Heirs of Prometheus - How to Play. Complete, Clear and Concise Board Game Tutorial
gain influence in ancient Greek city states through military diplomatic cultural and economic to have the most glory in Airs of Prometheus and today we'll be teaching you how to play Airs of Prometheus game designed by Stefan Alexander B and published by psyche interactive and check out the link to the project page in the video description below and hi everyone it's Stella and Taran here from Maple University and hey if you enjoy this video after watching you really help us by like subscribe and let us know what you think in the comments that seriously will help us to bring more videos okay now let's get to the classroom in air of Prometheus two to six players take on the roles of city states vying for Supremacy in ancient Greece players will expand their territories muscle in on other players and make the best tactical uses of influence events and alliances to assert their control players will will fight to win contentions and hold area all in the aim of gaining Glory points as when the glory pool is empty it's the players who've earned the most who win the game but the game is never over as any player can steal Victory by building and having fulfilled the objective on a monument to the gods at the end of the game regardless of the amount of Glory gained to set up layout all the tiles in the configuration for your play count this is six players five players four players and this one is for two or three players in the rule book these porns show you each player's starting location and you'll take a porn of each player color and place one in the starting location nearest to where you're sitting at two players you'll place a neutral players color for now separate the Cards into nine decks the Pol cards will simply show one of the citystate names while the others can be divided by their type monuments Tradesmen military events economic events diplomatic events cultural events adversity and then a single deck containing all of the various types of buildings determine a first player and then in Reverse turn Order each player picks any one of the poce cards placing it on the same tile as their starting official porn and its matching polce board contention tile and then left over six official porns and as many truce tokens as there are other players in the game at the bottom of this board you'll see your Po's special abilities and the poce bank where you can store some influence each player begins with three yellow economic influence and two of each other type green diplomacy purple culture and red military from the building cards separate out all of the number one and two cards and then with the number ones create a complete set of buildings Shuffle It Up and starting with the player who was last in turn order place two random buildings one on each space adjacent to the starting point continue doing this anticlockwise around the board and when you've run out of your complete set of four take the next set of four Shuffle it and continue do this even for the neutral porn in a two-player game split the level two cards up the same way but this time instead of placing the cards on the board deal two cards face down into each player's hand from the Tradesman deck find sets of non-matching five cards and deal one to each player's hand you won't do either of these steps for the neutral color at two players if this is a two-player game place a number eight univers building on the space where the neutral players po would go place a precept token onto each of the adjacent territories where the starting buildings go and remove the neutral porn you won't be using this neutral color anymore through the game all remaining Tradesmen and buildings of any number are shuffled together into a single deck called the development deck which is placed face up look through the adversity deck and find the Olympics card set it aside shuffling the rest of the cards and then place the Olympics card back on top these other spaces are for the event decks in each of the four types and those decks are simply shuffled and placed you can use the stande base to stand this board vertically but we'll show it overhead through the video create a pool of Glory points the size of which depends on your Play account and lay out the three Monument cards you'll use these at every player count keep leftover glory to the side you may need it at the end of the game keep supplies of the other resources nearby ready for use these will be the four different types of influence the clear colored gems which have a couple of different uses in the game and the double-sided precept Revolt tokens whoever was last to choose a poce will be first to take a turn and you're now ready to play a of Prometheus is played in turns starting from the first player and going clockwise around the table each turn takes place over these six phases first the adversity phase where you'll draw and resolve an adversity card this generally involves rolling a die to see whether one of your districts revolts against you or not second is production you'll draw a new development card and then roll the dice to generate some new influence for yourself or for your opponents third is the actions phase where you get the chance to take an action with each of the districts that you control on the map this is by far the biggest phase of your turn and where most of your important work is going to take place fourth is the discard phase where you'll discard down to your hand limit and remove certain tokens as part of an end of turn cleanup fifth is consolidation you'll gain some more influence and then have the opportunity to redirect some fluence around your board then sixth is the resolution phase and this is where you'll make your progress towards Victory Airs of Prometheus will not necessarily have a single winner the number of winners depends on your player count and is equal to half of the player count rounded down you can win the game in one of two ways the guaranteed way is to gain and activate a monument and meet the objective on that Monument what this means is using an action to gain one of The Monuments and then defending that Monument from other players for at least three turns you'll remove one of these markers in each resolution phase continuing to defend it until the very end of the game and meet the objective on that monument at the end of the game any player who achieves this will win the game players will also be gaining Glory points through