Magnate Roller

{{roll1}} {{roll2}} {{suit1}} {{suit2}}

{{crown}}

Rules Cheatsheet

     

Setup

{{ mega ? "Mega" : ""}} Magnate requires {{ mega ? "two decktets" : "a Decktet" }}, about {{ mega ? 20 : 12 }} suit tokens per Decktet suit, and either this Roller or at least one d10 and one d6.

Districts: Set up the Excuse and all Pawns in a line (three players: in a Y shape centered around the Excuse) between the players. {{ mega ? "Remove the second Excuse." : "" }} These are the districts. The goal of the game is to control the most districts (as in Schotten Totten/Battle Line) by adding the most property value to them: i.e., having a higher total rank on your side.

Crowns: Deal out the Crowns evenly among the players. Each player also takes one suit token matching each of his Crowns.

Courts are optional and may be removed from the deck. There is also a variant in which Courts are used as trading posts.

Shuffle the remaining cards and deal out {{mega ? 6 : 3}} to each player. There is no official method of choosing a start player.

Game Play

Players will develop properties (cards) by placing them in columns on their own side of the District line. The first card must match a suit on the District (Pawn) it is placed next to; the next card in line must match a suit on the previous card, and so on. The first card next to the Excuse is unrestricted, but subsequent cards are restricted normally.

On Your Turn

  1. Roll for resources! Resolve taxation before distributing new resources.

    Your Crowns, developed, and deeded properties can all generate resources. Crowns generate one matching resource token each. Fully-developed properties generate a resource per suit if fully developed; deeded or partly developed properties generate one resource of your choice. Note that every player is affected (as in Catan), and only the property rolled generates resources. (Courts cannot be rolled.)

  2. In any order, as many times as you want (except for playing only {{mega ? "two cards" : "one card"}} per turn):
    • Develop (add resource tokens to) any deed, possibly completing it.

      You may store partial payment in resources, tax-free, on a deeded property. When you complete a deed, remove the paid resources and turn the property sideways.

      Deeded properties cost their face value in resource tokens, but these tokens must all match the suit(s) on the card, with at least one resource token in each suit. Pricing exceptions: an Ace costs three resources of the matching suit, and score one point per matching suit in that district. (The original rule was: Aces cost one resource and scored simply as rank 1.) A Court costs 10 resources, does not generate resources like other properties, but counts as rank 10 for controlling districts.

    • Trade three of the same resource to the bank for a single resource of your choice.
    • Play {{mega ? "a total of two cards" : "a single card"}}. The possible card plays are:
      1. Buy a deed and place it vertically in a matching district.

        Deeds to properties can be bought at the cost of one of each suit pictured on the card. The resources go to the bank, not on the card, and do not count towards the final cost of the property. You cannot place another deed or property in the same district until this deed has been fully developed.

      2. Buy a property outright, and place it horizontally in a matching district.

        Properties cost their face value in resource tokens, but these tokens must all match the suit(s) on the card, with at least one resource token in each suit. Pricing exceptions: an Ace costs three resources of the matching suit, and score one point per matching suit in that district. (The original rule was: Aces cost one resource and scored simply as rank 1.) A Court costs 10 resources, does not generate resources like other properties, but counts as rank 10 for controlling districts.

      3. Sell a property. Place the sold property in the discard pile.

        Properties in your hand may be sold for one resource token per suit on the card, except an Ace is sold for two of the same resource.

  3. Draw a replacement card.

Game End

Reshuffle the discards once; the second time the draw pile runs out, players get one more turn each.

At the end of the game, players discard their hands of {{mega ? 4 : 2 }} cards each, and any incomplete deeds and the resources on them.

Determine control of districts by totaling card ranks. Courts count as 10, and Aces count as one per matching suit in the district, including its own. If players tie on districts, the first tiebreaker is the total value of their developments, and the second tie-breaker is the most remaining resources.