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How to play Troyes | Game Rules | UltraBoardGames
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How to play Troyes | Game Rules | UltraBoardGames
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Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your infl uence to recruit and supervise individuals from the three prominent domains: military associated with the color red in every aspect of the gamereligious whiteand civil yellow.
Each domain offers different benefits: The military permits you to fight with greater troyes game rules against invasions.
The clergy focuses on completion of the cathedral, and education of the peasants and the military.
The peasants toil to fill your coffers.
Object of the Game The citizens of the city provide a work force, represented by dice.
You use the work force in different ways: to perform various activities supervised by your tradesmen, to build the cathedral, to grapple with unfortunate events, or even to recruit new citizens.
Each of these actions requires utilization of one group of 1 to 3 dice.
In your actions, always regard the goals of the famous character that inspires your family.
This individual is one of several very influential people whose principles have helped make the city what it is today!
In fact, if you can figure out whose principles the other families follow, you can maximize your own fame, because each family will be scrutinized by all of these famous figures.
The player who has garnered the most fame, in the form of victory points, will win the game!
Each player chooses the district of the city square closest to his position around the table: this district belongs to him.
Each player has a maximum of 12 citizens at his disposal during the game.
For each color, without looking at the cards, place face-down: a 1 card on the first space of the appropriate color, a 2 card on the second space, and then a 3 card on the third.
Stow the unused cards in the box don't look at them.
The number of Event cards in the red deck determines the number of turns in the game: for 4 players, place 6 cards in it 5 for 3 players, 4 for 2 players.
Stow the unused cards in the box.
The player who last read a history book receives the start player card.
Initial Placement This initial placement only happens one time, at the beginning of the game.
Each player more info the citizens from his personal supply on the 3 principal buildings on the game board Palace, Bishopric, and City Hall.
To place a citizen, simply put it on an empty space in one of the 3 buildings.
Once a citizen is placed, it is not moved again during the initial placement.
The 1st round of placement starts with the start player, and ends with the last player, going clockwise.
The 2nd round of placement starts with the last player, and ends with the first player, going counterclockwise.
The subsequent placement rounds continue in that alternating fashion until each player has placed all the citizens from his personal supply.
At the end of the initial placement, the gray neutral citizens are placed on each remaining empty building place except in a 2-player game, in which the neutral citizens are placed at the beginning of the phase.
Special Placement With 2 Players With 2 players, place the neutral citizens before initial placement.
Place them as shown here: Game Play A game lasts 6 rounds with 4 players 5 rounds with 3 players, 4 rounds with 2 players.
The first 3 rounds each comprise 6 phases.
Thereafter, each turn comprises 5 phases: Phase 0: Reveal the Activity cards In the first 3 rounds, for each troyes game rules, reveal the Activity card color whose number corresponds to the current round: thus 1 new Activity card of each color becomes available in each of the first 3 rounds.
Phase 1: Income and salaries Each player receives a fixed income of 10 deniers.
Then, he pays the salaries of his citizens in the Bishopric 1 denier per citizenand in the Palace 2 deniers per citizen.
The citizens in City Hall cost nothing.
If he cannot pay the salaries for all his citizens, he pays what he can, then loses 2VP a player with no VPs loses nothing.
Phase 2: Assembling the workforce Each player rolls the dice to which he is entitled: one yellow die per citizen located in City Hall, one white die per citizen located in the Bishopric, one red die per citizen located in the Palace.
Each player then gathers his dice on his district of the city square, being careful to maintain the face-up values that he rolled.
Next, the start player rolls the dice associated with the gray citizens placed on the 3 buildings, and places them on a district of the city square not belonging to any player the gray district.
The dice represent the workforce of the citizens of the city, and they enable the players to execute their actions.
Phase 3: Events Each turn, two new events enter the game.
Reveal the top red Event card from the deck and place it in the event queue, to the right of those already menacing the city.
That card will call for a second card, either white or yellow, indicated by the symbol on the red card.
Place the second card at the end of the event queue.
The Event cards in the queue take effect from left to right, beginning with Marauding.
If a player cannot totally execute an event, he does as much as he can, and then loses 2 VPs a player with no VPs doesn't lose anything.
After resolution of the events, the start player rolls the black dice that have accumulated.
The start player must counter the highest-valued black die with one or more dice from his district: the total value of the chosen dice must be equal to or greater than the value of the black die.
The dice chosen by the player to counter the black die are discarded, along with the black die.
Then, the player to the left of the start player must counter the next-highest black die in the same manner, and so on until all the black dice have been countered as a result, it is possible that the start player will have to contend with several black dice.
If a player's dice do not allow him to beat the black die he's up against, he discards it without losing a die, but loses 2 VPs.
Notes : The Marauding event is always present; it never leaves play.
The cards remain in play until they have been countered by the players.
The number of cards menacing the city is not limited: Continue the queue off the board if necessary.
Phase 4: Actions Beginning with the start player, then going clockwise, each player can either utilize his workforce to carry out one action, or pass.
This round of the game ends once either there are no more dice available, or all the players have passed see End of the round.
Each action requires using a group of 1 to 3 dice of the same color, and those dice come from one or more of the city square's 5 districts.
A die coming from the district of another player must be purchased from that player, who cannot refuse the transaction.
Pay the bank to use the dice in the gray neutral player's district.
You don't pay to use your own dice.
After dice are used, they are discarded to the general supply.
The cost of the dice depends on how many dice are required for the action, so it is important to put together the group of dice before paying the different players.
Activate one Activity card from the city You may use a group of1 to 3 dice to assign a portion of the workforce to the activity described on one of the available Activity cards.
The yellow dice permit you to activate a civil card; the white dice, a religious card; and the red dice, a military card.
In order to activate an Activity card, a player must possess a tradesman who can direct the citizens' work.
Two situations can arise: A.
You Don't Have A Tradesman On The Card.
You must first hire a tradesman by paying the amount in deniers indicated in the upper-left part of the card.
