Anno 1800 - The Expansion (English Manual)

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Industrialization is progressing inexorably.

The wind of innovation blows through the streets of your


city. The latest developments make you significantly more efficient and allow your expansion and
influence to grow. If you set your eyes towards the clouds, you will see the symbol of this new era
floating through the air….

Gameplay Material

4x island addons

26 buildings plates

5x hangars 3x merchant ships 8x merchant air ships


11x assignment cards 4x patent display stands

15x additional craftsman 54 innovation cards

32 gears

41 agitation plates

21x value 1 20x value 5


Before I beginn, I translated this with AI help and Deepl, without having the original
english manual for the base game. Please excuse, if some defined terms do not match. I
will try to rectify this with future revisions!

Game Setup

1. Add additonal craftsman (red, 15x) and second class merchant ships to the base game.
2. Prepare all gears and agitation plates
3. Replace all third-class shipyards with hangars. Replace all third-class exploration ships with
exploration air ships and all third-class merchant ships with merchant air ships. Remove all
third-class shipyards and third-class ships from the game, they are not needed fort he normal
game with the expansion.
4. Put a new island addon left to home island. Here you find areas to put gold and gears on, as
well as a overview for all geat actions (more later). Island addons contain 6 sea areas. Two
are already occupied: you start with additonal exploration and merchant ships. They are
printed directly on the board. Place the corresponding ships plates.
5. You start the game with one addtional engineer. Place a purple populations cube in the
corresponding living quarter on your start island and give each player 1 additonal craftsman/
engineer/inventor cards (on the hand). You start the game with 10 populations cards in
contrast to 8 cards in the base game.
6. You receive 1 patent display stands, which is placed besides your home island.
7. Shuffle all 54 innovation cards and place them in a concealed deck beside the game plan.
Draw the first 8 cards, place them next to each other thus creating a open display.
8. When choosing assignment cards, we recommend to choose two random cards from the
expansion and three random cards from the base game. You can distinguish the new cards
with the gear symbol on the card.

Two assignment cards (Lady Margaret Hunt and Dr. Hugo Mercier) do not contain this
symbol and are shuffled to the base game cards.
9. Only in the Duo mode: If there are any order cards on the board that provide influence
points for certain industries at the end of the game, remove 1 of these industry tiles
from the game board and return it to the box. If, for example, „The Queen“ is on display, the
industry tiles for „Champagne“ and „Guns“ will only be available once in this game.

Changes

The following changes are made in contrast to the base game:

For each trade, your trading partners receive as much gold from the supply as the number of
trade tiles that had to be exhausted

→ Resources that would require farmers or workers still give 1 gold.

→ Resources that would require craftsmen give 2 gold.

→ Resources that would require engineers give 3 gold.

▪ Resources that require farmers (which are only available on the home islands) can always
be traded from the supply if everyone at the table has already overbuilt their corresponding
industry. Otherwise, you must either produce them yourself or trade them with another
person.

▪ You can now buy the same resource up to 3 times per turn. However, the first additional
resource costs you 1 gold, and the second costs an additional 2 gold. Even if
it is the same resource, it is still considered a separate trade. One person therefore receives
several times, or several people each receive gold from the supply for it

▪The "Celebrate City Festival" action ends your move immediately. Additional actions ,
free actions or the new actions of this expansion can no longer be carried out afterwards.
Therefore, if you want to perform other actions in the same turn as a town festival, you must
do so before the city festival.
In a three-player game, Linda has three shipyards and wants to build three first-class ship
exploration ships (3x sails, 3x planks and 3x cannons) in her turn. She produces 2x sails
herself and then buys 1x sail from Andreas on his home island.
She has built over her home island boards (green) with the worker alternative (blue) and
uses them to build 2x boards.
to produce 2x boards. Andreas and Alice have also overbuilt their boards, so Linda can
therefore buy the green boards from the supply.
Linda has no cannons, as Andreas and Alice have both built industries. She decides to buy 1
cannon from Andreas and 2 from Alice. Now she has produced all the resources she needs.

Linda had to exhaust a total of 9 trade tiles (red sails, green boards, 3x cannon) and return 3
gold to the supply (1 gold for the first additional cannon and another 2 gold
for the second additional cannon). Andreas and Alice each received 4 gold from the supply
because they each traded 2x a resource that would require craftsmen.
New Features

Airships and Hangars

When setting up the game, you replaced the third-class shipyards and ships with hangars and
airships. Both work exactly like the shipyards and ships in the base game, with the following
changes:

Hangar
- Hangars can be built on all land fields, not just on the coast
- Hangars can only build airships and not first-class and second-class naval ships

Merchant airship

Exploration airship

- Airships can be built on all island fields (i.e. on land, on the coast and at sea).
- Merchant airships have 4 trade tiles, exploration airships have 4 exploration tiles.
- Airships earn additional influence points at the end of the game: A merchant airship gives
4 points and an exploration airship 7 points.
Hybrid airships

Hybrid airships are particularly large airships that always occupy two building spaces on your island.

