3 to 4 players can join the game with /join . Start the game using /start . Alternatively, you can use the Game Play tool
Players take on the role of the mayor of a small Swiss mountain village and must therefore guide its outcome.
The { 1}Complete Rules are not described here. These are the basics that are needed to play the game.
The player whose turn it is (marked with *), can choose any character and use its power.
When you select a character, it will turn yellow, and you can perform the corresponding action (see people). Once the action has been completed, one of your coins will be placed on it.
The tour ends by clicking the bell with an arrow. You can only select one character on your turn, however you can perform this action as many time as you wish (as long as you still have coins).
An exception to this rule is that once a player during his turn (before choosing a person or after the execution of the actions) the action of a person tile he possesses can perform. He does this by clicking on the colored square in the lower right person. (Possession of these persons tiles at the end of a round is determined by the number of coins on a person.)
The builder can action new buildings. You must have enough of your own people (not asleep) to complete the construction cost. Select a building from the display (see #3) and select the desired workplace in the production window. After building (moving the building tile from the display to an available village location), those villagers used will go to sleep.
Using the coachman can products, we can produce, deliver it to the market (5). In this way, you get victory points each delivery of a commodity brings unique one victory point. In addition, we obtain for "First deliveries" of advanced goods such as Beer, cheese, bell or even 1 or even 2 victory points (marked on the delivery failures situation through the Swiss flag, which stood for victory points). By selecting a product, you want to provide that appears already by building known production window in which jobs can be selected. One is happy with the selection, providing you the final product by clicking again on the market.
The night watchman wakes up all the people (his own and those of other players) in a neighborhood of their choice. This is done by clicking on the region of your choice (shown in green)
The priest marries your villagers (from school or your own village center) with villagers from your fellow players. This means, for example, you can take a woman from school and move her onto a building owned by your opponent that has a lone man on it. From now on you can "use" this building during production.
The midwife helps you with children your supply (1) into play again. To do this, simply drag a resident next to your name to a space in your village where there is a couple. Each couple in your village can give birth to exactly one child per turn.
The game is played in rounds that end when only one player has coins left in their supply. Passing is not possible as long as you still have coins! At the end of each of these rounds, new buildings are placed on the display and the points are calculated.
Points are obtained by:< /span>
The player who has the most points wins as soon as at least one has exceeded 20 points.