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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

  1. Place gameboard; sort all construction tokens blueprint-side up on their spaces [p.2 — Setup]
  2. Shuffle and place face-down: 3 population card stacks, expedition card stack [p.2 — Setup]
  3. Shuffle Old World and New World island boards separately; place beside board with naval and gold tokens [p.2 — Setup]
  4. Sort population cubes to the left of the board [p.2 — Setup]
  5. Place 5 objective cards and fireworks token beside cubes (first game: Alonso Graves, University, Edvard Goode, Isabel Sarmento, Zoo) [p.2 — Setup]
  6. 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]
  7. Each player draws 7 farmer/worker cards + 2 artisan/engineer/investor cards as starting hand [p.3 — Setup]
  8. 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]

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