Zena 1814 Rules
Zena 1814 Rules
Zena 1814 Rules
he evening of April 8,
1814 in Genoa is one
of those spring evenings
that already tastes like summer.
Standing on the terrace of his palace, Girolamo
Costaggia admires the panorama of the gulf, the
port, and the ancient lighthouse.
Note:
All of the areas on the game board represent real buildings
that existed in Genoa in 1814the centers of city life,
where important trade and the affairs of state took place.
The coins used in the game are patterned after real coins
from that period. To be strictly accurate, we should have
used the 2, 4, and 10 Soldi coins that circulated in those
months, but for game play reasons we have divided those
values in half.
All of the illustrations on the cards and the box cover are
taken from real paintings, and are reproduced under the
kind authorization of the museums listed at the end of
this rulebook.
The game board was drawn especially for this game by
Luigi Berio.
ZENA 1814
GAME COMPONENTS
1
20
HEIRS
CATHEDRAL
PALACE
FORT
INCOME
FORT
CARDS
CONTROL POINT
VALUES
STEPS
OF THE
RESOLUTION
PHASE
EVENT
CARDS
GOAL
CARDS
PORT
BANK
SCORE TRACK
COINS
BOARD
BEGINNER SIDE
ACTION
CARDS
4. Return all the Fort cards to the box. They are not
used in the Beginner Rules. If using the Advanced
Rules, shuffle the Fort cards and place them face down near
the game board.
5. Return all the Goal cards to the box. They are not used in
the Beginner Rules. If using the Advanced Rules, shuffle the
Goal cards and place them face down near the game board.
1.
2.
3.
4.
Cathedral
Palace
Bank
Port
1.
2.
3.
4.
Event
Actions
Resolution
End of Round
Important: Any time these rules state that you must draw or
discard a card, you may choose to draw or discard either an
Action card or a Goal Card. Your hand of cards can include both
kinds of cards.
PHASE 1: EVENT
Turn over the top Event card. The Event card shows how many
coins all players receive as Income. The Event card may also list
a bonus or penalty to the payout on some cards (see Phase 3:
Resolution), and it may require that the players reveal a Fort
card.
face up near the game board, close to the Area shown on the
card, and place one of your Influence Cubes in the top left
space. You are now the Promoter of that card.
Cards are always placed outside the game board, with all cards
that match the same Area placed together. The first card played
in an Area is always on the left, with cards for that Area played
later forming a row to the right - so the newest card played is
always at the right end of the row.
There is no limit to the number of cards that can be played in
a given Area each round.
After you promote a card, all the other players who have at
least one pawn in that Area, in turn order starting with the
first player, may immediately influence that card. In order to
influence a card, you must pay the number of Coins shown on
the top empty space on the left side of the card and place your
Influence cube on that space.
Each time a player influences a card, the Promoter of that card
immediately receives the bonus shown next to the space that
player places an Influence cube on.
Exception: Dieroll cards work a little differently. See Types
of Cards.
NOTE: In this way, players can influence cards even when it is
not their turn! Fort cards can also be influenced this way when
they appear as the result of an Event card.
REVEAL
A FORT CARD
EFFECT
IN RESOLUTION
PHASE
PHASE 2: ACTIONS
Starting with the first player and going clockwise, each player
takes a turn. On your turn, you may perform any or all of
following actions in the order listed:
1. Move one pawn to any Area;
2. Promote one card in an Area with one of your pawns;
3. Influence cards in Areas with your pawns; and/or;
4. Pass the turn.
on the Score Track. George could now spend 1 Coin to fill the last space
on the card, but he decides not to.
Pauls Lady is in the Port Area, where John played a card previously. He
decides to influence that card, then passes the turn.
Pauls turn is now over, and its Ringos turn. He would like to influence
the card Paul just played, but he has no pawns at the Bank. So, he begins
his turn by moving one of his Heirs to that Area, then he influences the
last space on Pauls card by spending 1 Coinand Paul immediately
draws 1 card (which could be an Action card or Goal card).
Fort cards:
The cards belonging to the Fort Area are all
in a separate deck and they can never be
in a players hand. They can appear at the
beginning of a Round as result of an Event
card. They can be influenced like other cards.
PHASE 3: RESOLUTION
After all players have finished their turn in the Action
Phase, the Resolution Phase begins. During this phase,
all cards in play are resolved and income is awarded for control
of Areas.
1. Old Town Streets
2. Cathedral
3. Palace
4. Bank
5. Port
6. Fort
The three steps below must be followed to resolve each Area,
before moving on to the next (i.e., all steps are applied to the
Old Town Streets, then you start again with the first step at the
Cathedral, and so on).