the game in each res resolution phase based on their area control on the map the end of the game is triggered at the end of the player turn where this pool is empty and you'll continue playing until all players have had the same number of turns any Victory positions which are not filled by players who met Monument objectives will now be filled by the players with the highest amount of Glory so let's now take a look at the round sequence in detail the first phase of your turn is the adversity phase and you will flip and resolve the top card from the adversity deck most of these result in a die roll and the threat of Revolt however because of the way the deck is set up in the very first round you'll always get the Olympics card which results in a period of Tranquility when this is drawn there is no negative effect and this period lasts for an entire round meaning that no other player draws an adversity card until the player who started the period of Tranquility has their next turn a period of Tranquility also blocks some of the game's aggressive actions from being taken since the first round will always be played under these rules we'll skip for the moment everything else which happens in the adversity deck we'll come back to explain that as well as what happens in the production phase at the end of the video what we'll do now is build up towards describing your turns actions phase but before we can go into the mechanics of the actions phase we need to explain quite a lot of Concepts about how the main board the cards and the porns are laid out the main map is made up of tiles and each tile represents a territory within each land territory is a smaller space called a district and a district is a space which can house one or more development cards the development cards which can go on these districts include buildings which all have a blue bar at the top or Tradesmen which have a brown bar there is also the special case of your starting territory that is the territory which has your poce card placed on it during setup this territory is represented by your personal poce board and it contains three districts which are known as your Acropolis these behave like the districts they are a place where you can put development cards and unique to your Acropolis you can also place a monument which is also a type of development card each player has access to a total of seven colored player porns which are called officials although all of your tokens look the same they can be placed in different locations and contexts and as a result of this there are actually four different types of officials in in the game the specific official in the top left corner of the territory with your poce card is called your Aron this is effectively the ruler of your city state the official in the top left corner of any other territory is called a tyrant think of this as the ruler who is ruling over a different territory that you've invaded and conquered if a player porn has been placed on the development cards within a district of a territory that official is called a Treasurer finally if there is a precept in a territory that is one of these green pentagonal tokens and that precept has an official on it that official is called an emissary it is possible for a precept token to have no Emissary and the other type of token which could be placed onto a territory is Revolt there are two important concepts for what all of these officials and tokens mean the first is control a territory and its districts are controlled by the player who has either the archon or Tyrant on that territory in other words if your marker is in the top left corner you control that tile if the top left corner is empty that tile is neutral irrespective of any other pieces on it this is a neutral tile which happens to contain a yellow emissary the second concept is highest ranking official the four different types of officials that we just introduced have an order of hierarchy the highest ranked is the archon then an emissary then a Treasurer and then finally the Tyrant for certain game effects it's the player who has the highest ranking official not who has control who gets the game effect and in particular this applies to the gaining of Glory Points each turn the main practical consequence of this is that a tyrant will give you all the benefits for controlling a territory but any other type of official on that territory will strip it of its highest ranking official effects so now that we understand what constitutes control during the actions phase of your turn you get to take one action for each district in a territory that you control at the start of your turn that means as you expand further around the board you'll get to take more actions each turn however there are some exceptions a district cannot take an action if it contains a Revolt token a precept token a monument card or your polace card so while the red player controls a total of seven districts right now only three of them qualify to take actions 1 2 3 a district is also not allowed to take an action if it is not connected to its owner's police and so let's take a moment to look at the definition of connected as this comes up in many of the game's actions and its most General two territories are connected if you can draw a valid orthogonal path between them which crosses over only territories which are either neutrally owned or contain an official belonging to the player doing the connectivity check C territories are always considered neutral and you can always draw those orthogonal paths through the sea so from Red's standpoint these territories are connected for blue these are connected and for yellow these are connected if blue had a tyrant here this territory would no longer be connected to Red's poce while if red had a Treasurer here it would once again become connected connectivity is blocked by any precept token which does not contain your official this precept blocks connectivity to these two tiles for blue if a precept token contains your Emissary not only does it not block your own connectivity but that Emissary is considered to be automatically connected specifically to your polace territory think of it as the Emissary reporting home through diplomatic channels Revolt tokens work in the opposite way right now red is not connected to this tile because of all of Blue's tyrants but if there were a Revolt in a territory the Tyrant is too busy fighting the Revolt to block connectivity meaning red is now connected to both of these tiles a player