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PillarAngel

Let's learn how to play Hadrian's Wall!

Tips:

• You can press the SPACE key to make the tutorial progress instead of using buttons.

• You can use    to minimize tutorial explanations if needed.


This tutorial exists thanks to: PillarAngel
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PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed72d55799.85472683.jpg[/img] In the year 122 AD, the [red]Roman Emperor[/red], *[red]Hadrian Augustus[/red]*, witnessed the aftermath of war between his armies and the savage *Picts*. In a show of Roman might, he ordered a *80 Roman mile long wall* to be built that would separate the Pict tribes from the rest of England! [green][tip] This tutorial is best viewed on a computer![/green]1archivecontrol_editmode_centercomment000
PillarAngelYou and the other players are [red]Roman Generals[/red], each in charge of the construction of a part of a massive fortification called [red]*Hadrian's Wall*[/red]! Over the next 6 years, which represent *rounds*, you will construct your wall and fort, man defenses, and attract civilians by building services and providing entertainment, all while defending the honor of the Roman empire from the waring *Picts*! [green]Whoever does the best job will be recognized by the [red]Emperor[/red] as the model Roman citizen and will be crowned *Legatus Legionis*![/green]2archivecontrol_editmode_centercomment000
PillarAngelNow you might be thinking that this game has *a loooot* going on! But don't worry! We'll be breaking down each part of the game, and it'll all start to make sense as the tutorial goes on!3archivecontrol_editmode_centercomment000
PillarAngelThe physical version of this game is comprised of two sheets for each player, so these two sections will be referred to as *[green]left[/green]* *sheet* and *[blue]right[/blue]* *sheet*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed7336f6d2.74307366.jpg[/img]4archivecontrol_editmode_centercomment000
PillarAngelIf at any point something is too hard to see, you can click this *magnifying glass* to enlarge the play area up to *5* times. Clicking it a *6th* time resets everything to its default size.5zoombut_33662881000zoombut_33662881 4
PillarAngel[green]The goal of the game is to get the most *points*, which are gained in two ways.[/green] One way is by advancing up the *[blue]four Attribute tracks[/blue]* (*Renown, Piety, Valour,* and *Discipline*) located at the bottom of the *left sheet*. Whenever you advance up any of these tracks, their corresponding *boxes* will be *checked (filled in)* from *left to right*, earning you one point each. If there is a *reward* in that box (represented by an *icon* of some kind), you gain it immediately. This applies to *any* box on either sheet. [tip] All spaces that can be checked, whether by you or by BGA automatically, are colored *white* and are called "*boxes*", regardless of what shape it is. [img]https://x.boardgamearena.net/data/tutorials/img691d4b914de997.10116013.jpg[/img] *[green][tip] Rewards on Attribute tracks [tip][/green]* *Gain Worker*: Civilian(Yellow), Servant(Red), Soldier(Black), Builder(Blue) *Advance Attribute track*: Renown, Piety, Valour, Discipline6tpathcards_33662881000trenown_33662881 2 tpiety_33662881 2 tvalour_33662881 2 tdiscipline_33662881 2
PillarAngelThe game is played over a series of *6 rounds* with each round representing *1 year*. *A round consists of [blue]4 steps[/blue]*: 1. Year Setup 2. Select Player Cards 3. Take Actions 4. Picts Attack9hwturns_33662881000
PillarAngel*[blue]Step 1/4, Year Setup[/blue]* At the beginning of the round, a *Fate Card* is drawn from a *48 card deck*. A *Fate Card* is a *multipurpose* card that is drawn to resolve *one of four* different things. *Only one part of the card* is examined, while the other three are *[red]ignored[/red].* [green][tip] *Anatomy of a Fate Card* [tip][/green] *Red(Top)*: Pict Attacks *Purple(Middle Left)*: Gladiator Damage *Blue(Middle Right)*: Trade Good *Green(Bottom)*: Starting Workers and/or Resources [img]https://x.boardgamearena.net/data/tutorials/img6785ed735d3148.14974802.jpg[/img]10res_s33662881_1000
PillarAngelDuring the Year Setup, we look at the *[green]bottom of the card[/green]* and *[red]ignore everything else[/red]* to determine the amount of [green]*workers* (*black, blue, red,* and *yellow*)[/green] and [green]*resources* (*grey*)[/green] *[blue]every player will receive[/blue]*. You can see how many workers and resources you have at the *bottom of your Player Board*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed737a8466.95101990.jpg[/img] *Player Board* [img]https://x.boardgamearena.net/data/tutorials/img6785ed73b77011.47413561.jpg[/img] [tip] You can click the *eye* icon next to a player's name on the top right to jump to that player's *play area*.11res_s33662881_1000
PillarAngel[tip] You can see the Fate Cards that were previously drawn *for any purpose* by clicking the *[blue]trash can[/blue]* at the bottom right of your *Player Board*. You can then close the discard pile by clicking the *X* at the top right corner of the discard pop up box.12discardbut_33662881000discardbut_33662881 7
