ON GUARD – Development of the Lands |
Lands
around Lord Faradin's Hold and Halls are ripe for development. Sprit
village is on the Dragen-Sor Pass trade route, now guarded and paved
by Dwarven troops. The Ulek borderlands, newly accessible, are rich
in timber and other natural resources as yet unclaimed. Investors
become honoured “Aldermen of the Demesne”, entitled to
develop sites on nearby land - and reap the profits. (PR:
Adapted from Puerto Rico, by Rio Grande Games)
YOUR
INVESTMENT - BECOMING AN ALDERMAN
To become an Alderman requires
an investment of 1000Cr (p.a.?) paid to the Lord's Demesne. This
brings the right to order development, settlement, construction etc
in the demesne lands. Each new Alderman is initially granted one Site
and given Notes of Authority from Lord Faradin (commonly called
“Fara-dinars”. Each is for approximately 100 dwarf-days
of work on the demesne. New Aldermen get as many Faradinars as there
are other Aldermen (and pre-existing Aldermen each get one extra
Faradinar). (PR: Doubloons)
For
each month (March-October) Mayor Rico Puerto selects one Alderman to
be 'First', who then nominates the main economic activity for the
coming month (and gains certain extra benefits). Each Alderman will
be selected as First once per 'economic season'. The Mayor selects
the Aldermen for this role in order of their Social Level, normally,
and all act within the month in that same order. However, the Mayor
can be influenced [F1,7+] to bump someone up the running order (but
if they have already been First this economic season they cannot go
ahead of anyone who hasn't).
Each activity may only be chosen
once per economic season (Prospecting up to twice). Each month, every
Alderman in turn performs the chosen economic activity. The First
Alderman naturally goes first and receives an extra benefit as noted
(then becomes last in the running-order for next month, and so on).
After
all Aldermen have taken their turn at being First, each activity not
chosen this season receives a +1F bonus, as an incentive for it to be
chosen. Then a new economic cycle begins.
INITIAL SETUP QUICK
START
Setup depends on the number of 'Aldermen' (players), denoted
'#A'. Each gets #A-1 Faradinars and 1 Site (1st, 2nd, 4th: Iron Ore
Mine; 3rd, 5th: Coal Mine). Settlers used: 3A 55 settlers; 4A 75; 5A
95. Settlers on caravan: #A. Gold Bars used: 3A = 75+ Gold Bars; 4A
100+; 5A 122+. Merchant Caravans: 3A = 4, 5, 6 wagons; 4A = 5, 6, 7
wagons; 5A = 6, 7, 8 wagons. Sites revealed: #A+1.
GOLD
BARS
The most profitable economic activities will earn Gold Bars,
each worth about 200gp. When a goodly number have been earned by all
Aldermen combined (GB held, not for buildings/bonus), the current
economic cycle will be deemed complete and the most successful
Alderman appointed as the new Mayor. (This depends on the number of
Aldermen: 3 = 75+ Gold Bars; 4 100+; 5 122+). (PR: Victory
Points, vp)
SITES
Sites
that may be developed are: Coal Mines (max 10), Ore Mines (max 12),
Sheep Pastures (max 11), Tree Plantations (max 9), Clay Pits (max 8),
and Stone Quarries (max 8).
The goods they can produce are: Coal
Mine – Coal, no processing required; Ore Mine - Iron Ore, for
Iron Foundry; Sheep Pastures – Fleeces, for Woollen Mills, Tree
Plantations – Timber, for Lumber Mill; Clay Pit – Clay,
for Pottery. Stone Quarries of course produce stone, but that is used
for local building only and not trade. (PR equivalents:
Corn, Indigo, Sugar, Tobacco, Coffee)
Initially,
all potential Stone Quarry Sites are available and in addition a
number of Sites of other types equal to one more than the number of
Aldermen. (If a new Alderman takes office, add another).
