Anno 1452
Overview of the Game and its Components

This is a translation of the fullsize sheet of paper named "Spielablauf im Überblick". The center of the sheet shows the board with 6 blue arrows marked A-F. Surrounding the board is 13 pictures which I have divided into three groups: The four to the left have I marked L 1-4, the four to the right is marked R 1-4 and the bottom row is marked B 1-5. I have rewritten the introductory rules on the reverse side in order to make the rules easier to grasp. Mik

The Game Board shows the following features:
[A]The Prestige table
[BThe Time table
[CThe Turn Order display
[DThree spaces for the Playing Cards
[EThe 16 Principalities (regions) which forms the map of Germany
[FEach region has a Shield. The digit shows the maximum number of Estates the region may have; the number of Tower silhouettes above the shield depicts the maximum number of Cities.

64   Estate markers, wooden discs, 16 each in 4 colors [L1]
1 Estate marker symbolises 3 Peasants
96   Citizen markers, small wooden cubes, 24 each in 4 colors [L2]
12   Soldier pawns [L3]
9   Markers, big wooden cubes, 2 each in 4 colors plus 1 black Time marker [L4]
32   City discs, of cardboard [R1]
24   Reduction tokens, the small grey tokens are placed on top of reduced Estate markers [R2]
120   Coins in denominations of 1, 2, 5, 10, 20 and 50 units [R3]
I have preferred to call the units Gold even though some are obviously of silver and bronze.
3   "End of Game" tiles, a spare set of tiles have been included. [R4]
6   Dice
4   Player Aids
107   Playing Cards of three types:
  Principality cards (green backs)
  Action cards (blue backs)
  Crown cards (red backs)

Before the first game should you carefully punch out all the cardboard tiles and tokens.

1. Each player takes all the markers in one color (16 Estates, 24 Citizens and 2 Markers) plus a Player Aid. Each player also receives 15 Gold. All players begin with 10 Prestige points, shown by placing Markers at the "10 space" on the Prestige table [B1]

2. The black Time marker is placed in the top left space of the Time table named "Interregnum" [B2]

3. The Soldiers, City discs, Reduction tokens, Gold and Dice are all placed next to the game board.

4. The Cards are sorted after the color of their backsides:
• The two red Crown cards are not used until 1273. Place them somewhere near the game board.
• The green Principality cards are placed in an open pile on the rightmost space (next to the Time table).
• The blue Action cards are shuffled and each player dealt 5 cards, which they should keep secret from the other players. Any Event cards (marked "Karte sofort aufdecken!") are immediately mixed into the deck and replaced. The deck is then placed on the leftmost space - the center space is being for used for discards [B3]

5. Throw dice to resolve the turn order for the first round. The highest roller places his other Marker in the first space on the Turn Order display, the other players follow in order from second highest roll to lowest. Ties are resolved by rerolling the dice. [B4]
Note: The 5th space is not used in the game. Counters for a fifth player may become available in a future expansion.

6. In reverse turn order places each player an Estate marker in two neighboring regions of his choice. The 4th player will therefore be the first to choose. All Markers must be placed in new (empty) regions during the set-up.
Tip: Simply choose any two regions with a common border in your first game. During that first game you will learn the advantages and drawbacks of specific regions, which will enable you to develop your own strategies for your next game.

7. Finally the players have to agree on how many game turns (Epochs) they want to play. Each line of the Turn Order display depicts a full Epoch. (The game can last 9 Epochs (to the beginning of year 1452), but it may also end sooner. Use the proper End Game tile to cover the unused spaces on the Time table. [B5]
Example: If you want the game to end after 7 Epochs will you cover the years 1400, 1438 and 1452. The game will then end at the beginning of the year 1400.

Tip: Using the basic rules a game of 6 Epochs can be played in aprox. 60 minutes. Each aditional Epoch will expand the time by 10 minutes. When not playing the full game to 1452 some Action cards will have limited use, although they all will be playable. The game should not be played in less than 6 Epochs.

The Goal
To become the most powerful ruler with the most Principalities, Estates, Citizens and Cities, the highest Prestige and the greatest wealth!

Gameplay   (The 3 or 4 player Basic Game)
Each line of the Time Table equals one full game turn called an Epoch. Each Epoch is divided into:
• An Evaluation Round, in which points are scored and the ensuing Action Rounds are prepared.
Each Epoch is named after the year of the actual German coronations, except for the first two Epochs in which no King is elected ("Interregnum"). The first Evaluation Round is skipped in the basic game.
• Up to 3 Action Rounds. The first Action Round always takes place. Roll 2 dice before the second, and 3 dice before the third Action Round: if any die shows '6' the Action Rounds are over and the Time marker is moved to the next Epoch. The basic game begins with the first Action Round:

Action Rounds:
Each player may perform ONE of the following actions. The players takes turn in the designated order.

A.   Place an Estate markerRegion
• An Estate marker symbolises 3 Peasants, gives an income of 3 Gold, offers settlements for 3 Citizens and may attain a City Charter (i.e. having a City disc placed beneath the marker)
• An Estate marker allows you to throw 3 dice during a battle (a die roll of '6' is a hit).
• The player with most Estates in a region receives the Principality card (+1 Prestige).
• The number of Estates in a region is limited to the number shown in the Shield on the map.