PillarAngel[green][tip] *Game Pieces* [tip][/green] [img]https://x.boardgamearena.net/data/tutorials/img6785ed740199e2.52088811.jpg[/img] *Black* = Soldier *Blue* = Builder *Red* = Servant (Slave) *Yellow* = Civilian *Grey* = Resource Soldiers, Builders, Servants, and Civilians are collectively referred to as "*Workers*", while the grey bricks are referred to as "*Resources*". All of these pieces are used as payment for actions, so they are all functionally the same, and are only named differently for thematic purposes. [tip] Thematically, "Resource" is a general name for any object needed for something. They could be materials for contributing to the wall, money for trading, rations for soldiers, etc.13res_s33662881_1000
PillarAngel*[blue]Step 2/4, Select Player Cards[/blue]* After players receive the workers and/or resources from the Fate Card, each player will draw *2 cards* from their *personal 12 card deck* that *all players* have an *identical copy of*. Just like the Fate Cards, *Player Cards* are *multipurpose* cards that resolve *one of four* different things. *Only one part of the card* is examined, while the other three are *[red]ignored[/red].* [green][tip] *Anatomy of a Player Card* [tip][/green] *Red(Top)*: Path *Purple(Middle)*: Scout Pattern *Green(Bottom Left)*: Gain Worker and/or Resource *Blue(Bottom Right)*: Trade Good [img]https://x.boardgamearena.net/data/tutorials/img6785ed74229df4.04272257.jpg[/img]14discardbut_33662881000
PillarAngelFrom these 2 cards, you will select one to be your [green]*Path Card*[/green]. They are the second way to earn *points*, with each one being worth *1,2, or 3* depending on how well the *conditions* on them are met. [img]https://x.boardgamearena.net/data/tutorials/img6785ed74401d68.22821853.jpg[/img] [tip] Think of them as goals to strive for that can give you some direction on what to do on your turn!15discardbut_33662881000
PillarAngelLet's try selecting a Path Card! *Click on the "Fighter" Player Card!*16discardbut_33662881010
PillarAngelNicely done! Your Path Card will be slotted under your Player Board *on top of the wax number of the current round*. This also serves as a helpful way of keeping track of rounds during the game! [img]https://x.boardgamearena.net/data/tutorials/img6785ed77cb7610.71513456.jpg[/img]2hwturns_3366288165aff79889d6900
PillarAngelThe *unchosen* Player Card will become your *Prospect Card*. During the *Year Setup*, you will immediately collect the [green]*workers and/or resources*[/green] depicted on the *[green]bottom left of the card[/green]*. The *Scout Pattern(Middle)* and the *Trade Good(Bottom Right)* will be used for other actions that will be explained later, so ignore them for now. [img]https://x.boardgamearena.net/data/tutorials/img6785ed77f187b5.26334736.jpg[/img] [tip] The Path at the top of the Prospect Card is *always* *[red]ignored[/red]*. It only applies to the *Path Cards* on top of your *Player Board*. [tip] Prospect Cards are *discarded* at the end of each year. You can see the discarded Player Cards of *all* players by clicking the *trash can*.3discardbut_3366288165aff79889d6900
PillarAngel*[blue]Step 3/4, Actions[/blue]* Taking *actions* involves *paying workers and/or resources* in order to check boxes on tracks to gain rewards/benefits. The majority of the tracks involve checking boxes on them from *left to right*, some from *top to bottom*, and others in *any order*. *All players take actions simultaneously*. 5archivecontrol_editmode_centercomment65aff7988f02300
PillarAngelLet's try checking a box! The [red]*Fort track*[/red] has a cost of "one *Builder(blue)*/*Soldier(black)*". The "*/*" means "*OR*", so you can choose to pay one of *either* worker to check the *left most unchecked box* on this track. *Click on [green]this box[/green] on the [red]Fort track[/red] with the pile of orange bricks in them, then, at the top of the screen, choose to pay with a Builder(blue)!* [img]https://x.boardgamearena.net/data/tutorials/img6785ed7463a758.67327889.jpg[/img]6fort1_3366288165aff7988f02310tfort_33662881 1
PillarAngelGreat job! When you check a box, it will be marked off with a *black scribble*. Some boxes, like the ones on the Attribute tracks, will be checked automatically if you gain a reward that allows you to advance up it. [tip] Boxes that you are currently able to check will be *shaded and outlined in red*, making it easy to tell at a glance what you're able to do during the action step! [tip] You can hover over almost any box to get a tooltip briefly describing the *cost* to check that box, and what you *gain* from it.1fort1_3366288165aff7e05021000
PillarAngelNow we'll go over each track and box in the game, starting with the *left sheet*! We'll start at the *top* and work our way down to the *bottom*.2archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel*[red]Left, Center, and Right Cohorts[/red]* Your *Cohorts* are what protects you from the *Pict attacks* during the *fourth step of the round*, which we'll talk about later. You advance up these tracks from *left to right*, but notice that they don't have any *direct cost* associated with them. In order to advance up your Cohort tracks, you need to check a box that shows a *red shield icon (pictured below)*. For every shield checked, you advance up a Cohort track of your choice. [img]https://x.boardgamearena.net/data/tutorials/img6785ed748428d6.63572844.jpg[/img] [green][tip] *Rewards on Cohort tracks* [tip][/green] -*Advance Attribute Track*: Discipline, Valour3tlcohort_3366288165aff7e05021000tlcohort_33662881 1 tccohort_33662881 1 trcohort_33662881 1