Place a citizen of your color on a free space on the card to act as the tradesman.
The citizen must come either from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influenceor from any location on the board Activity cards, or the principal buildings, or even expelled citizens lying on a building.
Once the tradesman is hired, the player must put together a group of dice to activate the Activity card.
You Already Have A Tradesman On The Card.
In this case, you neither pay nor place a tradesman on the card: you just immediately put together a group of dice to activate the Activity card.
The activation cost, in the lower-left corner of the card, determines the color of dice required to activate the card, as well as the number of times the effect can be used this number is equal to the value of the group of dice, divided by the number under the division bar, rounded down to the nearest whole number.
When you activate this type of card, place the cubes of your color on the card's illustration.
The number of cubes placed is defined by the activation cost.
Each cube can be used later in the game during one of your actions, but an action can be modified by only one cube two cubes can never modify the same action.
It is not possible troyes game rules use a cube to counter black dice in the Event phase.
A single player cannot place 2 tradesmen on the same Activity card.
If a tradesman gets moved to another Activity card, his space is freed up, making it available for the that cheats card game rules are players.
Other citizens already on the card cannot be moved to the newly freed space.
Construct the Cathedral You may use a group of 1 to 3 white dice to work on constructing the cathedral.
Each die allows you to place 1 cube on the same-numbered construction site of the cathedral.
read more construction site is divided into 3 levels: the bottom row corresponds to level 1, the 2nd to level 2, and the 3rd click to see more level 3.
You must respect this construction rule: In order to place a cube on a space in a level, the same-valued space in the lower level must exist note: there's only one cube per space.
You immediately gain 1VP and 1 Influence point per cube that you place on the spaces numbered 1 to 3, and 1VP and 2 Influence points per cube that you place on the spaces numbered 4 to 6.
Combat the events You may use a group of 1 to 3 dice to combat the events threatening the city.
Place your cubes on the small banners on the card, starting with the one in the upper-left.
For each cube placed on a card, you immediately gain 1 Influence point.
It is impossible to place cubes on multiple cards in a single action without activating certain military Activity cards.
The number of banners defines the number of cubes required to counter the event it is impossible to place more cubes than there are banners.
Once the event is countered: Note: When the Marauding event is countered, the VPs are distributed as indicated above, but nobody takes the card.
The cubes are removed and the event is available again to receive new cubes in click here actions.
In the case of a tie for first place, the tied players divide the VPs for 1st and 2nd place rounded down to the nearest whole number and any lower-ranked players earn nothing.
In the case of a tie, the tied player who placed cubes on the card first wins.
The cards gained can grant you VPs at the end of the game when the characters' missions are evaluated.
Note: If a gap is formed by eliminating an event card, shift any cards right of the case of a tie, the tied player who placed cubes on the card gap leftward to fill the gap.
Place a citizen on a principal building Unlike the other actions, you always use exactly one die to place a citizen on one of the principal buildings.
You take one of your citizens from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influence or one of yours already on the board, and place it on the principal building corresponding with the color of the die you have chosen.
A red die grants access to the Palace; a white die, the Bishopric; and a yellow die, City Hall.
The value of the die shows the location inside the building where the citizen is placed.
Find the small picture of a die showing the same value that you rolled.
Your citizen will go there, as detailed below: At City Hall and the Bishopric, the new citizen is placed on the first space of the matching row.
If the row is filled with other citizens, they are shifted one space to the right.
If that pushes a citizen out the right end of the row, lay the expelled citizen on the illustration of the building More than one player can have a citizen lying on the illustration.
In cases where there is an empty space, citizens fill the space as they are moved to the right.
At the Palace, the new citizen goes on the matching space.
If there was already a citizen there, the old citizen is expelled and laid on the illustration of the Palace.
Important: If you already have a citizen lying on a building's illustration, nobody can expel your citizen from that building; however, you will retrieve your expelled citizens to your personal supply at the end of the round, so this small protection is only good for the current round.
This also means that if placing a citizen would eject a color already lying on the building, nobody can place a citizen there.
Use Agriculture The Agriculture activity allows you to gain some money, thanks to the toil of the peasants a group of1 to 3 yellow dice.
This activity does not require a tradesman.
You gain a number of deniers equal to the total value of the group of dice, divided by 2 rounded down to the nearest whole number.
Pass If you do not wish to execute any more actions this round, while there are still dice in the city square in any district pass and receive 2 deniers, which you place in your district.
During the remainder of this round, you can't take any more actions, but each time the turn comes around to you, another denier is added to troyes game rules district.
The players retrieve the deniers from their districts.
Citizens lying on buildings return to their owners' personal supplies.
Unused dice are returned to the general supply.
The start player passes the Start Player card to his left-hand neighbor, and the following round commences.
The chosen agree, volstro shaper slotter turns are turned to show the opposite face, keeping in mind that the sum of two opposite sides of a die is always equal to 7.
The dice turned over may be of different colors.
It is possible to execute several of these actions in any order.
Note: You may never have more than 20 Influence points: any earned beyond that are wasted.
End of the Game The game ends at the end of the round during which the fi nal red event card enters the game.
Each Character will evaluate all the families, checking their performance on the character's mission.
For each Character card in the game, award each player VPs according to the Character card's criteria.
Because each character rewards all the players, it is very important to try to figure out which characters the other players have.
Similarly, it is important to bluff a bit in order to misdirect the other players.
If they can't figure out your character's mission, they are going to have a hard time getting VPs by satisfying it!
The winner is the player with the most VPs.
Note: During the strip poker card game rules, VPs are hidden.
In order to maximize suspense during the fi nal troyes game rules, for each type of scoring, each player should make piles of 10 VP in front of himself.
This also makes it very easy to compare the players' scores.
Ultra BoardGames This site is dedicated to promoting exciting board games.
Through extensive research, we bring everything you need to know about board games.
Our mission is to produce engaging articles like reviews, tips and tricks, game rules, strategies, etc.

