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Incan Empire Expansion Rulebook

This document provides an overview of the components and setup changes for an expansion to the board game Inca Empire. The expansion includes four modules that add new gameplay elements like alternative temple layouts, utilizing conquered nations' specialties, new building types, and an improved solo opponent. The modules can be played individually or combined, and instructions are provided on their complexity and recommended order for first-time players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Vassals of the Inca,
  • Game Development,
  • Game Design,
  • Passive Buildings,
  • Game Experience,
  • Cuzco,
  • Game Variants,
  • Nobles and Newcomers,
  • Game Dynamics,
  • Rulebook Structure
0% found this document useful (0 votes)
120 views24 pages

Incan Empire Expansion Rulebook

This document provides an overview of the components and setup changes for an expansion to the board game Inca Empire. The expansion includes four modules that add new gameplay elements like alternative temple layouts, utilizing conquered nations' specialties, new building types, and an improved solo opponent. The modules can be played individually or combined, and instructions are provided on their complexity and recommended order for first-time players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Vassals of the Inca,
  • Game Development,
  • Game Design,
  • Passive Buildings,
  • Game Experience,
  • Cuzco,
  • Game Variants,
  • Nobles and Newcomers,
  • Game Dynamics,
  • Rulebook Structure

RULEBOOK

Game Overview
Pachacuti’s leadership allows the people of Cuzco to build their empire faster, better, and further than it was possible
ever before. A new class of citizenry emerges: nobles, supporting their great leader with their wisdom and riches. If you
hope to be Pachacuti’s successor and maintain the level of prosperity currently known to our people, keep these nobles
happy and build them palaces worthy of their status! Sounds of your constructions will echo far and wide beyond the
mountain ranges of Antikuna, inspiring newcomers to travel east to bask in your glory. While the priests debate whether
they should follow the path of Ruruy (growth, fruit bearing) or Simpa (braiding, entwining) to worship the sun god Inti,
your advisors tell you to look to the four suyu (region) you’ve conquered. Not just for plunder, but to learn from these
vassal nations, and use their expertise to bring glory to the Inca. Do you have what it takes to be the leader of the Realm
of the Four Parts in this Golden Age?

This expansion contains 4 modules:


◦ The “Way of the Sun” module introduces two alternative layouts for the Sun Temple.
◦ The “Vassals of the Inca” module introduces a new secondary action that lets you utilize the specialties of the
other nations your armies (or other players’ armies) conquer.
◦ The “Nobles and Newcomers” module is the largest of the new modules, and it introduces a number of new
features:
ʞ A new Building type, the Palace tiles, which introduce both stronger in-game abilities and end-game scoring
goals;
ʞ Newcomer workers that have two colors, allowing you greater tactical flexibility;
ʞ Several new Passive Buildings that integrate with these new mechanisms.
◦ The “Pachamama” module is an improved and streamlined solo opponent for the game, based on (and replacing)
Axomamma.
◦ Additionally, this expansion contains 8 new Passive Buildings, that can be added to the game regardless of
playing with any of the modules or not.
These four modules can be enjoyed together in any combination, or separately. When playing this expansion the first
time, we recommend not combining the “Nobles and Newcomers” module and the “Vassals of the Inca” module together
until players are more experienced with what this expansion has to offer. If you wish to play in order of complexity, begin
with “Way of the Sun”, then move on to “Vassals of the Inca”, and lastly play with “Nobles and Newcomers”.
The new “Pachamama’’ solo rules support play of the base game without any of the new content, and also support any
combination of the new modules. Knowledge of the base game’s Axomamma solo rules is not necessary.

2 GAME OVERVIEW
Components
ADDITIONAL CONTENT VASSALS OF THE INCA MODULE
(compatible with the base game) Tiles
Buildings 10 Nation tiles (VN1-VN10)
8x Passive Buildings (ZA1-ZA8)

1x Production Building (PX01)


2 Passive Buildings (ZV1-ZV2)

1x Replacement Building (Z04X)

Player Components
Vassals (4 per player color)

WAY OF THE SUN MODULE


1 double-sided Temple overlay (Ruruy track and Simpa track)

Additional Conquest markers (2 per player color)

COMPONENTS 3
NOBLES AND NEWCOMERS MODULE Workers
Tiles 20 Newcomer Workers (2 of each color pairing)
15 Palaces (X1-X15)

1 Newcomer overlay tile

1 Draw bag

8 Passive Buildings (ZN1-ZN8)

4X PLAYER AID

SOLO COMPONENTS
Cards
2x different Pachamama solo boards (printed on
6 God cards the backs of player aid sheets)

4x Pachamama Personality tokens (double sided)

4 COMPONENTS
10x Pachamama Cult tiles (PV01-PV10)

We take great care when assembling every copy


of our game, but mistakes can still happen. If any
elements of the game are damaged or missing,
please contact our Customer Service via the form
found at [Link].

Changes in Setup
1. During Step 10 of the base game setup, shuffle c. After Step 10, shuffle the 10 Nation tiles (with
the new Passive buildings marked ZA1-ZA8 and the VN prefix). (VN10 requires the Nobles and
the Production building marked PX01 together with Newcomers module, remove it if not using that
the corresponding components of the base game module.) Draw 4 random tiles, and place them on
before setting up. These components can be included the yellow box next to each of the four conquest
regardless of the modules used from this expansion. regions. The remaining 6 Nation tiles are placed
back in the box and will not be used.
a. Included in the expansion is Z04X tile, which
is identical in functionality to the Z04 Passive 4. If using the Nobles and Newcomers module:
Building found in the base game, but uses
a. After Step 3 of the base game setup, place
iconography consistent with the one used in this
the Newcomer overlay below the Village.
expansion. If you prefer, use this instead of the
original tile as a replacement. b. Place all Newcomer Workers in the new draw bag,
then draw 3 of them and place them on the spaces
2. If using the Way of the Sun module: of the Newcomer overlay.
a. After step 1 of the base game setup, select one side c. During Step 10 of the base game setup, shuffle
of the Temple overlay tile, and place it to cover the Passive Buildings marked ZN1-ZN8 together
the bottom half of the Temple. For your first time with the corresponding components of the base
with this module, we recommend using the SIMPA game.
side of it (the one with the criss-crossing pattern). d. Shuffle all Palaces marked X1-X15, and create
b. Place the players’ Temple markers on the bottom a third face-down stack of buildings beside
step, as usual. (Players do not receive the material the Passive and Production Buildings. Reveal 2 of
reward shown to the left of the starting space; this this stack as well, so there are now always 6 tiles in
may only be given as a reward during a Festival.) the Building Market.
3. If using the Vassals of the Inca module: e. During step 16 of the base game setup, give each
player a random Palace (not from the Building
a. During Step 2 of the base game setup, give each Market) in addition to the 2 stones normally
player the 4 Vassals and the 2 additional Conquest gained. This Palace starts the game already built.
markers of their color.
f. During step 17 of the base game setup, shuffle
b. During Step 10 of the base game setup, shuffle the the 6 new God cards together with
Passive Buildings marked ZV1 and ZV2 together the corresponding components of the base game.
with the corresponding components of the base
game.

