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The King of Frontier

English v8
Designed by Shun

It is an era of fantastic growth.


You have the opportunity to claim some land on the new frontier.
The player who develops the most prosperous territory will be the King of Frontier!

The King of Frontier is a tile placement and resource management game for 2 to 4
players.
Players take on the role of pioneers developing their territory. On their turn, they select
one of the four actions - development, production, construction, or consumption. Players
score victory points for the size of their economy, for constructing certain special
buildings, and for eating heartily. The player with the most victory points wins!

Contents

88 development tiles
16 building tiles
60 resource cubes (20 in each of 3 colors)
24 victory point chips (20 x 1vp; 4 x 5vp)
2 sealable bags
4 paper player boards
1 pad of score sheets
1 rule book
1 tile list

Additional score sheets and player boards can be downloaded from:


http://studiogg.doorblog.jp/

Setup

- Development Tiles

The number of development tiles used changes depending on the number of players.
The number of leaves on the clover mark shows when a tile should be used:

Missing (no mark): use with 2 or more players (always)


Trefoil (3 leaves): use with 3 or more players
Lucky (4 leaves): use with 4 or more players

* If you want to play the game, again, with the same number of players, please use the
same tiles.

Shuffle the development tiles in play.

- Building Tiles
The number of building tiles to be used will change depending on the number of
players. Shuffle all of the building tiles and draw the tiles to be used at random.

2 players: 8 building tiles


3 players: 12 building tiles
4 players: 16 building tiles (all of them)

* If you want to play, again, with the same number of players, be sure to shuffle all of the
building tiles and draw the ones to use, again.

- Victory Point Chips

The number of victory point chips used will change depending on the number of players.

2 players: 20 points (1VP: 10 chips, 5VP: 2 chips)


3 players: 30 points (1VP: 15 chips, 5VP: 3 chips)
4 players: 40 points (all)

- Other Components

Use all of the resource cubes.

Give each player one player board.

Layout

Lay out the playing area once you have chosen the correct components to use. The
players should sit in a circle around a table with the components placed as shown in the
drawing.

-- Illustration --

Shuffle the development tiles.


Divide into more than one stack.
Leave the tiles stacked up.
('The Deck')

Place the building tiles face up, side-by-side


So that everyone can see them.
('The Supply')

Place the victory point chips and resource cubes nearby.


('The Stock')

Place the individual player boards (that you dealt out previously) in front of each player.
-- Illustration --

Okay, we're good to go. Let's start the game!

A Brief Description of the Game

Players develop their individual board by placing tiles. The player with the most victory
points at the end of the game is the winner.

There are five types of tile sides: city, wheat field, forest, rock quarry, and grassland. Tile
sides on adjacent tiles must be of the same type.

Once a tile is placed, it can neither be moved nor removed!

Tiles may be placed anywhere on the board so long as the tile sides match any adjacent
tiles.

An area is considered 'completed' when it is fully enclosed by other tile edge types.
Once an area is completed, it can be used for the production or consumption actions.

Development and building tiles may be rotated to any orientation when placed.

Areas with a tile edge adjacent to the edge of the board remain incomplete.

Tiles discarded by players are kept face down beside their board.

Victory chips won are also kept beside the player's board.

Flow of the Game

+ Start of the Game

Each player draws five development tiles and chooses three to place on their board.
The remaining two tiles are discarded, face down beside their board. Each player may
look at the tiles they have discarded at any time.

(Note: Placement of the three initial tiles follows the rules for tile placement as described
in the development action below. In short, tiles may be placed anywhere on the board. If
two tiles are adjacent, they must obey the rule that the touching sides of two adjacent
tiles must both be of the same type.)

Play rock-paper-scissors to choose a starting player. Play proceeds clockwise with each
player in turn becoming the acting player and choosing an action to execute.

(Note: Unlike in Puerto Rico, for example, multiple players may, in turn, all choose the
same action.)
During this game, there are many situations where all players will be executing the
same action. To play correctly, always proceed clockwise around the table with each
player making their decisions and acquisitions before moving on to the next player.

+ Turns

The acting player selects and executes one of the four actions - development,
production, construction, or consumption.

- Development

The acting player draws two development tiles from the deck and may place both on
their board. They may also choose not to place either or both of the tiles. All tiles which
are not placed on the board are discarded.