BN55TO644
Bonus:
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Players:
All
WR:
50 xB
Max cash out:
$ 1000

4) Although similar in feel to Trajan, Troyes' gameplay mechanism of buying dice from other players is very original. Additionally, all of the things you can do in this game interconnected - and giving any one of them attention effects the others, as well as your opponents. For these reasons, Troyes stands out as very unique in my collection.


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How to play Troyes | Game Rules | UltraBoardGames
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How to play Troyes | Game Rules | UltraBoardGames
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Troyes - Playthrough - slickerdrips

JK644W564
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I was intimidated by the complexity of the rules. Once we figured it out and started playing, we had a great time. I compare it to a game by the same company called Brussels 1893. Both games are complex, interesting, and fun to play once you get going. And the game is designed to last only 25 minutes to half an hour, so it's perfect for after.


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How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
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Troyes Final Thoughts

B6655644
Bonus:
Free Spins
Players:
All
WR:
60 xB
Max cash out:
$ 200

With this expansion, the rules of the base game can be modified in 5 different ways, and you can mix and match those modules as you see fit. The ladies of Troyes make an appearance in the form of 3 new Character cards that you can include in your games.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
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A7684562
Bonus:
Free Spins
Players:
All
WR:
30 xB
Max cash out:
$ 1000

Troyes is a game that should get a lot more attention than it does. It is a bit of a more difficult game to teach but it is worth sticking with as some of the mechanics on display are excellent.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
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Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your infl uence to recruit and supervise individuals from the three prominent domains: military associated with the color red in every aspect of the gamereligious whiteand civil yellow.
Each domain offers different benefits: The military permits you to fight with greater efficacy against invasions.
The clergy focuses on completion of the cathedral, and education of the peasants and the military.
The peasants toil to fill your coffers.
Object of the Game The citizens of the city provide a work force, represented by dice.
You use the work force in different ways: to perform various activities supervised by your tradesmen, to build the cathedral, to grapple with unfortunate events, or even to recruit new citizens.
Each of these actions requires utilization of one group of 1 to 3 dice.
In your actions, always regard the goals of the famous character that inspires your family.
This individual is one of several very influential people whose principles have helped make the city what it is today!
In fact, if you can figure out whose principles the other families follow, you can maximize your own fame, because each family will be scrutinized by all of these famous figures.
The player who has garnered the most fame, in the form of victory points, will win the game!
Each player chooses the district of the city square closest to his position around the troyes game rules this district belongs to him.
Each player has a maximum of 12 citizens at his disposal during the game.
For each color, without looking at the cards, place face-down: a 1 card on the first space of the appropriate color, a troyes game rules card on the second space, and then a 3 card on the third.
Stow the unused cards in the box don't look at them.
The number of Event cards in the red deck determines the number of turns in the game: for canasta card game rules free players, place 6 cards in it 5 for 3 players, 4 for 2 players.
Stow https://davpon.ru/game-rules/pokemon-card-game-rules-original.html unused cards in the box.
The player who last read a history book receives the start player card.
Initial Placement This initial placement only happens one time, at the beginning of the game.
Each player places the citizens from his personal supply on the 3 principal buildings on the game board Palace, Bishopric, and City Hall.
To place a citizen, simply put it on an empty space in one of the 3 buildings.
Once a citizen is placed, it is not moved go here during the initial placement.
The 1st round of placement starts with the start player, and ends with the last player, going clockwise.
The 2nd round of placement starts with the last player, and ends with the first player, going counterclockwise.
The subsequent placement rounds continue in that alternating fashion until each player has placed all the citizens from his personal supply.
At the end of the initial placement, the gray neutral citizens are placed on each remaining empty building place except in a 2-player game, in which the neutral citizens are placed at the beginning of the phase.
Special Placement With 2 Players With 2 players, place the neutral citizens before initial placement.
Place them as shown here: Game Play Troyes game rules game lasts 6 rounds with 4 players 5 rounds with 3 players, 4 rounds with 2 players.
The first 3 rounds each comprise 6 phases.
Thereafter, each turn comprises 5 phases: Phase 0: Reveal the Activity cards In the first 3 rounds, for each color, reveal the Activity card color whose number corresponds to the current round: thus 1 new Activity card of each color becomes available in each of the first 3 rounds.
Phase 1: Income and salaries Each player receives a fixed income of 10 deniers.