is allowed to Grant passage to another player in order to make two locations connected which wouldn't otherwise have been remember there are elements of Allegiance and diplomacy during this game if for example red and blue wanted to take a Cooperative action blue could simply Grant Passage through the districts it controls by definition the districts on your police board are connected to your polace territory there are effects such as this effect on an estate which impacts the granting of Passage and finally during a period of Tranquility all territories are considered connected so we now understand that during your actions phase you can take one action with each district that you control and that is connected to your police unless it's blocked by a monument a police a precept or a Revolt each of these actions allows you to resolve an ability and there are three different types of abilities there are the basic abilities develop expand consecrate planning trade and Exile there are event abilities these involve playing resolving and discarding an event card from your hand and there are local abilities which are the bottom half of the text on a building card if there are multiple building cards on the same district only the abilities of the top card are active these can only be resolved as actions by the district where the building lies and only if there's no other players Treasurer on the card the treasurer is considered to own the development cards but not own the district meaning red can take an action with this District but that action cannot be from the building's card note that there are also many abilities in the game which are not triggered by an action in your action phase this includes the top ability on any building you control this is a passive ability always in effect an ability with an exclamation mark this is a special ability resolved at a specific time or any ability which shows a sword or a shield these come into play during conflicts with other players so to recap Once Again during your action phase each of your valid districts is going to take one action and that can be to resolve a basic ability to resolve an event ability or to resolve the local ability on a building you control any ability you resolve will have a source district and for those that you're doing in your actions phase that will be the district taking the action and each ability will have a Target district for some actions The Source district and Target district will be the same and you can Target the districts in either yours or another players's Acropolis except for a district containing a monument the final thing we need to know is about costs and influence many of the abilities that you'll be taking have a cost that has to be paid in influence of specific colors you can store your influence in your polace bank up to a maximum of four influence per color or in your districts up to a maximum of one matching type of influence per building here for example we have two military building bus so can hold two military influence here we have one cultural building and can hold one cultural influence Tradesmen do not impact the capacity for influence a special building holds any color of your choice if there is a Treasurer in the buildings on a district then it's the player who owns that Treasurer who owns all of the influence in the district otherwise it's the player who controls the territory who owns the influence just because you control influence doesn't necessarily mean you can spend it as each ability's cost will have to come from a specific place in the case of resolving an ability you must pay any costs either from your polc bank or from the source District you would not be allowed to pay the cost from any other District even if you controlled it the rules are similar for gaining influence in each case the rules will tell you which specific place that influence is gained to but as a general rule anytime you gain or move influence into your polace bank you are allowed to redirect that to a connected District which has the capacity for that type of influence and has neither a precept nor a Revolt token currently on it and so with that we Now understand all of the background rules that we need to go through what the specific actions are that you can take in the action phase the first basic ability is develop and this is the main way that you'll add new development cards to districts you control for this action the target District must be the source district and cannot be a district containing an opponent's Treasurer choose any one development card from your hand that you wish to build pay its influence costs from your polic bank or Source District you can also get a discount by discarding from your hand at most one building whose type matches the influence cost here for example this is a diplomatic building so I could get a discount of one diplomatic influence building this estate for only one green and one yellow having made your choice you now add that development card to the Target District again that has to be the same as the source District and you can choose which order the card goes in whether it goes on top or on the bottom the Restriction is that all building cards present must be above all Tradesman cards present you can't change the order of buildings once they've been placed but you can insert new buildings between a district may have buildings only of a single influence type so in this case If This Were The Source district and the estate were built the Agora and the influence on it would need to be discarded as part of the action Tradesmen are not affected if there are already three development cards on a district when you take this action then the action allows you to replace one of the existing development cards with the new one however you may never have a Tradesman in a district without also having at least one building that means you can't use this action to put a Tradesman down as the First Development card nor to to swap out the last building with a Tradesman the second basic ability is expand and this allows you to place one of your tyrants down into a currently neutral territory in order to control it you cannot take this action during a period of Tranquility the target District must be one in a neutral territory adjacent to the source district and remember here adjacency counts across the water this territory here is adjacent to both of these blue territories there are three different ways you can take the action if there are already