Anno 1800 The Board Game · Reference sheet
Anno 1800 The Board Game reference sheet
Overview
- 2–4 players, ages 12+, ~90–120 min [p.1 — Game Components]
- Each player develops their own island: build industries, ships, and grow population [p.4 — Gameplay]
- Produce or trade resources to play population cards, which score influence points [p.4 — Gameplay]
- Game ends when one player empties their hand; current round finishes, then one final round [p.10 — End of the Game]
- Most influence points wins [p.11 — Scoring]
Setup
- Place gameboard; sort all construction tokens blueprint-side up on their spaces [p.2 — Setup]
- Shuffle and place face-down: 3 population card stacks, expedition card stack [p.2 — Setup]
- Shuffle Old World and New World island boards separately; place beside board with naval and gold tokens [p.2 — Setup]
- Sort population cubes to the left of the board [p.2 — Setup]
- Place 5 objective cards and fireworks token beside cubes (first game: Alonso Graves, University, Edvard Goode, Isabel Sarmento, Zoo) [p.2 — Setup]
- Each player takes 1 home island; place 4 farmers, 3 workers, 2 artisans on residential districts; 1 trade token on each merchant ship; 1 exploration token on exploration ship [p.3 — Setup]
- Each player draws 7 farmer/worker cards + 2 artisan/engineer/investor cards as starting hand [p.3 — Setup]
- Most recently abroad = starting player; 2nd player gets 1 gold, 3rd gets 2 gold, 4th gets 3 gold [p.3 — Setup]
Turn structure
Each turn = 1 action (plus any free actions) [p.4 — Turn Overview]
Free actions (any number, any time during your turn):
- Activate population cards (turn face-down; one-time effect) [p.7 — Play & Activate]
- Activate objective cards [p.12 — Objective Cards]
Also during your turn (not actions):
- Produce resources by placing population cubes on workplaces [p.4 — Production]
- Trade resources with other players by exhausting trade tokens [p.5 — Trade]
- Spend gold for shift end to return used population cubes to residential districts [p.5 — Shift End]
Actions
| Action | Cost | Effect | Limit |
|---|---|---|---|
| Expand | Resources per token | Build 1 industry or shipyard; OR build ships (1 per shipyard) | 1 industry type max; unlimited shipyards/ships |
| Play & Activate Population Card | Resources per card | Play card for IP; activate for one-time effect (free action) | 1 play per action; unlimited activations |
| Swap Population Cards | — | Return up to 3 hand cards to stacks; draw same number back | 1 per turn |
| Increase the Workforce | Resources per cube | Add up to 3 new population cubes; draw 1 card each (or pay gold if stack empty) | 3 cubes per action |
| Upgrade | Resources per tier | Up to 3 upgrades: Farmer→Worker→Artisan→Engineer→Investor | 3 upgrades per action |
| Open up the Old World | 1/2/3/4 exploration tokens | Set up 1 Old World island; trigger its one-time effect | Max 4 islands per player |
| Explore the New World | 1/2/3/4 exploration tokens | Set up 1 New World island; draw 3 New World cards | Max 4 islands per player |
| Take Expedition Cards | 2 exploration tokens | Draw up to 3 expedition cards (face-down) | 1 per action |
| Celebrate a Festival | — | Return ALL population cubes and naval tokens to residential districts/ships | 1 per turn |
Scoring
- Farmer/Worker cards played: 3 IP each [p.11 — Scoring]
- Artisan/Engineer/Investor cards played: 8 IP each [p.11 — Scoring]
- New World cards played: 5 IP each [p.11 — Scoring]
- Expedition cards: reveal at end; assign own artisans/engineers/investors to matching background squares; score each occupied field separately [p.11 — Scoring]
- Gold: every 3 gold = 1 IP [p.11 — Scoring]
- Fireworks token: 7 IP (awarded to player who triggers end of game) [p.11 — Scoring]
- Objective cards: variable IP per card conditions [p.11 — Scoring]
- Tiebreaker: most construction tokens → fewest hand cards → shared victory [p.11 — Scoring]
End of game
- Triggered when any player plays their last hand card; that player takes the fireworks token [p.10 — End of the Game]
- Finish the current round so all players have equal turns [p.10 — End of the Game]
- Play one additional final round [p.10 — End of the Game]
- If the triggering player receives new cards later, end remains triggered; they keep the fireworks token [p.10 — End of the Game]
- Count influence points; most IP wins [p.11 — Scoring]
Glossary
- Construction token: buildable tile (industry, shipyard, or ship); blueprint side shows costs, built side shows function [p.6 — Expand]
- Residential district: area on home island where population cubes rest when not in use [p.3 — Setup]
- Exhausted area: space to the left of home island; cubes/tokens here cannot be used until a festival or shift end [p.4 — Production]
- Shift end: spend gold to return 1 population cube from workplace or exhausted area to its residential district [p.5 — Shift End]
- Trade token: naval token (bronze) used to trade resources with other players; 1 token = farmer/worker resource, 2 = artisan, 3 = engineer [p.5 — Trade]
- Exploration token: naval token (silver) used to open Old/New World islands and take expedition cards [p.9 — Open up the Old World]
- Influence points (IP): victory points counted at game end [p.11 — Scoring]
- Fireworks token: 7 IP bonus awarded to the player who triggers the end of the game [p.10 — End of the Game]
- Expedition cards: face-down personal cards scored at end using artisans/engineers/investors as visitors [p.10 — Take Expedition Cards]
- Effect objective cards: bright-background cards providing reusable in-game effects (not end-game scoring) [p.12 — Objective Cards]
- New World resource: resource from a player's own New World island; costs 1 trade token to use; cannot be traded to other players [p.9 — Explore the New World]
FAQ
- Q: Can a player refuse a trade? — A: No, trade cannot be refused. The trading player freely chooses which opponent to trade with, even if their workplaces are occupied. [p.5 — Trade]
- Q: Can the same resource be traded twice in one turn? — A: No. The same resource can only be traded once per turn, but different resources can each be traded once. [p.5 — Trade]
- Q: Can population cubes, exploration tokens, or New World resources be traded? — A: No. Only standard resources can be traded; population cubes, naval tokens, and New World island resources cannot. [p.5 — Trade]
- Q: Can a built construction token be removed during the expand action? — A: Yes, exactly 1 already-built token may be removed and returned to the gameboard at any point during the expand action. Any cubes on it are exhausted. [p.6 — Expand]
- Q: Do you draw population cards when upgrading population cubes? — A: No. Upgrades replace existing cubes; the total count does not increase, so no cards are drawn. [p.8 — Upgrade]
- Q: What happens if a population card stack is empty when increasing the workforce? — A: Spend the gold amount shown on the gameboard for each card that cannot be drawn. If you cannot pay, the cube cannot be added. [p.8 — Increase the Workforce]
- Q: Can naval tokens received from card effects be kept between turns? — A: No. Tokens from card effects are returned to the supply after use or at your next festival, whichever comes first. [p.13 — Effects]