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English v8
Designed by Shun
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
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:
* If you want to play the game, again, with the same number of players, please use the
same tiles.
- 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.
* 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.
The number of victory point chips used will change depending on the number of players.
- Other Components
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 --
Place the individual player boards (that you dealt out previously) in front of each player.
-- Illustration --
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.
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.
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.
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.)
* 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.
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.)
Building Name
Victory Points
- 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 --
If any of the following occur, end the game with this turn and calculate total victory
points.
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.
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.