Introduction - 1ShoppingCart.com · Introduction 1500 - The New World is a competitive 2-6 player...

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Introduction 1500 - The New World is a competitive 2-6 player game lasting 6 turns. Each turn, compete against the other players to build Colonies and earn Victory Points. Win by having the most Victory Points at the end of the game.

Transcript of Introduction - 1ShoppingCart.com · Introduction 1500 - The New World is a competitive 2-6 player...

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Introduction1500 - The New World is a competitive 2-6 player game lasting 6 turns.

Each turn, compete against the other players to build Colonies and earn

Victory Points. Win by having the most Victory Points at the end of the

game.

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Set-UpPlace the Map on the table.

Shuffle the cards and place them on the Draw Deck Area. Eachplayer selects one set of colored tokens to designate theirColonies, Royal Support and Victory Points.

Colony Royal Support Victory PointsToken Token Token

Randomly select who will be the first player. Turnsthen proceed clock-wise, player by player, aroundthe table.

The large number in each Royal Support squareindicates the number of cards you are dealt at thebeginning of each Game Turn, and the maximumnumber of cards you can have in your hand. Thesmall numbers refer to player order.

Place your Royal Support token on the RoyalSupport track. If you are 1st in the player turn order, placeyour Royal Support token in the top square that reads “(1)”. Ifyou are 2nd or 3rd in the player turn order, place your tokenon the square that reads “(2-3)”. If you are 4th or 5th, placeyour token on the square that reads “(4-5)”, if you are 6th,place your token on the square that reads “(6)”.

Place one of your Victory Point tokens on the “0”square of the Point Track.

Place the Turn Token on the “1500” square of theTurn Track.

Turn Token

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Game TerminologyAdjacent: Colonies that share a border, or in the case of the Caribbean,the dotted lines connecting Areas.

Build: Place one of your Colonies in an Area that does not have aColony.

Export Monopoly: Having Successful Colonies in all three Areas with thesame Export:

Lumber Gold Fruit Jewels Spice

A 1500 Game Set-Up and Ready to Play

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Regional Monopoly: Having SuccessfulColonies in all three Areas of a Region. Thereare five Regions. Each Region contains threeAreas of the same color: Cape Horn, Amazon,Caribbean, Central America, North America

Reduce: If a Colony is Successful, Reducing itwill make it Struggling. If the Colony is alreadyStruggling, Reducing will cause it to beRemoved

Replace: Remove a Colony and Build one ofyour own Colonies in that Area.

Royal Support: The number of cards you aredealt at the start of each Game Turn, and themaximum number of cards you can hold afterbeing dealt cards.

(to) Struggle: To flip a Colony from beingSuccessful to Struggling.

Site: Each of the 15 Areas on the map where aColony can be placed.

Struggling: A Colony that has been Reducedfrom Successful. Flip its token upside-down.You will lose one Victory Point for each ofyour Struggling Colonies at the start of yourturn.

Successful: A Colony that is doing well andhas not been Reduced. You will score oneVictory Point for each of your SuccessfulColonies at the end of your turn.

Tallying: Scoring Victory Points at the end ofyour turn.

Victory Points: The points you gain or loseduring the game.

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Game TurnPreparationDeal a number of Actioncards to each player equalto their Royal Supportnumber on the RoyalSupport track.

After receiving cards, if youare holding more cardsthan your Royal Supportvalue, you must discardcards of your choice downto your Royal Supportvalue.

Example: You kept 2 cardsfrom the previous turn. Youhave a Royal Support of 5,so you are dealt 5 cards.You now hold 7 cards. Youmust discard 2.

When there are no morecards in the Draw Deck,shuffle the cards in theDiscard Deck, and place theshuffled cards back in theDraw Deck Area.

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Player TurnEach player begins, resolves, and completes their Player Turn before the nextplayer’s turn.

At the start of your turn, check the map to see if you have any Struggling Colonies.If you do, lose 1 Victory Point for each of your Struggling Colonies. Adjust yourVictory Point tokens as needed to record the point loss. Do not Reduce yourVictory Points below zero.

