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ErisEra

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GAME COMPONENTS

1xCentral Game Board

Specific areas on the Game Board as depicted above:

1: Placeholder Marker for the 5 Buildings Decks

2: Action spaces available on the board, related to gaining specific resources as


depicted in the iconography

3: Grand Orders Harmony Index current position tracker (tracks the current level
of unrest within each of the Grand Orders) - Grand Order markers

4: VP Score tracker with markers in each player color (discs)

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GAME COMPONENTS
5xBuilding cards Decks representing buildings associated with the 4
Grand Orders+Special Buildings

1 2 3 4 5

Depicted above are the 5 Building cards Decks:

1: Green Buildings - 4 cards

2: Yellow Buildings - 4 cards

3: Red Buildings - 4 cards

4: Blue Buildings - 4 cards

5: Special Buildings (white) - 5 cards

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GAME COMPONENTS

4x Player Boards in the player’s specific color (red, yellow, blue, green)

Depicted above are the 2 specific areas of the Player Boards:

1: Steward Meeples reserve (you will use these as workers)

2: Your warehouse - this is where you will keep the resources you collect during the
game;there is no limit to how many resources your warehouse can store

Shown above are 6 Steward Meeples; at the start of the game 2 of these are available
to use during your turns, as the game progresses, you will be able to use more of the
4 left in reserve, to the maximum of 6 - as depicted above

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GAME COMPONENTS
1
2 3

5
4

The five resources available in the game, shown here organized into bags;

the resources are shown here as custom shaped wooden bits

The resources in the order of the numbering above are:

1: Wood

2: Iron

3: Silver

4:Gold

5:Exotics

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GAME SET-UP
1. Place the gameboard in the center of the table
2. Place the 4 grand order markers on the position ‘3’ of the Harmony Index tracker
3. Place the 5 resources beside the gameboard, organized into piles or each in it’s
separate resource bag
4. Each player receives his player board (you can tell these apart by the colors of
the steward meeple icons depicted on them), 6 steward meeples in her player
color out of which 4 are placed into reserve spots and 2 are placed beside the
player board to signify they are active and a player VP tracker disk which he
places on the position ‘1’ of the VP tracker on the central game board
5. Separate the buildings into 5 decks according to their color - green, yellow, red,
blue, white. Shuffle each deck individually. Place the 5 decks on the placeholder
spots atop the central game board as in the image below

Game Set-up is now finished! Enjoy playing :)

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GAMEPLAY
In ErisEra, you are a young noble who whishes to accede to power in the midst of a
social conflict. While the Grand Orders signed a fragile truce between them, peace
hangs by a thread. While attempting to walk this fine line, you seek to make a name for
yourself and emerge from this period of turbulence as the ruler of this city.

During the game players will collect resources by using different actions provided by
the game board or the abilities from buildings constructed in the common town. They
will then be able to use those resources to construct more buildings.

The purpose of the game is to have the most Victory Points at the end of the game.

The game’s end is triggered either when the 10 spots of the common town are all filled
or at least one of the Grand Order markers on the Harmony Trackers drops below 1. At
that point a final round of end-game scoring occurs and the player with the most VPs
wins.

ROUND PHASES
The game is played in rounds, each consisting of three phases. The phases are
always played in the same order as described below. There is no set number of rounds
for the game, rather the game ends depending on players choices and actions. The
three phases, in order, are:

1.ACCUMULATE

Players use their Steward Meeples to activate either action spaces on the central
board or the different buildings in the common town. They immediately perform the
according action and immediately gain the benefits of said action. Once a SM is
placed upon a specific location it cannot be moved from there until the end of the
round. When each player has finished placing all their SM the game progresses to the
next phase. Players place SM in turns, starting with the first player, activating one
location at a time and then passing the action to the next player.

