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WhiteAndromeda

Let's learn how to play Troyes!

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: WhiteAndromeda
0000
WhiteAndromeda*Welcome in 1200-th in Troyes!* [img]https://x.boardgamearena.net/data/tutorials/img6785ecdf405be8.60032831.jpg[/img] In the year 1200, the foundation is laid for the cathedral of Troyes, but it will not be finished until 400 years later, after innumerable incidents. Troyes invites you to experience four centuries of history by participating in the development of one of the finest medieval cities ever to make its mark on Western culture! 1centraltoken_777777000
WhiteAndromedaYou are one of the rich families from the Champagne region of France. Using *influence*, *wealth* and, of course, your *citizens* you must try to become the most famous family in Troyes! [green][tip] This tutorial is best viewed on 1080-p or higher resolution computer display[/green]2centraltoken_ffffff001
WhiteAndromeda*"Troyes"* is the dice-game where player uses dice to execute actions each turn. The player who *has garnered the most* fame, in the form of *VPs (victory points)*, will win the game! [tip] Tutorial demostrates part of the 3-player game, which takes around 15 minutes.3centraltoken_ffffff001
WhiteAndromedaFirst of all, before start of the game, every player places their citizens in city's principal buildings. Placement of citizens will determine starting player's *workforce*. But don't worry, there are options to change placement in the game.4building_citizenplace_3_0_3000
WhiteAndromedaThere are three principal buildings in the city, each represents one of the three domains: *military*, *religious* and *civil*. Therefore, each citizen placed in corresponding building will be linked to the domain. Purposes of every domain will be explained later, when you gather *workforce* and get a chance to put them in action.5cathedral_zone001building_1 1 building_2 1 building_3 1
WhiteAndromedaEvery principal building has its own layout, but all of them consists of 6 cells. *Each cell is linked to the determined die value*, but there are differences in using these values (differences will be shown later).6building_3000building_1 1 building_2 1 building_3 1
WhiteAndromeda*Bishopric* is the religious domain of the city. This is city's clergy: monks, priests and etc. Bishopric consists of *two rows with 3 cells in each row*. Each citizen placed here gives your *1 white die*. Also every citizen in Bishopric must be *paid 1 denier* as their salary. [img]https://x.boardgamearena.net/data/tutorials/img6785ecdf6ac227.15297635.jpg[/img]7building_3000building_3 1
WhiteAndromedaNow in order to place your citizen in Bishopric you need to click on one cell of the area. Let's place one citizen in Bishopric, click on highlighted area to do this.8activity_place_2_1010building_citizenplace_3_1_1 6
WhiteAndromedaNow other players will place their citizens the same way you did. We'll skip this process and explain only some important details and clarify each domain when you will need to place citizens there.1centraltoken_ffffff639b696ba0c4401
WhiteAndromeda!!! Green player placed 1 citizen and then *placed another one!* The citizens' placement happens clockwise starting from the player with "first player token" [img]https://x.boardgamearena.net/data/tutorials/img6785ece1600d04.55636307.jpg[/img] (in this game you have it) and then counterclockwise starting from the player who placed citizen last. In 3-player game order looks like: Player 1 Player 2 Player 3 Player 3 Player 2 and etc.1citizenbuilding_3_1_2639b699ac5aee00citizenbuilding_3_1_2 1 citizenbuilding_3_2_1 1
WhiteAndromedaCount's *Palace* is the military domain. This is city's noblility: aristocrats, knights and etc. Palace consists of *six individual cells*. Each citizen placed here gives you *1 red die*. Also every citizen in Palace must be *paid 2 denier* as their salary. [img]https://x.boardgamearena.net/data/tutorials/img6785ecdf8713c9.88012427.jpg[/img]1building_1639b69d8ae20e00building_1 1
WhiteAndromedaLet's place one citizen in *Palace*, click on highlighted area to do this.2centraltoken_ffffff639b69d8ae20e11building_citizenplace_1_1_1 6
WhiteAndromedaGreat! As you remember, citizens' placement order is changed again to clockwise starting from the first player (you). So you can place the second citizen now!1building_2639b69f2472ef00
WhiteAndromeda*City Hall* is the civil domain. This is the city's peasantry: artisans, millers and etc. City Hall consists of *two rows with 2 cells in each row*. Each citizen placed here gives you *1 yellow die*. Citizens in City Hall *costs nothing*. [img]https://x.boardgamearena.net/data/tutorials/img6785ecdfa4fb69.61972408.jpg[/img]2building_2639b69f2472ef00building_2 1
WhiteAndromedaLet's place 1 citizen in City Hall as you did in other buildings. Click on the highlighted cell of the City Hall.3diceplace_0_2639b69f2472ef11building_citizenplace_2_1_1 6
WhiteAndromedaWe will skip the remaining process of citizen's placement, but give you one tip about starting placement. In the Bishopric and the City Hall always try to place your citizens on the most left free cell in each row. It will be clear later, why it may help you.1building_2639b6a1c86f1b00building_2 1 building_3 1
