Anno Domini - English short rules
(list of existing German thematical sets)
Each Anno Domini set contains 336 cards with a description of an historical event on the face (black text) of the card and the year of that event on the back (colored year side).
Keeping the black event-side up, thoroughly shuffle the deck and deal 9 cards to each player. The cards remain on the table face-up in front of each player. It is important to always leave the cards flat on the table and slide them around as needed; players must not look at the back-side of the cards! The remaining cards are placed in the middle of the table and form the deck. The top card is drawn and played to the table to begin the timeline. The youngest player starts.
On his turn, a player has one of two options:
1) Continue the Chain
The player selects one of his cards, reads it aloud, and places it into the timeline where he thinks this event occurred. If he thinks it occurred before another event, he places it above that card. If he thinks it happened after an event, he places it below that card. He may also place his card between two cards if he thinks the event happened between the other two events, careful not to change the order of the other cards.
Play then continues clockwise until a Challenge is made.
The player expresses his doubt about the chronological order. The round ends immediately. All cards in the timeline are flipped over to reveal their date.
If the cards are in the correct order from earliest to latest (top to bottom), the Challenger is wrong and must draw 2 new cards (again, face-up and without looking at the event dates) from the deck.
If one or more cards are out of order, the Challenger is correct and his predecessor (player to his right, even if he did not place the offending card) must draw 3 new cards (again, face-up and without looking at the event dates) from the deck.
Regardless of the outcome, the current timeline is discarded and a new round
begins with 1 new card from the deck. The new round starts with the last rounds challenger if he has been right and with his successor if he has been wrong.
(whoever had to take cards has the additional disadvantage to play last in the
EXCEPTION: If a player has only 1 unplayed card and is starting a round, he draws 2 cards (instead of 1) and must attempt to place all 3 cards, event-side up, in the correct order.
The first player to get rid of all his cards (in a correct timeline) wins the game.
After someone has played his final card, the next player will of course choose to Challenge the timeline. If the timeline is wrong, the game continues, the offending player draws 3 new cards and play proceeds.
Confidence is a good trait, even if you have no clue... The succeeding player will think twice about challanging a card you played quickly as if it were a “sure thing”. On the other hand you can hesitate (as if you were unsure) when you know exactly where to place a card.
Use your brain to estimate but remember: the card does not have to be in the correct position, but the other players must believe it was placed correctly. You can be sure the other players will have to guess as much as you...
If you are completely lost, do not hesitate to Challenge. Most times, some event will be incorrectly placed.
If possible, keep an event you are positive about for as long as possible. This way a “sure thing” can be your final card.
On the other hand, play unknown cards into short timelines. They are more likely to be correct and less likely to be Challenged
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