CHANGES IN SETUP 5
Module 1:
W ay o f t h e S u n
We all bask in the glory of Inti, the living Sun. But how we bask in it is a matter for the priests to debate...
This module introduces 2 new Temple paths: the SIMPA (Quechua word roughly translated as “braiding”) and the RURUY
(“growth”, “fruit-bearing”).

RURUY (growth) SIMPA (braiding)

These new Temple paths offer more choices to the players Notice that on the RURUY path, there is a material reward
as they ascend: when a path splits into two, you may left of the starting space. You receive this reward if you
choose either option when advancing on the Temple. are still in the starting space at Festival (not at the start of
The reward for any given step is on the left side of that step: the game). However, on the SIMPA path there is a negative
you only receive the reward on the immediate left side of VP value on the right of the starting space, so if you are still
the step you took;you do not receive the reward on the left in the starting space at Festival, you lose the shown 2 VP
of the step you did not take. However, there is only one VP (instead of gaining the usual 1 VP).
value for each row, so during the Festival, in addition to
All rules of climbing the Temple from the base game
receiving the same material reward you got upon reaching
otherwise remain unchanged. Some of the material
the step, you also receive the VP shown on the rightmost
rewards include new effects, or a new variation of existing
end of the row. Note that the current VP value may be
effects.
smaller than the one printed on a lower step.
Play a God card from your hand to receive its
printed benefit. You do not place a worker
with this reward. Add this God card into
the offer at the end of your turn (possibly in
addition to a God card you played this turn).

On the RURUY path, there is a point where the path splits Draw 2 Army cards and keep both of them.
into two parallel paths. When you choose to advance up
one side of the path, you may not change to the other branch Place one of your workers into the Casualties
of the path when advancing again; you must continue to of War area, then play 2 Army cards from
the space immediately above your current position. 2 your hand into your play area without paying
potato. Any part of this effect you are able to
do, you must.

6 MODULE 1: WAY OF THE SUN


Place one Conquest marker, paying conquest
Resolve a Merchant task OR Build Steps for
costs as you normally would (flipping and
free, gaining benefits as usual.
discarding). You may pay to put additional
Army cards in play as you normally would,
1 paying one potato each (none of them free,
unlike in Conquest).
Gain 1 corn.

Other players may not follow, as this is


a reward, not an action. Select up to one face-down Army card or
Production Building (or laid down Noble if
Gain 2 stone, and move your High Priest one 1 using module 3) to rejuvenate. Take 1 Worker
space clockwise. (This effect is mandatory.) from the Nomads.
This movement does not trigger the new
location’s effect (for yourself or for others), Gain 1 stone, then build a small Statue for
and you may not collect gold for this. free (of the shown icon), gaining its benefits.
Gain 2 free Weavings. (Only reveal
2 the top tile after choosing both, not between
the two.) Some of the effects on the new temple overlays involve
making a choice, or interacting with an Offer (Buildings,
Build Steps for free, and gain benefits as Weavings, Statues). During the Festival, resolve all rewards
usual. in turn order (starting from the player who triggered
Select a total of 2 face-down Army cards and/ the Festival). As usual, do not refill offers until the end
of the Festival. This might cause players to have limited
2 or Production Buildings (or laid down Nobles
if using Module 3) to rejuvenate (if able). choice during the “Play God cards” step of the Festival -
this is intended, as a side effect of enhancing the timing-
Resolve a Construct a Building task. related choices of ascending the new, more complex
Temple paths.

Resolve a Build Steps task.

1
Resolve a Produce One task.

Module 2:
Vassals of the Inca
In order to rule effectively in these new regions in the various suyu, vassals have been brought to the capital for you to train in
the ways of your people. So train them, learn from their own expertise, and use them to exert influence on their home territories!

NEW SECONDARY ACTION: SPREAD


CULTURAL INFLUENCE

Note: Vassals are player pieces, not workers, so they As territories are conquered, new opportunities are available for
do not count towards your worker limit. foreign leaders loyal to you to be installed in positions of power.
When playing with this module, this new secondary action
is available. To Spread Cultural Influence, place a Conquest
marker on a Nation tile, then pay 1 potato for each Conquest

MODULE 1: WAY OF THE SUN | MODULE 2: VASSALS OF THE INCA 7


marker you already have on that Nation tile (including to place a disk in Chinchasuyu 1 to solidify their lead for
the one you just placed) to resolve its ability. the majority. Since this is their first disk on that Nation
If you cannot or wish not to pay, you can still place tile, they need to pay only 1 potato 5 if they also want to
the marker and not resolve its ability (you receive the use the ability to make Weaving matches easier.
influence in the suyu, but you do not benefit from their
expertise). 1

5
Important! You may only place a Conquest marker 2
on a Nation tile this way if there are more Conquest
markers (of any player) on the corresponding
conquest track than on its Nation tile. In other words,
the number of Conquest markers in a region act as 3
a limit for all Conquest markers on a Nation tile.
An Incan cannot influence what no Inca has
conquered!
4

Each Nation tile ability requires you to place one of your


Vassals. Since you are limited to 4 Vassals, you will resolve
a Nation ability at most 4 times in the game. You may
not retrieve Vassals. However, you may continue to take
Spread Cultural Influence actions, but not use the Nations’
abilities. You may use the same Nation ability multiple
times, on subsequent Spread Cultural Influence actions.
Modified Turn structure summary:
You are also limited in Conquest markers - you have a total
of 12. This creates a combined limit for your Conquests and On your turn, you must choose one of the following two
Cultural Influences. If you run out of these markers, you options:
may not retrieve them, therefore you will not be allowed a. Place a Worker: Discard 1 God card or 1 gold to place
to Conquer or Influence for the rest of the game. a Worker from your supply on the game board.
b. Perform 2 different secondary actions, in any
order:
ʞ Move the High Priest on the Coricancha,
Example 1: It’s the Purple’s turn and they are
contemplating performing a Spread Cultural Influence ʞ Spread Cultural Influence on a Nation Tile
action. They cannot do it in Antisuyu 2 or Kuntisuyu ʞ Pray to collect a God card
3 , since the conquered spaces have already been ʞ Train to draw-2-discard-1 Army card
influenced: the number of markers on the Nation tile ʞ Recruit from Nomads.
from Culture Influence actions is equal to the number
of Conquered spaces (zero and one each respectively).
The Blue player has previously conquered one space CHANGES IN FESTIVAL SCORING
in Qullasuyu 4 , therefore that is a valid target, and
so is Chinchasuyu 1 since there are two Conquest
The Conquest markers on the Nation tiles do count
markers but only one Influence marker. If Purple
towards the majority of each of the four Regions. However,
chooses Qullasuyu, they get to replace one of their
they are the lowest-valued markers for purposes of
existing Conquest markers with their Vassal on any
tallying majorities. In other words, the rightmost marker
of the tracks to receive its reward again, but since
on the Conquest track (NOT the one on the Nation tile) is
they only have one Conquest marker to replace, this
still the tie-breaker for a region during the Festival.
is not that enticing right now. Therefore they choose

8 MODULE 2: VASSALS OF THE INCA


Example 2: In this case, Blue would win, since even Example 3: In this case, Purple would win
though they’re tied on the Conquest track (and Purple the majority, because they’re tied with Blue and Purple
even has the rightmost marker), Blue also has has the rightmost marker on the Conquest track.
a marker on the Nation tile which counts towards
their total number of Conquest markers in that region,
giving them the majority.