WhiteAndromedaWhen the players end to place their citizens from their supply, all left free cells in the buildings will be occupied by neutral citizens. The *neutral player* also *has their own dice* (which depends on their citizens' placement), but doesn't really participate in the game and *can't win*.1centraltoken_777777639b6a94091e401citizenbuilding_1_5_1 1 citizenbuilding_2_1_2 1 citizenbuilding_2_3_2 1
WhiteAndromeda*Phase 0: Reveal the Activity cards* In the first 3 rounds reveals new *Activity card*, one card of each domain in each of these 3 rounds (Red, White and Yellow cards, same as your citizens' dice).2agriculture639b6a9409d6101activity_card_10 1 activity_card_3 1 activity_card_21 1
WhiteAndromedaThus, there will be *three cards of each domain in total* in every game. But number of cards of each domain in the Troyes is more than 3, so your games will be different each time! *Activity cards* are one of the places to use your workforce. Detailed explanation about them will be given later.3activity_card_21639b6a9409d6100activity_card_10 1 activity_card_3 1 activity_card_21 1
WhiteAndromeda*Phase 1: Income and salaries* Each round every player receives a fixed income as 10 deniers [img]https://x.boardgamearena.net/data/tutorials/img6785ecdfc66c66.27622785.jpg[/img] and must pay salary to their workforce. Let's remeber it again: Each citizen in *Palace* (Red dice) must be paid 2 denier. Each citizen in *Bishopric* (White dice) must be paid 1 denier. Citizens in *City Hall* cost nothing (Yellow dice).6ttdenier93443520639b6a940ab2400
WhiteAndromedaSo, your initial capital was 5 deniers (*every player starts with 5 deniers*), then you were given income as 10 deniers, that's sum of 15 deniers. There is *1 your citizen in Palace*, that's *2 deniers* to him. There are *2 your citizens in Bishopric*, that's *2 deniers* to them (1 denier to each). And *2 citizens in City Hall costs nothing*. So, your current money number is 15 - 4 = 11 deniers.7ttdenier93443520639b6a940ab2400
WhiteAndromedaWhat if you *can't pay salary?* Well, then you must pay what you can and *lose 2 VP!* So be carefull with payment of your workforce. But remember one thing: you *can't lose VPs if you don't have any!*8ttdenier93443520639b6a940ab2400
WhiteAndromeda*Phase 2: Assembling the workforce* And that's your citizens, your *workforce*! Each player gathers their workforce depends on their citizens' placement in the principal buildings (Palace, Bishopric, City Hall). Values of the dice are always random, but there are options to *influence* them.9dice_17639b6a940ab2400dice_5 1 dice_9 1 dice_10 1 dice_17 1 dice_18 1
WhiteAndromedaThe game field is divided into *districts*. Each *district* is owned by the player (inlcuding neutral player), so there are four active districts in 3-player game. Every player stores their dice in district of their color.10activity_place_3_2639b6a940ab2401centraltoken_0000ff 5 centraltoken_008000 5 centraltoken_ffffff 5 centraltoken_777777 5
WhiteAndromeda*Phase 3: Events* Every round *two new events (event cards) enter the game*. One revealed card is always Red and another one is White or Yellow. There are 2 types of events: 1. Military events, which are indicated by black dice. 2. Events with various effects. Event cards *always bring something bad* for the players!12event_card_2639b6a940ac6000event_card_2 1 event_card_11 1
WhiteAndromedaAll Events are placed in queue and take effect from left to right starting from *"Marauding"* event card, which *never leaves game* and can't be taken. An *event doesn't leave game until it is countered*, so there can be much more problems next round if no events were solved!13event_card_1639b6a940ac6000event_card_1 1
WhiteAndromedaSo, let's see which calamities *events* have brought! [green][tip] Don't hesitate to hover up (or long press on mobile) event cards and other game components to read about their features.[/green] 14event_card_2639b6a940ac6000
WhiteAndromedaIn "Succession conflict", one random citizen will be *expelled* from the Palace and replaced by a neutral citizen. [img]https://x.boardgamearena.net/data/tutorials/img6785ecdfe361b0.72914775.jpg[/img]15event_card_2639b6a940ac6000event_card_2 1
WhiteAndromedaOh no! Our citizen was *expelled*! That's bad, but don't worry, your citizens will return to your personal supply at the end of the round. Also you *don't lose any current workforce*, because they are always gathered before the events.16citizenbuilding_1_0_1639b6a940ac6000citizenbuilding_1_0_1 1
WhiteAndromedaBut there is also someting good about *expelled* citizens. If *there is one of your expelled citizens on a building, nobody can expel any more of your citizens* from that building. 17citizenbuilding_1_0_1639b6a940ac6000citizenbuilding_1_0_1 1
WhiteAndromedaSecond revealed event card is "Drought". It means that *every player must pay 1 denier for each one of their citizens in City Hall*. [img]https://x.boardgamearena.net/data/tutorials/img6785ece00c76f9.46177474.jpg[/img]18event_card_11639b6a940adb200event_card_11 1
WhiteAndromedaSo you've paid 2 deniers for your two citizens in City Hall. And, if *you can't execute an event* (for example, pay money or lose Influence), then you do what you can and *lose 2 VPs!* So, always try to save extra deniers and Influence before the start of the next round.19ttdenier93443520639b6a940adb200citizenbuilding_2_1_1 1 citizenbuilding_2_2_2 1
