Sunday, January 2, 2022

Full Play-Through - "Tzolk'in: The Mayan Calendar"

Yes, I’ve already sung the praises of this amazing game right here, but I wanted to do a full Tzol’kin play-through, mainly to lock the rules into my brain and give me the ability to table it whenever I want to.

I’ll start off by showing (and explaining) the random Monuments (along the top row) and Buildings (on the bottom row) that I drew for this match, pictured down below from left to right:

Monuments

  1. Score VP’s based on the total number of Monuments built by all players. In a 4-player game, that’s 4 points per Monument.
  2. Score VP’s equal to the total number of Workers you have in play.
  3. Score 3 VP’s for every step you’ve taken beyond the starting space on one Temple of your choice.
  4. Score 4 VP’s for every gray-bordered Monument and Building you’ve built.
  5. Score points based on when you built it in: first quarter of the game – 40 points, second quarter – 31 points, third quarter – 22 points, fourth quarter – 13 points. (special promo tile) 
  6. Score points based on how many Technologies you managed to get to Level Three.

Buildings

  1. All of your Workers require one less Corn to feed.
  2. One of your Workers needs no Corn.
  3. Advance one Theology (Blue) Tech Space and go up one step on the Green (Kukulcan) Temple.
  4. Go up one step on both the Brown (Chaac) and Yellow (Quetzalcoatl) Temple.
  5. See #1.
  6. Gain one level in the Red / Yellow Architecture Technology.

And here are the starting Resources for all four players:

RED gets 3 Corn, 1 Wood and 1 extra starting Worker. To counter-balance this, he also takes an improvement that covers the Corn requirements for 1 Worker.

YELLOW starts with 9 Corn, 2 Stone, 1 Gold and 1 advancement on the Green (Agriculture) Technology Track.

GREEN begins the game with 8 Corn, 4 Wood, a 1-step drop on the Brown (Chaac) Temple space... mitigated by a 1-step advancement on the same track! He also gets 1 advancement on the Red / Yellow Architecture Technology Track.

BLUE kicks things off with 9 Corn, 4 Wood and 1 advancement on the Green (Kukulcan) Temple.

ROUND 1

Red pays a single Corn to place a Worker on the “0” space of the Green (Palenque) and Red (Tikal) Gears.

Yellow places a Worker on the “0” space of the Yellow (Uxmal) Gear and on the 1-Corn Red Gear for a total of 2 Corn.

Green drops 1 Worker on the “0” space of the Brown (Yaxchilan) Gear as well as the 2-Corn Red Gear for a total of 3 Corn spent.

Blue plays one Worker on the 3-Corn Red Gear and 1 Worker on the 1-Corn Yellow Gear for a total of 5 Corn!

Rotation 1

A Corn is added to the Gear tooth since the First Player token wasn’t taken.

ROUND 2

Red hops a Worker off the Red Gear, pays a Wood cube and advances his Green Agriculture Technology by one.

Yellow takes his Worker off the Red Gear and builds a Building for 1 Stone and 1 Gold, advancing both his Blue Theology Tech and the Green Yaxchilan Temple by one step each. 

Green adds his last Worker to the Yellow Gear for free.

Blue takes his Worker off the fourth Red Gear space, letting him build two Buildings. Unfortunately, he can only afford one, paying four lumber for a structure that will reduce his Worker’s Corn requirements by half! 

Rotation 2

A Corn is added to the Gear tooth since the First Player token wasn’t taken.

ROUND 3

Red places two Workers for 1 Corn, 1 each on the “0” space of the Brown and Red Gears.

Yellow spends a Corn to place Workers on the “0” space of the Green and Yellow Gears.

Green hops a Worker off the Red Gear and buys two Buildings, one of which covers the Corn requirements for one Worker and the other advances his Green Agriculture Tech and gives him a Stone. Since he also has the first Red / Yellow Architecture Tech advancement unlocked, this also earns him a Corn. 

Blue hops off the Yellow Gear, scoring a new Worker!

Rotation 3

A Corn is added to the Gear since the First Player token wasn’t taken.

