Agora Rules
Agora Rules
Agora Rules
Game Details:
Players: 2 to 4
Game Type: Tile-placing strategy game
Game Length: 15-25 Minutes
Game Components:
36 game cards and 4 player cards
About 25 colored counters for each player
(There is no upper limit, but 25 should do.)
Money in denominations of $1 and $5 (about $200)
This rules sheet
For more help on assembling the game components for the
first time, see the last page of this document.
$
$
Income Example 1:
The shops on this card have
incomes of $3, $4, and $2,
because they have 3, 4, and
2 open doors respectively.
This Cheapass Game is free. Thats right, free. You can print it, copy it, and share it with
your friends. Obviously, if you like it, wed appreciate a dollar or two in return. We think
this is the best way to get great games into your hands, so please help us make it work.
Income Example 2:
When cards join, the shops
expand, but often lose
income. Only doors that
are open to foot traffic can
make money. This shop
occupies two cards, and
has an income of $3.
Income Example 3:
If the corner of another card
interrupts a door, that door is
closed. This shop has an income
of $2 because of its closed door.
(The shop on the opposite card
still has an income of $4.)
X
X
Income Example 4:
If an alley is completely
enclosed, doors facing
into that alley make no
money.
Step 2: Draw.
Reveal the top card of the deck. You will play this card in
step 3, but first it might have a special effect.
If the letter on the card matches your player letter, the
speical effect happens. If its any other letter, you ignore the
effect and move on to step 3.
Note: Not accounting for cards that have already been
played, there is a 25% chance that a special effect will happen on
a given turn. This is true no matter how many players there are.
Special Effects: The three special effects are Fire, Flood, and
Festival, represented by a flame, a rain cloud, and a sun.
Fire
Flood
Festival
In Step 3 you will play the card you have drawn. As you
have seen in the examples, you can play this card at any
angle and in nearly any position on the table. It does not have
to touch the existing cards or conform to the same grid as
the existing cards. However, there are some restrictions on
building:
Cards can not overlap.
You cannot join shops owned by different players.
If a new card shares an edge with an existing card,
they must conform to the same grid. Below is an example
of an illegal play. Because these cards share an edge, they
must line up. Use the pillars to match the grids.
Legal
Not Legal
In the last step of your turn, you may buy one shop. This
is optional, but it is usually a good idea.
As youve probably figured out, a shop is any single
shop piece or a connected string of shop pieces. Shops are
separated by walls, but continue between connected cards.
The price of a shop is the same as its current income. So
any of the income examples shown above also indicate the
current price of those shops.
You can buy a shop thats completely closed off for nothing! However, it will also make no money unless a fire opens
something up. This is a cheap but high-risk strategy.
To mark a shop as yours, cover all the circles with your
counters to show that its yours. The counters are an
abstract measure of the volume of the shop, which is how
they determine which is the largest for Fires and Floods.
Some parts of your shop might not have stones on them,
and thats fine. Those segments still belong to you, but they
dont count as volume for Fires and Floods.
You cant buy a shop that has no circles, because there is
no way to mark it as yours. (Yes, we did that on purpose.)
Running out of Money: You can not actually run out of
money in this game. You start with 10 coins, but thats just
an illusion; you can borrow as much as you need. If you
want to start everyone with more money, just remember to
adjust the winning score appropriately.
Winning:
As described above, the winner is the first player to reach
50 coins or more. Remember that Festivals pay everyone at
once, and if two players break 50 at the same time, the
player with the highest total wins. (Ties are ties.)
If you play through the entire deck before anyone goes
out, then after the last card is played, the player with the
most money wins.
Does it say something that we have chosen to launch our
line of free PDF games with a game about the chaos and
dangers of selling physical items in a real marketplace?
Agora was designed by James Ernest with help from Jeff
Vogel, Elizabeth Marshall, Mariann Krizsan, Toivo Rovainen,
Julie Haehn, Joyce Godecke, and Anthony Gallela. Graphics by
JamesErnest and the Internet. Agora is 2002, 2011 James
Ernest and Cheapass Games. Some rights reserved. Published
by Cheapass Games, Seattle WA: www.cheapass.com.
This work is licensed under the Creative Commons Attribution Non Commercial - NoDerivs 3.0 Unported License. To view a copy
of this license, visit http://creativecommons.org/licenses/by-ncnd/3.0/ or send a letter to Creative Commons, 171 Second Street,
Suite 300, San Francisco, California, 94105, USA. There is a
brief license rights summary on the following page.
Free?
Seriously?
Tell me a little more about that.
Okay, heres the deal. If I made a great game and sold
it to you for ten bucks, Id probably keep about a dollar.
If I sold it to a big game company, theyd probably
make a nicer version for thirty bucks, and Id still get
about a dollar.
The rest of your money would go to printers, distributors, retail stores, and at least three freight companies.
And most of those guys dont know anything about
what makes a great game.
Mass-producing entertainment is a gamble. Its a convoluted way for creators to protect their intellectual
property, by selling it in a way that is prohibitively
expensive to counterfeit. And its getting a little old.
Why do you pay $30 for a board game? The story goes
like this: the retail price of a game covers the cost of
manufacturing it, and there is no way you could make
your own copy for that price, to say nothing of the
hassle of finding little wooden men in six colors. So,
its worth $30 because it costs $30, QED.
But the value in a board game isnt the manufacturing
cost. Its the play value. Unfortunately, this means that
some games are priced way out of whack with what
they are worth. And because the big gamble doesnt
always work out, some of your money actually helps
pay for the stuff that goes straight to the dump.
Ive decided to try a different gamble. Im giving my
games away for free. This way, you can read the rules,
make a copy, and even play the thing, before you
decide what its worth.
If you do like my games, I hope you will send me some
money. But Im also hoping you will share this experiment with your friends. You are my sales force, my
marketing department, my demo team.
Youre also my testers, so if you can think of ways to
improve my games, please share them with me. Im
easy to find at big gaming conventions, and even easier online. Look for Cheapass Games on Facebook, or
drop me a line at cheapassjames@gmail.com.
If we do this right, we will get famous and do shaving
ads. But more importantly, we will prove that there is
a better way for a creator to profit from his work.
And nothing has to go to the dump.
Rights other persons may have either in the work itself or
in how the work is used, such as publicity or privacy rights.
Notice For any reuse or distribution, you must
make clear to others the license terms of this work. That
means including all pages of this document, unaltered.
Nice Bits!