Hamburgum

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Overview

Hamburgum is a card-driven strategy game set in the Free and Hanseatic City of Hamburg around the year 1890. Players compete to become Mayor by constructing buildings, expanding the city zoo and gardens, repairing the city wall, and maneuvering on the City Hall Square. Buildings grant special abilities when activated, and the game features a disaster system that punishes neglect. The player with the most victory points after 8 seasons wins.

Components

Setup

  1. Place the game board centrally. Place statues next to the City Hall Square in descending point order based on player count (2p: 8+6; 3p: 8+6+3; etc.).
  2. Place the 6 dice on the Binnenalster. Stack time tokens 1-4 (1 on top) on the church spire.
  3. Sort workers by color on the Speicherstadt houses. Place coins and intrigue tokens on designated spaces. Stack 50 wall segments.
  4. Place the display board beside the game board. Sort cards by color, shuffle each stack, place as face-down draw decks. Draw 1 from each to form a shuffled discard pile.
  5. Place 40 activation markers on the display board.
  6. Stack 8 clerics near St. Michael’s Church.
  7. Each player takes a player board, “100/200” tile, city tower (center of wall), 2 pawns (one on City Hall Square start, one on VP track “5”), 5 majority tokens (colored side down), 15 disaster level markers (3 per color, shifted left), 5 marks, and 1 worker of each color.
  8. First player is determined; they receive the Coat of Arms.

Turn Structure

The game is played over 8 seasons. Each season has 4 phases:

Phase I - Replenish: Draw cards until hand has 5. Gain rewards from any Park cards played in previous rounds.

Phase II - Dice and Disasters:

  1. First player rolls all 6 dice, places them on matching Binnenalster spaces.
  2. Place 1 cleric on the church window matching the black die result.
  3. Increase disaster levels for each die showing 5 or 6 (move matching color marker right). Black die 5/6 triggers intrigue tokens.
  4. Each player may pay marks (sum of dice showing 1 and 2) to advance 1 space on City Hall Square.

Phase III - Action Rounds: 4 rounds. Each round, active player plays 1 card and performs 1 of 6 standard actions. May also activate buildings with Phase III icons.

Phase IV - Season End:

  1. Check 5 majorities (City Hall Square, Buildings, City Wall, Victory Points, Zoo).
  2. Move cleric from window to church floor.
  3. Remove all activation markers from buildings.
  4. Pass Coat of Arms to left neighbor.

Actions

Standard Action 1: Take Three Workers

Play a card to the discard pile. Take 3 workers of that card’s color and place them on your player board.

Standard Action 2: Take Money

Play a card. Take marks from the Speicherstadt equal to the die result matching the card’s color.

Standard Action 3: Decrease Disaster + Gain 1 Point

Play a card. Move the disaster marker of that color one space left (decreasing the level). Gain 1 VP immediately.

Standard Action 4: Construct Wall Segment

Play a card of the required color. Pay the cost shown on the eligible wall segment space. Place a wall piece. Building the 3rd segment on either side scores 3 points per segment at game end. Completing the 5th segment on a side earns a Hans Hummel statue (worth printed points).

Standard Action 5: Play Construction Site

Add 1 card from hand to your display, construction site (back) side up. Return 1 worker of that site’s color to the Speicherstadt.

Standard Action 6: Construct Building

Play a building card (front side) onto an empty construction site of any color. Pay the card’s cost in marks. Take an activation marker.

Zoo and Park Cards

Zoo and Park cards do not require construction sites. They are placed on the left side of the player board. Park cards can be activated at end of Phase I to gain resources.

Activating Buildings

Buildings have activation icons indicating when they can be used. Types include: Laurel Wreath (final scoring), permanent effects, once-per-season abilities (marked with activation marker), and instant effects (activated once when built).

Scoring / Victory Conditions

After 8 seasons (all clerics on church floor), final scoring occurs:

  1. Cards in display: Each building/zoo/park is worth its printed victory points.
  2. Laurel Wreath buildings: Score according to their specific ability.
  3. Majority tokens: Each active (flipped) majority token is worth 4 points.
  4. City Wall: 3 points per side where the 3rd segment is built. Each Hans Hummel statue is worth its printed points.
  5. Clerics: Each cleric on the church floor grants 1 point per building/zoo/park of that domain in a player’s display.
  6. City Hall Square: Points based on pawn position (up to 18 points).

Highest VP wins. Tiebreaker: most money remaining.

Special Rules & Edge Cases

Player Reference

Phase Key Actions
I - Replenish Draw to 5 cards, activate Parks
II - Dice Roll dice, place cleric, increase disasters, optional City Hall advance
III - Actions 4 rounds: play 1 card, perform 1 of 6 standard actions
IV - Season End Check majorities, move cleric to floor, remove markers, pass first player
6 Standard Actions: Workers Money Decrease Disaster Build Wall Play Site Construct Building

Final Scoring: Card points + Laurel Wreaths + Majorities (4 each) + Wall (3 per 3rd segment) + Statues + Clerics + City Hall Square position