ROUND 4

Red places his last Worker on the “0” space of the Brown track.

Yellow leaps off the Yellow Gear for a new Worker!

Green pulls a Worker off the Brown Gear for 1 Gold and 2 Corn. After removing a Worker from the trading space of the Yellow Uxmal Gear to get a Wood, he then hops off the Red Track, spending a Wood to go up on the Brown and Green Temple spaces!

Blue places Workers on the “0” spaces of the Red, Yellow and Blue (Chichen Itza) tracks, spending 3 Corn!

Rotation 4

A Corn is added to the central Gear since the First Player token wasn’t taken.

ROUND 5

Red removes two Workers from the Brown Gear, getting a Corn, a Wood and a Stone.

Yellow pays a single Corn to place Workers on the “0” spot of the Brown Gear as well as the First Player space, letting him collect the 4 accumulated Corn.

Green retrieves his Worker from the Yellow Gear and nets a new Worker.

Blue spends 1 Corn to place a single Worker on the second Brown Gear space.

Rotation 5

Yellow takes the First Player token. They’d like to rotate the central Gear twice, but since this would bump a Green Worker off,  it’s only advanced a single space. No Corn is added to the Gear since the First Player token was taken.

ROUND 6

Yellow places a Worker on the “0” space of the Red Gear for free.

Green hops his Worker off the last action space of the Red dial, paying 1 Stone to advance on the Brown and Green Temple spaces. 

Blue removes a Worker from the Brown Gear for 1 Corn and 1 Stone and then pulls one from the Yellow Gear to trade 4 Corn for 2 Wood. Next up, they hop a Worker off the Red Gear to buy a Building for 2 Wood and 1 Stone, which advances him on both the Brown and Yellow Temple tracks.

Red collects a Worker from the Red Gear, allowing for 2 Technology improvements. Sadly, he can only afford one, spending  a Wood and Stone to go up one on the Green Agriculture Track. He then removes his Worker from the Palenque Corn Gear and, thanks to his new Technology, he collects  9 Corn, even though it’s still covered by Wood. He also gets a bonus Corn from the previous improvement, for a total of 10.    

Rotation 6

Since the First Player token wasn’t taken, a Corn is added to the Gear. 

ROUND 7

Yellow removes from the Brown Gear for 1 Stone and 1 Corn. He then hops off the Red Gear, spending 2 Stone to advance on the Green Agriculture Tech track, making the Wood-covered Corn accessible.  He then removes a Worker from the Green Gear, getting 8 Corn (7+1 for the Tech improvement). Next up, he hops off the Yellow Gear, letting him buy a Building for 2 Corn per regular resource. He returns 6 Corn to the bank, buying a Building that gives him a boost on the Green and Brown Temple track.

Green pays 1 Corn to place a Worker on both the “0” Green and Brown Gear spaces.

Blue spends a single Corn to place on the 1-Corn Green Gear.

Red spends 4 Corn to place on the “0” and “1” Yellow Gear spaces and on the “0” Red Gear spot.

Rotation 7

Corn is added to the Gear Tooth since the First Player token wasn’t taken.

ROUND 8 

This next round will conclude the first quarter of the game! As such, this is a Feeding Round, with Bonus Resources coming from Temples.

Yellow pays 3 for placing Workers on the “0” spaces of the Brown, Red and Yellow Gears.

Green spends 2 Corn to place a Worker on the 2-Corn Brown Gear.

Blue removes a Worker from the Agriculture wheel, takes a Corn tile and gets 4 Corn.

Red plays their last Worker on the First Player space, taking the two Corn on the Gears!

Middle of Age I - Food Day

Red has 4 Workers, but only pays 6 since one doesn’t eat Corn.

Yellow also has 4 Workers, but no efficiencies, so he pays 8 Corn.

Green has 4 Workers, but pays 6 since one doesn’t eat Corn.

Blue has 4 Workers and a Building that reduces food costs by -1 per Worker, so he pays 4 Corn.

Temple Resource Rewards

Green, Blue and Yellow both get 1 Stone a piece. Yellow, Green and Blue get 1 Wood each.

