1}}{{/8.III}}
{{/8}}
</p>
{{^7}}
{{#6.I}}
<p>Place the majority board next to the game map with the column for deserts showing and place the 6 marking tokens for each {{owner}} below this board.</p>
{{/6.I}}
{{#6.II}}
<p>Place the majority board next to the game map with{{^2.III}}out{{/2.III}}{{#2.III}}{{^9.I}}{{^5.I}}out{{/5.I}}{{/9.I}}{{/2.III}} the column for deserts showing and place {{^2.III}}5 of the{{/2.III}}{{#2.III}}{{^9.I}}5 of the{{/9.I}}{{#9.I}}the 6{{/9.I}}{{/2.III}} marking tokens for each {{owner}} below this board.</p>
{{/6.II}}
{{/7}}
{{#7}}
<p>Place the majority board next to the game map with the column for deserts showing and place the 6 marking tokens for each {{owner}} below this board.</p>
{{/7}}
{{#1.II}}<p>Place the goods price board next to the game map and place 1 each of the goods tiles on space "20" of it.</p>{{/1.II}}
{{#9}}<p>
{{^9.III}}Prepare the game for 5 stock companies. {{/9.III}}
{{^1.II}}Place the share value board next to the game map. {{/1.II}}
{{#1.II}}The goods price board is used to track the prices of shares in addition to goods. {{/1.II}}
{{#9.II}}
The stock companies each get the following money for their company assets: blue & orange each get $100, white & purple each get $150, green gets $200.
{{/9.II}}
{{#9.III}}
Each player is CEO of a small private stock company and takes the president’s share as his title deed. He places the remaining 8 shares with the dark side in front of himself. Mark the share values of all players at $20 on the share value{{#1.II}}/goods price{{/1.II}} board. {{^3}}{{^7.I}}Depending on the # of players lay out the matching player order cards and place 1 resident of each player next to these cards.{{/7.I}}{{/3}}
{{/9.III}}
</p>{{/9}}
{{#3}}
<p>The privileges used in this game are: <strong>{{priv.list}}</strong>.<br />{{#company}}Take 2 cards of each privilege for the deck.{{/company}}{{^company}}4♟: Take 2 cards of each privilege for the deck. 3♟: First take 1 card of each privilege, shuffle them and remove half of them from the game. Then, add 1 card of each privilege to the remaining half for the deck. 2♟: Take 1 card of each privilege for the deck.{{/company}}</p>
<p>Shuffle the privileges separated by card backs I, II, III and place them in a single stack, so that the cards with the back I are on top, the cards with the back III are at the bottom.</p>
<p>Place the price token next to the map. Draw 1 privilege per {{owner}} and place them in a face-up row to the right of the price token, so that the minimal bid for each privilege is $20.</p>
{{/3}}
{{#2.III}}
{{^5.I}}{{^6}}{{^7}}
{{^9.I}}<p>Majority {{^4.I}}board and {{/4.I}}markers not needed in this combination.</p>{{/9.I}}
{{#9.I}}{{^5.II}}<p>Majority {{^4.II}}board and {{/4.II}}markers not needed in this combination.</p>{{/5.II}}{{/9.I}}
{{/7}}{{/6}}{{/5.I}}
{{#1.I}}<p>Place 1 good of each type with 5 VP on it next to the map.</p>{{/1.I}}
{{#3.I}}<p>Place two factories with 10 VP each next to the map.</p>{{/3.I}}
{{#4.I}}
{{^6}}{{^7}}<p>Place the majority board next to the game map.</p>{{/7}}{{/6}}
<p>Place 3 VP next to the first city space of the majority board, 4 VP next to the second space, and so forth.</p>
{{/4.I}}
{{#5.I}}
{{^6}}{{^7}}<p>Place the majority board next to the game map with the column for deserts showing and place the 6 marking tokens for each {{owner}} below this board.</p>{{/7}}{{/6}}
<p>Place 5 VP below each terrain column of the majority board. {{#6}}Place 6 other tokens, such as settlements, per {{owner}} below the majority board to track exploration.{{/6}}{{#7}}Place 6 other tokens, such as roads, per player below the majority board to track exploration.{{/7}}</p>
{{/5.I}}
{{#6.I}}<p>Place 5 VP below each terrain column of the majority board.</p>{{/6.I}}
{{#7.I}}<p>Place 10 VP next to the first row of the majority board, and 20 VP next to the second row of the majority board.</p>{{/7.I}}
{{#8.I}}<p>Place 1 good of each type with 5 VP on it next to the map.</p>{{/8.I}}
{{#9.I}}
{{#1.II}}<p>Place 1 good of each type with $50 on it next to the map.</p>{{/1.II}}
{{#3.II}}<p>Place two factories with $100 each next to the map.</p>{{/3.II}}
{{#4.II}}
<p>Place the majority board next to the game map.</p>
<p>Place $30 next to the first city space of the majority board, $40 next to the second space, and so forth.</p>
{{/4.II}}
{{#5.II}}
<p>Place the majority board next to the game map with the column for deserts showing and place the 6 marking tokens for each stock company below this board.</p>
<p>Place $50 below each terrain column of the majority board.</p>
{{/5.II}}
{{#6.II}}<p>Place $50 below each terrain column of the majority board.</p>{{/6.II}}
{{#7.II}}<p>Place $100 next to the first row of the majority board, and $200 next to the second row of the majority board.</p>{{/7.II}}
{{#8.II}}<p>Place 1 good of each type with $50 on it next to the map.</p>{{/8.II}}
{{/9.I}}
{{/2.III}}
{{#2}}{{^2.III}}
<p>Place the 10 city cards face up next to the map.</p>
{{/2.III}}{{/2}}
{{#6}}
{{^4}}<p>Each {{owner}} gets {{^company}}19{{/company}}{{#company}}14{{/company}} roads in {{owns}} color. If necessary the {{agent}}s may build more roads and need to use suitable replacement parts for these additional roads.</p>{{/4}}
{{#4}}<p>Place a shared pool of 40 neutral roads next to the game board, they can be used by all {{owners}}. If necessary the {{agent}}s may build more roads and need to use suitable replacement parts for these additional roads.</p>{{/4}}
{{/6}}
{{#company}}
<p>Lay out the {{#9.II}}{{#7.I}}scoring{{/7.I}}{{^7.I}}company order{{/7.I}}{{/9.II}}{{^9.II}}player order{{/9.II}} cards for 5 companies for the business rounds (BR) and place 1 resident of each company next to these cards. 1 player gets the starting player card for the 1st share round (SR).</p>
{{/company}}
<p>
{{#order.clockwise}}Players choose a start player, turns will proceed clockwise. {{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}Players all place their capitals in the central city.{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}}In reverse turn order players choose their capitals.{{/mapnum.5}}{{/mapnum.4}}{{/order.clockwise}}
{{^order.clockwise}}
{{#order.shares}}Players choose a start player for the first SR. Capitals are placed when companies are established.{{/order.shares}}
{{^order.shares}}
Round based {{owner}} order as shown in Phase 1. {{^9.II}}Capitals are placed in Phase 1 of the first round.{{/9.II}}{{#9.II}}Capitals are placed when companies are established.{{/9.II}}
{{#order.income}}Depending on the # of players place the matching player order cards and 1 resident of each player next to the map.{{/order.income}}
{{#order.vp}}
{{^9.II}}
<p>2♟, 3♟, 4♟: Depending on the # of players, take the corresponding starting and scoring cards. Place the 2 starting cards next to the map. Then shuffle the corresponding scoring cards separated by their backs of I, II, III and place them in 3 face down rows next to the starting cards.</p>
{{/9.II}}
{{#9.II}}
<p>Possibly, not all 5 stock companies are always active. Thus, the players take the following cards for each business round (BR):</p>
<ul>
<li>1. & 2. BR: Choose the starting card matching the number of active stock companies.</li>
<li>3. BR: Take the scoring cards with back I. Shuffle the card "1st scoring" with a # of <span class="glyphicon glyphicon-ok"></span> cards, so there is a face down card for each active stock company.</li>
<li>4. & 5. BR: Accordingly use the scoring cards with the back II or III.</li>
</ul>
{{/9.II}}
{{/order.vp}}
{{/order.shares}}
{{/order.clockwise}}
</p>
{{#1}}{{^1.III}}
<p>When placing capitals, {{agent}}s must choose cities that offer different types of goods.</p>
{{/1.III}}{{/1}}
{{#4}}
{{#9}}
{{^9.III}}<p>The stock companies may choose any capitals{{^mapnum.1}} at the edge of the map{{/mapnum.1}}.</p>{{/9.III}}
{{#9.III}}<p>{{#mapnum.1}}Each player chooses a different capital. The players cannot choose the central city!{{/mapnum.1}}{{^mapnum.1}}Depending on the # of players, choose the following capitals: 2♟: Capitals are across from each other. 3♟: Capitals are equidistant from each other. 4♟: Both unselected capitals are across from each other.{{/mapnum.1}}</p>{{/9.III}}
{{/9}}
{{^9}}<p>{{#mapnum.1}}Each player chooses a different capital. The players cannot choose the central city!{{/mapnum.1}}{{^mapnum.1}}When players choose their capitals they must choose them from around the edge of the map, with the following additional restriction based on number of players: 2♟: Capitals are across from each other. 3♟: Capitals are equidistant from each other. 4♟: Both unselected capitals are across from each other.{{/mapnum.1}}</p>{{/9}}
{{#1}}{{^1.III}}{{^company}}{{^mapnum.1}}<p>When playing with 2♟/4♟ Players cannot choose cities 5 or 10 for their capital. (This allows all players to comply with both rules for capital placement.)</p>{{/mapnum.1}}{{/company}}{{/1.III}}{{/1}}