Module 3:
N obl es an d N e w c o m e r s
known as a Noble. The Noble is permanently attached to
CHANGES IN GAMEPLAY its Palace, and does not count towards your worker limit.
You may never remove a Noble from a Palace. In addition:
after appointing a Noble, you may immediately acquire
Constructing a Palace Building a Newcomer from the offer.

The Palace Buildings (“Palace”) follow the same rules as Acquiring Newcomers
the other Building types in the game. Whenever you can
construct a Building or gain one for free (and no type Newcomers are a different type of Workers from Villagers
restriction is specified), you now have three types to and Nomads, and may only be acquired through the Noble
choose from: a Passive Building, a Production Building, placement effect (see above) or when specified on cards
or a Palace. The printed cost of each Palace is 1 stone and or from Building abilities. They may not be installed as
1 potato. Nobles in Palaces (since they don’t come from the Village
Refill the Palace offer (and update it at the end of each or the Nomads).
Festival) the same way you would for Passive or Production Similar to the Nomads, whenever you acquire a Newcomer
Building offers. from the offer, replace it immediately from the Newcomer
bag.
Appointing Nobles In the unlikely case of Newcomers running out, no more
of them can be acquired, but it does not affect the Festival
Whenever you recruit from the Village or gain a Worker trigger or the game-end trigger.
from the Nomads via any effect during the game (but not
during setup!), it may be possible for them to be elevated
to the status of Noble! If the Worker you are recruiting or Hand limit of Workers
gaining matches an empty Palace you own, you may place
the Worker on that Palace, standing up. That Worker is now While hand limit of 2 standard Workers is unchanged, one

MODULE 2: VASSALS OF THE INCA | MODULE 3: N O B L E S A N D N E W C O M E R S 9


of your Newcomers does not count towards this limit. In effect), you have an additional option: you may stand up
other words, your worker limit is 3: two regular (or your Nobles by paying the same cost as flipping Army
Newcomer) workers and one Newcomer worker. cards or Production buildings face-up. The cost is the same
for all three options: one corn (or potato, for the active
player when using the High Priest action) per Rejuvenation.
Some abilities (Z03, Z16) specify Production Buildings and/
or Army cards to Rejuvenate. These cannot be used to
stand up a Noble.

Placing Newcomers on the board


A Newcomer is a single Worker with two colors. When
you place a Newcomer, you must choose its color (from Note: If a Palace ability allows you to Rejuvenate
its two colors) and gain tasks. Then, repeat the choice to an item, you cannot use it to stand its own Noble up
trigger special abilities. Your talented Newcomer can gain (but you can stand up other Nobles).
the support of one group in order to perform either of its The Noble exerts themself on your behalf, but must be
tasks! celebrated and recognized for their contribution before
they are willing to help you again!
You are allowed to choose one color for adjacency, and
choose the other color for special abilities. Additionally,
you can use either one of the two colors, but not both, to
trigger abilities or effects of Passive buildings (Z03, ZA3,
etc) or Palaces (X11, X12, etc).
When a Newcomer is already on the board, it counts as
CHANGES IN FINAL SCORING FOR
a Worker of either color, therefore placing a Worker of NOBLES AND PALACES
either color next to the Newcomer will grant an additional
Each Palace depicts a Prophecy on the bottom half of
task to the active player. This means that Warriors (single
the tile. During Final Scoring (before scoring the rest of
colored or Newcomers) can be used to retrieve any
the categories), each player scores an additional 5 VP
Newcomer, even if one of the two colors is red.
for Palaces they own if they have fulfilled Prophecy by
meeting its condition and they have a Noble on it (whether
standing or not). This is in addition to the usual 2 VP per
face-up Building. Standing Nobles are also worth 1 Victory
Point each (as they count as a leftover worker). Thus,
Note: A Newcomer never counts as two Workers (one the absolute maximum you can score for a Palace without
of each color)! further special abilities is 8 VP: 2 VP for being a face-up
Building + 5 VP if the Prophecy conditions are met (and
Noble present) + 1 VP if Noble is present and standing.
Some Prophecies require totalling a particular color of
Worker. All Workers in a player’s tableau count towards
Noble abilities in the Palace this total: single-colored workers, Newcomers, and Nobles
(standing or laying). Since Newcomers are of two colors,
The top half of each Palace shows a Noble ability. If they count as one worker towards each Prophecy counting
your Noble is standing when you meet the condition on one or both of their colors. (As previously stated, Vassals
the Noble ability (performing a particular task or from Module 2 are not workers.)
a particular High Priest activation, placing a particular
colored Worker, etc.), you may lay down that Noble to
receive the benefit of that Palace.
Whenever you are Rejuvenating (due to a Rejuvenate
effect or any player triggering the Rejuvenate High Priest

10 MODULE 3: N O B L E S A N D N E W C O M E R S
Appendix

Note: Abilities requiring you to construct/purchase


something (X01, X02, X04, X05, X06 ZA2, ZN5) do not
trigger if you gained the object in question for free
(i.e. the icon did not have a on it).

PALACES

Noble
Number Noble ability Prophecy
color
When constructing a Passive Building, you may
Your second longest Tapestry is at least 4
X01 blue spend a stone and a corn to gain a small Statue (and
Weaving tiles long.
receive 3 VP).
When constructing a Production Building, you
You have at least 3 Yellow or Green Workers/
X02 red may flip a face-up Army card in your player area
Nobles/Newcomers.
face-down to advance one step on the Temple.
When advancing on the Temple (regardless of
the number of steps), you may rejuvenate any 2
X03 red You have at least 6 Brown-Yellow Tapestries.
Production buildings/Army cards/Nobles (excluding
itself).
When constructing a Palace, trigger a complete You have at least 3 Green or Blue Workers/Nobles/
X04 white
Purchase Weavings task. Newcomers.
When you resolve a Purchase Weavings task, you You have at least 5 Production Buildings
X05 green
may recruit a Newcomer. (including face-down).
When you build a Statue, draw 2 Army cards and You have at least 3 Red or White Workers/Nobles/
X06 blue
keep both. Newcomers.
You have at least 7 Conquest markers in play
Whenever any player activates the Produce High
X07 white (including those on Nation tiles if using Vassals
Priest secondary action, you may recruit a Newcomer.
module).
Whenever any player activates the Worship OR the
Offering High Priest secondary action, you may You have at least 3 Yellow or White Workers/
X08 green
Rejuvenate 2 Production Buildings/Army cards/ Nobles/Newcomers.
Nobles (in any combination, excluding itself).
Whenever any player activates the Conquest High
You have at least 3 Red or Blue Workers/Nobles/
X09 yellow Priest secondary action, you may spend a stone to get
Newcomers.
a Passive Building
When using the Recruit secondary action to gain a You have at least 7 Army cards in your player area
X10 green Worker from the Nomads, you may spend 2 stones to (including face down, but not including in your
Build Steps for no additional cost (and gain benefits). hand).