buildings in the district then you can pay the cost of the current top building alternatively if there are already buildings in the district then you can choose to pay the cost of any one building from your hand destroy all buildings currently in the district and replace it with the card you've just paid for the third option and it's your only option if there are no buildings in that district is to construct a building card from your hand unlike the develop ability you're not allowed to discard cards from your hand to get an influence discount finally whichever of those three approaches you took Mark that territory with your Tyrant once again you can't do this during a period of tranquility and you're reminded of all such restrictions in this box of your ability sheet the third basic ability is called consecrate and this is all about gaining access to one of The Monuments there are many restrictions on taking this you cannot do it during a period of Tranquility you cannot do it if any District you control has a Revolt token The Source District must be one of your Acropolis districts and the number of monuments currently in play across all players Acropolis must be less than the number of winners at this play count meaning that If This Were a two-player game and one player already had a monument the action could not be taken to use the Ability choose a monument pay its cost take its card and then place it into the target District which will be the same as the source District any development cards there must be discarded and you can only hold one Monument so if you have another you must discard that now Place three of the clear tokens onto that Monument if you can get rid of them all and meet the objective at the end of the game then you will win the fourth basic ability is planning which allows you to gain event Cards into your hand pay one influence matching the type of event you wish to take and then draw the top card into your hand you also get a temporary one card increase to your hand limit for this turn's discard phase only fifth is trade and this is a way of trading resources both cards and influence with one of your opponents the target district for a trade is the opposing players's poce and you must be connected to it remember players can voluntarily Grant passage for connectivity meaning that if blue wanted to trade with red blue would be allowed to make that happen you may trade with each opponent at most once per turn and each trade will be in action within each single trade a player may give up to one card from their hand to the opponent's hand and may give up to one influence from either their poce bank or a connected District to the opponent's polish bank that means that up to two total cards and two total fluence may change hands finally each player takes one of their truce tokens and swaps it with the other player this represents a temporary alliance between those two players which lasts from now until both players have had one discard phase most of the game's collaborative actions result in you making a swap of truce tokens and as long as one of you or an opponent holds the other's truce token you're not allowed to take any negative actions or effects against that player this includes starting any conflicts joining any conflicts against that player resolving abilities which force them to lose cards or influence and so on the final basic ability is exile and this allows you to remove any one of your officials from anywhere on the board returning it to your supply so that you can deploy it elsewhere at a later time you can not Exile an official that you placed this turn and having exiled an official from a territory you can't add another official of the same type to the same territory this turn if you remove an emissary through Exile or any other means in the game the precept token it was sitting on is also removed to use an event ability you must play and discard an event card from your hand and if there is a cost showing in its top left corner you must pay that cost this holds true whether you're playing an event as an action or not but remember any events that have the exclamation mark Shield or sword cannot be played as actions these ones are played at specific relevant times which we'll get to shortly note that such abilities still follow the rules of having both a source and Target District it's just that using it doesn't use up the source District's action for this turn there are two other icons which you will see on event cards these arrows are the icons for connection if you play one of these event abilities the target District must be connected to the source District or adjacent to a territory which is connected to the source District if the card shows this die roll icon then this is a contention roll and you're going to have to roll the dice against an opponent to see whether this event is successful or not contention roll events cannot be played during a period of tranquility and you are not allowed to Target a player whose truce token you hold the effects of these cards are some of the main ways that you'll fight for control of the map and get some of the tokens on the map that we've been seeing through the explanation these are also in and of themselves an effective way of gaining Glory especially late in the game exacting tribute is how you'll place or attack other players Treasures Insurrection is a way to add Revolt the delic league lets you impose precepts and emissaries and conquering aims to attack and remove another player's tyrant in addition to the benefits on the map winning contention roles is a way of earning Glory whoever played the event card is called the Challenger in this contention role and whoever is the Target on the other side is the defender lay the players contention tiles out like so with the Challenger and the event card reading the same direction The Defenders should be flipped the other way each player will roll one die as part of the role but before that players have the chance to commit influence and power to the outcome firstly the Challenger gets one free influence matching the event type the Challenger May then add matching influence from their polish bank or from the source District up to a maximum number of one plus the number of development cards in the source district with only one card here the maximum influence is two so one of these would need to go back but for example had this card already been here then a total of three influence would be allowed however for these development