With /join 2-5 players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Notre Dame plays in Paris of the outgoing 14. Century. Each player tries to collect as many prestige points as possible in his neighborhood and does not fear bribes of important people of urban life. But whoever neglects the health is threatened by a rat plague.
This guide mainly explains the online service and does not claim to complete the rules. The complete rules can be found on the publishing page as pdf file to be downloaded.
Behind the player names are the ads for the stock of own influencing stones, gold coins and the position of the rat stone. If you travel with the mouse over the overall plan to the right below, you will also receive the display of the collected messages and an overview of the distribution of the influencing stones in the opposing districts.
To the left of Notre Dame you will see your own influencing stones (in the example: 1 = own stock, 5 = general stock) and the gold coins as well as the collected influencing points. Once messages are collected, they will also be displayed.
Depending on the number of players, the schedule is designed with three, four or five districts.
Each player receives at the beginning
In addition, the four embassies of their own color are randomly distributed to the marketplaces in their own district.
The game is divided into three passages: each passage consists of three laps, each round again consists of five phases.
There are two types of personal cards in the game: six brown and nine gray cards.
Of the six brown cards, two are exposed at the beginning of each round, i.e. the card set is used up once per pass and is simply remixed for the next pass.
One card per round is covered by the grays; here the three A cards come into play first, then the three B cards and finally the three C cards (see explanation of the person cards). So these cards only happen once in the game.
At the beginning of each round, there are two brown and one gray card.
Each player receives the top three of his action cards to choose from. One of them must be kept, the remaining two he scoops his left neighbour.
To do this, he selects the two cards he wants to throw away and clicks on the action field.
From the two cards he receives himself from the right neighbour, he selects one again and passes the rest to the left neighbor. The card which he then receives from the right neighbour, he retains for himself, so that he now has 3 different-colored action cards.
After a passage (i.e. after three rounds), each player gets back his complete set of action cards.
Each player now has three action cards that he can play in this phase. To do this, simply click on the desired card. After each other, all players play an action card. The second action card is then played. The third card, however, decays and is stored (covered).
The individual action cards are attached to the in more detail.
It should be noted that influencing stones are always only own stock on the schedule! If a player has no more stones in his own stock, he can take any of his stones away from the schedule and use it for his action.
If you don't want to use stones, you can play the card, but don't run the action! Click on the red cross of the corresponding action card.
If all action cards are played, each player may reihum once again exactly a the persons exposed in phase 1. He has to pay a gold coin. After that he can use the characteristics of the person. For the best of a person you simply click on the corresponding personal card.
If or cannot bribe a player, he may also fit.
A person may also be bribed by several players. The characteristics of the 15 people are here explained.
The disease value is now determined. All rats on the three open person cards added and each player's rat stone is moved forward by just as many fields on its port bar.
Does a player have influencing stones and/or his confidant in his Hospital, then their number is previously deducted from the number of rats and the rat stone is moved correspondingly less. If the value is negative, the rat stone can even be pulled backwards, maximum but up to zero.
If a player's rat stone reaches a value Other nine, the following:
At the end of each passage (thus after three rounds each), the influencing stones in the Notre Dame are evaluated as follows:
Depending on the number of players, 6/8/10/12 points are awarded for 2/3/4/5 players. The corresponding number is divided by the number of influencing stones lying in Notre Dame and rounded if necessary. All players represented in Notre Dame now receive the calculated number of prestige points for each of their stones lying there.
The influencing stones then return to the general stock.
After three passes or nine rounds, the game ends after billing in Notre Dame. Who now has most prestige points is winner. Gold coins and influencing stones are considered Tiebreaker.
The four-person game is used, but there are only six instead of ten points in Notre Dame. The districts used by the two players are opposite. Embassies are placed in all four districts and here too the rule applies that a complete set must be collected before a color can be taken again.
At the Schupfen in Phase 2, each player passes two cards as if first, then one again - one of his three slipped cards is returned.
Otherwise, the same rules apply as in the game with three to five people.
In the the action cards and the personal cards are presented. Whoever it is enough to get to know these cards in the first game (by MouseOver) can forego a study of the appendix.