APPENDIX - PALACES 11
When placing a Courier, you may spend a gold to
place a Conquest marker on the leftmost available
X11 blue You have at least 4 Palaces.
space of a region (without flipping or killing soldiers),
gaining its benefits.
When placing a Warrior, you may spend a stone to You have at least 5 Weaving matches (counting
X12 white
build a Production Building for no additional cost. all your Tapestries).
When placing an Architect, you may spend a resource
You reached at least the 16 VP space on the
X13 red to draw 4 God cards from the deck and keep 2
Temple.
(reshuffling the other 2).
When placing a Craftsman, you may pay 2 corn to
X14 yellow You have at least 4 Passive Buildings.
resolve a Merchant task.
When placing a Priest, you may advance your High
Priest by one space, without activating it AND play
a(nother) God card from hand to receive its benefit.
X15 green You have at least 3 (Rare) Green or Red Weavings.
Place that card into the offer at the end of your turn as
well. (You must do both of these effects if able when
you activate this Noble.)

NEW BUILDINGS

Buildings that do not require further expansion content:

ZA1 Whenever any player activates the Worship High Priest secondary action, advance one step on the Temple.
When you resolve a Building task, draw 3 additional tiles (from any of the stacks, including mixed) and optionally build
ZA2 one of those instead of the tiles currently on the offer (put the unselected tiles back on the bottom of their respective
piles).
ZA3 Whenever you place a Priest, you may kill a (face-up) soldier from your player area, to advance one step on the Temple.
ZA4 At the start of each Festival, score 0/2/4/9 Victory Points for having 1/2/3/4 Tapestries (not Weavings!).
As one of your secondary actions, you may pay 1 Corn to advance your High Priest by one space, without activating it. This
ZA5
is a different action to the regular High Priest activation, therefore you can spend your second action doing that.

ZA6 As one of your secondary actions, you may move one of your workers to the Casualties of War area to Rejuvenate 2.

Whenever any player activates Conquest or Rejuvenate High Priest secondary action, you may play one Army card from
ZA7
your hand at no cost.
Before triggering a Merchant task (including during Festival), you may freely rearrange your Weavings (including
ZA8
between Tapestries). This does not trigger Z04.
Identical in function to Z04 found in the base game, but using iconography consistent with this expansion. Permanently
Z04X
remove Z04 and replace with this instead.
PX01 [Production Building] You may recruit a Craftsman or an Architect or a Courier from the Nomads.

Buildings requiring Vassals of the Inca module:

Whenever you resolve a Spread Cultural Influence secondary action, you may either play 2 Army cards from your hand
ZV1
for free OR draw 2 God cards.
Whenever any player activates the Worship High Priest secondary action, you may take a Spread Cultural Influence
ZV2
secondary action.

12 APPENDIX - PALACES, NEW BUILDINGS


Buildings requiring Nobles and Newcomers module:

Whenever any player activates the Worship or the Offering High Priest secondary action, rejuvenate up to 4 of your
ZN1
Nobles
ZN2 Gain +1 task when you place a Newcomer of any color.
ZN3 At the start of each Festival, recruit a Newcomer.
ZN4 Whenever using a Noble, gain 1 gold.
If you build at least one Palace tile on your turn, you may also take a Move High Priest secondary action after fully
ZN5
resolving your Place a Worker action.
At the start of each Festival, rejuvenate up to 4 of your Nobles. At the end of the game score +2 Victory Points for each of
ZN6
your Prophecy you fulfill.

ZN7 Get both worker bonuses when placing Newcomers and count both colors for extra tasks.

When you place a Newcomer of any color, you may play a(nother) God card from hand to receive its benefit. Place that
ZN8
card into the offer at the end of your turn as well.

NATION TILES

Place a Vassal on the edge of one of your Weaving tiles (covering the benefit). Get the benefit you covered. In the future,
VN01
this Vassal creates a match with whatever icon is adjacent to it.
Place a Vassal on one of the Coricancha spaces (max 1 Vassal per space). Whenever moving your High Priest, you may pay
VN02
a potato to skip over this place.
Place a Vassal on one of your Steps to receive 4 VP, 1 Corn, and 2 Potato (again). When any player (including you) triggers
VN03
these Steps, receive a Corn / Potato / Stone.
Place a Vassal near one of the bottom terrace segments (max 1 Vassal per segment). When you place a Worker on that
VN04
segment, advance one step on the Temple.
Place a Vassal on a Conquest space, replacing your marker there. Get the space’s benefit again. (The Vassal still counts
VN05
towards the majority, but cannot be replaced by another Vassal.)
Place a Vassal on a Conquest space, in addition to your marker there. It now counts as an additional piece for the majority.
VN06
Gain 2 Gold and 1 Corn.
Place a Vassal in the Casualty of War area, and draw 3 Army cards. (It counts towards the number of Workers in
VN07
the Casualty of War area during Festivals.)
Place a Vassal on one of your Production Buildings. If that Building was face-down, flip it face-up; if it was face-up already
VN08 receive its benefit (do not flip it afterwards!). Whenever any player activates the Produce High Priest secondary action,
you can receive this Building’s benefit without flipping it face-down.
Place a Vassal on a Statue you have. Whenever you receive the benefits of a God card matching the icon of that Statue
VN09 (including during Festival or effects such as ZN8), gain 2 potatoes and a stone in addition to benefit from the card.
Remove your Vassal from play if the Statue is discarded.
Place a Vassal on one of your Palaces that does not yet have a Noble, and recruit a Newcomer. The Vassal acts as a
VN10 Noble, but you can use its ability without laying it down. If you meet its Prophecy, score an additional 5 VP. (This requires
the Newcomers module to be also in play).