{{#8}}
{{^8.III}}<p>Place 1 barrack on all free cities. These barracks are considered trading houses.</p>{{/8.III}}
{{#8.III}}<p>Place 1 barrack and 1 militia on all free cities which are not chosen as capitals.</p>{{/8.III}}
{{/8}}
{{^8}}<p>Place 1 barrack and 1 militia on all free cities which are not chosen as capitals.</p>{{/8}}
{{/4}}
{{#2}}{{^2.III}}
<p>To mark the chosen capitals, place 1 settlement of each {{owner}} onto the matching city cards.</p>
{{^residents}}<p>The {{agent}}s place their{{#company}} companies’{{/company}} 9 residents on the 9 cities, which they did not choose as their capitals.</p>{{/residents}}
{{/2.III}}{{/2}}
{{#1}}
{{#1.III}}
{{^residents}}<p>Each transport trolley starts with 3 movement points (MP). Each {{agent}} places {{fowns}} transport trolley onto {{owns}} capital.</p>{{/residents}}
{{#residents}}<p>Each transport trolley starts with 1 cargo hold and 3 movement points (MP). Each {{agent}} places {{fowns}} transport trolley onto {{owns}} capital.</p>{{/residents}}
{{/1.III}}
{{^1.III}}
<p>Each transport trolley starts with 1 cargo hold and 3 movement points (MP). Each {{agent}} places {{fowns}} transport trolley onto {{owns}} capital{{^8}} and directly loads 1 good from there into {{owns}} cargo hold{{/8}}.</p>
{{/1.III}}
{{/1}}
</div>
</div>
</script>
<script id="template-privileges" type="x-tmpl-mustache">
{{#3}}
<div class="row section cards">
<div class="col-md-2 col-xs-2 mod3"><h1>Privilege Cards</h1></div>
<div class="col-md-10 col-xs-10">
{{#priv.I.exists}}
<h3>Step I</h3>
<div class="row privileges">
{{#priv.I.1}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-1.png" /></div><div class="col-xs-8"><strong>I (1)</strong> The player may place 1 additional new resident on each tile, but cannot exceed the limits of those tiles (on his capital he can have at max 1 headquarters and 9 residents, on all other tiles at max 1 settlement and 7 residents).</div></div></div>{{/priv.I.1}}
{{#priv.I.2}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-2.png" /></div><div class="col-xs-8"><strong>I (2)</strong> The player gets a one-time only additional income of $15 for placing a settlement on a city. (Phase 3 H: Income)</div></div></div>{{/priv.I.2}}
{{#priv.I.3}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-3.png" /></div><div class="col-xs-8"><strong>I (3)</strong> When all shares of that stock company are owned by players, the share value of that stock company is raised by $20 (instead of $10). (Share Round (SR))</div></div></div>{{/priv.I.3}}
{{#priv.I.4}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-4.png" /></div><div class="col-xs-8"><strong>I (4)</strong> The player has a better protection while defending and subtracts 1 hit of the attacker. He only rolls dice for each remaining hit of the attacker. (Phase 3 G: Fight{{#2}}, Phase 3 D: Residents{{/2}})</div></div></div>{{/priv.I.4}}
{{#priv.I.5}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-5.png" /></div><div class="col-xs-8"><strong>I (5)</strong> The player gets an additional income of $10. (Phase 3 H: Income)</div></div></div>{{/priv.I.5}}
{{#priv.I.6}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-6.png" /></div><div class="col-xs-8"><strong>I (6)</strong> When selling goods, the player gets an additional income of $10 for each sold good. (Phase 3 H: Income)</div></div></div>{{/priv.I.6}}
{{#priv.I.7}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-7.png" /></div><div class="col-xs-8"><strong>I (7)</strong> The stock company must pay at max maintenance costs of $20. All additional costs are compensated. (Phase 4: Dividends)</div></div></div>{{/priv.I.7}}
{{#priv.I.8}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-8.png" /></div><div class="col-xs-8"><strong>I (8)</strong> The player pays $15 less for each upgrade of his transport trolley, both for the bigger cargo hold and for more movement points. (Phase 3 C: Purchase)</div></div></div>{{/priv.I.8}}
{{#priv.I.9}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-9.png" /></div><div class="col-xs-8"><strong>I (9)</strong> The player only needs 1 resident for determining the building costs of roads connecting a forest (same number as for grassland). (Phase 3 D: Residents)</div></div></div>{{/priv.I.9}}
{{#priv.I.10}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-10.png" /></div><div class="col-xs-8"><strong>I (10)</strong> After the player placed all explorer tokens accordingly next to the stacks, he may take 1 of these explorer tiles and newly place it next to another pile with 1 or more other explorer tiles. ({{#residents}}Phase 3 D: Residents{{/residents}}{{^residents}}Phase 3 E: Transport Trolley{{/residents}}) Example: Rachel may take the explorer tile next to the stack of water tiles and place it next to the stack of grassland. Sadly, she cannot choose the stack of city tiles, as no explorer tiles are already next to that stack.</div></div></div>{{/priv.I.10}}
{{#priv.I.11}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-11.png" /></div><div class="col-xs-8"><strong>I (11)</strong> The player gets 2 victory points.{{#7.I}} (The victory points are considered for player order.){{/7.I}} (Final Scoring)</div></div></div>{{/priv.I.11}}
{{#priv.I.12}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l1-12.png" /></div><div class="col-xs-8"><strong>I (12)</strong> The player counts this card as 1 additional field on the majority board. (Majorities)</div></div></div>{{/priv.I.12}}
</div>
{{/priv.I.exists}}
{{#priv.II.exists}}
<h3>Step II</h3>
<div class="row privileges">
{{#priv.II.1}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-1.png" /></div><div class="col-xs-8"><strong>II (1)</strong> The stock company may only pay 50% dividends of its income and still raises its share value by $10. The company pays $1 dividends for each full $20 income to each share ($2 to the president‘s share). (Phase 4: Dividends)</div></div></div>{{/priv.II.1}}
{{#priv.II.2}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-2.png" /></div><div class="col-xs-8"><strong>II (2)</strong> After determining the new player order, the player does not pay taxes. (Phase 1: Player Order)</div></div></div>{{/priv.II.2}}
{{#priv.II.3}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-3.png" /></div><div class="col-xs-8"><strong>II (3)</strong>The player always pays $20 for each factory (instead of $20, $30, $40). (Phase 3 F: Factories)</div></div></div>{{/priv.II.3}}
{{#priv.II.4}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-4.png" /></div><div class="col-xs-8"><strong>II (4)</strong> The player only pays $8 for each resident (instead of $10). (Phase 3 C: Purchase)</div></div></div>{{/priv.II.4}}
{{#priv.II.5}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-5.png" /></div><div class="col-xs-8"><strong>II (5)</strong> Once each turn, the player gets 1 additional movement point (MP) for his transport trolley. (Phase 3 E: Transport Trolley) Example: Camille moves her transport trolley with her last 3 movement points onto the grassland next to city “2“. With help of this privilege she finally may move her transport trolley onto that city.</div></div></div>{{/priv.II.5}}
{{#priv.II.6}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-6.png" /></div><div class="col-xs-8"><strong>II (6)</strong> The player may deliver 1 additional good to one of his trading houses. (Phase 3 H: Income, Game End{{#1}}, Phase 3 E: Transport Trolley{{/1}})</div></div></div>{{/priv.II.6}}
{{#priv.II.7}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-7.png" /></div><div class="col-xs-8"><strong>II (7)</strong> {{#1}}{{^1.III}}The player only needs 1 movement point (MP) to move on a mountain (same number as for grassland). (Phase 3 E: Transport Trolley){{/1.III}}{{/1}}{{#4}}{{^4.III}} If the player attacks an opponent on a mountain, he gets the attack bonus for grassland: +1 for each of his die rolls. (Phase 3 G: Fight){{/4.III}}{{/4}}{{#6}}{{^6.III}} The player only needs 1 resident for determining the building costs of roads connecting a mountain (same number as for grassland). (Phase 3 D: Residents){{/6.III}}{{/6}}{{#8.I}} The player only needs 1 resident for building 1 plant on a mountain (same number as for grassland). (Phase 3 D: Residents){{/8.I}}</div></div></div>{{/priv.II.7}}
{{#priv.II.8}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-8.png" /></div><div class="col-xs-8"><strong>II (8)</strong> The player only needs 1 resident for determining the building costs of roads connecting a city (same number as for grassland). (Phase 3 D: Residents)</div></div></div>{{/priv.II.8}}
{{#priv.II.9}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-9.png" /></div><div class="col-xs-8"><strong>II (9)</strong> The player gets 3 victory points.{{#7}} (The victory points are considered for player order.){{/7}} (Final Scoring)</div></div></div>{{/priv.II.9}}
