本帖最后由 bdove 于 2011-9-24 19:39 编辑
coolforest 发表于 2011-9-24 18:28 
没看到完整的规则书,哪怕是英文版的。。。。
给你个手打版扩展规则原文件在公司。这以前手打的,有可能有错别字呵呵呵~
setup additional setup steps are require to playwith the expansion. note that the new cards have different colored backs toeasily distinguish them from the base set. to setup the game.1-deal one age 1 base and one age 1expansion card to each player to form their starting hand.。2-lay out one base card each from ages 1-9as achievements.3-shuffle the remaining cards for each age,and creatw supply piles with the following number of cards in each: 2p:3EX.6base 3p:4EX.7base 4p:5EX.8base 5p:6EX.9base4-play begins in the same way as the basegame. with each player melding one of the cards they were dealt and keeping theother. with two or three players, the first player only gets one action ontheir first turn. with four or five, thefirst two players do. new mechanics--foreshadowthe expansion introduces the newforeshadow, which allows you a glimpse into your civilization's futureinnovations. at the bottom of your reference card is an area called yourforecast, where these foreshadowed cards are stored. cards are placed threrface down. youu may look at them at any time, but your opponents may not(except for the backs).cards in your forecast can be promoted toyour board when you take a meld action. after a meld action (only an action --not when you meld due to a dogma or echo effect), you may choose one card fromyour forecast of equal or lower value to the card you melded. you meld thatcard immediately, and then you may take a free dogma action, selecting thatcard to activate.the free dogma action due to a promotedforecast card behaves exactly the same as a normal dogma action. you executeecho effects, share or demand, and potentially get a bonus draw for sharing.this free dogma action does not count as one of your two actions for your turn.for example, if you already have the age 2card glassblowing in your forecast, and spend your first action of the turnmelding horseshoes (also an age 2 card), you could then meld glassblowing, takea free dogma action activating glassblowing, and have one action left over to draw a card. new mechanics--echomany cards in the expansion contain effectsin place of icons. these are called echo effects, and represent oldtechnologies and ideas having impact and different iterations long after theirorigins.when you perform the dogma action, youexecute not only the dogma effects on the card you choose but also all visibleecho effects on your cards of that color. echo effects are executed beforedogma effects. start from the bottom card and proceed up to the top card, andthen to the dogma effects.echo effects are shared in the same way asdogma effects. if a player could share the dogma effects of a top card based onits featured icon, they also share all the echo effects of that color. sharingan echo effect is sufficient for getting a free draw action even if the topcard has only demands, or dogma effects that have no impact.which echo effects are to be executed isdecided at the moment the dogma action is started -- do not change this if thestack is re-splayed , gains or loses cards, or changes in some way during theaction. each echo effect is shared and then executed before moving on to thenext, just like dogma effects. like dogma effects, echo effects are mandatoryunless preceded by "you may".example: a board with many echo effects intwo different. if this player took a dogma action in any of these colors, theywould execute (and share) effects in the numbered order. new mechanics --bonusin addition to echo effects , a number ofcards have another new type of icon, a bonus. bonuses add to your score, whilevisible, and also provide interesting hooks for various dogma and echo effects.only your highest visible bonus providesits full value to your score. each additional bonus provides 1 point. so if youhad bonuses of 8,4,4,4, and 1 showing on your board, you would have 12additional poinst (8+1+1+1+1). these points are part of your score for allpurposes, except that they are not 'cards' in your score pile that can bestolen by effects like Navigation.many effects refer to the 'value' of abonus. this is simply the number printed on it. regardless of whenther it isthe highest on your board or not. it is not necessarily the same as the age ofthe card. bonus values are, however, always within two of the card's age.the diagrams to the right show additionalexamples of bonus scoring.remember not to count all your bonuses fortheir full values!example: boards for both you and anopponent. your opponent has 8 bonus points (7+1). you have 14 bonus points(11+1+1+1). New mechanics-- extra achievementsthe expansion introduces five new specialachievenebts, and in addition a few dogma effects that give new ways to claimnormal achievements. the new special achievements work in the same way as thosein the base game. all ten are available to be claimed in any game.you are considered eligible foe a normalachievement if you have enough points to claim it, and have a top card of itsage or higher. if you already have an achievement of that value, you need threetimes as may (and so forth). for example, to claim an age 2 achievementrequires 10 points. to be eligible for a second age 2 achievement, you wouldneed 20 points.( and a third, 30 points)for example, the age 1 card chopsticks hascaused an additional two age 1 cards to be added to the regular achievements.on your next turn, you have 15 points in your score pile, so you are eligible toclaim both the second age 1 achievement (10 points) and the third (15 points)with your two actions. delicious!since there are more achievements availableto be claimed. to win the game in this way now requires one additionalachievement (7 for 2P or 4P with teams, 6 for 3P.5 for 4P, and 5for 5P). public and private informationthe contents of your hand, score pile, andforecat are all private to you. the ages of private cards and whether they areexpansion or base set cards is public information.since the expansion cards have different colored backs than thebase set, it is easily possible to determine which set the top card of eachsupply pile is from. this is intentional, and allows you to make interesting decisionswith cards like dice. it is permissable to fan through a supply pile to seewhen an expansion card will come up.many cards demand or force the use of aspecific type of card from your hand. for example, flute's first dogma effect:" 1 demand you return a card with a bonus from your hand !" theoutcome here has two options. in casual play, the honor system is in effecthere. you don't have to show your hand to demonstrate that none of the cardswithin have a bonus. if your group wants to play more strictly, the playerwould be required to verify by showing his hand. be clear on which way you'llbe playing at the