PillarAngel[red]*Mining & Foresting, Wall Guard, Cippi, and Wall*[/red] All of these tracks function *just like the Fort*; You pay the worker or resource cost to check the *left most* unchecked box. As an example, to check a box on the *Mining & Foresting* track, you pay one *Servant*. The *Sword* cost on the *Wall Guard* track will be explained later. [tip] Unless otherwise stated, you may check boxes on a track *multiple times* in the same round, paying the cost to do so each time. [blue][tip][/blue] Some boxes contain *more than one* reward that you gain immediately when the box is checked. The [blue]*boxes*[/blue] on the *Mining & Foresting* track is an example of this.4twall_3366288165aff7e05021000tmining_33662881 1 mining2_33662881 2 mining5_33662881 2 mining8_33662881 2 mining11_33662881 2 mining14_33662881 2 twallguard_33662881 1 tcippi_33662881 1 twall_33662881 1
PillarAngel[green][tip] *Rewards on these tracks* [tip][/green] [green] *Mining & Foresting* [/green] -*Advance Resource Production Track(Hammer Icon) (Will be explained later)* -*Gain Resource* [green] *Wall Guard* [/green] -*Advance Left, Center, or Right Cohort track* -*Advance Attribute Track*: Discipline [green] *Cippi* [/green] -*Advance Left, Center, or Right Cohort Track* -*Gain Worker*: Civilian -*Advance Attribute Track*: Renown [green] *Wall* [/green] -*Gain Worker*: Civilian -*Advance Attribute Track*: Renown -*Advance Left, Center, or Right Cohort Track*5twall_3366288165aff7e05021000tmining_33662881 1 twallguard_33662881 1 tcippi_33662881 1 twall_33662881 1
PillarAngel*[red]Fort[/red]* This is the *most important* track on this sheet as it sets the pace for the *Mining & Foresting, Wall Guard, Wall,* and *Cippi tracks* (and even the *Fort track* itself!). [green][tip] *Rewards on the Fort track* [tip][/green] -*Gain Infrastructure (Orange Bricks Icon) (Will be explained later)* -*Gain Worker*: Civilian -*Advance Attribute Track*: Discipline -*Advance Left, Center, or Right Cohort Track*13tfort_3366288165aff7e05021000tfort_33662881 1
PillarAngelYour *Cippi* and *Wall* tracks *cannot* advance farther than how far you have currently advanced your *Fort* track. Each box in these two tracks are *chained* to a *Fort box* that must be checked first. [img]https://x.boardgamearena.net/data/tutorials/img6785ed7822ec03.36204397.jpg[/img] [tip] Remember that even if the Fort box is checked, both the Cippi and Wall tracks must still be filled in from *left to right*.15tfort_3366288165aff7e05021000tcippi_33662881 1 twall_33662881 1 tfort_33662881 1
PillarAngel*[red]Small, Medium, and Large Granary[/red]* Each player starts with a *Small Granary* already built. You can build a *Medium* and *Large Granary* by checking their respective [blue]*box (circle)*[/blue] if you have the workers and resources they require depicted to the *left of the box*. [tip] A "*+*" next to a box means that you will gain the reward *to the right* of the "+" immediately after checking it. For example, when you build the *Large Granary*, you immediately gain *1 Renown*.16tsmallgranary_3366288165aff7e05021000wall12_33662881 10 wall19_33662881 10 tsmallgranary_33662881 1 tmediumgranary_33662881 1 tlargegranary_33662881 1
PillarAngelYour *Mining & Foresting, Wall Guard,* and *Fort* tracks *cannot* be advanced further than the *[red]Small Granary[/red]*. To advance further, you have to build the *[green]Medium Granary[/green]*, and to advance further than that, you have to build the *[blue]Large Granary[/blue]*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed797fcd70.84722198.jpg[/img]17tsmallgranary_3366288165aff7e05021000tmining_33662881 5 twallguard_33662881 5 tfort_33662881 5 tsmallgranary_33662881 1 tmediumgranary_33662881 3 tlargegranary_33662881 2
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed7843ddd3.29778398.jpg[/img] Granaries and some other structures on this sheet require you to have a certain level of [green]*infrastructure*[/green] before you can build them, which are represented by the [green]*orange banner with a number in it*[/green] next to its cost. You can increase your infrastructure by checking boxes on your *Fort* track that have these *orange banners* under them. The highest one you have checked determines your current Infrastructure. Currently, your Infrastructure is *1*, so you'll be able to build the *Medium Granary*, but not the *Large Granary*.19tmediumgranary_3366288165aff7e05021000
PillarAngel!!! The *entire* Fort track is *always* filled in from *left to right*. You *cannot* start checking boxes in the Medium Granary until *ALL* boxes in the Small Granary are checked first, and you *cannot* start checking boxes in the Large Granary until *ALL* boxes in the Small *AND* Medium Granaries are checked first.23tfort_3366288165aff7e05021000tfort_33662881 1
PillarAngel*[red]Resource Production[/red]* For every box (circle) checked on this track, you will gain one *Resource* each year after selecting your Path Card. This track is advanced whenever you check a box with a *hammer icon* inside it. Every player starts the game with one box *already checked* on this track.24tresource_3366288165aff7e05021000tresource_33662881 1