2.INVEST (SPEND)

Players spend the resources they have in their ‘warehouse’ (depicted on their player
board) to construct various buildings by paying the cost displayed on each building
card to the supply. When constructing a building players are faced with a choice: they
can either construct the building in the common town or construct it for their own
benefit in their personal space. Buildings constructed in the common town give certain
bonuses and effects while constructing a building in their personal space has other
benefits and effects. These are described in detail below. Suffice to say for now that
the progress of the entire game hangs upon this choice that players will face each
round. There is no limit of buildings a player can construct within each INVEST phase. 7
GAMEPLAY
The construction process in the INVEST phase is played out in a turn based
order. This means that each player can only construct 1 building at a time. After this,
the next player, in turn order (clockwise), gets to construct 1 building, then the next,
and so forth. When a player can not or does not wish to construct any more he passes
and he can take no more actions this round phase. When all the players have passed,
gameplay progresses to the next round phase.

If at any time during this phase the 10th building is constructed in the common
town, the game ends immediately, with each other player (apart from the one who
constructed the 10th building) having one more construct action at their disposal.
When all players have taken their actions end-game scoring occurs after which the
winner is declared.

3.PROGRESS

At this point all players first retrieve their SM from the spots upon which they were
placed this round. After all players collect their SM the 4 trackers of the Grand Orders
each move to the left with one position, losing 1 point on the value scale of the
Harmony Index tracker. If at this point any tracker falls below ‘1’ then end-game
scoring occurs immediately, after which the winner is declared. If no tracker fell below
‘1’ then the game progresses to a new round, starting with phase 1, ACCUMULATE, as
described above.

Before we proceed to explaining in more detail the actions and effects available to
players in the first 2 phases of a round, we need to detail the anatomy of a building
card.
Building’s end-game
scoring multipler
Building’s cost

Building’s name and color;


in this case
“Royal Court” which is
a yellow-type building

Building’s instant bonus


Building’s ability;
which you receive when
in this case you gain
you construct it into
2xGold and 2xSilver
your personal game
space
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GAMEPLAY
The icons used on the building cards, as well as on the central gameboard and their
meaning are:

= WOOD = SILVER = EXOTICS

= IRON = GOLD = STEWARD MEEPLE

As stated above in the first phase of any round (ACCUMULATE) players use their
available SM to activate either action spaces on the central board or different
buildings constructed in the common town. Players start with 2 available SM and
through their choices and actions in the game they can increase the number of SM at
their disposal up to 6. To see how players can increase their number of available SM
check out the detailed explanation of phase 2(INVEST/SPEND) in the following
section.

The central board has the following action spaces available:

1 2 3 4 5

1: Use 1xSM and gain 3xWOOD 2: Use 1xSM and gain 2xIRON

3: Use 2xSM and gain 3xSILVER 4: Use 1xSM and gain 1xGOLD

5: Use 1xSM and gain 1xEXOTIC

Action spaces on the central board do not have a limit to how many SM can be
placed on them so there can be multiple SM from multiple players at one time,
occupying the same action space. The only restriction here is that on space 3, where
you gain SILVER you must use a multiple of 2 number of SM to activate. Then gain
SILVER appropriately. 9
GAMEPLAY
When activating a building in the central town you follow the same general
principle as activating an action space from the central board. However, there are
limitations. Only 1xSM can be present at any time on a building from the central town.
That means that not only can 1 player have only 1 SM on a building during a round but
if a player activates a building than no other player can use it that round. Buildings in
the central town are always activated using only 1 SM, so there is no building which
requires 2xSM for activation. Buildings in the central town have only 2 types of
abilities: gain resources or gain VPs. It is demonstrated in the two images below,
depicting abilities from two different buildings:

This building, when activated, will This building, when activated, will
allow you to gain from the supply allow you to discard 1xSILVER and
2xGOLD and 2xSILVER gain 2VPs for each. You can
discard as many SILVER as you like
with one action

In the INVEST(SPEND) phase of the round you can use the resources previously
accumulated in your ‘warehouse’ to construct various buildings. There are two places
where you can construct buildings - either in the common town or in your personal
game space. The common town is limited to only 10 buildings spaces and once a
building is constructed there it cannot be demolished. Once all these 10 spaces are
filled, the game ends and end-game scoring happens.