Their orientation is up to you, so you can also place them vertically on your island. They only come
into play if you are playing with one of the Paloma Valente or Donald Bader assignment cards. Hybrid
airships have two sides: On their standard side, they are worth 0 influence points and have 2 trade
and 2 exploration tokens. On their upgraded side, they are worth 5 influence points and have 3 trade
and exploration tiles each. Only Paloma Valente allows you to turn a simple hybrid airship to its
improved side.

standard Hybrid Airship upgrades side

Patents

Immediately after building an industry (and only then!) you can place your patent stand on the
industry you have just built. As long as it is there, this resource cannot be traded by anyone. You
must remove the patent immediately if one of the following conditions occurs:

- You build a new industry (then you may place it on the new industry).

- You place a population cube on the patented industry to produce the respective resource. In this
case, you place the patent back next to your home island. You can use it again when building the next
industry.

- You celebrate a town festival. You place the patent next to your home island again. You can use it
again when building the next industry.
Agitation

Agitation tiles only come into play through the"Jean La Fortune", "Anne Harlow" and "Sir Archibald
Blake" assisignment cards. At the end of the game, the two people with the most agitation lose 10
and 4 influence points respectively - if there are several of these cards in play, they may lose more
than once.

Actions

In the base game, you had 1 action per turn as standard. This is now changing. If you are playing with
the expansion, you can perform the following actions each turn:

→ 1 main action and

→ 1 innovation action and

→ 1 gear action

The order in which you carry out these actions is up to you. But remember that your turn ends
immediately after a city festival. It is never possible to perform more than 1 innovation and 1 gear

action in the same turn, not even with additional actions .

Main Actions
Main actions are all actions that you already know from the base game. You can find them in the
instructions for the base game on page 4 under game turn. They are now summarized under the
main actions to distinguish them from the two new actions.

Innovation Actions
With the innovation action, you can fulfill one of the 8 innovation cards on display. The innovations
work in the same way as the population cards in the base game: You produce the required resource
or exhaust the required exploration tiles (in the red bar at the top of the card) and add the card to
your other completed population cards.
You can use the card's effect at any time during your turn and then turn the card to its reverse side.
At the end of the game, each completed innovation card earns you 2 influence points, regardless of
whether its effect was usedwas used or not. At the end of your turn, you refill the display to 8
innovation cards.

However, there are also some relevant differences to the population cards:

- The resource required to fulfill this requirement can never be traded!

You must therefore produce it yourself.

- You can never fulfill more than 1 innovation card per turn.

- You never take the innovation cards into your hand, but fulfill them directly.

- Some innovation cards have a gray background (instead of a beige). These are the risk innovations.
This distinction only applies to the "Admiral Vicente Silva" and "Jean La Fortune" assigment cards.
Nevertheless all innovation cards are always in play.

- The innovation cards are your only source of gears For many cards, you get 2 or 3 from the
supply when you activate them.

- As each of you has access to the display, you compete directly for the innovations. So be prepared
for the fact that an innovation can be snatched away from you.

normal innovation risk innovation


Gear Actions

You can perform 1 gear action per turn. To do this, you must return the required number of to
the general supply. Only the 4 actions listed on the island addon are gear actions. Some order cards
also allow you to spend on effects. These are considered free actions and not gear actions!

Gear Actions are:

Turn in 1 gear to build any industry. However, shipyards, hangars, ships or


airships cannot be built with it.

Turn in 2 gears to fulfill a pawn/worker card.

- Turn in 3 gears to fulfill a New World card.

4 gears to perform any additional main action.

The gear actions give you the opportunity to build or fulfill. You must of course produce or exhaust
the required resources.
Linda uses her main action to build the sewing machine factory. In the display of cards is a card that
requires the sewing machine, so she immediately uses her innovation action and produces a Sewing
Machine thus fulfilling the card. She also immediately activates the fulfilled card and receives 2
for the effect. Finally, she discards 1 to use the gear action to build any industry. As she has the
sewing machine, cotton fabric and goods, she produces all three to build the fur coat factory.

Even if there are more innovation cards on display that Linda could fulfill and she still has one left,
she cannot fulfill any further innovation or gear actions this turn. She has also completed her main
action, so she ends her turn and replenishes the display of innovation cards

Points at the End

In addition to the scoring from the base game, you also receive the following influence points at the
end of the game:

- 2 influence points for each completed innovation card.

- 4 influence points for each merchant airship built.

- 7 influence points for each exploration airship built.

A detailed overview of the assignment cards and


solo mode are following shortly!!!
Please report any misspellings, translations error or incorrect rule interpretations to me

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