Then, he pays the salaries of his citizens in the Bishopric 1 denier per citizenand in the Palace 2 deniers per citizen.
The citizens in City Hall cost nothing.
If he cannot pay the salaries for click here his citizens, https://davpon.ru/game-rules/monopoly-game-rules-and-instructions.html pays what he can, then loses 2VP a player with no VPs loses nothing.
Phase 2: Assembling the workforce Each player rolls the dice to which he is entitled: one yellow die per citizen located in City Hall, one white die per citizen located in the Bishopric, one red die per citizen located in the Palace.
Each player then gathers his dice on his district of the city square, being careful to maintain the face-up values that he rolled.
Next, the start player rolls the dice associated with the snakes and ladders drinking game rules citizens placed on the 3 buildings, and places them on a district of the city square not belonging to any player the gray district.
The dice represent the workforce of the citizens of the city, and they enable the players to execute their actions.
Phase 3: Events Each turn, two new events enter the game.
Reveal the top red Event card from the deck and place it in the event queue, to the right of those already menacing the city.
That card will call for a second card, either white or yellow, indicated by the symbol on the red card.
Place the second card at the end of the event queue.
The Event cards in the queue take effect from left to right, beginning with Marauding.
If a player cannot totally execute an event, he does as much as he can, and then loses 2 VPs a player with no VPs doesn't lose anything.
After resolution of the events, the start player rolls the black dice that have accumulated.
The start player must counter the highest-valued black die with one or more dice from game of phones rules district: the total value of the chosen dice must be equal to or greater than the value of the black die.
Then, the player to the left of the start player must counter the next-highest black die in the same manner, and so on until all the black dice have been countered as a result, it is possible that the start player will have to contend with several black dice.
If a player's dice do not allow him to beat the black die he's up against, he discards it without losing a die, but loses 2 VPs.
Notes : The Marauding event is always present; it never leaves play.
The cards remain in play until they have been countered by the players.
The number of cards menacing the city is not limited: Continue the queue off the board if necessary.
Phase 4: Actions Beginning with the start player, then going clockwise, each player can either utilize his workforce to carry out one action, or pass.
This round of the game ends once either there are no more dice available, or all the players have passed see End of the round.
Each action requires using a group of 1 to 3 dice of the same color, and those dice come from one or more of the city square's 5 districts.
A die coming from the district of another player must be purchased from that player, who cannot refuse the transaction.
Pay the bank to use the dice in the gray neutral player's district.
You don't pay to use your own dice.
After dice are used, they are discarded to the general supply.
The cost of the dice depends on how many dice are required for the action, so it is important to put together the group of dice before paying the different players.
Activate one Activity card from the city You may use a group of1 to 3 dice to assign a portion of the workforce to the activity described on one of the available Activity cards.
The yellow dice permit you to activate a civil card; the white dice, a religious card; and the red dice, a military card.
In order to activate an Activity card, a player must possess a tradesman who can direct the citizens' work.
Two situations can arise: A.
You Don't Have A Tradesman On The Card.
You must first hire a tradesman by paying the amount in deniers indicated in the upper-left part of the card.
Place a citizen of your color on a free space on the card to act as the tradesman.
The citizen must come either from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influenceor from any location on the board Activity cards, or the principal buildings, or even expelled citizens lying on a building.
Once the tradesman is hired, the player must put together a group of dice to activate the Activity card.
You Already Have A Tradesman On The Card.
In this case, you neither pay nor place a tradesman on the card: you just immediately put together a group of dice to activate the Activity card.
The activation cost, in the lower-left corner of the card, determines the color of dice required to activate the card, as well as the number of times the effect can be used this number is equal to the value of the group of dice, divided by the number under the division bar, rounded down to the nearest whole number.
When you activate this type of card, place the cubes of your color on the card's illustration.
The number of cubes placed is defined by the activation cost.
Each cube can be used later in the game during one of your actions, but an action can be modified by only one cube two cubes can never modify the same action.
It is not possible to use a cube to counter black dice in the Event phase.
A single player cannot place 2 tradesmen on the same Activity card.
If a tradesman gets moved to another Activity card, his space is freed up, making it available for the other players.
Other citizens already on the card cannot be moved to the newly freed space.
Construct the Cathedral You may use a group of 1 to 3 white dice to work on constructing the cathedral.
Each die allows you to place 1 cube on the same-numbered construction site of the cathedral.