PillarAngel*[red]Training Grounds[/red]* *Once per year,* you can train one *Builder* to become a *Soldier*, however, they are immediately assigned to be a *Wall Guard*, which checks the *left most* unchecked box on your [blue]*Wall Guard*[/blue] track. This is what the *Sword icon* payment refers to. [tip] Boxes with a "*#*" will display the *current year* when checked to reminded you that this track has already been used this year.25ttraining_3366288165aff7e05021000twallguard_33662881 12 ttraining_33662881 1
PillarAngel*[red]Hotels, Workshops, and Roads[/red]* These work similarly to Resource Production. Building these will give you a *reward* every year after selecting your Path Card. For example, for each *Hotel* built, you will gain one *Civilian* per year. [tip] Structures *categorized by size* have to be built from *smallest to largest*. You have to build the *small thing* before you can build the *large thing*, and any *sizes in between*, if applicable.27tlhotel_3366288165aff7e05021000tshotel_33662881 1 tlhotel_33662881 1 tsworkshop_33662881 1 tlworkshop_33662881 1 tsroad_33662881 1 tlroad_33662881 1
PillarAngel*[red]Forum[/red]* *Once per year*, you can trade two of *any* worker for one worker of *your choice*. !!! You *cannot* give or receive *Soldiers*.33forum2_3366288165aff7e05021000tforum_33662881 1
PillarAngel*[red]Landmarks[/red]* *Having at least 15 checked boxes on any Attribute track* will allow you to construct the *Landmark* that corresponds to that particular track, denoted by the *Attribute icon* overlapping the *orange banner* next to the name of it. Doing so will reward you with the two *Attribute points* depicted in the box to the *right* of it.34tlandmarks_3366288165aff7e05021000tlandmarks_33662881 1 tarchway_33662881 1 tmonolith_33662881 1 tcolumn_33662881 1 tstatue_33662881 1
PillarAngel[blue]*This track down here*[/blue] tracks how much *Disdain* you have accumulated from *Pict attacks* getting through your *Cohorts*. To see how this track works, along with how the Cohorts work, let's jump to the *fourth and final step* of a round!35disdain15_3366288165aff7e05021000twalldefense_33662881 4 disdain11_33662881 12 tdisdain_33662881 4
PillarAngel*[blue]Step 4/4, Pict Attacks[/blue]* The action step ends once all players have indicated they are finished taking actions by clicking the "*Finish this year*" button at the *top* of the screen. !!! If you end your action step with any workers or resources remaining in your supply, *they will be discarded*. You will receive a warning if you click "Finish this year" if you have any left.36pass65aff7e05021000
PillarAngelA number of *Fate Cards* are drawn to simulate the [green]*Pict attacks*[/green], represented by the [green]*top of each card*[/green] indicating the *Cohort* being targeted. For example, this card tells us that the *Left Cohort* is being targeted. !!! Pict attacks target *all* players. [img]https://x.boardgamearena.net/data/tutorials/img6785ed74a44b43.52579089.jpg[/img]37archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed74c8d4b5.43425322.jpg[/img] The number of cards drawn is equal to the number depicted in the *green, yellow,* or *red banner* in the section with the *wax number matching the current year* on your *Player Board*. The banner that is referred to depends on the game's *difficulty*. *Green* = Easy *Yellow* = Medium *Red* = Hard38archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed74e7e975.29676221.jpg[/img] Let's say we are on year *6* during an *easy* game. Looking in the *green banner*, we can see that *8* Fate Cards will be drawn to simulate the Pict attacks. [img]https://x.boardgamearena.net/data/tutorials/img6785ed75195858.54610824.jpg[/img] With these cards drawn, the Picts will attack the *Left Cohort 5 times, the Center Cohort 1 time,* and *the Right Cohort 2 times*.39archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed7537d673.12050434.jpg[/img] Each box checked on a Cohort will block *a single attack* against that Cohort. In this example, the *Right Cohort* is able to block *up to 2* Pict attacks.40archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed7555eb76.85112305.jpg[/img] How this step resolves for each player depends on if they blocked *[green]all, none,[/green]* or *[green]some[/green]* of the attacks. *[green]If you blocked all of them...[/green]* You'll advance up your *Valour* track equal to the number on the *grey banner*. *[green]If you blocked none of them...[/green]* You'll gain *Disdain* equal to the number on the *grey banner*. *[green]If you blocked some of them...[/green]* You'll gain *Disdain* equal to the number of *unblocked* attacks *up to* the number on the *grey banner*, then gain *Valour* equal to the *difference* between those two numbers. For example, if the banner shows 4, and 1 attack goes through, you'll gain 1 Disdain and 3 Valour. 41archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel*[red]Disdain[/red]* Failing to defend against the Picts will earn you the *Disdain* of the people you were sworn to protect. You'll *lose* points depending on the amount gained by the end of the game. *Disdain* is tracked [blue]*here*[/blue] by drawing a circle each time one is gained. In this example, a total of three *Disdain* has been gained at some point, which is worth [red]*-5 points*[/red] at the end of the game according to the *chart* to the *right* of the *Disdain track*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed757e83f3.61916148.jpg[/img] [img]https://x.boardgamearena.net/data/tutorials/img6785ed75a180c0.38165429.jpg[/img]42disdain5_3366288165aff7e05021000twalldefense_33662881 4 disdain11_33662881 12 tdisdain_33662881 4 tdisdainfinaltailly_33662881 1
