TG3 Card Game Manual EN Online

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Short Summary
The Guild - The Card Game
PLAYERS: 3-6 (may also be played by 2 players)
DURATION: 45 - 120 min. depending on the luck of
the draw
OBJECTIVE OF THE GAME: To be elected Mayor or
earn the title “Count”
MATERIALS: Pen and paper to write down coins and
experience points
The
Guild - The Card Game is for 3-6 players playing
against each other; while the game can also be played
by just 2 players, it is advised to have at least 3 players.
Depending on the number of players and the luck of the
draw, a game may take 45 to 120 minutes or more. The
goal is to build a powerful family dynasty through skillful
management, scheming, intrigue, a little luck and then,
finally, to either be elected MAYOR of the city or - as
an alternate objective - be the first to attain the title of
COUNT.
The game cards are shuffled and placed face down at
the center of the table. Space must be left beside the
pile for the discard pile and other special cards.
Each player chooses one of the 6 professions and places
the corresponding card on the table in front of him.
Each player then receives 12 coins of starting money
and the title of COMMONER, as well as a HOUSE as
Residence.
Finally, 8 hand cards are drawn. Important: if a player
fails to draw a Business Card amongst these 8 cards, the
player may then draw 8 new hand cards. The player lays
the hand cards face up on the table so that the other
players may see them and then draws the 8 new hand
cards. Then the 8 cards on the table are reshuffled into
the pack.
If someone has the Town Hall card in their hand at the
start, the card is reshuffled into the deck and a new card
is drawn.
Preparing to Play
Each player needs a pen and paper to write down
experience points and coins (p.8). Glass stones, poker
chips or coins are particularly well suited to use as
coins.
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“Please note that the masculine gender is used here
for no other reason than simplicity.”
Play
Each player has its turn during each round of play. This
always runs according to the following pattern:
Short:
1. Economy (collect income +2 and pay maintenance
costs)
2. Unblock (if possible)
3. Draw a card
4. Perform actions (maximum 1 district or 1 person)
5. Discard & draw (maximum of 5 hand cards)
1. Economy
The player calculates how many coins his businesses
and other sources of income have earned and adds 2
coins. The maintenance costs (bribes, etc.) are then
deducted from that income. If the player does not have
enough money, he must either sell some possessions,
ask his opponents for money or sit out the round and
wait until the start of the next turn (p.11).
3. Draw a Card
The player now draws a new card from the pile.
2. Unblocking
In this phase any blocked (turned 90° clockwise) cards
are unblocked again (turned back).
Some cards are blocked for more
than one round. In these, the counter
(for example, a counter or a dice) is
reduced by one.
4. Perform Actions
During the Actions phase, players can play as many
cards as they desire, but only one district or one person
per turn. Many cards have certain prerequisites and most
cost coins.
5. Discard & Draw
Players may discard a card at the end of their turn
- although this is not a must - after which cards
are redrawn until the maximum of 5 hand cards is
once again reached (certain cards can increase that
maximum). If a player has too many cards in his hand at
the end of his turn, however, he must then discard the
extra cards and may not draw any new ones.
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End of Play
Players collect VOTES FOR THE MAYORAL ELECTION
from districts, people and other cards. As soon as the
Town Hall is in play (as soon as it has been built), any
player who has at least CITIZEN status can decline to
play any cards in the action phase and instead call for
a mayoral election. When his turn comes up in the next
round, the player counts all the votes together, draws a
card and adds half the card value (rounded down) to the
total.
Example
: if the card value is 5, the player then adds 2 to
his votes.
Now all other players with at least CITIZEN status do the
same. The person with the highest number of votes wins
the mayoral election and thereby the game. When two
or more players have the same number of votes, each of
those players draws one more card and adds the value
to their total to determine the winner.
The second way to win is for a player to attain the title
COUNT by collecting 120 experience points through
playing out cards (p.10).
So there are two ways to win the game - and therefore at
least two strategies.
Card Types
Profession
This is a profession or a professional class. Each
profession has its own particular businesses, although
these businesses may also be built and run by anyone.
Improvements (& Residence)
A given number of improvements can be made to the
residence. At the beginning of the game, each player
owns a House. Once the player has the corresponding
title, he can first be upgraded to a Town House and
then to a Manor House without losing any existing
improvements. Players may now own more than one
residence, which means that anyone who builds himself
a Town House automatically loses their House and that
anyone who builds himself a Manor House automatically
loses their Town House too.