{{#priv.II.10}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-10.png" /></div><div class="col-xs-8"><strong>II (10)</strong> The player counts this card as 1 additional forest on the majority board. (Majorities)</div></div></div>{{/priv.II.10}}
{{#priv.II.11}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-11.png" /></div><div class="col-xs-8"><strong>II (11)</strong> The player may use 1 resident for 2 actions during his turn. (Phase 3 D: Residents)</div></div></div>{{/priv.II.11}}
{{#priv.II.12}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l2-12.png" /></div><div class="col-xs-8"><strong>II (12)</strong> The player gets an additional income of $20. (Phase 3 H: Income)</div></div></div>{{/priv.II.12}}
</div>
{{/priv.II.exists}}
{{#priv.III.exists}}
<h3>Step III</h3>
<div class="row privileges">
{{#priv.III.1}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-1.png" /></div><div class="col-xs-8"><strong>III (1)</strong> The player does not spent movement points to move his transport trolley onto a city. He may still move onto a city after spending his last movement point to move the transport trolley onto an adjacent tile of that city. (Phase 3 E: Transport Trolley)</div></div></div>{{/priv.III.1}}
{{#priv.III.2}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-2.png" /></div><div class="col-xs-8"><strong>III (2)</strong> The player counts this card as 1 additional grassland on the majority board. (Majorities)</div></div></div>{{/priv.III.2}}
{{#priv.III.3}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-3.png" /></div><div class="col-xs-8"><strong>III (3)</strong> The player counts this card as 1 additional city on the majority board. (Majorities)</div></div></div>{{/priv.III.3}}
{{#priv.III.4}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-4.png" /></div><div class="col-xs-8"><strong>III (4)</strong> The player gets 1 additional dice, both for attack and defense. (Phase 3 G: Fight{{#2}}, Phase 3 D: Residents{{/2}})</div></div></div>{{/priv.III.4}}
{{#priv.III.5}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-5.png" /></div><div class="col-xs-8"><strong>III (5)</strong> The player gets an income of $10 for each tile he controls (instead of $5). (Phase 3 H: Income)</div></div></div>{{/priv.III.5}}
{{#priv.III.6}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-6.png" /></div><div class="col-xs-8"><strong>III (6)</strong> The player gets 5 victory points.{{#7.I}} (The victory points are considered for player order.){{/7.I}} (Final Scoring)</div></div></div>{{/priv.III.6}}
{{#priv.III.7}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-7.png" /></div><div class="col-xs-8"><strong>III (7)</strong> The player always pays $20 for each factory (instead of $20, $30, $40). (Phase 3 F: Factories)</div></div></div>{{/priv.III.7}}
{{#priv.III.8}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-8.png" /></div><div class="col-xs-8"><strong>III (8)</strong> The player does not pay for his trading houses, even if he reaches the cities as 2nd, 3rd and so on. (Phase 3 D: Residents)</div></div></div>{{/priv.III.8}}
{{#priv.III.9}}<div class="col-md-4 col-xs-12 col-sm-6"><div class="row"><div class="col-xs-4"><img src="img/privileges/card-l3-9.png" /></div><div class="col-xs-8"><strong>III (9)</strong> Each turn, the player may build 1 legit road for free, meaning that he does not need active residents to build them. (Phase 3 D: Residents)</div></div></div>{{/priv.III.9}}
</div>
{{/priv.III.exists}}
</div>
</div>
{{/3}}
</script>
<script id="template-examples" type="x-tmpl-mustache">
{{#capture}}
{{#4}}{{#5}}<p>Place 1 barrack and 1 militia on all free cities which are explored during the game.</p>{{/5}}{{/4}}
{{#9.I}}<p>Play the game in the following order of turns: SR, BR, BR, SR, BR, SR, BR, SR, BR, game end.</p>{{/9.I}}
{{#9.II}}<p>Play the game in <b>alternating</b> turns: SR, BR, SR, BR, SR, BR, etc.</p>{{/9.II}}
{{/capture}}
{{#hascapture}}
<div class="row section">
<div class="col-md-2 col-xs-2 {{#4}}{{#5}}mod5{{/5}}{{/4}}{{#9.I}} mod9{{/9.I}}{{#9.II}} mod9{{/9.II}}"><h1>Playing the Game</h1></div>
<div class="col-md-10 col-xs-10">{{{captured}}}</div>
</div>
{{/hascapture}}
<div class="row notes">
{{#2.II}}
<div class="note col-md-4 col-xs-4">
<img src="img/example-2-ii.png" style="width: 100%">
<h2>Example Income:</h2>
<p>During his turn Paul placed first settlements on 1 field, 1 forest and city "4", additionally 1 settlement on city "1" where Rachel already has her settlement. He placed 1 resident each on top of both city cards. Now, he gets $90. $20 (base income for his capital) + $20 (1st settlements on field, forest and on city "4") + $50 (for his overall 2nd and 3rd resident on the city cards). Afterwards, he moves both residents to the bottom of the city cards.</p>
</div>
{{/2.II}}
{{#3}}
{{^3.III}}
<div class="note col-md-3 col-xs-4">
<h2>Calculation of taxes:</h2>
<p>To simplify this process, the {{^7.I}}{{^9.I}}first {{owner}}{{/9.I}}{{/7.I}}{{#7.I}}player with the highest income{{/7.I}}{{#9.I}}company with the highest income{{/9.I}} pays $2 taxes for each full $10 of this income, the other players except the {{^7.I}}{{^9.I}}last player{{/9.I}}{{/7.I}}{{#7.I}}player with the lowest income{{/7.I}}{{#9.I}}company with the lowest income{{/9.I}} pay $1 taxes for each full $10 of their income. The {{^7.I}}{{^9.I}}last {{owner}}{{/9.I}}{{/7.I}}{{#7.I}}player with the lowest income{{/7.I}}{{#9.I}}company with the lowest income{{/9.I}} pays $0 taxes.</p>
{{^7.I}}{{^9.I}}
<h2>Example:</h2>
<p>Camille gets an income of $68. Thus, she must pay $12 taxes for the full $60 of her income for being first.</p>
{{/9.I}}{{/7.I}}
</div>
{{#7.I}}
<div class="note col-md-3 col-xs-4">
<h2>Example:</h2>
<p>The current player order is John, Camille, Sarah and Harry, and on the previous turn they earned $50, $68, $68 and $50 dollars respectively. Camille and Sarah have equal highest income ($68); as Camille is earlier in the turn she pays $2 for every full $10 income, in this case $12; John and Harry have equal lowest income; as Harry is later in the turn he doesn’t pay any tax. Sarah and John pay $6 and $5 respsectively.</p>
</div>
{{/7.I}}
{{#9.I}}
<div class="note col-md-3 col-xs-4">
<h2>Example:</h2>
<p>The current company order is Orange, Blue, White, Green and Purple, and on the previous turn they earned $40, $68, $68, $40 and $50 dollars respectively. Blue and White have equal highest income ($68); as Blue is earlier in the turn she pays $2 for every full $10 income, in this case $12. Orange and Green have equal lowest income; as Green is later in the turn he doesn’t pay any tax. White, Purple and Orange pay $6, $5 and $4 respectively. </p>
</div>
{{/9.I}}
<div class="note col-md-3 col-xs-6">
<h2>Factory:</h2>
<p>The players pay the following prices for building a factory on a city.</p>
<table>
<tr><th>1st <span class="factory bigicon"></span></th><th>2nd <span class="factory bigicon"></span></th><th>3rd <span class="factory bigicon"></span></th></tr>
<tr><td>$20</td><td>$30</td><td>$40</td></tr>
</table>
</div>
{{/3.III}}
{{/3}}
{{#1}}
<div class="note col-md-2 col-xs-4">
<h2>Prices for Upgrades</h2>
<table>
<tr><th>4, 5, 7 MP</th><td>each {{#1.III}}{{#residents}}$30{{/residents}}{{^residents}}$50{{/residents}}{{/1.III}}{{^1.III}}$50{{/1.III}}</td></tr>
<tr><th>2 cargo holds</th><td>{{#1.III}}$40{{/1.III}}{{^1.III}}$80{{/1.III}}</td></tr>
</table>
</div>
{{^residents}}
<div class="note col-md-3 col-xs-6">
<h2>Prices for additional movement points (MP)</h2>
<table>
<tr><th>Additional MP</th><th>+1</th><th>+2</th><th>+3</th><th>+4</th><th>+5</th></tr>
<tr><th>Total costs</th><td>$20</td><td>$50</td><td>$90</td><td>$140</td><td>$200</td></tr>
</table>
</div>
{{/residents}}
{{#1.I}}
<div class="note col-md-6 col-xs-8">
<h2>Final Scoring:</h2>
<p>The player gets the following victory points (VP) for each of the five types of goods, dependent on the # of goods he delivered.</p>
<table>
<tr><th># of delivered goods of a single type</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5+</th></tr>
<tr><th>victory points (VP)</th><td>5 VP</td><td>9 VP</td><td>12 VP</td><td>14 VP</td><td>15 VP</td></tr>
</table>
<p>Additionally, the player gets 2 VP for each set containing all 5 different types of goods.</p>
</div>
{{/1.I}}
{{/1}}
{{#2.I}}
<div class="note col-md-4 col-xs-6">
<h2>Final Scoring:</h2>
<p>The player gets the following victory points (VP) for their population on X city cards, whereby X equals the # of cities triggering the game end.</p>
<table>
<tr><th># of city cards with population</th><th>X - 3 and less</th><th>X - 2</th><th>X - 1</th><th>X</th><th>X + 1 and more</th></tr>
<tr><th>victory points (VP)</th><td>22 VP</td><td>26 VP</td><td>32 VP</td><td>40 VP</td><td>50 VP</td></tr>
</table>
{{^residents}}<p>The player gets 1 additional VP for each movement point of his transport trolley he used to move out of the last reached city.</p>{{/residents}}
</div>