This construction site is divided into 3 levels: the bottom row corresponds to level 1, the 2nd to level 2, and the 3rd to level 3.
You must respect this construction rule: In order to place a cube on a space in a level, the same-valued space in the lower level must exist note: there's only one cube per space.
You immediately gain 1VP and 1 Influence point per cube that you place on the spaces numbered 1 to 3, and 1VP and 2 Influence points per cube that you place on the spaces numbered 4 to 6.
Combat the events You may use a group of 1 to 3 dice to combat the events threatening the city.
Place your cubes on the small banners on the card, starting with the one in the upper-left.
For each cube placed on a card, you immediately gain 1 Influence point.
It is impossible to place cubes on multiple cards in a single action without activating certain military Activity go board game rules />The number of banners defines the number of cubes required to counter the event it is impossible to place more cubes than there are banners.
Once the event is countered: Note: When the Marauding event is countered, the VPs are distributed as indicated above, but nobody takes the card.
The cubes are removed and the event is available again to receive new cubes in future actions.
In the case of a tie for first place, the tied players divide the VPs for 1st and 2nd place rounded down to the nearest whole number and any lower-ranked players earn nothing.
In the case of a tie, the tied player who placed cubes on the card first wins.
The cards gained can grant you VPs at the end of the game when the characters' missions are evaluated.
Note: If a gap is formed by eliminating an event card, shift any cards right of the case of a tie, the tied player who placed cubes on the card gap leftward to fill the gap.
Place a citizen on a principal building Unlike the troyes game rules actions, you always use exactly one die to place a citizen on one of the principal buildings.
You take one of your citizens from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influence or one of yours already on the board, and place it on the principal building corresponding with the color of the die you have chosen.
A red die grants access to the Palace; a white die, the Bishopric; and a yellow die, City Hall.
The value of the die shows the location inside the building where the citizen is placed.
Find the small picture of a die showing the same value that you rolled.
Your citizen will go there, as detailed below: At City Hall and the Bishopric, the new citizen is placed on the first space of the matching row.
If the row is filled with other citizens, they are shifted one space to the right.
If that pushes a citizen out the right end of the row, lay the expelled citizen on the illustration of the building More than one player can have a citizen lying on the illustration.
In cases where there is an empty space, citizens fill the space as they are moved to the right.
At the Palace, the new citizen goes on the matching space.
If there was already a citizen there, the old citizen is expelled and laid on the illustration of the Palace.
Important: If you already have a citizen lying on a building's illustration, nobody can expel your troyes game rules from that building; however, you will retrieve your expelled citizens to your personal supply at the end of the round, so this small protection is only good for the current round.
This also means that if placing a citizen would eject a color already lying on the building, nobody can place a citizen there.
Use Agriculture The Agriculture activity allows you to gain some money, thanks to the toil of the peasants a group of1 to 3 yellow dice.
This activity does not require a tradesman.
You gain a number of deniers equal to the troyes game rules value of the group of dice, divided by 2 rounded down to the nearest whole number.
Pass If you do not wish to execute any more actions this round, while there are still dice in the city square in any district pass and receive 2 deniers, which you place in your district.
During the remainder of this round, you can't take any more actions, but each time the turn comes around to you, another denier is added to your district.
The players retrieve the deniers from their districts.
Citizens lying on buildings return to their owners' personal supplies.
Unused dice are returned to the general supply.
The continue reading player passes the Start Player card to his left-hand neighbor, and the following round commences.
The chosen dice are turned to show the opposite face, keeping in mind that the sum of two opposite sides of a die is always equal to 7.
The dice turned over may be of different colors.
It is possible to execute several of these actions in any order.
Note: You may never have more than 20 Influence points: any earned beyond that are wasted.
End of the Game The game ends at the end of the round during which the fi nal red event card enters the game.
Each Character will evaluate all the families, checking their performance on the character's mission.
For each Character card in the game, award each player VPs according to the Character card's criteria.
Because each character rewards all the players, it is very important to try to figure out which characters the other players have.
Similarly, it is important to bluff a bit in order to misdirect the other players.
If they can't figure out your character's mission, they are going to have a hard time getting VPs by satisfying it!
The winner is the player with the most VPs.
Note: During the game, VPs are hidden.
This also makes it very easy to compare the players' scores.
Ultra BoardGames This site is dedicated to promoting exciting board games.
Through extensive research, we bring everything you need to know about board games.
Our mission is to produce engaging articles like reviews, tips and tricks, game rules, strategies, etc.