B.   Place up to 3 Citizen markers
• Citizens may settle around an Estate marker. You may place a maximum of 3 Citizen markers in any regions where you have Estates.
• Each Citizen increases your income with 1 and gives you one additional die roll (hits on a '5' or a '6').
• Each individual Citizen marker costs 3 gold to place.

C.   Make an Attack
• You may initiate an attack from any one of your Estates. All Citizens settled around that Estate are part of your attacking group.
• The target must be an Estate (and its Citizens) in the same or a neighboring region. Both Attacker and Defender roll dice for the outcome. Any hits inflict losses on the opponents side (see the Player Aid); defending Cities may fend off hits (on a die roll of "1").
• The purpose of an attack is to protect your property, to change the majority to your advantage and to diminish your opponents' Prestige.
• The King may attack any Estate on the board if he uses his Mercenary Army (Soldiers)

D.   Play a Card
• You may play any one Action card from your hand as an action.
• Some cards have dual functions, but you may only perform one of the actions when you play a card.
Note: Spend a little time before the first game to get acquainted with the cards and their various functions.

CityCity Card
Any card with a Tower silhouette and a named city may be played as a City card. You may place a City disc beneath an existing Estate in the region named in the title banner. This action costs 6 Gold, but will increase your income every turn. A City allows 3 extra Citizens to settle there and protects your Estate from attacks.
The City card is immediately discarded.
Note: 4 cards have a picture of a city. These cards have only this ONE function; all other City cards have a main function as well, which will be one of the following:
InheritanceInheritance Card
You may place a free Estate marker in the region named in the title banner (within the limit given by the Shield). The Inheritance card is immediately discarded.
MarriageMarriage Card
Each card names an eligible Lady and the conditions for her marriage. If you meet all the requirements may you benefit from the advantages (but you must take any disadvantages too). Keep the card in front of you until the end of the current Epoch.
TitleTitle Card
This card provides you two additional Prestige points if you meet the conditions. Keep the card in front of you until you no longer fulfill the requirements, in which case you also lose the gained Prestige.
Other ActionsOther Action Cards
A number of cards names a specific action in the Title banner instead of a region. These cards may be played during the Action Rounds (AR) or the Evaluation Round (ER); perform only the part pertaining to the actual round. The card is discarded after use.

Evaluation Round:
The old Epoch is scored and the new one is prepared. Perform the following 6 phases in order:

1. Cards.   (in turn order)
• Discard any Marriage card in front of you , and check that you still meet the conditions of any other cards. Remember to reduce your Prestige for any cards removed
• Discard any number of unwanted cards from your hand, and draw new cards until you again have a full hand of 5 cards. It is advised that cards are drawn one at a time in case of releasing any Events.
• Each player may play 1 card (ER-action only) during phase 2-6.

2. Income.
• Receive 1 Gold per: Principality, City, Citizen and Peasant (an Estate = 1-3 Peasants).

3. Trade & Agreements.
• This phase is not used in the Basic game.

4. Prestige Points
• The players with most Estates, Citizens, Cities and Principality cards respectively receives 1 Prestige point per type. Similarly are one point deducted from the players with the fewest units of each type.

5. Coronation
• This phase does not take place during Interregnum Epochs.
• The player with the fewest Estate markers on the board is automatically elected King. He takes the Crown card: "König" and receives the privileges noted on the card.

6. New Player Turn Order
• The Turn markers are placed on the Turn Order display in order of Prestige level, with the player of the highest Prestige going first. Players with the same level of Prestige resolve the tie by rolling dice: Highest die goes first.

The End Game
The game ends with a final Evaluation Round in which only two phases take place: "Income" & "Prestige Points". Then each player receives Victory points for his possessions as noted on the player aid.

Reaction Cards
• Reaction cards can be recognised by the red letters in the title banner.Reaction cards
• They may be played out of turn in reaction to an action performed against you, or during your turn in addition to your action.
• Most cards must be played during a conflict. Only the two involved players may play cards and they may only play one card each.
• One card ("Kindbett") may be played at any time to remove a Marriage card from the table.

Event Cards
• Event cards can be recognised by the sentence "Karte sofort aufdecken!" just below the title banner. They must be revealed instantly and are never kept in the hand. Event cards
• Only the first drawn Event (by any player) during each individual Action or Evaluation Round takes place, while the rest are simply discarded without any effect.
• Event cards are immediately replenished by new cards. It is advisable to draw one card at a time until the first Event has taken place, in order to avoid any discussions among the players.!

•  "Bitte Karte mischen"
Shuffle cardThis card is not considered an Event. Shuffle the discard pile and this card into the remaining Action deck as soon as it is drawn, then draw a replacement card.

All actions and phases are described in detail in the rules book. In addition you will also find a special "Ottokar"-scenario for 2 or 3 players plus the Expert rules.

Anno 1452 is published by Piatnik 1999
Designer: Gerhard E. Kodys
Rules: Knut-Michael Wolf
Translation: Mik Svellov
Thanks to Rick Heli for the help!
1999 v2.2