<div class="note col-md-3 col-xs-3">
<img src="img/example-2-i.png" style="width: 100%">
<p><b>Example Final Scoring:</b> In a game with 3 players Camille triggers the game end, as she placed population on 8 city cards. She gets 40 VP. Paul has only 7 population on city cards. Thus, Paul gets 32 VP. {{^residents}}Anne moved her transport trolley another 3 MP out of the last reached city. She gets an additional 3 VP.{{/residents}}</p>
</div>
{{/2.I}}
{{#4}}
{{^4.III}}
<div class="note col-md-12 col-xs-12">
<h2>Fight Sequence:</h2>
<ol>
<li>The attacker rolls 1 die for each attacking army. For each hit he removes 1 defending army (excess hits are forfeited).</li>
<li>Only if the defender suffers losses, he rolls 1 die for each of his removed armies. For each hit he removes 1 attacking army (excess hits are forfeited).</li>
<li>If all defending armies are removed and at least 1 attacking army survives, the attacker conquers the tile and exchanges 1 resident into 1 settlement. If at least 1 defending army survives, the attacker retreats all surviving armies into any adjacent areas under his control (in which are actual no fights).</li>
</ol>
</div>
<div class="note col-md-4 col-xs-6">
<h2>Dice Results:</h2>
<table>
<tr><th>dice result</th><th class="dice">⚀⚁</th><th class="dice">⚂⚃</th><th class="dice">⚄⚅</th></tr>
<tr><th>attack</th><td>0 hits</td><td>1 hit</td><td>2 hits</td></tr>
<tr><th>defense</th><td>0 hits</td><td colspan="2">1 hit</td></tr>
</table>
</div>
<div class="note col-md-4 col-xs-6">
<p>If the attacker attacks an opponent on...</p>
<p>... <span class="mountain bigicon"></span> or <span class="city bigicon"></span>: -1 for each single die roll of the attacker.</p>
<p>... <span class="grass bigicon"></span> or <span class="grain bigicon"></span>: +1 for each single die roll of the attacker.</p>
</div>
{{/4.III}}
{{#4.II}}
<div class="note col-md-3 col-xs-6">
<h2>Example Income:</h2>
<p>In addition to her capital Camille additionally controls 2 wood, 3 grasslands, 1 mountain and 2 city tiles. She gets an income of $70 = $20 (base income for the capital) + $40 (8 additional tiles) + $10 (3 different types of land tiles).</p>
</div>
{{/4.II}}
{{#4.III}}
<div class="note col-md-3 col-xs-6">
<h2>Fight Sequence:</h2>
<p>If the attacker moves 1 army onto an opposing tile, both players each remove 1 army on that tile. This process is repeated if necessary, until the last defending army is removed and the tile is neutralized.</p>
</div>
{{/4.III}}
{{/4}}
{{#5}}
<div class="note col-md-3 col-xs-4">
<h2>Example Exploring:</h2>
<img src="img/exploring-example.png" style="width: 100%">
</div>
{{#5.II}}
<div class="note col-md-3 col-xs-4">
<h2>Example Income:</h2>
<p>During the first few rounds Rachel explored 8 tiles and placed settlements first onto 6 tiles. Thus, she gets an income of $90 = $20 (base income for the capital) + $40 (8 explored tiles) + $30 (6 first settlements).</p>
</div>
{{/5.II}}
{{/5}}
{{#6}}
<div class="note col-md-4 col-xs-6">
<h2>Road:</h2>
<p>The player needs a # of active residents on 1 or both tiles to build a road there (depending on the more expensive terrain).</p>
<table>
<tr><th><span class="city bigicon"></span> / <span class="mountain bigicon"></span></th><th><span class="forest bigicon"></span> / <span class="desert bigicon"></span></th><th><span class="grain bigicon"></span> / <span class="grass bigicon"></span></th></tr>
<tr><td>3 residents</td><td>2 residents</td><td>1 resident</td></tr>
</table>
<p>Additionally the player needs +1 resident for each already build opposing road between 2 concerned tiles.</p>
</div>
{{#6.I}}
<div class="note col-md-4 col-xs-6">
<h2>Final Scoring:</h2>
<p>The player gets the following victory points (VP) for each of his tiles according to the majority board.</p>
<table>
<tr><th><span class="city bigicon"></span> / <span class="mountain bigicon"></span></th><th><span class="forest bigicon"></span> / <span class="grain bigicon"></span> / <span class="grass bigicon"></span></th><th><span class="desert bigicon"></th></tr>
<tr><td>3 VP</td><td>2 VP</td><td>1 VP</td></tr>
</table>
<p>Additionally 3 VP for each set consisting of 1 city, 1 grassland, 1 field, 1 forest, 1 mountain (no desert).</p>
<h2>Example Final Scoring:</h2>
<p>Anne scores a total of 58 VP: 27 (5 cities, 4 mountains) + 22 (4 grasslands, 2 forests, 5 fields) + 3 (3 deserts) + 6 (2 sets of all terrain types excluding desert).</p>
</div>
{{/6.I}}
{{#6.II}}
<div class="note col-md-3 col-xs-4">
<h2>Example Income:</h2>
<p>Anne gets a total of $75: $20 (Base income for the capital) + $10 (1 additional city) + $25 (1 grassland, 2 forest, 2 fields) + $10 (1 mountain) + $10 (1 set). The 3rd forest does not give her income in the moment, as until now she only connected 2 cities.</p>
</div>
{{/6.II}}
{{/6}}
{{#7.I}}
<div class="note col-md-4 col-xs-8">
<h2>Scoring:</h2>
<table>
<tr><th></th><th><span class="city bigicon"></span></th><th><span class="grass bigicon"></span></th><th><span class="forest bigicon"></span></th><th><span class="grain bigicon"></span></th><th><span class="mountain bigicon"></span></th><th><span class="desert bigicon"></th></tr>
<tr><th>1st place</th><td>10 VP</td><td>10 VP</td><td>9 VP</td><td>8 VP</td><td>7 VP</td><td>6 VP</td></tr>
<tr><th>2nd place (not for 2 players)</th><td>6 VP</td><td>6 VP</td><td>5 VP</td><td>4 VP</td><td>3 VP</td><td>2 VP</td></tr>
</table>
<p>In case of a tie for 1st place all concerned players each get 2 VP less (this applies for 2 players, too) and 0 VP for 2nd place. In case of a tie for 2nd place all concerned players get the stated VP.</p>
<p><b>Example Scoring:</b> In a game with 3 players Camille has majorities for cities, forests and a 2nd place for mountains. She gets 22 VP. Afterwards, she must remove 5 residents from the game map (1 resident for each 4 VP).</p>
</div>
{{/7.I}}
{{#7.II}}
<div class="note col-md-4 col-xs-8">
<h2>Income:</h2>
<p>The player gets the # of tiles x $10 for each majority, up to the stated maximum.</p>
<table>
<tr><th><span class="city bigicon"></span></th><th><span class="grass bigicon"></span></th><th><span class="forest bigicon"></span></th><th><span class="grain bigicon"></span></th><th><span class="mountain bigicon"></span></th><th><span class="desert bigicon"></th></tr>
<tr><td>max. $50</td><td>max. $50</td><td>max. $45</td><td>max. $40</td><td>max. $35</td><td>max. $30</td></tr>
</table>
<p>In case of a tie all concerned players get the calculated income up to the stated maximum.</p>
<p><b>Example Income:</b> Camille has majorities for grasslands (2 tiles) and fields (5 tiles). She gets a total of $80 = $20 (base income for the capital) + $20 (for 2 grasslands) + $40 (maximum for 4 fields). The additional field only secures her majority, but does not increase her income!</p>
</div>
{{/7.II}}
{{#7.III}}
<div class="note col-md-4 col-xs-8">
<h2>Final Scoring:</h2>
<p>The player gets additional victory points (VP) for majorities. In case of a tie all players with the majority get the stated VP.</p>
<table>
<tr><th><span class="city bigicon"></span></th><th><span class="grass bigicon"></span></th><th><span class="forest bigicon"></span></th><th><span class="grain bigicon"></span></th><th><span class="mountain bigicon"></span></th><th><span class="desert bigicon"></th></tr>
<tr><td>6 VP</td><td>6 VP</td><td>5 VP</td><td>4 VP</td><td>3 VP</td><td>2 VP</td></tr>
</table>
<p><b>Example Final Scoring:</b> Camille has majorities for forests and mountains. She gets additional 8 VP.</p>
</div>
{{/7.III}}
{{#8}}
<div class="note col-md-3 col-xs-6">
<h2>Plant:</h2>
<p>The player needs a # of active residents on the matching tile to build the plant.</p>
<table>
<tr><th><span class="grass bigicon"></span> / <span class="grain bigicon"></span></th><th><span class="forest bigicon"></span> / <span class="water-adjacent bigicon"></span>*</th><th><span class="mountain bigicon"></span></th></tr>
<tr><th>1 resident</th><th>2 residents</th><th>3 residents</th></tr>
</table>
<p>* On a land tile next to water, the player may build 1 fish-plant.</p>
</div>
{{^8.III}}
<div class="note col-md-3 col-xs-6">
<h2>Trading House:</h2>
<p>The player must pay money for his trading house, depending on the # of players/stock companies already having their trading houses in that city.</p>
<table>
<tr><th>First</th><th>Second</th><th>Third</th><th>Fourth</th></tr>
<tr><td>$0</td><td>$10</td><td>$20</td><td>$30</td></tr>
</table>
</div>
{{/8.III}}
{{#8.I}}
<div class="note col-md-4 col-xs-6">
<h2>Final Scoring:</h2>
<p>The player gets 2 VP for each trading house (including his headquarters in the capital). Additionally the player gets VP for each set of different types of goods.</p>
<table>
<tr><th># of different types of goods</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th></tr>
<tr><th>Total VP</th><td>1 VP</td><td>3 VP</td><td>6 VP</td><td>10 VP</td><td>15 VP</td></tr>
</table>