MERCHANT
CARAVANS
Usually the caravans of three merchants travel through
the lands. Each has a number of different number of wagons. Each
merchant will only allow one type of goods in his caravan –
whichever type he takes first, he will insist upon until his caravan
is filled. Amounts of goods are measured in wagon-loads. The number
of wagons each merchant brings in his caravan depends on the number
of Aldermen (no doubt due to their resulting perception of the
prospect of trade): 3 Aldermen = 4, 5, 6 wagons in each; 4 = 5, 6, 7
wagons; 5 = 6, 7, 8 wagons. (PR: Ships)
GOODS
Due
to Guild rules to sustain markets, the maximum number of wagon-loads
of trade goods of each type permitted in the demesne is: Coal 10,
Iron 11, Wool 11, Timber 9, Pottery 9.
TRADING HOUSE
The
local Trader will buy up to 4 goods. He normally takes only 1 of any
type, purchased for the following number of Faradinars: Coal 0F, Iron
1F, Wool 2F, Timber 3F, Pottery 4F.
SETTLERS
Many people
come to the lands, seeking refuge from increasing intolerance and
dark churches in Cantabria. Mainly dwarves but humans and other races
too hope to settle hereabouts. They arrive by the cart-load, in
numbers equal to the number of Aldermen. The maximum number heading
for the Halls also depends on the number of Aldermen: 3 Aldermen = 55
settlers; 4 = 75; 5 = 95. (PR: Colonists)
THE
ACTIVITIES
DEVELOP: Claim an available Site. First may claim a
Stone Quarry instead. Max 1 site each. After, discard any remaining
and reveal new ones (#A+1). (PR: Settler)
BUILD:
Construct a building, paying the cost. First pays 1F less. Max 1
building each. If anyone fills 12th lot: THE END. (Quarry -1d
cumulative up to a limit; University: add settler) (PR:
Builder)
EXPORT: Ship large
quantities of goods, via the available wagon caravans, to sell in the
cities. Must load goods onto merchant caravans if possible. Each in
turn chooses 1 type of goods that can be loaded, and must load as
much of that as possible onto a caravan. Each wagon-load loaded gains
1GB. First gains 1GB extra, for first loading only. Each caravan
carries only 1 type. Cannot load goods of a type on another caravan.
Continue loading until no-one can load any more. Then all but one
item of left-over goods, if not stored in warehouses, are lost.
After, clear any caravans that are full. If total GB held (excluding
bonuses/buildings) by all reaches the limit, it is THE END. (PR:
Captain)
TRADE: May sell only
1 of one goods type to local Trading House; buys max 4 items, which
must be different to any it already has; Prices Coal 0, Iron 1, Wool
2, Timber 3, Clay 4. First gets 1d extra. After, clear goods from the
Trade House only if it is full (4 items). (PR:
Trader)
PRODUCE: Gain goods
for occupied site/production combinations. First gets 1 extra of each
type produced - afterwards, if available. (PR:
Craftsman)
SETTLE: Bring more
settlers to the town. First gets one extra and also takes first
settler from the settler wagon, then each in turn takes 1 until all
gone. Place new settlers (or re-place old ones) on buildings/sites
with available space. Keep any left over (in the 'slums'). Re-fill
caravan with settlers equalling 1 per space in any buildings (minimum
#A) – if not enough, it is THE END. (PR:
Mayor)
PROSPECTING: (May be
done twice with 5 Aldermen, once with 4, but not at all with 3). Seek
gold nuggets or gems in the mountains. First finds 1d worth, but
others get nothing. (PR: Prospector)
PRODUCTION
BUILDINGS -
Small Iron Foundry (1dub, 1space, 1vp) – Smelts
iron ore from Iron Ore Mines producing Iron. (PR: Small
Indigo Plant)
Large Iron
Foundry (3dub, 3spaces, 2vp) – Smelts iron ore from Iron Ore
Mines producing Iron. (PR: Indigo Plant)
Small
Wool Mill (2dub, 1space, 1vp) – Spins fleece from Sheep
Pastures producing Wool. (PR: Small Sugar Mill)
Large
Wool Mill (4dub, 3spaces, 2vp) – Spins fleece from Sheep
Pastures producing Wool. (PR: Sugar Mill)
Timber
Yard (5dub, 3spaces, 3vp) – Saws and dries logs from Tree
Plantations producing Timber. (PR: Tobacco Store)
Clay
Pottery (6dub, 2spaces, 3vp) – Shapes and fires Clay from Clay
Pits producing Pottery/Porcelain. (PR: Coffee
Roaster)
MINOR BUILDINGS
(Max 2 of each in town) -
Small Market (1d,1s,1vp): Gain +1d when
selling goods in TRADE.