Rotation 8-9

Red opts to advance the Gears by two spaces, flipping their player card to signify this!

ROUND 9

Red takes a Worker off the Yellow Gear to get a new Worker!

Yellow removes from the Red Gear and buys a Building that advances his Brown Resource Extraction Tech and also gets him a free Corn.

Green places a Worker for free on the “0” space of the Red Gear.

Blue plays 2 Corn to play on the Brown Gear’s “0” space and the 1-Corn Red Gear.

Rotation 10

Corn is added to the Gear tooth since the First Player token wasn’t taken.

ROUND 10

Red removes from the Fifth Yellow Gear space, letting him choose any other non-Chichen Itza space. He opts for the fifth Brown Gear spot, which earns him 1 Gold, 1 Stone and 2 Corn.

Yellow fills up the first 2 slots of the Green Gear, paying 2 Corn to do so.

Green removes from the Red Gear and pays 1 Wood and 1 Stone to take the Green Agriculture Tech advancement, making the Wood-buried Corn accessible. He then gets 8 Corn for hopping off the Green dial, adding +1 for the prior advancement. Finally, he retrieves both Workers from the Brown Gear, getting a Crystal Skull, a Gold, a Stone and 2 Corn.

Blue places their last Worker on the “0” Brown Gear slot.

Rotation 11

Since the First Player token wasn’t taken, a Corn is added to the central Gear tooth.

ROUND  11

Red hops off the Red Gear, paying 1 Stone to take two different Temple steps, namely Brown and Green.

Yellow removes both Workers from the Green wheel, getting 4 Corn for Fishing and then another 5 from the Corn field next door. After recovering a Crystal Skull from the Brown Gear, they finish up by removing a Worker from Yellow and paying 4 Corn to buy a Building that advances any Temple Track. He chooses the Brown Temple. This same tile gives the option to buy another Building at regular cost, but he’s out of Resources.

Green pays 3 Corn to drop Workers on the "0" spot of the Red, Yellow and Blue Gears.

Blue removes a Worker from the double Tech Improvement space of the Red Gear, paying two resources (Stone and Wood) to advance on the Brown Resource Extraction Tech and Blue Theology Tech tracks.

Rotation 12

A Corn is added to the Gear tooth since the First Player token wasn’t taken.

ROUND 12

Red pays 2 Corn to place Workers on the first 2 Green Gear spaces.

Yellow spends 1 Corn to play on the Brown and Blue Gear’s “0” spaces.

Green pulls off the Yellow Gear, paying 3 Corn to advance on the Brown Temple Track. He also hops off the Red Gear and pays 1 Stone to advance on the Blue Theology Tech track.

Blue places their last Worker on the First Player spot, helping themselves to 3 Corn!

Rotation 13 

No Corn is added to the Gear Tooth since the First Player token was taken by Blue. They can’t move the Gears twice, since it would launch their own Worker off the Chichen Itza Gear!

ROUND  13

The completion of this round represents the end of Age I and the mid-way point of the game. Not only is this a Feeding Round, players will also score Victory Points from Temples!

Using good timing, Blue removes from the Brown Gear to get a Crystal Skull and then removes a Worker from the very last Blue Gear space, choosing the play on the previous slot for 13 VP’s, a Gold and a step up on the Gold Temple!

Red pulls off two Green Gear spaces, collecting a grand total of 9 Corn, 4 from the Fishing space and 5 from the Corn fields.

Yellow hops off the Blue gear, placing a Crystal Skull 1 spot higher...thanks to his Tech improvement. This nets him 5 VP’s and a bump up on the Brown Temple space!

Green does the exact same thing, placing a Crystal Skull one slot higher thanks to his Tech improvement. This nets him 6 VP’s and a bump up on the Brown Temple space!

End of Age I - Food Day

Red has 5 Workers, but pays 8 since one doesn’t need to be fed.

Yellow also has 4 Workers, but no efficiencies, so he pays 8 Corn. Unfortunately, he only has 6 so he takes a -3 VP hit!

Green has 4 Workers, but pays 6 since one doesn’t eat anything. Unfortunately, he only has 4, so he also takes a -3 VP hit!