<p><b>Example Final Scoring:</b> Paul owns 5 trading houses (including his headquarters) and can score up to 6 goods. He built a total of 9 plants and received 9 goods (3 wheat, 3 cattle, 2 fish, 1 wood). He misses ore for a complete set of 5 different goods, so he exchanges 1 wheat and 1 cattle for 1 ore. Afterwards, he gets 26 VP = 10 (for 5 trading houses) + 15 (set with 5 different goods) + 1 (set with 1 wheat). He scored the maximum number goods, so he does not get VP for the surplus cattle and fish.</p>
</div>
{{/8.I}}
{{#8.II}}
<div class="note col-md-4 col-xs-6">
<h2>Goods Sale:</h2>
<p>The player gets income for each set of different types of goods.</p>
<table>
<tr><th># of different types of goods</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th></tr>
<tr><th>Income for each set</th><td>$10</td><td>$25</td><td>$45</td><td>$70</td><td>$100</td></tr>
</table>
<p><b>Example Income:</b> Paul owns 5 trading houses (including his headquarters) and can sell up to 6 goods to them. He built 8 plants and now gets 8 goods (3 wheat, 2 cattle, 2 fish, 1 wood). He misses 1 ore for a complete set of 5 different goods, so he exchanges 1 wheat and 1 cattle for 1 ore. H e gets $130 = $20 (base income for his capital) + $100 (set with 5 different goods) + $10 (set with 1 good). He sold the maximum number of 6 goods to his trading houses and stores the surplus wheat face up in front of him for a later sale.</p>
</div>
{{/8.II}}
{{/8}}
{{#9.I}}
<div class="note col-md-12 col-xs-12">
<p><b>Calculation of Dividends:</b> The company pays $1 dividends for each full $10 income to each share ($2 to the president’s share)</p>
<p><b>Example:</b> The green company gets an income of $68. Thus, it pays $6 dividends. Camille is the only player owning 5 shares and gets $30. The company gets the remaining $38 for their company assets.</p>
</div>
{{/9.I}}
{{#9.II}}
<div class="note col-md-12 col-xs-12">
<p><b>Calculation of Dividends:</b> The company pays $1 dividends for each full $20 income to each share ($2 to the president’s share).</p>
</div>
<div class="note col-md-8 col-xs-8">
<p><b>Bonus VP at the Final Scoring:</b> The stock companies with the most victory points (VP) get additional VP.</p>
<table>
<tr><th>1st company</th><th>2nd company</th><th>3rd company</th><th>4th company</th><th>5th company</th></tr>
<tr><td>5 VP</td><td>3 VP</td><td>2 VP</td><td>1 VP</td><td>0 VP</td></tr>
</table>
</div>
<div class="note col-md-4 col-xs-4">
<p>In case of a tie add the VP of the respective places for the concerned companies and divide them (round up).</p>
<p><b>Example:</b> If 2 companies share the 2nd place, each company gets additional 3 VP = (3 + 2) / 2.</p>
</div>
{{#2.I}}
<div class="note col-md-4 col-xs-4">
<img src="img/example-2-ii.png" style="width: 100%">
<h2>Example Income:</h2>
<p>The green company placed first settlements on 1 field, 1 forest and city "5", additionally 1 settlement on city "1" where the red company already has a settlement. The company placed 1 resident each on top of both city cards. Now, the company gets $90. $20 (base income for the capital) + $20 (1st settlements on field, forest and on city "5") + $50 (for overall 2nd and 3rd resident on the city cards). Afterwards, the company moves both residents to the bottom of the city cards.</p>
</div>
{{/2.I}}
{{#4.I}}
<div class="note col-md-3 col-xs-6">
<h2>Example Income:</h2>
<p>In addition to its capital the green company additionally controls 2 wood, 3 grasslands, 1 mountain and 2 city tiles. The company gets an income of $70 = $20 (base income for the capital) + $40 (8 additional tiles) + $10 (3 different types of land tiles).</p>
</div>
{{/4.I}}
{{#5.I}}
<div class="note col-md-3 col-xs-4">
<h2>Example Income:</h2>
<p>During the first few rounds the green company explored 8 tiles and placed settlements first onto 6 tiles. Thus, the company gets an income of $90 = $20 (base income for the capital) + $40 (8 explored tiles) + $30 (6 first settlements).</p>
</div>
{{/5.I}}
{{#6.I}}
<div class="note col-md-3 col-xs-4">
<h2>Example Income:</h2>
<p>The green company gets a total of $75: $20 (Base income for the capital) + $10 (1 additional city) + $25 (1 grassland, 2 forest, 2 fields) + $10 (1 mountain) + $10 (1 set). The 3rd forest does not give the company income in the moment, as until now it only connected 2 cities.</p>
</div>
{{/6.I}}
{{#7.I}}
<div class="note col-md-4 col-xs-8">
<h2>Income:</h2>
<p>The company gets the # of tiles x $10 for each majority, up to the stated maximum.</p>
<table>
<tr><th><span class="city bigicon"></span></th><th><span class="grass bigicon"></span></th><th><span class="forest bigicon"></span></th><th><span class="grain bigicon"></span></th><th><span class="mountain bigicon"></span></th><th><span class="desert bigicon"></th></tr>
<tr><td>max. $50</td><td>max. $50</td><td>max. $45</td><td>max. $40</td><td>max. $35</td><td>max. $30</td></tr>
</table>
<p>In case of a tie all concerned companies get the calculated income up to the stated maximum.</p>
<p><b>Example Income:</b> The green company has majorities for grasslands (2 tiles) and fields (% tiles). The company gets a total of $80 = $20 (base income for the capital) + $20 (for 2 grasslands) + $40 (maximum for 4 fields). The additional field only secures the majority, but does not increase the company’s income!</p>
</div>
{{/7.I}}
{{#8.I}}
<div class="note col-md-4 col-xs-6">
<h2>Goods Sale:</h2>
<p>The company gets income for each set of different types of goods.</p>
<table>
<tr><th># of different types of goods</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th></tr>
<tr><th>Income for each set</th><td>$10</td><td>$25</td><td>$45</td><td>$70</td><td>$100</td></tr>
</table>
</div>
{{/8.I}}
{{/9.II}}
{{#9.III}}
<div class="note col-md-8 col-xs-8">
<p><b>Bonus VP at the Final Scoring:</b> The player’s stock companies with the most victory points (VP) get additional VP.</p>
<table>
<tr><th></th><th>1st company</th><th>2nd company</th><th>3rd company</th><th>4th company</th></tr>
<tr><th>2 ♟</th><td>3 VP</td><td>0 VP</td><td></td><td></td></tr>
<tr><th>3 ♟</th><td>3 VP</td><td>1 VP</td><td>0 VP</td><td></td></tr>
<tr><th>4 ♟</th><td>4 VP</td><td>2 VP</td><td>1 VP</td><td>0 VP</td></tr>
</table>
</div>
<div class="note col-md-3 col-xs-4">
<p>In the case of a tie add the VP of the respective places for the concerned companies and divide them (round up).</p>
<p><b>Example:</b> In a game with 4 players, if 2 companies share the 2nd place, each company gets additional 2 VP = (2 + 1) / 2.</p>
</div>
{{/9.III}}
</div>
</script>
<script id="template-phase12" type="x-tmpl-mustache">
{{#company}}
<div class="row section">
<div class="col-md-2 col-xs-2 mod9"><h1>Share Round</h1></div>
<div class="col-md-10 col-xs-10">
<p>During the SR, the players can choose the following actions: <b>deal shares, pass or quit</b>.</p>
<p><b>Dealing Shares:</b> When you take this action you buy 1 share and/or sell any number of shares. During the same SR a player can either buy or sell stocks from a given company; he cannot do both.</p>
<p>
<b>Buying Shares:</b> The player pays the share value to the bank. {{#9.I}}If the company owns any shares, the player takes a share from the company and the company gets the fixed issue price (starting price) from the bank. Otherwise, t{{/9.I}}{{^9.I}}T{{/9.I}}he player takes a share from the bank.
The player should place the share light side up in front of himself, to indicate that he cannot sell shares of that company this SR. Each player may only own a maximum of 50% of the shares of a single stock company.
</p>
<p>
<b>Establishing a stock company:</b> If the player buys the first share of a stock company, he must buy the "2"-president’s share for twice the fixed issue price and become the president of that stock company.
The president marks the issue price of that stock company on the share value board (if necessary he places the share value token on top of other tokens). {{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}During the first SR all capitals are placed in the central city.{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}}The president then chooses his company’s capital.{{/mapnum.5}}{{/mapnum.4}} In the business round (BR) he will make all of its actions.
</p>
{{#4}}{{^8.I}}{{^8.II}}<p><b>"Puppy Licence" provision:</b> An opposing stock company may only be attacked after it finishes its first BR. In other words, it is safe after establishing, as long as it only has a marked capital.</p>{{/8.II}}{{/8.I}}{{/4}}
<p>
<b>Establishing in later SR:</b> If Stock Companies are established in later rounds they may place their capital {{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}on any city, which already has 1 settlement of at least one other company{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}}in any city, which is not already marked as a capital of another company{{/mapnum.5}}{{/mapnum.4}}.