All of the cards in play for the area are checked and their effects are
applied. The oldest cards are always resolved first (so, going from
left to right). The effects of each card are the same for all players
who have an Influence cube on that card (including the cards
Promoter). If more than one player has a cube on the same card,
they are resolved in order, from the top to the bottom (i.e., the
Promoter first). Note: Its important to follow this rule, because
when players get to draw cards, they can choose to draw from the
Action deck or the Goal deck, as long as there are cards to draw.
2.
Example: Its time to resolve the Bank. There is only this one card in this
Area, with Pauls, Johns, and Ringos Influence cubes on it:
Each of them earns 2 Coins. This card is a Permanent card, so it stays
where it is. There are four pawns in the
Bank Area: Pauls Heir, Johns Lady,
Georges Lord, and Ringos Heir. Since
George has the most Control Points, he
gets the income and receives 3 Coins.
Moving on to the Port Area: There
are no cards here, so we go straight to
determining who has Control. There
are two pawns here: Pauls Lady and
Johns Heir. Paul has the most Control
Points, but he cant control an Area
with just a Lady - so no one controls
the Area or gets the income.
Temporary Cards
These cards are resolved only once, paying out the rewards
shown during the Resolution Phase of the same game round in
which they were played. They are then removed from the game.
Permanent Cards:
These cards pay out the reward shown every round until they
are removed because the Area has more than three cards in the
Resolution Phase, all Influence cubes on the card have been
removed, or the card is destroyed by a failed Fort card.
Dieroll Cards
These special Bank and Port cards represent risky business
ventures, either a Bank Investment or a dangerous Trade Route.
These cards do not always pay out rewards during the Resolution
Phase. Instead, you must roll the die to see what happens.
All Fort cards are also Dieroll cards (see below).
The first player passes the First Player card to the player
on his or her right. That player will act first in the next
round.
TYPES OF CARDS
There are three types of Action cards: Temporary, Permanent,
and Dieroll cards. The type of card affects how you must handle
it during Phase 3: Resolution.
A Fort card that fails also destroys the oldest card in the Area
marked on the Fort card - see below.
Example: Its time to resolve a Bank Investment Dieroll card. Paul is the
cards Promoter, and John also has an Influence cube here. Paul decides
to spend 2 Coins, and John spends 1. Paul rolls the die and gets a 3,
which would normally mean that the venture has failed. But, he adds
+1 for Johns Influence cube and another +3 for the Coins they spent.
The final result is 7, which means the venture was a success!
Fort Cards
In addition to acting as a Dieroll card, there are three special
rules that apply to all Fort cards:
If a Fort card results in a failure when resolved, it is returned
to the bottom of the Fort deck. If it results in a success, it
is instead set aside in a Battles Won pile.
If a Fort card has no Influence cubes on it during the
Resolution Phase, it automatically results in a failure, with
all the normal consequences.
ZENA 1814 - PAGE 14
CARD ALMANAC
TEMPORARY
CARD
PERMANENT
CARD
EFFECT APPLIES
TO THE CARDS
PROMOTER
PLAY
ANOTHER
ROUND
CONTROL
POINT
GAIN
COINS
GAIN VICTORY
POINTS
DRAW
CARD
DIEROLL
CARD
The player with the most Prestige Points wins the game! If there
is a tie, the tied player with the most money wins.
ADVANCED RULES
FOR 2 OR 3 PLAYERS
When playing the Advanced Rules with two or three players,
each player can place up to two Influence cubes on each card,
on different spaces. The costs of playing each Influence cube
must be paid as normal, and each cube awards the bonuses on
the card.
These cubes can be placed at the same time or over different
rounds, as the players wish. It is also possible to place both
cubes when it is not your turn, if a card appears in an Area
where you have a pawn.
If two or more players have pawns on the Fort when a Fort card
is revealed, they choose whether to place Influence cubes in
turn order: The first player may play one or two cubes, followed
by the player on his or her left, and so on (if there are empty
spaces left).
All other rules apply as normal.
PASS A CARD
IN THE
DIRECTION
SHOWN
If you hold this card at the end of the game, you score five
Prestige Points if you control the Area indicated. You score 10
Prestige Points if you hold both copies of this card.
Note: The normal rules for control apply: If there is a tie for
Control Points, you dont control the Area. A Lady by herself
cannot control the Cathedral, Palace, Bank, Port, or Fort,
even if she has the most Control Points.
If you hold this card at the end of the game, you score one
Prestige Point for each Permanent card in the Area indicated,
including any Sollevaioin pilot cards that have been moved
there. You do not need to have Influence cubes on those cards.
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