After recording your point loss, you may remove any of your Colonies from themap. Once you begin playing cards, you are no longer able to remove yourColonies without using a card.

You may now begin playing cards from your hand. Continue playing cards until yourun out of cards or do not want to play any more cards from your hand.

Immediately gain 1 Victory Point for each Colony you Struggle that belongs toanother player.

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The CardsUnless a card states otherwise, when you play it, it has an immediate effectand then you discard it. There are two types of cards: Action cards andReaction cards.

Action cards are tan and can only be played during your turn.

Example: When you play a Disease card, you get to Struggle upto 6 Adjacent Colonies.

Reaction cards are red and are played in reaction to Actioncards played by another player. You can react to Action orReaction cards.

Example: You can play a Fate card when another player playsany card. You cancel their card and treat it as never beingplayed.

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Ways to Play a Card...

You can use the cards in your hand in a variety ofways:

Text: Discard the card to use the card’s Text.

Build: Discard the card to Build one Colony on anyArea that does not already have a Colony. Place one ofyour Colony tokens in the Area.

Reduce: Discard the card to Reduce any one Colonyfrom Successful to Struggling. Flip the SuccessfulColony token to its Struggling side. Or, Reduce a Struggling Colony by Removing it fromthe map.

Repair: Discard the card to flip any one StrugglingColony back to Successful.

Royal Support: Discard the card for itsRoyal Support value. The Royal Supportvalue is located in the top right corner ofeach card. If the card has a positive value,move your Royal Support token thatnumber of squares on the Royal Supporttrack. If the card has a negative value,move any one opponent’s Royal Supporttoken back by that number of squares on

the Royal Support track. You can only affect oneplayer with each card used to adjust Royal Support.You can never decrease Royal Support to less thanzero.

Cards can only be used for one stated purpose. Placeeach card into the discard pile after you have finishedresolving its effect. Play as many cards as you like.

As you play a card, state which card you are playing

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and for what purpose you are playing it.

Example: I am playing a Colonist card for its text, to Build 3 Colonies” then“I am playing a Rescue Voyage card for its Royal Support value of +1.

Playing a Card in Reaction...

Other players may play Reaction cards, in player order, as you play cards.Only one Reaction card can be played in response to a card.

Card Secrecy...

Each player has the choice to show their cards to other Players or keepthem hidden until played.

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End of Player Turn

Once you are done playing cards, finish your turn byTallying your Victory Points for Successful Coloniesand Monopolies. To Tally your points...

Gain 1 Victory Point for each of your SuccessfulColonies.

Gain 2 Victory Points for each Regional or ExportMonopoly.

Example: At the end of my turn, I have SuccessfulColonies in each of the three Wood Areas giving me anExport Monopoly. I also have three SuccessfulColonies in the Amazon Region which is a RegionalMonopoly, and 4 more Successful Colonies scatteredaround the map. I gain 10 points from SuccessfulColonies, plus 2 points for an Export Monopoly, plus 2more points from a Regional Monopoly, for a total of14 points. I adjust my point tokens on the Point track.

Each time you earn 10 Victory Points, add another ofyour Victory Point tokens to the “0” square of thePoint track, and leave the one you were moving in the“10’s” square. Keep adding a Victory Point token everytime you earn 10 points.

Example: I have previously earned 16 Victory Points,so I have a token in the “10’s” square and a token inthe “6” square. I just earned 8 points, so I advance thetoken on the “6” to the “10’s” square to record 4 of thepoints. I then add another token to the “0” square, andthen advance it to “4” to record the remaining 4 pointsearned.

Repeat the Player Turn sequence for each player untilall players have had a turn.

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End of the Game TurnWhen all players are done with theirturn, advance the Turn token on theTurn Track by one square.

Begin the next Game Turn with theGame Turn Preparation steps.

End of the GameThe game ends when you move the TurnToken into the “Game Over” square.

