Overview
Archipelago is a semi-cooperative game of exploration and colonization set during the Age of Discovery. Players explore a modular archipelago, gather resources, build settlements, and manage native populations. Each player has a secret objective that determines victory, but all players share the risk of colony-wide rebellion. If the rebellion level gets too high, the game ends and a “sympathizer” player (if present) wins, while everyone else loses. The game blends Euro-style resource management with negotiation, hidden objectives, and variable game length.
Components
- Modular hex tiles for the archipelago
- Exploration tiles
- Player boards
- Worker meeples (colonists and natives)
- Resource tokens (wood, stone, iron, cattle, fruit, spices)
- Ships
- Markets and town tiles
- Cards: trend cards, character cards, evolution cards, objective cards
- Crisis cards
- Rebellion track
- Turn order track
- Rulebook
Setup
- Place the starting hex tiles as indicated. Set up the market board.
- Each player takes a player board, starting resources, and ships.
- Shuffle and deal secret objective cards (one per player).
- Prepare the evolution, trend, and character card decks.
- Set the rebellion track to its starting position.
- Determine first player.
Turn Structure
Each round:
- Balance of Power: Determine turn order.
- Action Phase: Players take turns performing actions (exploring, building, harvesting, trading, etc.).
- Crisis Phase: Reveal and resolve a crisis card. All players must collectively meet the crisis requirements or the rebellion track increases.
- Market Phase: Adjust market prices based on supply and demand.
- Check End Conditions: If an end-game trigger occurs, proceed to scoring.
Actions
On your turn, you can perform several actions:
- Explore: Place new hex tiles to expand the archipelago, discovering new lands and resources.
- Recruit Workers: Hire colonists or employ native workers.
- Harvest Resources: Collect resources from territories you control.
- Build: Construct ports, towns, markets, temples, or fortresses.
- Reproduce: Increase population in your settlements.
- Sell/Buy at Market: Trade resources at current market prices.
- Navigate: Move ships between sea hexes.
- Use Character Cards: Play character abilities for special actions.
- Negotiate: Trade, make deals, or negotiate with other players.
- Taxation: Collect taxes, raising funds but potentially increasing rebellion.
Scoring / Victory Conditions
Game End Triggers (variable):
- A player completes their secret objective’s end condition
- The evolution deck runs out
- Other scenario-dependent triggers
Scoring: Each player’s secret objective determines which accomplishments score them points. Common scoring criteria include: most resources, most territories, most buildings, most money, etc.
Rebellion Loss: If the rebellion track reaches its maximum at any point, the game ends immediately. If a “sympathizer” player exists, they win. All other players lose.
Special Rules & Edge Cases
- Semi-cooperative: Players must work together on crises or risk rebellion, but compete for individual victory.
- Sympathizer: One secret objective may designate a player as a sympathizer who wins if the colony collapses.
- Native Population: Natives can be employed but mistreatment increases rebellion.
- Crisis Cards: Each crisis has requirements (food, shelter, military, etc.). Players negotiate who contributes. Unresolved crises raise the rebellion track.
- Variable Game Length: Short, medium, or long game variants change the number of evolution cards used.
- Market Fluctuation: Resource prices change based on what is bought and sold.
- Exploration: Hex tiles are drawn randomly, creating a unique map each game.
Player Reference
| Phase |
Action |
| 1. Balance of Power |
Determine turn order |
| 2. Actions |
Explore, build, harvest, trade, etc. |
| 3. Crisis |
Collectively resolve crisis card |
| 4. Market |
Adjust resource prices |
| 5. End Check |
Check for game-end triggers |
| Key Risk |
Consequence |
| Rebellion maxed |
Sympathizer wins, all others lose |
| Crisis unresolved |
Rebellion increases |
| Native mistreatment |
Rebellion increases |