MUNDUS NOVUS

 

MUNDUS NOVUS



OBJECTIVE OF MUNDUS NOVUS: The objective of Mundus Novus is to become the richest by acquiring and selling goods.

NUMBER OF PLAYERS: 2 to 6

MATERIALS:

  • 1 Trade Master token
  • Doubloon tokens (30 tokens of value 10, 30 tokens of value 5 and 30 tokens of value 1)
  • 120 Resource cards: 16 cocoa (1), 16 corn (2), 16 tobacco (3), 12 coffee (4), 12 cotton (5), 12 sugar cane (6), 8 potato (7), 8 indigo (8) 8 vanilla (9), 12 Inca relics
  • 44 Development cards with specific effects
  • 6 Event tokens

TYPE OF GAME: trading card game

AUDIENCE: teen, adult


OVERVIEW OF MUNDUS NOVUS

In each round, the players collect goods cards (cocoa, tobacco, indigo, potato etc…)… but must put some of them in the exchange. Once these exchanges are over, you can combine your cards in two different ways: by making series of at least 3 identical cards to take Developments (caravels, warehouses, characters…), or by combining different cards to earn doubloons. 먹튀검증업체

SETUP

At the beginning of the game, carefully mix the Resource cards, and then the Development cards. After that, 3 Resource Cards are placed face up next to the Resource cards pile to make up the Market. In the same way, 5 Development Cards are revealed and placed in line, one after the other (the order is important). The Event tokens are placed next to the Development deck, and the Trade Master token goes to the youngest player. Doubloon tokens are placed next to the playing area.

Example of a 3 player game setup

GAMEPLAY

A game is played in an undetermined number of rounds, each consisting of four phases:

1. Event: If the first of the Development Cards (furthest from the Development Deck) has an event symbol (bottom left of the card), then the event is activated. There are 5 different events:

  • King’s Help: allows players to acquire more than one event card per turn
  • Natives: combinations of different Resource cards yield only one doubloon per card instead of the normal combination value
  • Storm: prevents the acquisition of Development cards, except for the first card in the queue, regardless of the played combination
  • Fire: renders the players’ warehouses unusable at the end of the turn
  • Pirates: causes each player to lose one Resource card per squadron of two (or more) caravels in their possession.

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