APPENDIX - NEW BUILDINGS, NATION TILES 13


SYMBOLS REFERENCE

Play a God card from your hand to receive


its printed benefit. Casualties of War area

You do not place a worker with this


reward. Add this God card into the offer at Move your High Priest without
the end of your turn. activating it

Palace Building Weaving match

Prophecy Gain printed reward

Play Army card into your player area at no


Noble ability/Noble cost

Spread Cultural Influence secondary


Newcomer action

Secondary Action Vassal

Perform High Priest secondary action Conquest Marker

Place your Worker in the Casualties of War


Recruit from Nomads secondary action area

SOLO RULES
Pachamama is the Inca “Mother Earth”, mother of Axomamma (who was the Inca goddess of potato), and is referred to in these rules
as ‘she’. “You” refers to the lone human player.
Pachamama replaces Axomamma as the AI opponent. She operates similarly to Axomamma but to avoid confusion
the rules below will restate the solo rules in entirety, without requiring you to reference back to the Axomamma rules.
Important changes from Axomamma are highlighted with green color. Rules relevant only when playing with
the expansion modules are highlighted with dark red color.
Pachamama was developed as a result of extensive user feedback following the base game’s release. While using similar
logic than her predecessor, Pachamama has fewer “fiddly rules” attempting to simulate balance in un-human-like ways,
while several selection criteria were refined to make the opponent logic behave more consistently. These changes lead to
less swingy opponent scores, while she is harder to “trick” into doing suboptimal moves than Axomamma, and now
the length of the game is more even as well. We suggest using Pachamama over Axomamma in every play going forward.

14 APPENDIX - SYMBOL REFERENCE | SOLO RULES


SOLO COMPONENTS 6. Give Axomamma a Personality token to affect what
type of action it will favor during the game:
◦ New components:
7. You can decide how many Personality tokens to use
ʞ 1x Double-sided Pachamama solo board on Pachamama’s board (from 0 up to 3), in slots A, B
ʞ 4x Pachamama Personality tokens (double-sided). and C.
ʞ 10x Pachamama Cult tiles ◦ For a significantly simpler game, simply use no
Personality tokens.
◦ Components to be reused from Axomamma:
◦ For a first game, or for a slightly easier game, put
ʞ 7 numbered tokens (of values 1,1,2,2,3,3,4). Note a Personality token on the B spot;
the 8th token (a value 2) is not used any more.
◦ For a normal difficulty game, place a token on
ʞ 6-sided die (with faces showing values 1,2,2,3,3,4). each of the A and B slots;
◦ For a more difficult game, place a token on each
SETUP of the 3 slots.
◦ You can select tokens and their sides randomly,
1. Place Pachamama’s player board in her play area.
or challenge yourself against particular play-
If using one or both of Module 2 or 3, use the side
styles by selecting ones specifically.
marked Golden Age, otherwise you may use the other
side. 8. If playing with M2, after setting up the 4 Nation tiles
on the main board, find the 4 Cult tiles matching
2. Set up a 2-player game, with the following exceptions:
the reference number of the 4 Nation tiles (PV01 for
◦ When gaining a starting Weaving, Pachamama VN01, etc) and place them on the 4 corners of her
gets a random starting Weaving tile before you get board to correspond in layout to the main board.
to pick yours.
◦ Pachamama does not get a starting hand of God
cards. Instead, she receives additional 2 stone (for
a total of 4 stone), 2 corn, 1 gold, and 1 Army card
A B
face down in her hand at the bottom of her board.

C D
◦ Additionally, she receives a random face-down
Production Building. If playing with M3, she
also receives a random (face-up) Palace, as per
multiplayer setup rules. A B
◦ Pachamama receives 2 random Workers from
the draw bag (in the same way you do).
◦ You place your High Priest first; then, roll the die,
and place Pachamama’s High Priest the number
of spaces clockwise from your High Priest equal to
the value you rolled. C D
3. Place the 7 numbered tokens on their respective
GAMEPLAY
starting spaces.
4. Draw 4 God cards and slide them under the 4 spaces You are the starting player and play your turns normally.
at the top of Pachamama’s board so that only the God Pachamama plays her turns in a slightly different way.
symbols remain uncovered. Unless stated explicitly otherwise, Pachamama resolves
5. Pachamama places 1 (free) Steps marker in the section an effect the same way you would, paying costs, receiving
where her High Priest starts (but does not gain any benefits. However, Pachamama ignores all printed effects
benefits from this placement). of her Passive Buildings and Palaces, and never draws God
cards as a benefit.

SOLO RULES 15
Gaining Workers For example, in this case Pachamama has 6 available Soldiers,
and since there are only 4 Workers in the Casualties of War area
Whenever Pachamama gains a Worker from the Village or she is ready to conquer.
Nomads area, she also gets a reward based on the color of
the Worker, as shown on her player board. The reward for
recruiting a Priest has changed from Axomamma’s
board.

+1 +2 6 4

Resources
After gaining this benefit, the color of the Worker becomes Pachamama uses potato differently than you. Whenever
irrelevant for Pachamama. Keep Workers in the order she Pachamama has 5 or more potato in her supply, she
recruited them. exchanges 5 of them for 5 VP until she has fewer than
Whenever Pachamama has more than 2 Workers in her 5 potato left. Pachamama does not use gold as a wild
supply (not including Nobles and one Newcomer), she resource to stand in for potato for this purpose.
immediately discards down to 2 Workers. When discarding She uses gold as a wildcard for all other purposes,
an excess Worker, discard the oldest one and remove it preferring to spend gold only if no other option to pay
from the game. exists. Pachamama uses all other resources the same
If Pachamama ever wants to recruit from the Village, but way you do, including paying for building Steps, Statues,
there are no Workers left there (can happen just before Temple advances, etc.
a Festival), she recruits from the Nomads instead.
Similarly, if she wants to recruit from the Nomads but Statue Benefits
there are no Workers left there (only possible very close
to the end of the game), she recruits from the Village When building a Statue (or gaining one for free),
instead. In the very rare case that both Village and Pachamama receives 3 or 9 VP the same way as you would.
Nomads areas are empty when she wants to recruit, she Statues she owns do not trigger God cards.
instead gains 1 gold.
Building Steps
Drawing Army cards If Pachamama places more Steps (after setup) she gains VP
and resources the same way as you would.
Whenever Pachamama draws Army cards, she keeps them
face down below her board, in her “hand.” If Pachamama Temple Benefits
receives an effect that allows her to draw 2 cards and keep
1, she draws 1 card instead. Pachamama receives benefits on the left when moving up
the Temple track the same way you would. If the entire
benefit would gain nothing usable for her (for example
Available Soldiers, Ready to Conquer drawing a God card, or building something she cannot
Several rules and conditions will refer to whether pay for, rejuvenate when she has nothing face down,
Pachamama is ready to conquer or not. etc) she receives 1 gold instead. If she can receive part of
an effect, she receives that, and ignores the rest. If the
Her available Soldiers at any given time is every Soldier reward offers a choice of two effects, she always picks
visible on face-up Army cards in her player area plus the second one.
one per each (unknown) Army card in her hand. Face-
down Army cards in her player area do not contribute to
the available Soldier count. PACHAMAMA’S TURN
She is ready to conquer if she has more available Soldiers At the beginning of her turn, check if Pachamama meets
than there are Workers present in the Casualties of War the conditions of one of the clockwise next 2 High Priest
area. actions accessible from her High Priest’s current position.

