GUILD MASTER






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 anymore 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: Two 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/Transport		        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		Stone Walls +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		
Townhall   		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		PP		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 DESIGNERS 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.

****************************************************************

INSPIRING RESPONSE
Hello!
My name is Aaron Dalton, I am a High School English Teacher in Evanston,
Wyoming. I am also an avid gamer, and stumbled across your site from the
ed games newsletter. Wow! What a resource.
I had an opportunity to create about 75% of the cards for your game
"Guildmaster". We were able to play a modified version, each student
alloted 3 cards, plust a few random students with 4 or 5. We played two
rounds, and it went really well. Our "Guildmaster" had 16 points in one
resource, but ended up owing many favors for cards given to her.
I designed the cards with roads. As the students built their holdings,
they had to match up the roads, and tape them to the chalkboard. The
resulting city was very chaotic, and went along well with our
non-fiction reading "The Labyrinthine City of Fez" by Anais Nin. It
served as a take-off point for our discussion of the story.
Thank you very much! It is always fun to meet a fellow gamer, and to try
something new.
Please send any replies to redbaronaaron@yahoo.com.

Sincerely,
Aaron Dalton

**************************************************************

LINK
Guild Master has been published in the  
ACADEMIC GAMING REVIEW

***************************************************************

INCREASED PLAYER INTERACTION VARIANT
by Marcelo Paschoalin (fermmoylle@ig.com.br)
The changes on the original rules are on ALL CAPS. The major changes on the
game are below. Everything else is the same as the original.

----------------------------------

1. First Draw Phase
2. GUILDMASTER PHASE
3. First Trade Phase
4. Discard Phase
5. Second Draw Phase
6. Second Trade Phase
7. Build Phase

DRAW PHASES
ALL PLAYERS may draw up to 5 cards.
If you already have 5 or more cards in your hand you can't draw anymore
cards.

GUILDMASTER PHASE
Using his hand of cards, each player makes a hidden bid to achieve the title
of Guildmaster. After all the players have decided on the amount of cards
they will bid, they must tell to the other players the amount chosen. If
there's a draw, the players not involved on the draw must choose by open
vote who will be the Guildmaster. If there's no agreement on that, chance
will dictate who will be the Guildmaster (coin toss, dice roll, lotery
numbers...).

TRADE PHASES
ALL PLAYERS may trade cards with other willing players. THERE'S NO LIMIT ON
TRADES.
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: Two for one.

DISCARD PHASE
ALL PLAYERS may discard from zero to three cards into the discard pile.

BUILD PHASE
THE GUILDMASTER picks one resource category out of the 10 available.
If the PLAYERS HAVE any cards of that resource in his hand THEY 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.

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.
EACH PLAYER GAINS POINTS EQUAL TO THE AMOUNT OF RESOURCE POINTS ON HIS
_WORST_ CATEGORY, PLUS ONE POINT ON EACH CATEGORY HE HAS MORE RESOURCE
POINTS THEN THE OTHER PLAYERS.
IF MORE THEN ONE PLAYER LEADS A CATEGORY WITH THE SAME AMOUNT OF RESOURCE
POINTS OF ANOTHER PLAYER, BOTH GAIN THE BONUS POINT.

Example:
On the end of a game with 5 players, the resource points on the 10
categories (F, T, C, R, G, M, P, A, L, I) are below:
Sue: 10, 4, 4, 4, 0, 3, 6, 3, 0, 12
Tom: 5, 8, 2, 2, 2, 5, 6, 6, 6, 4
Jeff: 6, 9, 4, 0, 5, 1, 5, 8, 1, 7
Bill: 7, 10, 1, 2, 2, 4, 3, 4, 2, 9
Jane: 5, 7, 2, 1, 2, 4, 1, 5, 5, 12

Sue ends the game with 5 points (0 on the worst category; leads on F, C, R,
P, I)
Tom ends the game with 5 points (2 on the worst category; leads on M, P, L)
Jeff ends the game with 3 points (0 on the worst category; leads on C, G, A)
Bill ends the game with 2 points (1 on the worst category; leads on T)
Jane ends the game with 2 points (1 on the worst category; leads on I)








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