The 5 Role Tiles are laid out face up in the centre of the table.
The 5 Trade House Tiles are shuffled and stacked face down beside the role tiles.
Each player places an Indigo Plant** from the card deck face up in front of them.
Shuffle the deck and deal 4 cards to each player.
The remaining cards are set face down in the centre of the table as the draw pile. Discards must be placed face down.
A randomly determined starting player takes the Governor Tile.
Cards are used as money when building, as goods when producing or trading, and occasionally as Victory Point counters.
Starting with the Governor, each player chooses a role. Each role has an action and a privilege. The player who chooses the role benefits from the privilege as well as the action, and then all other players in turn may perform the action once. After all players perform the action, the next player chooses a role.
the choosing player always goes first.
a role must be chosen, but a player may refrain from taking the action.
each role may only be chosen once per round.
In a 2-player game , the Governor chooses a second role and plays again as above.
After each player has chosen a role, and every player has had the chance to perform every action, the round ends.
place all used roles back in the centre of the table.
pass the Governor card to the left. The new Governor reminds Chapel owners to store cards if they wish. He also checks all players’ hand count and all players discard to their hand limit (7, except for Tower owners who can have 12).
another round is begun, beginning with the new Governor.
The game ends at the end of a Building phase in which any player builds a 12th building. The remaining round is not completed.
Victory Points are added up on the score pad, counting:
the building points (on the bottom of the building cards).
the number of cards under a Chapel.
the Victory Points from the Triumphal Arch, Guild Hall, City Hall, and finally the Palace.
The player with the most Victory Points is the winner. A tie is won by the player with the most cards in his hand and goods.
Some buildings enhance these actions and privileges.
Draw 2 cards from the draw pile. Keep 1, discard 1.
Draw 3 additional cards (ie, draw 5 cards from the draw pile, keep 1, discard 4).
Build 1 building. Place a building card from your hand in front of you, and pay (discard) the number of cards equal to the construction cost on the top corner of the card.
Throughout the game, you may build as many Production buildings as you wish, but only one of each Violet building.
Reduce cost of building by 1 card , to a minimum of 0.
Produce 1 good. Place a card from the draw pile face down on to one of your empty production buildings. This building is now full.
If a player doesn’t have an empty production building, no goods are produced.
Produce a second good on another production building.
The trader flips the top tile of the Trade House Tile stack. After trading, this tile moved face down to the bottom of the stack.
Trade 1 good. Discard the goods card on a full production building and draw to your hand the number of cards indicated on the Trade House Tile corresponding to this good.
Trade a second good.
There is no action for this role.
Draw 1 card to your hand.