16 SOLO RULES
High Priest Activation Conditions Priest or a Board action) she might recruit a Worker:
◦ Before the 2nd Festival: If Pachamama has
Pachamama has at least 2 face-up Production no Workers, she will recruit 1 Worker from
Buildings. Before the first Festival, the the Village.
Produce
requirement is for her to have at least one
face-up Production Building. ◦ After the 2nd Festival: If Pachamama has fewer
than 2 Workers, she will recruit 1 Worker from
Offering Pachamama has 4 corn or more. the Village.
Worship Pachamama has one or more Statues. When recruiting from the Village, roll the die. On a roll of
2 or 3 she recruits the first Worker from the potato side,
Pachamama is ready to conquer, that is she while on a roll of 1 or 4 she recruits the first Worker from
has more available Soldiers (see above) than
Conquest the corn side. Either way, she does not pay anything and
the number of Workers in the Casualties of
War area.
receives the recruitment bonus.
If there are no Workers left in the Village, she recruits
Pachamama has 3 or more face-down from the Nomads instead.
Rejuvenate
Production Buildings and/or Army cards.

PACHAMAMA ON YOUR TURN


If Pachamama could activate a High Priest action but it
would have no effect (e.g. if she could trigger Worship If you trigger a High Priest activation on your turn,
or Offering but is already at the top of the Temple, or Pachamama will attempt to follow your action. See
could trigger Conquer but all regions’ spaces are already the resolution of High Priest actions on the next page.
conquered or she has no conquest tokens left), she There are some additional restrictions added to her
considers the action as not able to be activated. follow-ups, as noted in the resolutions.

Main action(s)
If she meets the condition of at least one of the accessible
High Priest actions, move her High Priest to the closest
one met, and she performs that action (see next page
for their resolutions). You may follow the action, as per
the standard rules.
After resolving the High Priest activation, she makes
a secondary action choice:
◦ If she is not ready to conquer, she draws 1 Army
card.
◦ Otherwise she recruits a random Worker from
the Nomads.
Then she discards up to 2 God cards from the offer
(regardless of which choice she picked). If there are 3 cards
in the offer, she discards the two oldest ones.
If she does not meet the condition of either available High
Priest action, move her High Priest one space clockwise
without triggering the effect or giving her a gold. Then,
continue with a Board action (see page [x]).

Recruiting a Worker
At the end of her turn (regardless whether it was a High

SOLO RULES 17
HIGH PRIEST ACTIONS & REACTIONS

High Priest
If Pachamama takes the Action If Pachamama follows your Action
Action
Pachamama activates all her face-up Production Buildings. If a Building gives a choice of resources, she takes
whichever she has the fewest of. If tied, choose in the following priority order: gold, corn, stone, potato.
Then, Pachamama flips all activated Buildings face down..
If she only has 1 face-up Production Building before
Produce resolving the above, flip the one with the highest
reference number face-up first. If she could trigger Produce herself immediate
next turn, she does not follow you at all (and flips
If none were flipped due to this, flip the one with the no Buildings face-down).
highest reference number face-up after resolving the
above.
Offering / Pachamama offers/worships as much as it can for the standard costs. She spends corn/Statues to advance the
Worship same way you would.
Pachamama plays all of her Army cards from her hand into her player area for free.

Then, she chooses a Conquest region using the following priorities, ignoring ones she cannot “pay” for any
of the remaining spaces (per standard Soldier cost rules):
1. One she can take control of (have majority after tie-breakers) by placing one Conquest marker she
can pay for.
2. The region with fewest total markers (yours and hers)
3. The region with fewest of her markers
4. Choose randomly (amongst the tied): Roll the die, with a roll of 1 representing Kuntisuyu -
Conquest the bottom-left one below the Village - and proceed clockwise.
She then places a Conquest marker in the right-most empty space of that region that she can legally pay
for, which she does by discarding and flipping Army cards face-down according to standard rules. Pachamama
favors discarding 1-Soldier cards over 2-Soldier cards and flipping 2-Soldier cards over 1-Soldier cards.
For her second Conquest (after yours), use the same
priorities as above, but her placement is restricted to
left-most available empty spaces, counted across all
regions (see example).
This placement is free, Pachamama does not discard or
flip cards for this.

Rejuvenate Pachamama does not pay any cost to flip Buildings or Army cards face up.

Pachamama flips face up half (rounding up) of her


face-down Production Buildings and half of her
Pachamama flips all of her face-down Buildings and
face-down Army cards. (E.g. If she has 3 face-down
Army cards face up.
Buildings and 3 face-down Army cards, she flips up
2 Buildings and 2 Army cards.)

18 SOLO RULES
CONQUEST EXAMPLE BOARD ACTION
If Pachamama does not trigger a High Priest action, she
will place a Worker on the board and perform two effects
from her board. If she has multiple Workers to pick from,
Example 1: Pachamama is purple. She has just she places her oldest one (or if this is its first placement of
triggered a Conquest. After playing her cards, she has the game, pick randomly).
5 soldiers available. Her first priority 1 is to find a
region she could take control of with her five soldiers: To place a Worker, roll the die to select one of the four God
region B and D. Out of the two, she chooses region D, cards tucked under the top of her player board.
since that has fewer total discs present, and she places ◦ Find a space on the main board that matches
on the right-most space she can pay for (in this case the the God symbol of the selected card (prioritizing
last one), flipping 3 soldiers and discarding 2, receiving the top terrace of the hill before the first Festival,
the printed benefit of 4 gold. the middle terrace between the first and second
For the sake of the example, let’s pretend you placed Festival, and the bottom terrace after the second
nothing, so it’s Pachamama’s turn to place the second Festival).
disk.
While she could still take control of region B, the ʞ If there is no matching space on the desired
limitation of her second conquest means she must terrace, find a matching space on the next terrace
choose a region with the left-most available space up if possible, then on the next terrace down.
across all regions - since region A and C both have their ◦ If multiple valid spaces exist on the desired
second space available (unlike B and D, as highlighted terrace, Pachamama chooses the space with the
with red boxes) she must choose one of these two. Since lowest combined Descending and Roaming cost
she cannot take control of A (and she already controls (including Steps of both you and herself in this
C), and they have both two discs equally, she moves calculations).
onto the next priority of selection: the region she has
fewer discs in. Since she has no discs in region A, she ʞ If still tied, choose randomly between the tied
places her disk there 2 . This costs her nothing, but options.
she still receives the benefit of 2 corn and a gold. ◦ In the extremely unlikely case of no matching
spaces being available, draw another God card
2 from the deck to pick another symbol (discarding
the original God card to the central offer); repeat
this step as many times as necessary to find a valid
A space to place on.
Place the Worker on the space selected. Pachamama does
not pay Roaming and Descending costs. Then, discard
the chosen God card from her board to the central offer,
B and draw a God card from the top of the deck to replace it
(tucking it under Pachamama’s board). If her Worker uses
your Steps, you gain VP as normal.
She then performs the actions under both of the numbered
C tokens on her player board matching the rolled number,
top to bottom order. The top row on her board contains
only a single space, with a number 4 pre-printed on it. If 4
1 is rolled, resolve this action and whatever action the only
D number 4 token is on.
If any action cannot be performed (usually because it
requires a payment Pachamama cannot pay) skip that
action and Pachamama gains 1 gold instead.