Perform a final Struggle check witheach player losing 1 Victory Point foreach of their Struggling Colonies on themap.

The player with the most Victory PointsWins!

CreditsGame Design:Dan Verssen

Game Development:Holly VerssenKevin Verssen

Artwork:Gordon NapierRastislav Kubovič

Playtesting:Sarah Eandi Kira VerssenMichelle Fairbanks Kevin CaveRhiannon Tylutki Sydney CarrollCameron Guadagnino Stacy Darretta

KickstarterMany thanks to the Kickstarter fans whomade this game possible!

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Sample TurnI’m playing a three player game of1500. I choose to be the blue player.We set up the board and deal eachplayer four cards.

Player 1 begins by playing a SpreadOut card, building 1 Colony in eachof the 5 Regions.

He places a token on Gold in CapeHorn, Amazon, and North America,gaining the Gold Monopoly. He alsoplaces tokens on Jewels in CentralAmerica and the Caribbean Regions.Next, he plays the Colonists cardwhich allows him to Build threeColonies anywhere.

He places a token on Jewels in theCape Horn Region, completing theJewels Monopoly, Spice in the CapeHorn Region, completing the CapeHorn Regional Monopoly, and Spice

in the Amazon which does notcomplete a monopoly but gives himan additional Victory Point.

Finally, he plays the Fate card for itsRoyal Support +3 bonus. He moveshis red Royal Support token threespaces down the track.

He tally’s his points. He gains 8Victory Points for the SuccessfulColonies he has on the map. He gainsan additional two points for each ofhis Monopolies: Gold, Jewels, andCape Horn. His total is 14 VictoryPoints. He movies his Point tokendown to the 10’s, then adds a newtoken to the track, placing it on the 4.

He chooses to keep his last card. Thisends his turn.

I am player 2. I play myAdvantageous Marriage card toreplace any two of player 1’s tokenswith mine. I replace the Spice inCape Horn and the Gold in NorthAmerica.

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I then play Blight which Struggles allColonies that are adjacent to myColonies. I struggle the Jewels andGold in Cape Horn and the Gold inthe Amazon. I immediately gain 3 VP.

Finally, using a Rescue Voyage, Ireplace those Struggling Colonieswith my Successful Colonies.

When tallying, I gain 5 Victory Pointsfor my Colonies, as well as the GoldMonopoly, and the Cape HornMonopoly. I Play the Iron Grip card,allowing me to gain 4 Victory Points,instead of two for each of myMonopolies. My total is 16 Victorypoints.

Player 3 starts his turn by playingDisease. He Struggles adjacentColonies with Spice in the Amazon,and Jewels, Gold, and Spice in Cape

Horn, and back up to Gold in theAmazon. He scores 5 VP.

He then plays Hoarding Supplies,removing all the Struggling Colonies.

Then he plays Mutual Supportbuilding Colonies in all three of theAmazon Region and Wood in theCaribbean.

Finally, he places Isolation across theAmazon Region, making ituntouchable until the beginning ofhis next turn.

He tally’s his points, earning 6 VictoryPoints. He ends his turn with 11Victory Points.

At the end of the turn, I move theTurn token down the track to 1550.

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Card Descriptions

AdvantageousMarriage

Remove any twoColonies of the playerwith the mostColonies on the map.Replace the 2

removed Colonies with 2 SuccessfulColonies of your own. You canRemove either Struggling orSuccessful Colonies

Blight

Struggle allopponents’ Coloniesadjacent to yours.

Colonists

Build or Reduce atotal of 3 differentColonies in anycombination.

Example: I Build oneSuccessful Colony on an open Area, Ithen Reduce an opponent’s Colony toStruggling, and then I can eitherBuild another Colony, Reduceanother opponent’s Colony orremove a Colony that is alreadyStruggling. I cannot, however, Repairone of my Struggling Colonies.

Disease

Struggle up to sixadjacent Colonies.These Colonies caneither be your own,or your opponents.

