AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Village is a worker-management game where players guide families through generations of village life. Family members pursue careers in crafts, politics, travel, and religion, earning prestige through their achievements – and their deaths. The Village Chronicle records the accomplishments of the deceased, providing bonus points. The game uniquely features a time track; performing certain actions advances time, eventually causing family members to die. Players must strategically decide who lives, who works, and who dies memorably.
Take 1 cube from any action space:
Then perform the corresponding action.
If you have family members on your farmyard, take 2 grain. With horse + plow: 3 grain. With ox + plow: 4 grain.
Add a new family member from supply to your farmyard, or return an employed family member to the farmyard.
Produce goods at craft buildings:
Serve customers using goods. First customer served is free; additional customers cost 1 green cube + 1 time each. Non-serving players pay 1 green cube + 1 time to serve.
Send family members to cities on the travel map. Cost: 2 time + 1 wagon + 2 influence cubes (color depends on direction). Each city visited earns 2 cubes, 1 coin, or 3 prestige.
Place or advance family members through 4 stages, gaining increasing benefits (starting player marker, cubes, goods, prestige).
Add family member to the black bag (costs 1 brown cube or 3 time). Family drawn during masses are placed on church windows.
Return 3 same-colored influence cubes to perform any other action without taking a cube from the board.
The game ends when the last space in either the Village Chronicle or the anonymous graves is filled.
Advancing the bridge marker past the bridge on the life track causes a death. The family member with the lowest generation number must die. Dead family members enter the Village Chronicle (if space exists for their profession) or anonymous graves.
| Category | Points |
|---|---|
| Travel (1/2/3/4/5/6 cities) | 1/3/6/10/14/18 |
| Council (Stage 1/2/3/4) | 0/2/4/6 |
| Church windows | 2/3/4/6 (right to left) |
| Village Chronicle (1-2/3/4/5+ members) | 0/4/7/12 |
| Customer tiles | Face value |
| Coins | 1 per coin |
Tiebreaker: Most customers served; then most living family members.
| Action Space | Key Effect |
|---|---|
| Grain Harvest | 2-4 grain (depends on equipment) |
| Family | Add/return family member |
| Crafts | Produce goods (time or resource cost) |
| Market | Serve customers for points |
| Travel | Visit cities for VP/resources |
| Council | Advance through 4 stages |
| Church | Enter bag; drawn during mass -> windows |
| Well | Trade 3 matching cubes for any action |
Time Track: Actions cost time -> Bridge = death -> Lowest generation dies