Large Market (5d,1s,2vp): Gain +2d when
selling goods in TRADE (additional to Small Market).
Manor House
(2d,1s.1vp): Take an extra Site (random or Quarry) before claiming a
Site in DEVELOPMENT. (PR: Hacienda)
Masons
Lodge (2d,1s,1vp): May pick a Quarry instead of an available Site in
DEVELOPMENT. (PR: Construction Hut)
Small
Warehouse (3d,1s,1vp): Can store all goods of one type after
EXPORT.
Large Warehouse (6d,1s,2vp): Can store all goods of two
types after EXPORT (additional to Small Warehouse).
Healer Shrine
(4d,1s,2vp): Add one Settler to one new Site claimed in DEVELOPMENT
(take from supply, or if none settler wagon, else go without). (PR:
Hospice)
Chandlery
(5d,1s,2vp): Can sell goods in TRADE even if local Trading House
already has that type. (PR: Office)
Workshop
(7d,1s,3v): Gain +1/2/3/5d for making 2/3/4/5 different types of
goods in PRODUCTION. (PR: Factory)
Dwarven
Chapel (8d,1s,3v): Add one Settler to one new Building made in
CONSTRUCTION (take from supply, or if none settler wagon, else go
without). (PR: University)
Inn
(8d,1s,3v]: Earns 1GB each time the owner loads a batch of goods onto
a merchant caravan in EXPORT. (PR: Harbour)
Wagon
Train (9d,1s,3v): Can load any one type of goods (max 11 items) on
their own private caravan in EXPORT, earning the usual 1GB per item.
(PR: Wharf)
MAJOR
BUILDINGS (Max 1 of each in town; each fills 2 town spaces) -
Guild
Hall (10d,1s,4vp): Extra GB bonus at 'The End' for occupied
production buildings - each earns 2GB, except Smalls which just earn
1GB.
Manse (10d,1s,4vp): Extra GB bonus at 'The End' for occupied
Sites – having up to 9/10/11/12 earns respectively 4/5/6/7GB.
(PR: Residence)
Keep
(10d,1s,4vp): Extra GB bonus at 'The End' for population – each
3 settlers (round down) earns 1GB. (PR: Fortress)
Guard
House (10d,1s,4vp): Extra GB bonus at 'The End' - each 4GB earned
previously earns an extra 1GB. (PR: Customs House)
Town
Hall (10d,1s,4vp): Extra GB bonus at 'The End' - If occupied, gain
1GB per minor/major (i.e. non-production) building (whether they are
occupied or not). (PR: City Hall)
THE
END comes if: (1) Not enough Settlers to re-fill the Settler caravan
in 'Settle'; (2) Anyone builds on their 12th town space in 'Build';
(3) Gold Bar target reached in 'Export'.
Then add up the GB
earned so far, the GB value of buildings (occupied or not) and the
extra GB for occupied Major buildings special allowances.
The
Alderman who has the most is the winner – and may name the new
town. Then they are appointed as the Mayor!
(PR
Expansion: Aqueduct, Forest House, Black Market, Storehouse,
Guesthouse, Trading Post, Church [vp for bigger buildings], Small
Wharf, Lighthouse, Specialty Factory, Library [double privileges],
Union Hall, Statue [Major – 8vp], Cloister, 6xForest
plantations)