The other players each draw one development tile from the deck and may either place it
on their board or discard it.

Discarded tiles are placed face down beside the player's board and may be reviewed by
that player at any time.

* When the deck runs low, always remember that players draw tiles in clockwise order.

* A player cannot draw a tile if the deck runs out. When the deck is empty, the game
ends when this turn is finished.

Draw - Excess Tiles - Place - Discard

For more information about particular development tiles refer to the attached list of tiles.

- Production

Players choose completed areas on their board which will produce goods.
The acting player chooses two completed area and all other players choose one
completed area.
Cover each of the empty, resource squares in the chosen area with an appropriate
resource cube from the stock.

(Note: Cities do not produce resources, they consume them as described below.)

If an area is not complete, it cannot be used for production

Once a resource is produced, it cannot be moved or removed except by construction,


consumption or the action of a special tile. Take care not to shift resource cubes by
accident!

* Each color of resource cube corresponds to one production area type as show below.
* If there are insufficient resource cubes of the required type, then substitute another
type.

--- Illustration ---


(green = forest, gray = stone quarry, yellow = wheat fields)
--- Illustration ---

Cube production (cubes on resource squares in forests, stone quarries, wheat fields)

- Construction

Each player selects one building tile from the supply to place on their board. (If a player
does not wish to place a building tile, they may pass.)

If a player chooses to place a building tile, they must pay the construction cost. The cost
is shown on the building tile and reflects a number of resource cubes that must be paid.
Return resource cubes of the appropriate counts and colors to the stock. (If a player
cannot afford a particular building, they may not pick that building tile.)

The construction cost for the acting player is reduced by one cube.

(Note: It is not legal to buy then discard a building tile. It must be placed if bought.)

--- Illustration ---


Construction Costs (green = wood, grey = stone)
* The cost for the tile shown is two green and two grey cubes.

Building Name

Victory Points

Effect of the Building


* Please see the provided tile list for details on the effects of particular building tiles.

--- Illustration ---

- Consumption

Each player may select one completed city. For each consumption square in that city,
the player may return one wheat cube to stock in exchange for one victory point. Take
victory point chips from stock that match the number of victory points scored.

If the acting player takes any victory points, they take one additional victory point.

(Note: The acting player only receives one additional point, no matter how much wheat
was consumed.)

(Note: Cities want to consume all the wheat shown. They cannot choose to consume
less if the wheat is available. However, they are willing to eat as much wheat as the
player has on hand. So, for instance, if a player has 4 wheat cubes and a city with 7
consumption spaces, the player could score 4 VP when that city consumes. But the
player could not choose to consume only 3 wheat cubes to score 3 VP leaving 1 wheat
cube behind.)

-- Illustration --

Cubes Consumed (consumption squares in a city)

--- Illustration ---

* There are victory point chips in both 1 vp and 5 vp denominations. A 5 vp chip is


equivalent to five 1 vp chips.
* If the victory point stock is low, remember to award victory points clockwise in player
turn order.
* A player may not score points if the victory point stock is empty. Once the victory point
stock is empty, the game ends when this turn is finished.

End of the Game

+ End of Game Conditions

If any of the following occur, end the game with this turn and calculate total victory
points.

(But continue until the end of this turn!)

- There are no more development tiles in the deck.


- There are no more victory point chips in the stock.
- A player has filled their entire board with tiles.

Victory or Defeat

+ Calculating Score

The player with the most points wins. In the case of a tie, the player farthest after the
last acting player wins.

* Please use the score sheet to compute scores.

Production and Consumption


1 VP per production or consumption spaces (the squares that indicate cube production
or consumption) in completed areas
* Do not count the production or consumption spaces in incomplete areas!

Board Completion
-2 VP for every empty tile space on the player's board
10 VP if there are no empty tile spaces on the player's board
* Count the spaces on the board where a development or building tile might have been
placed.

Buildings in Completed Area + The Lake


Score VP as shown in the yellow square on the top right of the tile.
* Buildings in incomplete areas are not scored.
* Buildings in grasslands always score. The grassland is always assumed complete.
* Compute the score for buildings with a question mark according to that buildings
effect.

Victory Chips Acquired Via Consumption


These score face value.

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