{{#4}}{{^8.I}}{{^8.II}}If the president chooses a city containing armies of another stock company as the capital, he destroys all these opposing armies and removes them from the map!{{/8.II}}{{/8.I}}{{/4}}
</p>
<p>
<b>Being President:</b> A player remains as president of a company as long as they have the most shares of a company (equal most counts). If the president ever has fewer shares in their company than another player,
the player with the most shares in that company becomes the new president, he must exchange 2 of his "1" shares for the president’s "2" share. If there is a tie, it is broken in favour of the next player clockwise from the previous president.
</p>
<p>
<b>Selling Shares:</b> The sale price always matches the actual share value. Independent of the number of sold shares, the share value of the concerned stock companies drops by $10.
The president cannot sell the President’s "2" share, however they can exchange their "2" share for two "1" shares with the next player who could become president during their sell shares action.
{{#9.I}}The players together may only sell 50% of the shares of a single stock company to the bank. {{/9.I}}
{{#9.II}}The players may sell all "1"-shares to the bank (only the president’s share must remain in the ownership of a player). {{/9.II}}
The first time a player sells shares of a company during the SR, he places 1 resident from that company’s stocks in front of himself, to indicate that he cannot buy shares of that company this SR.
</p>
<p><b>Pass:</b> As long as nobody quits, a player may repeatedly pass and during the same SR may later deal shares, when it is his turn in the clockwise order. If all players pass consecutively the SR ends and the first passing player gets the starting player card.</p>
<p>
<b>Quit:</b> If the player quits first in the SR, he takes the starting player card and places it with the crossed out side face up in front of himself. He will be the new starting player
in the next SR. After the first player quits, the other players now either must deal shares or quit, too. The SR ends, after all players quit (or if all players pass consecutively).
</p>
<p>
<b>End of the SR:</b> The companies whose shares are now 100% owned by players raise their stock price by $10{{#9.II}}, <b>AND</b> the companies whose shares were bought most during this SR also raise their stock price by $10 (stocks can raise from both in one SR){{/9.II}}.
Players flip all bought shares back to their dark sides and return residents back to the companies’ storages.
</p>
</div>
</div>
{{/company}}
{{#capture}}
{{#3}}{{^3.III}}{{^9.I}}{{^7.I}}
<p>At game start, all players make a secret bid with their starting money ($0 is a valid bid). Starting with the highest bidder, each player chooses a position in the player order{{^9.II}}{{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}, all capitals are placed in the central city.{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}} and his capital on the map.{{/mapnum.5}}{{/mapnum.4}}{{/9.II}}{{#9.II}} for the first share round (SR).{{/9.II}} In case of a tie, randomly draw lots for the order of choice (the losers get $2 for each lost draw).</p>
{{#9.II}}<p>The stock company order for the 1st business round (BR) is determined in reverse order of establishment. If stock companies are only established in later SRs, just for once they are first in stock company order in the next BR!</p>{{/9.II}}
<p>Starting with the 2nd round, determine the {{owner}} order according to the income of the former round, from high to low (in case of a tie reverse the {{owner}} order of the former round for the tied {{owners}}). According to the new {{owner}} order the {{owners}} must pay taxes for their last income: The 1st {{owner}} pays 20%, the last pays 0%, and all other {{owners}} pay 10% of their last income, see left for <b>Calculation of taxes</b>. Because of higher taxes the 1st {{owner}} may get a lower income compared to the 2nd.</p>
{{/7.I}}{{/9.I}}{{/3.III}}{{/3}}
{{#7.I}}
{{^9.II}}
<p>At the start of the game the player order is randomly determined and 1 resident of each player is placed on the spaces of the 1st starting card. {{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}All capitals are placed in the central city.{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}}Players choose capitals in reverse turn order.{{/mapnum.5}}{{/mapnum.4}}</p>
{{/9.II}}
{{#9.II}}
<p>The stock company order for the 1st business round (BR) is determined in <b>reverse</b> order of establishment. If stock companies are only established in later share rounds (SR), just for once they are first in stock company order in the next BR, if necessary in reverse order of establishment!</p>
{{/9.II}}
<p>After all {{owners}} have taken one complete turn, the {{owner}} order is readjusted. For the 2nd turn set the new {{owner}} order by placing the residents on the spaces of the 2nd starting card and starting with the 3rd round separately on the face down scoring cards.</p>
<p>As long as the {{owners}} do not have victory points (VP), simply reverse the {{owner}} order of the former turn. As soon as the {{owners}} have VP, the new {{owner}} order is determined according to VP from few to most. The {{owner}} with the fewest VP is new starting {{owner}}, the {{owner}} with most VP is last. In case of a tie reverse the {{owner}} order of all concerned {{owners}} of the former turn.</p>
{{#3.II}}<p>Starting with the 2nd round the income is taxed according to the money, but the player order according to VP. In case of a tie for highest income, the player must pay 20%, whose turn is now earlier in player order. In case of a tie for lowest income, the player pays no taxes, whose turn is now later in the player order.</p>{{/3.II}}
{{/7.I}}
{{#9.III}}{{^3}}{{^7.I}}
<p>
At the start of the game the turn order is randomly determined. {{^mapnum.1}}{{^mapnum.2}}{{^mapnum.3}}All capitals are placed in the central city.{{/mapnum.3}}{{/mapnum.2}}{{/mapnum.1}}{{^mapnum.4}}{{^mapnum.5}}Players choose capitals in reverse turn order.{{/mapnum.5}}{{/mapnum.4}}
Starting with the 2nd round determine the player order according to the income of the former round, from low to high. In case of a tie simply reverse the player order of the concerned players.
</p>
{{/7.I}}{{/3}}{{/9.III}}
{{#company}}{{^3.I}}{{^7.I}}
<p>The order of the stock companies matches the actual share values from high to low. In case of a tie the order of the concerned companies matches the stack of share value markers from top to bottom.</p>
{{#3.II}}
<p>Starting with the 2nd round the income is taxed according to the companies with most to least income: The company with the highest income from the previous round pays 20% tax, the company with the with the lowest pays 0%, and all other companies pay 10% of their last income, see above for <b>Calculation of taxes.</b> In the case of a tie, the company earlier in the turn order pays the higher tax rate. The company turn order continues to be determined according to the actual share value.</p>
<p>The stock companies pay taxes from their company assets. If they do not have enough money or are dead broke, they pay their remaining money. The presidents do not pay remaining taxes!</p>
{{/3.II}}
{{/7.I}}{{/3.I}}{{/company}}
{{/capture}}
{{#hascapture}}
<div class="row section">
<div class="col-md-2 col-xs-2"><h1>Phase 1: {{^company}}Player{{/company}}{{#company}}Company{{/company}} Order</h1></div>
<div class="col-md-10 col-xs-10">{{{captured}}}</div>
</div>
{{/hascapture}}
{{#3}}{{^3.III}}
<div class="row section">
<div class="col-md-2 col-xs-2 mod3"><h1>Phase 2: Privileges</h1></div>
<div class="col-md-10 col-xs-10">
<p>If there are still unsold privileges from the former round, place the price token to the right of these privileges. The starting bid for these privileges drops to $0. Draw new privileges and place them to the right of the price token, until you either draw 1 new privilege per {{owner}} or there are a # of privileges in the row of cards depending on the # of players: 4 (2♟), 5 (3♟), 6 (4♟) or 7 privileges (5 stock companies). The starting bid for the new privileges is $20.</p>
<p>All privileges are now auctioned from left to right, one at a time. {{^company}}Beginning with the 1st player, all players bid (or pass) in clockwise seating order around the table, until there is a highest bid.{{/company}}{{#company}}Beginning with the president of the 1st company, all players bid (or pass) for each of their companies in company turn order, until there is a highest bid.{{/company}} If a {{owner}} passes he may only bid again for the next privilege. The highest bidder pays the amount{{#company}} from the winning company{{/company}} to the bank and places the privilege face up in {{^company}}front of him{{/company}}{{#company}}the company’s holdings{{/company}}. If the starting bid of the privilege was $20, and all {{owners}} pass, the privilege simply remains in the row of cards. If the starting bid of the privilege was $0 and all {{owners}} pass again, remove that privilege from the game!</p>
<p>The {{owner}} may only buy each type of privilege once, {{sagent}} may use {{fowns}} privileges immediately after purchase.</p>
</div>
</div>
{{/3.III}}{{/3}}
</script>
<script id="template-phase3abcd" type="x-tmpl-mustache">
{{#capture}}
{{#2}}{{#residents}}
<p>At the start of his turn, the {{agent}} may change {{fowns}} capital by exchanging {{owns}} headquarters with 1 of {{fowns}} own settlements in any other city.</p>