A67444455
Bonus:
Free Spins
Players:
All
WR:
30 xB
Max cash out:
$ 200

With this expansion, the rules of the base game can be modified in 5 different ways, and you can mix and match those modules as you see fit. The ladies of Troyes make an appearance in the form of 3 new Character cards that you can include in your games.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

B6655644
Bonus:
Free Spins
Players:
All
WR:
60 xB
Max cash out:
$ 1000

Play Troyes online from your browser. (This rules summary is based on the game help written by Andrew Agard for Board Game Geek, under Creative Commons license.


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How to play Troyes | Game Rules | UltraBoardGames
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How to play Troyes | Game Rules | UltraBoardGames
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Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your infl uence to recruit and supervise individuals from the three prominent domains: military associated with the color red in every aspect of the gamereligious whiteand civil yellow.
Each domain offers different benefits: The military permits you to fight with greater efficacy against invasions.
The clergy focuses on completion of the cathedral, and education of the peasants and the military.
The peasants toil to fill your coffers.
Object of the Game The citizens of the city provide a work force, represented by dice.
You use the work force in different ways: to perform various activities supervised by your tradesmen, to build the cathedral, to grapple with unfortunate events, or even to recruit new citizens.
Each of these actions requires utilization of one group of 1 to 3 dice.
In your actions, always regard the goals of the famous character that inspires your family.
This individual is one of several very influential people whose principles have helped make the city what it is today!
In fact, if you can figure out whose principles the other families follow, you can maximize your own fame, because each family will be scrutinized by all of these famous figures.
The player who has garnered the most fame, in the form of victory points, will win the game!
Each player chooses the district of the city square closest to his position around the table: this district belongs to him.
Each player has a maximum of 12 citizens at his disposal during the game.
For each color, without looking at the cards, place face-down: a 1 card on the first space of the appropriate color, a 2 card on the second space, and then a 3 card on the third.
Stow the unused cards in the box don't look at them.
The number of Event cards in the red deck determines the number of turns in the game: for 4 players, place 6 cards in it 5 for 3 players, 4 for 2 players.
Stow the unused cards in the box.
The player who last read a history book receives the start player card.
Initial Placement This initial placement only happens one time, at the beginning of the game.
Each player places the citizens from his personal supply on the 3 principal buildings on the game board Palace, Bishopric, and City Hall.
To place a citizen, simply put it on an empty space in one of the 3 buildings.
Once a citizen is placed, it is not moved again during the initial placement.
The 1st round of placement starts with the start player, and ends with the last player, going clockwise.
The 2nd round of placement starts with the last player, and ends with the first player, going counterclockwise.
The subsequent placement rounds continue in that alternating fashion until each player has placed all the citizens from his personal supply.
At the end of the initial placement, the gray neutral citizens are placed on each remaining empty building place except in a 2-player game, in which the neutral citizens https://davpon.ru/game-rules/game-of-phones-rules.html placed at the beginning of the phase.
Special Placement With 2 Players With 2 players, place the neutral citizens before initial placement.
Place them as shown here: Game Play A game lasts 6 rounds with 4 players 5 rounds with 3 players, 4 rounds with 2 players.
The first 3 rounds each comprise 6 phases.
Thereafter, each turn comprises 5 phases: Phase 0: Reveal the Activity cards In the first 3 rounds, for each color, reveal the Activity card color whose number corresponds to the current round: thus 1 new Activity card of each color becomes available in troyes game rules of the first 3 rounds.
Phase 1: Income and salaries Each player receives a fixed income of 10 deniers.
Then, he pays the salaries of his citizens in the Bishopric 1 denier per citizenand in the Palace 2 deniers per citizen.
The citizens in City Hall cost nothing.
If he cannot pay the salaries for all his citizens, he pays what he can, then loses 2VP a player with no VPs loses nothing.
Phase 2: Assembling the workforce Each player rolls the dice to which he is entitled: one yellow die per citizen located in City Hall, one white die per citizen located in the Bishopric, one red die per citizen located in the Palace.
Each player then gathers his dice on his district of the city square, being careful to maintain the face-up values that he rolled.
Next, the start player rolls the dice associated with the gray citizens placed on the 3 buildings, and places them on a district of the city square not belonging to any player the gray district.
The dice represent the workforce of the citizens of the city, and they enable the players to execute their actions.
Phase 3: Events Each turn, two new events enter the game.
Reveal the top red Event card from the deck and place it in the event queue, to the right of those already menacing the city.
That card will call for a second card, either white or yellow, indicated by the symbol on the red card.
Place the second card at the end of the event queue.
The Event cards in click here queue take effect from left to right, beginning with Marauding.
If a player cannot totally execute an event, he does as much as he can, and then loses 2 VPs a player with no VPs doesn't lose anything.
After resolution of the events, the start player rolls the black dice that have accumulated.
The start player must counter the highest-valued black die with one or more dice from his district: the total value of the chosen dice must be equal to or greater than the value of the black die.
The dice chosen by the player to counter the black die are discarded, along with the black die.
Then, the player to the left of the start player must counter the next-highest black die in the same manner, and so on until all the black dice have been countered as a result, it is possible that the start player will have to contend with several black dice.
If a player's dice do not allow him to beat the black die he's up against, he discards it without losing a die, but loses 2 VPs.
Notes : The Marauding event is always present; it never leaves play.
The cards remain in play until they have been countered by the players.
The number of cards menacing the city is not limited: Continue the queue off the board if necessary.
Phase 4: Actions Beginning with the start player, then going clockwise, each player can either utilize his workforce to carry out one action, or pass.
This round of the game ends once either there are no more dice available, or all the players have passed see End of the round.
Each action requires using a group of 1 to 3 dice of the same color, and those dice come from one or more of troyes game rules city square's 5 districts.
A die coming from the district of another player must be purchased from that player, who cannot refuse the transaction.
Pay the bank to use the dice in the gray neutral player's district.
You don't pay to use your own dice.
After dice are used, they are discarded to the general supply.
The cost of the dice depends on how many dice are required for the action, so it is important to put together the group of dice before paying the different players.
Activate one Activity card from the city You may use a group of1 to 3 dice to assign a portion of the workforce to the activity described on one of the available Activity cards.
The yellow dice permit you to activate a civil card; the white dice, a religious card; and the red dice, a military card.