PillarAngelHey guess what? You just learned how a round is played and how the *entire* sheet works! Bravo!! You are well on your way to being able to play your first game of Hadrian's Wall! There is just one small thing we have to cover first.43archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel*The right sheet, baby!! Woooooooo!!* [img]https://x.boardgamearena.net/data/tutorials/img6785ed75c814b8.49062114.jpg[/img]44archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel*[blue]Step 3/4, Actions(Again!)[/blue]* The *right sheet* is split into *5 sections*, each one depicting a different *role* in *Roman society*. *From top to bottom, these roles are*: -Traders(Blue) -Performers(Pink) -Priests(Grey) -Apparitores(Green) -Patricians(Brown) [img]https://x.boardgamearena.net/data/tutorials/img6785ed76615485.39084909.jpg[/img]45archivecontrol_editmode_centercomment65aff7e05021000
PillarAngelYou can attract one of these types of *citizens* by paying one *Civilian*, advancing you up that particular *Citizen track*. Notice how all the boxes in *every* citizen track has a *banner with a number in it*. Every action in each section to the *right* of the Citizen tracks has a requirement of how many of that kind of *Citizen* you have to have attracted *first* before you can do that action. In other words, you need to have advanced far enough on the respective Citizen track to take that action, *just like the infrastructure requirements on the left sheet!* [img]https://x.boardgamearena.net/data/tutorials/img6785ed7687cb56.08107553.jpg[/img]46archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[green][tip] *Rewards on each Citizen Track* [tip][/green] [green]*Traders*[/green] -*Gain Worker*: Servant, Builder -*Gain Resource* -*Advance Attribute Track*: Renown [green]*Performers*[/green] -*Gain Worker*: Builder, Servant, Soldier -*Advance Attribute Track*: Renown [green]*Priests*[/green] -*Gain Worker*: Servant -*Advance Attribute Track*: Piety [green]*Apparitores*[/green] -*Gain Worker*: Builder, Soldier -*Advance Attribute Track*: Discipline [green]*Patricians*[/green] -*Gain Worker*: Soldier -*Gain Resource* -*Advance Attribute Track*: Renown47archivecontrol_editmode_centercomment65aff7e05021000
PillarAngelLet's take a look at what you can do in each section of the *right sheet*!48archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel*[blue]Right Sheet 1/5: Traders[/blue]* *[red]Small, Medium, and Large Precincts[/red]* Building a *Precinct* gives you the rewards depicted to the right of it. You have to build the Precincts from *top to bottom* starting with the small Precinct, then the medium, then the large. [green][tip] *Rewards from Precincts* [tip][/green] -*Advance Attribute Track*: Piety, Discipline, Renown -*Advance Resource Production Track* -*Gain Resource* 50tlprecinct_3366288165aff7e05021000tsprecinct_33662881 1 tmprecinct_33662881 1 tlprecinct_33662881 1
PillarAngel*[red]Market[/red]* When you build the *Market*, you'll immediately gain *1 Renown* and you can start *trading*! When you check these boxes (hexagons), you can *buy* a [green]*Trade Good*[/green] on a *Prospect Card* belonging to the player sitting to your immediate *left* or *right* (on BGA, it's whoever is directly *above* or *below* you on the player list on the top right of the screen). Whoever you buy the Trade Good from, *you pay that player the Resource cost to take a trade action*. You can also buy a Trade Good *from the Fate Deck* by drawing a *random* Fate Card and take whatever good is showing on that card. Doing this is a gamble, but the resource is paid to the *general supply* instead of to your opponents! [img]https://x.boardgamearena.net/data/tutorials/img691d4b9176c975.58594242.jpg[/img] !!! You *cannot* buy the Trade Good on *your* Prospect Card.51t1st_3366288165aff7e05021000tmarket_33662881 1
PillarAngel[img]https://x.boardgamearena.net/data/tutorials/img6785ed76e01b88.15154919.jpg[/img] *Trade Goods* are represented as *numbers*, and range from *1 to 6*. In this example, you aren't buying 2 of anything, you are buying *the number 2*. Each time you buy a number *you have not bought before*, you are rewarded with *Renown*. You'll gain *1 Renown* for your first *3 unique numbers*, *2 Renown* for your *4th* and *5th unique numbers*, and *3 Renown* for your *6th unique number*. [tip] Higher numbers are *more rare* than lower numbers. [tip] You can buy multiple copies of the same number, but you'll gain nothing for doing so, except if you just want to get the Servant or Builder from checking the boxes on the *far right* of the Market. [tip] As long as you have advanced far enough on your Trader track to satisfy the Market box's *banner requirement*, you can check boxes in the Market in *any order*.52t1st_3366288165aff7e05021000tmarket_33662881 1
PillarAngel*[blue]Right Sheet 2/5: Performers[/blue]* *[red]Theatre[/red]* When you build the *Theatre*, you'll gain *1 Renown* and, *once a year*, you'll be able to check any of these boxes to *showcase a performance*, Immediately gaining you the reward in that box. [green][tip] *Rewards from the Theatre* [tip][/green] -*Advance Citizen Track*: Traders, Apparitores, Priests, Patricians -*Advance Attribute Track*: Discipline, Piety, Renown -*Gain Worker*: Soldier, Servant53tmax1performanceperyear_3366288165aff7e05021000ttheatre_33662881 1