cards to count the player must have the highest ranking official in this territory so for example if blue had a Treasurer here the treasurer would outrank the Tyrant and so the maximum amount of influence would go all the way back down to one the Challenger May resolve Challenger abilities and that's what's indicated by the sword many of these involve gaining power which is represented by the plus one icon and the clear colored gem power is not influence it's not subject to your influence limit these abilities may also be found on events or buildings if the defender controls the target territory and there's a Revolt token then the Challenger gets an extra Power Players may play relevant exclamation marks special abilities then any player who is not currently in the contention role may enter the conflict as an ally to to the Challenger if the event required connection then the Ally must be connected to the Target District or to a territory adjacent to that Target District if the event did not require connection then this does not apply that player becomes an ally the contention tile is placed next to the challengers the Ally pays one matching influence from their polish bank or any connected district and the new allies swap truce tokens you cannot Ally against the player if you hold their truth token then the Challenger rolls the red diee and adds the total amount of power and influence to that role to get the final result here it would be six the Challenger may spend one influence to roll and must take the new result even if it's lower this Challenger's final result is eight the defender now goes through all of the same step steps with a couple of changes the defendant does not get a free influence to start the conflict but may allocate matching influence from the target District or from the Polish Bank the defender is subject to the same influence limit restriction and if the event requires connection then there must be connection to the PO District in order to take any influence from the pols bank the defender has access to Shield abilities rather than sword ones and may also use exclamation marks the defender may be joined by allies in the same way as the Challenger finally the defender rolls the die but unlike the Challenger does not have the option to roll highest roll wins and if tied the defender wins every player on The Winning Side gains one glory for each influence they still have on their contention tile so here Athens gets one Glory while if Sparta had won Sparta would get no glory having only Power left while the Ally pellar would get one Glory then the winner not any allies would gain one influence matching the event into their polish bank so in this case here only Sparta would get this reward then only if the Challenger was successful resolve the actual effect of the event then in all cases discard power or influence remaining on contention tiles when you do a contention rle against a territory which is neutral or which has a neutral precept token on it treat it as if there is a neutral players porn on those pieces this may mean your opponent may be the neutral in the contention role the neutral opponent gains no influence but does gain power up to what would have been the influence limit for a player in that situation finally be aware that it's possible for there to be more than one fully-fledged defender in a contention role and we'll see the circumstances for how this can happen shortly when this happens each of the Defenders may add a full amount of influence or power as if they were the only Defender this is in contrast with the defender Ally situation where the Ally can only play a single influence after adding influence and power independently the defending team does a single die roll compares the total result against the challenges so here it's 11 defeating seven and then they would gain their bonus glory and their bonus influences again as if they were a lone defender in a multiple Defender scenario truce tokens are not exchanged so now let's look at the events tribute is about placing treasurers and the target District must contain at least one development card if there is no Treasurer on that card then the defender in the contention role will be whoever controls the district which could be the neutral if you're successful you get to place your Treasurer onto that District if the target District already has a Treasurer then the defender in the conflict will be that Treasurer if you're successful you may either remove that Treasurer or remove it and replace it with your own if your aim is to remove another player's Treasurer from somebody's Acropolis by replacing it with your own on a different District then both the archon of that Acropolis and the treasure being removed will be defenders in the conflict the delphic league event is all about precept tokens if you target a district with no precept token then your aim will be to place one down including your Emissary and your Defender will be whoever controls the territory if you target a district which does have a precept token then your Defender will be the Emissary on that token or the neutral Emissary if you win as the Challenger you may remove the preset present or replace it with your own if there's a Treasurer in the district you're targeting then that Treasurer becomes a second Defender and like for the tribute if if you're targeting an acropolis District to remove an emissary already present then the Arkham becomes a second Defender the Insurrection event is all about placing Revolt tokens these aren't removed through this this is all about placing the tokens whoever controls the region will be the defender and if there's an emissary present that player will become a second Defender if you succeed place the Revolt token and note that for these last two events precepts and revolts cannot coexist if you place one you remove any of the other if you were ever to place a second revolt on the same territory don't place it but whoever controls that territory must remove one official and if possible it must be an official which is the highest ranking official in that territory this excludes the archon so in this case one of these two officials would have to be lost finally the campaign event is about taking over territories the defender will be whoever controls the territory and any emissaries or treasurers on that territory also become Defenders if you succeed at a campaign remove any officials any Revolt or precept tokens from that territory and then place your own