WhiteAndromedaNow it's time for fending attacks! The "Marauding" event card causes one *black die* to be added to the pool. There is no more event cards that added black dice, so only 1 must be countered. Countering black dice always happens after other events resolution. [img]https://x.boardgamearena.net/data/tutorials/img6785ece02bfd75.66858110.jpg[/img]20event_card_1639b6a940b0a200
WhiteAndromedaBlack dice are represented as assaults on city by enemies. The player with first player token (you) *must counter 1 black die with the greatest value using his [red]workforce (dice)[/red]*. Then, the player to the left of the start player (excluding neutral player) must counter the next-highest black die in the same manner, and so on until all the black dice have been countered! 21blackdices_item_1639b6a940b0a200centraltoken_0000ff 2 centraltoken_008000 3 centraltoken_ffffff 1
WhiteAndromedaAs a result, it is possible that the start player will *have to contend with several black dice*. If a *player’s dice do not allow to beat the black die*, player discards it without losing a die, but *loses 2 VPs*!22blackdices_item_1639b6a940b0a200
WhiteAndromedaPlayer can counter more than 1 black die, if player wants and CAN so, because every countered *black die brings [red]1 Influence point[/red]* [img]https://x.boardgamearena.net/data/tutorials/img6785ece1020a36.33080695.jpg[/img].23blackdices_item_1639b6a940b0a200
WhiteAndromedaIn "Troyes" you can use 1-3 dice to counter black dice. In order to counter black dice, *sum of your chosen dice must be equal or higher than black dice sum*. You can use dice of different color to combat black dice. You must use only *your dice (workforce from your district) against black dice* .24dice_5639b6a940b0a200
WhiteAndromedaWhen combating black dice, the value of [red]red dice is doubled[/red], so using red dice is often the best way.25blackdices_item_1639b6a940b0a200dice_5 4 blackdices_item_1 4
WhiteAndromedaValue of your [red]only red die is 1, which is equal to 2[/red] against black die, but that's not enough, because value of *black die is 5*! You can add another die to counter it, but you lose too much workforce to combat just 1 black die! 26dice_5639b6a940b0a200dice_5 6
WhiteAndromedaHappily, there are always two options to *Influence* your and *only your* dice. *First option* is reroll one of your die for 1 Influence point. Every player starts with 4 Influence points in store. [img]https://x.boardgamearena.net/data/tutorials/img6785ece04dab56.12978079.jpg[/img]27roll_again_dice639b6a940b0a200roll_again_dice 1
WhiteAndromeda*Second option* is to turn over 1 to 3 of your dice for 4 Influence points. The chosen dice are turned to show the opposite face, keeping in mind that the *sum of two opposite sides of a die is always equal to 7*. The dice turned over may be of different colors. [img]https://x.boardgamearena.net/data/tutorials/img6785ece06f29e3.54514162.jpg[/img]28return_dices639b6a940b0a200return_dices 1
WhiteAndromedaFor example, if player has three dice of any color with values 1, 2, 3, he can turn them over for 4 influence points and get this result: [green]1 -> 6 2 -> 5 3 -> 4[/green] So he will have three dice with values 6, 5 and 4. *The color never changes*. The converse applies: 6 -> 1 5 -> 2 4 -> 329return_dices639b6a940b0a200return_dices 1
WhiteAndromeda*It is possible to execute several of these options in any order*, while the player has enough Influence points. The second option isn't very good for now - it's too expensive, because three of your dice is on the higher side. Let's try to use the first option: *Reroll 1 of your die* for 1 Influence. Click on your red die firstly, then click on "Reroll 1 die" Influence option.30dice_5639b6a940b0a210dice_5 17 roll_again_dice 18
WhiteAndromedaIn first three rounds of the game will be revealed *Activity cards* of each domain (White, Red and Yellow cards, same as your citizens' dice). *Activity cards* are one of the places to use your dice. Detailed explanation about *Activity cards* will be given later.31cathedral_zone639b6a9409d6101activity_card_10 6 activity_card_3 6 activity_card_21 6
WhiteAndromedaWhat a luck! Your reroll 1 to 6, that's huge number. You can easily counter black die with such number. And you could counter even more, if there were more black dice, because [red]red die with 6 is *12* against black die[/red]!1dice_5639b6b02e415d00dice_5 7
WhiteAndromedaTime has come to defend from attacks! Click on your red die, then click *"Counter black dice"* button (if there is already black border around your red die, don't click on it). [tip] Black dice must be also chosen, if there is red border around black die, then it's chosen and you don't need to do anything, if it's not, also click on black dice, that you want to counter.2blackdices_item_1639b6b02e415d10fightBlackDice 6 dice_5 16
WhiteAndromedaWhat a fight! You *countered black die and earn 1 influence point*, so there are again 4 of them! [tip] As you remember, we spend 1 Influence point to [red]reroll 1 red die[/red] and after that you had only 3 Influence points left.1ttinfluence93443520639b6b1d7e15200