PillarAngel*[red]Ludus Gladiatorious[/red]* This is a school for the toughest out there to become *Gladiators*! Building this gives you *1 Renown* and two Gladiators to train and compete in fights! You can send a *Servant* or a *Civilian* to one of your Gladiators to use as a punching bag- I mean uhhh... To help train them, circling the *left most Gladiator icon* on the track of whichever one you're training. These circles represent the number of *hit points* that Gladiator has. In this example, the *[red]red Gladiator[/red]* has two hit points, while the *[blue]blue Gladiator[/blue]* has three. [img]https://x.boardgamearena.net/data/tutorials/img6785ed77195ce6.87907670.jpg[/img]54tmax1battlepergladiatoreachyear_3366288165aff7e05021000tgladiatorious_33662881 1
PillarAngelEach of your Gladiators, *once per year*, can be entered into *fight* against a *purple Gladiator*. To simulate a fight, a *Fate Card* is drawn and the number next to the [green]*purple Gladiator icon*[/green] is the *damage* that is dealt to your Gladiator, ranging from *1 to 3*. [img]https://x.boardgamearena.net/data/tutorials/img691d4b91ae4b07.79858370.jpg[/img]55lgladiatoriousa6_3366288165aff7e05021000tgladiatorious_33662881 1 lgladiatoriousa1_33662881 1 lgladiatoriousa2_33662881 1 lgladiatoriousa3_33662881 1 lgladiatoriousa4_33662881 1 lgladiatoriousa5_33662881 1 lgladiatoriousa6_33662881 1 lgladiatoriousb1_33662881 1 lgladiatoriousb2_33662881 1 lgladiatoriousb3_33662881 1 lgladiatoriousb4_33662881 1 lgladiatoriousb6_33662881 1
PillarAngelLet's say you decided to enter the *[blue]blue Gladiator[/blue]* into a fight. The Fate Card on the left shows that the *purple Gladiator* deals *1* damage to our *[blue]blue Gladiator[/blue]*. For each damage dealt, a circle on their track is *scribbled in*. If they have any *unscribbled* circles left on their track, they win the fight! You'll gain the number of *Renown* points depicted below the *right most* circled Gladiator icon on the track of whichever one was in the fight. [img]https://x.boardgamearena.net/data/tutorials/img691d4b91ce7c02.04751175.jpg[/img] 56tmax1battlepergladiatoreachyear_3366288165aff7e05021000tgladiatorious_33662881 1
PillarAngelHowever, if the damage dealt *equals or exceeds* the number of unscribbled circles on that Gladiator's track, they have, sadly, died in combat. 😔 Rest in peace. All of the circles on their track get scribbled in, and you'll get the number of *Piety* points depicted below the right most scribbled in Gladiator icon on their track. If that area is empty, no Piety is gained. For the rest of the game, that Gladiator can *no longer* train or be entered into a fight because... Well ya know... They're dead. [img]https://x.boardgamearena.net/data/tutorials/img691d4b9216d045.57139062.jpg[/img]57tmax1battlepergladiatoreachyear_3366288165aff7e05021000tgladiatorious_33662881 1 lgladiatoriousb1_33662881 13 lgladiatoriousb2_33662881 13 lgladiatoriousb3_33662881 13 lgladiatoriousb4_33662881 13 lgladiatoriousb5_33662881 13 lgladiatoriousb6_33662881 13
PillarAngel*[blue]Right Sheet 3/5: Priests[/blue]* [red]*Small and Large Gardens*[/red] Lovely gardens that give you the stuff depicted in the box to the right of them. Just like with all other structures, *small first* then *large*. [green][tip] *Rewards from Gardens* [tip][/green] -*Advance Attribute Tracks*: Piety -*Advance Citizen Tracks*: Traders, Performers, Priests, Apparitores, Patricians58tsgardens_3366288165aff7e05021000tsgardens_33662881 1 tlgardens_33662881 1
PillarAngel[red]*Small, Medium, and Large Temples*[/red] Each *Temple* built immediately gives you *1 Piety*. They have pairs of boxes that must be checked from *left* to *right* and each pair must be completed from *top* to *bottom*. Additionally, *all* boxes in the *Small Temple* must be checked before you can check boxes in the *Medium Temple* and all boxes in the *Small* and *Medium Temples* must be checked before you can check boxes in the *Large Temple*. [tip] Just like in the Forum, a "*white worker cost*" means you can pay with *any* worker. [green][tip] *Rewards from Temples* [tip][/green] -*Advance Attribute Track*: Piety -*Gain [red]Favour[/red]* 59ltemple8_3366288165aff7e05021000tstemple_33662881 1 tmtemple_33662881 1 tltemple_33662881 1
PillarAngel[red]*Favours*[/red] The priests can help you deal with the Picts by giving divine *Favours*! Whenever one is gained, a circle is drawn around it. When resolving *Pict attacks* during step 4 of a round, if you don't have enough boxes checked on the track of the Cohort being attacked, you can choose to use a Favour to *negate one Pict attack card*! Once a Favour has been used, it'll be scribbled in and *cannot* be used again. [img]https://x.boardgamearena.net/data/tutorials/img6785ed787a2909.58582478.jpg[/img]60ltemple8_3366288165aff7e05021000stemple4_33662881 1 mtemple8_33662881 1 ltemple8_33662881 1
PillarAngel*[blue]Right Sheet 4/5: Apparitores[/blue]* [red]*Baths*[/red] Building the *Baths* immediately gives you *1 Renown* and you'll be able to chit chat with other Apparitores, who are pretty much *government officials*, to "convince" them to forgive you for those times the Picts slipped past the wall. 😏 *Twice per year* you can bribe an official to *scribble in* a circle on your *Disdain track*, making it *no longer count* towards your total at the end of the game.61lbath5_3366288165aff7e05021000tbaths_33662881 1
