GUILD MASTER

Copyright 1999-2000, by Lloyd Krassner. All rights reserved.

INTRODUCTION
Players take the role of founding fathers of a medieval town.
The best builder earns the title of Guild Master.

THE CARDS
There are 116 cards listed. These will have to be manufactured by the players.
Information on the card must include the card name, resources it provides, and bonuses it receives.

SET UP
Shuffle the Deck thoroughly.
Each player is dealt 5 cards.
Determine player turn order by any convenient method.

TURN SEQUENCE
Players take turns. A turn consists of the following phases:
1. First Draw Phase
2. First Trade Phase
3. Discard Phase
4. Second Draw Phase
5. Second Trade Phase
6. Build Phase

DRAW PHASES
The current player may draw up to 5 cards.
If you already have 5 or more cards in your hand you can't draw any more cards.

TRADE PHASES
The current player may trade cards with other willing players.
Trades cannot be forced. A player never has to show his cards or do a trade.
Trades do not have to be equal. For example, you can trade two cards for one.

DISCARD PHASE
The current player may discard from zero to three cards into the discard pile.

BUILD PHASE
The current player picks one resource category out of the 10 available.
If the player has any cards of that resource in his hand he may 'build' them.
'Built' cards are placed face up in front of the player.
A player 'owns' all the location cards he builds.
These cards count towards the players' victory calculation at the end of the game.

END OF GAME
The game ends at the end of the turn the last card is drawn from the deck.

VICTORY CALCULATION
When the game ends each player adds up all the points they've accumulated in each of the 10 resource categories.
Players may want to keep a running total during play.
Each location put in play provides two resource points in one category or one resource point in two categories.
Example: TT = Two resource points in the Trade & Transportation resource category.
Many cards give a bonus resource point if you own another specific card.
Example: You get an extra T for the Trade Route card if you also own the Cross Roads card.
The player with the highest score in the most categories is the winner.

RESOURCE CATEGORIES
# Categories Abbreviation
1 Food & Agriculture F
2 Trade & Transportation T
3 Construction & Materials C
4 Religion & Church R
5 Government & Nobility G
6 Military & Fortifications M
7 Public Health P
8 Arts & Entertainment A
9 Learning & Education L
10 Industry & Crafts I

CARD LIST
Location Name Resources Bonus
Cross Roads TT
Trade Route TT Cross Roads + T
Farmland FF Irrigation + F
Irrigation FF
Grainmill FF Farmland + F
Vineyard FF
Quarry CC
Mason CC Quarry + C
Gold Mine TT
Salt Mine FF
Iron Mine II
Smelter II Iron Mine + I
Logging Camp CC
Lumbermill CC Logging Camp + C
Carpenter CI Lumbermill + C
Papermill II Lumbermill + I
Fishing Village FF
Pearl Divers II Fishing Village + I
Ranch FF
Hunting Grounds FF
Herbalist IP
Orchard FF
Stone Walls MM Mason + M
Castle MG
Guard Tower MM Castle + M
Moat MM
Gatehouse MM Stonewalls + M
Apothecary PI
Brothel AA Port + A
Bath House AP Aqueduct + P
Sewers PP
Aqueduct PP Architect + P
Library LL Printing Press + L
Builders Hall CC Mason + C
Blacksmith II Iron Mine + I
Armorer MI Iron Mine + I
Barracks MG Arena + M
Marketplace TT
Bowyer MI
Fletcher MI Bowyer + I
Stables MT
Temple RR
Wizards Tower LL
Merchant Shops TT
Merchants Guild TT Merchant Shops + T
Spice Merchant FT
Tavern AA Brewery + A
Inn AT Cross Roads + T
Alchemist LI
Inventor LI
Scribe LI Papermill + I
Brewer FA
Woodcarver II Logging Camp + I
Glassblower II
Tanner II Cattle Ranch + I
Weaver II
Tailor II
Bakery FF Granary + F
Jeweler II Gold Mine + I
Palace GG
Town Hall GG Town Square + G
Docks TT
Shipyards TT Port + T
Fishing Fleet FF Fishing Village + F
Merchant Fleet TT Port + T
Caravan TT Trade Route + T
Theatre AA Schoolhouse + A
Garden FP
Wheelwright TI Blacksmith + T
Cobbler II Tanner + I
Dye Maker II Fishing Village + I
Port TT Docks + T
Warehouses TT
Bazaar TT Marketplace + T
Granary FF Farmland + F
Catacombs RP Temple + R
Graveyard RP Cathedral + R
Shepherd FF
Monastery RR
Shrine RR
Cathedral RR Shrine + R
Almshouse PP Monastery + P
Hospital PP Surgeon + P
Kings Highway TT
Surgeon PP
Barber PP
Architect CC
Greenhouse FA Glassblower + A
Circus AA
Fairgrounds AA
Dungeon GG Castle + G
Gambling Hall AA
Pub AA Brewery + A
Town Square TG Cross Roads + T
Butcher FF Ranch + F
Rug Merchant TI
Schoolhouse LL
Tollbooth GG Bridge + G
Bridge TT
Sculptor AA Quarry + A
Sage LL University + L
University LL Library + L
Printing Press LI Dye Maker + L
Fortune Teller AA
Thieves Guild TT Bazaar + T
Candlestick Maker II Beekeeper + I
Clock Maker II Inventor + I
Laundry PP Aqueduct + P
Jousting Pavilion AM Fairgrounds + A
Archery Range AM Fletcher + M
Arena AM
Toymaker AI
Beekeeper FI

GAME DESIGNER'S NOTES
You can of course add more cards, remove some, change others, etc.
A few key changes would give the game a Roman flavor.
Other 'flavors' could include: Western town, Space colony, Military base, Modern city, Renaissance city-state, Oriental town, Arabian city, Industrial Era town, etc.
The resource categories may be changed as well to suit the milieu.
The above card list is not strictly medieval. There are anachronisms, fantasy elements, and cross-cultural references. You may want to clean it up to make it historically accurate.

For some comments on using GUILD MASTER, see Aaron Dalton's article.

Mr. Krassner's Warp Spawn Games site features over 80 games and variants.


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Article: Using Guild Master by Aaron Dalton

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