WhiteAndromedaLast but not least before we start to talk about actions: your *character*! Every player randomly receives 1 character (2 characters in 2-player game) who is kept in secret from others until the end of the game. *Character* is essentially *secret condition to earn more VPs*!2mycharacter639b6b1d7e15200mycharacter 1
WhiteAndromedaBut be careful to keep it in secret pretty well, because *character* cards of each player *rewards everyone*, when they are revealed *in the end of the game!* So keep an eye to your adversaries' actions to determine which character they are playing to earn more VPs! *[tip] All VPs score of each player is concealed until the end, hence stay alert about every opponents' move!*3mycharacter639b6b1d7e15200mycharacter 1
WhiteAndromedaLet's take a look on your character card. [img]https://x.boardgamearena.net/data/tutorials/img6785ece1220641.05595377.jpg[/img] It means that *players earn VPs for their citizens in the principal buildings* (Palace, Bishopric, City Hall): 1 VP - 3-4 citizens. 3 VPs - 5-6 citizens. 5 VPs - 7 or more citizens. So, use this knowledge to your advantage and try to conceal it from others!4mycharacter639b6b1d7e15200
WhiteAndromeda*Phase 4: Actions* Game in Troyes consists of rounds (5 rounds in 3-player game), each round consists of players' turns. Beginning with the start player, then going clockwise every *player can either utilize their workforce to carry out one action*, or pass. Round ends when all players passes or if there are no more dice available on the gamefield. 5activity_card_21639b6b1d7e15200activity_card_10 1 activity_card_3 1 activity_card_21 1
WhiteAndromedaEach action requires using a group of 1 to 3 dice of the same color, and those dice come from one or more of the city square’s districts (thus, dice from other players). *[blue]First type[/blue]* of actions is *to activate Activity card*. *1. Activate one Activity card from the city* *Activity cards* are the places where you can get strong bonuses, earn much money and many VPs! 6activity_card_21639b6b1d7e15200activity_card_10 1 activity_card_3 1 activity_card_21 1
WhiteAndromedaIn order to use Activity card's features you need to *activate it at least once!* *Activation* means that you have to pay it's *[red]activation cost[/red]*. Activation cost is the denominator in the lower-left corner of card. In order to activate card *sum of used dice's values divided by denominator and rounded down to whole number must be 1 or higher.* [img]https://x.boardgamearena.net/data/tutorials/img6785ece1400240.96182033.jpg[/img]7activity_card_21639b6b1d7e15200activity_card_10 1 activity_card_3 1 activity_card_21 1
WhiteAndromedaFor example, in the *"Priest" activity card denominator is equal to 3* (the lower-left corner of the card). That means that in order to activate this card you need sum of used dice to be equal at least 3! Above the denominator is placed information about what dice you can use, their color(s). To activate this card you can use only group of white dice. [img]https://x.boardgamearena.net/data/tutorials/img6785ece0951b85.34971845.jpg[/img] 8activity_card_21639b6b1d7e15200activity_card_21 1
WhiteAndromedaBesides that, you need to place your *tradesman* on the card in order to activate it! That requires from you 1 of your citizen and pay the price for the tradesman's placement. After you place your tradesman on an activity card and pay the price for placement, there is *no need to pay deniers for placement again while there is your tradesman on the card*! 9activity_card_21639b6b1d7e15200activity_card_21 1
WhiteAndromedaFor example, "Priest" activity card's *price for placement tradesman is equal to 6* (left middle section). *The first one*, placed tradesman on this card will get *3 VPs* (middle section), *the second one* will get *2 VPs* (right middle section). [img]https://x.boardgamearena.net/data/tutorials/img6785ece0b6e585.37832840.jpg[/img] But VPs will be earned only in the end, so *if you move your tradesman from the card, you won't get VPs!*10activity_card_21639b6b1d7e15200activity_card_21_1 1 activity_card_21_2 1
WhiteAndromeda*If all VP sections are occupied* by other players' tradesmen, player still can place tradesman, but *won't get any VP*. If player moves tradesman from a card, who was on VP's section, then this section is freed again and can be occupied by other players (*already placed tradesmen don't shifted to freed place*)! [red]!!! *There can be only one tradesman of each player on every card*![/red]11activity_card_21639b6b1d7e15200activity_card_21 1
WhiteAndromedaActivation feature of "Priest" card is: add 3 to the value of each yellow die in your group of dice. That means: *the more yellow dice you use, the morepowerfull bonus you'll get!* [green][tip] Don't forget to hover up (long press on mobile) on cards to read about their features![/green]12activity_card_21639b6b1d7e15200activity_card_21 1
WhiteAndromedaLet's use your white dice to activate "Priest" activity card. You have one white 5 and one white 3, that's *[blue]8[/blue] in sum* and this card *accepts only group of white dice*. *Activation cost* of the card (denominator) *is [red]3[/red]*. So [blue]*8[/blue] / [red]3[/red] = [green]2[/green]* (value is rounded down to the whole number), you can *activate this card [green]2 times[/green]*!13dice_18639b6b1d7e15200dice_17 6 dice_18 6