PillarAngel[red]*Court House*[/red] Building the Court House gives you *1 Renown*, and *once per year in each column* you can make a *ruling*, which allows you to pay to gain certain workers. [green][tip] *Rewards from the Court House* [tip][/green] -*Gain Worker*: Servant, Builder [tip] The actions in the *left most column* have no cost, allowing you to gain Servants for *free*. 62lcourthousec10_3366288165aff7e05021000tcourthouse_33662881 1
PillarAngel*[blue]Right Sheet 5/5: Patricians[/blue]* *[red]Diplomats[/red]* Why bother fighting the Picts with swords when you can fend them off with the most powerful weapon of all: Words! Dispatching a *Diplomat* will earn you *1 Valour* and *2 Favours*. The Favours that the Diplomats offer are more *restrictive*. When you gain one, you must decide which *Cohort* to dispatch them to, limiting their Favours to *the one you chose*. In this example, this Diplomat can only block Pict attacks targeting the *left Cohort*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed789d1ce8.65780157.jpg[/img] !!! A Cohort *cannot* have more than one diplomat dispatched to it.63diplomat18_3366288165aff7e05021000tdilpomat1_33662881 1 tdilpomat2_33662881 1 tdilpomat3_33662881 1
PillarAngel[red]*Scouts*[/red] You can assign a *Soldier* to be a *Scout*, allowing you to *fill in* boxes in this [blue]*4x5 grid*[/blue]. You fill in boxes using a [green]*Scout Pattern*[/green] on a *Prospect Card* belonging to a player to your immediate *left* or *right* (*top* or *bottom* on BGA), *paying the Soldier to the player that owns that Prospect Card*. You can also use the Scout Pattern *on your own* Prospect Card, in which case, the Soldier is paid to the *general supply*, so its better to use your own patterns so you don't give anything to your opponents! If a box has a reward in it, you gain it immediately, and for every *row* you fill in, you gain *1 Valour*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed78c37571.23646548.jpg[/img] [green][tip] *Rewards from Scouting* [tip][/green] -*Gain Resource* -*Gain Worker*: Servant64pattern19_3366288165aff7e05021000tscout1_33662881 1 tscout2_33662881 1 tscout3_33662881 1 tscout4_33662881 1 tscout5_33662881 1 pattern15_33662881 12
PillarAngel[blue][tip] *Rules for Scouting* [tip] [/blue] [green] *You can...* [/green] -Fill in the pattern *anywhere* in the grid. -*Rotate* the pattern. -*Flip/mirror* the pattern. [red] *You cannot...* [/red] -Hang a pattern *over the edge* of the grid. -Use only *part* of the pattern. -*Overlap* already filled in boxes.65pattern19_3366288165aff7e05021000tscout1_33662881 1 tscout2_33662881 1 tscout3_33662881 1 tscout4_33662881 1 tscout5_33662881 1 pattern15_33662881 12
PillarAngelThat concludes the *second sheet*! Way to go!! Stick with me just a little longer so we can talk about end game scoring, and rules changes for 2 players and solo!66archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[blue]*End Game Scoring*[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785ed78f1ff28.98079087.jpg[/img] The game ends at the end of the *6th year*. Any workers gained during the *Pict Attacks* step of the round are *wasted* as there are no more rounds left to use them. The amount of points gained from your *Attribute tracks* and your *Path Cards* are totalled up, then a number of points are *subtracted* depending on how much *Disdain* you ended the game with to get your *final score*. [green]The player with the most *points* wins and is crowned *Legatus Legionis*![/green] If there is a tie, then the player with the *least Disdain* wins. If there is still a tie, the player who scored the most points from *Path Cards* wins. If there is *STILL* a tie, settle it over gladiatorial combat! ⚔️67archivecontrol_editmode_centercomment65aff7e05021000
PillarAngel[blue]*2 Player and Solo Rule changes*[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785ed793cafb1.85878447.jpg[/img] In a *2 player* or *solo game* you'll need 1 or 2 *dummy players* respectively to give you more choices when *Trading* and *Scouting*. *1 Player Card from an unused Player Deck (2 in a solo game)* are drawn at the beginning of the round, and players can *buy the good* or *use the Scout Pattern* from these cards as normal, placing the Resources and Soldiers *on the card*. When the *Picts attack* at the end of the round, for every game piece on a dummy card, *one additional Pict attack is drawn*. After the Pict attacks have been resolved, the dummy card is discarded, and the game pieces are returned to the *general supply*. In a *solo* game, you are trying to beat a *certain score*. [green][tip] *Solo Scoring Criteria* [tip][/green] 0-39 = *Miles* 40-49 = *Centurion* 50-59 = *Primus Pilus* 60-69 = *Praefectus Castrorum* 70+ = *Legatus Legionis*68archivecontrol_editmode_centercomment65aff7e05021000
PillarAngelAnd that's it! That's all the rules! [green]*You've done it!!*[/green] You now know how to play Hadrian's Wall! Good luck out there! Hadrian could not have asked for a better [red]General[/red]! 🫡69archivecontrol_editmode_centercomment65aff7e05021000
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Statistics