Tyrant throughout all of these be conscious that no one player can have more than one official on the same territory so don't use an ability which would cause that to be the case and so this covers all of the major events and actions that you can take in the game there are several other event actions as well as the location actions on buildings and sometimes these will cost some influence to take but you'll find all of these are variations on what we've already described you may also choose to pass some of the actions available to you once you're done with actions you'll go to the discard phase and this has three steps firstly you must discard down to your current hand limit this will be three plus any temporary hand limit increases you gained through the round for example every event card that you drew through the planning action increased your hand limit and the abilities on some cards will say increase your hand limit by one these are all temporary your hand limit will go down to three at the start of your next turn secondly you'll return any other players truce tokens to those players but you won't get your own back until the end of their turn thirdly clear any Revolt tokens from neutral territories off the map fifth is the consolidation phase which has two steps firstly you can consolidate influence from your districts bringing them back to your poce bank you may do this for all districts containing your Treasurer and one other District who buildings you control but the districts must be connected to your poce and cannot contain a Revolt or precept token in this case I'd be allowed to bring these two influence back to my pols then gain two different influence of your choice into your pols bank for each influence you gain in this way which matches one of your two focuses and that's the part of the polce bank which has a more detailed Banner icon rather than a simple Square gain one matching event into your hand to end your turn you'll do the resolution phase and this is where you'll move closer to Victory firstly if you have a monument check to see whether there are any precept tokens on your Acropolis or any Revolt tokens on territories you control if either of these is true then nothing happens but if neither is true then remove one activation token from your Monument remember you want all of these to be gone before the end of the game so that the monument will let you occupy one of the winning slots next you'll gain one Glory point for each territory where you have the highest ranking official with the exception that if you have a monument you don't score for your archon in this case these three officials would score these two would not this is a critical count in moving towards a monument Victory if you scored zero points on this turn and you have a monument then you immediately lose that Monument this is the only way that your opponents can force you to drop a monument card by attacking you to the point that you have no highest ranking officials left on the board as a constellation prize your archon now counts again and so you'll get one glory for the archon finally check to see whether the general Glory pool is empty and if you took the last Glory from the pile then the end of the game is triggered you'll keep playing until all players have at the same number of turns taking any further Glory out of the box and then check the victory conditions any player who has a monument with no activation tokens checks its condition if the player meets the condition and the player must strictly meet it a tie is not enough then that player wins once all monuments are checked any remaining Victory slots go to the players who have the highest amount of glory and in the event of a tie for the final position whoever was later in turn order breaks the tie and so now we return to the start of the round and the adversity phase when it's not a period of Tranquility you will gain an adversity card which requires you to make a support role each will read something like this here it says gain one step of your threshold for each official you control some other events and abilities might impact your threshold your minimum threshold is zero and your maximum is seven once you finished setting the threshold roll the Black die trying to roll a number which is strictly above your threshold if you roll equal or below your threshold then you must place a Revolt token into a territory where you have a tyrant who is the highest ranking official if no such territory exists then it must go into your Acropolis if you succeed then you may optionally quell one Revolt removing one Revolt from a connected territory you control at the cost of a single influence of any type which can be from your poce bank or any connected District you control players may also quell a revolt in a period of Tranquility it's only losing a support role which prevents you from doing so the second phase of your turn and the last thing we need to talk about is the production phase the first step of this phase is to draw one development card from the deck the second step is to perform a production role with the two dice the black Dy is for you and this determines which of the buildings which you control are going to produce influence as long as they have the capacity to history here suppose it's the red player's turn and the red player has rolled a one on the Black die this number one Garrison produces one red influence this number one Garrison could produce one red influence but has no capacity to store it so produces nothing and because of Blue's Treasurer red does not control this number one estate building and so it does not produce the red die triggers for everyone so in this case everybody's number eight development cards could produce influence so here yellow's University produces and stores one influence and because it's a special building you can choose what colored influence Red's philosopher here could produce one influence but again the Garrison has no place to store it so the excess is lost and this blue treasurers philosopher would produce one diplomatic influence which is stored on these Estates all Tradesmen can produce any color of influence but that influence must be able to be stored on the associated buildings on a roll of doubles resolve the personal die normally and then instead of resolving the universal die give each player one influence of their choice to their polish Bank thanks for watching and if you like this video maybe you'd like to watch this next one have a great day bye