SOLO RULES 19
Pachamama prefers building large Statues over
small Statues, if she can afford the cost. To determine
Note: Actions performed by Pachamama are not which Statue she builds, roll the die to select one of her
connected in any way with the placement of her tucked God cards (do not discard this God card), and build
Worker on the board. the Statue that matches the symbol on that God card. If no
matching Statue of the preferred size exists, or Pachamama
already has a statue of that size and icon her player area,
perform the step above for the next card in clockwise
Finally, move all the matching numbered tokens forward [Link] there are no matching Statues for any of her
(clockwise) a number of spaces equal to the token’s value tucked God cards, Pachamama builds a Statue at random,
(e.g. if you roll a 3, do the actions under the two #3 tokens; again favoring large Statues over small Statues. As stated
then, move both #3 tokens 3 spaces clockwise around their above, she pays and receives VP for Statues as you would.
respective loops). If she cannot pay, she receives a gold instead.

Pachamama pays a single stone to choose and


build a Building. Pachamama ignores the printed cost of
Note: Multiple tokens can share the same spot; Buildings. She chooses the type of the building
therefore, spots with existing tokens do count as the following way:
spaces when counting moves for other tokens. ◦ If she has only 1 Production Building (including
face-up and down), she builds a Production
Building;
◦ Otherwise she builds whichever building type
she has fewest of (if tied, she prefers Production
Details of Actions > Palace > Passive).

Pachamama gains the resources If she cannot pay a stone, she receives a gold instead.
normally. In case of the action offering a choice between
corn or stone, she gains two of whichever she has fewer of.
If she can pay the 3 stones: Pachamama builds
Steps between the top and middle terrace in the section
If Pachamama initiates a Purchase Weaving task, where her High Priest is assuming the space is available. If
she buys 2 Weavings, if she can afford to do so (at usual not, move clockwise from there to find a valid spot. If no
prices). If she can only afford 1 Weaving, she buys 1 but also section is available, proceed to the lower spots, following
gains 1 gold. When choosing Weavings, she prefers to add the same rule. If possible to build anywhere else,
a new one to her largest Tapestry, before adding to Pachamama avoids building Steps below yours (to avoid
a smaller Tapestry, or starting a new one. If more than one scoring you the 2 VP). As stated above, she receives VP and
possibility exists, following the rules above, Pachamama the resource bonus for building Steps as you would. If she
chooses the Weaving with a higher reference number. If cannot pay the stone cost, she receives a gold instead.
she cannot buy even 1 Weaving, she will not initiate the
Purchase Weaving task, just gain the gold.
Pachamama recruits a random Nomad Worker
If you initiate the Purchase Weaving task, she always buys (and refills the pool as usual). She then receives the reward
1 Weaving (using the above preferences) as long as she has associated with that color Worker (printed on her board).
2 or more corn, but she will never purchase a Weaving that
2 : She gains 2 VP.
would start a new Tapestry for her.
: She draws 1 Army card.
Pachamama ignores benefits when adding Weavings to
Tapestries. She doesn’t care about matching, the order of
Weavings does not matter within her Tapestries. Weavings
are always added to the largest Tapestry possible.

20 SOLO RULES
Personality Tiles actions.
The rest of the final scoring proceeds as per standard
Depending on your chosen setup, some action spaces on
rules. Both you and Pachamama score according to
Pachamama’s board are covered by Personality tiles,
the core rules, except Pachamama never scores points for
showing stronger actions, representing her strategic focus.
God cards in their hand (the 4 tucked cards don’t count).
Pachamama gains a random small Statue For increased difficulty, Pachamama also scores 1 VP for
for free. (See the Build a Statue task for each left-over resource she has (this means left over gold
the procedure to select an icon.) is worth 2 VP to her).
Pachamama gains a free Weaving and You must have a higher score than Pachamama and at
a gold. least 120 VP to win the game!
She takes the visible one, unless her largest
Tapestry already contains that one (then she
takes the next one). MODULE SUPPORT FOR PACHAMAMA
Pachamama performs her first Conquest of
a High Priest activation, but without playing
Army cards. Way of the Sun (M1)
If she cannot place any markers, she gains
a gold instead. Whenever Pachamama advances on the Temple, if she
has a choice of which path to take, roll the die, then move
Pachamama gains 3 VP. accordingly:
◦ 1 or 2: She takes the left-hand path;
Pachamama advances on the Temple,
◦ 3 or 4: She takes the right-hand path.
gaining the benefit as usual plus
an additional gold.
Temple Bonuses
Pachamama resolves Construct a Building
task for free and receives an additional gold. If Pachamama takes any of the following bonuses, this
is how she resolves them (all other bonuses she takes as
Pachamama draws 2 Army cards and gains described in the core rules; she will always take a bonus if
a gold. she is able / can afford it, unless otherwise stated):
Pachamama immediately recruits
the Worker from the corn end of the Village, Draw a God card from the deck. Pachamama
receiving the recruitment bonus. gains the printed benefit on it (if possible
- she must still pay for any build actions
FESTIVAL specified). Then, add the God card to the
offer.
A Festival is performed according to normal rules, except:
If she has items she can refresh, Pachamama
◦ instead of Pachamama taking a free Merchant refreshes 1 item (priority: Production
action, she scores 1 VP per Weaving she owns; 1 Building > Army Card), then recruits 1
random Nomad. Otherwise, she gains 1 Gold
◦ Pachamama does not pay any potato for the 4 God
instead..
cards tucked under her player board; and
Pachamama builds a building for free, using
◦ Pachamama skips the Festival Draw Cards step
the priorities listed under Constructing a
and instead gains 2 VP if she is behind you on Building action.
the score track.
If Pachamama has majority control of at
least 2 regions, she places the oldest of her
END OF GAME workers in the Casualties of War area, then
2 plays an Army card from her hand (if she has
Before scoring, Pachamama takes a final Rejuvenate one). Otherwise, (she has no workers, or is
action; if she has any remaining Statues, she also takes losing area majority in more regions than
a final Worship action. You may not follow either of these not), she gains 1 Gold instead.

SOLO RULES 21
Pachamama triggers production on her ◦ Otherwise, she recruits a random Worker from
highest-numbered available production the Nomads.

