Concordia

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Concordia

Overview

Concordia is a strategy game where players are Roman dynasties expanding their trade networks across the Mediterranean. On each turn, a player plays exactly one personality card from their hand to take an action (move colonists, build houses, produce goods, trade, or buy new cards). Played cards go to a discard pile; the Tribune card recovers all played cards. The game ends when someone buys the last card from the display or builds their 15th house. Scoring is driven by the cards you’ve collected — each card is associated with a Roman god who rewards a specific achievement (provinces settled, colonists deployed, goods diversity, etc.). The player with the most victory points wins.

Components

Setup

Setup details are in the quick intro sheet. Key points:

  1. Choose the correct board side based on player count (Imperium for 3-5, Italia for 2-4).
  2. Remove cards for sale that aren’t needed for the current player count.
  3. Randomly determine the start player.
  4. The last player (to the right of the start player) receives the Praefectus Magnus card.
  5. Each player starts with 7 personality cards in hand, colonists in Roma, and goods in their storehouse.

Turn Structure

Players take turns clockwise. On your turn, play exactly 1 personality card from your hand and execute its action. The played card goes face-up onto your personal discard pile (only the top card is visible). When you play Tribune, you recover all previously played cards back to your hand.

Actions

Tribune

  1. Recover cards: Take all previously played cards back into your hand. If you recover more than 3 cards (counting the Tribune itself), gain 1 sestertius per card past the 3rd.
  2. Optional — Build 1 colonist: Pay 1 food + 1 tool to place a new land or sea colonist from your storehouse into Roma.

Architect

  1. Move colonists: The number of colonists you have on the board equals your total movement steps. Freely allocate steps among your colonists. Land colonists move along brown lines only; sea colonists along blue lines only. A colonist’s first step moves it from a city onto an adjacent line; further steps move through cities and onto next lines. A colonist cannot end movement on a line occupied by another colonist, but may move through occupied lines (counting them toward movement).
  2. Build houses (after all movement): Build houses in cities adjacent to any of your colonists. Cost per house:
    • Goods: 1 food in a brick city; 1 brick + the city’s good type in every other city.
    • Coins: 1 sestertius (brick city), 2 (food city), 3 (tool city), 4 (wine city), 5 (cloth city).
    • If a city already has houses, multiply the coin cost by the total number of houses that will be in the city after building (e.g., building the 4th house costs ×4 coins).
    • Goods cost is not multiplied.
    • You may only have 1 house per city. You may never build in Roma.

Prefect

Choose one:

Colonist

Choose one:

Mercator

  1. Receive 3 sestertii from the bank (5 sestertii if it’s a purchased Mercator).
  2. Trade up to 2 types of goods with the bank (buy, sell, or one of each). No limit on quantity per type except available storehouse space. Fixed prices are printed on the storehouse roof:
    • Brick: 3, Food: 4, Tool: 5, Wine: 6, Cloth: 7

Diplomat

Execute the action of the personality card currently visible on top of another player’s discard pile, as if you played it yourself. You cannot copy a player who has no visible card (just played Tribune or Diplomat).

Senator

Purchase up to 2 personality cards from the display. The cost of each card = goods shown in the red field on the card + goods shown beneath the card’s position on the board (a “?” means any good of your choice). After purchasing, remaining cards slide left to fill gaps, and the display refills to 7 from the stack.

Consul

Purchase exactly 1 personality card from the display. The cost = only the goods in the card’s red field (ignore the board position cost). Cards shift and refill as with Senator.

Specialists (Mason, Farmer, Smith, Vintner, Weaver)

All of your houses in the matching city type produce 1 unit of their good each.

Scoring / Victory Conditions

Game End Triggers

The game ends when a player either:

That player receives the Concordia card (worth 7 VP). All other players take one final turn, then scoring begins.

Final Scoring

Each personality card is associated with a Roman god. For each god, count the achievement, then multiply by the number of cards you have for that god:

God Reward per Card
Vesta 1 VP per full 10 sestertii (cash + value of all stored goods at market price)
Jupiter 1 VP per house in a non-brick city (max 15 VP per card)
Saturnus 1 VP per province where you have at least 1 house (Imperium max 12, Italia max 11 per card)
Mercurius 2 VP per type of good your houses produce (max 10 VP per card)
Mars 2 VP per colonist you have on the board (max 12 VP per card)
Minerva VP per house of the matching city type, as printed on the specialist card

The Concordia card is worth a flat 7 VP.

Tiebreaker: The tied player who owns (or would next receive) the Praefectus Magnus wins.

Special Rules & Edge Cases

Praefectus Magnus

Storehouse

Trade and Stockpile

Card Display

Player Reference

Goods Prices (for Mercator trades and Vesta scoring)

| Good | Price | |——|——-| | Brick | 3 sestertii | | Food | 4 sestertii | | Tool | 5 sestertii | | Wine | 6 sestertii | | Cloth | 7 sestertii |

House Building Costs

| City Type | Goods Cost | Base Coin Cost | |———–|———–|—————-| | Brick | 1 food | 1 sestertius | | Food | 1 brick + 1 food | 2 sestertii | | Tool | 1 brick + 1 tool | 3 sestertii | | Wine | 1 brick + 1 wine | 4 sestertii | | Cloth | 1 brick + 1 cloth | 5 sestertii |

Coin cost is multiplied by the total houses that will be in the city after building.

Personality Cards (Starting Hand — 7 cards)

Tribune, Architect, Prefect, Colonist, Mercator, Diplomat, Senator

Scoring Gods Summary

| God | Rewards | |—–|———| | Vesta | 1 VP / 10 sestertii (cash + goods value) | | Jupiter | 1 VP / non-brick house | | Saturnus | 1 VP / province with a house | | Mercurius | 2 VP / good type produced | | Mars | 2 VP / colonist on board | | Minerva | VP per house of matching type (per card) |