


Prosperity cards grant you different benefits, which in the end may prove to be game-winning. If you decide to co-exist, your people will become more powerful: you receive a prosperity card for each territory where you win a conflict and decide to co-exist. If you have more opponents, the same decision applies to all of them: you cannot decide to be merciful with one opponent and ruthless with another one. When you win a conflict, the fun part (at least for you!) begins… You can now decide whether the opponents you just defeated get to stay in the territory, and co-exist with you or if you want, you can eliminate them. The only way to modify the outcome of a combat is by using certain prosperity cards, such as the “Great Tlatoani” or the “Eagle and Jaguar Warrriors”. The outcome is completely deterministic, there is no randomness, except the “fog of war” about the strength of your opponent. So when placing and moving, you will also try to bluff about your true goals, so that your opponents can not guess your strength in this age – or at the very least, they can guess only when it’s too late!Īfter each player has completed his or her actions, it’s showdown time! All players reveal their power card, and, again starting with the leading player, conflicts are resolved in all territories where more than one player is present.Įach conflict is resolved in a very simple way: your power is the number of pawns multiplied by your current strength. The bonus terrain is the one indicated by the power card you’ve chosen in that age – the more territories of that type in a single domain, the higher your scoring bonus.Īs you’ve read in the previous post, each number on a power card is linked to a specific bonus terrain (so a ‘9’ card is related to cities, a ‘7’ to mountains, and so on). What you’re trying to achieve is to control a domain (an area of adjacent territories) as large as you can, including in it as many of your bonus terrains as possible. When you place your pawns, you don’t have any restriction: you can place a pawn in a territory which already has an opponent’s pawns in it, for example, or far away from your other pieces. Each card indicates the strength of your people in an age, and the terrain that will give you a victory point bonus in that age.

You also receive a set of 6 “power cards”, numbered 4 to 9. As the game goes on, the board gets more crowded, and each pawn becomes more important, so the length of each round remains about the same in each of them. In each of the following ages, you will receive one pawn less than in the previous one. The game is played over 5 rounds, called “ages”.ĭepending on the number of players, you start the 1st age by receiving a certain number of tribe pawns: 8 in a 3-players game, 7 in a 4-players game. The game can be played by 2 to 4 players: The game was originally designed as a 3-4 players game, then a 2-players version, “Aztec Gods” was added during development, more on this later.Įach player controls one of four different peoples, each identified by a totemic animal and a color: the blue Quetzal, the yellow Ocelot, the green Coyote and the red Serpent. Actual rules are about 6 pages long, including graphic examples! The rulebook is 12 pages long, but that includes the cover, the explanation of components, a page of strategy tips, and a reference table that works as a calculator for calculating your victory points. This third article is focused on the gameplay.Īs befits a Colovini’s game, the rules of Aztlán are deceptively simple. Roberto Di Meglio, director of production of Ares Games, speaks about Aztlán, the new game by Leo Colovini that will be released at the Essen “Spiel 2012”.