1 building (if any). It does not flip. If none


are available to produce, she gains 1 Gold
Spread Cultural Influence action
instead. When Pachamama takes a Spread Cultural Influence
If neither small statue of the types specified secondary action, she picks a legal region (i.e. ones with
are available, she gets 1 Gold. Otherwise, more Conquest markers on the track than on the Nation
Pachamama takes 1 stone and then builds tile), preferring:
one of the small statues shown for free. ◦ One she can take control of (have majority after
Pachamama builds a free Terrace (using tie-breakers) by placing one Conquest marker on
the same priorities as the core game rules). the Nation tile
◦ A region with a Nation tile she does not have
Pachamama performs her first Conquest of a marker on yet.
a High Priest activation, but without playing
◦ A region you’re in control of.
1 Army cards.
If she cannot place any markers, she gains ◦ Choose randomly (amongst the tied): Roll
a gold instead. the die, with a roll of 1 representing Kuntisuyu -
Pachamama gains 2 free Weavings. the bottom-left region below the Village - and
She takes the visible one, unless her largest proceeding clockwise.
2 Tapestry already contains that one (then she
She places a conquest marker on that Nation tile. She does
takes the next one). Then, repeat this.
not need to spend potato for this.
If Pachamama is not currently meeting
the two accessible High Priest actions’
conditions, she takes 2 stone and moves her
High Priest one space clockwise.
Otherwise, she takes 1 gold instead.
Note: Her Conquest resolution does count markers
Vassals of the Inca (M2) on Nation tiles when checking for “fewest”.

Secondary Action choice after High Priest action


If using this module, Pachamama’s choice of secondary
action after a High Priest action is slightly altered: Vassals and Pachamama’s Cults

◦ If she has conquest markers left, and she is not After performing a Spread Cultural Influence action,
in control of 2 or more of the regions’ control, Pachamama will then place one of her remaining Vassals
she takes a Spread Cultural Influence action, if (if any) on her Cult tile matching the Nation tile she placed
legally possible; the Conquest marker on.
◦ Else, if she has less than or equal Army strength Placing a Vassal on a Cult tile will give her some ongoing
than the number of workers in the Casualties of passive benefits for the rest of the game. Each of her Cult
War area, she takes 1 Army card into her hand; tiles are limited to 2 of her Vassals; if she tries to place a 3rd
meeple on the same Vassal tile, she does not place one.

Pachamama Vassal Tile abilities


Pachamama’s largest Tapestry is counted as one larger: It scores +1 VP at Festival, and 1/3/6/10/15/21/28 VP for a Tapestry
PV01 of 1/2/3/4/5/6/7 Weavings at the end of the game.
A second Vassal placed here increases the second largest weaving set similarly.
Pachamama considers the 3rd space clockwise ahead on the Coricancha also accessible when evaluating High Priest
actions. If her High Priest indeed moves 3 spaces, Pachamama discards 1 potato. (If she does not have a potato, she may
PV02
not move 3 spaces.)
A second Vassal placed here allows Pachamama to do this action without losing a potato.

22 SOLO RULES
Pachamama gains +1 VP for each of her steps that either you or she uses (i.e. 2VP total if you use her steps; 1VP if she uses
PV03 them).
A second Vassal placed here gains a further +1VP (i.e. 3 VP total if you use her steps; 2VP if she uses them).
At Festival, Pachamama gains the benefit (and VP) of the Temple space she is currently occupying a total of twice.
PV04
A second Vassal placed here means Pachamama gains the benefit a total of 3 times instead.
Pachamama ignores the first flip requirement of every Conquest space.
PV05
A second Vassal placed here means Pachamama also ignores the first kill requirement of every Conquest space.
During Festival scoring, Pachamama has +1 “virtual marker” (with the lowest tie-breaker priority) in the region she has
fewest Conquest markers in (including a region where she has none).
A second Vassal placed here means Pachamama has +1 “virtual marker” (with the lowest tie-breaker priority) in the two
PV06
regions she has fewest Conquest markers in (including regions where she has none).
If there are multiple possible regions to add these virtual markers in, add them to ones where it would affect control,
thus scoring.
Pachamama gets +2 VP for scoring of each region she controls during a Festival.
PV07
A second Vassal placed here means Pachamama gets +3 VP instead.
When Producing or reacting to you Producing, Pachamama keeps one additional Production Building face-up (the
second-highest-numbered one).
PV08
A second Vassal placed here keeps another additional production building face-up (third highest-number), if
Pachamama has one.
When resolving Worship, Pachamama advances 2 spaces on the Temple track (instead of 1) if spending a small Statue.
PV09 A second Vassal placed here means that additionally Pachamama advances 4 spaces on the Temple track (instead of 3)
if spending a large Statue.
Palaces with Nobles on them score Pachamama +2 VP at end of game (7 VP for the Prophecy, and a total of 10 VP when
counting the Palace tile and the Noble as well.)
PV10
A second Vassal placed here means palaces with Nobles on them score Pachamama another +3 VP at end of game (10 VP
for the Prophecy, and a total of 13 VP when counting the Palace tile and the Noble as well.)

Nobles & Newcomers (M3)

Recruiting Hand Limit of Workers


Whenever Pachamama would recruit a random Nomad Pachamama’s hand limit of workers is the same as in
or randomly choose between recruiting from either end of the rules - i.e. if she happens to recruit Newcomers, one of
the Village, but one of the options match an empty Palace them does not count towards her hand limit.
she has, do this instead:
◦ She claims that specific worker (if multiple Using Newcomers
matching workers, pick randomly); Pachamama uses Newcomers like regular workers (she
◦ She places it directly into the matching Palace, does not pay attention to their colour), but she will always
standing up (doesn’t matter which one, if multiple favour placing regular workers over newcomers.
Palaces match that colour);
◦ She immediately gets to recruit a Newcomer End Game & Scoring Changes
(pick randomly). A Newcomer does not gain
Pachamama a recruitment bonus, unlike regular Pachamama ignores Prophecy requirements. Palaces
workers. without Nobles score her 2 VP (it’s still a face-up building).
Palaces with a Noble score 2+1+5 = 8VP each for her
(including the 1 VP for the Noble).
Palace Powers
Pachamama does not use Palaces’ in-game abilities. Her
Nobles never lie down.

SOLO RULES 23
CREDITS
Tawantinsuyu: Golden Age Solo Development:
Nick Shaw and Jeremy Avery
Game design:
Playetesters:
Dávid Turczi
Nick Shaw, Xavi Bordes, Charlie Field, Jeremy Avery, David
Game development: Digby, Jace Ravensburg.
Andrei Novac, Małgorzata Mitura, Rainer Åhlfors, Błażej
Kubacki Special thanks to Jeremy Avery for inspiring the “Way of
the Sun” and “Vassals of the Inca” modules, and to Andrei
Illustrations:
Novac for inspiring the Newcomers!
Jakub Skop
The new Production building PX01 was designed by
Graphic design:
Bijan Mehdinejad, the winner of the Tawantinsuyu World
Zbigniew Umgelter, Michał Długaj
Championship. Congrats, and thanks for playing!
Rulebook:
Dávid Turczi, Andrei Novac, Błażej Kubacki, Rainer Åhlfors
Board&Dice
Rulebook DTP:
Zuzanna Kołakowska Executive Manager: Andrei Novac
Operations Manager: Aleksandra Menio
Head of Marketing: Filip Głowacz
Head of Sales: Ireneusz Huszcza
Art Direction: Kuba Polkowski
Head of Development: Błażej Kubacki

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