In order to activate an Activity card, a player must possess a tradesman who can direct the citizens' work.
Two situations can arise: A.
You Don't Have A Tradesman On The Card.
You must first hire a tradesman by paying the amount in deniers indicated in the upper-left part of the card.
Place a citizen of your color on a free space on the card to act as the monopoly deal card game say no />The citizen must come either from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influenceor from any location on the board Activity cards, or the principal buildings, or even expelled citizens lying on a building.
Once the tradesman is hired, the player must put together a group of dice to activate the Activity card.
You Already Have A Tradesman On The Card.
In this troyes game rules, you neither pay nor place a tradesman on the card: you just immediately put together a group of dice to activate the Activity card.
The activation cost, in the lower-left corner of the card, determines the color of dice required to activate the card, as well as the number of times the effect can be used this number is equal to the value of the group of dice, divided by the number under the division bar, rounded troyes game rules to the nearest whole number.
When you activate this type of card, place the cubes of your color on the card's illustration.
The number of cubes placed is defined by the activation cost.
Each cube can be used later in the game during one of your actions, but an action can be modified by only one cube two cubes can never modify the same action.
stud card game rules is not possible to use a cube to counter black dice in the Event phase.
A single player cannot place 2 tradesmen on the same Activity card.
If a tradesman gets moved to another Activity card, his space is freed up, making it available for the other players.
Other citizens already on the card cannot be moved to the newly freed space.
Construct the Cathedral You may use a group of 1 to 3 white dice to work on constructing the cathedral.
Each die allows you to place 1 cube on the same-numbered construction site of the cathedral.
This construction site is divided into 3 levels: the bottom row corresponds to level 1, the 2nd to level 2, and the 3rd to level 3.
You must respect this construction rule: In order to place a cube on a space in a level, the same-valued space in the lower level must exist note: there's only one cube per space.
You immediately gain 1VP and 1 Influence point per cube that you place on the spaces numbered 1 to 3, and 1VP and 2 Influence points per cube that you place on the spaces numbered 4 to 6.
Combat the events You may use a group of 1 to 3 dice to combat the events threatening the city.
Place your cubes on the small banners on the card, starting with the one in the upper-left.
For each cube placed on a card, you immediately gain 1 Influence point.
It is impossible to place cubes on multiple cards in a single action without activating certain military Activity cards.
The number of banners defines the number of cubes required to counter the event it is impossible to place more cubes than there are banners.
Once the event is countered: Note: When the Marauding event is countered, the VPs are distributed as indicated above, but nobody takes the card.
The cubes are removed and the event is available again to receive new cubes in future actions.
In the case of a tie for first place, the tied players divide the VPs for 1st and 2nd place rounded down to the nearest whole number and any lower-ranked players earn nothing.
In the case of a tie, the tied player who placed cubes on the card first wins.
The cards gained can grant you VPs at the end of the game when the characters' missions are evaluated.
Note: If a gap is formed by eliminating an event card, shift any cards right of the case game names rules poker a tie, the tied player who placed cubes on the card gap leftward to fill the gap.
Place a citizen on a principal building Unlike the other actions, you always use exactly one die to place a citizen on one of the principal buildings.
You take one of your citizens from your personal supply if you don't have any, you must hire one for 2 Influence points - see Influence or one of yours already on the board, and place it on the principal building corresponding with the color of the die you have chosen.
A red die grants access to the Palace; a white die, the Bishopric; and a yellow die, City Hall.
The value of the die shows the location inside the building where the citizen is placed.
Find the small picture of a die showing the same value that you rolled.
Your citizen will go there, as detailed below: At City Hall and the Bishopric, the new citizen is placed on the first space of the matching row.
If the row is filled with other citizens, they are shifted one space to the right.
If that pushes a citizen out the right end of the row, lay the expelled citizen on the illustration of the building More than one player can have a citizen lying on the illustration.
In cases where there is an empty space, citizens fill the space as they are moved to the right.
At the Palace, the new citizen goes on the matching space.
If there was already a citizen there, the old citizen is expelled and laid on the illustration of the Palace.
Important: If you already have a citizen lying on a building's illustration, nobody can expel your citizen from that building; however, you will retrieve your expelled citizens to your personal supply at the end of the round, so this small protection is only good for the current round.
This also means that if placing a citizen would eject a color already lying on the building, nobody can place a citizen there.
Use Agriculture The Agriculture activity allows you to gain some money, thanks to the toil of the peasants a group of1 to 3 yellow dice.
This activity does not require a tradesman.
You gain a number of deniers equal to the total value of the group of dice, divided by 2 rounded down to the troyes game rules whole number.
Pass If you do not wish to execute any more actions this round, while there are still dice in the city square in any district pass and receive 2 deniers, which you place in your district.
During the remainder of this round, you can't take any more actions, but each time the turn comes around to you, another denier is added to your district.
The players retrieve the deniers from their districts.
Citizens lying on buildings return to their owners' personal supplies.
Unused dice are returned to the general supply.
The start player passes the Start Player card opinion goldfish the game rules confirm his left-hand neighbor, and the following round commences.
The chosen dice are turned to show the opposite face, keeping in mind that the sum of two opposite sides of a die is always equal to 7.
The dice turned over may be of different colors.
It is possible to execute several of these actions in any order.
Note: You may never have more than 20 Influence points: any earned beyond that are wasted.
End of the Game The game ends click the end of the round during which the fi nal red event card enters the game.
Each Character will evaluate all the families, checking their performance on the character's mission.
For each Character card in the game, award each player VPs according to the Character card's criteria.
Because each character rewards all the players, it is very important to try to figure out which characters the other players have.
Similarly, it is important to bluff a bit in order to misdirect the other players.
If they can't figure out your character's mission, they are going to have a hard time getting VPs by satisfying it!
The winner is the player with the most VPs.
Note: During the game, VPs are hidden.
In order to maximize suspense during the fi nal tally, for each type of scoring, each player should make piles of 10 VP in front of himself.
This also makes it very easy to compare the players' scores.
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Through extensive research, we bring everything you need to know about board games.
Our mission is to produce engaging articles like reviews, tips and tricks, game rules, strategies, etc.