<p>If the {{owner}} does not have enough residents to buy in <b>Phase 3 C</b> or enough settlements to settle a tile in <b>Phase 3 D/3 E/3 G</b> in {{owns}} storage, the {{agent}} may take back the missing pieces from the game map without substitution and place them directly back on the map. If he takes back 1 settlement, he must take back all residents on the same tile.</p>
{{/residents}}{{/2}}
{{/capture}}
{{#hascapture}}
<div class="row section">
<div class="col-md-2 col-xs-2 mod2"><h1>Phase 3 A: Capital</h1></div>
<div class="col-md-10 col-xs-10">{{{captured}}}</div>
</div>
{{/hascapture}}
{{#9.III}}
<div class="row section">
<div class="col-md-2 col-xs-2 mod9"><h1>Phase 3 B: Stock Dealing</h1></div>
<div class="col-md-10 col-xs-10">
<p>The player may buy any number of shares of the other players from the bank for the actual share value, if these were already sold in a former round to the bank (if their dark side is face up). The player cannot sell these shares again!</p>
<p>Additionally, the player may sell exactly 1 of his shares to the bank during his turn. He places the share for now with the light side face up into the bank and gets money according to the actual share value (this money is not considered as income!). Then, the share value drops by $10. The player cannot sell his president’s share! The player may conduct this <b>sale during his complete turn</b> to get missing money for one of his actions!</p>
</div>
</div>
{{/9.III}}
{{#capture}}
{{#3.III}}
<p>If there are fewer privileges in the row of cards as the # of {{owners}} at the start of this phase, the active {{agent}} draws 1 privilege and places it to the right of the row of cards {{^company}}(2♟: If less than 3 privileges are in the row of cards, the player draws 1 privilege).{{/company}} The price of a newly drawn privilege is always $20.</p>
<p>Now the {{agent}} may buy 1 privilege{{#company}} paying the money from the companies holdings{{/company}}. If he does not buy one privilege, the price drops for all privileges for $0 and the price token is placed on the right of the row of cards. Newly drawn privileges are again placed on the right of the price token, so their price is $20. If at any time there are privileges with different backs (I, II or III) in that row, the price for all privileges with the lower back drops to $0 and the price token is placed to the right of them.</p>
<p>{{^company}}The player may only buy each type of privilege once{{/company}}{{#company}}The president can’t buy a privilege for their company if the company already owns it{{/company}}. He may use his privileges immediately after purchase.</p>
{{/3.III}}
{{#1}}
<p>The {{agent}} may buy exactly 1 upgrade for {{fowns}} transport trolley per turn, either a bigger cargo hold or more movement points, see table <b>Prices for Upgrades</b>.</p>
{{/1}}
{{#8.III}}
<p>Starting with the 2nd round the {{agent}} may buy only at max 2 more residents than the # of plants {{^company}}he{{/company}}{{#company}}the company{{/company}} owns in each turn.</p>
<p><b>Example:</b> If the {{owner}} owns 4 plants, {{sagent}} may only buy up to 6 residents.</p>
{{/8.III}}
{{#residents}}
<p>The {{agent}} may buy residents for $10 each {{#company}}(paying from his company’s holdings){{/company}} and place them on the board. (subject to placement rules)</p>
{{/residents}}
{{/capture}}
{{#hascapture}}
<div class="row section">
<div class="col-md-2 col-xs-2"><h1>Phase 3 C: Purchase</h1></div>
<div class="col-md-10 col-xs-10">{{{captured}}}</div>
</div>
{{/hascapture}}
{{#capture}}{{#residents}}
{{#hurry}}<p>While moving, the residents are <b>in a hurry</b>. Thus, if the {{agent}} moves them onto tiles with at least 1 of {{fowns}} exhausted residents, they remain active.</p>{{/hurry}}
{{#2.I}}
<p>The first time the {{owner}} reaches {{^4}}1{{/4}}{{#4}}an unoccupied{{/4}} city and exchanges 1 resident for 1 settlement, {{sagent}} places that resident directly on top of the matching city card.</p>
{{#4}}<p>When the {{owner}} reaches an opposing city the first time and places a resident on it, he places 1 additional resident from {{owns}} storage on top of the matching city card (moving on the city is important, not the outcome of the following fight!).</p>{{/4}}
<p>IMPORTANT: The {{owners}} must reach the cities once during the game. They do not need to stay there until the end of the game. The players may voluntarily remove their settlements from these cities during the game{{^4}}.{{/4}}{{#4}}, or may be forced to remove them because of war!{{/4}}</p>
{{/2.I}}
{{#2.II}}{{^1}}
<p>The first time the {{owner}} reaches {{^4}}1{{/4}}{{#4}}an unoccupied{{/4}} city and exchanges 1 resident for 1 settlement, {{sagent}} places that resident directly on top of the matching city card.</p>
{{#4}}<p>When the {{owner}} reaches an opposing city the first time and places a resident on it, he places 1 additional resident from {{owns}} storage on top of the matching city card (moving on the city is important, not the outcome of the following fight!).</p>{{/4}}
<p>IMPORTANT: The {{owners}} must reach the cities once during the game. They do not need to stay there until the end of the game. The players may voluntarily remove their settlements from these cities during the game{{^4}}.{{/4}}{{#4}}, or may be forced to remove them because of war!{{/4}}</p>
{{/1}}{{/2.II}}
{{#4}}
<p>All residents and settlements (including the headquarters in the capital) count as armies. The {{agent}} attacks opponents with {{fowns}} residents, but defends {{fowns}} tiles with all {{owns}} armies he has there.</p>
<p>
Only 1 {{owner}} may have a settlement on a tile.
{{^4.III}}
{{^2}}If the {{agent}} attacks an opponent by moving residents onto one of {{owns}} tiles, these residents are exhausted and cannot leave the tile. The {{agent}} will resolve all fights on tiles in <b>Phase 3 G</b>, where he attacks an opponent. He decides, in which order he resolves these fights.{{/2}}
{{#2}}
After the {{agent}} has moved all requested residents onto an opposing tile, these residents are exhausted. A fight follows immediately, see <b>Fight Sequence</b> and table <b>Dice Results</b>. If at least 1 defender survives the attack, the attacker cannot attack this tile again in the same round. The {{agent}} may move additional active residents onto neutralized or conquered tiles.
{{/2}}
{{/4.III}}
{{#4.III}}As soon as the {{agent}} moves a resident onto an opposing tile, a fight follows immediately, see <b>Fight Sequence</b>.{{/4.III}}
</p>
{{#8}}{{^8.III}}<p>There are no fights in cities, so any number of {{owners}} may have their own trading houses there. The trading houses of free cities also count when calculating prices of {{agent}} trading houses. If the {{agent}} conquers a land tile, he also conquers an existing plant. If the land tile is neutralized, the plant remains abandoned for now.</p>{{/8.III}}{{/8}}
{{^8}}
<p>The free cities defend themselves with their barracks and militia.</p>
{{^4.III}}{{#2}}
{{#3}}<p>If the attacker neutralizes an opposing city, 1 existing factory there is destroyed. If the attacker later conquers the city with 1 additional resident, he gets the remaining factories there.</p>{{/3}}
{{/2}}{{/4.III}}
{{#4.III}}
{{#3}}<p>If the attacker neutralizes an opposing city, 1 existing factory there is destroyed. If the attacker later conquers the city with 1 additional resident, he gets the remaining factories there.</p>{{/3}}
{{/4.III}}
<p>
{{#4.I}}If the capital is attacked, the headquarters defends itself last and counts as 3 armies. {{/4.I}}
{{#2}}
{{^4.I}}If the capital is attacked, the headquarters defends itself last and counts as 3 armies.{{/4.I}}
If the capital of the defender is neutralized or conquered, the defender immediately chooses a new capital by replacing his settlement on one of his cities with his headquarters.
{{#4.I}}If the defender does not control another city, the game ends, see <b>Game End</b>.{{/4.I}}
{{^4.I}}{{^company}}If the defender only controls the capital (and possibly additional land tiles), his capital cannot be attacked.{{/company}}{{/4.I}}
{{#company}}If the defender does not control another city, the attacker also conquers all other tiles of the defender and exchanges the armies with its own. If it only neutralizes the opposing capital, the defender loses all of his tiles without the attacker conquering them. Afterwards, the players lose all shares of the defeated stock company without substitution. The stock company starts anew and may be established again by the players in the next share round (SR).{{/company}}
{{/2}}
{{^4.I}}{{^2}}{{#company}}If the capital is attacked, the headquarters defends itself last and counts as 3 armies, see <b>Phase 3 G</b>.{{/company}}{{/2}}{{/4.I}}
{{^2}}{{^company}}{{^4.I}}The capital of another player cannot be attacked.{{/4.I}}{{/company}}{{/2}}
</p>
{{^4.I}}{{#company}}<p>
If the attacking stock company conquers an opposing capital by immediately moving 1 additional active resident onto the neutralized city, it also conquers all other tiles of the defender by exchanging the armies with its own.
{{#2.III}} If the attacking stock company neutralizes the last capital of the defender, it may conquer that capital immediately after the fight by moving 1 additional active resident onto the neutralized city.{{/2.III}}
If the attacker only neutralizes the capital, the defender loses all of his tiles without the attacker conquering them. Afterwards, the players lose all shares of the defeated stock company without substitution. The stock company starts anew and may be established again by the players in the next share round (SR).