Blue’s Building reduces food costs by -1 per Worker so, with 4 Workers, he pays a measly 4 Corn.

Temple Victory Point Rewards

Green gets 7 points from the Brown Temple, Yellow gets 6 while Red and Blue each get 2 apiece. Bonus points: Green gets 6 more points! 

Only Blue gets points from the Yellow Temple: 2 for the space and another 2 for the bonus for a total of 4!

Green Temple: Green and Yellow get 3 points apiece. The same players get half the bonus: 2 points apiece! Finally Red and Blue get 1 point apiece. 

Rotation 14

Corn is added to the central Gear since the First Player token wasn’t taken.

ROUND 14 

Age II begins and new Building Tiles replace the ones from Age I

Blue takes a Crystal Skull from the Brown Gear!

Red places on three “0” spaces: Brown, Red and Blue, which costs a total of 3 Corn.

Yellow places on the “0” Green Gear.

Green places on the “0” Yellow Gear.

Rotation 15

Since the First Player token wasn’t taken, another Corn is added to the main Gear.

ROUND 15

Also devoid of Corn, Blue places on the “0” space of the Green wheel.

Red pulls off two Workers from the Green Gear, getting a whopping 6 Corn from one space and 8 from the other!

Yellow hops off the Green Gear to Fish, taking 3 + 1 for his Tech Improvement for a total of 4 Corn.

Green adds a Worker to the “0” space of the Brown Gear for free.  

Rotation 16

One Corn is added to the Gear tooth since the First Player token wasn’t taken.

ROUND 16

Blue adds a single Worker to the “0” space of the Yellow gear.

Red pays a single Corn to place on the 1-Corn Yellow Gear space.

Yellow removes to get a Crystal Skull.

Green plays on the 0-Corn Green Gear.

Rotation 17

Another Corn is placed on the central Gear since the First Player token wasn’t taken.

ROUND 17

Blue pulls off the Green Gear, getting 4 Corn, then hops off the Yellow Gear, spending 3 Corn to advance on the Yellow Temple track!

Red pulls off the Yellow dial, trading 12 Corn for 3 Gold.

Yellow places Workers on the “0”-level Green, Brown and Blue Gears, costing them 3 Corn.

Green places a Worker on the First Player space and gains all of the Corn that’s been piling up there!

That Worker immediately comes back and Green gains the First Player Token. Green then decides to move the Gears twice, flipping their player card over to signify this! 

Rotation 18-19 

Of course, no Corn is added to the Gears.

ROUND 18

Green leaps off the Yellow Track, paying 1 Corn to do any action on any Gear, save Blue. He decides to do the fifth action on the Red track, spending a Gold to go up on both the Brown and Green Temple spaces! Since he just reached the top level of the Brown Temple, he flips his Player Board back over to the lighter side, re-setting his ability to move the gears twice!

Blue spends 1 Corn, placing Workers on the “0” space of the Green and Blue Gears.

Red spends 2 Corn to place on the 1-Corn Green Gear and the “0” Brown Gear.

Yellow places on the “0” Yellow Gear for free.

Rotation 20

No-one took the First Player token, so 1 Corn is placed on the Gear.

ROUND 19

Green pulls off the Green Gear, getting 8 Corn and then removes from the Brown Gear for 2 Corn, 1 Stone and 1 Gold. After leaping off the second-to-last Yellow Gear, he pays 1 Corn to tap into the 5’th Red Gear space. This lets him return 1 Stone to progress on both the Yellow and Green Temple spaces!

Blue pulls off the Green dial to Fish for 3 food...I.E. Corn.

For 2 Corn, Red removes from the Brown Gear, fetching 1 Stone and a Gold. He also takes a Worker back from the Red dial, letting him choose any space of any Gear. He decides to advance his Green Agriculture Tech to the top tier and move the Blue Theology Tech up once, for a total of 4 Resources. Then Red removes from the Green dial, getting 8 Corn.

Yellow jumps off the Green dial, getting 8 Corn. He then uses his Blue Theology Tech to remove from the Blue Gear, letting him place a Crystal Skull a level higher than normal, netting him 7 VP’s and also helping him advance on the Green Temple space. He then hops off the Yellow dial to advance on the Green Temple space again!