Embargo(Reaction card)

Play this card whenanother playeradjusts any player’sRoyal Support token.You cancel the

adjustment and then draw one cardfrom the draw deck. The extra cardyou draw can stay in your hand untilthe next discard phase.

Explorer

Discard an Isolationcard on the map thatyou did not play.

Example: Thomasplayed an Isolation

card on the Central America Region.On your turn you play an Explorercard to discard the Isolation card.

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Fate(Reaction card)

This works to cancelany card just playedincluding Isolationcards. It cannotremove Isolation

cards after they are played.

HoardingSupplies

Change all of yourStruggling Coloniesinto SuccessfulColonies. You thenremove all of the

opponents Struggling Colonies fromthe map.

Iron Grip

Play this card duringthe scoring phase ofyour turn. You gainfour Victory Pointsfor each of theMonopolies you

control instead of the standard twoVictory Points.

Isolation

Place this card on anyRegion. Until yournext turn no one canReduce, Build, orremove the Coloniesin that Region.

Loyalty(Reaction card)

Play this card whenan opponent attemptsto Remove, Reduce,or Struggle any ofyour Colonies. Do not

adjust your Colonies.

Marauders(Reaction card)

Play this card whenanother player istallying up theirVictory points. Theydo not gain any

points for the Monopolies they own.

Mutual Support

Build up to fourColonies that areadjacent to eachother.

Overconfident

Choose any oneplayer and have themlose points equal tothe total number ofColonies they have onthe map. This

includes Struggling, Successful andIsolated Colonies.

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Plague Ship

Each player willReduce any Colonyon the board that isn’tisolated, in clockwiseorder. Each playermay continue

Reducing any one Colony on themap, or any players can collectivelygive up 5 Victory Points to stop thePlague Ship effect. Plague Shipscannot be affected by any reactioncards. You do not gain Victory Pointsby Struggling Colonies.

Example: I play a Plague Ship card. IReduce one Colony; the next playeralso Reduces one Colony. The otherplayers in the game decide they don’twant this to continue, so betweenthem one player gives up two VictoryPoints, and another player gives upthree Victory Points to cancel thePlague Ship. The Plague Ship card isthen discarded.

Raiders

Replace one or twoColonies, in a Regionwhere you have aSuccessful Colony,with your ownSuccessful Colony.

Example: I have a Successful Colonyon the jewels Area in Cape Horn. Danhas a Colony on the spice Area inCape Horn and Kevin has aStruggling Colony on the Gold area

of Cape Horn. I Replace both Danand Kevin’s Colonies in Cape Hornwith Successful Colonies of my own.

RegionalDisaster

Remove all of theColonies, Strugglingor Successful, fromone Region.

Example: Holly and Kevin haveColonies in the Central AmericaRegion. I play Regional Disaster andRemove all of their Colonies, leavingthe Central America Area open toBuild Colonies on.

Rescue Voyage

Replace up to fiveStruggling Coloniesthat do not belong toyou, with up to fiveSuccessful Coloniesof yours.

Revolt(Reaction card)

Play after a playerthat has more pointsthan you Reduces orRemoves a Colony.Draw two cards. The

cards you draw can exceed yourHand Size.

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Spread Out

Build up to oneColony in each of thefive Regions.

Example: I can placeone Colony in each of

the Regions, with an open Area.

Uprising

Remove exactly oneColony from each ofthe five Regions. Thismay also includeColonies belonging toyou. This card may

not be played if there is not at leastone Colony in each of the fiveRegions.

Example: If I play uprising and I havethe only Colony in the CentralAmerica Region, I must remove thatColony from the Region.

Example: If there are no Colonies inthe Amazon Region, I cannot playthis card.

War

For each of yourColonies that youStruggle, you mayStruggle one Colonybelonging to each ofthe other players.

Example: I Struggle one of my ownColonies, which allows me toStruggle one Colony of each playerwho also has a healthy Colony on theMap. If I Struggle 2 of my Colonies Ican Struggle 2 Colonies of eachplayer with healthy Colonies on theMap. I gain Victory Points for theother Player’s Struggled Colonies.