WhiteAndromedaThe whole number you get is amount of card's activation, so you *can activate Activity card several times!* But remember, that you *can activate only one activity card at a turn*. Let's activate "Priest" activation card to get bonus for future use. Click on your white dice and then click on "Priest" card.14dice_18639b6b1d7e15210activity_card_21 6 dice_17 16 dice_18 16
WhiteAndromedaYou don't have any of your citizens in personal supply! There is option to *receive new citizen from general supply for 2 influence points!* [img]https://x.boardgamearena.net/data/tutorials/img6785ece0d6fab6.86574107.jpg[/img] Click on *"Hire one for 2 influence"* button in order to get tradesman! 1activity_card_21639b6c0532fcd10buyCitizen 6
WhiteAndromeda[green][tip] Instead of paying influence for tradesman, you could use one of these: 1. Move tradesman on this card from other Activity card. 2. Move citizen from building. 3. *Even move expelled citizen.* [/green] In order to use one of these, instead of pressing button, just *click on the citizen you want to move*. *Don't forget about these possibilities if you are lack of influence!*1citizenbuilding_1_0_1639b6c06c5d4300citizenbuilding_1_0_1 1 citizenbuilding_2_2_2 1
WhiteAndromeda*Great turn!* You activated card two times, paid tradesman's placemen and hired new tradesman for 2 Influence points. Now there is your fine tradesman on the card's VP's section and no need pay for card's activation in the future! 2activity_card_21639b6c06c637d00citizenbuilding_99_21_1 1
WhiteAndromedaBut what are these two *cubes of your color on the card*? That's the result of two your card's activation!3activity_cubes_21639b6c06c637d00activity_cubes_21_item_1 1 activity_cubes_21_item_2 1
WhiteAndromedaThere are 2 types of Activity cards: 1. *Cards with an immediate effect:* the effect of the card is applied immediately. Pretty simple. 2. *Cards with a delayed effect:* can be distinguished by the hourglass icon in the lower-right corner of the card. [img]https://x.boardgamearena.net/data/tutorials/img6785ece17de357.69313425.jpg[/img]4activity_card_21639b6c06c637d00activity_card_21_6 1
WhiteAndromedaWhen you activate card with the delayed effect, the cubes of your color are placed on the card. The *number of activations is equal to the number of cubes*. Each cube can be used later in the game during one of your actions, but an *action can be modified by only one cube at a time.* [red]*!!! It is not possible to use a cube to counter black dice in the Event phase*.[/red] 5activity_card_21639b6c06c637d00activity_cubes_21 1
WhiteAndromeda"Priest" acvitation card is the card with delayed effect. You activated it 2 times and get 2 cubes to use them in your future turns. It's all, *your turn is over*, time for your opponents to answer your actions!6activity_card_21639b6c06c637d00activity_cubes_21 1
WhiteAndromedaBlue player used his white die with value 1 to build the construction site of the majestic *Cathedral* of Troyes! This is *[blue]second type[/blue] of action.* *2. Construct the Cathedral* Cathedral layout is divided on two section, each section with 3 columns, each column consists of three cells. Each column is connected to die value from 1 to 6.1cathedral_zone639b6d273670900cathedral_zone 1
WhiteAndromedaConstruction site is divided into 3 levels: the bottom row corresponds to level 1, the 2nd to level 2, and the 3rd to level 3. You must respect this construction rule: In order *to place a cube on a space in a level, the same-valued space in the lower level must exist* (note: there’s only one cube per space).2cathedral_zone639b6d273670900cathedral_zone 1
WhiteAndromedaSimply put, each column is kind of stairs, you can't place cube (build) on higher level if lower level is empty. If you put a cube to construct cathedral in columns: #1-3, you earn *1 VP and 1 Influence point.* #4-6, you earn *1 VPs and 2 Influence points!*3cathedral_zone639b6d273670900cathedral_zone 1
WhiteAndromedaTo put a cube(s) in a columns, you *must use group 1-3 white and only dice with coressponding value.* You can use several dice with same value to put them one on another to build several levels of the Cathedral at one time! But, of course, you can't build on occupied cells (you will always build higher) and can't construct above level 3.4cathedral_zone639b6d273670900cathedral_zone 1
WhiteAndromedaLast note about Cathedral: You *lose 2 VPs per level (row) of Cathedral where you don't have any cubes!* Don't disregard in making a contribution in construction of this splendid Cathedral!5cathedral_zone639b6d273670900cathedral_zone 1
WhiteAndromedaNow it's your turn again. We don't have enough money to place any new tradesman and activate other activity cards, so it's time for the [blue]*third type[/blue] of action*. *3. Use agriculture* The Agriculture allows you to gain some money, thanks to the toil of the peasants (a group of 1 to 3 yellow dice).1agriculture639b6d977af5200agriculture 1
WhiteAndromedaAgriculture *does not require a tradesman*. You gain a number of deniers equal to number of activations. It's *activation price* (denominator) *is 2*. It's just an easy way to earn a little money, sometimes there is no other choice but to use it! [img]https://x.boardgamearena.net/data/tutorials/img6785ece1a945f2.66709266.jpg[/img]2agriculture639b6d977af5200agriculture 1