Neutral Player Cards
LEFT COHORT
CENTRE COHORT
RIGHT COHORT
MINING & FORESTING
WALL GUARD
CIPPI
WALL
FORT
SMALL GRANARY
MEDIUM GRANARY
LARGE GRANARY
RESOURCE PRODUCTION
PER
TRAINING GROUNDS
MAX 1 TRAINING PER YEAR
PER
PER
PER
FORUM
MAX 1 PER YEAR
SMALL HOTEL
LARGE HOTEL
SMALL WORKSHOP
LARGE WORKSHOP
SMALL ROAD
LARGE ROARD
LANDMARKS
ARCHWAY
MONOLITH
COLUMN
STATUE
RENOWN
PIETY
VALOUR
DISCIPLINE
WALL DEFENSE
DISDAIN
PATH CARDS
DISDAIN FINAL TALLY
TOTAL SCORE
TRADERS
SMALL PRECINCT
MEDIUM PRECINCT
LARGE PRECINCT
MARKET
(1st, 2nd,3rd)
(4th, 5th)
(6th)
PERFORMERS
THEATRE
MAX 1 PERFORMANCE PER YEAR
LUDUS GLADIATORIOUS
MAX 1 BATTLE PER GLADIATOR EACH YEAR
PRIESTS
SMALL GARDENS
SMALL TEMPLE
LARGE GARDENS
MEDIUM TEMPLE
LARGE TEMPLE
APPARITORES
BATHS
MAX 2 BRIBES PER YEAR
MAX 1 RULING PER COLUMN EACH YEAR
COURTHOUSE
DIPLOMAT
DIPLOMAT
DIPLOMAT
EACH DIPLOMAT MUST SERVE A DIFFERENT COHORT
SCOUT
SCOUT
SCOUT
SCOUT
SCOUT
PER COMPLETE ROW
PATRICIANS
Neutral Player Cards
LEFT COHORT
CENTRE COHORT
RIGHT COHORT
MINING & FORESTING
WALL GUARD
CIPPI
WALL
FORT
SMALL GRANARY
MEDIUM GRANARY
LARGE GRANARY
RESOURCE PRODUCTION
PER
TRAINING GROUNDS
MAX 1 TRAINING PER YEAR
PER
PER
PER
FORUM
MAX 1 PER YEAR
SMALL HOTEL
LARGE HOTEL
SMALL WORKSHOP
LARGE WORKSHOP
SMALL ROAD
LARGE ROARD
LANDMARKS
ARCHWAY
MONOLITH
COLUMN
STATUE
RENOWN
PIETY
VALOUR
DISCIPLINE
WALL DEFENSE
DISDAIN
PATH CARDS
DISDAIN FINAL TALLY
TOTAL SCORE
TRADERS
SMALL PRECINCT
MEDIUM PRECINCT
LARGE PRECINCT
MARKET
(1st, 2nd,3rd)
(4th, 5th)
(6th)
PERFORMERS
THEATRE
MAX 1 PERFORMANCE PER YEAR
LUDUS GLADIATORIOUS
MAX 1 BATTLE PER GLADIATOR EACH YEAR
PRIESTS
SMALL GARDENS
SMALL TEMPLE
LARGE GARDENS
MEDIUM TEMPLE
LARGE TEMPLE
APPARITORES
BATHS
MAX 2 BRIBES PER YEAR
MAX 1 RULING PER COLUMN EACH YEAR
COURTHOUSE
DIPLOMAT
DIPLOMAT
DIPLOMAT
EACH DIPLOMAT MUST SERVE A DIFFERENT COHORT
SCOUT
SCOUT
SCOUT
SCOUT
SCOUT
PER COMPLETE ROW
PATRICIANS
Neutral Player Cards
LEFT COHORT
CENTRE COHORT
RIGHT COHORT
MINING & FORESTING
WALL GUARD
CIPPI
WALL
FORT
SMALL GRANARY
MEDIUM GRANARY
LARGE GRANARY
RESOURCE PRODUCTION
PER
TRAINING GROUNDS
MAX 1 TRAINING PER YEAR
PER
PER
PER
FORUM
MAX 1 PER YEAR
SMALL HOTEL
LARGE HOTEL
SMALL WORKSHOP
LARGE WORKSHOP
SMALL ROAD
LARGE ROARD
LANDMARKS
ARCHWAY
MONOLITH
COLUMN
STATUE
RENOWN
PIETY
VALOUR
DISCIPLINE
WALL DEFENSE
DISDAIN
PATH CARDS
DISDAIN FINAL TALLY
TOTAL SCORE
TRADERS
SMALL PRECINCT
MEDIUM PRECINCT
LARGE PRECINCT
MARKET
(1st, 2nd,3rd)
(4th, 5th)
(6th)
PERFORMERS
THEATRE
MAX 1 PERFORMANCE PER YEAR
LUDUS GLADIATORIOUS
MAX 1 BATTLE PER GLADIATOR EACH YEAR
PRIESTS
SMALL GARDENS
SMALL TEMPLE
LARGE GARDENS
MEDIUM TEMPLE
LARGE TEMPLE
APPARITORES
BATHS
MAX 2 BRIBES PER YEAR
MAX 1 RULING PER COLUMN EACH YEAR
COURTHOUSE
DIPLOMAT
DIPLOMAT
DIPLOMAT
EACH DIPLOMAT MUST SERVE A DIFFERENT COHORT
SCOUT
SCOUT
SCOUT
SCOUT
SCOUT
PER COMPLETE ROW
PATRICIANS
Discard
Neutral player
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Hadrian's Wall rules: interactive tutorial
Hadrian's Wall rules: interactive tutorial
Hadrian's Wall rules: interactive tutorial
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Hadrian's Wall

How to play?
Competition
Tournament
Strategy tips
Options
Credits

Complete rules:

28
(en)
BGG rulebook link
8
(fr)
Règles du Jeu
3
(zh-cn)
自翻简中规则
3
(uk)
Українські правила
3
(uk)
Соло кампанія (UA)
2
(ru)
Вал Адриана правила ру
1
(ja)
『ハドリアヌスの長城』の遊び方・魅力をご紹介!
1
(pl)
Instrukcja
1
(cs)
ke sťažení
1
(pt)
Regras em PT-BR
0
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Kampania Solo

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Game mode
Normal mode
Game speed
Fast Turn-based • 12 moves per day (+3600 per turn (maximum 43200))
Playing hours
06:00 → 18:00
Difficulty
Medium
Live scoring
On

publisher

Designer: Bobby Hill

Artist: Sam Philips

Developed by: Mistergos

Release 231025-1701

Ambient music for Hadrian's Wall

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

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