{{#1.1}} Place all delivered goods of that company separately next to the map, as they still count for the game end!{{/1.1}}
</p>{{/company}}{{/4.I}}
{{/8}}
{{/4}}
{{#5.I}}<p>The {{agent}} may explore an adjacent unknown space with 1 active resident. He places that resident back into {{fowns}} storage (if the resident explores water, instead it is placed exhausted on the starting tile).</p>{{/5.I}}
{{#5.II}}
{{#2}}<p>The {{agent}} may explore any number of adjacent unknown spaces with 1 active resident. After exploring he places that resident back into his storage (except if it explores only water, instead it is placed exhausted on the starting tile).</p>{{/2}}
{{^2}}{{#4}}<p>The {{agent}} may explore an adjacent unknown space with 1 active resident. After exploring the tile he places that resident back into his storage (except if it explores water, instead it is placed exhausted on the starting tile).</p>{{/4}}{{/2}}
{{^2}}{{^4}}<p>The {{agent}} may explore an adjacent unknown space with 1 active resident. Afterwards, the resident is exhausted on the starting tile.</p>{{/4}}{{/2}}
{{/5.II}}
{{#5.III}}<p>The {{agent}} may explore any number of adjacent unknown spaces with 1 active resident. He places that resident back into {{fowns}} storage (except if it explores only water, instead it is placed exhausted on the starting tile).</p>{{/5.III}}
{{#5}}
<p><b>Exploring:</b> After choosing the destination space, the {{agent}} places the explorer tiles next to the following stacks, until he placed all 6 tiles.</p>
<ol>
<li><b>City:</b> # of explorer tiles = # of tiles between the destination space and the closest city (Across existing land tiles). New cities are never located adjacent to other cities!</li>
<li><b>Water:</b> # of explorer tiles = # of tiles between the destination space and the central city (across linear distance, even across water or empty spaces), or 0 if next to an existing water tile. New water tiles are never located adjacent to other water tiles!</li>
<li><b>Land tiles:</b> 1 explorer tile next to each stack, in the following order: grassland, forest field, mountain, desert.</li>
<li><b>Remaining explorer tiles:</b> 1 additional explorer tile next to each stack, which already received 1 or more explorer tiles, in the following order: city, water, grassland, forest, field, mountain desert, if necessary repeatedly.</li>
</ol>
<p>Afterwards, the {{agent}} rolls 1 die and places the corresponding map tile on the destination space. See the example <b>Exploring</b>.</p>
{{#mapnum.1}}<p>The {{agent}}s may only explore in a distance of 4 spaces around the central city. Thus, following the adjacency rules above, the {{agent}}s will not always explore all cities or water tiles.</p>{{/mapnum.1}}
{{#1}}{{^1.III}}{{^8}}<p>When placing a city, place 4 goods onto that city, matching the small circular symbol.</p>{{/8}}{{/1.III}}{{/1}}
{{#5.I}}
{{#2.III}}<p>
The {{agent}} counts that tile on the majority board.
{{#6.II}}Note: Use another token like a settlement to track exploration. Do not add this to the count of your road network.{{/6.II}}
{{#7.II}}Note: Use another token like a road to track exploration. Do not add this to the count of your majorities.{{/7.II}}
</p>{{/2.III}}
<p>The {{owner}} immediately gets 1 victory point (VP) for each explored tile, including water. Then, place a stack of 2 "1 VP" tokens on each explored land tile and a stack of 4 "1 VP" tokens on each explored city.</p>
<p>During the game the {{owner}} gets additional victory points (VP) by taking them from the appropriate tiles:</p>
<ol>
<li>The {{owner}} gets the first VP for placing the collectively 1st settlement on the tile.</li>
<li>The {{owner}} gets other VP from tiles, if they exhaust 1 resident for the harvest action on the corresponding tile (On cities the {{agent}} needs to do this for each of the last three VP tokens). The {{owner}} does not get this VP, if {{sagent}} exhausts {{fowns}} resident for another action that tile.</li>
</ol>
{{/5.I}}
{{#5.II}}
{{#3.I}}<p>The {{agent}} may move any number of {{fowns}} active residents from adjacent tiles onto the just explored tile without exhausting them in this way.</p>{{/3.I}}
{{#4.I}}<p>Depending on the terrain the {{owner}} discovers or receives the following. <span class="desert icon"></span> empty, <span class="grass icon"></span> & <span class="forest icon"></span> 1 own settlement, <span class="grain icon"></span> 1 own settlement + 1 own exhausted resident, <span class="mountain icon"></span> 1 militia. The {{owner}} that defeats this militia gets a once-only $20. <span class="city icon"></span> 1 barrack and 1 militia. The {{owner}} does not get income tokens for discovered settlements!</p>{{/4.I}}
{{#2.III}}{{#9.I}}<p>The {{agent}} counts that tile on the majority board.</p>{{/9.I}}{{/2.III}}
{{/5.II}}
{{/5}}
{{#6}}
<p><b>Roads:</b> If the {{owner}} has 1 settlement each on two adjacent tiles, {{sagent}} may connect both tiles with 1 of his roads. To build a road he needs a number of active residents equal to the more expensive of the two terrain types, see the table <b>Road</b>. {{^6.III}}He places 1 of {{fowns}} used residents back into his supply and places 1 road. The remaining residents are exhausted from the build and will be available again in the next round. {{/6.III}}{{#6.III}}All of the used residents are exhausted and are available again in the next round.{{/6.III}}</p>
{{^6.III}}<p>The {{agent}} must build {{fowns}} roads in a connected network. His 1st road must start in {{fowns}} capital, afterwards, the network may branch out in any direction.</p>{{/6.III}}
{{#6.III}}<p>The {{agent}} may build {{fowns}} roads on any tiles, they do not need to start in {{fowns}} capital and do not need to be connected.</p>{{/6.III}}
{{#4}}
<p>
The {{agent}}s build neutral roads, so there is always only 1 road between 2 tiles.
{{^6.III}}The roads built by a {{agent}} must be a connected with {{fowns}} capital solely across tiles controlled by that {{owner}}.{{/6.III}}
{{#6.I}}The {{owner}} only counts a land tile on the majority board, if {{^company}}he is the first who{{/company}}{{#company}}it is the first company that{{/company}} connects that land tile with 1 road. Multiple {{owners}} may count a city each once, if they control that city during the game AND connect it via roads solely across their own tiles to their capital. Each {{owner}} counts {{owns}} capital, when {{sagent}} builds {{owns}} first road.{{/6.I}}
{{#6.II}}The {{owner}} counts these tiles on the majority board (including {{owns}} capital{{^7}}, but no deserts{{/7}}). If the {{owner}} loses the control of a tile, {{sagent}} must subtract all tiles on the majority board, which now are not connected anymore via roads to {{fowns}} capital solely across {{owns}} own tiles.{{/6.II}}
</p>
<p>The {{agent}} may move {{fowns}} active residents any distance along roads on {{owns}} own tiles without exhausting them in this way.</p>
{{^4.III}}<p>If the {{agent}} moves 1 or more residents onto an opposing tile, he may build 1 road onto that tile, too (even though {{^company}}he{{/company}}{{#company}}the company{{/company}} has no settlement there and must fight in <b>Phase 3 G</b>).</p>{{/4.III}}
{{/4}}
{{^4}}
<p>The {{agent}} may move {{fowns}} active units any distance along {{owns}} roads without exhausting them in this way.</p>
{{#6.I}}<p>Directly after building a road, the {{owner}} counts all the new tiles {{sagent}} connected on the majority board (including {{fowns}} capital). This way, each tile may be counted by multiple {{owners}}!</p>{{/6.I}}
{{#6.II}}<p>Directly after building a road, the {{owner}} counts all the new tiles {{sagent}} connected on the majority board (including {{fowns}} capital{{^7}}, but no deserts{{/7}}). This way, each tile may be counted by multiple {{owners}}! Each city has demand for the different types of terrain, so the {{owner}}’s goal is to connect one of each of the terrain types for each of the cities {{sagent}} connects with {{fowns}} roads.</p>{{/6.II}}
{{#2}}<p>{{^6.III}}If the {{agent}} changes {{fowns}} capital, he cannot start a new network. {{/6.III}}If the {{agent}} removes 1 settlement from the map, his roads to that tile turn neutral{{^6.III}}, and he subtracts that tile on the majority board{{/6.III}}. The 1st {{owner}}, who owns 1 settlement each on both these tiles, exchanges the neutral road with one of {{owns}} own roads, if it is connected to {{owns}} other roads and he does not own a road there.{{^6.III}} He counts it on the majority board.{{/6.III}}</p>{{/2}}
{{^2}}{{#7.I}}<p>{{^6.III}}If the{{agent}} changes {{fowns}} capital, he cannot start a new network. {{/6.III}}If the {{agent}} removes 1 settlement from the map, his roads to that tile turn neutral{{^6.III}}, and he subtracts that tile on the majority board{{/6.III}}. The 1st {{owner}}, who owns 1 settlement each on both these tiles, exchanges the neutral road with one of {{owns}} own roads, if it is connected to {{owns}} other roads and he does not own a road there.{{^6.III}} He counts it on the majority board.{{/6.III}}</p>{{/7.I}}{{/2}}
{{/4}}
{{/6}}
{{#7}}{{^6.I}}{{^6.II}}
{{^7.II}}
<p>Each time the {{agent}} places 1 settlement on a tile, he counts the matching type of terrain on the majority board (including {{fowns}} capital).</p>
{{/7.II}}
{{#7.II}}
{{#8}}<p>The {{agent}} counts a land tile for majority purposes, if he builds the plant (if he builds a "fish"-plant, he counts the original terrain). Additionally he counts a city, if he builds {{fowns}} trading house there (including {{owns}} capital).</p>{{/8}}
{{^8}}<p>The {{agent}} counts a tile for majority purposes when he places 1 settlement on that tile (including {{fowns}} capital).</p>{{/8}}
{{/7.II}}
{{#4}}<p>If the {{agent}} conquers the tile of another {{owner}}{{#8}} that contains a plant{{/8}}, he counts that tile on the majority board, while the other {{owner}} subtracts it.</p>{{/4}}
{{/6.II}}{{/6.I}}{{/7}}