WhiteAndromedaLet's use it! Click on your yellow 4 die first and then click on "Agriculture" to gain 2 deniers (4 / 2 = 2).3agriculture639b6d977af5210dice_9 16 agriculture 6
WhiteAndromedaGreen player used his red 4 die to deal with event card! That's the *[blue]fourth type[/blue] of action.* *4. Combat the events* You may use a group of 1 to 3 dice to combat the events threatening the city. The activation cost shown on the left side of an Event card along with the type of dice you can utilize. As you can see, the activation principle is the same everywhere! 1event_card_2639b6f9a3a66b00cube_eventcube_2_1 1 event_card_2 1
WhiteAndromedaFor each card's activation *place 1 cube of your color on a banner cell*. *For each cube placed on a banner cell*, you immediately *gain 1 Influence point*. It is impossible to place cubes on multiple cards in a single action without activating certain military Activity cards. Simply put, if *number of activation is higher than left freed cells, than you lose these activations*.2event_card_2639b6f9a3a66b00cube_eventcube_2_1 1
WhiteAndromedaThe number of banners defines the number of cubes required to combat the event, *when all banner cells are occupied, event is resolved!* The card leaves the event row and players gain their rewards. Event card goes to the player who placed most cubes. If tied, goes to the tied player that placed a cube first. Also all cubes are removed from the card and return to the general supply. The cubes supply is unlimited, so don't worry about it.3event_card_2639b6f9a3a66b00cube_eventcube_2_1 1 eventcard_target_2_2 1 eventcard_target_2_3 1 eventcard_target_2_4 1 eventcard_target_2_5 1 event_card_2 1
WhiteAndromedaThe player who *placed the most* cubes *earns the larger VP* reward (the upper one). In the case of a tie for first place, the tied players divide the VPs for 1st and 2nd place (rounded down to the whole number) and other players gain nothing. If a *player is the [red]only one with cubes[/red] on the card, he gains the [red]total VPs of both ranks[/red]*! [img]https://x.boardgamearena.net/data/tutorials/img6785ece1c9dcf7.49246372.jpg[/img]4event_card_2639b6f9a3a66b00event_card_2 1
WhiteAndromedaThe player who *placed the second-most cubes earns the smaller VP reward.* In the case of a tie for second place, the tied players divide the VPs for 2nd place (rounded down to the whole number). [img]https://x.boardgamearena.net/data/tutorials/img6785ece2012ca0.53117265.jpg[/img] 5event_card_2639b6f9a3a66b00event_card_2 1
WhiteAndromedaLastly, the player *who placed the most cubes takes the event card* (if it is the neutral player, the card is discarded). In the case of a tie, the tied player who placed cubes on the card first wins. That last thing is only important for one of the character card, which grants VPs for amount of taken cards. [img]https://x.boardgamearena.net/data/tutorials/img6785ece2236c01.56921358.jpg[/img]6event_card_2639b6f9a3a66b00event_card_2 1
WhiteAndromedaYour turn again! Now you have enough money to place tradesman on "Miller" card in order to activate it. *"Miller" is activation card with immediate effect* (no hourglass icon). So it brings for every activation 2 deniers per each your citizen in Bishopric or in Palace immediately after activation (game chooses best option itself).7activity_card_3639b6f9a3baf800activity_card_3 1
WhiteAndromedaThat's great opporturnity to earn more money, because you have two citizens in Bishopric, and place tradesman in first VP section. Let's use your 5 yellow die for it and also use a cube from the "Priest" card to higher total value from 5 to 8 (+3 for each yellow cube in group). Firstly, click on a cube on "Priest" card, then click on your last yellow die and then click on "Miller card".8dice_10639b6f9a3baf810activity_card_3 6 activity_cubes_21_item_2 17 dice_10 18
WhiteAndromedaYou need to hire tradesman for 2 Influence points and that's enough resources for that, click "Hire one for 2 influence" as you did earlier.1buyCitizen639b702fa89eb00buyCitizen 6
WhiteAndromeda*Excellent turn!* You placed tradesman and activate "Miller" two times, that brings you 8 deniers (2 activation per 2 citizens in Bishopric per 2 deniers, so 2 multiply 2 multiply 2 = 8).1ttdenier93443520639b70318f88500
WhiteAndromedaGreen player used his white die with value 1 to place their new citizen in Bishopric, and that's the last *[blue]fifth action[/blue]: place a citizen on a principal building.* *5. Place a citizen on a principal building (Palace, Bishopric, or City Hall)* Unlike the other actions, you always *use exactly one die* to place a citizen on one of the principal buildings. 1building_3639b72017c80a00citizenbuilding_3_1_1 1 building_3 1
WhiteAndromedaYou take one of your citizens from your personal supply (if you don’t have any, you must hire one for 2 Influence points) or one of yours already on the board (as been said earlier, use expelled, move from other building or move tradesman from a card), and place it on the principal building corresponding with the color of the die you have chosen: White - Bishopric Red - Palace Yellow - City Hall2building_3639b72017c80a00building_3 1