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GAMEPLAY
As you can see in the image above there are already, in this example, 6 buildings
constructed in the common town. The area of the game table where players choose to
consider the common town to be is up to them. The 6 constructed buildings will act as
additional action spaces available to players in the ACCUMULATE phase of the next
round. As previously stated you construct a building in the common town by paying it’s
indicated cost in resources to the supply and placing it’s card into the designated area.

Building into the common town has the following effects and benefits:

● the tracker for the Grand Order of the same color as the building advances one
position
● the player who constructed the building into the common town gains an extra
SM from his reserve, which will become available starting phase 1 the following
round ( if a player has already activated all 4 SM from his reserve, reaching 6
active SM he than cannot gain this bonus). A SM activated from the reserve this
way will stay activated until the end of the game
● the constructed building will be available as an action space for players to
activate starting phase 1 of the following round; this way more powerful actions
will become available starting next round; the buildings in the common town are
available as action spaces to all players in the game, not just the one who
constructed them!

Constructing a special (white) building into


the common town will advance not one but
two trackers for two different grand orders.
If you examine a card for a special(white)
building you will notice two flag colors next
to its name. The trackers of those colors
will be advanced by constructing that
special building in the common town.

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GAMEPLAY
Instead of constructing in the common town you could choose to construct a
building into your personal game space. The following two images illustrate:

In these examples both the red and the yellow player have decided to construct
two buildings into their personal game spaces. When you construct a building into
your personal game space you instantly gain the bonus VPs depicted into the dark
area at the bottom of the building card (as shown on page 8 of this rulebook).
Whenever a player instantly gains VPs in the game they also move their corresponding
marker the appropriate number of space on the scoring area of the central game
board. In addition to this, buildings constructed in a player’s personal game space can
not be used as action spaces (!) by no one in the game, included the player who
constructed them. Obviously you cannot construct a building into another player’s
personal game space.

Apart from the instant bonus of VP the buildings constructed into your personal
game space count towards your end-game score, based on their multiplier value (top
right corner) and building color. Constructing special(white) buildings into your
personal game space follows the same rules and principles. You will instantly gain 4
VPs and bonus VPs in endgame scoring.

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GAMEPLAY
ENDGAME SCORING
Let’s consider the following situation, depicted in the images below.

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GAMEPLAY
Before end-game scoring is calculated the tracker for the Green Order is at ‘4’,
the one for the Blue Order is at ‘3’ and the ones for the Yellow and Red Order are at ‘2’.
Also all players have accrued some VPs during the game. Yellow player is currently at
‘6’, red is at ‘4’ and blue is at ‘3’. Now each player calculates their end-game bonus VPs
from buildings constructed into their personal game space by multiplying the buildings
multiplier value with the position the corresponding color token currently sits.

The blue player has a 2pt blue building and a 1pt green building. So her score will be

BLUEP= 3 (initial value) + 2*3 (blue building*blue position) + 1*4(green


building*green position) = 3+6+4 = 13 VPs

The red player has a 3pt blue building and a 2pt red building. So her score will be

REDP= 4 (initial value) + 3*3 (blue building * blue position) + 2*2 (red
building*red position) = 4+9+4 = 17 VPs

The yellow player has a 2pt yellow building and a 3pt green building. So her score
will be

YELLOWP= 6 (initial value) + 2*2 (yellow building*yellow position) + 3*4 (green


building*green position) = 6+4+12 = 22 VPs

Yellow has won! :)

In case of owning in your personal game space multiple buildings of the same
color just add the total multiplier values of all buildings of the same color and then
multiply it by the position value of the corresponding Grand Order tracker.

In the case of a special building in your personal


game space end-game scoring is very similar. As it
was the case with constructing a special building into
the common town, scoring special buildings that you
own takes into account the two colored flags next to
the building’s name. In the case of the ‘Monastery’
they are yellow and blue. Thus the Monastery would
score 3(it’s multiplier)* (yellow position + blue
position). In the example above the Monastery would
score 3*(2+3) = 3*5 = 15 VPs. That is a lot! :)

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