Mid-way through Age II - Food Day 

Red has 5 Workers, but pays 8 since one has a Corn allergy.

Yellow has no farming efficiencies, so he pays 8 Corn for his 4 Workers. 

Green has 4 Workers, but pays only 6 since one is on a Corn-free diet.  

Blue has a Building that reduces food costs by -1 per Worker, so he pays 4 Corn for his 4 Workers. Unfortunately, he only has 3, so he loses 3 VP’s!  Whoopsie!

Temple Resource Rewards

Green and Yellow both get 2 Stone while Red and Blue get 1 Stone apiece!

Blue is the only one to get a Gold from the Yellow Temple.

Yellow and Green both get a Crystal Skull and 2 Wood while Red and Blue each get 1 Wood. 

Rotation 21

A Corn is placed on the big ol’ Gear since the First Player token wasn’t taken.

ROUND 20

Green spends 3 Corn to place Workers on the “0” spaces of the Brown, Red and Blue gears.

Blue is woefully Corn-poor, so he places a Worker on the “0” space of the Green Gear.

Red pays to place on the 1-Corn space of the Brown wheel.

Yellow pays 2 Corn to play 2 Workers, one on the “0” space of the Yellow wheel and one on the 1-Corn  Blue Gear.

Rotation 22

No one went to the First Player space, so Corn is added to the Gear.

ROUND 21

Green places a Worker on the 0-Corn space Brown Gear.

Blue drops another single Worker on the “0” space of the Green dial.

Red places a single Worker on the 0-Corn Red Gear for free.

Yellow pulls off the Brown Gear for 2 Corn, 1 Gold and 1 Stone.

Rotation 23

Corn is dropped on the central Gear Tooth since the First Player token wasn’t selected.

ROUND 22

Green pulls off the Red Gear to buy a Building which will completely feed 3 more Workers! Since he also has the Level 1 Red / Yellow Architect improvement, he also gets a free Corn.

Blue places on the lowest rung of the Brown Gear for free.

Red pulls off the Brown Gear, gaining a Crystal Skull. Thanks to his Blue Tech, Red can also remove one level higher from the Blue Gear, opting for the 11 VP level, which also gains him a bump on the Yellow Temple track and a free Wood. He then removes his last Worker from the Brown Gear for 1 Gold and 2 Corn.

Yellow removes from the Trading space of the Yellow Gear, trading 1 Stone for 3 Corn and then 2 Corn for a lumber.

Rotation 24

The First Player space was left alone, so one Corn is added to the Gear tooth.

ROUND 23

Green places on the “0” space of the Red Gear for free.

Blue hops off the Green dial, cutting down the forest for 2 lumber!

Red pays 1 Corn, placing 2 Workers on the “0” space of both the Green and Brown Gears.

Yellow pulls off the Blue dial, using their Tech to place one level higher...specifically on the 8 VP space, which also earns him a climb up on the Green Temple space.

Rotation 25

A Corn is placed on the Mega-Gear since the First Player space wasn’t selected.

ROUND 24

Green pulls off the Brown wheel for 1 Gold and 2 Corn.

Blue removes from the Green wheel, picking up the now-revealed Corn tile for 5 Corn.    

Red removes from the Brown Gear for 1 lumber.

Yellow spends 3 Corn to place on the “0” Space of the Green and Yellow Gear, as well as the First Player space! He promptly collects the 6 Corn that’s been piling up on the wheel.

Rotation 27

No Corn is added to the Gear Tooth since the First Player token was taken. Yellow gets the first player token and no additional Gear move is performed.

ROUND 25

Yellow removes from the Green dial and catches 4 elusive Corn Fish. He pulls back from the Blue dial, getting 4 VP’s and a step up on the Brown Temple space.