WhiteAndromedaThe *value of the die shows the location inside the building where the citizen will be placed*. Find the small picture of a die showing the same value that you rolled. There are some differences between buildings on how new citizends are placed. [img]https://x.boardgamearena.net/data/tutorials/img6785ece243df47.72584856.jpg[/img]3building_3639b72017c80a00building_3 1
WhiteAndromeda*At City Hall and the Bishopric, the new citizen is placed on the first space of the matching row.* If the row is filled with other citizens, they are shifted one space to the right. If that pushes a citizen out the right end of the row, the expelled citizen lays on the illustration of the building.4building_3639b72017c80a00building_2 1 building_3 1
WhiteAndromedaRed arrow is pointed on the places where new citizens appears when you use die with correspong values. In *Bishopric* if you use die with value: 1, 3, 5 - citizen appears on cell 1 2, 4, 6 - citizen appears on cell 2. In *City Hall:* 1, 6 - appears on cell 1. 2, 5 - appears on cell 2. 3, 4 - appears on cell 3. [img]https://x.boardgamearena.net/data/tutorials/img6785ece2ae82a2.67409568.jpg[/img] [img]https://x.boardgamearena.net/data/tutorials/img6785ece2d686b6.53909904.jpg[/img] 5building_3639b72017c80a00building_2 1 building_3 1
WhiteAndromedaGreen player used their white die with value 1, which is llustrated on the first row, so citizen was placed on the most left cell in the first row, thereby ejecting blue player's citizen, who was on the most right cell of the row. If green player *have used white die with value 3 or 5 the result had been the same!* The same rules apply to City Hall.6building_3639b72017c80a00building_2 1 citizenbuilding_3_0_1 1 citizenbuilding_3_1_1 1 building_3 1
WhiteAndromedaBut *at the Palace, the new citizen goes on the matching space.* If there was already a citizen there, the old citizen is expelled and laid on the illustration of the Palace. So in Palace a player just place a citizen on exact place ejecting whoever was placed there! [img]https://x.boardgamearena.net/data/tutorials/img6785ece2699c14.97685245.jpg[/img]7building_1639b72017c80a00building_1 1
WhiteAndromedaBut always remember one rule: you *[red]CAN'T place a citizen if you eject a citizen of the player, who already has expelled citizen!*[/red] For example, you *can't place a citizen on second row of Bishopric*, because *blue's citizen will be ejected* and one *blue meeple is already expelled!*8building_3639b72017c80a00citizenbuilding_3_0_1 1 citizenbuilding_3_2_3 1 building_3 4
WhiteAndromedaLet's repeat all *[blue]five actions[/blue]* in Troyes, which can be carry out utilizing workforce (dice): *1. Activate one Activity card from the city* *2. Construct the Cathedral* *3. Use agriculture* *4. Combat the events* *5. Place a citizen on a principal building (Palace, Bishopric, or City Hall)* You can always Influence dice before any of the actions!9centraltoken_ffffff639b72017cc7601
WhiteAndromedaBut there are still some important things, let's do some more turns to explain them. Let's spend dice on the event card "Marauding" to earn some Influence points for future turns by placing cubes on banner cells...10event_card_1639b72017cc7600event_card_1 1
WhiteAndromedaWow, we *don't have any dice at all!* Does that mean we have to pass? Don't worry, there is the still *opporturnity to stay in action!*11centraltoken_ffffff639b72017cc7600diceplace_93443520_1 1 diceplace_93443520_2 1 diceplace_93443520_3 1 diceplace_93443520_4 1 diceplace_93443520_5 1 diceplace_93443520_6 1 diceplace_93443520_7 1 diceplace_93443520_8 1 diceplace_93443520_9 1 diceplace_93443520_10 1 diceplace_93443520_11 1 diceplace_93443520_12 1
WhiteAndromedaYou *can buy dice of another players* (including the neutral player) to put them in one of five actions. You can *use cubes, placed Activity cards with other player's dice* and, of cource, you *can pair your dice with other player's dice!* [red]!!! Remeber, that you can use only your dice when combating black dice![/red]12dice_6639b72017cc7600dice_6 4
WhiteAndromedaBut that costs you some money, and these money must be spent even when buying from the neutral player. Besides that, *all spent for the die [red]money will go to the player[/red] whom die was bought*. If bought from neutral player, money just discarded.13dice_6639b72017cc7600
WhiteAndromedaThe cost of a die depends on the number of dice you are using for an action: If you are *using 1 die from another player costs you 2 deniers* (it's the only used die); If you are *using 2 dice, each die from another player costs you 4 deniers*; If you are *using 3 dice, each die from another player costs you 6 deniers*. [img]https://x.boardgamearena.net/data/tutorials/img6785ece28d2b42.11682371.jpg[/img]14diceplace_93443520_3639b72017cc7601
WhiteAndromedaAnd you must *have all nessesary sum of money BEFORE take an action*, not after using it. So if you [red]*use all 3 dice from another player(s)*[/red], they [red]*costs you 18 deniers!*[/red] It's tremendous money, be careful about buying too many dice at once, if all of them not yours. 15dice_6639b72017cc7601
