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Magna Grecia
Power struggle game by Michael Schacht & Leo ColoviniGame Info

Preparations
Each player has 40 tiles and 21 markers in one color.
The SCORE marker is placed on space 15 (or 12/10 in a 3/2-player game).
 
Each player will keep 4 ROAD tiles and 4 CITY tiles in front of him together with all 20 MARKET markers. The remaining tiles are set slightly aside as the player must acquire them during the game.
 
Each player in turn will place an ORACLE on a Village (but never on a green-bordered) until all 9 Oracles have been placed (only 7 are used in a 2/3-player game).
Place them upright until claimed.
 
Separate the 12 ACTION cards by colored border and shuffle each stack of 3 cards separately. Place them face down on the table and take the top card of each stack. Shuffle these 4 cards and place them face down in a new stack. Do the same with the second and third cards from each color. Turn the semi-randomly formed stack face up and place the stack on the map next to the "0 point" space.
 
 
The Game
The game is played over 12 rounds, using 1 ACTION card per round.
The Player Order is listed in the central column of the card.
 
1) The first player takes the top tile. (The colored border signals who this is)
 
2) He may perform 2 ACTIONS or a single improved action:
     a) Build Roads
     b) Found 1 City (with free Market) and/or expand Cities
     c) Replenish Supply
 
3) He may then build 1 Market - or - cash in 1 Market
 
4) Give the Action card to the next player in color order.
    Each player performs phase 2 and 3 - Then remove card from game and go back to phase 1.
 
After 12 rounds will the players score for MARKETS and ORACLES.
 
 
Action tileThe Actions
The ACTION card show the turn order in the central column (here: Brown-Red-Orange-Yellow).
 
The two actions above the line, Roads (left) and Cities (right), may be done simultaneously when both chosen. The number indicate the maximum number of tiles which may be placed of either type (in this case 2 Roads and 1 City tile)
So by selecting actions a+b could a player place a road, then a city, then another road.
 
The action below the line show the number of tiles the player may fill into his supply (here: 2 tiles). The tiles may be of either type (despite the illustration).
NOTE: This action must always be the last action performed.
 
SINGLE ACTION: A player may choose to perform just a single action, in which case he may use the next higher number available for that action.
(here: 3 Roads or 2 Cities or 3 Supplies)
 
 
Road building
There is no cost connected with placement of ROAD tiles. They can be placed:
from any City
from your own Roads
from Villages you are connected to with a Road in your color
from Oracles you are connected to with a Road in your color
 
Note that you cannot extend enemy Roads and you cannot remove a tile once placed. You may however block enemy roads (see example G in the rules).
 
 
City building
Each placement of a City tile cost 1 point, which is deducted from your score.
 
You may FOUND new Cities:
In any green-bordered Village along the edge of the map
In any Village you are connected to with a Road in your own color
 
Note that you may only found 1 new City per turn
 
 
You may EXPAND your own Cities with the following exceptions.
 
City tiles may not be placed:
Adjacent to Cities of another color
Adjacent to any Village (unless it is covered before the end of the turn)
Adjacent to, or directly on top of, Oracles
 
Note that you may place a tile next to a Village and then cover that Village with another tile in the same turn. You may also grow two cities together by expansion.
 
 
Markets
A player may place a maximum of 2 Markets per turn:
1 Market is automatically placed free of cost with the foundation of a new City
1 Market may be placed in any City at the end of your turn by paying the cost
 
COST: 1 point per City tile (or Village) plus 1 point per Market already there.
EXCEPTION: Cashed-in Markets do not count toward the cost.
 
Example H in the rules: Red must pay 2 points - Yellow: 5 point - Brown: 1 point - Orange: 4 points
Example J: Brown must pay 3 points: 2 for the tiles plus 1 for the Red Market, the only one active

 
Each player may never have more than a single Market in each City or Village.
If two Cities grow together will excess Markets be returned to their players.
 
CASHING IN: A player may cash in a Market instead of placing a new Market in phase 3. The market is turned on its side to show that it has been scored. Note that a Market must be Active to score any points (ie. be directly connected to City of the same color)
 
A cashed-in Market cannot be reactivated again, and the player cannot place another Market in that City or Village.
 
When you cash in a Market, you will simply score that Market as you would at the end of the game. You might need to do that to finance further placements of Cities and Markets. Fully developed Cities are best to cash in as they can never bring more points anyway.
 
 
Oracles
An Oracle will always points towards the most important City it is directly connected to by a Road. Simply lay the marker down so that the arrow-shaped roof points towards the Road leading to that City. Note that the Oracle will never point towards a Village.
 
Whenever a more important City is connected to the Oracle will it turn towards that City instead. The importance of a City is determined by the number of places it is directly connected to by Roads of any color. A "place" is any City, Village or Oracle.
 
Example O: The Oracle is pointing towards the Red City, which is connected to 5 places. The Yellow City is only connected to 4 places, and would need to be connected to two more places to take the Oracle way from Red.
Neither Brown nor Orange is directly connected to the Oracle.

 
 
Scoring
The game ends after 12 rounds, at which time the players will score for active Markets which hasn't been cashed in during the game as well as Oracles they control.
 
First remove any inactive or cash-in Markets from the board.
A Market is inactive if it isn't directly connected to a City of its own color.
 
Example P: The Yellow and Brown Markets are removed because they have already been cashed in.
The Yellow and Red Markets are removed because neither is directly connected to a City of their own color.

 
Each Active Market is worth 1 point per Place it is directly connected to.
Each Oracle is worth 4 points to the controlling player.
 
Remove the Markets and Oracles as they are scored.
 
Example J: BROWN has two active Markets. The Village is worth 3 points (connected to a Brown City plus two Villages) and the City is worth 4 points (connected to two Villages and two Cities). YELLOW has two active Markets both worth 4 points, the Village is not connected to a Yellow City and therefore inactive. ORANGE has four active Markets worth 2, 3, 4 and 4 points. Note that even though there are three Roads leading from the Orange City it is only connected to three different places. RED has two active Markets worth 1 and 3 points respectively. The Red Market in the Brown City is inactibe because it isn't directly connected to a Red City.
 
Examples L: the Oracle scores 4 point for Yellow; M: 4 points for Red; N: 4 points for Orange

 
The player with the highest score wins the game.
In case of a tie wins the player with the most unused tiles.

Translation: Mik Svellov v1.0 2003
Note: this is an abreviated version of the rules
All the rules are here, but you may buy the RIO GRANDE edition if you want a more detailed translation.

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© Mik Svellov 1997-2004editor@brettboard.dk5. aug 2003