Rules

Learn Guildenza in five minutes.

The rules of Paris, Age of Knights, with worked examples. In the game they are always at hand, and the tutorial teaches them as you play.

The goal

You run a trade in the Paris of the knights. Your score is called influence (★). You earn it by delivering orders and building stalls.

  • As soon as a player reaches 40 ★, the current round is finished. The player with the most influence wins.
  • If nobody reaches 40 ★, the game stops after round 20.
  • A game lasts about 30 minutes.

What you own

  • Deniers: the game’s money. You start with 8 deniers.
  • Shards: six coloured goods. Your stock holds at most 10.
  • Bonus cards: one at the start, up to 3 in hand.
  • Your quays: 6 spots for your stalls, 3 on each bank of the Seine.
SpiramberWaveglassBranchiteCarmineVesperiteNightstone

Each shard has its own colour, shape and name: you never have to tell them apart by colour alone.

A round, step by step

  1. Everyone secretly chooses a role, then the roles are revealed together.
  2. Everyone plays a turn, one after another, and again: 3 turns each per round.
  3. On each turn you do one action only: Buy, Sell, Build or Raise funds. You may add a bonus card to it.
  4. End of round: your pairs produce, the market moves on (the leftmost order and stall leave) and everyone draws a bonus card.

Buying shards

  • Take 1 to 3 shards from the bank. They go into your stock.
  • The arrival shard costs 1 denier. All the others cost 2 deniers.
  • Prices change at random every round, but “Next round” shows them in advance.

Example

BranchiteBranchiteSpiramber4 deniers

Branchite is arriving: 1 + 1 + 2 = 4 deniers.

Scarce shards

  • The bank holds few shards: 5 of each colour with 2 players, 7 with 3 players, 9 with 4 players.
  • When fewer than 5 of a colour are left, you may buy at most 2 at once. Fewer than 3: only one at a time.
  • Delivered or sold shards go back to the bank.

Fulfilling an order

It is the main way to earn influence: the bigger the order, the more it pays. Tap “Sell”, then “Order”, and hand over exactly the shards shown.

Order sizeInfluenceDeniers
2 shards1 ★4
3 shards2 ★6
4 shards3 ★8
5 shards5 ★10

Example

SpiramberSpiramberWaveglassWaveglassBranchite10 deniers and 5 ★

A concord seal Concord seal replaces any shard in an order, but only one per delivery.

Selling shards

  • Free sale: sell 1 to 3 shards from your stock for deniers. No influence.
  • The demand shard sells for 2 deniers. The others, 1 denier.

Tip

If the arrival shard will be in demand next round, buy it for 1 denier and sell it for 2!

Building a stall

  • Pay its price in deniers: the more it costs, the more it gives.
  • Place it on any free spot of your quays, in any order.
  • Link: +1 ★ if it touches a stall of another family, left, right or facing it.
  • Bridge: two different families facing each other across the Seine build a bridge. You receive a seal.
Stall priceInfluence
6 deniers1 ★
9 deniers2 ★
11 deniers3 ★
12 deniers4 ★
13 deniers5 ★
Workshop on A1A1
Market hall on A2A2
A3
BridgeThe Seine
Trading post on B1B1
B2
B3
The Workshop (A1) and the Market hall (A2) are linked: different families, side by side. The Trading post (B1), facing the Workshop, builds the bridge and earns a seal.

Families and pairs

Every stall belongs to a family, written on the banner of its picture. Each family gives a small advantage, once per round:

  • Workshop: After your first purchase of at least two different colours, gain 1 denier.
  • Trading post: Your first open sale or delivery this round earns 1 extra denier.
  • Market hall: Your first funding action this round earns 1 extra denier.
  • Lodging: Your first stall of each round costs 1 denier less, minimum 1.
  • Chancery: Your first delivery of at least three shards earns 1 extra influence.
  • Scriptorium: After your first bonus use, draw a card if you have room.

Stall pairs

  • Two stalls of the same family, side by side on the same bank, form a pair.
  • When you form it, choose a colour: the pair gives you 1 shard of that colour at the end of every round, for free, as long as the bank has some.
  • A pair does not give the +1 ★ link: choose between influence and production!

Example

Two Workshops on A1 and A2, colour Nightstone: +1 Nightstone every round.

Funding, bonuses and roles

  • Raise funds: you receive 3 deniers. Always possible, ideal when you are short of money.
  • Bonus cards: add one to your action. For example, a Guild purse gives 2 deniers and an Escort makes a purchase 1 denier cheaper. They stay secret until you play them.
  • Roles: each gives an advantage during the round. You cannot keep the same role two rounds in a row, but two players may share one.

The six characters and the six bonus cards

End of the game and ties

  • The game stops at the end of the round in which a player reaches 40 ★, or after round 20. Everyone has therefore played the same number of turns.
  • If influence is tied, the player who delivered the most orders wins, then the one with the most deniers.
  • A perfect tie is a shared victory. Nothing is left to chance.

How to play well?

  • Deliver big orders: they are the best source of influence.
  • Form pairs early: their free shards add up every round.
  • Buy arrival shards before they become scarce.
  • Watch the other players: they want the same orders and the same shards!

The best way is to try.

The in-game tutorial walks you through a real game, step by step, with all six characters.

Coming soon toGoogle PlayCharacters and stalls