WhiteAndromedaYou can find out how much money you must pay for dice in the group in this assistive panel, it also shows the type and the sum of used dice values with using any cubes (bonuses) from Activity cards! Give it a try! Click on red die from the neutral player and look on this panel after that.16dicecost_wrap639b72017cc7600dice_6 16 dicecost_wrap 1
WhiteAndromedaLet's buy that red die with value 6 from the neural player, click on red die (if there is already black border around it, don't click again) and then click on "Marauding" event card. *[tip] Always remember that another players can also buy your dice from you as you buy theirs!*17event_card_1639b72017cc7610dice_6 16 event_card_1 1
WhiteAndromedaYou spend [blue]2 deniers for 1 another player's die[/blue] and earn [blue]2 Influence points for 2 cubes on "Marauding" event card[/blue]. Very good!1event_card_1639b725fee35f00cube_eventcube_1_1 1 cube_eventcube_1_2 1
WhiteAndromedaBlue player place tradesman on "Miller" Activity card on last free VP section and hadn't bought any citizens for Influence, the player *just took the expelled one* from Bishopric! Well, it was pretty bad of me not to taking your expelled citizen from Palace, *[green]live forever, learn forever![/green]*1citizenbuilding_99_3_2639b728fd855d00citizenbuilding_99_3_2 1 citizenbuilding_1_0_1 1 building_citizenplace_3_0_2 13
WhiteAndromedaSometimes it's better to *pass earlier, that's especially true in Troyes*! When you pass, you can't execute any actions anymore, but place *2 deniers into your district*, this is sum of money which will be given to you after the round end (safe sum). *Each time the turn comes around to you, another denier is added to your district*. Let's pass for this round, click on "pass" button.1pass639b72df03aec10pass 6
WhiteAndromedaThe turn came to you again and sum increased by one denier! So that's pretty good possibility to gain a little money, when nothing attracts you!1deniers_won_93443520639b73269947400
WhiteAndromedaBlue player passed too and also earn two deniers! That's because there are dice left on the game field, if *round ended because of last dice were used, player, who used them, receive nothing*. 1deniers_won_93534678639b733ba91ea00
WhiteAndromeda*Phase 5: End of the round* The players retrieve the deniers from their districts (money for passes). Expelled citizens on buildings return to their owners’ personal supplies. Unused dice are returned to the general supply. The start player token passes from the current owner to his left-hand neighbor, and the following round commences. 2centraltoken_0000ff639b733ba999e01building_citizenplace_1_0_2 13 dice_11 13 dice_12 13 ttdenier93443520 6 ttcitizen93443520 6 firstplayer 6
WhiteAndromedaThere is a bit to be said to fully introduce you to all functions and details. In this section you can find informationg about remaining rounds and the general supply: the amount of left citizens of each player. 3citizenstock639b733ba999e00citizenstock 1
WhiteAndromeda*In the end of the game:* To the current VPs score add these: - gains *1 VP per un-countered event card on which the player has a presence* (included the Marauding). - gains the *VPs indicated on the spaces occupied by his citizens on the Activity cards*. - *loses 2 VPs for each of the 3 levels of the cathedral on which the player has no cubes*.4centraltoken_008000639b733ba999e01
WhiteAndromedaLast one: reveals his Character card. Each Character *will evaluate all the players*, checking their performance on the character’s mission and *awards the VPs correspondingly*.5archivecontrol_editmode_centercomment639b733ba999e00
WhiteAndromedaThat will be the final VPs score! The family with the most fame, thus the *player with the most VPs wins!* At the end of this tutorial, let's focus a bit on differences between various composition of player.6centraltoken_0000ff639b733ba999e01
WhiteAndromedaIn *2-player game each player has two character cards* (at the end all of them evaluates correspondingly). *Number of rounds:* 2 players - 4 3 players - 5 4 players - 6 *Amount of citizens at the start:* 2 players - 6 3 players - 5 4 players - 4 In 2-player game neutral player's citizens already placed on two cells of each principal buildings: [img]https://x.boardgamearena.net/data/tutorials/img6785ece3031069.72594501.jpg[/img] 7centraltoken_0000ff639b733ba999e01
WhiteAndromedaThat's finally all for Troyes! Now you are fully ready to become the most famous family in the medieval history of Troyes! Thanks for playing the tutorial and good luck!8archivecontrol_editmode_centercomment639b733ba999e00
WhiteAndromeda

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Troyes

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Complete rules:

38
(en)
Rules
7
(en)
Player Aid
9
(ru)
Tesera
9
(ru)
Правила игры
18
(fr)
Règles
16
(ja)
ルール
14
(zh)
規則
5
(hu)
Hungarian rules
4
(es)
Reglas
4
(ja)
BGAルールwiki
3
(it)
Regolamento
3
(fr)
Aide de jeu
3
(zh)
規則影片
2
(de)
Spielregeln Troyes (de)
2
(nl)
Spelregels
2
(fa)
Persian Rules
1
(ja)
カード効果を確認できるサイト
1
(pt)
Ludopedia - Regras
0
(cs)
Pravidla
0
(pl)
zasady gry (poprawny link)

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Designer: Sébastien Dujardin, Xavier Georges, Alain Orban

Artist: Alexandre Roche

Developed by: Board Game Arena

Release 210806-1712


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