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Tzolk'in The Mayan Calendar Board Game

£9.9£99Clearance
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You cannot place more workers than you can afford. You cannot choose to place zero workers. If you must place workers (because you have none on the gears already) and you cannot afford to do so, you must first beg for corn, as described above. Esoteric Note: Technically, the Tzolk'in gear advances one more day after the end-of-Age-2 scoring and before the final scoring. This might push workers off the gears, which could affect the tiebreaker. Final Scoring Note that you can construct a monument only with Tikal action 4 and the architecture bonus doesn't apply to it. Each player in Tzolk’in will take the roleof a different Mayan tribe placing their workers on giant connected gears, and as the gears rotate these workers will be moved to different action spots. Tzolk’in: The Mayan Calendar is a worker placement game for 2-4 players that plays in about 90 minutes. We’ve found that Tzolk’in will play well with any number of players but plays best with 4. Game Overview: The main board in Tzolk’in consists of 5 gears connected to a large central gear.

Corn is also used to place additional workers on the five wheels. Your first worker on a wheel gets placed for free, but each additional worker costs you another corn to place. If the Zero spot on the wheel of your choice is open, you may place a worker there for free. If not, each spot further along the wheel also costs you more corn to place a worker there.Placing workers: pay corn for the number of workers you place. The cost for the number of workers you place is 0, 1, 3, 6, 10, or 15 for, respectively, 1, 2, 3, 4, 5, or 6 workers placed on that turn, plus the cumulative cost noted next to each of your placed workers. It is not possible to half-feed a worker. For example, if you have three workers and 5 corn, then you must spend 4 corn to feed two of your workers. You cannot feed the third worker, so you keep 1 corn and lose 3 victory points. Victory points can go negative. Tzolk’in is played over a large, colorful board. The most predominant feature on that board is a series of spoked wheels that have become synonymous with the game. Score the most points at the end of the game and you’ll win. Set Up Rare Special Case: At the beginning of your turn, if you have no workers on the gears, then you must place workers. And if you do not have enough corn to place a worker, then you must beg for corn. But if you are already at the bottom step of every temple, then you cannot beg for corn. Do not worry. In this situation, the gods will take pity on you and allow you to place exactly 1 worker. You place the worker on an action space with the lowest possible cost and give all your corn to the bank.

Note: The first round of the game is not a Food Day, even though the game starts with the arrowhead pointing to a Food Day. That tooth represents the final Food Day, which happens when the Tzolk'in gear has made one complete revolution. On a food day, feed the workers and take rewards. There are only 4 Food Days per game. Most of the time, you will skip this phase. Some buildings provide an immediate, one-time bonus. Others, called farms, provide a benefit every time you feed your workers. Single-Use Buildings A Food Day is played like a normal round, except that after everyone has had a turn (and before advancing the Tzolk'in gear) the players must do the following: Feed the Workers On Palenque action spaces 3, 4, and 5, you can burn the forest by discarding a Wood Harvest Tile and taking the Corn Harvest Tile underneath it. This angers the gods and you must move down 1 step in one temple. If you are already at the bottom step of every temple, you cannot burn the forest. Beg for CornIf there is no worker on the starting player space, place a corn on the current Tzolk'in gear tooth and advance the gear one day. If no worker was placed on the Starting Player Space this turn, take 1 corn from the bank and put it on the current tooth of the Tzolk'in gear. On the other hand, if there is a worker on the Starting Player Space, the rules for advancing the calendar are different. The game ends after the fourth Food Day. The Tzolk'in gear will have made one complete revolution. Players convert all of their commodities to victory points and score their monuments. Then the player with the most points wins. In case of a tie, whoever has the most workers left on the gears wins. If it is still a tie, then all tied players win. Esoteric Note: Technically, the Tzolk'in gear advances one more day after the end-of-Age-2 scoring and before the final scoring. This might push workers off the gears, which could affect the tiebreaker.

Take 1 more crystal skull any time you get a crystal skull from Yaxchilan (action 4). (Note that this does not apply to crystal skulls you get elsewhere by other means). Note: When performing Tikal action 4, these technology levels apply to only one of the buildings constructed. The other building (if you choose to build it) costs full price and does not give you any corn or victory points. These technologies do not apply to monument construction. Theology Perhaps I need to invest in some jade paint to spice up the gears, they are a plain pale beige color, and though they are slightly textured with some design, they definitely dull down the otherwise beautiful board.

Technologies

After setting up the game (including revealing buildings and monuments) mix up the Starting Wealth Tiles and deal 4 secretly to each player. Each player chooses 2 to keep and discards the other 2. When everyone has chosen 2 to keep, reveal the players' choices and give them the items depicted on the tiles. When you reach the top step of a temple, you immediately place your board lighter-side-up. This can allow you to use the ability to speed up the Tzolk'in gear more than once per game. The Starting Player Marker does not rotate. You can take it by placing a worker on the Starting Player Space, as explained later. Brown-orange Food Days occur at the middle of an age. These happen at the one-quarter and threequarter marks of the game.

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