AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players lead European colonial powers competing to explore, colonize, and exploit the New World. Over three ages (8 rounds), players place colonists and specialists in event boxes on the board to perform actions: discovering new regions, colonizing territories, trading goods, building capital infrastructure, and waging war. Victory points come from colonies, capital buildings, discoveries, trade, and merchants. The player with the most victory points wins.
Each round:
Initiative: Claim turn order for next round.
Colonist Dock: Gain additional colonists/specialists from your unused supply.
Trade Goods: Acquire trade goods from discovered regions.
Merchant Shipping: Place merchant ships for trade income.
Capital Buildings: Purchase capital buildings for special bonuses and VP.
Discovery: Send colonists/specialists to discover new regions. Flip discovery counter to determine outcome (success, natives encountered, plunder).
Colonize: Place colonists in discovered regions to control them.
Warfare: Use soldiers to attack opponents’ colonies.
| Specialist | Ability |
|---|---|
| Captain | +1 VP per discovery; naval combat bonus |
| Merchant | Extra income from trade goods |
| Missionary | Convert natives; extra colonists in regions |
| Soldier | Combat bonus; can attack other colonies |
After 8 rounds, score:
| Source | Points |
|---|---|
| Colonies in regions | VP based on majority |
| Capital buildings | VP as printed |
| Discoveries | VP from discovery bonuses |
| Trade good sets | VP from merchant ship + goods combinations |
| Merchant fleet | VP from ships |
| Money | VP conversion |
Highest VP total wins.
| Age | Rounds | Capital Buildings | |—–|——–|——————| | I | 1-3 | 5 Age I buildings | | II | 4-5 | Age II buildings added | | III | 6-8 | Age III buildings added |