A67444455
Bonus:
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Players:
All
WR:
30 xB
Max cash out:
$ 200

I was intimidated by the complexity of the rules. Once we figured it out and started playing, we had a great time. I compare it to a game by the same company called Brussels 1893. Both games are complex, interesting, and fun to play once you get going. And the game is designed to last only 25 minutes to half an hour, so it's perfect for after.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

A67444455
Bonus:
Free Spins
Players:
All
WR:
50 xB
Max cash out:
$ 500

I was intimidated by the complexity of the rules. Once we figured it out and started playing, we had a great time. I compare it to a game by the same company called Brussels 1893. Both games are complex, interesting, and fun to play once you get going. And the game is designed to last only 25 minutes to half an hour, so it's perfect for after.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

A67444455
Bonus:
Free Spins
Players:
All
WR:
30 xB
Max cash out:
$ 1000

Shop F2Z ENTERTAINMENT ZMG07079 Troyes English Version Board Game. Free delivery and returns on eligible orders of Β£20 or more.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
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JK644W564
Bonus:
Free Spins
Players:
All
WR:
30 xB
Max cash out:
$ 500

Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your influence to recruit and supervise individuals from the three prominent domains: military (associated with the color red in every aspect of the game), religious (white), and civil (yellow).


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

CODE5637
Bonus:
Free Spins
Players:
All
WR:
50 xB
Max cash out:
$ 200

Troyes. GAH is a pretty good game, but you have a lot of down time, and don't care that much about other people's turns. With Troyes you are constantly trying to asses what others will do, plus the sheer variety of moves you can make with the same pool of dice goes way beyond most dice euros.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

CODE5637
Bonus:
Free Spins
Players:
All
WR:
60 xB
Max cash out:
$ 500

I was intimidated by the complexity of the rules. Once we figured it out and started playing, we had a great time. I compare it to a game by the same company called Brussels 1893. Both games are complex, interesting, and fun to play once you get going. And the game is designed to last only 25 minutes to half an hour, so it's perfect for after.


Enjoy!
How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
Visits
Dislikes
Comments

B6655644
Bonus:
Free Spins
Players:
All
WR:
50 xB
Max cash out:
$ 1000

Troyes is a strategy game in which you represent a rich family from the Champagne region of France, using your infl uence to recruit and supervise individuals from the three prominent domains: military (associated with the color red in every aspect of the game), religious (white), and civil (yellow). . 1 game board. deniers in denominations of


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How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
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Troyes play through Part 2 ~ what's in the box? with biffta

TT6335644
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WR:
30 xB
Max cash out:
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Save troyes board game to get e-mail alerts and updates on your eBay Feed. + Items in search results. SPONSORED. SPONSORED. Troyes - Strategy Board Game 2011. Pre-Owned.


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How to play Troyes | Game Rules | UltraBoardGames
Valid for casinos
How to play Troyes | Game Rules | UltraBoardGames
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Heavy Cardboard Episode 42 - Troyes