start of the game, and be consistent.each gaming group has its own personality.some like to play a fast paced game. and others a more calculated game withlots of planning. find the mix that makes the game the most fun for you and thepeople you play with. ending the game the expansion introduces five new specialachievements, and additional ways to claim normal achievements. as aresult, youneed one achievement more to complete a normal victory. in a four-player teamgame, you need 7 to win.2P: 7 achievements3P: 6 achievements4P: 5 achievements5P: 5 achievementsother end game conditions remain unchanged.points that you have due to visible bonuses on your board count towards victoryif the game ends because a player tried to draw an 11 or higher. stratrgy advice : one of the most frequentmisunderstandings in innovation is the belief that losing everything from yourscore pile early on takes you out of the game. building your boardinfrastructure to be able to claim special achievements and execute powerfullate game (age 8-10) cards is a more effective plan than trying to rebuild yourscore pile once it is wuped out. NEW TERMSachieve (if eligible): if you meet therequirements (points, and a top card of equal or higher age) to claim the cardas if it were a normal achievement, do so. remember that claiming duplicateachievements requires more points.any value: if a card allows you to draw acard of 'any value', you must choose a value between 1 and 10. the matchingsupply pile can be empty.draw and reveal: the revealed card is stilladded to your hand, unless otherwise specified.NON-top bottom / non-bottom top: a non-topbottom card is the bottom card of a color with at least two cards. similarly, anon-bottom top card is the top card of a color with at least two cards.transfer to the available achievements:place the card in question with the rest of the normal achievements. this canresult in a situation where two of the same age are available. remeber thatclaiming duplicate achievements requires more points.visible: an icon, echo effect, or bonus isvisible if it is on a top card, or on a card in a splayed color, such that youcan see it. a card is visible if it is a top card, or in a splayed color. 'onyour board' always refers to visible icons.FAQ on Cardsalign=left ice skates: make each decision onwhether to draw and meld. or draw and foreshadow individually. you need not announcethem in advance.align=left clock: if more than one pile qualifiesfor the most. you choose one.align=left kobukson: this can indeed splay left anopponent's color that was splayed up or right. fear the power of the turtleboat!align=left photography: melding a card from yourforecast due to an effect does not grant a free dogma action.align=left saxophone: flute, bell, and piano eachhave a similar red note on their card image. the notes count regardless ofwhich player's board they are visible on.align=left wristwatch/(5)thermometer: maintain thecolor's existing splay for these echo effects, if it had one.align=left MP3: if you are only eligible for oneachievement, you claim it.align=lefthuman genome: if the cards in yourscore pile were of values 1,1,3,5,10, you would need exactly five cards in yourhand of values 1,1,3,5,10 to win. Dogma clarificationsfor any dogma or echo effect or demand, ifyou can perform some portion of the action but not the rest, do all that youcan. for example, construction demands "transfer two cards from your handto my hand!" if you have only one card in your hand, you must transfer it.if a card has both a demand and anon-demand effect, the non-demand effect is shared normally. for example,pirate code's second effect is shared by all players that weren't subject tothe demand.if a value is missing, assume it to be 0.if you have to draw a 0, you would draw a 1 instead (or a 2, if the 1 deck isempty). for example printing press refers to the value of your top purple card.if you have none, that value is 0.execute all non-demand dogma effects(slightly different wording in 1st/2nd edition base sets) refers only to thedogma effects of the card in question. it does not allow you to execute echoeffects. you do not share any effects, but some effects (rocketry, hot airballoon, etc) may impact other players.sharing has pccured of any change in thegame's state happens due to an effect. splaying a color, and drawing andreturning a card are both examples of sufficient sharing. splaying a color inthe direction that it is already splayed is not sufficient for a share bonus. team ruleswith 4 players you can play in teams,withpartners sitting across from each other. the victory conditon is claiming acombined six achievenebts. for a game that ends by drawing an 11 or highercombined score wins, and if a single member wins by virtue of a dogma effectthe entire team wins. the only rules changes from normal play are that demandeffects never affect your partner, and that cards that say 'pther player' donot affect or count your partner. your partner shares in non-demand effects,but you do not get a bonus draw if they are the only sharing player. if youlike a more strategic, less chaotic game and have four players, try team play. four/five player optional ruleswith the added cards from the expansion,five player games are possible. more strategic four player non-team games arealso possible. keep in mind that these games can take quite a bit longer than atwo or three player game.to decrease crazyness, you can use thefollowing optional rule: in a four or five player game, you only share anddemand from the players adjacent to you normally. to share a dogma effect froma non-adjacent player, you must have at least twice as many of the featuredicon as they do. to demand from a non-adjacent player, you must have more thantwice as many of the featured icon, steategy notesthe new mechanics of echo and bonus allowyou to strengthen your position in points and number of executable effectswhile weakening your icon count. don't forget that each bonus or echo isreplacing one of those important icons@ sharing another player's chain of echoeffects can be very strong,because of bonuses, grabbing early ageachievements can be easier.Remember to keep track of your bonus pointsin addition to your score pile, so that you don't miss the chance to claim oneof those critical achiievements.outpacing opponents to 5,10, and 15 pointsis very important.10 special achievements are a lot to keeptrack of , which is why we've provided you with a quick reference list of themon the back of the reference card. since the early achievements are more likelyto be split in expansion play, claiming specials in the mid to late game iseven more important than it was before.storing a card with a demand in yourforecast can provide you with a great sneak attack when it is brought intoplay. effectively managing your forecast pile is important.