Green retrieves from the Red dial, letting him construct a Building which gives him a step up on the Blue Tech track and a 1-tier improvement on both the Brown (capped out) and Green Temple tracks, the latter of which locks in the top spot for him! Green then removes from the Blue dial, using his Theology Tech to place a Crystal Skull on the 8 VP space, gaining him 1 Gold and letting him move up on the Green temple track. Since he just unlocked the second tier Blue Tech track, he pays 1 Stone to go up 1 space on the Yellow Temple. Finally, Green spends 1 Corn to take a step backwards to do the Crystal Skull action on the Brown gear!

Since he doesn’t have a Crystal Skull, Blue’s Worker on the Blue Gear is stranded. So, he just pulls off the Brown Gear for 2 Corn and 1 Gold.

Red removes from the Red Gear and pays 3 Wood and 3 Gold for the Monument which gives VP’s for Workers. He then removes from the Green dial for 7 Corn.

End of Age II - Food Day

Red has 5 Workers, but pays 8 since one doesn’t need any Corn.

Yellow also has 4 Workers with zero efficiencies, so he pays 8 Corn. 

Green has 4 Workers, but pays “0” because his Buildings cover the food costs for all of them.

Blue has a Building that reduces food costs by -1 per Worker, so he pays 4 Corn for his 4 Workers.

Temple Victory Point Rewards

Brown Temple

Green - 8 points

Yellow - 7 points

Red and Blue - 2 points

Bonus: Green - 2 points

Yellow Temple   

Blue - 4 points

Green - 2 points

Red - 1 points

Bonus:  Blue - 6 points

 Green Temple

Green - 10 points

Yellow - 9 points

Red and Blue - 1 point 

Bonus: Green - 4 points 

Goods Conversion 

Red 4 / 4 = 1 point

Yellow 20 / 4 = 5 points

Green: 10 / 4 = 2 points

Blue 24 / 4 = 6 points

Crystal Skulls

Green - 3 points  

Monuments

Red - 13 points

FINAL SCORES

Green 60

Yellow 53

Blue 40

Red 31

   ***    

Key rules to remember:

  • The Golden Rule: you can only either place Workers by paying the Corn cost based on the how many you played and their gear position or remove Workers in whatever order makes the most sense to you.
  • When you remove a Worker you can take a lower action space by paying 1 Corn per step back.
  • During Food Days, you lose -3 VP's per Worker you can't feed.
  • If completely out of food you can Beg For Corn. Lose all of your current Corn and take 3 from the bank. Unfortunately, this pisses off the Gods and you have to take a -1 step down on any Temple track. Pro-tip: if you have to Beg for Corn, do it when you have 0 Corn and not 1 or 2.  
  • If you place a Worker in the First Player position you collect all of the accumulated Corn, get the Worker placed there back at the end of the round and collect the First Player token. If you currently hold the First Player Token, pass it to the player on the left. You can move the Gears twice if you want, but only if it won't throw a Worker off the last space of a Gear.  
***
So, clearly I absolutely adore Tzolk'in: The Mayan Calendar, to the point where it might have a permanent home in my top five favorite games of all time. I love the Mayan theme, the aesthetics, the efficiencies you can create and the unique combination of worker placement combined with the timing involved with removing them from the gears to what you need to pursue a strategy. 

By performing and recording this complete play-through, I'm hoping that the fundamental rules will be permanently locked in my brain. If not, I can just pop back here for a quick refresher. Hopefully there are a few like-minded out there who will find this somewhat handy as well.

Before I go, I suppose I should address a point related to this game or, more accurately, its designer. Apparently Daniele Tascini has said some pretty stupid shit in the past, which he received well-deserved criticism and repercussions for. This, in turn, makes my love for this game a wee bit...complicated

I firmly believe that there comes a time when a popular work of art ceases to be the sole domain of its creator and the general public takes partial ownership of it. Daniele Tascini isn't the only person to work on Tzolk'in, after all, it was co-designed by Simone Luciani, beautifully illustrated by Milan Vavroň and published by the lovely folks over at Czech Games Edition. The hard work of these people shouldn't jettisoned merely because of the stupid comments of one person. 

Above all, I firmly believe that Tzolk'in: The Mayan Calendar is a genuine work of interactive art. And, as such, it's a baby that I'd rather not see cast out with the bathwater.    

     

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