Districts & Persons
These two types of cards grant the player votes in the
mayoral election. Some have maintenance costs per
round (such as a bribe, for example) and some allow
certain cards to be played.
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Artifacts
Some artifacts can be played immediately, the same as
measures or emergency measures, while others have
a permanent effect. Each artifact must always be laid
out before it can be used. It automatically takes up one
inventory slot in the process. A new artifact may first
be played when another free inventory slot becomes
available.
Some actions contain the words: “If there is an active
[Name of business] in play, the cost is paid to its owner”.
This means that the owner of said business receives the
costs to be paid as payment. Of course, whoever owns
the building in question doesn’t have to pay anything.
Businesses
Businesses generate coins each round, if they are not
blocked for some reason. A freshly built business will
first start bringing in coins at the beginning of the next
turn.
Additional Buildings
Additional buildings are used to improve a player’s
businesses. As with businesses, additional buildings
have no effects until the beginning of the player’s next
turn.
Municipal Buildings
As soon as a municipal building (Town Hall) is drawn -
no matter what the circumstances - it is placed blocked
(rotated 90 degrees) beside the deck, in the middle
of the table, and the player draws a new card. From
this point on, any player is free to build the municipal
building either on his own or together with other players.
The card value is converted into experience points and,
where applicable, divided amongst all the builders.
Measures & Instant Measures
While measures can only be carried out (played) during
the player’s action phase, emergency measures can be
taken (played) at any time, even during another player’s
turn.
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Selling Possessions, Trading Amongst Players
Players can sell their unblocked possessions at any time
for half the original costs (rounded down).
Another way for a player to raise funds is to sell an
unblocked card (artifact, improvement or building),
which must be lying on the table in front of him to
another player for a maximum of double the original
costs shown on the card being sold.
Finally, each player is free to ask his fellow players for
coins. This may take the form of a private loan, some
sort of protection money, or compensation for a favor.
It’s The Debtors’ Prison For Them!
Anyone who cannot raise sufficient coins to pay their
costs at any point in the game automatically lands in
debtors’ prison. This means that the player must sit out
the game until the start of the next turn - and cannot
take part in the gameplay until then!
In the Economy Phase of his next turn, the player must
first pay off their debts. If he succeeds in paying off all
his debts, he may continue playing. If not, they must
once again sit out the round.
Shuffling
Once the deck has been exhausted, the discard pile is
thoroughly shuffled and reused.
Additional Rules
Experience Points (& Titles)
Players receive experience points each
time they play a card (in the upper left
corner of each card). Once a given
number of experience points has been
collected, the player’s title increases
(p.7). The title reflects the player’s
social standing and determines how
many businesses and which type of
residence the player may own.
Favor, Sabotage Protection, Burglary Protection &
Inventory Slots
Favor is needed to impress districts and people.
Sabotage and Burglary Protection are used against acts
of sabotage and burglary. The inventory slots determine
the maximum number of artifacts allowed (to be laid
out).
Random Number
Each card bears a card value in the upper left corner.
Whenever a “random number” is mentioned the player
draws a card from the deck, reads the value and then
places the card on the discard pile.
In tests against a given value, the player must have at
least one point more. For example, “Draw a random
number against 3” means that the random number must
be a 4 or higher.
1110
Experience points
Random number
Credits
Game Idea & Design: Heinrich Meyer
Graphics: GolemLabs
Layout & Producing: Ernst “The Doctor” Satzinger
Peter “Humpti“ Hambsch
Lectors: Stephanie “Lecteress“ Harman
Philipp “The Aunt“ Brock
Jessika “J-La“ Langlais
Special thanks to your mum.
Website: theguildgame.com
Facebook: www.facebook.com/theguildgame
The Guild 3 - Card Game © 2016 by Nordic Games
Licensing AB, Sweden. Published by Nordic Games
GmbH, Austria. Developed by Heinrich Meyer. Nordic
Games and their respective logos are trademarks and/or
registered trademarks of by Nordic Games Licensing AB,
Sweden. All rights reserved. All other trademarks, logos
and copyrights are property of their respective owners.
Made in Germany.
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theguildgame.com
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